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Contents

Credits

Introduction to OGL Horror

Horror Roleplaying

Horror Character Creation

19

Skills and Feats

33

Chainsaws, Stakes and Nailguns

81

Conditions, Environments and


Hazards

120

Combat (and Running Away)

126

Fear and Loathing

148

Magic, Mysteries and Phenomena 156


Cults and Conspiracies

170
181

Monsters

204

Sample Horror Campaigns

241
251

License

Ian Belcher

Cover Art
Scott Clark

Interior Illustrations
Aaron Acevedo, Eric Bergeron, Stephen
Cook, Anthea Dilly, Vincent Hie, Patrick
Keith, Kythera, Jon Netherland, Peter
Schlough, Nathan Webb, Leo Winstead,
Ursula Vernon

Studio Manager
Production Manager
Alexander Fennell

Playtesting
Mark Billanie, Daniel Haslam, Mark
Howe, Jamie Godfrey, Alan Moore, Daniel
Scothorne, Mark Sizer, Michael J Young

OGL Horror Character Sheet252


Index

Development and Layout

Ian Barstow

Turning the Screw

Designers Notes

CONTENTS

Gareth Hanrahan

254
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.

INTRODUCTION

Introduction
On the face of it, horror roleplaying is not that different to
roleplaying in any other genre or era. The characters face
similar challenges enemies to defeat or outwit, mysteries
to unravel, dangers to overcome. The difference is one of
attitude, mood and meaning. The familiar surfaces of the
world are not a mere backdrop for the characters heroic
escapades; there are gibbering things in the shadows.
Certainty falls away nothing can be trusted or relied
upon. In most games, the Players know that the challenges
they face will be balanced with their abilities, that their
characters are who they believe themselves to be, and that
the Games Master is ultimately on their side.

terrible madness, and may even lose his own identity.


Every action you make could be the misstep that sends
you plummeting through the fragile walls of reality into
the endless nightmare of horror.

In a horror game, none of that is true. By playing, you are


asking the Games Master to put your character and you
through the wringer. Your character might face creatures
utterly invulnerable to his attacks, have friends and allies
torn away by alien claws or incomprehensible magic or

Most of this book assumes that the game is taking place


in the modern day, in the familiar present. This is often
the most effective setting for horror. Both Players and
Games Master are (one presumes) wholly familiar
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 horric.
Horror that strikes close to home is very effective. The
thing that crawls out of a witchs cauldron in the tenth
century is not half as scary as the thing that is crawling
out of your television right now.

That is not to say that the Games Master is out to get the
characters no matter what, or that everything is utterly,
utterly hopeless. There is always a path through the
labyrinth. It is always worth lighting a candle against
the darkness. Just remember that the fear-lled thrill of
being lost, alone, desperate and scared is the point of the
game, not a sign of defeat.

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 int arrows, or the terror of being all alone in the
interstellar night

Weve 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 oor. She peered through the cameras eyepiece. Theres someone in there.

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 oor. The kitchen inside was practically sterile, every surface wiped clean except one.
On a chopping board next to the sink was a single human nger, a womans nger, elegant with a long painted nail. The
wedding ring was covered in blood, but he still recognised it. Hed given it to her ve years ago, seen it every day for three
years, seen it in his dreams every night for the other two.

INTRODUCTION

Let me see. He grabbed the camera off her. Its him. Im going in. Stay here, start the engine, and be ready to move.

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 nger 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.
Its Irene. Its now, shit, 3.27 on Sunday morning. Were outside Lichelds house. Rookmans gone in. We, we found an
old letter belonging to his wife, shed been involved in some sort of business deal with Licheld. We got Lichelds address
off it. Its
Oh hell, that was a gunshot. Look, Ill ring you back.
***
Mr. Rookman. Licheld smiled widely, and gestured to a couch. I was expecting you. Can I get you something?
Rookman pointed the gun and red directly into Lichelds grinning face. For a moment it felt like the nger in his pocket
was the one pulling the trigger.
One, two, three, and the grin just got wider. Lichelds 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 Lichelds head, then his whole body unfolded along lines of teeth,
like a fractal made of dripping meat, a chain of star-sh covered in sharks teeth.
The nger convulsed again, sending four, ve, six bullets into the centre of Lichelds 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.
Thats my hand thought Rookman. His other hand closed around the twitching nger in his pocket.
Then another dozen appendages ickered out from Licheld.
***
Irene held the ashlight 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!
Its OK, said Rookman, smiling widely. I got him.
Something twisted in her stomach.

HORROR ROLEPLAYING

Horror
Roleplaying
The basic system used in OGL Horror is fundamentally
identical to that used in the other Core books from
Mongoose Publishing. The skills and feats are similar,
as is the combat and task resolution systems. If you are
familiar with other games using the same system, this
chapter can be safely skimmed.

Characters in Horror
Games

A player in a horror game is asked to perform a strange


sort of double-think. On the one hand, the character
should be as real as possible, with goals, desires, hopes
and fears, a family, friends, a job, and all the trappings
and ties of life. However, the player knows that this is a
horror game if you hear a noise upstairs, it probably is
a monster, and your friends are probably going to end up
as bait, or madmen, or worse. Every tie to the world can
be turned against you and every heroic act can get you
killed. For a horror game to work properly, the player
has to accept and embrace this paradox and give the
Games Master the tools he needs to hurt the character.
Some Players therefore try to second-guess the Games
Master, by creating characters who have no tie to or
interest in the world, and who just try to escape from the
scenario as soon as possible instead of facing the horror.
This is counterproductive and simply not fun for either
player or Games Master. Keep these two rules in mind:
You are here to get scared. Attempting to escape the
game (my character does not reply to the desperate
letter from his brother, but instead goes on holiday to
Hawaii) is not fun.

There is always a chance of success, but it is always a


slim one.
The wise player knows that there is actually only one rule
there.

Characters and Dice


When a group of thugs from a street gang take shots at
your character from a speeding car, they may hit or they
may miss wildly. In a movie, their success or failure
would be part of the script. In a roleplaying game, this
is determined by random chance based on the thug in
questions skill. Since there is a variable involved, dice
become a necessary part of the roleplaying medium.
When a person goes to a shooting range, the variance of
his shots is mostly based on their skills but can also be
inuenced by luck, timing, and a thousand other factors.
These are summed up by rolling a d20 (that is a 20 sided
die) with a high number representing most of the factors
aligning in a favourable way and a low number meaning
the opposite. Dice are used to determine success when
using your characters skills, when deciding how enduring
or intelligent he might be, and when you absolutely,
positively need to put a bullet in someone and keep it
there.

On The Naming of Dice


Dice in roleplaying games go by a series of shorthand
codes that are very easily to learn but look confusing at
rst glance. A four sided die (the singular form of dice) is
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 youve 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 nd 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.

For example, deranged soldier Burke Talbot wants to


re his custom rocket launcher at an approaching band
of investigators (who are trying to nd out why there
has been a string of deaths around army bases and what
exactly did the Special Weapons Division dig out of
the desert sands in 1991?). He would need to succeed
at an attack roll and his soon to be piecemeal victims
would need to roll Reex saving throws on 1d20. Do
not despair; terminology like attack roll and Reex
saving throws will be explained soon. Note that the 1
in a dice code is simply assumed if no other number
is listed or needed. If the d20 check is successful, the
investigators would only take half damage from the
rockets detonation.

When in doubt about how to resolve any given


action, keep this simple piece of advice in mind. Any
attempted action that has some chance of failure can
be handled by rolling a twenty-sided die (d20). To
determine if a character, be it a Player Character or
one controlled by the Games Master, succeeds at a
task, do this:
~ Roll a d20.
~ Add any relevant modiers.
~ Compare the result to a target number.
If the result equals or exceeds the target number, the
character succeeds. If the result is lower than the
target number, the character fails.

The 10d6 means Talbots Player would roll one six sided
die, note the number, then roll it again nine more times
and add the results to the rst roll. Out of 10d6, a Player
can get a range of numbers from 10 (all ten dice roll a
1) to 60 (every die rolls a 6). When multiple dice are
indicated by this shorthand code, the values of the rolls
are always added together.

armoured with a vest that has a special vulnerability that


multiplied all electrical damage by x3, any successful
attack would inict 4 (x3 modied to x4 by the additional
x2 critical modier) times the normal damage, not 5
times (which would occur if the multiplies were added
together, which they are not as per this rule).

HORROR ROLEPLAYING

One last dice note concerned the idea of a d100, also


called a d%. This is also called a percentile roll in
roleplaying parlance. To do this, roll a d10 twice. The
rst roll is for the tens digit; the second roll is for the ones
digit. If you were to roll a 4 and the a 2, that generates
the number 42. When rolling a percentile, two 0s count
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.

The Core Mechanic:

Actions
Once you have a character and some dice, you have all the
tools you need to begin playing Rounds of play. These
usually consist of the Games Master, the person guiding
the story and the action of a game, asking questions and
describing scenes and Players suggesting actions their

Multipliers
Certain modications 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 modier and the basic dice involved in the
roll but not to additional dice added as a modier to the
roll. For example, if Buck the reporter has a holy bullet
that does 2d6 extra damage to possessed people and, and
he inicts a critical hit when he shoots his possessed
friend, the attack would deal the bullets 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 specic way. When a check or value has two
or more multipliers, the highest value multiplier is kept
and every additional multiplier increases the rst ones
value by 1. If Toshia were to take an critical swipe with
her taser-claws (a 1d8+4 electrical attack) at a person

HORROR ROLEPLAYING

characters wish to take in response to these descriptions.


Everything a character wishes to do, from waking up and
putting on his socks to lling a band of street thieves full
of crossbow bolts, is an action. Actions come in different
types and have different rules attached to them.
Simple actions are things that do not require rolls
except in the most adverse of conditions. Under normal
circumstances, a character is allowed to tie his shoes
without needing to make a die roll for success. If that
same character had just been hit by a crosstown bus after
staggering out of a warehouse where mob enforcers had
been dosing him with sodium pentathol to make him talk,
it might be a different story. Whenever a character needs
to make a simple action, something they can normally
do everyday with no special skill or talent required, the
Games Master will generally simply declare success or,
in the example just given, require a roll (also called a
check) or simply declare failure.
Contested actions make up the largest part of the rule
mechanics for combat and skills in this book. Everything

that a character does which has a chance of failing because


of someone elses actions, skills, or abilities, the result is
a contested roll. A psycho throwing a Molotov cocktail
at an armoured car is an example of a contested action;
his attack roll is contested by the vehicles Defence.
Contested checks are never guaranteed and even the most
masterful of archers can miss his mark once in a while.
Saving throws, which are a special type of check made
to see if a character can escape the effects of something
adverse, are another kind of contested roll.
A term used during contested rolls is DC, short for
Difculty Class. The DC of a contested check is the
number a d20 check (plus or minus modiers) must equal
or roll higher than in order to succeed. A roll that is lower
than the given DC for an action fails. The d20 is the most
common type of die rolled during an average gaming
session, making it crucial to the system and the single
most important die for any Player to own.
Astute Players may have realised at this point that if
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 modiers that are added to or
subtracted from certain kinds of checks. These
modiers 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
characters 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.

Ability Modiers

Ability Modifiers

The modier is the number you apply to the die roll when
your character tries to do something related to
that ability. You also use the modier with some numbers
that are not die rolls. A positive modier is called a
bonus, and a negative modier is called a penalty.

The Abilities
Each ability partially describes your character and
affects some of his actions. Abilities are not the sum
total of a characters personality or capabilities, but they
do provide the framework around which skills and d20
checks are typically made, making them a very important
part of the characters description.

Strength (STR)
Strength measures your characters muscle and physical
power. Strength also limits the amount of equipment
your character can carry.
You apply your characters Strength modier to:
~ Melee attack rolls.
~ Damage rolls when using a melee weapon or a thrown
weapon (including a sling). Exceptions: Off-hand
attacks receive only one-half the characters Strength
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
not a composite bow.
~ Climb, Jump, and Swim checks. These are the skills
that have Strength as their key ability.
~ Strength checks (for breaking down doors and the
like).

Dexterity (DEX)
Dexterity measures hand-eye coordination, agility,
reexes and balance. This ability is the important for
characters who typically wear light armour or no armour
at all and for anyone who wants to be a skilled shot.
You apply your characters Dexterity modier to:
~ Ranged attack rolls, including those for attacks made
with bows, pistols and ries.
~ Defence, provided that the character can react to the
attack.

Score

Modier

23

45

67

89

1011

1213

+1

1415

+2

1617

+3

1819

+4

2021

+5

2223

+6

2425

+7

2627

+8

2829

+9

3031

+10

3233

+11

3435

+12

3637

+13

3839

+14

4041

+15

4243

+16

4445

+17

HORROR ROLEPLAYING

Each ability, after changes made because of age or other


campaign factors, generally has a modier ranging from
5 to +5. The Ability Modiers table shows the modier
for each score. Ability score modiers can range higher
than +5, but they cannot go lower than -5 because the
status of a creature or object changes when its ability
scores drop to 0. See below for further details.

etc. . .
~
~

Reex saving throws, for avoiding explosions and


other attacks that you can escape by moving quickly.
Balance, Escape, Hide, Move Silently, Open Lock,
Ride, Sleight of Hand, Tumble and Use Rope checks.
These are the skills that have Dexterity as their key
ability.

Constitution (CON)
Constitution represents your characters health and
stamina. A Constitution bonus increases a characters hit
points, so the ability is important for all classes.
You apply your characters Constitution modier to:
~ Each roll of a Hit Die (though a penalty can never
drop a result below 1 that is, a character always
gains at least 1 hit point each time he advances in
level).
~ Fortitude saving throws, for resisting poison and
similar threats.
~ Concentration checks. Concentration is a skill,
important to spellcasters, that has Constitution as

HORROR ROLEPLAYING

its key ability. If a characters Constitution score


changes enough to alter his Constitution modier,
the characters hit points also increase or decrease
accordingly.

Intelligence (INT)
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 characters Intelligence modier 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.

Wisdom (WIS)
Wisdom describes a characters willpower, common
sense, perception, and intuition. While Intelligence
represents ones ability to analyse information, Wisdom
represents being in tune with and aware of ones
surroundings. If you want your character to have acute
senses, put a high score in Wisdom. Every creature has
a Wisdom score.
You apply your characters Wisdom modier to:
~ Will saving throws (for negating the effect of mindaltering phenomena or spells).
~ Heal, Listen, Profession, Sense Motive, Spot and
Survival checks. These are the skills that have
Wisdom as their key ability.

Charisma (CHA)
Charisma measures a characters force of personality,
persuasiveness, personal magnetism, ability to lead and
physical attractiveness. This ability represents actual
strength of personality, not merely how one is perceived
by others in a social setting. Every creature has a
Charisma score.
You apply your characters Charisma modier to:
~ Bluff, Diplomacy, Disguise, Gather Information,
Handle Animal, Intimidate and Perform checks.
These are the skills that have Charisma as their key
ability.
~ Checks that represent attempts to inuence others.
When an ability score changes, all attributes associated
with that score change accordingly. Most of these
changes are also retroactive; a character receives or loses
additional hit points for previous levels if an increase or

decrease in Constitution occurs. One important exception


to this retroactive rule regards Intelligence. A character
does not retroactively gain additional skill points for
previous levels if she increases her intelligence, nor are
skill points lost if Intelligence is lowered for any reason.

Ability Score Loss


Various attacks cause ability score loss, either ability
damage or ability drain. Points lost to ability damage
return at the rate of 1 point per day (or double that if the
character gets complete bed rest) to each damaged ability,
and certain chemical or mechanical effects offset ability
damage as well. Ability drain, however, is permanent,
though some effects can restore even those lost ability
score points.
While any loss is debilitating, losing all points in an
ability score can be devastating.
~ Strength 0 means that the character cannot move at all.
He lies helpless on the ground.
~ Dexterity 0 means that the character cannot move at
all. He stands motionless, rigid, and helpless.
~ Constitution 0 means that the character is dead.
~ Intelligence 0 means that the character cannot think
and is unconscious in a coma-like stupor, helpless.
~ Wisdom 0 means that the character is withdrawn into a
deep sleep lled with nightmares, helpless.
~ Charisma 0 means that the character is withdrawn into
a catatonic, coma-like stupor, helpless.
Keeping track of negative ability score points is never
necessary. A characters ability score cannot drop below
0. Having a score of 0 in an ability is different from
having no ability score whatsoever. Some effects and
abilities impose an effective ability score reduction, which

is different from ability score loss. Any such reduction


disappears at the end of the effect or abilitys duration
and the ability score immediately returns to its former
value.

Reputation

Reputation is used to determine whether another


character (a Games Master character) recognises a
character. Those who recognise the character are more
likely to help the character or do what he or she asks,
provided the reputation has a positive connotation to
the character who recognises the character. A high
Reputation bonus also makes it difcult for the character
to mask his or her identity.
Most of the time, a character does not decide to use his
reputation. The Games Master decides when a characters
reputation can be relevant to a scene or encounter. At the
moment it becomes relevant, the Games Master makes
a Reputation check for a Games Master character
who might be inuenced in some fashion due to the
characters fame or notoriety, as detailed below.

Fame and Infamy


Most characters with a high Reputation bonus (+4
or higher) are considered well known within their
profession or social circle.
Whether this has a positive or negative connotation
depends on the point of view of the person who
recognises the character. When a character has a positive
opinion of a characters reputation, the character is
considered to be famous by that character. Fame, when
recognised, provides a bonus to certain Charisma-based
skill checks.

Situation

Reputation Check
Modier

Recognising character is part of the +5


characters professional or social
circle
The character is famous, known far +10
and wide with either a positive or
negative connotation
The character has some small
amount of fame or notoriety

+2

Using the Reputation Bonus


Whenever the Games Master decides that a characters
reputation can be a factor in an encounter, the Games
Master makes a Reputation check (DC 25) for whoever
may recognise him. A Reputation check is 1d20 + the
characters Reputation bonus + the Int modier of the
person recognising the character. Some Knowledge skill
modiers might apply instead of the Int modier, if the
character would be well known in the eld covered by
the Knowledge skill. Modiers to the Reputation check
depend on the character and the Games Master character
in question, as shown below. Note that if the Games
Master character has no possible way of recognising a
character, then the Reputation check automatically fails.

HORROR ROLEPLAYING

If a characters Constitution score drops, then he loses


1 hit point per Hit Die for every point by which his
Constitution modier drops.

When a character has a negative opinion of a characters


reputation, the character is considered to be infamous
by that character. Also, at the Games Masters option,
a character might be considered infamous in certain
situations due to events that have transpired in the
campaign. Infamy, when recognised, inicts a penalty to
certain Charisma-based skill checks.

If the Games Master character succeeds at the Reputation


check, he or she recognises the character. This provides
a +4 bonus or a 4 penalty on checks involving the
following skills for the duration of the encounter:
Bluff, Diplomacy, Gather Information, Intimidate and
Perform.
The Games Master must decide that a characters fame or
infamy can come into play in a given situation to make
a Reputation check necessary. A character who does not
know, or know of, the character cannot be inuenced by
his or her reputation.

Carrying Capacity

Encumbrance rules are based largely on a characters


Strength score and determine how much a characters
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
the limits of mobility imposed by the armour itself. The
latter is entirely based on Strength as the stronger a
character is, the greater the load he can handle without
succumbing to the slowing effects of heavy and unwieldy
burdens.

Encumbrance by Armour
A characters body armour denes his maximum
Dexterity bonus to Defence, armour check penalty,
speed, and running speed. Unless your character is weak
or carrying a lot of gear, that is all you need to know. The

HORROR ROLEPLAYING

Carrying Capacity

10

Strength
Score

Light Load

Medium
Load

Heavy Load

3 lb. or less

46 lb.

710 lb.

6 lb. or less

713 lb.

1420 lb.

10 lb. or less

1120 lb.

2130 lb.

13 lb. or less

1426 lb.

2740 lb.

16 lb. or less

1733 lb.

3450 lb.

20 lb. or less

2140 lb.

4160 lb.

23 lb. or less

2446 lb.

4770 lb.

26 lb. or less

2753 lb.

5480 lb.

30 lb. or less

3160 lb.

6190 lb.

10

33 lb. or less

3466 lb.

67100 lb.

11

38 lb. or less

3976 lb.

77115 lb.

12

43 lb. or less

4486 lb.

87130 lb.

13

50 lb. or less

51100 lb.

101150 lb.

14

58 lb. or less

59116 lb.

117175 lb.

15

66 lb. or less

67133 lb.

134200 lb.

16

76 lb. or less

77153 lb.

154230 lb.

17

86 lb. or less

87173 lb.

174260 lb.

18

100 lb. or
less

101200 lb.

201300 lb.

19

116 lb. or
less

117233 lb.

234350 lb.

20

133 lb. or
less

134266 lb.

267400 lb.

21

153 lb. or
less

154306 lb.

307460 lb.

22

173 lb. or
less

174346 lb.

347520 lb.

23

200 lb. or
less

201400 lb.

401600 lb.

24

233 lb. or
less

234466 lb.

467700 lb.

25

266 lb. or
less

267533 lb.

534800 lb.

26

306 lb. or
less

307613 lb.

614920 lb.

27

346 lb. or
less

347693 lb.

6941,040
lb.

28

400 lb. or
less

401800 lb.

8011,200
lb.

29

466 lb. or
less

467933 lb.

9341,400
lb.

+10

x4

x4

x4

extra gear your character carries will slow him


or her down any more than the armour already
does. If your character is weak or carrying a lot
of gear, however, then you will need to calculate
encumbrance by weight. Doing so is most
important when your character is trying to carry
some heavy object.

Weight
If you want to determine whether your
characters gear is heavy enough to slow him or
her down more than the armour already does,
total the weight of all the characters items,
including armour, weapons and gear. Compare
this total to the characters Strength on the
Carrying Capacity table. Depending on how
the weight compares to the characters carrying
capacity, he may be carrying a light, medium
or heavy load. Like armour, a characters
load affects his maximum Dexterity bonus
to Defence, carries a check penalty (which
works like an armour check penalty), reduces
the characters speed and affects how fast the
character can run, as shown on the Carrying
Loads table. A heavy load counts as heavy
armour for the purpose of abilities or skills that
are restricted by armour. Carrying a light load
does not encumber a character.
If a character is wearing armour, use the
worse gure (from armour or from load) for
each category. Do not stack the penalties, as
a character can only suffer from one set of
encumbrance penalties at a given time.

Base Speed and Encumbrance


Reduced Speed

20 ft.

15 ft.

30 ft.

20 ft.

40 ft.

30 ft.

50 ft.

35 ft.

60 ft.

40 ft.

70 ft.

50 ft.

80 ft.

55 ft.

90 ft.

60 ft.

100 ft.

70 ft.

Lifting and Dragging


A character can lift as much as his maximum load over
his head. A character can lift as much as double his
maximum load off the ground, but he can only stagger
around with it. While overloaded in this way, the character
loses any Dexterity bonus to Defence and can move only
5 feet per round (as a full-round action). A character
can generally push or drag along the ground as much
as ve times his maximum load. Favourable conditions
can double these numbers, while bad circumstances can
reduce them to one-half or less.

Bigger and Smaller Creatures


The gures on Carrying Capacity are for Medium
bipedal creatures. A larger bipedal creature can carry
more weight depending on its size category, as follows:
Large x2, Huge x4, Gargantuan x8, Colossal x16. A
smaller creature can carry less weight depending on
its size category, as follows: Small x3/4, Tiny x1/2,
Diminutive x1/4, Fine x1/8.

Carrying Loads
Load
Medium
Heavy

Max
Dex
+3
+1

Check
Penalty
3
6

Speed
(30 ft.) (20 ft.)
Run
20 ft.
20 ft.

15 ft.
15 ft.

x4
x3

Quadrupeds can carry heavier loads than characters can.


Instead of the multipliers given above, multiply the value
corresponding to the creatures Strength score on the
Carrying Capacity table by the appropriate modier, as
follows: Fine x1/4, Diminutive x1/2, Tiny x3/4, Small
x1, Medium x1.5, Large x3, Huge x6, Gargantuan x12,
Colossal x24.

Movement and Distance


Speed
15 feet

20 feet

30 feet

40 feet

One Round (Tactical)*


Walk

15 ft.

20 ft.

30 ft.

40 ft.

Hustle

30 ft.

40 ft.

60 ft.

80 ft.

Run (x3)

45 ft.

60 ft.

90 ft.

120 ft.

Run (x4)

60 ft.

80 ft.

120 ft.

160 ft.

Tremendous Strength
For Strength scores not shown on Carrying Capacity,
nd the Strength score between 20 and 29 that has the
same number in the ones digit as the creatures Strength
score does and multiply the numbers in that by 4 for
every ten points the creatures strength is above the score
for that row.

One Minute (Local)


Walk

150 ft.

200 ft.

300 ft.

400 ft.

Hustle

300 ft.

400 ft.

600 ft.

800 ft.

Run (x3)

450 ft.

600 ft.

900 ft.

1,200 ft.

Run (x4)

600 ft.

800 ft.

1,200 ft. 1,600 ft.

Armour and Encumbrance for Other


Base Speeds
The Base Speed and Encumbrance table below provides
reduced speed gures for all base speeds from 20 feet to
100 feet (in 10-foot increments).

One Hour (Overland)


Walk

1.5 miles

2 miles

3 miles

4 miles

Hustle

3 miles

4 miles

6 miles

8 miles

Run

HORROR ROLEPLAYING

Base Speed

Movement

There are three movement scales, as follows.


Tactical, for combat, measured in feet (or squares) per
round.
~ Local, for exploring an area, measured in feet per
minute.
~ Overland, for getting from place to place, measured in
miles per hour or miles per day.
~

One Day
(Overland)
Walk

12 miles

16 miles

24 miles 32 miles

Hustle

Run

* Tactical movement is often measured in squares on the


battle grid (1 square = 5 feet) rather than feet.

11

HORROR ROLEPLAYING

Modes of Movement: While moving at the different


movement scales, creatures generally walk, hustle or run.
Each type of movement affects the speed of the character
and the types of action that can be performed at the same
time. The Combat (and Running Away) Chapter will
explain simultaneous actions in greater detail.
Walk: A walk represents unhurried but purposeful
movement at 3 miles per hour for an unencumbered
person.
Hustle: A hustle is a jog at about 6 miles per hour for
an unencumbered human. A character moving his speed
twice in a single round, or moving that speed in the same
round that he performs a standard action or another
move action is hustling when he moves.
Run (x3): Moving three times speed is a running pace
for a character in heavy armour. It represents about 9
miles per hour for a human in full plate or heavy combat
armour.
Run (x4): Moving four times speed is a running pace
for a character in light or no armour. It represents about
12 miles per hour for an unencumbered human, or 8
miles per hour for a human in chainmail or tactical body
armour such as riot gear.

Tactical Movement
Use tactical movement for combat. Characters generally
do not walk during combatthey hustle or run. A
character who moves his speed and takes some action
is hustling for about half the round and doing something
else the other half.
Hampered Movement: Difcult terrain, obstacles, or
poor visibility can hamper movement. When movement
is hampered, each square moved into usually counts
as two squares, effectively reducing the distance that
a character can cover in a move. If more than one
condition applies, multiply together all additional costs
that apply. This is a specic exception to the normal rule
for doubling.
In some situations, your movement may be so hampered
that you do not have sufcient speed even to move 5
feet (1 square). In such a case, you may use a full-round
action to move 5 feet (1 square) in any direction, even
diagonally. Even though this looks like a 5-foot step, it is
not, and thus it provokes attacks of opportunity normally.
You cannot take advantage of this rule to move through
impassable terrain or to move when all movement is
prohibited to you.
You cannot run or charge through any square that would
hamper your movement.

12

Basic Movement
Characters exploring an area use basic movement,
measured in feet per minute.
Walk: A character can walk without a problem on the
local scale.
Hustle: A character can hustle without a problem on
the local scale. See Overland Movement, below, for
movement measured in miles per hour.
Run: A character with a Constitution score of 9 or higher
can run for a minute without a problem. Generally, a
character can run for a minute or two before having to rest
for a minute.

Mounts and Vehicles


Mount/Vehicle

Per Hour

Per Day

Mount (carrying load)


Light horse or light warhorse

6 miles

48 miles

Light horse (151450 lb.)1

4 miles

32 miles

Light warhorse (231690 lb.)1

4 miles

32 miles

Heavy horse or heavy warhorse

5 miles

40 miles

Heavy horse (201600 lb.)

3.5 miles

28 miles

3.5 miles

28 miles

4 miles

32 miles

3 miles

24 miles

3 miles

24 miles

Donkey or mule

3 miles

24 miles

Donkey (51150 lb.)1

2 miles

16 miles

Mule (231690 lb.)

2 miles

16 miles

4 miles

32 miles

3 miles

24 miles

2 miles

16 miles

Raft or barge (poled or towed)2

1/2 mile

5 miles

Keelboat (rowed)

Heavy warhorse (301900 lb.)

Pony or warpony
Pony (76225 lb.)

Warpony (101300 lb.)

Dog, riding
Dog, riding (101300 lb.)

Cart or wagon
Ship

1 mile

10 miles

Rowboat (rowed)2

1.5 miles

15 miles

Sailing ship (sailed)

2 miles

48 miles

Yacht (powered)

Varies

Varies

1 Quadrupeds, such as horses, can carry heavier loads than


characters can. See Carrying Capacity, above, for more
information.
2 Rafts, barges, keelboats, yachts, and rowboats are used
on lakes and rivers. Yachts can also be taken on open water
(ocean travel). If going downstream, add the speed of the
current (typically 3 miles per hour) to the speed of the vehicle.
In addition to 10 hours of being rowed, the vehicle can also
oat an additional 14 hours, if someone can guide it, so add
an additional 42 miles to the daily distance travelled. These
vehicles cannot be rowed against any signicant current, but
they can be pulled upstream by draft animals on the shores.

Terrain and Overland Movement

Hampered Movement
Additional Movement Cost

Terrain

Highway

Road or Trail

Trackless

Difcult terrain

x2

Desert, sandy

x1

x1/2

x1/2

Obstacle*

x2

Forest

x1

x1

x1/2

Poor visibility

x2

Hills

x1

x3/4

x1/2

Impassable

Jungle

x1

x3/4

x1/4

Moor

x1

x1

x3/4

Mountains

x3/4

x3/4

x1/2

Plains

x1

x1

x3/4

Swamp

x1

x3/4

x1/2

Tundra, frozen

x1

x3/4

x3/4

* May require a skill check

Overland Movement
Characters covering long distances cross-country use
overland movement. Overland movement is measured
in miles per hour or miles per day. A day represents
8 hours of actual travel time. For rowed watercraft, a
day represents 10 hours of rowing. For a sailing ship, it
represents 24 hours.
Walk
A character can walk 8 hours in a day of travel without
a problem. Walking for longer than that can wear him or
her out (see Forced March, below).

Run
A character cannot run for an extended period of time.
Attempting to run and rest in cycles the preferred
method for long distance overland travel when time is
not an important factor or in short supply effectively
works out to a hustle.

Hustle
A character can hustle for 1 hour without a problem.
Hustling for a second hour in between sleep cycles deals
1 point of nonlethal damage, and each additional hour
deals twice the damage taken during the previous hour
of hustling. A character who takes any nonlethal damage
from hustling becomes fatigued.

Terrain
The terrain through which a character travels affects
how much distance he can cover in an hour or a day
(see Terrain and Overland Movement). A highway
is a straight, major, paved road. A road is typically a
dirt or gravel track. A trail is like a road, except that it
allows only single-le travel and does not benet a party
travelling with vehicles. Trackless terrain is a wild area
with no paths.

A fatigued character cannot run or charge and takes a


penalty of 2 to Strength and Dexterity. Eliminating the
nonlethal damage also eliminates the fatigue.

Forced March
In a day of normal walking a character walks for 8 hours.
The rest of the daylight time is spent making and breaking

HORROR ROLEPLAYING

Condition

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

90/5 ft.

45/5 ft.

45/5 ft.

45/10 ft.

Turn in place

Any

+90/5 ft.

+45/5 ft.

No

No

Maximum turn

Any

Any

90

45

45

Up angle

Any

Any

60

45

45

Up speed

Full

Half

Half

Half

Half

Down angle

Any

Any

Any

45

45

Down speed

Double

Double

Double

Double

Double

Between down and up

5 ft.

10 ft.

20 ft.

13

HORROR ROLEPLAYING

camp, resting and eating. A character can walk for more


than 8 hours in a day by making a forced march. For
each hour of marching beyond 8 hours, a Constitution
check (DC 10, +2 per extra hour) is required. If the
check fails, the character takes 1d6 points of nonlethal
damage. A character who takes any nonlethal damage
from a forced march becomes fatigued. Eliminating the
nonlethal damage also eliminates the fatigue. It is very
possible for a character to march into unconsciousness
by pushing himself too hard on a forced march.
Mounted Movement
A mount bearing a rider can move at a hustle. The
damage it takes when doing so, however, is lethal
damage. The creature can also be ridden in a forced
march, but its Constitution checks automatically fail,
and, again, the damage it takes is lethal damage. Mounts
also become fatigued when they take any damage from
hustling or forced marches.

Three Dimensional Movement


Once movement becomes three-dimensional and
involves turning in midair and maintaining a minimum
velocity to stay aloft, it gets more complicated. Most
ying objects have to slow down at least a little to
make a turn and many are limited to fairly wide turns
and must maintain a minimum forward speed. Each
ying object has a manoeuvrability rating, as shown on
the Manoeuvrability table. The entries on the table are
dened below.
~ Minimum Forward Speed: If a ying 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 rst 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 ying 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

~
~
~
~
~
~

Maximum Turn: How much the object can turn in any


one space.
Up Angle: The angle at which the object can climb.
Up Speed: How fast the object can climb.
Down Angle: The angle at which the object can
descend.
Down Speed: A ying object can y down at twice its
normal ying speed.
Between Down and Up: An average, poor, or clumsy
ying object must y level for a minimum distance
after descending and before climbing. Any ier can
begin descending after a climb without an intervening
distance of level ight.

Evasion and Pursuit


In round-by-round movement, simply counting off
squares, it is impossible for a slow character to get away
from a determined fast character without mitigating
circumstances. Likewise, it is no problem for a fast
character to get away from a slower one.
When the speeds of the two concerned characters are
equal, there is a simple way to resolve a chase: If one
creature is pursuing another, both are moving at the same
speed, and the chase continues for at least a few rounds,
have them make opposed Dexterity checks to see who is
the faster over those rounds. If the creature being chased
wins, it escapes. If the pursuer wins, it catches the eeing
creature.

Moving Within a Single Square


In general, when the characters are not engaged in
round-by-round combat, they should be able to move
anywhere and in any manner that you can imagine real
people could. A 5-foot square, for instance, can hold
several characters; they just cannot all ght effectively in
that small space. The rules for movement are important
for combat, but outside of combat they can impose
unnecessary hindrances on character activities.

The Rules of Exploration


Vision and Lighting Conditions
Several types of equipment, such as nightvision goggles,
grant darkvision, but characters without this quality need
light to see by. See the table below for the radius that a
light source illuminates and how long it lasts. In an area
of bright light, all characters can see clearly. A creature
cannot hide in an area of bright light unless it is invisible
or has cover.
In an area of shadowy illumination, a character can
see dimly. Creatures within this area have concealment
relative to that character. A creature in an area of shadowy
illumination can make a Hide check to conceal itself. In
areas of total darkness, creatures without darkvision are
effectively blinded. In addition to the obvious effects, a
blinded creature has a 50% miss chance in combat (all
opponents have total concealment), loses any Dexterity
bonus to Defence, takes a 2 penalty to Defence, moves
at half speed and takes a 4 penalty on Search checks and
most Strength and Dexterity-based skill checks.
Characters with low-light vision equipment can
effectively double the given radius of bright light
and shadowy illumination whilst they are using this
equipment.
Characters with darkvision equipment can see lit areas
normally as well as dark areas within 60 feet. A creature
cannot hide within 60 feet of a character with darkvision
unless it is somehow invisible or has cover other than
shadows. Only a creature that can claim concealment

Light Sources and Illumination


Object

Bright

Shadowy

Duration

Candle

n/a*

5 ft.

1 hour

Disposable Light
Stick

10 ft.

5 ft.

2 hours

Camplight

15 ft.

30 ft.

6 hr./
battery

Floodlight**

60-ft. cone 120-ft. cone 2 hr./


battery

Lantern, oil

30 ft.

60 ft.

6 hr./pint

Flashlight

20 ft.

40 ft.

6 hr./
batteries

Torch

20 ft.

40 ft.

1 hr.

*A candle does not provide bright illumination, only


shadowy illumination.

HORROR ROLEPLAYING

Sometimes a chase occurs overland and could last


all day, with the two sides only occasionally getting
glimpses of each other at a distance. In the case of a
long chase, an opposed Constitution check made by all
parties determines which can keep pace the longest. If
the creature being chased rolls the highest, it gets away.
If not, the pursuer runs down its prey as the quarrys
stamina ags.

**A oodlight lantern illuminates a cone, not a radius.


or cover from a condition that is not directly dependent
on lighting can succeed at Hide skill checks against a
character or being with darkvision.

Breaking Objects
When attempting to break an object, you have two
choices: smash it with a weapon or break it with sheer
strength. Breaking objects can also be accomplished
through the application of energy other than kinetic,
but the basic rules for doing so are largely unchanged.
Exceptions to this principle are noted below when
appropriate.
Smashing an Object
Smashing a weapon or held object with a slashing or
bludgeoning weapon is accomplished by the sunder
special attack. Smashing an object is a lot like sundering
a weapon, except that your attack roll is opposed by the
objects Defence score. Generally, you can smash an
object only with a bludgeoning or slashing weapon.
Defence
Objects are easier to hit than creatures because they
usually do not move, but many are tough enough to shrug
off some damage from each blow. An objects Defence is
equal to 10 + its size modier + its Dexterity modier.
An inanimate object has not only a Dexterity of 0 (5
penalty to Defence), but also an additional 2 penalty to
its Defence. Furthermore, if you take a full-round action
to line up a shot against an inanimate object, you get an
automatic hit with a melee weapon and a +5 bonus on
attack rolls with a ranged weapon.

15

HORROR ROLEPLAYING

Hardness
Each object has hardness a number that represents
how well it resists damage. Whenever an object takes
damage, subtract its hardness from the damage. Only
damage in excess of its hardness is deducted from the
objects hit points (see the Common Armour, Weapon
and Shield Hardness and Hit Points table; the Substance
Hardness and Hit Points table and the Object Hardness
and Hit Points table).
Hit Points
An objects hit point total depends on what it is made
of and how big it is (see the Common Armour, Weapon
and Shield Hardness and Hit Points table; the Substance
Hardness and Hit Points table; and the Object Hardness
and Hit Points table). When an objects hit points reach
0, it is ruined. Very large objects, such as wagons or
main battle tanks, may have separate hit point totals for
different sections or locations.
~ Energy Attacks: Acid and sonic attacks deal damage
to most objects just as they do to creatures; roll
damage and apply it normally after a successful hit.
Electricity and re attacks deal half damage to most
objects; divide the damage dealt by 2 before applying
the hardness. Cold attacks deal one-quarter damage
to most objects; divide the damage dealt by 4 before
applying the hardness.
~ Ranged Weapon Damage: Objects take half damage
from ranged weapons (unless the weapon is a siege
engine or something similar). Divide the damage
dealt by 2 before applying the objects hardness.
~ Ineffective Weapons: Certain weapons just cannot
effectively deal damage to certain objects.
~ Immunities: Objects are immune to nonlethal damage
and to critical hits. Even animated objects, which
are otherwise considered creatures, have these
immunities because they are constructs.
~ Vulnerability to Certain Attacks: Certain attacks are
especially successful against some objects. In such
cases, attacks deal double their normal damage and
may ignore the objects hardness.
~ Damaged Objects: A damaged object remains fully
functional until the items hit points are reduced to
0, at which point it is destroyed. Damaged (but not
destroyed) objects can be repaired with the Craft
skill.
Saving Throws
Nonmagical, unattended items never make saving
throws. They are considered to have failed their saving
throws, so they always are affected by spells. An item
attended by a character (being grasped, touched, or
worn) makes saving throws as the character (that is,
using the characters saving throw bonus).

16

Common Armour, Weapon and Shield


Hardness and Hit Points
Weapon or Defensive Item

Hardness

HP1

Light blade

10

One-handed blade

10

Two-handed blade

10

10

Light metal-hafted weapon (police


baton, small pistol)

10

10

One-handed metal-hafted weapon


(standard revolver, nunchaku)

10

20

Light hafted weapon

One-handed hafted weapon

Two-handed hafted weapon


(shotgun, baseball bat)

10

Projectile weapon (crossbow,


speargun)

Armour

special2

armour
bonus
x5

Shield (riot shield, trash can lid)3

10

10

Firearm

The hp value given is for Medium-size armour, weapons


and shields.
Divide by 2 for each size category of the item smaller
than Medium, or multiply it by 2 for each size category
larger than Medium.

Varies by material; see Substance Hardness and Hit


Points.

Shields are very rare in a modern setting, but they do


occasionally occur in the hands of riot ofcers and other
emergency personnel.

Substance Hardness and Hit Points


Substance

Hardness

Hit Points

Paper or cloth

2/inch of thickness

Rope

2/inch of thickness

Glass

1/inch of thickness

Ice

3/inch of thickness

Leather or hide

5/inch of thickness

Wood

10/inch of thickness

Stone

15/inch of thickness

Iron or steel

10

30/inch of thickness

Ballistic Material

15

30/inch of thickness

Titanium Alloy

20

40/inch of thickness

Bursting Items
When a character tries to break something with sudden
force rather than by dealing damage, use a Strength check
(rather than an attack roll and damage roll, as with the
sunder special attack) to see whether he succeeds. The
difference is between hacking a door down (attacking it)
and shouldering it open (bursting it). The DC depends
more on the construction of the item than on the material.
If an item has lost half or more of its hit points, the DC to
break it drops by 2.

and applies in all situations, even when the character is


at-footed or would lose his Dexterity bonus for some
other reason.

Equipment Bonus
If the character wears armour, it provides a bonus to the
characters Defence. This bonus represents the armours
ability to protect the character from blows.
Armour provides a minimum bonus to anyone who wears
it, but a character who is procient in the use of a certain
type of armour receives a larger bonus to Defence.
Sometimes the character can not use the equipments
bonus to Defence. If an attack will damage the character
just by touching him or her, the character can not add an
equipment bonus (see Touch Attacks).

Size Modifier
The bigger an opponent is, the easier it is to hit in combat.
The smaller it is, the harder it is to hit. Size modiers are
shown on the Size and Defence of Objects Table.

HORROR ROLEPLAYING

Masterwork quality items always get saving throws.


A masterwork items Fortitude, Reex, and Will save
bonuses are equal to 5 plus their masterwork bonus. An
attended masterwork item either makes saving throws as
its owner or uses its own saving throw bonus, whichever
is better.
~ Animated Objects: Animated objects count as
creatures for purposes of determining their Armour
Class (do not treat them as inanimate objects).

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 characters
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
Difculty Class) that an opponent needs to achieve
to hit a target. The average, unarmoured civilian has a
Defence of 10. A characters Defence is equal to:
10 + Dexterity modier + class bonus + equipment
bonus + size modier

Dexterity Modifier
If the characters Dexterity is high, the character
is particularly adept at dodging blows or gunre.
If the characters 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 at-footed), he cannot use
his Dexterity bonus to Defence. A Dexterity penalty,
however, still applies even if at-footed.

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

17

HORROR ROLEPLAYING

Other Modifiers

Size and Defence of Objects

Other factors can add to Defence.


~ Feats: Some feats give a bonus to Defence.
~ Natural Armour: Some creatures have natural armour,
which usually consists of scales, fur or layers of thick
muscle.
~ Dodge Bonuses: Some other Defence bonuses
represent actively avoiding blows. These bonuses
are called dodge bonuses. Any situation that denies
the character his Dexterity bonus also denies the
character dodge bonuses. Unlike most types of bonus,
dodge bonuses always stack with each other.
~ Magical Effects: Some campaigns may include
magic. Some magical effects offer enhancement
bonuses to armour (making it more effective) or
deection bonuses that ward off attacks.

Object Hardness and Hit Points

Touch Attacks

Object

Hardness

Hit
Points

Break
DC

Rope (1 inch diam.)

23

Simple wooden door

10

13

Small chest

17

Good wooden door

15

18

Footlocker

15

23

Strong wooden door

20

23

Masonry wall (1 ft.


thick)

90

35

Hewn stone (3 ft.


thick)

540

50

Chain

10

26

Manacles

10

10

26

Masterwork manacles

10

10

28

Fire door (2 in. thick)

10

60

28

Some attacks disregard armour. In these cases, the


attacker makes a touch attack roll (either a ranged touch
attack roll or a melee touch attack roll). The attacker
makes his attack roll as normal, but the targets Defence
cannot apply any equipment bonus or armour bonus. All
other modiers, such as class bonus, Dexterity modier,
and size modier, apply normally.

Size

Defence Modier

Colossal

Gargantuan

Huge

Large

Medium

+0

Small

+1

Tiny

+2

Diminutive

+4

Fine

+8

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

In most horror games, the character creation rules


become the most well-thumbed and familiar sections of
the book. Few characters survive for long some fall
victim to bizarre and gory fates, others go insane and
others are only used for one-shots or short campaigns
anyway. These rules are designed to produce a wellrounded and workable character as quickly as possible,
without producing forgettable, disposable non-entities.
For those playing in longer games, or who want more
nesse when it comes to character generation, there are
more detailed class rules later in the chapter.

The character concept should include motivation and


plot hooks for the Games Master.

Occupations

Concept

All characters have one of the following occupations.


A character may hold other jobs as his career unfolds,
but the benets of a starting occupation are only applied
once, at the time of character creation. Other occupations
can easily be reected by choosing the right skills during
the rest of character creation, though some may have to
be paid for as cross-class skills to simulate that while the
character may have done other things during his life, it
was a struggle to master skills that they did not have as
much of an opportunity to learn.

If the Games Master just lets you come up with any sort
of character, then you have more or less free reign when
it comes to concept. Your character can be as ordinary
or bizarre as ts the campaign usually, mundane but
strongwilled characters work best in a horror game.

Each occupation provides a number of additional


permanent class skills that the character can select from
a list of choices. Once selected, a permanent class skill is
always considered to be a class skill for the character. If
the skill selected is already a class skill for the character,
gains a one-time competence bonus for that skill.
Because these bonuses provide a modier for skills that
are also class skills from the characters chosen class,
it may be easier for a Player to choose class rst and
occupation afterwards.

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 (youre
all scientists or soldiers in a secret military research
laboratory), then you have a starting point and should
discuss with the other Players who plays which role.

A characters occupation is a major part of his


background and concept, but should not be the entirety
of the characters personality. Avoid the trap of dening
the character by his hat one is a reporter, another is an
FBI agent or a parapsychologist or a doctor or whatever.

Character Generation Checklist


1.
2.
3.
4.
5.

Come up with a concept


Determine ability scores
Choose a character class
Select Skills, Feats and Ties
Finishing touches

HORROR CHARACTER CREATION

Horror Character
Creation

Some starting occupations provide a Reputation bonus


or a bonus feat. Finally, a starting occupation may also
increase the characters Wealth bonus.
Choose one occupation from the available selections
and apply the benets to the character as noted in the
occupations description.

Academic
Academics include librarians, archaeologists, scholars,
professors, teachers and other education professionals.
Prerequisite: Age 23+

19

HORROR CHARACTER CREATION

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 (writing),
Decipher Script, Gather Information, Knowledge
(occult lore, art, behavioural sciences, business, civics,
current events, earth and life sciences, history, physical
sciences, popular culture, tactics, technology or theology
and philosophy), Research or add a new Read/Write
Language or a new Speak Language.
Reputation Bonus Increase: +1
Wealth Bonus Increase: +2

Adventurer
Adventurers include professional daredevils, biggame hunters, relic hunters, explorers, extreme sports
enthusiasts, eld scientists, thrill-seekers and others
called to face danger for a variety of reasons.
Prerequisite: Age 15+
Skills: Choose two 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: Bluff, Climb, Demolitions,
Disable Device, Drive, Escape Artist, Intimidate,
Jump, Knowledge (occult lore, streetwise, tactics or

technology), Move Silently, Pilot, Ride, Spot, Survival,


Swim, Treat Injury or add a new Speak Language.
Bonus Feat: Select one of the following: Archaic Weapons
Prociency, Brawl or Personal Firearms Prociency.
Reputation Bonus Increase: +1
Wealth Bonus Increase: +1

Athlete
Athletes include amateur athletes of all types and
professional athletes of Olympic quality, including
gymnasts, weight trainers, wrestlers, boxers, martial
artists, swimmers, skaters, and those who engage in any
type of competitive sport.
Prerequisite: Strength 13+ or Dexterity 13+
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: Balance, Climb, Drive, Jump, Ride, Swim or
Tumble.
Bonus Feat: Select one the following: Acrobatic, Archaic
Weapons Prociency, Brawl, Endurance or Focussed.
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

Dilettante

Reputation Bonus Increase: +4


Wealth Bonus Increase: +4

Prerequisite: Age 18+

Creative
The creative starting occupation covers artists of all types
who fan their creative spark into a career. Illustrators,
copywriters, cartoonists, graphic artists, novelists,
magazine columnists, actors, sculptors, game designers,
musicians, screenwriters, photographers, roleplaying
game writers and web designers all fall under this
occupation.
Prerequisite: Age 15+

Dilettantes usually get their wealth from family holdings


and trust funds. The typical dilettante has no job, few
responsibilities and at least one driving passion that
occupies his day. That passion might be a charity or
philanthropic foundation, an ideal or cause worth ghting
for, or a lust for living a fun and carefree existence.

Skills: Choose one 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: Gamble, Intimidate, Knowledge (current
events or popular culture), Ride or add a new Speak
Language.
Reputation Bonus Increase: +1
Wealth Bonus Increase: +5

Doctor

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: Bluff, Computer Use, Craft (visual
art or writing), Disguise, Forgery, Knowledge (occult
lore or art), Perform (act, dance, keyboards, percussion
instruments, sing, stand-up, stringed instruments or wind
instruments) or Spot.
Reputation Bonus Increase: +2
Wealth Bonus Increase: +2

A doctor can be a physician (general practitioner or


specialist), surgeon, psychiatrist or even a veterinarian.
Prerequisite: Age 25+
Skills: Choose two 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 (pharmaceutical), Computer Use,
Handle Animal, Knowledge (behavioral sciences, earth
and life sciences, or technology), Search or Treat Injury.
Reputation Bonus Increase: +1
Wealth Bonus Increase: +3

Criminal
This illicit starting occupation reveals a background
from the wrong side of the law. This occupation includes
con artists, burglars, thieves, crime family soldiers,
gang members, bank robbers, and other types of career
criminals.

Emergency Services
Rescue workers, reghters, paramedics, hazardous
material handlers and emergency medical technicians
fall into this category.

Prerequisite: Age 15+

Prerequisite: Age 18+

Skills: Choose two 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: Bluff, Disable Device, Disguise,
Forgery, Gamble, Hide, Knowledge (streetwise), Move
Silently or Sleight of Hand.

Skills: Choose two 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: Balance, Climb, Computer Use, Drive,
Jump, Knowledge (behavioral sciences, earth and life
sciences, or technology), Search, Treat Injury, Swim.

Bonus Feat: Select one of the following:


Deceptive or Personal Firearms Prociency.

Reputation Bonus Increase: +1


Wealth Bonus Increase: +2

Reputation Bonus Increase: +0


Wealth Bonus Increase: +1

HORROR CHARACTER CREATION

Skills: Choose one 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: Bluff, Craft (visual art or writing), Diplomacy,
Disguise or Perform (act, dance, keyboards, percussion
instruments, sing, stand-up, stringed instruments or wind
instruments).

Brawl,

Entrepreneur
Entrepreneurs have an obsession about being their own
boss. They are often egocentric, have an abundance of

21

HORROR CHARACTER CREATION

condence, and the ability to acquire the funds necessary


to bankroll their newest moneymaking venture. These
business owners have a knack for putting together
business proposals, gathering resources and getting a
new venture off the ground. They rarely want to stick
around after the launch, however, as they prefer to put
their energies into the next big thing.

Skills: Choose two 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: Bluff, Diplomacy, Gamble or
Knowledge (business, current events or technology).
Reputation Bonus Increase: +1
Wealth Bonus Increase: +4

Investigative
There are a number of jobs that t within this occupation,
including investigative reporters, photojournalists,
private investigators, police detectives, criminologists,
criminal prolers, espionage agents, and others who use
their skills to gather evidence and analyse clues.

Military covers any of the branches of the armed forces,


including army, navy, air force, and marines, as well as
the various elite training units such as Seals, Rangers, and
Special Forces.
Prerequisite: Age 18+
Skills: Choose two 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. Climb, Demolitions, Drive, Hide, Knowledge
(tactics), Move Silently, Navigate, Pilot, Survival or
Swim.
Bonus Feat: Select one of the following: Brawl, Combat
Martial Arts, Light Armour Prociency or Personal
Firearms Prociency.
Reputation Bonus Increase: +0
Wealth Bonus Increase: +1

Prerequisite: Age 23+


Skills: Choose two 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 (visual art or
writing), Decipher Script, Forgery, Gather Information,
Investigate, Knowledge (behavioural sciences, civics,
earth and life sciences, or streetwise), Research, Search
or Sense Motive.
Brawl,

Reputation Bonus Increase: +0


Wealth Bonus Increase: +2

Law Enforcement
Law enforcement personnel include uniformed police,
state troopers, federal police, federal agents, SWAT team
members and military police.
Prerequisite: Age 20+
Skills: Choose two 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. Diplomacy, Drive, Gather Information,
Intimidate, Knowledge (civics, earth and life sciences,
streetwise or tactics) or Listen.

22

Reputation Bonus Increase: +1


Wealth Bonus Increase: +2

Military

Prerequisite: Age 18+

Bonus Feat: Select one of the following:


Meticulous or Personal Firearms Prociency.

Bonus Feat: Select one of the following: Combat Martial


Arts, Light Armour Prociency or Personal Firearms
Prociency.

Religious
Ordained clergy of all persuasions, as well as theological
scholars and experts on religious studies fall within the
scope of 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. Decipher Script, Knowledge (occult lore, art,
behavioural sciences, history, streetwise or theology and
philosophy), Listen or Sense Motive.
Reputation Bonus Increase: +2
Wealth Bonus Increase: +1

Rural
Farm workers, hunters and others who make a living in
rural communities fall into this category.
Prerequisite: Age 15+
Skills: Choose two 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

Reputation Bonus Increase: +0


Wealth Bonus Increase: +1

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

HORROR CHARACTER CREATION

Technician

White Collar
Ofce workers and desk jockeys, lawyers,
accountants, insurance agents, bank personnel,
nancial advisors, tax preparers, clerks, sales
personnel, real estate agents and a variety of midlevel 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.
Bonus Feat: Select one of the following: Brawl, Guide
or Personal Firearms Prociency.
Reputation Bonus Increase: +0
Wealth Bonus Increase: +1

Student
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
a major eld of study.
Prerequisite: Age 15+
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, Knowledge (any, except
appraisal, streetwise or tactics), Perform (act, dance,
keyboards, percussion instruments, sing, stand-up,
stringed instruments or wind instruments) or Research.

Skills: Choose two 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, Diplomacy, Knowledge
(art, business, civics, earth and life sciences, history,
physical sciences or technology) or Research.
Reputation Bonus Increase: +1
Wealth Bonus Increase: +3

Ability Scores

Each character has six ability scores; Strength, Dexterity,


Constitution, Intelligence, Wisdom and Charisma.
Beginning scores range from 3 to 18. There are three
methods to determine a characters ability scores
the Games Master can either let the Players pick their
favourite method or just specify which one is used in his
game.

Random Generation

Roll 4d6 six times, dropping the lowest dice. Total


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

HORROR CHARACTER CREATION

you drop one of the low threes, total the result (14) and
assign it to one of your ability scores. If you wanted to
have a character of above average agility and speed, then
assign the 14 to his Dexterity score. The average human
norm for an ability score is 10.

Standard Scores

Finally, you may also just take a set package of ability


scores and assign them as you see t. This standard
package is 15, 14, 13, 11, 10, 8.

Character Classes

Planned Generation

Instead of rolling dice, you may select the scores you


want. You have 25 points to spend on ability scores.
Each score starts at 8, and the costs to increase a score
are given below. You may also drop scores below 8,
gaining one point for every ability point deducted. For
example, taking a Strength of 3 would give you another
5 points with which to buy other abilities. You may not
drop a score below 3 without the approval of the Games
Master.
Score

Cost

Score

Cost

14

15

10

16

10

11

17

13

12

18

16

13

In OGL Horror, there are four basic character types


Combatants, Scholars, Investigators and Ordinary People.
Each type has its own strengths and weaknesses.
~

Combatants (soldiers, bouncers, martial artist monks,


explorers, athletes or just generic tough guys) have
the best Base Attack Bonus and Hit Points of any
character. They have fewer skills and tend to resort to
violence in the face of danger.

Scholars (scientists, occultists, antiquarians) have


a high number of skill points and unlike the other
character types, scholars do not have any cap on how
high certain skills can be.

Investigators (reporters, detectives, spies) have only


average skills and a limited number of feats. Their chief
advantage is their resolve in the face of horror. Each
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 (ofce workers, students,


backpackers, pesky kids) have the widest range of
feats and skills available to them. They are often illequipped 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 characters Intelligence modier
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 Scholars Intelligence-based skills).

24

Starting Feats

Each class has a certain number of feats available.

Base Attack Bonus

The characters Base Attack Bonus is added to any attack


rolls he makes. You add your Base Attack Bonus, an
ability modier (Strength modier for melee attacks,
Dexterity modier for ranged attacks) and any other
modiers (range, height, darkness, etc.) to a d20 roll to
determine if an attack hits.

Base Save Bonuses

Each character type lists a bonus to the three saving


throws. Add the characters Constitution modier to
Fortitude saving throws, Dexterity modier to Reex
saves and Wisdom modier to Will saves.

Horror Save Modifier

Horror saves (see Chapter 8, Fear and Loathing) are


based on the characters Will save, but each character
type has its own special rules and modiers listed in this
section.

Defence Bonus

Each type has a Defence bonus that determines how hard


it is to hit the character.

Combatant

Hit Points: 10 + 2d10 + triple the characters Constitution


bonus.
Class Skills: The combatants class skills (and the key
ability for each skill) are: Balance (Dex), Climb (Str),
Craft (Int), Drive (Dex), Handle Animal (Cha), Intimidate
(Str or Cha), Jump (Str), Knowledge (current events,
popular culture, streetwise or tactics) (Int), Navigate
(Int), Profession (Wis), Read/Write Language (none),
Repair (Int), Speak Language (none), Survival (Wis) and
Swim (Str). Also, the starting occupation selected can
provide additional class skills to choose from.
Skill Points: (Int modier x 6) + 24
Starting Feats: Combatants get three feats of their
choice, plus another three feats selected from the
following list:
Advanced Combat Martial Arts,
Advanced Firearms Prociency, Advanced Two-Weapon

Fighting, Agile Riposte, Archaic Weapons Prociency,


Armour Prociency (heavy), Armour Prociency (light),
Athletic, Blind-Fight, Brawl, Burst Fire, Cautious,
Cleave, Combat Training, Combat Expertise, Combat
Martial Arts, Combat Reexes, Combat Throw,
Commanding Voice, Dead Aim, Defensive Martial Arts,
Dodge, Double Tap, Drive-By Attack, Elusive Target,
Endurance, Exotic Firearms Prociency, Exotic Melee
Prociency, Far Shot, Guide, Improved Base Attack
Bonus, Improved Brawl, Improved Bull Rush, Power
Attack, Improved Combat Martial Arts, Improved
Combat Throw, Improved Damage Threshold, Improved
Disarm, Improved Feint, Improved Initiative, Improved
Knockout Punch, Improved Trip, Improved Two Weapon
Fighting, Knockout Punch, Mobility, Nimble, Personal
Firearms Prociency, Point Blank Shot, Power Attack,
Pulling Strings, Precise Shot, Quick Draw, Quick
Reload, Shot on the Run, Simple Weapons Prociency,
Skip Shot, Spring Attack, Stealthy, Strafe, Streetghting,
Sunder, Toughness, Track, Two-Weapon Fighting and
Unbalance Opponent.

HORROR CHARACTER CREATION

A character can also buy skills from other classes skill


lists. Each skill point buys a half rank in these crossclass skills, and a character can only buy up to half the
maximum ranks of a class skill (3 ranks for a starting
character).

Base Attack Bonus: +3


Base Saving Throw Bonuses: Fort +2, Ref +2, Will +1
Horror Save Modier: Combatants react without
thinking, running on adrenaline and instinct. When faced
with horror, they tend to snap and act instead of freezing.
They have a 4 penalty to Panic checks and automatically
have the ght response instead of freezing if they fail a
Panic check by 5 or less points (see Chapter 8, Fear and
Loathing). If they fail a Panic check by 6 or more points,
they have the usual chance of ghting or eeing.
Defence Modier: +2

Scholar

Hit Points: 6 + 2d6 + triple the characters Constitution


bonus.
Class Skills: The scholars class skills (and the key ability
for each skill) are: Computer Use (Int), Craft (chemical,
electronic, mechanical, pharmaceutical, structural, visual
art or writing) (Int), Decipher Script (Int), Demolitions
(Int), Disable Device (Int), Forgery (Int), Investigate
(Int), Knowledge (art, behavioural sciences, business,
civics, current events, earth and life sciences, history,
occult, physical sciences, popular culture, streetwise,
tactics, technology or theology and philosophy) (Int),
Navigate (Int), Profession (Wis), Read/Write Language
(none), Repair (Int), Research (Int), Search (Int) and
Speak Language (none). Also, the starting occupation
the character selects can provide additional class skills
to choose from.

25

HORROR CHARACTER CREATION

Skill Points: (Int modier x 6) + 48. Scholars have no


maximum to their skill ranks for any Intelligence-based
skills.

Meticulous, Nimble, Personal Firearms Prociency,


Pulling Strings, Renown, Simple Weapons Prociency,
Skill Focus, Studious and Surgery.

Starting Feats: Scholars get three feats of their choice,


plus another three feats selected from the following
list: Alertness, Alternate Approach, Attentive, Builder,
Cautious, Contact, Custodian, Creative, Dodge, Double
Tap, Educated, Focused, Gearhead, Guide, Improved
Feint, Improved Initiative, Linguist, Medical Expert,

Base Attack Bonus: +1


Base Saving Throw Bonuses: Fort +1, Ref +1, Will +2
Horror Save Modier: Scholars are no more prone to
panic or fear than other people indeed, absent-minded

Ordinary People
Character
Level

Base Attack
Bonus

Defence

Fortitude

Reex

Will

Class Features

+0

+0

+0

+0

+1

Bonus Feat

+1

+1

+0

+0

+2

Bonus Feat

+1

+1

+1

+1

+2

Two Bonus Feats

th

+2

+1

+1

+1

+2

5th

+2

+2

+1

+1

+3

Bonus Feat

6th

+3

+2

+2

+2

+3

Bonus Feat

th

+3

+2

+2

+2

+4

Bonus Feat

th

+4

+3

+2

+2

+4

+4

+3

+3

+3

+4

Bonus Feat

+5

+3

+3

+3

+5

Bonus Feat

st
nd
rd

9th
10

th

The ordinary persons 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
Level

Base Attack
Bonus

Defence

Fortitude

Reex

Will

Class Features

+0

+0

+0

+0

+1

Bonus Feat

+1

+1

+0

+0

+2

Bonus Feat

+1

+1

+1

+1

+2

Bonus Feat

th

+2

+2

+1

+1

+2

th

+2

+2

+1

+1

+3

Bonus Feat

th

+3

+3

+2

+2

+3

Bonus Feat

th

+3

+3

+2

+2

+4

Bonus Feat

th

+4

+4

+2

+2

+4

th

+4

+4

+3

+3

+4

Bonus Feat

+5

+5

+3

+3

+5

Bonus Feat

st
nd
rd

10

th

The scholars 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

Defence Modier: +1

Investigator

Hit Points: 8 + 2d8 + triple the characters Constitution


bonus.
Class Skills: The investigators class skills (and the key
ability for each skill) are: Bluff (Cha), Computer Use
(Int) Craft (visual art, writing) (Int), Diplomacy (Cha),
Disguise (Cha), Drive (Dex), Gamble (Wis), Hide
(Dex), Investigate (Int), Knowledge (occult lore, art,

Combatant
Character
Level

Base Attack
Bonus

Defence

Fortitude

Reex

Will

Class Features

st

+1

+1

+1

+1

+0

Bonus Feat

nd

+2

+2

+2

+2

+0

Bonus Feat

rd

+3

+2

+2

+2

+1

Bonus Feat

th

+4

+3

+2

+2

+1

5th

+5

+3

+3

+3

+1

Bonus Feat

th

+6

+4

+3

+3

+2

Bonus Feat

th

+7

+4

+4

+4

+2

Bonus Feat

th

+8

+4

+4

+4

+2

+9

+5

+4

+4

+3

Bonus Feat

+10

+5

+5

+5

+3

Bonus Feat

9th
10

th

HORROR CHARACTER CREATION

scientists may not even notice the danger but they have
a 4 penalty to Madness checks. An ordinary person
might be disturbed by a literally impossible event, such
as a non-Euclidean shape, but a scholar has a deeper
understanding of the universe. An impossible event
undercuts everything he knows and puts everything into
doubt. The more you know, the greater the shock when
it all becomes a lie.

The combatants 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
Level

Base Attack
Bonus

Defence

Fortitude

Reex

Will

Class Features

+0

+1

+0

+0

+1

Bonus Feat

+1

+2

+0

+0

+2

Bonus Feat

+1

+2

+1

+1

+2

Bonus Feat

+2

+3

+1

+1

+2

+2

+3

+1

+1

+3

Bonus Feat

+3

+4

+2

+2

+3

Bonus Feat

+3

+4

+2

+2

+4

Bonus Feat

+4

+4

+2

+2

+4

+4

+5

+3

+3

+4

Bonus Feat

+5

+5

+3

+3

+5

Bonus Feat

st
nd
rd
th
th
th
th
th

th

10

th

The investigators 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

HORROR CHARACTER CREATION

Why 3rd level characters?

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,


earth and life sciences, history, physical sciences,
popular culture, streetwise, tactics, technology or
theology and philosophy) (Int), Listen (Wis), Move
Silently (Dex), Profession (Wis), Read/Write Language
(none), Research (Int), Search (Int), Sense Motive (Wis),
Speak Language (none), Spot (Wis), Survival (Wis) and
Treat Injury (Wis). Also, the starting occupation the
investigator selects can provide additional class skills to
choose from.

Class Skills: The ordinary persons class skills (and the


key ability for each skill) are: Craft (any) (Int), Drive
(Dex), Gamble (Wis), Knowledge (any) (Int), Listen
(Wis), Perform (any), Profession (Wis), Read/Write
Language (none), Search (Int), Sense Motive (Wis),
Speak Language (none) and Spot (Wis). The Player may
choose another ve skills as class skills. Also, the starting
occupation the ordinary person selects can provide
additional class skills to choose from.
Skill Points: (Int modier x 6) + 30

Skill Points: (Int modier x 6) + 30


Starting Feats: Investigators get three feats, plus another
three feats selected from the following list: Acrobatic,
Alertness, Alternate Approach, Animal Afnity,
Archaic Weapons Prociency, Armour Prociency
(light), Athletic, Attentive, Blind-Fight, Brawl, Combat
Training, Condant, Contact, Creative, Deceptive,
Defensive Martial Arts, Dodge, Double Tap, Drive-By
Attack, Educated, Elusive Target, Extra Ties, Focused,
Force Stop, Great Fortitude, Guide, Heroic Surge,
Improved Base Attack Bonus, Improved Feint, Improved
Initiative, Iron Will, Knockout Punch, Lightning
Reexes, Linguist, Loner, Low Prole, Personal Firearms
Prociency, Point Blank Shot, Pulling Strings, Renown,
Run, Simple Weapons Prociency, Skill Focus, Stealthy,
Studious, Surface Vehicle Operation, Toughness, Track
or Trustworthy.
Base Attack Bonus: +1

Starting Feats: Ordinary people get three feats of their


choice, plus another four feats selcted from the following
list: Aircraft Operation, Alertness, Alternate Approach,
Animal Afnity, Archaic Weapons Prociency, Armour
Prociency (light), Athletic, Attentive, Brawl, Builder,
Cautious, Cleave, Combat Training, Combat Expertise,
Combat Martial Arts, Combat Reexes, Combat Throw,
Commanding Voice, Condant, Contact, Custodian,
Creative, Deceptive, Defensive Martial Arts, Dodge,
Double Tap, Educated, Elusive Target, Endurance, Extra
Ties, Far Shot, Focused, Gearhead, Great Fortitude,
Guide, Heroic Surge, Improved Brawl, Power Attack,
Improved Initiative, Iron Will, Knockout Punch, Lightning
Reexes, Linguist, Loner, Low Prole, Ludicrously
Rich, Meticulous, Mobility, Nimble, Personal Firearms
Prociency, Pulling Strings, Point Blank Shot, Power
Attack, Renown, Run, Simple Weapons Prociency,
Stealthy, Strafe, Streetghting, Studious, Sunder, Surface
Vehicle Operation, Toughness, Track, Trustworthy, TwoWeapon Fighting.

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


Base Attack Bonus: +1
Horror Save Modier: Investigators have no horror
save modier.
Defence Modier: +2

Ordinary People
Hit Points: 6 + 2d6 + triple the characters Constitution
bonus.

28

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


Horror Save Modier: Most people have never
encountered anything out of the ordinary; while
scholars have had their intellectual or philosophical
horizons challenged, combatants have faced danger,
and investigators have seen strange or disturbing things,
ordinary people have never been exposed to any real

danger or horror.
checks.

They have a 4 penalty to Fear

Defence Modier: +1
Special: Every time a character advances a level in this
class, they may reduce the psychological ramications of
horrors they have experienced (see Chapter 8, Fear and
Loathing).

Skills, Feats and Ties

The characters class and ability scores determine how


many skill points he has. A character may not put more
than 6 points into a skill. A character has a set number
of feats he can choose from, depending on his class and
occupation. Skills and Feats are listed in Chapter 4.

Ties

Every sane character has a number of Ties. Each Tie is


a bond to a particular thing a lover, a spouse, children,
family, friends, a home, an organisation, a belief or
philosophy, a religion, a dream, a goal, anything that
the character might live for or die for. A beginning
character has ve permanent Ties to allocate, as well as
one temporary Tie which reects the characters current
goals. Multiple Ties can be allocated to a single thing.
Note that even a single bond is a strong connection. Two
Ties means the character would consider risking life and
limb for the object of the bond; three Ties means that the
character would willingly die for the object of the bond.
Four or more Ties indicates a level of obsession that
utterly consumes the character.
For example, a character might have the following Ties:

~
~
~
~

3 points: his family as a whole.


1 point: his favourite daughter, Cheryl
1 point: his job as a struggling writer
1 point (temporary Tie): Getting home in time for
Christmas.
At the start of the game, Cheryl runs off into the fog,
so the Player changes his temporary Tie from Getting
Home to Finding Cheryl. A temporary Tie can be
changed once per game session, or at the discretion of
the Games Master. Note that Ties can stack with each
other in certain circumstances the temporary Tie for
Finding Cheryl stacks with the basic Tie to Cheryl and
the characters general Tie to his family.
Ties should be to things that the Games Master can
threaten (in fact, they are things the Games Master
is encouraged to threaten), so they should be mostly
external to the character. Having a Tie to becoming
the greatest swordsman who ever lived does not give

In addition to being a roleplaying tool to measure what


the character cares about, Ties can give the character
bonuses in certain circumstances. When the object of
a Tie is threatened, the character can roll an extra 1d10
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
reused if the object of the Tie is threatened again after
being successfully rescued or protected. Returning to the
example, our character has a total of ve Ties that can be
used to give a +1d10 bonus to rolls relating to nding
and rescuing his daughter. He can use each Tie once per
adventure.
Characters can lose Ties, but this is quite rare. Normally
the focus of a Tie will change, at the Games Masters
discretion. If the character loses his job as a writer, buys
a gorgeous new Mustang, he may lose the Tie to his job
as a struggling writer and instead gain a Tie to his car.
That said, the Games Master can rule that a Tie is downgraded or lost if the Player does not portray the characters
connection to that Tie correctly. The Sociopathy disorder
also permanently removes Tie points. The Loner feat
will also reduce a characters Ties.

HORROR CHARACTER CREATION

the Games Master much latitude for horror. Unless he


cuts off the characters arm and introduces a diabolical
undead master swordsman.

On the bright side, it is also possible to gain entirely


new Ties, in addition to the normal ve permanent and 1
temporary. See the feat Extra Ties for details.
A character who loses every single permanent Tie is
immediately deemed to be an incurable sociopath, unable
to demonstrate basic human empathy. He is placed in the
care of the Games Master, who will probably tuck him
away in a nice asylum where kind people can look after
him. Or maybe the character will come back to haunt his
old friends as the monster he has now become.

Finishing Touches

Select equipment from Chapter 5, Chainsaws, Stakes


and Nailguns. Fill out the character sheet, remembering
to take ability score modiers and Synergy bonuses into
account when working out skills.

Age

You can choose or randomly generate your characters


age. Most characters are adults (18+). With age, a
characters physical ability scores decrease and his
mental ability scores increase (see the Aging Effects
table). The effects of each aging step are cumulative.
However, none of a characters ability scores can be
reduced below 1 in this way.

29

Height and Weight

HORROR CHARACTER CREATION

Aging Effects
Race

Middle Age1

Old2

Venerable3

Maximum Age

Human

35 years

53 years

70 years

+2d20 years

At middle age, 1 to Str, Dex and Con; +1 to Int, Wis and Cha.

At old age, 2 to Str, Dex and Con; +1 to Int, Wis and Cha.

At venerable age, 3 to Str, Dex and Con; +1 to Int, Wis and Cha.

Random Height and Weight


Race

Base
Height

Height
Modier

Base
Weight

The dice roll given in the Height Modier


column determines the characters extra
height beyond the base height. That same
number multiplied by the dice roll or
quantity given in the Weight Modier
column determines the characters extra
weight beyond the base weight.

Starting Equipment

Most characters start with possessions


and equipment that reects their starting
Human, male
4 10
+2d10
120 lb.
(2d4) lb.
occupation and total Wealth bonus. This
approach mostly appeals to a Players
Human, female 4 5
+2d10
85 lb.
(2d4) lb.
common sense. Military personnel will
almost certainly have a personal rearm
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 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.
Weight Modier

Advancement

Whether or not a given campaign has advancement is


up to the Games Master. If the scenario is for a oneshot 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 characters level in the class.
~ Base Attack Bonus: The characters base attack

30

~
~
~

Level-Dependent Benefits

In addition to attack bonuses and saving throw bonuses,


all characters gain other benets from advancing in level.
The following summarises these additional benets.

Experience and Level Dependent


Benefits

XP: This column shows the experience point total needed


to achieve a given character level.
Class Skill Max Ranks: The maximum number of ranks a
character can have in a class skill is equal to his character
level +3. A class skill is a skill associated with a particular
class. Class skills are listed in each class description in
this chapter.
Cross-Class Skill Max Ranks: For cross-class skills
(skills not associated with a characters class), the
maximum number of ranks is one-half the maximum
for a class skill. Maxing out a cross-class skill costs the

same amount of points as buying the maximum rank in a


class skill. (For example, at 1st level, a character can pay
4 points for 4 ranks in a class skill, or spend the same 4
points for 2 ranks in a cross-class skill.) The half ranks
(.5) indicated on the table dont improve skill checks;
they simply represent partial purchase of the next skill
rank and indicate that the character is training to improve
that skill.
Feats: This column indicates the levels at which a
character gains feats (two at 1st level, one more at
3rd level, and one more at every 3rd level thereafter).
See Chapter 4, Skills and Feats Chapter for feat
descriptions.
Ability Increases: This column indicates the levels at
which a character gains ability score increases. Upon
attaining 4th, and 8th level, a character increases one of
his ability scores by 1 point. The Player chooses which
ability score to improve. The ability improvement is
permanent.

HORROR CHARACTER CREATION

bonus and number of attacks.


Fort Save: The base save bonus for Fortitude saving
throws. The characters Constitution modier also
applies.
Ref Save: The base save bonus for Reex saving
throws. The characters Dexterity modier also
applies.
Will Save: The base save bonus for Will saving throws.
The characters Wisdom modier also applies.
Class Features: Level-dependent class features, each
explained in the section that follows.
Defence Bonus: The characters bonus to Defence.
The characters Dexterity modier and equipment
bonus also applies.

Experience and Level Advancement

Experience for advancing in level rests in the hands of


the Games Master. There are no hard and fast rules for
awarding experience in a horror game, however, typical
characters should gain experience quite slowly. Gaining
between 500 and 800 experience points per four to eight
hour game session is reasonable. Particularly combatintensive sessions, multiple horrors and mysteries
uncovered (and survived) in a session and the conclusion
of a story arc should reward the characters with increased
experience for their successful endeavours.
When a character advances in level, they gain the
benets of the next level in whichever class they choose
to advance in.

Experience and Level Dependent Benets


Character
Level

XP

Class Skill
Max Ranks

Cross-Class
Skill Max
Ranks

Feats

Ability
Increases

1st

1st and 2nd

nd

1,000

2.5

rd

3,000

th

6,000

3.5

5th

10,000

th

15,000

4.5

th

21,000

10

th

28,000

11

5.5

2nd

9th

36,000

12

5th

45,000

13

6.5

10

th

rd

1st
-

th

31

HORROR CHARACTER CREATION

Multiclassing

Each time a multiclass character attains a new level, he


either increases one of his current class levels by one
or picks up a new class at 1st level. When a multiclass
character increases one of his class levels by one, he
gains all the standard benets that characters receive
for attaining the new level in that class: more hit points,
possible bonuses on attack rolls, Defence and saving
throws (depending on the class and the new level), a
new class feature (as dened by the class) and new skill
points. Also level-dependent bonuses accrue as normal.
A character advancing from 5th level to 6th will gain a
bonus feat regardless of which class he advances in.
Note that a character who gains a new class does not
gain the new class Horror save modier. This modier
always remains the same as the characters starting class
Horror save modier.
Skill points are spent according to the class that the
multiclass character just advanced in (see the individual
class descriptions for skill points per level). Skills
purchased are purchased at the cost appropriate for the
class level that gives them to the character.
Note that the characters original occupation changes in
no way after character creation. Even if the character
started off as a Gurkha (military original occupation) and
ve years later becomes a roughneck on an oilrig, his
original military occupation remains the same (though
he may well have moved class from Combatant to
Ordinary Person).

How Multiclassing Works

Donnie Barker, a 4th level Combatant, decides he


wants to expand his repertoire by improving some of
his investigative abilities. When Donnie accumulates
10,000 XP, he becomes a 5th level character. Instead of
becoming a 5th level Combatant, however, he decides to
become a 4th level Combatant/1st level Investigator.
Now, instead of gaining the benets of a new
level of Combatant, he gains the benets of
becoming a 1st level Investigator. He gains
hit points from a 1st level Investigators Hit
Die (d8 plus his constitution modier), a 1st
level Investigators +1 to Defence, a 1st level
Investigators + 1 Will save bonus, and the
Investigators skill points (5 + his Intelligence
modier). When purchasing skills for this
new level, Donnie uses the Investigators
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 Combatants class
skills, that skill is considered cross-class for
him at this level.
The benets described above are added to the
scores Donnie already had as a Combatant.
His Defence score gets a +1 bonus. His Base

32

Attack Bonus, Fortitude save bonus and Reex save bonus


do not increase because these numbers are +0 for a rst
level Investigator. He does not gain any of the benets a
5th-level Combatant gains. He could spend some of his
new skill points to improve his Combatant class skills, but
some of them (such as Handle Animal) would be treated
as cross-class skills for this purpose these skill points
would each buy only .5 rank. He also gains a new feat
chosen from the Investigator class list.
Upon accumulating 15,000 XP, Donnie becomes a 6th
level character. He decides hed like to continue along
the Investigator path, so he increases his Investigator
level once more instead of increasing his Combatant
level or picking up a level in a third class. Again he gains
the Investigators benets for attaining a new level rather
than the Combatants. At this point, Donnie is a 6th level
character: a 4th level Combatant/2nd level Investigator.
At each new level he attains, Donnie must decide whether
to increase his Combatant level or his Investigator level.
Of course, if he wants to have even more diverse abilities,
he could acquire an additional class. In general, a character
can have levels in as many different classes as he likes.

OGL Horror and Multiclassing

Multiclassing is entirely normal in OGL Horror. The


scarred veteran Combatant will suddenly nd his guns
mean nothing in the face of a cosmic mind-eating
amoeba, and picks up some skills as a Scholar to nd
out its weak-point. The ordinary mother-of-three who
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
extradimensional hellhole may well pick up a few levels
as an Investigator (hey, and maybe even her kid). Most of
the characters who survive repeatedly in horror situations
become very individual and hard to box into a single
class type, so multiclassing makes sense for a great many
characters as they develop.

Skills and Feats

Using Skills

To make a skill check, you roll d20 and add the


appropriate skill modier. Skill modiers follow a
simple equation: Skill modier = skill ranks + ability
modier + miscellaneous modiers. Miscellaneous
modiers can be anything from synergy bonuses (we
will get to those later on) to circumstantial bonuses and
penalties based on where you are doing the skill and how
many grenades are going off around you. To be a little
more specic:
~ Skill Ranks: A characters ranks in a skill is based on
the number of skill points the character has invested in
the skill. Some skills can be used even if the character
has no ranks in the skill; doing this is also called
making an untrained skill check.
~ Ability Modier: The ability modier used in the skill
check is the modier for the skills key ability (the
ability associated with the skills use). The key ability
of a skill is noted in its description.
~ Miscellaneous Modiers: Miscellaneous modiers
include bonuses provided by feats and class features

and penalties such as the ones associated with the


nonprocient use of armour.

Acquiring Skill Ranks

Ranks indicate how much training, experience or innate


talent a character has with a given skill. Each skill has a
number of ranks, from 0 (for a skill in which a character
has no training at all) to 13 (for a 10th-level character
who has increased a class skill to its maximum rank).
Skill modiers can be much higher than 13 once ability
bonuses and other factors are added in, but skill ranks
themselves can never be higher than 13. When making a
skill check, a character adds his skill ranks to the roll as
part of the skill modier.

SKILLS & FEATS

A character has a number of skill points (see Chapter 3,


Horror Character Creation) that are used to buy skills.
The characters class and Intelligence modier determine
the number of points received. If the character buys a
class skill, he gets 1 rank in the skill for each skill point
spent. If the character buys a cross-class skill, he gets .5
rank per skill point spent. The maximum rank in a class
skill is six for a beginning character. Half a rank does
not add anything to the modier for using that skill, but
it does allow a check when the skill can only be used
trained.

Skill Checks and Automatic Rolls

Unlike with attack rolls and saving throws, a natural


roll of 20 on the d20 is not an automatic success when
making a skill check, and a natural roll of 1 is not an
automatic failure. This reects the fact that bonuses and
penalties with skills checks can often be wider than the
twenty point margin of the die roll itself, and that some
tasks become so simple to adept people that skills failing
one time in twenty simply is not reasonable. However,
if the character is under exceptional stress at the time of
the roll (having recently failed a Fear roll, for instance)
then the Games Master may rule that the natural 1 and
20 rules are brought into play for skill checks. This
represents the notion that extreme pressure can bring out
the very best in peoples abilities or make them uff the
most basic of tests.

Difculty Class Examples


Difculty (DC)

Example (Skill Used)

Very easy (0)

Notice something large in plain sight, like an oncoming tank (Spot)

Easy (5)

Climb down a re escape (Climb)

Average (10)

Summarise a complex scientic 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

SKILLS & FEATS

Difficulty Class

Some checks are made against a Difculty Class (DC).


The DC is a number set by the Games Master (using
the skill rules as a guideline) that a character must
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
the scope of the basic skill. Those are circumstantial or
synergy modiers and they augment the check, not the
Difculty Class.

Opposed (Contested) Checks

Some skill checks are opposed checks. They are made


against a randomised number, usually another characters
skill check result. For ties on opposed checks, the
character with the higher base skill bonus wins. If
those scores are the same, the highest key ability score
wins the tie. If these are also the same, every character
involved rerolls the check.

Trying Again

If a character fails a skill check, he can sometimes try


again. Check the applicable skill description to nd
out if, and under what circumstances, a character may
try again. Many skills have natural consequences for
failing that must be accounted for. Even if these offer
another try, the consequence must be suffered rst.
Some skills cannot be tried again once a check has
failed for a particular task. If the use of a skill carries
no penalty for failure, a character can take 20, as per
the rules given below, and assume that he keeps trying
until he eventually succeeds (assuming he has enough of
a modier to succeed).

Favourable and Unfavourable


Conditions

Some situations may make a skill easier or harder to use,


resulting in a bonus or penalty to the skill modier or a
change to the skill checks DC. The Games Master can
alter the odds of success in four ways to take into account
exceptional circumstances.
~ Give the skill user a +2 circumstance bonus to
represent conditions that improve performance, such
as having the perfect tool for the job, getting help from
another character or working under conditions that are
signicantly better than normal.
~ Give the skill user a 2 circumstance penalty to
represent conditions that hamper performance, such
as being forced to use improvised tools or possessing
misleading information.
~ Reduce the DC by 2 to represent circumstances
that make the task easier, such as having a friendly
audience when making a Perform check or searching
for information on an extremely well documented
topic with a Computer Use check.
~ Increase the DC by 2 to represent circumstances
that make the task harder, such as making a Perform
check in front of a hostile audience or searching for
information on a very poorly documented topic with a
Computer Use check.

Attempted Action

Skill

Conditions that affect a characters ability to perform the


skill change the characters skill modier. Conditions that
modify how well the character must perform the skill
to succeed change the Difculty Class. A bonus on a
characters skill modier or a reduction in the DC of the
check has the same result they create a better chance
for success. But they represent different circumstances
and sometimes that distinction is
important.
Opposing Skill

Trying to sneak past a guard dog

Move Silently

Listen

Convincing a police ofcer that


you are a relative of the deceased

Bluff

Sense Motive

Hiding from a hunting horror

Hide

Spot

Chasing a stolen car

Drive

Drive

Making a false cultist outt

Disguise

Spot

Stealing the icon from the altar


without being seen

Sleight of
Hand

Spot

Identifying a faked scroll as false

Forgery

Forgery

Untrained Skill Checks

Generally, if a character attempts to use a skill he does


not have any ranks in, the character makes a skill check
as described. The characters skill modier do not
include skill ranks because the character does not have

Example Opposed Checks

34

any. The character does get other modiers, though, such


as the ability modier for the skills key ability. Some
skills can be used only if the character is trained in the
skill; there are very few circumstances that will allow
these skills to be used untrained.

Time and Skill Checks

Using a skill might take one


round, several rounds, or even
longer. It might take no time at all.
Types of actions dene how long
activities take to perform within
the framework of a combat round
(6 seconds) and how movement
is treated with respect to the
activity. See the skill description
for specics on how long a skill
takes to use. In general, using a

skill that requires concentration while in close combat


is dangerous. Nearby opponents get to make attacks of
opportunity against a character when he lets his guard
down. When people make attacks of opportunity with
rearms, things start to rock and roll.

Some skill applications require the use of tools. If tools


are needed, the specic items required are mentioned in
the skill description. If the character does not have the
appropriate tools, he can still attempt to use the skill, but
the character takes a 4 penalty on his check.
A character may be able to put together some impromptu
tools to make the check. If the Games Master allows this,
reduce the penalty to 2 (instead of 4) for having a set
of impromptu tools. It usually takes some time (several
minutes to an hour or more) to collect or create a set of
impromptu tools and it may require a skill check as well.
The same skill as the one being attempted with the tool
in the rst place is usually the best one to use in this
circumstance.

Checks without Rolls

A skill check represents an attempt to accomplish some


goal, usually in the face of time pressure or distraction.
Sometimes, though, a character can use a skill under
more favourable conditions and eliminate the luck factor.
Two kinds of diceless skill checks exist.
~ Taking 10: When a character is not being threatened
or distracted, he may choose to take 10. Instead of
rolling d20 for the skill check, calculate the result as
if the character had rolled a 10 (an average roll on
a d20). For many relatively routine tasks, taking 10
results in a success. Distractions and threats make it
impossible for a character to take 10. A character also
cannot take 10 when using a skill untrained, though
the Games Master may allow exceptions for truly
routine activities.
~ Taking 20: When a character has plenty of time, is
faced with no threats or distractions, and the skill
being attempted carries no penalty for failure, a
character can take 20. Instead of rolling d20 for the
skill check, calculate the result as if the character had
rolled a 20. Taking 20 is the equivalent of attempting
the check over and over again until the character
gets it right. Taking 20 takes twenty times as long as
making a single check (2 minutes for a skill that can
normally be checked in 1 round).

Aiding Another

In some situations, characters can cooperate to accomplish


a given task. One character is designated as the leader in
the effort, while the others try to aid the character in
his efforts. A character aids another by making a skill

In many cases, a characters help will not be benecial or


only a limited number of characters can help at the same
time. The Games Master may always limit aid another
attempts as he sees t for the conditions.

Skill Synergy

Sometimes, the Games Master may decide that having


one skill provides a bonus when a character uses another
skill in certain situations. The character must have at
least 5 ranks in the related skill to gain this synergy
bonus, and the Games Master must agree that the two
skills can complement each other in the given situation.
In such cases, the character receives a +2 synergy bonus
on the skill check. Certain skills list an inherent synergy
bonus in their description.

SKILLS & FEATS

Tools

check (DC 10). This is an attack action, and the character


cannot take 10 on this check. If the check succeeds, the
characters ally gains a +2 circumstance bonus to apply
to his skill check to complete the task.

Modifier Types and


Stacking

A modier provides a bonus (a positive modier, such as


a bomb built with nice little labels on all the important
wires) or a penalty (a negative modier, such as a bomb
built with every wire the same thickness and colour
and little labels that are all lying) to a die roll. Every
applicable modier, positive and negative, is added to
the check result, but special attention must be given to
named modiers.
Bonuses with specic descriptors, such as equipment
bonus, generally do not stack (combine for cumulative
effect) with others of the same type. In those cases, only
the best bonus of that type applies. The only specic
bonuses that stack are dodge bonuses, synergy bonuses
and sometimes circumstance bonuses. Circumstance
bonuses stack only if they are provided by differing
circumstances; if two circumstance bonuses caused by
similar circumstances apply, they do not stack.
Specic bonuses that do not stack include competence,
cover, equipment, morale, natural armour, and size.
Any bonus without a descriptor (such as simply a +1
bonus) stacks with other bonuses. All penalties stack,
regardless of their descriptors, within reason. Do not
apply the vision penalties for twilight and night-time if
it is dark outside!

Skill Descriptions

In OGL Horror, skills are presented in alphabetical order


in the following format. The rst line of every skill
listing includes the following:

35

SKILLS & FEATS

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.
~ 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

Skill Name (Key Ability) Trained Only and/or Armour


Penalty (if applicable). The Key Ability abbreviation
stands for the ability whose modier applies to the
skill check (exceptions: Speak Language and Read/
Write Language have None given as their key
ability because the use of these skills never requires a
check).

Below the primary skill line, the following information


is given:
~ Check: What a character can do with a successful
skill check and the checks DC. The majority of the
skills entry occurs in this section.
~ Try Again?: Any conditions that apply to repeated
attempts to use the skill for a particular purpose.
If this entry is omitted, the skill check can be tried
again without any inherent penalty other than taking
additional time.
~ Special: Any particular notes that apply, such as
whether a character can take 10 or take 20 when using
the skill.
~ Untrained: Any details about using a skill untrained.
If this entry does not appear, it means the skill
works the same even when used untrained, or that
an untrained character cannot make checks with
this skill (true for skills that are designated Trained
Only).
~ Time: How much time it takes to make a check with
this skill.

36

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 difculty varies
with the conditions of the surface. A damaging surface is
any walking area that causes the character to take damage
while he is contiguous with it, such as a burning window
ledge or the acid-covered rim of an industrial vat.
Being Attacked While Balancing: While balancing, the
character is at-footed (the character loses his Dexterity
bonus to Defence, if the character has one), unless the
character has 5 or more ranks in Balance. If the character
takes damage, he must make a Balance check again to
remain standing.
Accelerated Movement: The character can try to cross
a precarious surface more quickly than normal. The
character can move his full speed, but the character takes
a 5 penalty on his Balance check. Moving twice the
characters speed in a round requires two checks, one for
each move action.
The character can attempt to charge across a precarious
Narrow
Surface

DC*

Difcult
Surface

DC

712 in. wide

10

Uneven or
angled

10

26 in. wide

15

Slippery
surface

10

Less than 2
20
Damaging
+5
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.

surface. Charging requires one Balance check at a


5 penalty for each multiple of the characters speed (or
fraction thereof) that the character charges.
Special: A character can take 10 when making a Balance
check, but cannot take 20. A character with the Focused
feat gets a +2 bonus on all Balance checks.

Bluff (Cha)
Bluff covers lies, fast-talking, acting and con artistry.
Check: A Bluff check is opposed by the targets Sense
Motive check when trying to con or mislead. Favourable
and unfavourable circumstances weigh heavily on the
outcome of a bluff. Two circumstances can work against
the character; the bluff is hard to believe or the action
that the bluff requires the target to take goes against the
targets self-interest, nature, personality or orders.
If it is important, the Games Master can distinguish
between a bluff that fails because the target does not
believe it and one that fails because it asks too much of
the target. For instance, if the target gets a +10 bonus
because the bluff demands something risky of the target
and the targets Sense Motive check succeeds by 10
or less, then the target didnt so much see through the
bluff as prove reluctant to go along with it. If the targets
Sense Motive check succeeds by 11 or more, he has seen
through the bluff, and would have succeeded in doing so
even if it had not placed any demand on him (that is, even
without the +10 bonus).
A successful Bluff check indicates that the target reacts
as the character wishes, at least for a short time (usually
1 round or less), or the target believes something that the
character wants him or her to believe.
A bluff requires interaction between the character and
the target. Targets unaware of the character cannot be
bluffed.

Creating a Diversion to Hide: A character can use Bluff


to help him or her hide. A successful Bluff check gives
the character the momentary diversion needed to attempt
a Hide check while people are aware of the character (see
the Hide skill).
Sending a Secret Message: A character can use Bluff
to send and understand secret messages while appearing
to be speaking about other things. The DC for a basic
message is 10. Complex messages or messages trying
to communicate new information have DCs of 15 or 20.
Both the sender and the receiver must make the check
for the secret message to be successfully relayed and
understood.

SKILLS & FEATS

Time: Balancing while moving one-half the characters


speed is a move action. Accelerated movement, allowing
the character to balance while moving his full speed, is
also a move action.

cannot dodge the characters attack effectively. If the


character succeeds, the next attack the character makes
against the target ignores his Dexterity bonus to Defence
(if the opponent has one), thus lowering his Defence
score. Using Bluff in this way against a creature of
animal intelligence (Int 1 or 2) requires a 8 penalty on
the check. Against a non-intelligent creature, feinting is
impossible.

Anyone listening in on a secret message can attempt


a Sense Motive check (DC equal to the senders Bluff
check result). If successful, the eavesdropper realizes
that a secret message is contained in the communication.
If the eavesdropper beats the DC by 5 or more, he
understands the secret message.
Whether trying to send or intercept a message, a failure
by 5 or more points means that one side or the other
misinterprets the message in some fashion.
Try Again? Generally, a failed Bluff check makes the
target too suspicious for the character to try another bluff
in the same circumstances. For feinting in combat, the
character may try again freely.
Special: A character can take 10 when making a bluff
(except for feinting in combat), but cannot take 20.
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

Modier

The target wants to believe the character.

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 fullround action) but can take much longer if the character
tries something elaborate. Using Bluff as a feint in
combat is an attack action.

SKILLS & FEATS

Climb (Str) Armour Penalty


Used to climb things, surprisingly enough.
Check: With each successful Climb check, the character
can advance up, down or across a slope, wall or other
steep incline (or even a ceiling with handholds). A slope
is considered to be any incline of less than 60 degrees;
a wall is any incline of 60 degrees or steeper. A failed
Climb check indicates that the character makes no
progress, and a check that fails by 5 or more means that
the character falls (unless the character is secured with
some kind of harness or other equipment).
The DC of the check depends on the conditions of the
climb. If the climb is less than 10 feet, reduce the DC by
5. Since the character cannot move to avoid an attack,
he is at-footed while climbing (the character loses any
Dexterity bonus to Defence). Any time the character
takes damage while climbing, make a Climb check
against the DC of the slope or wall. Failure means the
character falls from his current height and sustains the
appropriate falling damage.
Accelerated Climbing: A character can try to climb
more quickly than normal. The character can move his
full speed, but the character takes a 5 penalty on his

Climb check. (Moving twice the characters speed in a


round requires two checks, one for each move action.)
Making Handholds and Footholds: A character can
make handholds and footholds by pounding pitons into
a wall. Doing so takes 1 minute per piton and one piton
is needed per 3 feet climbed. As with any surface with
handholds and footholds, a wall with pitons in it has a
DC of 15. In similar fashion, a climber with an ice axe or
other proper implement can cut handholds or footholds in
an ice wall.
Catching Yourself When Falling: It is practically
impossible for a character to catch himself on a wall while
falling. Make a Climb check (DC equal to walls DC +
20) to do so. A slope is relatively easier to catch on to (DC
equal to slopes DC + 10).
Special: Someone using a rope can haul a character
upward (or lower the character) by means of sheer
strength. Use two times a characters maximum load to
determine how much weight he can lift in this manner.
A character can take 10 while climbing, but cannot take
20.
A character without climbing gear takes a 4 penalty on
Climb checks. At the Games Masters discretion, certain
kinds of climbing attempts might require only a rope
or some other implement, or even just ones hands and

DC

Example Wall or Surface or Task

A slope too steep to walk up.

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 articial), 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, at, vertical surface cannot be climbed.

Modiers

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 modiers are cumulative; use any that apply.

38

Level of Security

DC

Minimum

20

A character with the Athletic feat gets a +2 bonus on all


Climb checks.

Average

25

Exceptional

35

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


action. Moving half that far (one-fourth the characters
speed) is a move action. Accelerated climbing, allowing
the character to climb at his full speed, is a full-round
action.

Maximum

40

security checks at that site until the end of the characters


session (see Computer Hacking below).
Computer Hacking: Breaking into a secure computer
or network is often called hacking. Some networks can
be accessed via the Internet; others are not connected to
any outside network and can only be tapped into by a
user who physically accesses a computer connected to
the site.

Computer Use (Int) Trained Only


This skill covers hacking, programming and advanced
operation of computer systems.
Check: Most normal computer operations do not
require a Computer Use check (though a character might
have to make a Research check; see the Research skill
description). However, searching an unfamiliar network
for a particular le, writing computer programs, altering
existing programs to perform differently (better or worse)
and breaking through computer security are all relatively
difcult and require skill checks.
Find File: This skill can be used for nding les or
data on an unfamiliar system. The DC for the check
and the time required are determined by the size of
the site on which the character is searching. Finding
public information on the Internet does not fall under
this category; usually, such a task requires a Research
check. This application of the Computer Use skill only
pertains to nding les on private systems with which the
character is not familiar.
Size of Site

DC

Time

Personal computer

10

1 round

Small ofce network

15

2 rounds

Large ofce network

20

1 minute

Massive corporate network

25

10 minutes

Defeat Computer Security: The DC of this application


of Computer Use is determined by the quality of the
security program installed to defend the system. If
the check is failed by 5 or more, the security system
immediately alerts its administrator that there has been an
unauthorised entry. An alerted administrator may attempt
to identify the character or cut off the characters access
to the system. Sometimes, when accessing a difcult
site, the character has to defeat security at more than one
stage of the operation. If the character beats the DC by
10 or more when attempting to defeat computer security,
the character automatically succeeds at all subsequent

SKILLS & FEATS

feet, rather than a full set of climbing gear to avoid the


penalty.

Every site is overseen by a system administratorthe


person in charge of the site and who maintains its
security. Often, the system administrator is the only
person with access to all of a sites functions and data. A
site can have more than one system administrator; large
sites have a system administrator on duty at all times. A
character is the system administrator of his own personal
computer.
When a character hacks into a site, the visit is called a
session. Once a character stops accessing the site, the
session is over. The character can go back to the site in
the future; when he does, it is considered a new session.
Several steps are required to hack into a site:
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
penalty on any attempt made to identify the character
if his activity is detected.
~ Access the Site: There are two ways to do this:
physically or over the Internet. A character can
gain physical access to the computer, or a computer
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
checks may be required, depending on the method
used to gain physical access. Alternatively, a site may
be reached over the Web. This requires two Computer
Use checks. The rst check (DC 10) is needed to nd
the site on the net. The second is a check to defeat
computer security (see the Defeat Computer Security
section in this skill description). Once a character has
succeeded in both checks, the character has accessed
the site.
~ Locate What You Are Looking For: To nd the data
(or application, or remote device) the character wants,
make a Computer Use check. See the Find File section
under this skill description.
~

39

SKILLS & FEATS

Defeat File Security: Many networks have additional


le security. If that is the case, the character needs to
make another check to defeat computer security (see
the Defeat Computer Security section in this skill
description).
Do Your Stuff: Finally, the character can actually
do what he came to do. If the character just wants
to look at records, no additional check is needed.
A character can also download data, although that
often takes several rounds or even several minutes,
for especially large amounts of information to
complete. Altering or deleting records sometimes
requires yet another check to defeat computer security.
Other operations can be carried out according to the
Computer Use skill description.
Defend Security: If the character is the system
administrator for a site (which may be as simple as being
the owner of a laptop), he can defend the site against
intruders. If the site alerts the character to an intruder, the
character can attempt to cut off the intruders access (end
the intruders session), or possibly identify the intruder.
To cut off access, make an opposed Computer Use
check against the intruder. If the character succeeds, the
intruders session is ended. The intruder might be able to
defeat the characters security and access his site again,
but the intruder will have to start the hacking process all
over. Attempting to cut off access takes a full round.
One surere way to prevent further access is to simply
shut the site down. With a single computer, that is often
no big deal but on a large site with many computers
(or computers controlling functions that cannot be
interrupted), it may be time-consuming or even
impossible. A frame defender can also attempt to identify
the intruder; to do so, make an opposed Computer Use
check against the intruder. If the defender succeeds, he
learns the site from which the intruder is operating (if it
is a single computer, the character learns the name of the
computers owner). Identifying the intruder requires 1
minute and is a separate check from cutting off access.
This check can only be made if the intruder is accessing

the characters site for the entire length of the check if


the intruders session ends before the character nishes
the check, the character automatically fails.
This application of the skill can also be used to intercept
a cell phone conversation if the character has a cellular
interceptor. The DC is 35, or 25 if the character knows the
number of the phone that initiated the call.
Degrade Programming: A character can destroy or
alter applications on a computer to make use of that
computer harder or impossible. The DC for the attempt
depends on what the character tries to do. Crashing a
computer simply shuts it down. Its user can restart it
without making a skill check (however, restarting takes
1 minute). Destroying programming makes the computer
unusable until the programming is repaired. Damaged
programming imposes a 4 penalty on all Computer
Use checks made with the computer (sometimes this is
preferable to destroying the programming, since the user
might not know that anything is wrong and wont simply
decide to use a different computer).
Scope of Alteration

DC

Time

Crash computer

10

1 minute

Destroy programming

15

10 minutes

Damage programming

20

10 minutes

A character can degrade the programming of multiple


computers at a single site; doing so adds +2 to the DC
for each additional computer. Fixing the degraded
programming requires 1 hour and a Computer Use check
against a DC equal to the DC for degrading it + 5.
Write Program: A character can create a program to
help with a specic task. Doing so grants the character a
+2 circumstance bonus to the task. A specic task, in this
case, is one type of operation with one target.
Operate Remote Device: Many devices are computeroperated 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

Special: A character can take 10 when using the


Computer Use skill. A character can take 20 in some
cases, but not in those that involve a penalty for failure.
A character cannot take 20 to defeat computer security or
defend security. Writing a program to accomplish these
tasks allows them to be done with a time delay, by remote
access, or in a way that does not require immediate action
on the part of the character; see above.

Concentration (Con)
Used to focus the characters mind in the face of danger,
distraction or stress to allow the use of certain skills or
abilities.
Check: A character makes a Concentration check
whenever he may potentially be distracted (by taking
damage, by harsh weather, and so on) while engaged in
some action that requires the characters full attention.
Such actions include using skills that provoke attacks of
opportunity while in a threatened square. In general, if an
action would not normally incur an attack of opportunity,
a character does not need to make a Concentration
check to avoid being distracted. If the check succeeds,
the character may continue with the action. If the
Concentration check fails, the action automatically fails.
The check DC depends on the nature of the distraction.
Try Again? Yes, though a success does not cancel the
effects of a previous failure, such as the disruption of an
action that was being concentrated on.
Special: By making a check against DC 15, a character
can use Concentration to attempt an action defensively,
so as to avoid attacks of opportunity altogether. This
does not apply to other actions that might incur attacks
of opportunity (such as moving). If the Concentration
check succeeds, the character may attempt the action
normally without incurring any attacks of opportunity.
A successful Concentration check still does not allow a
character to take 10 on a check when he is in a stressful
situation; the character must roll the check as normal.
If the Concentration check fails, the related action
automatically fails (with any appropriate ramications)
and the action is wasted, just as if the characters
concentration had been disrupted by a distraction.

Distraction

DC

Damaged during the action *

10 + damage dealt

Taking continuous damage


during the action **

10 + half of
continuous damage
last dealt

Vigorous motion (bouncy


vehicle ride, small boat in rough
water, below decks in a stormtossed ship, riding a horse)

10

Violent motion (very rough


vehicle ride, small boat in
rapids, on deck of storm-tossed
ship, galloping horse)

15

Extraordinarily violent motion


(earthquake)

20

Entangled in net or snare

15

Grappling or pinned

20

Weather is a high wind carrying


blinding rain or sleet

SKILLS & FEATS

the computer that controls such systems, the character


can either shut them off or change their operating
parameters. The DC depends on the nature of the
operation. If the character fails the check by 5 or more,
the system immediately alerts its administrator that
there has been an unauthorised use of the equipment.
An alerted administrator may attempt to identify the
character or cut off his access to the system.

Weather is wind-driven hail,


10
dust, or debris
* Such as an activity that requires more than a single
full-round action. Also from an attack of opportunity
or readied attack made in response to the action being
taken (for activities requiring no more than a full-round
action).
** Such as from catching on re.
Special: Since Concentration checks are called for in
stressful situations, a character cannot take 10 or take 20
on such checks.
A character with the Focused feat gets a +2 bonus on all
Concentration checks.
Time: Making a Concentration check does not require
an action; it is either a reaction (when attempted in
response to a distraction) or part of another action (when
attempted actively).

Craft (Int) Some Trained Only


This skill encompasses several categories, each of
them treated as a separate skill: Craft (chemical), Craft
(electronic), Craft (mechanical), Craft (pharmaceutical),
Craft (structural), Craft (visual arts) and Craft (writing).
Craft skills are specically focused on creating objects.
To use a Craft skill effectively, a character must have a kit
or some other set of basic tools. The purchase DC of this
equipment varies according to the particular Craft skill.
To use Craft, rst decide what the character is trying to
make and consult the category descriptions below. Make

41

SKILLS & FEATS

a Wealth check against the given purchase DC for the


object to see if the character succeeds in acquiring the
raw materials. If the character succeeds at that check,
make the Craft check against the given DC for the object
in question. If the character fails the check, he does not
make the object and the raw materials are wasted (unless
otherwise noted).
Generally, a character can take 10 when using a Craft
skill to construct an object, but cannot take 20 (since
doing so represents multiple attempts, and the character
uses up the raw materials after the rst attempt). The
exception is Craft (writing); a character can take 20
because the character does not use up any raw materials
(and thus no Wealth check is required to use the skill).

If the check succeeds, the nal product is a solid material,


about the size of a brick. An explosive compound does not
include a fuse or detonator. Connecting a fuse or detonator
requires a Demolitions check.
Special: A character without a chemical kit takes a 4
penalty on Craft (chemical) checks.

Craft (chemical) (Int) Trained Only

A character who selects this skill with the Builder feat


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

Acids and Bases: Acids are corrosives substances.


Bases neutralize acids but do not deal damage. A base
of a certain type counteracts an acid of the same type or
a less potent type.
Purchase
Type of Chemical DCs
Craft DCs

Time

Acid

Base

Mild (1d6/1d10) * 8

15

10

1 min.

Potent (2d6/2d10)

20

15

30
min.

12

Concentrated
16
30
20
1 hr.
(3d6/3d10)
* The dice rolls in parentheses are typical splash damage/
immersion damage caused per round of exposure to the
acid.

This skill allows a character to build electronic equipment


from scratch, such as audio and video equipment, timers
and listening devices, or radios and communication
devices. When building an electronic device from scratch,
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
compared to current technology.
Special: A character without an electrical tool kit takes a
4 penalty on Craft (electronic) checks.
A character who selects this skill with the Builder feat
gets a +2 bonus on all Craft (electronic) checks.
Type of Scratch-Built
Electronics (Examples)

Purchase Craft
DC
DC

Time

Simple (timer or detonator) 8

15

1 hr.

Type of ScratchBuilt Explosive

Purchase
DC

Craft
DC

Moderate (radio direction


nder, electronic lock)

12

20

12 hr.

Time

Improvised (1d6/5
feet) *

10

1 round

Complex (cell phone)

16

25

24 hr.

22

30

60 hr.

Simple (2d6/5 feet)

12

15

10 min.

Advanced (radar,
computer)

Moderate (4d6/10
feet)

16

20

1 hr.

Complex (6d6/15
feet)

20

25

3 hr.

Powerful (8d6/20
feet)

25

30

12 hr.

Craft (mechanical) (Int) Trained Only

Devastating (10d6/25 30
35
24 hr.
feet)
* The gures in parentheses are typical damage/burst
radius for each type of explosive.

42

Explosives: Building an explosive from scratch is


dangerous. If the Craft (chemical) check fails, the raw
materials are wasted. If the check fails by 5 or more, the
explosive compound detonates as it is being made, dealing
half of its intended damage to the builder and anyone else
in the burst radius.

This skill allows a character to build mechanical devices


from scratch, including engines and engine parts,
weapons, armour, and other gadgets. When building a
mechanical device from scratch, the character describes
the kind of device he wants to construct; then the Game
Master decides if the device is simple, moderate, complex
or advanced compared to current technology.
Special: A character without a mechanical tool kit takes a
4 penalty on Craft (mechanical) checks.

Purchase
DC

Craft
DC

Time

Simple (tripwire trap)

15

1 hr.

Moderate (engine
component, light
armour)

12

20

12 hr.

Complex (automobile
engine, 9mm
autoloader handgun)

16

25

24 hr.

Advanced (jet engine)

20

30

60 hr.

A character who selects this skill with the Builder feat


gets a +2 bonus on all Craft (mechanical) checks.

Craft (pharmaceutical) (Int) Trained Only


This skill allows a character to compound medicinal
drugs to aid in recovery from treatable illnesses and
poisons. A medicinal drug gives a +2 circumstance bonus
on Fortitude saves made to resist the effects of a specic
disease or poison.
The Craft (pharmaceutical) check is based on the severity
of the disease or poison to be countered as measured by
the DC of the Fortitude save needed to resist it.

Secondary Damage: The damage a character takes after


1 minute of exposure to the poison if the character fails a
second saving throw. Ability score damage is temporary,
unless marked with an asterisk, in which case the damage
is permanent ability drain. Unconsciousness lasts for 1d3
hours, and paralysis lasts 2d6 minutes.
Purchase DC: The DC for the Wealth check necessary
to obtain the raw materials to craft the poison, or to
purchase one bottle of solid or liquid poison or one highpressure cylinder of gaseous poison. A bottle holds two
doses, while a cylinder holds enough gas to ll a 5-foot
radius area and takes 1 round to ll the area.
Restriction: The restriction rating for the poison, if any,
and the appropriate black market purchase DC modier.
Remember to apply this modier to the purchase DC
when making a Wealth check to acquire the poison on
the black market. This restriction does not apply to
gathering the raw materials for a poison.
Craft DC: The DC of the Craft check to create a quantity
of the poison. If the Craft check succeeds, the nal
product is a synthesised solid or liquid poison stored in a
bottle (containing 4 doses) or a gas stored in a pressurised
cylinder. When released, the gas is sufcient to ll a 10foot-radius area and takes 1 round to ll the area.

By the same token, the medicine that heals can also harm.
Poisons can also be made by the pharmacist, according to
the Poisons table:

Time: The amount of time required for the Craft check.

Disease
Fortitude or
Poison Save DC

Craft
Purchase DC DC of
of Antidote
Antidote

Time

A character with the Treat Injury Expert feat gets a +2


bonus on all Craft (pharmaceutical) checks.

14 or lower

15

1 hr.

Craft (structural) (Int)

1518

10

20

3 hr.

1922

15

25

6 hr.

23 or higher

20

30

12 hr.

Biological
Weapons

25 (if
available)

35

4d10 hr.

This skill allows a character to build wooden, concrete


or metal structures from scratch, including bookcases,
desks, walls, houses, and so forth, and includes such
handyman skills as plumbing, house painting, drywall,
laying cement and building cabinets.

Poisonous Substances: Solid poisons are usually


ingested. Liquid poisons are most effective when injected
directly into the bloodstream. Gaseous poisons must be
inhaled to be effective. The table below summarises the
characteristics of various poisons.
Save DC: The Difculty Class of the Fortitude save to
negate the effects of the poison.
Initial Damage: The damage a character takes
immediately upon failing his or her Fortitude save.

SKILLS & FEATS

Type of Scratch-Built
Mechanical Device
(Examples)

Special: A character without a pharmacist kit takes a 4


penalty on Craft (pharmaceutical) checks.

When building a structure from scratch, the character


describes the kind of structure he wants to construct;
Type of Scratch-Built
Structure (Examples)

Purchase
DC

Craft
DC

Time

Simple (bookcase, false


wall)

15

12 hr.

Moderate (shed with


power)

10

20

24 hr.

Complex (bunker,
domed ceiling)

15

25

60 hr.

Advanced (house)

20

30

600 hr.

43

SKILLS & FEATS

Poisons
Poison

Type

Save
DC

Initial Damage

Secondary
Damage

Purchase
DC

Restriction

Craft
DC

Time

Arsenic

Ingested

15

1d4 Str

2d4 Con

Res (+2)

24

4 hr.

Atropine

Injury

13

1d6 Dex

1d6 Str

Res (+2)

14

1 hr.

Belladonna
(plant, aconite)

Injury

18

1d6 Str

2d6 Str

14

Lic (+1)

n/a

n/a

Blue Vitriol

Injury

12

1d2 Con

1d2 Con

Res (+2)

1 hr.

Blue-ringed
Octopus Venom

Injury

15

1d4 Con

1d4 Con

14

Lic (+1)

n/a

n/a

Chloral Hydrate

Ingested

18

1d6 Dex

Unconsciousness
(1d3 hours)

12

Res (+2)

28

8 hr.

Chloroform*

Inhaled

17

Unconsciousness
(1d3 hours)

Res (+2)

24

4 hr.

Curare (plant
resin)

Injury

18

2d4 Dex

2d4 Wis

15

Res (+2)

n/a

n/a

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

Lic (+1)

20

4 hr.

Knockout Gas

Inhaled

18

1d3 Dex

Unconsciousness
(1d3 hours)

12

Res (+2)

26

8 hr.

Lead Arsenate
(gas)

Inhaled

12

1d2 Str

1d4 Con

Res (+2)

17

2 hr.

Lead Arsenate
(solid)

Ingested

12

1d2 Con

1d4 Con

Res (+2)

18

2 hr.

Mustard Gas

Inhaled

17

1d4 Con

2d4 Con

12

Mil (+3)

26

8 hr.

Paris Green
(gas)

Inhaled

14

1d2 Con

1d4 Con

Res (+2)

20

4 hr.

Paris Green
(solid)

Ingested

14

1d4 Con

1d4 Con

Res (+2)

24

4 hr.

Puffer Poison
(sh)

Injury

13

1d6 Str

Paralysis for 2d6


minutes

13

Lic (+1)

n/a

n/a

Rattlesnake
Venom

Injury

12

1d6 Con

1d6 Con

12

Lic (+1)

n/a

n/a

Sarin Nerve Gas

Inhaled

18

1d4 Con

2d4 Con

15

Illegal (+4)

30

15 hr.

Scorpion/
tarantula venom

Injury

11

1d2 Str

1d2 Str

12

Lic (+1)

n/a

n/a

Strychnine

Injury

19

1d3 Dex

2d4 Con

Res (+2)

23

4 hr.

Tear Gas

Inhaled

15

Blindness for
1d6 rounds

Res (+2)

21

4 hr.

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 cant be made with the Craft skill. Instead, such a poison must be obtained by extracting it from the creature in
question.

44

then the Games Master decides if the structure is simple,


moderate, complex or advanced in scope and difculty.

A character who selects this skill with the Builder feat


gets a +2 bonus on all Craft (structural) checks.

Special: A character without a mechanical tool kit takes


a 4 penalty on Craft (structural) checks.

Craft (visual art) (Int)


This skill allows a character to create paintings or

Creating a work of visual art requires at least a fullround action, but usually takes an hour, a day, or more
depending on the scope of the project. Work of an Expert
or Master quality can raise a characters Reputation
score. Make a Reputation test, adding +1 for an Expert
work or +2 for a Master work, against a DC of 20. If
the test is successful, the artists reputation goes up 1
point. Artistic endeavours can never raise a characters
Reputation score by more than +5, and only one test can
be made every 6 months.
Special: A character with the Creative feat may gain a +2
bonus on all Craft (visual art) checks. See the Creative
feat description for details.

Craft (writing) (Int)


This skill allows a character to create short stories,
novels, Hollywood scripts, e-zine articles and similar
works of writing. When creating a work of writing, the
Player simply makes a Craft (writing) check, the result of
which determines the quality of the work. Unlike visual
art, no Wealth check is necessary to use this Craft skill.
Creating a work of writing requires at least 1 hour, but
usually takes a day, a week, or more, depending on
the scope of the project. Work of an Expert or Master
quality can raise a characters Reputation score. Make a
Reputation test, adding +1 for an Expert work or +2 for a
Master work, against a DC of 20. If the test is successful,
the artists reputation goes up 1 point. Writing endeavours
can never raise a characters Reputation score by more
than +5, and only one test can be made every 6 months.
Special: A character with the Creative feat may gain a +2
bonus on all Craft (writing) checks. See the Creative feat
description for details.
Craft (visual art/writing) Success Table
Skill Check Result

Effort Achieved

9 or lower

Untalented amateur

1019

Talented amateur

2024

Professional

2530

Expert

31 or higher

Master

Decipher Script (Int) Trained Only


Used to decode ancient scripts or modern cryptographs.
Check: A character can decipher writing in an ancient
language or, more often, in code. This can also be used
to interpret the meaning of an incomplete text. The base
DC is 20 for the simplest messages, 25 for standard
codes, and 30 or higher for intricate or complex codes
or exotic messages. Helpful texts or computer programs
can provide a bonus (usually a +2 circumstance bonus)
on the check, provided they are applicable to the script
in question.
If the check succeeds, the character understands the
general content of a piece of writing, reading about
one page of text or its equivalent in 1 minute. If the
check fails, the Games Master makes a Wisdom check
(DC 10) for the character to see if he avoids drawing a
false conclusion about the text. Success means that the
character does not draw a false conclusion; failure means
that the character gets completely the wrong end of the
stick and reaches an incorrect thesis. The Games Master
secretly makes both the skill check and the Wisdom
check so the character cannot tell whether the conclusion
drawn is accurate or not.

SKILLS & FEATS

drawings, take photographs, use a video unit, or in some


other way create a work of visual art. When attempting
to create a work of visual art, the character simply makes
a Craft (visual art) check, the result of which determines
the quality of the work. Unless the effort is particularly
elaborate or the character must acquire an expensive
piece of equipment, the basic components have a
purchase DC of 5.

Try Again? No, unless conditions change or new


information is uncovered.
Special: A character can take 10 when making a
Decipher Script check, but cannot take 20.
A character with the Studious feat gets a +2 bonus on all
Decipher Script checks.
Time: Decryption takes 1 full round or more, depending
on the complexity of the code. The Games Master
determines how long this skill actually takes, but
mechanical aid usually helps.

Demolitions (Int) Trained Only


Used to make things explode.
Check: Setting a simple explosive to blow up at a
certain spot does not require a check, but connecting and
setting a detonator does. Also, placing an explosive for
maximum effect against a structure calls for a check, as
does disarming an explosive device.
Set Detonator: Most explosives require a detonator to
go off. Connecting a detonator to an explosive requires
a Demolitions check (DC 10). Failure means that the
explosive fails to go off as planned. Failure by 5 or more
means the explosive goes off as the detonator is being
installed.

45

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

Diplomacy (Cha)
SKILLS & FEATS

The skill allows the character to persuade


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
an explosive difcult to disarm. To do so, the character
chooses the disarm DC before making his check to set
the detonator (it must be higher than 10). The characters
DC to set the detonator is equal to the disarm DC of a
potential disarmer.
Place Explosive Device: Carefully placing an explosive
against a xed structure (a stationary, unattended
inanimate object) can maximize the damage dealt by
exploiting vulnerabilities in the structures construction.
The Games Master makes the check (so that the character
does not know exactly how well he has done). On a
result of 15 or higher, the explosive deals double damage
to the structure against which it is placed. On a result of
25 or higher, it deals triple damage to the structure. In all
cases, it deals normal damage to all other targets within
its burst radius.
Disarm Explosive Device: Disarming an explosive that
has been set to go off requires a Demolitions check. The
DC is usually 10, unless the person who set the detonator
chose a higher disarm DC. If the character fails the
check, he does not disarm the explosive. If the character
fails by more than 5, the explosive goes off.
Special: A character can take 10 when using the
Demolitions skill, but cannot take 20.
A character with the Cautious feat and at least 1 rank in
this skill gets a +2 bonus on all Demolitions checks.
A character without a demolitions kit takes a 4 penalty
on Demolitions checks.
Making an explosive requires the Craft (chemical) skill.

46

The Games Master chooses the characters


initial attitude based on circumstances. Most of the time,
the people the heroes meet are indifferent toward them,
but a specic situation may call for a different initial
attitude. The DCs given in the accompanying table show
what it takes to change someones attitude with the use
of the Diplomacy skill. The character does not declare a
specic outcome he is trying for; instead, make the check
and compare the result to the table on the next page.
Try Again? Generally, trying again does not work. Even
if the initial check succeeds, the other character can only
be persuaded so far. If the initial check fails, the other
Attitude

Means

Possible Actions

Hostile

Will take risks to


hurt or avoid you

Attack, interfere, berate,


ee

Unfriendly Wishes you ill

Mislead, gossip, avoid,


watch suspiciously, insult

Indifferent Does not much care

Act as socially expected

Friendly

Wishes you well

Chat, advise, offer limited


help, advocate

Helpful

Will take risks to


help you

Protect, back up, heal, aid

Difculty Table for Diplomacy Checks


Initial
Attitude

New Attitude
Hostile

Unf.

Indif.

Friendly Helpful

Hostile

19 or less

20

25

35

45

Unfriendly

4 or less

15

25

35

Indifferent

0 or
less

15

25

Friendly

0 or
less

15

check so that the character does not necessarily know


whether he has succeeded. This skill can accomplish
several different things, all of which a given character
can attempt assuming he has the proper equipment on
hand to do so.

Special: A character can take 10 when making a


Diplomacy check, but cannot take 20.

Open Lock: A character can pick conventional locks,


nesse combination locks and bypass electronic locks.
The character must have a lockpick set (for a mechanical
lock) or an electrical tool kit (for an electronic lock).
The DC depends on the quality of the lock.

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


all Diplomacy checks.
Time: Diplomacy is at least a full-round action. The
Games Master may determine that some negotiations
require a longer period of time.
Bribery and Diplomacy
Offering money or another form of favour can, in the
right situation, improve a characters chances with a
Diplomacy skill check. Bribery allows a character to
circumvent various ofcial obstacles when a person in
a position of trust or authority is willing to accept such
an offering.
An illegal act, bribery requires two willing participants
one to offer a bribe and the other to accept it. When a
Non-Player Character requires a bribe to render services,
then a characters Diplomacy check automatically fails
if a bribe is not attached to it. If a bribe is not required,
a hero can add a bribe to get a bonus on his skill check.
This can backre, as some characters will be insulted
by a bribe offer (their attitude changes one step for the
worse) and others will report the hero to the proper
authorities.
To bribe a character, make a Wealth check. Typical DCs
are shown on below, but the Games Master may modify
the DC as he sees t. If the hero succeeds in the check,
he gains a +2 bonus on the Diplomacy check. For every
point by which the hero beats the DC, increase the bonus
by +1 (to a total maximum bonus of +10).
Bribe Target

Purchase DC

Rave Bouncer

Bureaucrat

10

Informant

Police ofcer

10

Corporate Exec

15

Disable Device (Int) Trained Only


Used for disarming traps or sabotaging machinery.
Check: The Games Master makes the Disable Device

Lock Type (Example)

DC

Cheap (briefcase lock)

20

Average (home deadbolt)

25

High quality (business deadbolt)

30

High security (average corporate vault)

40

Ultra-high security (maximum security


vault)

50

SKILLS & FEATS

character has probably become more rmly committed


to his position, and trying again is futile. The Games
Master is the nal authority on retries of this skill, but
second chances should be expensive in time, gifts, or
both.

Disable Security Device: A character can disable a


security device, such as an electric fence, motion sensor,
engine kill switch, or security camera. The character
must be able to reach the actual device unless some
remote way of dealing with it exists (though this is
usually covered by Computer Use in such an instance).
If the device is monitored, the fact that the character
attempted to disable it will probably be noticed. Note
that this skill just circumvents security; use the Technical
skill to accomplish tasks like hotwiring vehicles and
tapping into monitor feeds.
When disabling a monitored device, the character can
prevent his tampering from being noticed. Doing so
requires 10 minutes, an electrical tool kit and increases
the DC of the check by +10.
Device Type (Example)

DC

Cheap (apartment door alarm)

20

Average (business security camera)

25

High quality (business motion detector)

30

High security (corporate vault alarm)

35

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,
the character disables the device. If the check fails by 4
or less, the character has failed but can try again. If the
character fails by 5 or more, something goes wrong. If

47

SKILLS & FEATS

it is a trap, the character springs it. If it is some sort of


sabotage, the character thinks the device is disabled, but
it still works normally. With this skill, a character can
rig simple devices to work normally for a while and then
fail some time later (usually after 1d4 rounds or minutes
of use). Building anything more permanent also requires
use of the Craft (structural) skill and additional time.
Try Again? Yes, though the character must be aware that
he has failed in order to try again.
Special: A character can take 10 when making a Disable
Device check. A character can take 20 to open a lock or
to disable a security device, unless the character is trying
to prevent his tampering from being noticed.
Possessing the proper tools gives a character the best
chance of succeeding on a Disable Device check.
Opening a lock requires a lockpick set (for a mechanical
lock) or an electrical tool kit (for an electronic lock).
Opening a locked car requires a lockpick set. Disabling a
security device requires either a mechanical tool kit or an
electronic toll kit, depending on the nature of the device.
If the character does not have the appropriate tools, he
takes a 4 penalty on your check. A lock release gun
can open a mechanical lock of cheap or average quality
without a Disable Device check.
A character with the Cautious feat and at least 1 rank in
this skill gets a +2 bonus on all Disable Device checks.
Time: Disabling a simple mechanical device is a fullround action. Intricate or complex devices require 2d4
rounds

Disguise (Cha)
Used to change a characters appearance or make him
look like someone else.
Check: A characters Disguise check result determines
how good the disguise is. It is opposed by others Spot
check results. Make one Disguise check even if several
people make Spot checks. The Games Master makes the
characters Disguise check secretly so that the character
is not sure how well his disguise holds up to scrutiny.
If the character does not draw any attention to himself,
however, others dont get to make Spot checks. If
the character comes to the attention of people who
are suspicious, the suspicious person gets to make a
Spot check. The Games Master can assume that such
observers take 10 on their Spot checks. The effectiveness
of the characters disguise depends in part on how much
the character is attempting to change his appearance.

48

Disguise

Modier

Minor details only

+5

Appropriate uniform or costume

+2

Disguised as different sex

Disguised as different age


2 *
category
* Per step of difference between the characters age
category and the disguised age category (child, young
adult, adult, middle age, old, or venerable).
Familiarity

Bonus

Recognises on sight

+4

Friend or associate

+6

Close friend

+8

Intimate

+10

If the character is impersonating a particular individual,


those who know what that person looks like automatically
get to make Spot checks. Furthermore, they get a bonus on
their Spot checks.
Usually, an individual makes a Spot check to detect a
disguise immediately upon meeting the character and
each hour thereafter. If the character casually meets
many different people, each for a short time, the Games
Master checks once per day or hour, using an average Spot
modier for the group (assuming they take 10).
Try Again? No, though the character can assume the
same disguise again at a later time. If others saw through
the previous disguise, they are automatically treated as
suspicious if the character assumes the same disguise
again.
Special: A character can take 10 or take 20 when
establishing a disguise.
A character without a disguise kit takes a 4 penalty on
Disguise checks.
A character with the Deceptive feat gets a +2 bonus on all
Disguise checks.
A character can help someone else create a disguise for
him or her, treating it as an aid another attempt.
Time: A Disguise check requires 1d4 x10 minutes of
preparation. The Games Master makes Spot checks
for those who encounter the character immediately
upon meeting the character and again each hour or day
thereafter, depending on circumstances.

Drive (Dex) Trained Only

Try Again? Most driving checks have consequences for


failure that make trying again impossible.
Special: A character can take 10 when driving, but
cannot take 20.
A character with the Vehicle Expert feat gets a +2 bonus
on all Drive checks.
There is no penalty for operating a general-purpose
motor vehicle. Other types of motor vehicles (heavy
wheeled, powerboat, sailboat, ship and tracked) require
the corresponding Surface Vehicle Operation feat, or the
character takes a 4 penalty on Drive checks.
Time: A Drive check is a move action.

Escape Artist (Dex) Armour Penalty


Use to escape from manacles, ropes, or the tentacles of
monsters.
Check: Make a check to escape from restraints or to
squeeze through a tight space.
For ropes and chains, a characters Escape Artist check
is opposed by the Dexterity check result of the opponent
who tied the bonds. Since it is easier to tie someone up
than to escape from being tied up, the opponent gets a
+20 bonus on his Dexterity check. Note that a character
in a zip tie cannot release themselves with the Escape
Artist skill, though the zip tie can be broken.
For a tight space, a check is only called for if the
characters head ts but his shoulders do not. If the space
is long, such as in an airshaft, the Games Master may
call for multiple checks. A character cannot t through a
space that his head does not t through.
A character can make an Escape Artist check opposed
by his opponents grapple check to get out of a grapple
or out of a pinned condition (so that the character is just
being grappled). Doing so is an attack action, so if the
character escapes the grapple he can move in the same
round.

DC of Escape Artist Check

Ropes

Opponents Dex check +20

Net

20

Handcuffs

35

Tight space

30

Grappler

Opponents grapple check

Try Again? A character can make another check after a


failed check if the character is squeezing through a tight
space, making multiple checks. If the situation permits,
the character can make additional checks as long as he is
not being actively opposed.
Special: A character can take 10 on an Escape Artist
check. A character can take 20 if he is not being actively
opposed (a character can take 20 if he is tied up, even
though it is an opposed check, because the opponent is
not actively opposing the character).

SKILLS & FEATS

Used for driving cars or motorcycles.


Check: Routine tasks, such as ordinary driving, dont
require a skill check. Make a check only when some
unusual circumstance exists (such as inclement weather
or an icy surface), or when the character is driving during
a dramatic situation (the character is being chased or
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.

Restraint

A character with the Nimble feat gets a +2 bonus on all


Escape Artist checks.
Time: Making a check to escape from being bound by
ropes, handcuffs, or other restraints (except a grappler)
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
crossed.

Forgery (Int) Some Trained Only


Used to fake passports, legal documents or cheques.
Check: Forgery requires materials appropriate to the
document being forged, and some time. To forge a
document the character needs to have seen a similar
document before. The complexity of the document, the
characters degree of familiarity with it, and whether the
character needs to reproduce the signature or handwriting
of a specic individual, provide modiers to the Forgery
check, as shown below.
Some documents require security or authorisation codes,
whether authentic ones or additional forgeries. The
Games Master makes the characters check secretly so
the character is not sure how good his forgery is. A forger
is not allowed to know the check result, but does gain a
retry if the documents nal check is 10 or less. Quality
is hard to judge, but a lousy piece of work is recognisable
to all. Only simple or moderate level forgeries can be
attempted without at least one rank in this skill.
The Forgery skill is also used to detect someone elses
forgery. The result of the original Forgery check that
created the document is opposed by a Forgery check

49

SKILLS & FEATS

by the person who examines the document to check its


authenticity. If the examiners check result is equal to or
higher than the original Forgery check, the document is
determined to be fraudulent. The examiner gains bonuses
or penalties on his check as given in the table below.

Examiners Condition

Modier

Type of document unknown to


examiner

Type of document somewhat known to


examiner

A document that contradicts procedure, orders or


previous knowledge, or one that requires the examiner
to relinquish a possession or a piece of information,
can increase the examiners suspicion (and thus create
favourable circumstances for the examiners opposed
Forgery check) as determined by the Games Master.

Type of document well known to


examiner

+0

Document is put through additional


tests *

+4

Try Again? No, since the forger is not sure of the quality
of the original forgery.
Special: To forge documents and detect forgeries, one
must be able to read and write the language in question
(this skill is language-dependent).

A character without a forgery kit takes a 4 penalty on


Forgery checks.

A character can take 10 when making a Forgery check,


but cannot take 20.

Time: Forging a short, simple document takes about 1


minute. Longer or more complex documents take 1d4
minutes per page or longer.

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


all Forgery checks.
Familiarity*

Modier

Unfamiliar (seen once for less than a


minute)

-4

Fairly familiar (seen for several minutes)

+0

Quite familiar (on hand, or studied at


leisure)

+4

Forger has produced other documents of


same type

+4

Document includes specic signature

-4

* Use all modiers that apply from this list.


Check
Modier

Examination
Time

Simple (forged e-mail,


business card)

+0

10 min.

Moderate (letterhead,
business form)

-2

20 min.

Complex (stock
certicate, drivers
licensc)

-4

1 hr.

Difcult (passport)

-8

4 hr.

Extreme (Secret Service


ID)

-16

24 hr.

Document Type

50

Examiner only casually reviews the


2
document *
* Cumulative with any of the rst three conditions on the
table. Apply this modier along with one of the other three
whenever appropriate.

Gamble (Wis)
This skill is used to win money or favours at games of
chance.
Check: To join or start a game, a character must rst pay a
stake. The character sets the purchase DC of the stake if he
starts the game, or the Games Master sets it if the character
joins a game. Stakes run from penny-ante (purchase DC
4) to astronomical (purchase DC 24). A character cannot
take 20 when purchasing a stake.
If the stake is within the characters means (it is equal to
or less than his Wealth bonus), the character stands no
chance of winning any signicant amount. The character
might come out ahead, but the amount is not enough to
affect his Wealth bonus. Since paying the stake didnt cost
any points of Wealth bonus, the character does not lose
anything either. If the stake is higher than the characters
Wealth bonus (before applying any reductions from
purchasing the stake), the character gets a +1 bonus on his
Gamble check for every point the purchase DC is above
the characters Wealth bonus.
The characters Gamble check is opposed by the Gamble
checks of all other participants in the game. If playing at
a casino, assume the house has a Gamble skill modier
equal to the stake purchase DC. Regardless of the stake
purchase DC, the house does not get a bonus on its
Gamble check for the purchase DC. If there are many

A character with the Condent feat gets a +2


bonus on all Gamble checks.
Time: A Gamble check requires 1 hour.

Gather Information (Cha)

If the character beats all other participants, he wins


and gains an increase to his Wealth bonus. The amount
of the increase depends on the difference between the
characters check result and the next highest result
among the other participants. Gambling is a risky
proposition, but it is also one that can only be attempted
infrequently with any real success. Every Gamble check
made within the same month suffers a cumulative -1
circumstance penalty and a character can never benet
from more than a total of +5 to their current Wealth score
at any one time.
Try Again? No, unless the character wants to put up
another stake.
Special: A character cannot take 10 or take 20 when
making a Gamble check.

SKILLS & FEATS

characters participating, the Games Master can opt to


make a single roll for all of them, using the highest
Gamble skill modier among them and adding a +2
bonus to the check.

Used to scout out secrets and rumours in a


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
DC increases accordingly for the type of information the
character seeks to gather, as given in the table below.
General information concerns local happenings, rumors,
gossip and the like. Specic information usually relates
to a particular question. Restricted information includes
facts that arent generally known and requires that
the character locate someone who has access to such
information. Protected information is even harder to
come by and might involve some danger, either for the
one asking the questions or the one providing the answer.
Theres a chance that someone will take note of anyone
asking about restricted or protected information.
The character can increase the amount of money used
to gather information, gaining a circumstance bonus by
effectively offering a bribe (though the process might
entail buying more expensive drinks, not necessarily
offering a character extra money). Increase the Wealth
check DC by 2 for each +1 circumstance bonus the
character wants to add to his skill check.
Try Again? Yes, but it takes 1d4+1 hours for each check
and characters may draw attention to themselves if they
repeatedly pursue a certain type of information.

Check Result Difference

Wealth Bonus
Increase

19

+1

Type of Information

DC

Purchase DC

1019

+2

General

10

2029

+3

Specic

15

10

3039

+4

Restricted

20

15

40 or more

+5

Protected

25

20

51

Special: A character can take 10 when making a Gather


Information check, but cannot take 20.

SKILLS & FEATS

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


all Gather Information checks.
Time: A Gather Information check takes 1d4+1 hours.

Handle Animal (Cha) Trained Only


Use this skill not only to train animals for security or
circus purposes, but also to nd out how most animals
will react to the character.
Check: Train an animal within a specied time to get
an effect. The DC depends on what the character is
trying to do. Also make a check to inuence a creature
with of the animal type treat this is a full-round action
that is treated precisely like a Diplomacy check (see the
Diplomacy skill description for modiers), except uses
the Handle Animal skill instead of the Diplomacy skill
to determine attitude changes.
Handle an Animal: This means to command an animal
to perform a task or trick that it knows. If the animal is
wounded or has taken any ability score damage, the DC
increases by +5. If the check is successful, the animal
performs the task or trick on its next action.
Push an Animal: To push an animal means to get
it to perform a task or trick that it doesnt know, but
is physically capable of performing. If the check is
successful, the animal performs the task or trick on its
next action.
Teach an Animal a Trick: The character can teach an
animal a specic trick, such as attack or stay, with
one week of work and a successful Handle Animal
check. An animal with an Intelligence of 1 can learn
a maximum of three tricks, while an animal with an
Intelligence of 2 can learn a maximum of six tricks.

52

Task

Time

DC

Handle an
animal

Move action

10

Push an
animal

Full-round action

25

Teach an animal
a trick

1 week

See text

Train an animal
for a purpose

See text

See text

The character can teach an animal to obey only that


character. Any other person attempting to make the
animal perform a trick takes a 10 penalty on his or her
Handle Animal check. Teaching an animal to obey only
the character counts as a trick (in terms of how many
tricks the animal can learn). It does not require a check;
however, it increases the DC of all tricks the character
teaches the animal by +5. If the animal already knows
any tricks, the character cannot teach it to obey only that
character.
Possible tricks include, but are not limited to, the
following:
~ Attack (DC 20): The animal attacks apparent enemies.
The character may point to a particular enemy to direct
the animal to attack that enemy. Normally, an animal
only attacks humans and other animals. Teaching an
animal to attack all creatures (including unnatural
creatures such monsters) counts as two tricks.
~ Come (DC 15): The animal comes to the character,
even if the animal normally would not do so (such as
following the character onto a boat).
~ Defend (DC 20): The animal defends the character (or
is ready to defend the character if no threat is present).
Alternatively, the character can command the animal
to defend a specic other character. It is Hostile to
anything that seems a threat to the character.
~ Down (DC 15): The animal breaks off from combat or
otherwise backs down.
~ Fetch (DC 15): The animal goes and gets something.
The character must point out a specic object, or else
the animal fetches some random object.
~ Guard (DC 20): The animal stays in place and prevents
others from approaching. It is treated as Hostile to all
strangers approaching.
~ Heel (DC 15): The animal follows the character closely,
even to places where it normally wouldnt go.
~ Perform (DC 15): The animal does a variety of simple
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
the rst thing of interest it nds. What constitutes an
item of interest to an animal can vary. Animals almost
always nd other creatures or characters of interest. To
understand that it is looking for a specic object, the
animal must make an Intelligence check (DC 10).
~ Stay (DC 15): The animal stays in place waiting for
the character to return. It reacts as Unfriendly to any
character trying to move it other than its master. It
does not challenge other creatures that come by,
though it still defends itself if it needs to.

~
~

Track (DC 20): The animal tracks the scent presented


to it.
Work (DC 15): The animal pulls or pushes a medium
or heavy load.

Try Again? Yes.


Special: A character can take 10 or take 20 when
handling animals.
An untrained character uses Charisma checks to handle
and push animals, or to inuence their response to him,
but he cant teach or train animals.

Time: See above. Teaching or training an animal takes a


number of days. The character does not have to spend the
entire time training the animal; 3 hours per day is enough.
Spending more than 3 hours per day does not reduce the
number of days required. The character cannot spread the
days out; if the character does not complete the training
during a period of consecutive days, the effort is wasted.

Hide (Dex) Armour Penalty


Use this skill to cower in the shadows and hope the bad
people dont see you.
Check: A characters Hide check is opposed by the
Spot check of anyone who might see the character.
The character can move up to half his normal speed
and hide at no penalty. At more than half and up to the
characters full speed, the character takes a 5 penalty.
It is practically impossible (20 penalty) to hide while
attacking, running or charging.

SKILLS & FEATS

Train an Animal: Rather than teaching an animal


individual tricks, the character can train an animal for
a general purpose. Essentially, an animals purpose
represents a preselected set of known tricks that t into
a common scheme. An animal can be trained for one
general purpose only, though if the animal is capable
of learning additional tricks (above and beyond those
included in its general purpose) it may do so. Training an
animal for a purpose requires fewer checks than teaching
individual tricks.
~ Combat Riding (DC 20, 6 weeks): An animal trained
to bear a rider into combat knows Attack, Come,
Defend, Down, Guard and Heel. An animal trained
in riding may be upgraded to an animal trained in
combat riding by spending three weeks training it
and making a Handle Animal check (DC 20). If the
animal was trained in other tricks (in addition to those
provided by training the animal for riding), those
tricks are completely replaced by the combat riding
tricks.
~ Fighting (DC 20, 3 weeks): An animal trained for
combat knows the following tricks: Attack, Down and
Stay.
~ Guarding (DC 20, 4 weeks): An animal trained to
guard knows the following tricks: Attack, Defend,
Down and Guard.
~ Labouring (DC 15, 2 weeks): An animal trained for
heavy labour knows Come and Work.
~ Hunting (DC 20, 6 weeks): An animal trained for
hunting knows Attack, Down, Fetch, Heel, Seek and
Track.
~ 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
rider knows Come, Heel and Stay.

A character with the Animal Afnity feat and at least 1


rank in this skill gets a +2 bonus on all Handle Animal
checks.

The Hide check is also modied by the characters size:


Size

Modier

Size

Modier

Fine

+16

Large

Diminutive

+12

Huge

Tiny

+8

Gargantuan

12

Small

+4

Colossal

16

Medium

+0

Cover or Concealment

Circumstance Bonus

Three-quarters

+5

Nine-tenths

+10

If people are observing the character, even casually, he


cannot hide (though talents or feats might alter this).
The character can run around a corner so that he is out
of sight and then hide, but the others then know at least
where the character went. Cover and concealment grant
circumstance bonuses to Hide checks, as shown below.
Note that a character cannot hide if he has less than onehalf cover or concealment.
Creating a Diversion to Hide: A character can use the
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

SKILLS & FEATS

behave in a certain way. A characters Intimidate check


is opposed by the targets level check (d20 + the targets
character level or Hit Dice). Any modiers 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 characters
presence (that is, the target retains his normal attitude, but
will answer questions, offer limited help, or take simple
actions on the characters 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 persons
life. If the character fails by more than 5, the target may
actually do the opposite of what the character wishes.

character. While the others turn their attention from the


character, he can make a Hide check if the character
can get to a hiding place of some kind. As a general
guideline, the hiding place has to be within 1 foot
for every rank the character has in Hide. This check,
however, is at a 10 penalty because the character has
to move fast.

Special: A character can take 10 when making an


Intimidate check, but cannot take 20.

Tailing: Also called shadowing, a character can use Hide


to tail a person in public. Using the skill in this manner
assumes that there are other random people about, among
whom the character can mingle to remain unnoticed. If
the subject is worried about being followed, he can make
a Spot check (opposed by the characters Hide check)
every time he changes course (such as turning a corner,
exiting a building). If the subject is unsuspecting, he
generally gets only a Spot check after an hour of tailing.

A character may add a +2 bonus to his Intimidate check


for every size category the character is larger than his
target. Conversely, the character takes a 2 penalty to his
check for every size category the character is smaller than
his target.

Special: A character can take 10 when making a Hide


check, but cannot take 20.

Time: An Intimidate check is a full-round action

A character with the Stealthy feat gets a +2 bonus on all


Hide checks.
Time: A Hide check is an attack action.

Intimidate (Cha or Str, characters


choice)

54

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


other character can only be intimidated so much and
trying again does not help. If the initial check fails, the
other character has become more rmly resolved to resist
the intimidator and trying again is futile.

Use this skill to show people, in no uncertain terms, who


calls the shots.
Check: With a successful check, a character can forcibly
persuade another character to perform some task or

A character with the Condent feat gets a +2 bonus


on all Intimidate checks and on level checks to resist
intimidation.

Investigate (Int) Trained Only


Used to examine objects or areas forensically.
Check: A character generally uses Search to discover
clues and Investigate to analyse them. If the character has
access to a crime lab, the character uses the Investigate
skill to collect and prepare samples for the lab. The result
of the Investigate check provides bonuses or penalties to
the lab workers.
Analyse Clue: The character can make an Investigate
check to apply forensics knowledge to a clue. This
function of the Investigate skill does not give the character

clues where none existed before. It simply allows the


character to extract extra information from a clue he has
found.

Circumstances

DC Modier

Every day since event (max modier


+10)

+2

Scene is outdoors

+5

Scene slightly disturbed

+2

Scene moderately disturbed

+4

Scene extremely disturbed

+6

Collect Evidence: The character can collect and prepare


evidentiary material for a lab. This use of the Investigate
skill requires an evidence kit. To collect a piece of
evidence, make an Investigate check (DC 15). If the
character succeeds, the evidence is usable by a crime lab.
If the character fails, a crime lab analysis can be done,
but the lab takes a 5 penalty on any necessary check. If
the character fails by 5 or more, the lab analysis simply
cannot be done. On the other hand, if the character
succeeds by 10 or more, the lab gains a +2 circumstance
bonus on its checks to analyse the material.
This function of the Investigate skill does not provide
the character with evidentiary items. It simply allows the
character to collect items he has found in a manner that
best aids in their analysis later, at a crime lab.
Organise Search: By making an Investigate check
(DC10), the character can co-ordinate a search of an
area, giving a +2 synergy bonus to the Search checks of
the people searching. At least four other people must be
involved in the search effort.
Reconstruction: By making an Investigate check
(DC20), the character can reconstruct what happened at
a scene, working out who moved where, what caused a
particular mark or injury and so on.
Try Again? Generally, analysing a clue again does
not add new insight unless another clue is introduced.
Evidence collected cannot be recollected, unless there
is more of it to take. If either of these things occur, an
investigator can gain another retry, but the rst check

Special: A character can take 10 when making an


Investigate check, but cannot take 20.
Collecting evidence requires an evidence kit. If the
character does not have the appropriate kit, the character
takes a 4 penalty on his check.
A character with the Attentive feat and at least 1 rank in
this skill gets a +2 bonus on all Investigate checks.
Time: Analysing a clue is a full-round action. Collecting
evidence generally takes 1d4 minutes per object.

SKILLS & FEATS

The base DC to analyse a clue is 15. It is modied by the


time that has elapsed since the clue was left and whether
or not the scene has been disturbed.

must be made with all the available evidence that has


been identied.

Jump (Str) Armour Penalty


Used for impressive and possibly live-saving jumps.
Check: The DC and the distance the character can
cover vary according to the type of jump the character is
attempting. The characters Jump check is modied by
his speed. The DCs specied below assume a speed of
30 feet (the speed of a typical human). If the characters
speed is less than 30 feet, he takes a penalty of 6 for
every 10 feet of speed less than 30. If the characters
speed is greater than 30 feet, he gains a bonus of +4 for
every 10 feet over 30.
If the character has ranks in the Jump skill and succeeds
on a check, the character lands on his feet (when
appropriate) and can move as far as the characters
remaining movement allows. If the character attempts a
Jump check untrained, the character lands prone unless
he beats the DC by 5 or more Standing from a prone
position is a move action.
Distance moved by jumping is counted against maximum
movement in a round. A character can start a jump at the
end of one turn and complete the jump at the beginning
of your next turn.
Long Jump: This is a horizontal jump, made across a
gap such as a chasm or stream. At the midpoint of the
jump, the character attains a vertical height equal to onequarter the horizontal distance. The DC for the jump is
equal to the distance jumped (in feet) + 5. The DCs for
long jumps of 5 to 30 feet are given in the table below. A
character cannot jump a distance greater than his normal
speed. All Jump DCs covered for a Long Jump assume
that the character can move at least 20 feet in a straight
line before attempting the jump. If this is not the case, the
DC for the jump is doubled.

55

SKILLS & FEATS

Long Jump
Distance

DC *

Long Jump
Distance

DC *

5 feet

10

20 feet

25

10 feet

15

25 feet

30

15 feet
20
30 feet
35
* Requires a 20-foot move. Without a 20-foot move,
double the DC.
High Jump
Distance

DC *

High Jump
Distance

DC *

1 foot

5 feet

22

2 feet

10

6 feet

26

3 feet

14

7 feet

30

4 feet
18
8 feet
34
* Requires a 20-foot move. Without a running start, double
the DC.
Creature Size

Maximum Height

Colossal

128 ft.

Gargantuan

64 ft.

Huge

32 ft.

Large

16 ft.

Medium-size

8 ft.

Small

4 ft.

Tiny

2 ft.

Diminutive

1 ft.

Fine

0.5 ft.

If the character fails the check by less than 5, he does


not clear the distance, but can make a Reex save (DC
15) to grab the far edge of the gap. The character ends
his movement grasping the far edge. If that leaves the
character dangling over a chasm or gap, getting up
requires a move action and a Climb check (DC 15).
High Jump: This is a vertical leap, made to jump up to
grasp something overhead, such as a tree limb or ledge.
The DC for the jump is 2 + the height x4 (in feet). The
DCs for high jumps of 1 to 8 feet are given in the table
below. All Jump DCs covered here for the High Jump
assume that the character can move at least 20 feet in a
straight line before attempting the jump. If this is not the
case, the DC for the jump is doubled.
If the character succeeds on the check, he can reach the
height. The character grasps the object he was trying
to reach. If the character wishes to pull himself up, the
character can do so with a move action and a Climb

56

check (DC 15). If the character fails the Jump check, he


does not reach the height, and lands on his feet in the same
square from which the character jumped.
The difculty of reaching a given height varies according
to the size of the character or creature. Generally, the
maximum height a creature can reach without jumping
is given in the table below. As a Medium-size creature,
a typical human can reach 8 feet without jumping. If the
creature is long instead of tall, treat it as one size category
smaller.
Hop Up: The character can jump up onto an object as tall
as his waist with a Jump check (DC 10). Doing so counts
as 10 feet of movement for that round. The character does
not need to get a running start to hop up (the DC is not
doubled if you do not get a running start).
Jumping Down: If the character intentionally jumps
from a height, he can take less damage than if he just falls.
The DC to jump down from a height is 15. The character
does not have to get a running start to jump down (the
DC is not doubled if the character does not get a running
start). If the character succeeds on the check, he takes
falling damage as if the character had dropped 10 fewer
feet than he actually did.
Special: Effects that increase a characters speed also
increase the characters jumping distance, since the check
is modied by the characters speed.
A character can take 10 when making a Jump check, but
cannot take 20.
A character with the Acrobatic feat gets a +2 bonus on
all Jump checks. A character with the Run feat gains a +2
competence bonus on Jump checks preceded by a 20-foot
move.
Synergies: Tumble can provide a +2 synergy bonus on
Jump checks.
Time: Using the Jump skill is either a move action or a
full-round action, depending on whether the character
starts and completes the jump during a single move action
or a full-round action.

Knowledge (Int) Some Trained Only


This skill encompasses several categories, each of them
treated as a separate skill. These categories are identied
and dened below. The number of Knowledge categories
is kept purposely nite. When trying to determine what

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 identies the objects 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
roll for the character, so he does not know whether the
appraisal is accurate or not.
The fteen Knowledge categories, and the topics each
one encompasses, are as follows.
~ Appraisal: The ne art of studying goods and
determining their worth, as noted above.
~ Art: Fine arts and graphic arts, including art history
and artistic techniques. Antiques, modern art,
photography, and performance art forms such as
music and dance, among others.
~ Behavioural Sciences: Psychology, sociology and
criminology.
~ Business: Business procedures, investment strategies
and corporate structures. Bureaucratic procedures and
how to navigate them.
~ Civics: Law, legislation, litigation and legal rights and
obligations. Political and government institutions and
processes.
~ Current Events: Recent happenings in the news,
sports, politics, entertainment and foreign affairs.
~ Earth and Life Sciences: Biology, botany, genetics,
geology and palaeontology. Medicine and forensics
are also included in this category.
~ History: Events, personalities and cultures of the past.
Archaeology and antiquities.

SKILLS & FEATS

Knowledge skill a particular question or eld 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 tting in a given campaign.
Check: A character makes a Knowledge
check to see if the character knows something.
The DC for answering a question within
the characters eld of study is 10 for easy
questions, 15 for basic questions and 20 to 30
for tough questions.

~
~
~

~
~
~

Occult: Strange religious beliefs, spiritualism and


magical traditions.
Physical
Sciences:
Astronomy,
chemistry,
mathematics, physics and engineering.
Popular Culture: Popular music and personalities,
genre lms and books, urban legends, comics, science
ction and gaming, among others.
Streetwise: Street and urban culture, local underworld
personalities and events.
Tactics: Techniques and strategies for disposing and
manoeuvring forces in combat.
Technology: Current developments in cutting-edge
devices, as well as the background necessary to
identify various technological devices.
Theology and Philosophy: Liberal arts, ethics,
philosophical concepts and the study of religious
faith, practice and experience.
Try Again? No. The check represents what a character
knows and thinking about a topic a second time does not
let the character know something he never knew in the
rst place.
Special: An untrained Knowledge check is simply an
Intelligence check. Without actual training, a character
only knows common knowledge about a given subject.

57

SKILLS & FEATS

A character can take 10 when making a Knowledge


check, but cannot take 20.

DC

Sound

10

A battle

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


any two types of Knowledge checks.

A normal conversation

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


ranks in a specic Knowledge skill provides a character
with a +2 synergy bonus when making a related skill
check. For example, having 5 ranks in Knowledge
(technology) may provide a +2 synergy bonus with a
characters Disable Device skill check when trying to
deactivate the nuclear reactor (before the atomic ghosts
break in).

10

An unarmoured person walking at a slow


pace, trying not to make any noise

15

A 1st-level Investigator sneaking up on


someone *

20

A tiger stalking its prey*

30

A bird ying through the air

+5

Through a door

Time: A Knowledge check can be a reaction, but


otherwise requires a full-round action. Needing to study
to make a Knowledge check is actually a Research check
and requires ranks in that skill.

Listen (Wis)
Used to hear monsters creeping up on you
Check: Make a Listen check against a DC that reects
how quiet the noise is that a character might hear or
against an opposed Move Silently check. The Games
Master may call for a Listen check by a character who
is in a position to hear something. A character can also
make a Listen check voluntarily if he wants to try to hear
something in the characters vicinity. The Games Master
may make the Listen check in secret so that the character
does not know whether not hearing anything means that
nothing is there or that the character failed the check. A
successful Listen check when there is not anything to
hear results in the character hearing nothing.
Try Again? A character can make a Listen check every
time he has the opportunity to hear something in a
reactive manner. As a move action, the character may
attempt to hear something that he failed (or believes he
failed) to hear previously.
Special: When several characters are listening to the
same thing, the Games Master can make a single d20
roll and use it for all the listeners skill checks.
A character can take 10 or take 20 when making a Listen
check. Taking 20 means the character spends 1 minute
attempting to hear something that may or may not be
there to hear.
A character with the Alertness feat gets a +2 bonus on
all Listen checks.

58

+15
Through a solid wall
* This is actually an opposed check; the DC given is a
typical Move Silently check result for such a character or
creature.
Condition

Check Penalty

Per 10 feet of distance

Listener distracted

A sleeping character can make Listen checks, but takes


a 10 penalty on the checks and may only make these in
reaction to events they cannot decide they are continually
making Listen checks voluntarily!
Time: A Listen check is either a reaction (if called for
by the Games Master) or a move action (if a character
actively takes the time to try to hear something).

Move Silently (Dex) Armour Penalty


Used to creep up on monsters
Check: A characters Move Silently check is opposed by
the Listen check of anyone who might hear the character.
A character can move up to half his normal speed at no
penalty. At more than half speed and up to the characters
full speed, he takes a 5 penalty. It is practically
impossible (20 penalty) to move silently while attacking,
running or charging.
Special: A character can take 10 when making a Move
Silently check, but cannot take 20.
A character with the Stealthy feat gets a +2 bonus on all
Move Silently checks.
Time: Move Silently is a move action.

Navigate (Int)

Length of Trip

DC

Short (a few hours)

20

Moderate (a day or two)

22

Long (up to a week)

25

Extreme (more than a week)

28

For movement over a great distance, make a Navigate


check. The DC depends on the length of the trip. If the
character succeeds, he moves via the best reasonable
course toward his goal. If the character fails, he still
reaches the goal, but it takes the character twice as long
(the character loses time backtracking and correcting his
path). If the character fails by more than 5, he travels
for the expected time, but only gets halfway to his
destination, at which point the character becomes lost.
When faced with multiple choices, such as at a branch
in a tunnel, a character can make a Navigate check (DC
20) to intuit the choice that takes the character toward
a known destination. If unsuccessful, the character
chooses the wrong path, but at the next juncture, with a
successful check, the character realizes his mistake.
A character cannot use this function of Navigate to nd
a path to a site if the character has no idea where the site
is located. The Games Master may choose to make the
Navigate check for the character in secret, so he does not
know from the result whether the character is following
the right or wrong path.
A character can use Navigate to determine his position
on earth without the use of any high-tech equipment by
checking the constellations or other natural landmarks.
The character must have a clear view of the night sky or
the horizon in order to make this check. The DC is 15.
Try Again? A character may make a second Navigate
check (DC 20) to regain his path. If the character

Special: A character can take 10 when making a Navigate


check. A character can take 20 only when determining
his location, not when travelling.
A character with the Guide feat gets a +2 bonus on all
Navigate checks.
Time: A Navigate check is a full-round action.

SKILLS & FEATS

This skill allows the character to plot a course using a


map or dead reckoning.
Check: Make a Navigate check when a character is trying
to nd his way to a distant location without directions
or other specic guidance. Generally, a character does
not need to make a check to nd a local street or other
common urban site, or to follow an accurate map.
However, the character might make a check to wend his
way through a dense stretch of alleyways or a labyrinth
of underground storm drains.

succeeds, he continues on to his destination; the total


time for the trip is twice the normal time. If the character
fails, he loses half a day before the character can try
again. The character keeps trying until he succeeds,
losing half a day for each failure.

Perform (Cha)
This skill encompasses several categories, each of them
treated as a separate skill. These categories are identied
and dened below. The number of Perform categories
is kept purposely nite. When trying to determine what
Perform skill a particular question or eld 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 tting in a given campaign. Ranks in Perform do
not necessarily mean the character is a stage performer,
but would be able to make some kind of income using
this skill (even if that is just by busking).
Check: The character is accomplished in some type of
artistic expression and knows how to put on a performance.
The character can impress audiences with his talent and
skill. The quality of the characters performance depends
on his check result. The eight Perform categories, and
the qualities each one encompasses, are as follows.
~ Act: The character is a gifted actor, capable of
performing drama, comedy or action-oriented roles
with some level of skill.
~ Dance: The character is a gifted dancer, capable of
performing rhythmic and patterned bodily movements
to music.
Result Performance
10
Amateur performance. Audience may appreciate
your performance, but is not impressed.
15
Routine performance. Audience enjoys your
performance, but it is not exceptional.
20
Great performance. Audience highly impressed.
25
Memorable performance. Audience enthusiastic.
30
Masterful performance. Audience awed.

59

SKILLS & FEATS

~
~

Keyboards: The character is a musician gifted with a


talent for playing keyboard musical instruments, such
as piano, organ, and synthesizer.
Percussion Instruments: The character is a musician
gifted with a talent for playing percussion musical
instruments, such as drums, cymbals, triangle,
xylophone and tambourine.
Sing: The character is a musician gifted with a talent
for producing musical tones with his voice.
Stand-Up: The character is a gifted comedian,
capable of performing a stand-up routine before an
audience.
Stringed Instruments: The character is a musician
gifted with a talent for playing stringed musical
instruments, such as banjo, guitar, harp, lute, sitar and
violin.
Wind Instruments: The character is a musician gifted
with a talent for playing wind musical instruments,
such as ute, bugle, trumpet, tuba, bagpipes and
trombone.
Try Again? Not for the same performance and
audience.
Special: A character can take 10 when making a Perform
check, but cannot take 20.
A character without an appropriate instrument
automatically fails any Perform (keyboard), Perform
(percussion), Perform (stringed) or Perform (wind)
check he attempts. At the Games Masters discretion,
impromptu instruments may be employed, but the
performer must take a 4 penalty on the check because
his equipment, although usable, is inappropriate for the
skill.
Every time a character takes the Creative feat, he may
gain a +2 bonus on checks involving two Perform
skills the character designates. See the Creative feat
description for details.
Time: A Perform check usually requires at least several
minutes to an hour or more to complete.

Pilot (Dex) Trained Only


Used for aircraft, boats and any vehicles not covered by
the Drive skill.
Check: Typical piloting tasks dont require checks.
Checks are required during combat, for special
manoeuvres or other extreme circumstances, or when
the pilot wants to attempt something outside the normal
parameters of the vehicle. When ying, the character can

60

attempt simple manoeuvres and stunts (actions in which


the pilot attempts to do something complex very quickly
or in a limited space). Each vehicles description includes
a manoeuvre modier that applies to Pilot checks made by
the operator of the vehicle.
Special: A character can take 10 when making a Pilot
check, but cannot take 20.
A character with the Vehicle Expert feat gets a +2 bonus
on all Pilot checks.
This skill is not used for driving hover vehicles of any
kind. Though they technically y, they are dependent
upon maintaining steady distance on solid and semisolid surfaces; characters use the Drive skill to control
hovercraft.
There is no penalty for operating a general-purpose xedwing aircraft. Other types of aircraft (heavy aircraft,
helicopters, jet ghters and spacecraft) require the
corresponding Aircraft Operation feat, else the character
suffers a 4 penalty on Drive checks.
Time: A Pilot check is a move action.

Profession (Wis)
Used to earn money and make a living.
Check: A character makes Profession checks to improve
his Wealth bonus every time he attains a new level. The
DC for the check is the characters current Wealth bonus.
If the character succeeds at the Profession check, his
Wealth bonus increases by +1. For every 5 by which the
character exceeds the DC, his Wealth bonus increases by
an additional +1. A character cannot take 10 or take 20
when making a Profession check to improve his Wealth
bonus.
How many ranks a character has in the Profession skill
(including ranks the character may have just acquired
after gaining a level) also has a bearing to the Wealth
bonus increase the character receives as a at bonus to
his Wealth score. As a character gains new ranks, this
bonus increases accordingly. In addition to the Wealth
bonus increase a character gains from your Profession
check result (if the check succeeds), the number of ranks
the character has in this skill increases his Wealth bonus
as follows.
Special: If the Games Master deems it appropriate, a
character can add his Profession ranks when making a

Wealth Bonus Increase

14

+1

58

+2

912

+3

1316

+4

1720

+5

21- 23

+6

Reputation check to deal with a work- or career-related


situation.
A Profession ability is fairly specic, and will rarely be
of direct use within a game. However, if the character
happens to come across a specic task that is in the scope
of his Profession, and he has 5 or more ranks in this skill
he may gain a +2 synergy bonus to that task.
Every time a character takes the Windfall feat, he gets a
cumulative +1 bonus on his Wealth Score, beyond any
Wealth bonuses accrued by this skill.

Read/Write Language and Speak


Language (None) Trained Only
The Read/Write Language skill and Speak Language
skill do not work like standard skills. A character
automatically knows how to read, write and speak his
native language; the character does not need ranks to
do so. Each additional language costs 1 rank. When
a character adds a rank to Read/Write Language, he
chooses a new language that the character can read and
write. When a character adds a rank to Speak Language
he chooses a new language that the character can speak
uently.
A character never makes Read/Write Language or Speak
Language checks. A character either knows how to read
and write or speak a specic language or does not. To
be able to speak a language that the character can read
and write, he must take the Speak Language skill for the
appropriate language, and vice versa.
A character can choose any language, modern or ancient.
See below for suggestions.

Language Groups
There are thousands of languages to choose from when a
character buys ranks in Speak Language or Read/Write
Language. A few are listed here, sorted into their general
language groups as found on Earth. A languages group
does not matter when a character is buying ranks in
Speak Language or Read/Write Language. Language
groups are provided because they pertain to the Linguist
feat. This list is by no means exhaustive there are more
language groups and most contain more languages than
those listed here.
~ Algic: Algonkin, Arapaho, Blackfoot, Cheyenne,
Shawnee.
~ Armenian: Armenian.
~ Athabascan: Apache, Chipewyan, Navaho.
~ Attic: Ancient Greek*, Greek.
~ Baltic: Latvian, Lithuanian.
~ Celtic: Gaelic (Irish), Gaelic (Scots), Welsh.
~ Chinese: Cantonese, Mandarin.
~ Finno-Lappic: Estonian, Finnish, Lapp.
~ Germanic: Afrikaans, Danish, Dutch, English,
Flemish, German, Icelandic, Norwegian, Swedish,
Yiddish.
~ Glot: Glot.
~ Hamo-Semitic: Coptic*, Middle Egyptian*.
~ Indic: Hindi, Punjabi, Sanskrit*, Urdu.
~ Iranian: Farsi, Pashto.
~ Japanese: Japanese.
~ Korean: Korean.
~ Romance: French, Italian, Latin*, Portuguese,
Romanian, Spanish.
~ Semitic: Akkadian (aka Babylonian)*, Ancient
Hebrew*, Arabic, Aramaic*, Hebrew.
~ Slavic: Belorussian, Bulgarian, Czech, Polish,
Russian, Serbo-Croatian, Slovak, Ukrainian.
~ Tibeto-Burman: Burmese, Sherpa, Tibetan.
~ Turkic: Azerbaijani, Turkish, Uzbek.
~ Ugric: Hungarian (aka Magyar).
*This is an ancient language. In the modern world it is
spoken only by linguistic scholars.

SKILLS & FEATS

Ranks

Repair (Int) Trained Only


Check: Most Repair checks are made to x complex
electronic or mechanical devices. The DC is set by the

Repair Task (Example)

Purchase DC

Repair DC

Repair Time

Simple (tool, simple weapon)

10

1 min.

Moderate (mechanical or electronic component)

15

10 min.

Complex (mechanical or electronic device)

10

20

1 hr.

Advanced (cutting-edge mechanical or electronic device)

13

25

10 hr.

61

SKILLS & FEATS

Games Master. In general, simple repairs have a DC


of 10 to 15 and require no more than a few minutes to
accomplish. More complex repair work has a DC of 20
or higher and can require an hour or more to complete.
Making repairs also involves a monetary cost when
spare parts or new components are needed, represented
by a Wealth check. If the Games Master decides this
is not necessary for the type of repair the character is
attempting, then no Wealth check is needed.
Jury-Rig: A character can choose to attempt jury-rigged,
or temporary, repairs. Doing this reduces the purchase
DC by 3 and the Repair check DC by 5, and allows the
character to make the checks in as little as a full-round
action. However, a jury-rigged repair can only x a
single problem with a check and the temporary repair
only lasts until the end of the current scene or encounter.
The jury-rigged object must be fully repaired thereafter.
A character can also use jury-rig to hot-wire a car or
jump-start an engine or electronic device. The DC for
this is at least 15 and it can be higher depending on the
presence of security devices. The jury-rig application of
the Repair skill can be used untrained.
Try Again? Yes, though in some specic cases, the
Games Master may decide that a failed Repair check has
negative ramications that prevent or hamper following
checks.
Special: A character can take 10 or take 20 on a Repair
check. When making a Repair check to accomplish a
jury-rig repair, a character cannot take 20.
Repair requires either an electrical tool kit, a mechanical
tool kit, a multipurpose tool or another appropriate item,
depending on the task. If the character does not have
the appropriate tools, he takes a 4 penalty on the check
(or may be unable to do the repair at all at the Games
Masters discretion).

Research (Int)
Used for searching libraries, the Internet, professional
journals or newspaper archives for clues.
Check: Researching a topic takes time, skill and some
luck. The Games Master determines how obscure a
particular topic is (the more obscure, the higher the
DC) and what kind of information might be available
depending on where the character is conducting his
research. Given enough time (usually 1d4 hours) and a
successful skill check, the character gets a general idea
about a given topic. This assumes that no obvious reasons
exist why such information would be unavailable, and that
the character has a way to acquire restricted or protected
information. Research is the skill for nding recorded
facts. Learning what other people know is usually more
appropriately done as a Gather Information check.
DC

Task

10

Ransack an area to nd a certain object.

20

Notice a typical secret compartment, a


simple trap, or an obscure clue.

25+

Find a complex or well-hidden secret


compartment or trap; notice an extremely
obscure clue.

The higher the check result, the better and more complete
the information. If the character wants to discover a
specic fact, date, map, or similar bit of information, add
+5 to +15 to the DC.
Try Again? Yes, though the Games Master may rule that
you have exhausted your current research material and
that you must nd more sources before you can make
another attempt.
Special: A character can take 10 or take 20 on a Research
check.

Synergies: Craft (mechanical) or Craft (electronic) can


provide a +2 synergy bonus on Repair checks made for
mechanical or electronic devices.

A character with the Studious feat gets a +2 bonus on all


Research checks.

A character with the Gearhead feat and at least 1 rank in


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

Synergies: Computer Use can provide a +2 synergy


bonus on a Research check when searching computer
records for data.

Time: See the table for guidelines. A character can make


a jury-rig repair as a full-round action, but the work only
lasts until the end of the current encounter.

An appropriate Knowledge skill with 5 or more ranks can


provide a +2 synergy bonus on a Research check when
looking for information related to the Knowledge.
Time: A Research check takes 1d4 hours.

62

Ride (Dex)

Guide with Knees (DC 5): The character can react


instantly to guide his mount with his knees so that the
character can use both hands in combat or to perform
some other action. Make the check at the start of the
characters round. If the character fails, he can only use
one hand this round because the character needs to use
the other to control his mount.
Stay in Saddle (DC 5): The character can react instantly
to try to avoid falling when his mount rears or bolts
unexpectedly, or when the character takes damage.
Fight while Mounted (DC 20): While in combat, the
character can attempt to control a mount that is not
trained in combat riding (see the Handle Animal skill).
If the character succeeds, he uses only a move action and
the character can use his attack action to do something
else. If the character fails, he can do nothing else that
round. If the character fails by more than 5, he loses
control of the animal.
For animals trained in combat riding, the character does
not need to make this check. Instead, the character can
use his move action to have the animal perform a trick
(commonly, to attack). The character can use his attack
action normally.
Cover (DC 15): The character can react instantly to drop
down and hang alongside his mount, using it as one-half
cover. The character cannot attack while using his mount
as cover. If the character fails, he does not get the cover
benet.
Soft Fall (DC 15): The character reacts instantly when
he falls off a mount, such as when it is killed or when it
falls, to try to avoid taking damage. If the character fails,
he takes 1d6 points of falling damage.
Leap (DC 15): The character can get his mount to leap
obstacles as part of its movement. Use the characters
Ride modier or the mounts Jump modier (whichever
is lower) when the mount makes its Jump check (see the

Fast Mount or Dismount (DC 20; armour penalty


applies): The character can mount or dismount as a
free action. If the character fails the check, mounting
or dismounting is a move action. (A character cannot
attempt a fast mount or dismount unless he can perform
the mount or dismount as a move action this round,
should the check fail.)
Special: If the character is riding bareback, he takes a 5
penalty on Ride checks.
A character can take 10 when making a Ride check, but
cannot take 20.

SKILLS & FEATS

Used for riding horses and other animals.


Check: Typical riding actions do not require checks. A
character can saddle, mount, ride and dismount without a
problem. Mounting or dismounting an animal is a move
action. Some tasks, such as those undertaken in combat
or other extreme circumstances, require checks. In
addition, attempting trick riding or asking the animal to
perform an unusual technique also require a check.

Jump skill). The character makes a Ride check (DC 15)


to stay on the mount when it leaps.

Animals ill-suited as mounts incur a 2 penalty on their


riders Ride check.
Time: Ride is a move action, except when otherwise
noted for the special tasks listed above.

Search (Int)
Used for combing an area for clues or signs of danger.
Check: The character generally must be within 10 feet
of the object or surface to be examined. A character can
examine up to a 5-foot square area or a volume of goods
5 feet on a side with a single check. A Search check
can turn up individual footprints, but does not allow a
character to follow tracks or tell the character which
direction the creature or creatures went or came from.
Special: A character can take 10 or take 20 when making
a Search check.
A character with the Meticulous feat gets a +2 bonus on
all Search checks.
Time: A Search check is a full-round action.

Sense Motive (Wis)


Used to determine when someone is lying or being
deceptive.
Check: A successful check allows the character to avoid
being bluffed (see the Bluff skill). The character can also
use the skill to tell when someone is behaving oddly
or to assess someones trustworthiness. In addition, a
character can use this skill to make an assessment of a
social situation. With a successful check (DC 20), the
character can get the feeling from anothers behavior

63

that something is wrong. Also, the character can get the


feeling that someone is trustworthy and honorable.

SKILLS & FEATS

Try Again? No, though the character may make a Sense


Motive check for each bluff made on the character.
Special: A character can take 10 when making a Sense
Motive check, but cannot take 20.
A character with the Attentive feat gets a +2 bonus on all
Sense Motive checks.
A character can use Sense Motive to detect that a hidden
message is being transmitted via the Bluff skill (DC
equal to the bluff check result of the sender). If the
characters check result beats the DC by 5 or more, the
character understands the secret message as well. If
the characters check fails by 5 or more, the character
misinterprets the message in some fashion.
Time: A Sense Motive check may be made as a reaction
to another characters Bluff check. When that is the case,
the Games Master may roll the characters Sense Motive
check in secret, so the character does not necessarily
know someones trying to bluff him or her. Using Sense
Motive to get a sense of someones trustworthiness takes
at least 1 minute.

Sleight of Hand (Dex) Trained Only; Armour


Penalty
Used for magic tricks or picking pockets.
Check: A check against DC 10 lets a character palm a
coin-sized, unattended object. Minor feats of sleight of
hand, such as making a button disappear, also have a DC
of 10 unless an observer is concentrating on noticing
what the character is doing. When a character performs
this skill under close observation, the characters skill
check is opposed by the observers Spot check. The
observers check does not prevent the character from
performing the action, just from doing it unnoticed.
When a character tries to take something from another
person, the characters opponent makes a Spot
check to detect the attempt. To obtain the object, the
character must get a result of 20 or higher, regardless
of the opponents check result. The opponent detects the
attempt if his check result beats the characters check
result, whether the character takes the object or not.
A character can use Sleight of Hand to conceal a small
weapon or object on his body. It can also be used to
manipulate a small object in each hand, so long as one

64

Concealing Weapons and Objects


Condition

Sleight of Hand
modier

Size of weapon or object


Fine

+12

Diminutive

+8

Tiny

+4

Small

+0

Medium-size

Large

Huge or larger

cannot be concealed

Clothing is tight or tailored

Clothing is especially loose


or bulky

+2

Clothing is specically
modied for concealing
object

+2

Weapon is carried in
concealed holster

+4

Weapon can be drawn


normally

Weapon can be drawn a move 4


action (or free action with the
Quick Draw feat)
is coin-sized and the other is no larger than a foot in any
dimension. Used this way, it can conceal the manipulation
from others, though it can be opposed by Spot as noted
above.
It is assumed that, when attempting to conceal a weapon
or other object, a character is wearing appropriate
clothing. Drawing a concealed weapon is more difcult
than drawing a regularly holstered weapon, and normally
requires an attack action (or a move action if the character
has the Quick Draw feat). Keeping the weapon in an easyto-draw position makes concealing it more difcult.
To conceal a weapon or other object, make a Sleight of
Hand check. A character concealing an object before he
or she heads out into public can usually take 10 unless he
or she is rushed, trying to conceal it when others might
see, or under other unusual constraints. Sleight of Hand
can be used untrained in this instance, but the character
must take 10.

Size and Concealment


The objects size affects the check result, as shown on
the Concealing Weapons and Objects table. The type of

holster used or clothing worn, and any attempt to make a


weapon easier to draw, can also affect the check.

Special: A character can take 10 when making a Sleight


of Hand check, but cannot take 20.
A character can make an untrained Sleight of Hand check
to conceal a weapon or object, but must always take 10.
A character with the Nimble feat and at least 1 rank in
this skill gets a +2 bonus on all Sleight of Hand checks.
Time: A Sleight of Hand check is an attack action.

Spot (Wis)
Used to spot hidden things, or things that are not quite
right.
Check: The Spot skill is used to notice items that are
not immediately obvious and people who are attempting
to hide. The Games Master may call for a Spot check
by a character who is in a position to notice something.
A character can also make a Spot check voluntarily if
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.

Patting someone down for a hidden weapon requires a


similar check. However, the skill employed is Search and
the searcher gets a +4 circumstance bonus for the handson act of frisking the target. Some devices may also offer
bonuses under certain circumstances (a metal detector
offers a bonus to Search checks to nd metal objects, for
example).
Spotting Concealable Armour: Concealable armour
can be worn under clothing if the wearer wants it to
go unnoticed. Dont use the modiers from Table:
Concealing Weapons and Objects when wearing
concealable armour. Instead, anyone attempting to notice
the armour must make a Spot check (DC 30).

SKILLS & FEATS

Try Again? If the rst check failed or if the attempt


was noticed, a second Sleight of Hand attempt against
the same target, or when being watched by the same
observer, has a DC 10 higher than the rst check.

An observer attempting to spot a concealed object


receives a 1 penalty for every 10 feet between himself
and the target, and a 5 penalty if distracted.

Try Again? A character can make a Spot check every


time he has the opportunity to notice something in a
reactive manner. As a full-round action, a character may
attempt to notice something that he failed (or believe he
failed) to notice previously.
Special: A character can take 10 or take 20 when making
a Spot check.

Spot is often used to notice a person or creature hiding


from view. In such cases, the characters 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 characters Spot check is modied 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 targets check result (an opposed check,
in other words).

65

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


all Spot checks.

SKILLS & FEATS

Time: A Spot check is either a reaction (if called for by


the Games Master) or a full-round action (if a character
actively takes the time to try to notice something).

Survival (Wis)
Wilderness survival, hunting, and tracking.
Check: A character can keep himself and others safe and
fed in the wild, what little wild is left in the world, or in
the urban wilderness of the deep sprawl.
With the Track feat, a character can use Survival checks
to track a character or animal across various terrain
types.
DC
10

15

18

Task
Get along in the wild. Move up to half the
characters overland speed while hunting and
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 characters
check result exceeds 10.
Gain a +2 circumstance bonus on Fortitude saves
against severe weather while moving up to half
the characters overland speed, or gain a +4
circumstance bonus if stationary. The character
may grant the same bonus to one other character
for every 1 point by which the characters check
result exceeds 15.
Avoid getting lost and avoid natural and industrial
hazards, such as quicksand or condemned
construction sites.

If the character takes an attack action or a full-round


action, the amount of breath the character has remaining
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
check (DC 10) every round to continue holding his breath.
Each round, the DC of the check increases by 1. If the
character fails the check, the character begins to drown.
The DC for the Swim check depends on the water:
Water

DC

Calm water

10

Rough water

15

Stormy water

20

Special: A character can take 10 when making a Survival


check. A character can take 20 when tracking if there is
no danger or penalty for failure, but not on periodic
checks to get along in the wild.

Each hour that the character swims, make a Swim check


against DC 20. If the character fails, he becomes fatigued.
If the character fails a check while fatigued, the character
becomes exhausted. If the character fails a check
while exhausted, the character becomes unconscious.
Unconscious characters go underwater and immediately
begin to drown.

A character with the Guide feat gets a +2 bonus on all


Survival checks.

Try Again? A new check is allowed the round after a


check is failed.

Time: Basic Survival checks occur each day in the


wilderness or whenever a hazard presents itself. When
using Survival with the Track feat to track a character
or animal, checks are made according to distance, as
described in the Track feat.

Special: A character takes a penalty of 1 for every


5 pounds of gear he carries, including armour and
weapons.

Swim (Str) Armour Penalty


Used to swim or manoeuvre in water or other semi-solid
substances, such as quicksand.

66

Check: A successful Swim check allows a character to


swim one-quarter his speed as a move action or half the
characters speed as a full-round action. Roll once per
round. If the character fails, he makes no progress through
the water. If the character fails by 5 or more, he goes
underwater. If the character is underwater (from failing
a swim check or because the character is swimming
underwater intentionally), the character must hold his
breath. A character can hold his breath for a number of
rounds equal to the characters Constitution score, but
only if the character does nothing but take move actions
or free actions.

A character can take 10 when making a Swim check, but


cannot take 20.
A character with the Athletic feat gets a +2 bonus on all
Swim checks.

application of the skill can be


used successfully on a character
only once per day.

Time: A Swim check is either a move action or a fullround action, as described above.

Treat Injury (Wis)


Used to give rst aid and medical care to the sick or
injured.
Check: The DC and effect depend on the task attempted.
A specic intent is needed for a Treat Injury check,
chosen from the listed options below. This skill has two
subskills, regular medicine and psychology. The options
below, with the exception of the last two, involve the
former.
Long-Term Care (DC 15): With a medical kit, the
successful application of this skill allows a patient to
recover hit points and ability points lost to temporary
damage at an advanced rate 3 hit points per character
level or 3 ability points restored per day of complete
rest. A new check is made each day; on a failed check,
recovery occurs at the normal rate for that day of rest
and care.
A character can tend up to as many patients as he has
ranks in the skill. The patients need to spend all their
time resting. The character needs to devote at least half
an hour per day to each patient they are caring for.
Restore Hit Points (DC 15): With a medical kit, if
someone has lost hit points, the character can restore
some of them. A successful check, as a full-round
action, restores 1d4 hit points. The number restored can
never exceed the characters maximum hit points. This

SKILLS & FEATS

Revive Dazed, Stunned or


Unconscious Character (DC
15): With a rst aid or medical
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 rst stabilising the
character.
Stabilise Dying Character (DC 15): With a rst aid
or medical kit, a character can tend to a character
who is dying. As an attack action, a successful Treat
Injury check stabilises another character. The stabilised
character regains no hit points, but he stops losing them.
The character must have a treat injury kit to stabilise a
dying character.
Surgery (DC 20): With a surgical kit, a character can
conduct eld surgery. This application of the Treat Injury
skill carries a 4 penalty, which can be negated with the
Surgery feat. Surgery requires 1d4 hours; if the patient
is at negative hit points, add an additional hour for every
point below 0 the patient has fallen to.
Surgery restores 1d6 hit points for every character level
of the patient (up to the patients maximum hit points)
with a successful skill check. Surgery can only be used
successfully on a character once in a 24-hour period.
A character who undergoes surgery is fatigued for 24
hours, minus 2 hours for every point above the DC the
surgeon achieves in the skill check. The period of fatigue
can never be reduced below 6 hours in this fashion.
Treat Disease (DC 15): With a medical kit, a character
can tend to a character infected with a treatable disease.
Every time the diseased character makes a saving throw
against disease effects (after the initial contamination),
the treating character rst makes a Treat Injury check to
help the diseased character fend off secondary damage.
This activity takes 10 minutes. If the treating characters

67

SKILLS & FEATS

check succeeds, the treating character provides


a bonus on the diseased characters 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
poisons secondary effect, the treating character rst
makes a Treat Injury check as an attack action. If the
treating characters check succeeds, the character
provides a bonus on the poisoned characters 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
kit. Stabilising a dying character or reviving a dazed,
stunned or unconscious character requires either a rst
aid kit or a medical kit. Surgery requires a surgical kit. If
the character does not have the appropriate kit, he takes
a 4 penalty on the check.
A character can use the Treat Injury skill on himself only
to administer restore lost hit points, treat disease or treat
poison. The character takes a 5 penalty on his check
any time he treats himself.
Time: Treat injury checks take different amounts of time
based on the task at hand, as described above.

Tumble (Dex) Trained Only; Armour Penalty


This skill allows the character to make acrobatic dodges
and rolls.
Check: A character can land softly when he falls,
tumble past opponents in combat, or tumble through
opponents.

68

Land Softly: The character can make a Tumble check


(DC 15) when falling. If the check succeeds, treat the fall
as if it were 10 feet shorter when determining damage.
Tumble past Opponents: With a successful Tumble
check (DC 15), the character can weave, dodge and roll up
to 20 feet through squares adjacent to opponents, risking
no attacks of opportunity. Failure means the character
moves as planned, but provokes attacks of opportunity
as normal.
Tumble through Opponents: With a successful Tumble
check (DC 20), the character can roll, jump or dive
through squares occupied by opponents, moving over,
under, or around them as if they werent there. Failure
means the character moves as planned, but provokes
attacks of opportunity as normal.
Try Again? No.
Special: A character with 5 or more ranks in Tumble gains
a +3 dodge bonus to Defence (instead of the normal +2)
when ghting defensively, and a +6 dodge bonus (instead
of the normal +4) when engaging in total defence.

A character cannot take 10 or 20 when making a Tumble


check to move through or past opponents. Otherwise,
it usually possible to take 10 when making a Tumble
check, but not 20.

Time: A character can try to reduce damage from a fall


as a reaction once per fall. A character can attempt to
tumble as a free action that must be performed as part of
a move action.

Feats in OGL Horror

Feats are gained in four different ways in OGL Horror.


They can be gained as free feats from a characters
starting class and occupation, they can be purchased
with the three bonus feats given to all characters at 3rd
level, they can be granted by advancing in a given class,
or they can be bought with the extra feat awarded to all
characters at 6th and 9th level. Once gained, the method
of procurement is irrelevant. A character either has a feat
or he does not.

Feat Descriptions
Here is the format for every feat description found in
this sourcebook. Feats are purposefully left as vague
as possible while still providing all of the rules support
needed to run them in a campaign. This way, the same
feat taken by two different characters can simulate
different approaches to the same basic talent.
Feat Name: The name of the feat.
Prerequisite: A minimum ability score, another feat or
feats, a minimum base attack bonus and/or the minimum
ranks in a skill that a character must have to acquire this
feat. This entry is absent if a feat has no prerequisite.
A character can gain a feat at the same level at which he
gains all the prerequisites.
A character cannot use a feat if the character has lost a
prerequisite, for whatever reason.
Benet: What the feat enables a character to do.
Normal: What a character who does not have this feat
is limited to or restricted from doing. If there is no
particular drawback to not possessing the feat, this entry
is absent.

Feats
Acrobatic
You are unusually agile.
Benet: The character gets a +2 bonus on all Jump
checks and Tumble checks.
Special: Remember that the Tumble skill cannot be used
untrained.

Adrenaline Surge

SKILLS & FEATS

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


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

Special: Additional facts about the feat. If there are no


special features about a feat aside from what it does and
its prerequisites, this entry is also absent.

You can perform an additional action in a round.


Benet: The character may take an extra move action
or attack action in a round, either before or after the
characters regular actions. The character may use
Adrenaline Surge a number of times per day depending
on his character level (as shown below), but never
more than once per round. The character must make a
Fortitude save (DC 10) immediately after performing the
additional action or become fatigued.
Character Level

Times per Day

1 3

st

rd

4 6

7 9

10 +

th

th

th

th

th

Advanced Combat Martial Arts


You are a master of unarmed ghting.
Prerequisites: Combat Martial Arts, Improved Combat
Martial Arts; base attack bonus +6 or higher.
Benet: When the character scores a critical hit on an
opponent with an unarmed strike, the character deals
triple damage.
Normal: A critical hit with an unarmed strike deals
double damage.

Advanced Firearms Prociency


You can use rearms set on autore.
Prerequisite: Personal Firearms Prociency.
Benet: The character can re any personal rearm
on autore without the usual 4 penalty (provided, of
course, that it has an autore setting).
Normal: Characters without this feat take a 4 penalty on
attack rolls made with personal rearms set on autore.

69

SKILLS & FEATS

Agile Riposte
You can strike when your opponent attacks.
Prerequisites: Dexterity 13+; Dodge.
Benet: Once per round, if the opponent the character
has designated as his dodge target (see the Dodge feat)
makes a melee attack or melee touch attack against
the character and misses, the character may make an
attack of opportunity with a melee weapon against
that opponent. Resolve and apply the effects from
both attacks simultaneously. Even a character with the
Combat Reexes feat cannot use the Agile Riposte feat
more than once per round. This feat does not grant more
attacks of opportunity than the character is normally
allowed in a round.

Aircraft Operation
Select a class of aircraft (heavy aircraft, helicopters,
jet ghters or spacecraft). The character is procient at
operating that class of aircraft. The heavy aircraft class
includes jumbo passenger airplanes, large cargo planes,
heavy bombers and any other aircraft with three or
more engines. Helicopters include transport and combat
helicopters of all types. Jet ghters include military
ghter and ground attack jets. Spacecraft are vehicles
such as the space shuttle and the lunar lander.
Prerequisite: Pilot 4 ranks.
Benet: The character takes no penalty on Pilot checks
or attack rolls made when operating an aircraft of the
selected class.
Normal: Characters without this feat take a 4 penalty
on Pilot checks made to operate an aircraft that falls in
any of these classes, and on attacks made with aircraft
weapons. There is no penalty when the character
operates a general-purpose aircraft.
Special: A character can gain this feat multiple times.
Each time a character takes this feat, he selects a different
class of aircraft.

Alertness
You have nely tuned senses.
Benet: The character gets a +2 bonus on all Listen
checks and Spot checks.

Alternate Approach
Instead of relying on willpower and discipline, you
handle horror with either sheer guts or incredible mental
exibility.
Prerequisite: Iron Will.
Benet: Select either your characters Intelligence or
Constitution score. Use that ability scores modier
instead of your characters Wisdom modier for all
Horror saves.

70

Animal Afnity
You are good with animals.
Benet: The character gets a +2 bonus on all Handle
Animal checks and Ride checks.
Special: Remember that the Handle Animal skill cannot
be used untrained.

Archaic Weapons Prociency


You are procient with archaic weapons such as swords
and axes.
Benet: The character takes no penalty on attack rolls
when using any kind of archaic weapon.
Normal: A character without this feat takes the 4
nonprocient penalty when making attacks with archaic
weapons.

Armour Prociency (heavy)


You are procient with heavy armour.
Prerequisites: Armour Prociency (light).
Benet: When the character wears a type of armour with
which the character is procient, the character gets to add
the armours entire equipment bonus to his Defence.
Normal: See Armour Prociency (light).

Armour Prociency (light)


You are procient with light armour.
Benet: When the character wears a type of armour with
which the character is procient, the character gets to add
the armours entire equipment bonus to his Defence.
Normal: A character who wears armour with which he is
not procient takes an armour penalty on checks involving
the following skills: Balance, Climb, Escape Artist, Hide,
Jump, Move Silently, and Tumble. Also, a character who
wears armour with which he is not procient adds only a
portion of the armours equipment bonus to his Defence.

Athletic
You are especially t and quick.
Benet: The character gets a +2 bonus on all Climb
checks and Swim checks.

Attentive
You are exceptionally observant, and pay attention to all
nuances of a situation.
Benet: The character gets a +2 bonus on all Investigate
checks and Sense Motive checks.
Special: Remember that the Investigate skill cannot be
used untrained.

Blind-Fight
You can ght in darkness.
Benet: In melee combat, every time the character misses

because of concealment, the character can reroll the miss


chance roll one time to see if the character actually hits.
The character takes only half the usual penalty to speed
for being unable to see; darkness and poor visibility in
general reduces the characters speed to three-quarters of
normal, instead of one-half.

You deal more damage in a stght.


Benet: When making an unarmed attack, the character
receives a +1 competence bonus on attack rolls and the
character deals nonlethal damage equal to 1d6 + his
Strength modier.
Normal: Unarmed attacks normally deal nonlethal
damage equal to 1d3 + Strength modier.

Builder
You have a knack for constructing items.
Benet: Pick two of the following skills: Craft
(chemical), Craft (electronic), Craft (mechanical), and
Craft (structural). The character gets a +2 bonus on all
checks with those skills.
Special: The character can select this feat twice. The
second time, the character applies it to the two skills he
didnt pick originally. Remember that Craft (chemical),
Craft (electronic), and Craft (mechanical) cannot be used
untrained.

Burst Fire
When using a rearm with autore, you can re a short
burst at a particular target.
Prerequisites: Personal Firearms Prociency, Advanced
Firearms Prociency.
Benet: When using an automatic rearm with at least
ve bullets loaded, the character may re a short burst
as a single attack against a single target. The character
receives a 4 penalty on the attack roll, but deals +2
dice of damage. Firing a burst expends ve bullets and
can only be done if the weapon has ve bullets in its
magazine.
Normal: Autore uses ten bullets, targets a 10-foot by
10-foot area, and cannot be aimed at a specic target.
Without this feat, if a character attempts an autore
attack at a specic target, it simply counts as a normal
attack and all the extra bullets are wasted.
Special: If the rearm has a three-round burst setting,
ring a burst expends three bullets instead of ve and
can be used if the weapon has only three bullets in its
magazine.

Cautious
You look before you cut the wire.

Cleave
You can keep on chopping.
Prerequisites: Strength 13+; Power Attack.
Benet: If the character deals an opponent enough
damage to make the opponent drop (either by knocking
the opponent out due to massive damage or by reducing
the opponents hit points to less than 0), the character
gets an immediate extra melee attack against another
opponent adjacent to the character. The character cannot
take a 5-foot step before making this extra attack. The
extra attack is with the same weapon and at the same
bonus as the attack that dropped the previous opponent.
The character can use this ability once per round.

SKILLS & FEATS

Brawl

Benet: The character gets a +2 bonus on all Demolitions


checks and Disable Device checks.
Special: Remember that the Demolitions skill and the
Disable Device skill cannot be used untrained.

Combat Training
You are trained to react in combat.
Benet: You may always choose whether to ght or ee
if you fail a Panic check by 6 or more.

Combat Expertise
You are trained in using the ebb and ow of combat to
your defensive advantage.
Prerequisite: Intelligence 13+.
Benet: When the character uses the attack action or
the full attack action in melee, the character can take a
penalty of up to 5 on his attack roll and add the same
number (up to +5) to the characters Defence. This
number may not exceed the characters base attack
bonus. The changes to attack rolls and Defence last until
the characters next action. The bonus to the characters
Defence is a dodge bonus (and as such it stacks with
other dodge bonuses the character may have).
Normal: A character without the Combat Expertise feat
can ght defensively while using the attack or full attack
action to take a 4 penalty on attacks and gain a +2 dodge
bonus to Defence.

Combat Martial Arts


You can deal damage with unarmed strikes.
Prerequisite: Base attack bonus +1 or higher.
Benet: With an unarmed strike, the character deals
lethal or nonlethal damage (the characters choice)
equal to 1d4 + the characters Strength modier. The
characters unarmed attacks count as armed, which
means that opponents do not get attacks of opportunity
when the character attacks them unarmed. The character
may make attacks of opportunity against opponents who

71

SKILLS & FEATS

provoke such attacks.


Normal: Without this feat, a character deals only 1d3
points of nonlethal damage. Unarmed attacks normally
provoke attacks of opportunity, and unarmed combatants
cannot normally make attacks of opportunity.

Combat Reexes
You can respond quickly to opponents who let their
guard down.
Benet: The maximum number of attacks of opportunity
the character may make each round is equal to the
characters Dexterity modier + 1. The character can
still only make one attack of opportunity on a single
opponent per round. With this feat, the character may
also make attacks of opportunity when at-footed.
Normal: A character without the Combat Reexes feat
can make only one attack of opportunity per round and
cannot make attacks of opportunity when at-footed.

Combat Throw
You can turn an opponents momentum against them.
Prerequisite: Defensive Martial Arts.
Benet: The character gains a +2 bonus on opposed
Strength and Dexterity checks any time the character
attempts trip or grapple attacks, or when the character
tries to avoid a trip or grapple attack made against him.

Commanding Voice
You are especially good at snapping people out of a
freeze.
Benet: If you shout at someone who has frozen in the
face of horror due to a failed Panic save, they get a bonus
to their Will save equal to your Charisma bonus.

Condent
You are naturally self-condent.
Benet: The character gets a +2 bonus on all Gamble
checks and Intimidate checks, and on level checks to
resist intimidation.

Contact
You have friends in useful places.
Benet: You have one major or three minor contacts.
You may specify who these contacts are at any point,
either before the game begins or during play. A minor
contact may have one or two useful skills at a +8 modier,
or be able to give information on a particular topic. A
major contact has skills with a +12 modier, can give
detailed and comprehensive information on a topic, or is
inuential in a particular eld (law enforcement, military,
medical, etc).
Special: You may take this feat more than once.

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).
Benet: 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 ve times.

Creative
You have a creative streak.
Benet: 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 ve times. Each time, the character


selects two new skills from the choices given above.

Dead Aim

Deceptive
Trust me
Benet: The character gets a +2 bonus on all Bluff
checks and Disguise checks.

Defensive Martial Arts


You are skilled at avoiding injuries.
Benet: The character gains a +1 dodge bonus to
Defence against melee attacks.
Special: A condition that makes the character lose his
Dexterity bonus to Defence also makes the character lose
dodge bonuses. Also, dodge bonuses stack, unlike most
other types of bonuses.

Dodge
You are adept at dodging attacks.
Prerequisite: Dexterity 13+.
Benet: During the characters action, the character
designates an opponent and receives a +1 dodge bonus
to Defence against any subsequent attacks from that
opponent. The character can select a new opponent on
any action.
Special: A condition that makes the character lose his
Dexterity bonus to Defence also makes the character
lose dodge bonuses. Also, dodge bonuses stack with each
other, unlike most other types of bonuses.

Double Tap
You can make two quick shots as a single attack.
Prerequisites: Dexterity 13+; Point Blank Shot.
Benet: When using a semiautomatic rearm with at
least two bullets loaded, the character may re two
bullets as a single attack against a single target. The
character receives a 2 penalty on this attack, but deals
+1 die of damage with a successful hit. Using this feat

Drive-By Attack
You are skilled at attacking from a moving vehicle.
Benet: The character takes no vehicle speed penalty
when making an attack while in a moving vehicle.
Also, if the character is the driver, he can take his attack
action to make an attack at any point along the vehicles
movement.
Normal: When attacking from a moving vehicle, a
character takes a penalty based on the vehicles speed.
Passengers can ready an action to make an attack when
their vehicle reaches a particular location, but the driver
must make his attack action either before or after the
vehicles movement.

SKILLS & FEATS

You line up your attacks with deadly precision.


Prerequisites: Wisdom 13+; Far Shot.
Benet: Before making a ranged attack, the character
may take a full-round action to line up his shot. This
grants the character a +2 circumstance bonus on his next
attack roll. Once the character begins aiming, he cannot
move, even to take a 5-foot step, until after the character
makes his next attack, or the benet of the feat is lost.
Likewise, if the characters concentration is disrupted
or the character is attacked before his next action, the
character loses the benet of aiming.

res two bullets and can only be done if the weapon has
at least two bullets in its magazine.

Educated
The benets of an expanded education, whether it be at
Hellburg College or the University of Life.
Benet: Pick two Knowledge skills. The character gets a
+2 bonus on all checks with those skills.
Special: A character can select this feat as many as
seven times. Each time, the character selects two new
Knowledge skills.

Elusive Target
You can use opponents as cover in combat.
Prerequisites: Dexterity 13+; Defensive Martial Arts.
Benet: When ghting an opponent or multiple
opponents in melee, other opponents attempting to target
the character with ranged attacks take a 4 penalty. This
penalty is in addition to the normal 4 penalty for ring
into melee, making the penalty to target to character 8.
Special: An opponent with the Precise Shot feat has the
penalty reduced to 4 when targeting the character.

Endurance
You have great reserves of stamina.
Benet: The character gains a +4 bonus on the following
checks and saves: hourly Swim checks to avoid becoming
fatigued, Constitution checks to continue running,
Constitution checks to hold the characters breath,
Constitution checks to avoid damage from starvation or
thirst, Fortitude saves to avoid damage from hot or cold
environments and Fortitude saves to resist suffocation
or drowning. Also, the character may sleep in heavy or
light armour without becoming fatigued.
Normal: A character without this feat who sleeps in
armour is automatically fatigued the following day.

73

SKILLS & FEATS

Exotic Firearms Prociency


Choose a weapon type from the following list: cannons,
heavy machine guns, grenade launchers, and rocket
launchers.
Prerequisites: Personal Firearms Prociency, Advanced
Firearms Prociency.
Benet: The character makes attack rolls with the
weapon normally.
Normal: A character who uses a weapon without being
procient with it takes a 4 penalty on attack rolls.
Special: A character can gain this feat as many as four
times. Each time a character takes the feat, he selects a
different weapon group.

Exotic Melee Weapon Prociency


Choose one exotic melee weapon. The character is
procient with that melee weapon in combat.
Prerequisite: Base attack bonus +1 or higher.
Benet: The character makes attack rolls with the
weapon normally.
Normal: A character who uses a weapon without being
procient with it takes a 4 penalty on attack rolls.
Special: A character can gain this feat multiple times.
Each time the character takes the feat, he selects a
different exotic melee weapon.

Extra Ties
You have especially strong personal convictions and
connections.
Benet: You have two extra Ties.
Special: You may take this feat multiple times.

Far Shot
You are good at attacking from long range.
Benet: When the character uses a rearm or archaic
ranged weapon, its range increment increases by onehalf (multiply by 1.5). When the character throws a
weapon, its range increment is doubled.

Fearless
You look under the bed every time and refuse to let the
night-terrors bother you much.
Benet: The character gets a +2 bonus on all Fear
saves.
Special: This feat may not be taken by a starting
character of the Ordinary Person class, though it may be
selected later on.

Focused
You keep your cool.
Benet: The character gets get a +2 bonus on all Balance
checks and Concentration checks.

74

Force Stop
You can force another vehicle to stop.
Prerequisites: Drive 4 ranks, Vehicle Expert.
Benet: When the character sideswipes a surface vehicle,
the character can force the other vehicle to a stop by
nudging it into a controlled sideways skid. Make opposed
Drive rolls between the character and the driver of the
other vehicle, applying the vehicles Size modiers if
applicable. If the character wins, the opponents vehicle
spins ninety degrees and stops. If the opponent wins, he
has resisted the force stop attempt, but does not force the
character to stop instead.

Gearhead
You have a knack with machines.
Benet: The character gets a +2 bonus on all Computer
Use checks and Repair checks.
Special: Remember that the Computer Use skill and
the Repair skill can only be used untrained in certain
situations.

Great Cleave
Chop chop chop
Prerequisites: Strength 13+; Power Attack, Cleave; base
attack bonus +4 or higher.
Benet: As Cleave, except that the character has no limit
to the number of times he can use it per round.

Great Fortitude
You are tougher than normal,
Benet: The character gets a +2 bonus on all Fortitude
saving throws.

Guide
You are good at surviving outdoors.
Benet: The character gets a +2 bonus on all Navigate
checks and Survival checks.

Impromptu Weapon Prociency


You are a serial killers nightmare. Household items are
lethal weapons in your hands.
Prerequisites: Dexterity 13+
Benet: The character only takes a 2 penalty on attack
rolls when using any kind of improvised weapon.
Normal: A character without this feat takes the
4 nonprocient penalty when making attacks with
improvised weapons.

Improved Brawl
You deal extensive damage in a stght.
Prerequisites: Brawl; base attack bonus +3 or higher.
Benet: When making an unarmed attack, the character

Improved Bull Rush


You know how to push opponents back.
Prerequisites: Strength 13+; Power Attack.
Benet: When the character performs a bull rush, the
character does not provoke an attack of opportunity from
the defender.

Improved Combat Martial Arts


You are extremely skilled at martial arts.
Prerequisites: Combat Martial Arts; base attack bonus
+4 or higher.
Benet: The characters threat range on an unarmed
strike improves to 1920.
Normal: A character without this feat threatens a critical
hit with an unarmed strike only on a 20.

Improved Combat Throw


You excel at tripping and throwing opponents.
Prerequisites: Defensive Martial Arts, Combat Throw;
base attack bonus +3 or higher.
Benet: In melee combat, if an opponent attacks and
misses the character, the character may immediately
make a trip attack against the opponent. This counts as
an attack of opportunity.
Special: This feat does not grant the character more
attacks of opportunity than he is normally allowed in a
round.

Improved Damage Threshold


You get knocked down, but you nearly always get back
up again.
Benet: The character increases his massive damage
threshold by 3 points.
Normal: A character without this feat has a massive
damage threshold equal to his current Constitution score.
With this feat, the characters massive damage threshold
is current Con score +3.
Special: A character may gain this feat multiple times.
Its effects stack.

Improved Disarm
You are skilled at disarming opponents.
Prerequisites: Intelligence 13+; Combat Expertise.
Benet: The character does not provoke an attack of
opportunity when the character attempts to disarm an
opponent, nor does the opponent get a chance to disarm
the character if the attempt fails.

Improved Feint
You excel at misdirecting opponents in combat.
Prerequisites: Intelligence 13+; base attack bonus +1
or higher.
Benet: The character can make a Bluff check in combat
as a move action. The character receives a +2 bonus on
Bluff checks made to feint in melee combat.
Normal: Feinting in combat normally requires an attack
action.

SKILLS & FEATS

receives a +2 competence bonus on his attack roll and


the character deals nonlethal damage equal to 1d8 +
the characters Strength modier. These advantages
replace the Brawl feats advantages; they do not stack.
Additionally, the characters unarmed attacks count as
armed, which means that opponents do not get attacks
of opportunity when the character attacks them unarmed.
The character may make attacks of opportunity against
opponents who provoke such attacks.
Normal: Unarmed attacks normally deal nonlethal
damage equal to 1d3 + Strength modier.

Improved Initiative
You react quickly in a ght.
Benet: The character gets a +4 circumstance bonus on
initiative checks.

Improved Knockout Punch


You are extremely skilled at knocking people out.
Prerequisites: Brawl, Knockout Punch; base attack
bonus +5 or higher.
Benet: When making the characters rst unarmed
attack against a at-footed opponent, treat a successful
attack as a critical hit. This critical hit deals triple
damage. The damage is nonlethal damage.
Special: Even if the character has the ability to treat
unarmed damage as lethal damage, the damage from a
knockout punch is always nonlethal.

Improved Trip
You can follow through on trip attacks.
Prerequisites: Intelligence 13+; Combat Expertise.
Benet: The character does not provoke an attack of
opportunity when he tries to trip an opponent while is
unarmed.
If the character trips an opponent in melee combat,
the character immediately gets to make a melee attack
against that opponent as if the character had not used his
attack action for the trip attempt.

Improved Two-Weapon Fighting


You are an expert at ghting with two weapons.
Prerequisites: Dexterity 13+; Two-Weapon Fighting;
base attack bonus +5 or higher.
Benet: The character gets a second attack with his
offhand weapon, albeit at a 5 penalty. Also, this feat

75

SKILLS & FEATS

allows the character to use a melee weapon in one hand


and a ranged weapon in the other.
Normal: Without this feat, a character can only get a
single extra attack with an off-hand weapon, and both
weapons must be of the same type (either both ranged
weapons or both melee weapons).

Knockout Punch
You are skilled at cold-cocking opponents.
Prerequisites: Brawl; base attack bonus +2 or higher.
Benet: When making the characters rst unarmed
attack against a at-footed opponent, treat a successful
attack as a critical hit. This damage is nonlethal
damage.
Special: Even if the character has the ability to treat
unarmed damage as lethal damage, the damage from a
knockout punch is always nonlethal.

Lightning Reexes
You have excellent reexes.
Benet: The character gets a +2 bonus on all Reex
saving throws.

Linguist
You are adept at learning new languages.
Benet: Whenever the character encounters a new
language, either spoken or written, he can make an
Intelligence check to determine if he can understand it.
The check is made with a bonus equal to the characters
Intelligence modier. For a written language, the bonus
applies to a Decipher Script check instead. The DC
for the check depends on the situation: DC 10 if the
language is in the same group as a language the hero has
as a Read/Write Language or Speak Language skill; DC
15 if the language is unrelated to any other languages
the hero knows; and DC 20 if the language is ancient or
unique. With this special ability, a character can glean
enough meaning from a conversation or document to
ascertain the basic message, but this ability in no way
simulates actually being able to uently converse or read
a given language.

Loner
You have few connections to other people or ideals.
Benet: The character has two less Ties than normal (i.e.
a beginning character has only three Ties instead of the
normal ve). However, the character does not suffer any
penalties to Horror checks for being alone or only having
one other person present.

76

Low Prole
Who?
Benet: Reduce the characters Reputation bonus by 3
points.

Ludicrously Rich
You are very well off.
Prerequisites: Windfall, Educated.
Benet: The characters Wealth bonus increases by +4.

Medical Expert
You are skilled at aiding the sick.
Benet: The character gets a +2 bonus on all Craft
(pharmaceutical) checks and Treat Injury checks.
Special: Remember that the Craft (pharmaceutical) skill
cannot be used untrained.

Meticulous
You are painstakingly accurate and thorough.
Benet: The character gets a +2 bonus on all Forgery
checks and Search checks.

Mobility
You are skilled at dodging past opponents.
Prerequisites: Dexterity 13+; Dodge.
Benet: The character gets a +4 dodge bonus to Defence
against attacks of opportunity provoked when the
character moves out of a threatened square.
Special: A condition that makes a character lose his
Dexterity bonus to Defence also makes the character
lose dodge bonuses. Also, dodge bonuses stack with each
other, unlike most other types of bonuses.

Nimble
You have exceptional exibility and manual dexterity.
Benet: The character gets a +2 bonus on all Escape
Artist checks and Sleight of Hand checks.
Special: Remember that the Sleight of Hand skill cannot
be used untrained.

Personal Firearms Prociency


You know how to use a gun.
Benet: The character can re any personal rearm
without penalty.
Normal: Characters without this feat take a 4 penalty on
attack rolls made with personal rearms.

Point Blank Shot


You are skilled at making accurate shots at close range.
Benet: The character gets a +1 bonus on attack and

damage rolls with ranged weapons against opponents


within 30 feet.

Power Attack

Pulling Strings
You can manipulate the bureaucracy of your
organisation.
Prerequisite: Reputation +1.
Benet: You may add your Reputation modier to that of
your organisations Response modier when determining
Response times.

Precise Shot
You are an excellent shot.
Prerequisite: Point Blank Shot.
Benet: The character can shoot or throw ranged
weapons at an opponent engaged in melee without
penalty.
Normal: A character takes a 4 penalty when using a
ranged weapon to attack an opponent who is engaged in
melee combat.

Quick Draw
You can draw weapons with surprising speed.
Prerequisite: Base attack bonus +1 or higher.
Benet: The character can draw a weapon as a free
action. A character with this feat may throw weapons at
his full normal rate of attacks. If the character also has
the Two-Weapon Fighting feat, he may draw two light or
one-handed weapons in one free action.
Normal: A character can draw a weapon as a move
action.

Quick Reload
You can load weapons quickly.
Prerequisite: Base attack bonus +1 or higher.
Benet: Reloading a rearm with an already lled box
magazine or speed loader is a free action. Reloading a
revolver without a speed loader, or reloading any rearm
with an internal magazine, is a move action.
Normal: Reloading a rearm with an already lled box
magazine or speed loader is a move action. Reloading a

Renown
You are well known in your eld.
Benet: The characters Reputation bonus increases by
+3.

Run
You are unusually fast on your feet.
Benet: When running, the character moves a maximum
of ve times his normal speed instead of four times. If the
character is in heavy armour, the character can move four
times his speed rather than three times. If the character
makes a long jump, the character gains a +2 competence
bonus on his Jump check.

SKILLS & FEATS

You can make exceptional powerful attacks.


Prerequisite: Strength 13+.
Benet: On the characters action, before making attack
rolls for a round, the character may choose to subtract
a number from all melee attack rolls and add the same
number to all melee damage rolls. This number may not
exceed the characters base attack bonus. The penalty on
attacks and bonus on damage applies until the characters
next action.

revolver without a speed loader, or reloading any rearm


with an internal magazine, is a full-round action.

Selective Ignorance
Your rationality can take some heavy knocks before
breaking into insanity.
Benet: The character gets a +2 bonus on all Madness
saves.
Special: This feat may not be taken by a starting
character of the Scholar class, though it may be selected
later on.

Shot on the Run


You are a talented skirmisher and never stay still long
enough to draw re when shooting.
Prerequisites: Dexterity 13+; Point Blank Shot, Dodge,
Mobility.
Benet: When using an attack action with a ranged
weapon, the character can move both before and after the
attack, provided that the characters total distance moved
is not greater than his speed. Moving in this way does
not provoke an attack of opportunity from the defender
the character is attacking (though it can provoke attacks
of opportunity from others, as normal).

Simple Weapons Prociency


You know how to use simple weapons effectively.
Benet: The character makes attack rolls with simple
weapons normally.
Normal: A character without this feat takes the 4
nonprocient penalty when making attacks with simple
weapons.

Skill Focus
You are especially skilled in one narrow eld.
Benet: Select a skill. You have a +3 insight bonus to all
skill checks with that skill.

77

SKILLS & FEATS

Skip Shot
You can bounce attacks around cover.
Prerequisites: Point Blank Shot, Precise Shot; base
attack bonus +5 or higher.
Benet: If the character has a solid, relatively smooth
surface on which to skip a bullet (such as a street or a
concrete wall), and a target within 10 feet of that surface,
the character may ignore cover between the character
and the target. However, the character receives a 2
penalty on his attack roll and the characters attack deals
1 die of damage.
Special: The surface does not have to be perfectly
smooth and level; a brick wall or an asphalt road can be
used. The target can have no more than nine-tenths cover
for a character to attempt a skip shot.

Spring Attack
You are good at hit-and-run attacks.
Prerequisites: Dexterity 13+; Dodge, Mobility; base
attack bonus +4 or higher.
Benet: When using an attack action with a melee
weapon, the character can move both before and after
the attack, provided that the total distance moved is not
greater than the characters speed.
Moving in this way does not provoke an attack of
opportunity from the defender the character is attacking
(though it can provoke attacks of opportunity from
others, as normal).
A character cannot use this feat if he is carrying a heavy
load or wearing heavy armour.

Steady Nerves
Things do not startle you easily.
Benet: The character gets a +2 bonus on all Panic
saves.
Special: This feat may not be taken by a starting
character of the Combatant class, though it may be
selected later on.

Stealthy
You go unseen and unheard.
Benet: The character gets a +2 bonus on all Hide checks
and Move Silently checks.

Strafe
You can affect a wider area with a rearm than normal.
Prerequisites: Personal Firearms Prociency, Advanced
Firearms Prociency.
Benet: When using a rearm on autore, the character
can affect an area up to 20-foot wide by 5-foot deep (that
is, any four 5-foot squares in a straight line).
Normal: A rearm on autore normally affects a 10-foot
by 10-foot area.

Streetghting
You are good at backalley ghting.
Prerequisites: Brawl; base attack bonus +2 or higher.
Benet: Once per round, if the character makes a
successful melee attack with an unarmed strike or a light
weapon, the character deals an extra 1d4 points of lethal
damage.

Strong Willed
You have a stronger will than normal.
Benet: The character gets a +2 bonus on all Will saving
throws, except Horror saves (Fear, Madness and Panic
saves).

Studious
You have a knack for research.
Benet: The character gets a +2 bonus on all Decipher
Script checks and Research checks.

Sunder
You smash items with lan.
Prerequisites: Strength 13+; Power Attack.
Benet: 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
procient at operating that class of vehicle. The heavy

78

Surgery
You are trained in surgical procedures.
Prerequisite: Treat Injury 4 ranks.
Benet: The character can use the Treat Injury skill to
perform surgery without penalty.
Normal: Characters without this feat take a 4 penalty
on Treat Injury checks made to perform surgery.

Toughness
You are tougher than normal.
Benet: The character gains +3 hit points.
Special: A character may gain this feat multiple times.
Its effects stack.

Track
You can nd and follow a trail.
Benet: To nd tracks or follow them for one mile
requires a Survival check. The character must make
another Survival check every time the tracks become
difcult to follow.
The character moves at half his normal speed (or at the
characters normal speed with a 5 penalty on the check,
or at up to twice the characters speed with a 20 penalty
on the check). The DC depends on the surface and the
prevailing conditions.
~

Very Soft: Any surface (fresh snow, thick dust, wet


mud) that holds deep, clear impressions of footprints.

Soft: Any surface soft enough to yield to pressure,


but rmer than wet mud or fresh snow, in which the
quarry leaves frequent but shallow footprints.
Firm: Most normal outdoor or exceptionally soft or
dirty indoor surfaces. The quarry might leave some
traces of its passage, but only occasional or partial
footprints can be found.
Hard: Any surface that does not hold footprints at all,
such as bare rock, concrete, metal deckings, or indoor
oors. The quarry leaves only traces, such as scuff
marks.
Surface

Track DC

Very soft

Soft

10

Firm

15

Hard

20

Condition

DC Modier

Every three targets in the group


being tracked

SKILLS & FEATS

wheeled class includes all kinds of semi-trucks and


tractor-trailers, as well as wheeled construction vehicles
(such as earth movers) and wheeled armoured vehicles
(such as some armoured personnel carriers). Powerboats
are engine-powered water vessels designed for operation
by a single person and usually no more than 100 feet in
length. Sailboats are wind-powered water vessels. Ships
are large, multi-crewed water vessels. Tracked vehicles
include bulldozers and tanks and other military vehicles.
Prerequisite: Drive 4 ranks.
Benet: The character takes no penalty on Drive checks
or attack rolls made when operating a surface vehicle of
the selected class.
Normal: Characters without this feat take a 4 penalty
on Drive checks made to operate a surface vehicle that
falls under any of these classes, and to attacks made with
vehicle weapons. There is no penalty when you operate a
general-purpose surface vehicle.
Special: A character can gain this feat as many as ve
times. Each time the character takes the feat, he selects a
different class of surface vehicle.

Size of targets being tracked: 1


Fine

+8

Diminutive

+4

Tiny

+2

Small

+1

Medium-size

+0

Large

Huge

Gargantuan

Colossal

Every 24 hours since the trail was


made

+1

Every hour of rain since the trail was +1


made
Fresh snow cover since the trail was
made

+10

Poor visibility: 2
Overcast or moonless night

+6

Moonlight

+3

Fog or precipitation

+3

Quarry hides trail (and moves at


+5
half speed)
1
For a group of mixed sizes, apply only the modier for
the largest size category represented.
2
Apply only the largest modier from this category.

79

SKILLS & FEATS

If the character fails a Survival check, he can retry after 1


hour (outdoors) or 10 minutes (indoors) of searching.
Normal: A character without this feat can use the
Survival skill to nd tracks, but can only follow tracks if
the DC is 10 or less. A character can use the Search skill
to nd individual footprints, but cannot follow tracks
using Search.

Trustworthy
People are always happy to chat with you and rarely
believe you have ulterior motives.
Benet: The character gets a +2 bonus on all Diplomacy
checks and Gather Information checks.

Two-Weapon Fighting
You can ght with a weapon in each hand.
Prerequisite: Dexterity 13+.
Benet: The characters penalties for ghting with
two weapons are reduced; see Chapter 7, Combat (and
Running Away). The weapons used must both be melee
weapons or both be ranged weapons (the character
cannot mix the types). He may also draw two light or
one-handed weapons in one move action (or free action
if he also has the Quick Draw feat).

Unbalance Opponent
You can unbalance opponents in combat, causing them
to easily overextend or miss.
Prerequisites: Defensive Martial Arts; base attack
bonus +4 or higher.
Benet: During the characters action, the character
designates an adjacent opponent no more than one
size category larger or smaller than the character. The
character can select a new opponent on any action.
That opponent does not get to add its Strength modier
to attack rolls when attacking the character. If the
opponent has a Strength penalty, he still takes that
penalty. The opponents Strength modier applies to
damage, as usual.

Vehicle Dodge
You can swerve out of the way of trouble.
Prerequisites: Dexterity 13+; Drive 6 ranks, Vehicle
Expert.
Benet: When driving a vehicle, during the characters
action the character designates an opposing vehicle or a
single opponent. The characters vehicle and everyone
aboard it receive a +1 dodge bonus to Defence against
attacks from that vehicle or opponent. The character can
select a new vehicle or opponent on any action.

80

Vehicle Expert
You are skilled at handling a vehicle.
Benet: The character gets a +2 bonus on all Drive checks
and Pilot checks.

Weapon Finesse
You can use light melee weapons with remarkable subtlety
and speed. This also applies to rapiers and chains, if you
are procient with them.
Prerequisites: Base attack bonus +1 or higher.
Benet: The character may use his Dexterity modier
instead of his Strength modier on attack rolls with all
light melee weapons, rapiers and chains. However, he
may only employ this ability if he is procient with the
weapon.

Weapon Focus
Choose a specic weapon. You can choose unarmed
strike or grapple as a weapon for the purposes of this
feat.
Prerequisites: Procient with weapon; base attack bonus
+1 or higher.
Benet: The character adds +1 to all attack rolls he makes
using the selected weapon.
Special: A character can gain this feat multiple times.
Each time the character takes the feat, the character must
select a different weapon.

Whirlwind Attack
You can hit everyone nearby in one attack.
Prerequisites: Dexterity 13+, Intelligence 13+; Dodge,
Mobility, Spring Attack, Combat Expertise; base attack
bonus +5 or higher.
Benet: When the character performs a full-round action,
the character can give up his regular attacks and instead
make one melee attack at the characters highest base
attack bonus against each adjacent opponent.

Windfall
You are particularly wealthy.
Benet: The characters Wealth bonus increases by +1.
Special: A character can select this feat multiple times.

Magical Feats and Psychic


Feats

These feats are described in Chapter 9, Magic, Mysteries


and Phenomena. Magical or Psychic feats may not be
available to characters - ask the Games Master.

This section covers the wide variety of gear generally


available to those who become embroiled in horric
events of all sorts. The tremendous range takes into
account the fact that the characters may have an
international military organisation funding them or
be stuck in a basement with a screwdriver and not a lot
else.
Many of the objects in this section are battery-operated.
Any device that uses batteries comes with them. As a
general rule, ignore battery lifeassume that heroes
(and their antagonists) are smart enough to recharge
or replace their batteries between adventures, and that
the batteries last as long as needed during adventures.
If battery life is important in the game, roll d20 every
time a battery-operated item is used. On a result of 1, the
batteries are dead and the object is useless. New batteries
have a purchase DC of 2 and can be changed as a move
action.

Wealth and Purchasing

Every character has a Wealth bonus that reects his


buying power a composite of income, credit rating
and what savings a character has managed to put away.
A characters Wealth bonus serves as the basis of the
characters Wealth check, which is used to purchase
equipment and services for the character. In many ways,
Wealth can be a characters most important statistic,
opening doors and keeping others closed.

Wealth Bonus

A newly created characters Wealth bonus is +0 modied


by:
~ Wealth provided by the characters starting
occupation.
~ Bonuses from the Windfall or Ludicrously Rich feats,
if taken.
~ +1 (or more) for taking ranks in the Profession skill.
Over the course of play, the characters Wealth bonus
will decrease as the character purchases expensive items
and increase as the character gains levels. A characters
Wealth bonus can never fall below +0 and there is no
limit to how high the Wealth bonus can climb.

Since Wealth is an abstract concept, it is sometimes


difcult to determine how nancially well off a character
is. To get a general sense of how nancially solvent a
character is at any given time, check the table below.
Ination and the effects of in-game events can seriously
impact the real effect of these numbers, so they serve
only as a general guideline.

Purchasing Equipment

Wealth checks are used to determine what characters can


afford and what gear they might reasonably have access
to. Every character has a Wealth bonus that reects his
buying power. Every object and service has a purchase
DC. To purchase an object, make a Wealth check against
the purchase DC.

CHAINSAWS, STAKES & NAILGUNS

Chainsaws, stakes and


nailguns

The Wealth Check

A Wealth check is a d20 roll plus a characters current


Wealth bonus. The Wealth bonus is uid. It increases as
a character gains Wealth and decreases as the character
makes purchases.
If the character succeeds on the Wealth check, the
character gains the object. If the character fails, he
cannot afford the object at the time.
If the characters current Wealth bonus is equal to or
greater than the DC, the character automatically succeeds
and his Wealth bonus does not decrease.
If the character successfully purchases an object or
service with a purchase DC that is higher than his current
Wealth bonus, the characters Wealth bonus decreases.

Wealth Bonus

Financial Condition

+0

Impoverished or in debt

+1 to +4

Struggling

+5 to +10

Middle class

+11 to +15

Afuent

+16 to +20

Rich

+21 or higher

Very rich

81

CHAINSAWS, STAKES & NAILGUNS

Shopping and Time

Buying less common objects generally takes a number of


hours equal to the purchase DC of the object or service,
reecting the time needed to locate the wanted materials
and close the deal. Getting a license or buying an object
with a restriction rating increases the time needed to
make purchases.

Taking 10 and Taking 20 on a Purchase


Check
A character can usually take 10 or take 20 when making
a Wealth check. Also, there is a penalty for spending
beyond a characters means. Whenever a character buys
an object that has a purchase DC higher than his current
Wealth bonus, the characters Wealth bonus decreases
(see below).

Try Again?

A character can try again if he fails a Wealth check, but


not until the character has spent an additional number of
hours shopping equal to the purchase DC of the object
or service.

Restrictions and Licences

Most items are easily appropriated, but some equipment


is regulated by most governments. These items have a
Restriction rating in their listing. If Games Master does
not deem that the character has the requisite contacts or
licence to gain these items normally, the modier (+1 to
+4) is applied to the Purchase DC, as it is particularly
hard to buy these items without a licence or someone
to acquire it for them. Also, if the character acquires an
item for which he does not have the requisite licence, it is
considered illegal in the eyes of the law for the character
to possess or use that item.

Aid Another with Purchase Checks

One other character can make an aid another attempt


to help a character purchase an object or service. If
the attempt is successful, that character provides the
purchaser with a +2 bonus on his Wealth check. The

82

Object or Service Purchase DC

Wealth
Bonus
Decrease

15 or higher

1 point

110 points higher than current


Wealth bonus

1 point

1115 points higher than current


Wealth bonus

1d6 points

16 or more points higher than


current

2d6 points

character who provides the aid reduces his Wealth bonus


by +1.

Losing Wealth

Any time a character purchases an object or service with a


purchase DC higher than his current Wealth bonus, or one
with a purchase DC of 15 or higher, the characters Wealth
bonus goes down. How much the Wealth bonus is reduced
depends on how expensive the object is.
Along with this loss, any time a character buys an object or
service with a purchase DC of 15 or higher, the character
reduces his current Wealth bonus by an additional 1
point. A characters Wealth bonus only goes down if
he successfully buys an object or service. If the character
attempts to buy something and the check fails, his Wealth
bonus is unaffected.

Wealth Bonus of +0

A characters Wealth bonus can never decrease to less


than +0. If a Player Characters Wealth bonus is +0, the
character does not have the buying power to purchase any
object or service that has a purchase DC of 10 or higher,
and cannot take 10 or take 20 when making a purchase
check.

Regaining Wealth

A characters Wealth bonus recovers as the character


advances. Every time a character gains a new level, make
a Profession check. If the character has no ranks in this
skill, make a Wisdom check instead. The DC is equal to
the characters current Wealth bonus (minimum of DC
5). If the character succeeds, his current Wealth bonus
increases by +1. For every 5 points by which the character
exceeds the DC, he gains an additional +1 to his Wealth
bonus.
Adventuring may also result in Player Characters nding
valuable items or information that could potentially
improve their wealth. In such cases, the benet translates
into a Wealth award. Use the rules below for Selling Items
to determine how much of an increase a Player Character
receives to his Wealth score, if any.

Selling Items or Information

To sell something, a character rst needs to determine


its sale value. Assuming the object is undamaged and in
working condition, the approximate sale value is equal to
the objects Purchase DC (as if purchased new) minus 3.
Selling an object can provide an increase to a characters
Wealth bonus. The increase is the same amount as the
Wealth bonus loss the character would experience if the

Doing away with Wealth

Equipment Tables

character purchased an object with a purchase DC equal


to the sale value.
Regardless of the characters current Wealth bonus,
he gains a Wealth bonus increase of 1 whenever the
character sells an object with a sale value of 15 or higher.
If a character sells an object with a sale value less than
or equal to his current Wealth bonus (and that sale value
is 14 or lower) the character gains nothing. No rolls can
improve or decrease these numbers; they are a standard
part of the Wealth and Purchase system.
A character cannot legally sell restricted objects unless
the character is licensed to own them. A character also
cannot legally sell objects that have been reported as
stolen. Selling objects illegally usually requires that the
character have contacts in the black market and reduces
the sale value by an additional 3 points.

Wealth in Other Periods

The Wealth bonus is an abstraction, so it works perfectly


well in other time periods. The prices of different items
will vary, of course; in general, the further you go back,
common goods become slightly cheaper but rarer goods
become much more expensive. The DC to purchase a
meal in a restaurant in 1890 might be only DC 3 instead
of DC 4 in the modern day. However, the DC to purchase
a camera might be DC 20 instead of DC 14.

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 items weight.
~ Purchase DC: This is the purchase DC for a Wealth
check to acquire the item. This number reects the
base price and does not include any modier for
purchasing the item on the black market.
~ Restriction: The restriction rating for the object, if
any, and the appropriate black market purchase DC
modier. Remember to apply this modier to the
purchase DC when making a Wealth check to acquire
the item on the black market.

CHAINSAWS, STAKES & NAILGUNS

Some Games Master may dislike the abstraction of the


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.

Bags and Boxes

With the wide variety of equipment available to modern


adventurers, it is often critical to have something to store
the equipment in or carry it around in.
Aluminium Travel Case
A travel case is a reinforced metal box with foam inserts.
Wing-style clamps keep it from opening accidentally.
Briefcase
A briefcase can carry up to 5 pounds worth of gear. A
briefcase can be locked, but its cheap lock is not very
secure (Disable Device DC 20; break DC 10).
Contractors Field Bag
A combination tool bag and notebook computer case,
this has pockets for tools, pens, notepads and cell phones.
It even has a clear plastic ap for maps or plans. Made
of durable fabric, it holds 10 pounds worth of equipment
and comes with a shoulder strap.
Day Pack
This is a small backpack, the sort often used by students
to carry their books around, or by outdoor enthusiasts on

83

CHAINSAWS, STAKES & NAILGUNS

General Equipment
Object

Size

Weight

Purchase DC

Restriction

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.

Contractors eld bag

Med

2 lb.

Day pack

Small

2 lb.

Handbag

Small

1 lb.

Standard

Small

2 lb.

Oversized

Med

3 lb.

Patrol box

Med

4 lb.

Business

Med

3 lb.

12

Casual

Med

2 lb.

Formal

Med

3 lb.

15

Fatigues

Med

3 lb.

Uniform

Med

2 lb.

Ghillie suit

Med

5 lb.

Coat

Med

2 lb.

Fatigue jacket

Med

2 lb.

Overcoat

Med

3 lb.

Parka

Med

3 lb.

Photojournalists vest

Med

1 lb.

Range pack

Clothing
Clothing outt

Outerwear

Windbreaker

Med

1 lb.

Tool belt

Small

2 lb.

Tripod Camera

Med

5lb.

16

35mm

Small

2 lb.

17

Digital

Tiny

0.5 lb.

14

Disposable

Tiny

0.5 lb.

Camera Film

Dim

Camera Film Developing

Cell phone

Dim

Large

10 lb.

22

Computers and Consumer Electronics


Cameras

Computers
Desktop

84

Med

5 lb.

23

Upgrade

See text

Digital audio recorder

Tiny

1 lb.

10

Dial-up

Tiny

1 lb.

Broadband

Tiny

1 lb.

Cellular

Tiny

1 lb.

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

Basic

Tiny

1 lb.

Professional

Tiny

1 lb.

15

Black box

Tiny

0.5 lb.

Illegal (+4)

Caller ID defeater

Tiny

1 lb.

Cellular interceptor

Tiny

0.5 lb.

23

Linemans 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.

Line tap

Tiny

0.5 lb.

13

Lic (+1)

Receiver tap

Tiny

0.5 lb.

Res (+2)

Telephone tracer

Med

5 lb.

23

Bolt cutter

Med

5 lb.

Caltrops (25)

Small

2 lb.

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.

Basic

Large

12 lb.

14

Deluxe

Huge

33 lb.

21

Basic

Med

6 lb.

Deluxe

Med

8 lb.

15

Fake ID

Fine

See text

Illegal (+4)

Modems & Accessories

Walkie-talkies

CHAINSAWS, STAKES & NAILGUNS

Notebook

Surveillance Gear

Telephone taps

Professional Equipment

Electrical tool kits

Evidence kits

85

CHAINSAWS, STAKES & NAILGUNS

First aid kit

Small

3 lb.

Forgery kit

Small

3 lb.

12

Steel

Tiny

1 lb.

Zip-tie (25)

Dim

0.5 lb.

Instrument, keyboard

Large

12 lb.

12

Instrument, percussion

Huge

50 lb.

14

Instrument, stringed

Large

7 lb.

13

Instrument, wind

Tiny

1 lb.

Lockpick set

Tiny

1 lb.

Lic (+1)

Lock release gun

Tiny

0.5 lb.

12

Res (+2)

Basic

Large

22 lb.

13

Deluxe

Huge

45 lb.

20

Medical kit

Med

5 lb.

15

Multipurpose tool

Tiny

0.5 lb.

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)

Med

3 lb.

10

Standard

Small

2 lb.

Rangending

Small

3 lb.

15

Electro-optical

Small

4 lb.

16

Chemical light sticks (5)

Tiny

1 lb.

Climbing gear

Large

10 lb.

11

Compass

Dim

0.5 lb.

Fire extinguisher

Med

3 lb.

Flash goggles

Tiny

2 lb.

15

Handcuffs

Mechanical tool kits

Survival Gear
Backpack
Binoculars

Flashlights
Penlight

Dim

0.5 lb.

Standard

Tiny

1 lb.

Battery ood

Small

2 lb.

Gas mask

Small

5 lb.

13

GPS receiver

Tiny

1 lb.

15

Maps

86

Road atlas

Tiny

1 lb.

Tactical map

Tiny

0.5 lb.

Mesh vest

Med

7 lb.

Portable stove

Tiny

1 lb.

Large

12 lb.

Sleeping bag

Med

4 lb.

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.

Tiny

0.5 lb.

Blasting cap

Tiny

0.5 lb.

Lic (+1)

Radio controlled

Tiny

0.5 lb.

10

Lic (+1)

Timed

Tiny

0.5 lb.

Lic (+1)

Wired

Tiny

1 lb.

Lic (+1)

Hip

Tiny

1 lb.

Concealed carry

Tiny

0.5 lb.

Illuminator

Tiny

0.5 lb.

Laser sight

Tiny

0.5 lb.

15

Standard

Tiny

0.5 lb.

11

Electro-optical

Small

3 lb.

18

Tiny

0.5 lb.

Pistol

Tiny

1 lb.

12

Mil (+3)

Rie

Small

4 lb.

14

Mil (+3)

Tents

Weapon Accessories
Box magazine
Detonators

Holsters

CHAINSAWS, STAKES & NAILGUNS

Rope (150 ft.)

Scopes

Speed loader
Suppressors

short hikes. It holds 8 pounds of gear and ts comfortably


over one or both shoulders.
Handbag
Handbags provide another way to carry 2 pounds of
equipment. The purchase DC shown is for a basic bag;
high-fashion purses can increase the DC by as much as
5 points.
Range Pack
This lightweight black bag has a spacious inner
compartment capable of holding roughly 8 pounds of
gear and can hold an additional 4 pounds in six zippered
external compartments. The larger version holds 12
pounds of equipment in the internal compartment and
another 6 pounds in the zippered external pouches. A
range pack easily holds several pistols and a submachine
gun and the larger version can hold disassembled ries.

Patrol Box
Originally developed for use by police ofcers, this
portable le cabinet has found favor with traveling
salespeople. This hard-sided briefcase takes up the
passenger seat of an automobile and provides easy access
to les, storage for a laptop computer and a writing
surface. It holds 5 pounds worth of equipment and has an
average lock (Disable Device DC 25; break DC 15).

Clothing

The items described here represent special clothing


types, or unusual outts that a character might need to
purchase. For the most part, clothing choice is based on
character concept. It is generally assumed that a hero
owns a reasonable wardrobe of the sorts of clothes that
t his lifestyle. Sometimes, however, a character might
need something out of the ordinary. When that is the
case, he will have to purchase it like any other piece of
gear. Clothes generally have only two effects on game

87

CHAINSAWS, STAKES & NAILGUNS

mechanics: one on Disguise checks, and one on Sleight


of Hand checks.
First, clothing is part of a disguise. See the Disguise skill
description for more on how appropriate dress affects
Disguise checks. Clothes also help to hide rearms,
body armour, and small objects. Tightly tailored clothing
imposes a penalty on an attempt to conceal an object;
clothing purposely tailored to conceal objects provides
a bonus.
Clothing Outt
An outt of clothing represents everything a character
needs to dress a part: pants or skirt, shirt, undergarments,
appropriate shoes or boots, socks or stockings, and any
necessary belt or suspenders. The clothes a character
wears does not count against the weight limit for
encumbrance.
Business: A business outt generally includes a jacket
or blazer, and it tends to look sharp and well groomed
without being overly formal.
Casual: Casual clothes range from cut-off jeans and a Tshirt to neatly pressed khakis and a hand-knit sweater.
Formal: From a little black dress to a fully appointed
tuxedo, formal clothes are appropriate for black tie
occasions. Special designer creations can have purchase
DCs much higher than shown on the table.
Fatigues: Called battle dress uniforms (or BDUs) in
the United States Army, these are worn by hardened
veterans and wannabes alike. They are rugged,
comfortable, and provide lots of pockets. They are also
printed in camouage patterns: woodland, desert, winter
(primarily white), urban (grey patterned), and black are
available. When worn in an appropriate setting, fatigues
grant a +2 equipment bonus on Hide checks.
Uniform: From the cable guy to a senior Air Force
ofcer, people on the job tend to wear uniformsmaking
such clothing an essential part of some disguises, since a
uniform inclines people to trust the wearer.
Ghillie Suit: The ultimate in camouage, a ghillie
suit is a loose mesh overgarment covered in strips of
burlap in woodland colors, to which other camouaging
elements can easily be added. A gure under a ghillie
suit is nearly impossible to discern. A character wearing
a ghillie suit with appropriate coloration gains a +6
equipment bonus on Hide checks in the relevant terrain.
The suits coloration can be completely changed in ve
minutes. However, the bulky suit imposes a penalty of
2 on all Dexterity checks, Dexterity-based skill checks
(except Hide) and melee attack rolls.
Outerwear
In addition to keeping a character warm and dry, coats
and jackets provide additional concealment for things
a character is carrying (they often qualify as loose or

88

bulky clothing; see the Sleight of Hand skill description in


Chapter 4, Skills and Feats.
Coat: An outer garment worn on the upper body. Its
length and style vary according to fashion and use.
Fatigue Jacket: A lightweight outer garment fashioned
after the fatigue uniforms worn by military personnel
when performing their standard duties.
Overcoat: A warm coat worn over a suit jacket or indoor
clothing.
Parka: This winter coat grants the wearer a +2 equipment
bonus on Fortitude saves made to resist the effects of cold
weather.
Photojournalists Vest: Made of cotton with mesh panels
to keep the wearer cool, the photojournalists vest has
numerous obvious and hidden pockets. It counts as
loose and bulky clothing when used to conceal Small or
smaller weapons, and also grants the specially modied
to conceal object bonus when used to conceal Tiny or
smaller objects; see the Sleight of Hand skill description
in Chapter 4, Skills and Feats.
Windbreaker: This is a lightweight jacket made of windresistant material.
Tool Belt:This sturdy leather belt has numerous pockets
and loops for tools, nails, pencils and other necessities
for repair and construction work, making it easy to keep
about 10 pounds of items on hand. The pockets are open,
however, and items can easily fall out if the belt is tipped.

Computers and Consumer Electronics


Rules for operating computers appear under the Computer
Use skill. Some of the items in this section have monthly
subscription costs as well as initial purchase costs. The
purchase DC accounts for both costs; once a character
has obtained the item, he does not have to worry about
ongoing subscription costs.

Camera
Still cameras let a character capture a record of what he
has seen.
35mm: The best choice for the professional photographer,
this camera can accept different lenses and takes the
highest-quality picture. A camera is needed to use the
photography aspect of the Craft (visual art) skill. The lm
used in a camera must be developed.
Digital: A digital camera uses no lm; instead, its pictures
are simply downloaded to a computer as image les. No
lm developing is necessary.
Disposable: A 35mm camera with lm built in can
be purchased from vending machines, tourist traps,
drugstores, and hundreds of other places. Once the lm
is used, the entire camera is turned in to have the lm
developed.
Film: The medium upon which photographs are stored,
lm comes in a variety of sizes and speeds. The purchase
DC represents the cost of a roll of 24 exposures of highspeed (ASA 400) lm.

Digital Audio Recorder


These tiny recorders (about the size of a deck of playing
cards) can record up to eight hours of audio and can
be connected to a computer to download the digital
recording. Digital audio recorders dont have extremely
sensitive microphones; they only pick up sounds within
10 feet.

Cell Phone
A digital communications device that comes in a handheld model or as a headset, a cell phone uses a battery
that lasts for 24 hours before it must be recharged. It
works in any area covered by cellular service.

Modem
A modem allows a character to connect a computer to
the Internet. To use a modem, a character must have a
computer and an appropriate data line (or a cell phone, in
the case of a cellular modem). All computers come with
dial-up modems, which allow connection to the Internet
but without the speed of broadband or the exibility of
cellular.
Dial-up modem: This uses a standard telephone line;
while it is connected, that telephone line cannot be used
for another purpose.
Broadband: Cable modems and DSL services bring
high-speed Internet access into the homes of millions.
A broadband modem gives a character on-demand,
high-speed access to data, allowing Computer Use and
Research checks involving the Internet to be made in half
the normal time.
Cellular: A cellular modem allows a character to connect
her notebook computer to the Internet anywhere he can
use a cell phone. However, access speed is slow, and any
Computer Use or Research check involving the Internet
takes half again the normal time (multiply by 1.5).

Computer
Whether a desktop or notebook model, a computer
includes a keyboard, a mouse, a monitor, speakers, a CDROM drive, a dial-up modem, and the latest processor.
A character needs a computer of any kind to make
Computer Use checks and to make Research checks
involving the Internet.
Desktop: Bulky but powerful, these machines are
common on desks everywhere.
Notebook: Slim, lightweight, and portable notebook
computers have most of the functions available on
desktop computers.
Upgrade: A character can upgrade a desktop or notebook
computers processor to provide a +1 equipment bonus
on Computer Use checks. Increase the purchase DC of
a desktop by +1 or a notebook by +2 to purchase an
upgrade.

CHAINSAWS, STAKES & NAILGUNS

Film Developing: In most areas, drugstores and photo


shops provide 1-hour service; in others, it takes 24 hours.
In really remote areas, lm may have to be sent away for
developing, taking a week or longer. The purchase DC
represents the cost of getting two prints of each shot on
a roll of lm, or one of each and any two also blown up
to a larger size.

PDA
Personal data assistants are handy tools for storing data.
They can be linked to a notebook or desktop computer
to move les 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

CHAINSAWS, STAKES & NAILGUNS

Printer
The colour inkjet printer described here is suited
for creating hard copies of text and image les from
computers.
Scanner
A colour atbed scanner allows the user to transfer
images and documents from hard copy into a computer
in digital form.
Walkie-Talkie
This hand-held radio transceiver communicates with
any similar device operating on the same frequency and
within range.
Basic: This dime-store variety has only a few channels.
Anyone else using a similar walkie-talkie within range
can listen in on the characters conversations. It has a
range of 2 miles.
Professional: This high-end civilian model allows a
character to program in twenty different frequencies
from thousands of choicesmaking it likely that the
character can nd a frequency that is not being used by
anyone else within range. The device can be used with
or without a voice-activated headset (included). It has a
range of 15 miles.

Surveillance Gear

Keeping an eye on suspects or tracking the moves of


potential enemies can be essential in an investigation.
Black Box
This device, easily concealed in the palm of one hand,
emits digital tones that convince the phone system to
make a long-distance connection free of charge. They
also let a user bounce a call through multiple switches,
making the call harder to trace (the DC of any Computer
Use check to trace the call is increased by 5).
Caller ID Defeater
When a phone line contains a caller ID defeater,
phones attempting to connect with that line show up as
anonymous or unavailable on a caller ID unit. Such a
call can still be traced as normal, however.
Cellular Interceptor
About the size of a small briefcase, a cellular interceptor
can detect and monitor a cell phone conversation within
a 5-mile area by listening in on the cellular services own
transmitters. Intercepting the calls of a particular cell
phone requires a Computer Use check (DC 35); if the
user knows the phone number of the phone in question,
the DC drops to 10. Obviously, the phone must be in use
for someone to intercept the call. A cellular interceptor
cannot be used to intercept regular (ground line) phone
connections.

90

Linemans Buttset
This device resembles an oversized telephone handset
with a numeric keypad on the back and wire leads hanging
from the bottom. It functions as a portable, reusable
telephone line tap. With a Repair check (DC 10), a user
can connect to a phone wire and hear any conversation
that crosses it. A linemans buttset is a common tool for
telephone repair personnel.
Metal Detector
This handheld device provides a +10 equipment bonus on
all Search checks involving metal objects.
Night Vision Goggles
Night vision goggles use passive light gathering to
improve vision in near-dark conditions. They grant the
user the ability to see in darkness, also called darkvision
but because of the restricted eld of view and lack of
depth perception these goggles provide, they impose a 4
penalty on all Spot and Search checks made by someone
wearing them.
Night vision goggles must have at least a little light to
operate. A cloudy night provides sufcient ambient light,
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
a ashlight whose light is visible only to the wearer (or
anyone else wearing night vision goggles).
Note that sudden illumination of an area can temporarily
blind a character who has been using night vision goggles
in total darkness. They must make a Reex save (DC
15) to quickly avert their gaze or remove the goggles. If
this fails, they are blinded for 1d4 rounds (1d6 rounds if
the illumination is brighter than a 60 watt bulb, such as a
signal are).
Tap Detector
Plug this into a telephone line between the phone and the
outlet, and it helps detect if the line is tapped. To detect a
tap, make a Computer Use check (the DC varies according
to the type of telephone tap used; see telephone taps
below). With a success, the tap detector indicates that a tap
is present. It does not indicate the type or location of the
tap however. Also, it cannot be used to detect a linemans
buttset.
Telephone Tap
These devices allow a character to listen to conversations
over a particular phone line.
Line Tap: This tap can be attached to a phone line at
any point between a phone and the nearest junction box
(usually on the street nearby). Installing it requires a
Repair check (DC 15). It broadcasts all conversations on
the line over a radio frequency that can be picked up by

Associated Item

Climb

Climbing gear

Craft (chemical)

Chemical kit

Craft (electronic)

Electrical tool kit

Craft (mechanical)

Mechanical tool kit

Craft
(pharmaceutical)

Pharmacist kit

Craft (structural)

Mechanical tool kit

Demolitions

Demolitions kit

Disable Device

Car opening kit


Electrical tool kit
Lockpick set
Lock release gun

Disguise

Disguise kit

Forgery

Forgery kit

Investigate

Evidence kit

Perform (keyboards)

Instrument, keyboard

Perform (percussion)

Instrument, percussion

Perform (stringed)

Instrument, stringed

Perform (wind)

Instrument, wind

Repair

Electrical tool kit


Mechanical tool kit
Multipurpose tool

Treat Injury

First aid kit


Medical kit
Surgery kit

any professional walkie-talkie. Detecting a line tap by


using a tap detector requires a Computer Use check (DC
25).
Receiver Tap: This item can be easily slipped into a
telephone handset as a Repair check (DC 5). It broadcasts
all conversations over a radio frequency that can be
picked up by any professional walkie-talkie. Detecting a
receiver tap by using a tap detector requires a Computer
Use check (DC 15).
Telephone Line Tracer
Essentially a highly specialized computer, a line tracer
hooked to a phone line can trace phone calls made to that
line, even if theres a caller ID defeater hooked up at the
other end. All it takes is time. Operating a line tracer is
a full-round action requiring a Computer Use check (DC
10). Success gains one digit of the target phone number,
starting with the rst number of the area code.

Professional Equipment

This category covers a wide variety of specialized


equipment used by professionals in adventure-related
elds. Some objects contain the tools necessary to use
certain skills optimally. Without the use of these items,
often referred to as kits, skill checks made with these
skills almost always incur a 4 penalty. Note that some
skills, by their nature, require a piece of equipment to
utilise at all. Skills and the kits they are associated with
are listed below. See the descriptions of the kits for
additional details. Note that kits should be restocked
periodically (purchase DC 5 less than the original
purchase DC).
Bolt Cutter
An exceptionally heavy wire cutter, a bolt cutter can
snip through padlocks or chain-link fences. Using a bolt
cutter requires a Strength check (DC 10).
Caltrops
Caltrops are four-pronged iron spikes designed so that
one prong is pointing up when the caltrop rests on a
surface. A character scatters caltrops on the ground to
injure opponents, or at least slow them down. One bag
of twenty-ve caltrops covers a single 5-foot square.
Each time a creature moves through a square containing
caltrops at any rate greater than half speed, or each
round a creature spends ghting in such an area, the
caltrops make a touch attack roll (base attack bonus
+0). A caltrop deals 1 point of damage on a successful
hit, and the injury reduces foot speed to half normal (a
successful Treat Injury check, DC 15, or one days rest
removes this penalty). A charging or running creature
must immediately stop if it steps on a caltrop.

CHAINSAWS, STAKES & NAILGUNS

Skill

Chemical Kit
A portable laboratory for use with the Craft (chemical)
skill, a chemical kit includes the tools and components
necessary for mixing and analyzing acids, bases,
explosives, toxic gases, and other chemical compounds.
Demolitions Kit
This kit contains everything needed to use the
Demolitions skill to set detonators, wire explosive
devices, and disarm explosive devices. Detonators must
be purchased separately.
Disguise Kit
This kit contains everything needed to use the Disguise
skill, including makeup, brushes, mirrors, wigs, and
other accoutrements. It does not contain clothing or
uniforms, however.

91

CHAINSAWS, STAKES & NAILGUNS

Duct Tape
The usefulness of duct tape is limited only by a
characters imagination. Duct tape can support up to 200
pounds indenitely, or up to 300 pounds for 1d6 rounds.
Characters bound with duct tape must make a Strength
or Escape Artist check (DC 20) to free themselves. A
roll provides 70 feet of tape, 2 inches wide.
Electrical Tool Kit
This collection of hand tools and small parts typically
includes a variety of pliers, drivers, cutting devices,
fasteners, power tools, leads and wires.
Basic: This small kit allows a character to make Repair
checks to electrical or electronic devices without
penalty.
Deluxe: This kit consists of a number of specialized
diagnostic and repair tools as well as thousands of spare
parts. It grants a +2 equipment bonus on Repair checks
for electrical or electronic devices and allows a character
to make Craft (electronic) checks without penalty.
Evidence Kits
Law enforcement agencies around the world use generally
the same tools to gather evidence. Having an evidence
kit does not grant access to a law enforcement agencys
crime lab; it merely assists in the proper gathering and
storing of evidence for use by such a lab. Without an
evidence kit, a character receives a 4 penalty to use the
collect evidence option of the Investigate skill.
Basic: A basic evidence kit includes clean containers,
labels, gloves, tweezers, swabs and other items to
gather bits of physical evidence and prevent them from
becoming contaminated.
Deluxe: A deluxe kit includes all the materials in a basic
kit, plus supplies for analysing narcotic substances at the
scene and for gathering more esoteric forms of physical
evidence such as casts and moulds of footprints or
vehicle tracks, as well as chemical residues and organic
uids. It also contains the necessary dusts, sprays,
brushes, adhesives and cards to gather ngerprints. It
grants a +2 equipment bonus on Investigate checks
under appropriate circumstances (whenever the Games
Master rules that the equipment in the kit can be of use
in the current situation).
Using a deluxe kit to analyse a possible narcotic
substance or basic chemical requires a Craft (chemical)
check (DC 15). In this case, the +2 equipment bonus
does not apply.
Fake ID
Purchasing a falsied drivers license from a black
market source can produce mixed results, depending on
the skill of the forger. Typically, a forger has 1 to 4 ranks
in the Forgery skill, with a +1 ability modier. When a
character purchases a fake ID, the Games Master secretly

92

makes a Forgery check for the forger, which serves as the


DC for the opposed check when someone inspects the
fake ID. The purchase DC of a fake ID is 10 + the forgers
ranks in the Forgery skill.
First Aid Kit
Available at most drugstores and camping supply stores,
this kit contains enough supplies (and simple instructions
for their use) to treat an injury before transporting the
injured person to a medical professional. A rst aid kit can
be used to help a dazed, unconscious or stunned character
by making a Treat Injury check, or to stabilise a dying
character. A rst aid kit can be used only 1d4 times before
needing to be replaced or replenished. Treat Injury skill
checks made without a rst aid kit incur a 4 penalty.
Forgery Kit
This kit contains everything needed to use the Forgery
skill to prepare forged items. Depending on the item to be
forged, a character might need legal documents or other
items not included in the kit.
Handcuffs
Handcuffs are restraints designed to lock two limbs of a
prisoner together (normally at the wrists or ankles). They
t any Medium-size or Small human or other creature that
has an appropriate body structure.
Steel: These heavy-duty cuffs have hardness 10, 10 hit
points, a break DC of 30, and require a Disable Device
check (DC 25) or Escape Artist check (DC 35) to remove
without the key.
Zip-Tie: These are single-use disposable handcuffs, much
like heavy-duty cable ties. They have hardness 0, 4 hit
points and a break DC of 25. They can only be removed
by cutting them off (Disable Device and Escape Artist
checks automatically fail).
Instrument, Keyboard
A portable keyboard, necessary in order to use the Perform
(keyboard instrument) skill.
Instrument, Percussion
A set of drums, necessary in order to use the Perform
(percussion instrument) skill.
Instrument, Stringed
An electric guitar, necessary in order to use the Perform
(stringed instrument) skill.
Instrument, Wind
A ute, necessary in order to use the Perform (wind
instrument) skill.
Lockpick Set
A lockpick set includes picks and tension bars for opening
locks operated by standard keys. A lockpick set allows

Lock Release Gun


This small, pistol-like device automatically disables
cheap and average mechanical locks operated by standard
keys (no Disable Device check necessary).
Mechanical Tool Kit
This collection of hand tools and small parts typically
includes a variety of pliers, drivers, cutting devices,
fasteners, and even power tools.
Basic: This kit, which ts in a portable toolbox, allows a
character to make Repair checks for mechanical devices
without penalty.
Deluxe: This kit lls a good-sized shop cabinet. It
includes a broad variety of specialized hand tools and
a selection of high-quality power tools. It grants a +2
equipment bonus on Repair checks for mechanical
devices and allows a character to make Craft (mechanical)
or Craft (structural) checks without penalty.
Medical Kit
About the size of a large tackle box, this is the sort of
kit commonly carried by military medics and civilian
EMTs. It contains a wide variety of medical supplies and
equipment. A medical kit can be used to treat a dazed,
unconscious or stunned character, to provide long-term
care, to restore hit points, to treat a diseased or poisoned
character, or to stabilise a dying character (see the Treat
Injury skill). Skill checks made without a medical kit
incur a 4 penalty. A medical kit can be used only 1d4
times before needing to be replaced or replenished.
Multipurpose Tool
Also known as a Swiss army knife. This device contains
several different screwdrivers, a knife blade or two, can
opener, bottle opener, le, short ruler, scissors, tweezers
and wire cutters. The whole thing unfolds into a handy
pair of pliers. A multipurpose tool can reduce the penalty
for making Repair, Craft (mechanical), Craft (electronic)
or Craft (structural) checks without appropriate tools to
2 instead of the normal 4. The tool is useful for certain
tasks, as determined by the Games Master, but may not
be useful in all situations.
Pharmacist Kit
A portable pharmacy for use with the Craft
(pharmaceutical) skill, a pharmacist kit includes
everything needed to prepare, preserve, compound,
analyse and dispense medicinal drugs.
Search-and-Rescue Kit
This waist pack contains a rst aid kit, a compass,
waterproof matches, a lightweight space blanket, a

standard ashlight, 50 feet of durable nylon rope, two


smoke grenades and one signal are.
Spike Strip
This device is designed to help the police end car chases.
The strip comes rolled in a spool about the size of a small
suitcase. Deploy it by rolling it across a roadway, where
it lies like a at, segmented belt. The user can roll it out
onto the road without entering the lane of trafc. Until
the strip is activated, the spikes do not protrude, and cars
can pass safely over it. When the user activates it (via a
control device attached to the end of the strip by a 10foot-long cord), the spikes extend.
Each time a creature moves through a square containing
an activated spike strip at any rate greater than half
speed, or each round a creature spends ghting in such
an area, the spike strip makes a touch attack roll (base
attack bonus +0). The strip deals 2 points of damage
on a successful hit, and the injury reduces foot speed to
half normal (a successful Treat Injury check, DC 15, or
one days rest removes this penalty). Wheeled vehicles
passing over the strip are automatically hit although
vehicles equipped with puncture-resistant tires are not
affected.

CHAINSAWS, STAKES & NAILGUNS

a character to make Disable Device checks to open


mechanical locks (deadbolts, keyed entry locks, most car
locks and so forth) without penalty.

Surgical Kits
These kits are generally only used by professionals
and feature multiple types of scalpel, suture materials,
antiseptic swabs and other surgical apparatus. A
character with a surgical kit can use the Treat Injury skill
to perform life-saving surgery on other people. Without
a surgical kit, this type of skill checks incurs a 4 penalty,
which stacks with the 4 penalty for lacking the Surgery
feat, if applicable. A medical kit can be used only 1d4
times before needing to be replaced or replenished.

Survival Gear

Survival gear helps characters keep themselves alive in


the great outdoors.
Backpack
This is a good-sized frame backpack, made of tough
water-resistant material. It has one or two central
sections, as well as several exterior pockets and straps
for attaching tents, bedrolls or other gear. It can carry up
to 60 pounds of gear. A backpack also gives a character
a +1 equipment bonus to Strength for the purpose of
determining carrying capacity.
Binoculars
Binoculars are useful for watching opponents, wild game
and sporting events from a long distance.
Standard: Standard binoculars reduce the range penalty
for Spot checks to 1 for every 50 feet (instead of 1 for

93

CHAINSAWS, STAKES & NAILGUNS

every 10 feet). Using binoculars for Spot checks takes


ve times as long as making the check unaided.
Rangending: In addition to the benet of standard
binoculars, rangending binoculars include a digital
readout that indicates the exact distance to the object on
which they are focused.
Electro-Optical: Electro-optical binoculars function the
same as standard binoculars in normal light. In darkness,
however, users looking through them see as if they had
the darkvision ability granted by night vision goggles.

Fire Extinguisher
This portable apparatus uses a chemical spray to
extinguish small res. The typical re extinguisher ejects
enough extinguishing chemicals to put out a re in a 10foot by 10-foot area as a move action. It contains enough
material for two such uses.

Chemical Light Stick


This disposable plastic stick, when activated, uses
a chemical reaction to create light for 6 hours. It
illuminates an area only 5 feet in radius. Once activated,
it cannot be turned off or reused. The listed purchase DC
is for a pack of 5 sticks.

Flashlight
Flashlights come in a wide variety of sizes and quality
levels. Those covered here are professional, heavy-duty
models, rugged enough to withstand the rigors of modern
adventuring. Flashlights negate penalties for darkness
within their illuminated areas.
Penlight: This small ashlight can be carried on a key
ring. It projects a beam of light 10 feet long and 5 feet
wide at its end.
Standard: This heavy metal ashlight projects a beam 30
feet long and 15 feet across at its end.
Battery Flood: Practically a handheld spotlight, this item
projects a bright beam 100 feet long and 50 feet across at
its end.

Climbing Gear
All of the tools and equipment that climbing enthusiasts
use to make climbing easier and, in some cases, possible.
This includes ropes, pulleys, helmet and pads, gloves,
spikes, chocks, ascenders, pitons, a hand-axe, and a
harness. It takes 10 minutes to remove the gear from its
pack and outt it for use. Use this gear with the Climb
skill.
Compass
A compass relies on the Earths magnetic eld to
determine the direction of magnetic north. A compass
grants its user a +2 equipment bonus on Navigate
checks.

Flash Goggles
These eye coverings provide total protection against
blinding light.

Gas Mask
This apparatus covers the face and connects to a chemical
air lter canister to protect the lungs and eyes from toxic
gases. It provides total protection from eye and lung
irritants. The lter canister lasts for 12 hours of use.
Changing a lter is a move action. The purchase DC for
one extra lter canister is 6.
GPS Receiver
Global positioning system receivers use signals from
GPS satellites to determine the receivers 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
nd 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

Mesh Vest
This is a lightweight vest with a series of pockets for
items such as a compass, spare ammunition magazines,
pressure bandages and a radio, along with loops for
attaching grenades, knives or tools. It can hold up
to 40 pounds of equipment. A mesh vest provides a
+2 equipment bonus to Strength for the purpose of
determining carrying capacity.
Portable Stove
This small stove works on kerosene or white gasoline, and
can easily be broken down and carried for backpacking.
Rope
Climbing rope can support up to 1,000 pounds.
Sleeping Bag
This lightweight sleeping bag rolls up compactly. It can
keep a character warm even in severe weather and can
also double as a stretcher in an emergency.
Tent
A tent keeps a character warm and dry in severe weather,
providing a +2 equipment bonus on Fortitude saves
against the effects of cold weather.
Trail Rations
Trail rations come in a number of commercial options.
The purchase DC given is for a case of 12 meals. They all
provide the necessary energy and nutrition for survival,
which gives you a rough idea of how tasty they are...

Weapon Accessories

As if modern weapons were not dangerous enough,


a number of accessories can increase their utility or
efciency.
Box Magazine
For weapons that use box magazines, a character can
purchase extras. Loading these extra magazines ahead of
time and keeping them in a handy place makes it easy to
reload a weapon in combat.
Detonator
A detonator activates an explosive, causing it to explode.
The device consists of an electrically activated blasting
cap and some sort of device that delivers the electrical
charge to set off the blasting cap. Connecting a detonator
to an explosive requires a Demolitions check (DC
10). Failure means that the explosive fails to go off as

planned. Failure by 5 or more means the explosive goes


off as the detonator is being installed.
Blasting Cap: This is a detonator without a built-in
controller. It can be wired into any electrical device,
such as a light switch or a cars ignition switch, with a
Demolitions check (DC 10). When the electrical device
is activated, the detonator goes off.
Radio Control: This device consists of two parts: the
detonator itself and the activation device. The activation
device is an electronic item about the size of a deck of
cards, with an antenna, a safety and an activation switch.
When the switch is toggled, the activation device sends
a signal to the detonator by radio, setting it off. It has a
range of 500 feet.
Timed: This is an electronic timer connected to the
detonator. Like an alarm clock, it can be set to go off at
a particular time.
Wired: This is the simplest form of detonator. The
blasting cap connects by a wire to an activation device,
usually a small pistol-grip device that the user squeezes.
The detonator comes with 100 feet of wire, but longer
lengths can be spliced in with a Demolitions check (DC
10).

CHAINSAWS, STAKES & NAILGUNS

are not available for all areas, and, though inexpensive,


they generally have to be ordered from federal mapping
agencies (taking a week or longer to obtain).

Holster
Holsters are generally available for all Medium-size or
smaller rearms.
Hip: This holster holds the weapon in an easily accessed
and easily seen location.
Concealed Carry: A concealed carry holster is designed
to help keep a weapon out of sight (see the Sleight of
Hand skill). In most cases, this is a shoulder holster
(the weapon ts under the wearers armpit, presumably
beneath a jacket). Small or Tiny weapons can be carried
in waistband holsters (often placed inside the wearers
waistband against his back). Tiny weapons can also be
carried in ankle or boot holsters.
Illuminator
An illuminator is a small ashlight that mounts to a
rearm, freeing up one of the users hands. It functions
as a standard ashlight.
Laser Sight
This small laser mounts on a rearm, and projects a tiny
red dot on the weapons target. A laser sight grants a +1
equipment bonus on all attack rolls made against targets
no farther than 30 feet away. However, a laser sight
cannot be used outdoors during the daytime.
Scope
A scope is a sighting device that makes it easier to
hit targets at long range. However, although a scope
magnies the image of the target, it has a very limited
eld of view, making it difcult to use.

95

CHAINSAWS, STAKES & NAILGUNS

Standard: A standard scope increases the range


increment for a ranged weapon by one-half (multiply
by 1.5). However, to use a scope a character must spend
an attack action acquiring his target. If the character
changes targets or otherwise lose sight of the target,
he must reacquire the target to gain the benet of the
scope.
Electro-Optical: An electro-optical scope functions the
same as a standard scope in normal light. In darkness,
however, the user sees through it as if he had the
darkvision ability granted by night vision goggles.
Speed Loader
A speed loader holds a number of bullets in a ring, in a
position that mirrors the chambers in a revolver cylinder.
Using a speed loader saves time in reloading a revolver,
since a character can insert all the bullets at once.
Suppressor
A suppressor ts on the end of a rearm, capturing the
gases traveling at supersonic speed that propel a bullet
as it is red. This eliminates the noise from the bullets
ring, dramatically reducing the sound the weapon
makes when it is used. For handguns, the only sound is
the mechanical action of the weapon (Listen check, DC
15 to notice). For longarms, the supersonic speed of the
bullet itself still makes noise. However, it is difcult to
tell where the sound is coming from, requiring a Listen
check (DC 15) to locate the source of the gunre.
Modifying a weapon to accept a suppressor requires
a Repair check (DC 15). Once a weapon has been
modied in this manner, a suppressor can be attached or
removed as a move action. Suppressors cannot be used
on revolvers or shotguns. A suppressor purchased for
one weapon can be used for any other weapon that res
the same caliber of ammunition.

Lifestyle

Lifestyle items include travel expenses, entertainment


and meals beyond the ordinary, and housing, for those
characters interested in buying a home rather than
renting. Lifestyle items are shown on the table below.
Housing
A number of types of homes are mentioned on the
Lifestyle table. The purchase DC covers the down
payment, not the total cost of the home. A character
buying a home does not have to worry about mortgage
payments; they simply replace the heros rent, which is
already accounted for in the Wealth system.
The small house and condo are one- or two-bedroom
homes, probably with curbside parking. The large condo
and medium house are three-bedroom homes with
garage or carport parking for one or two cars. The large

96

house is a four-bedroom home with a two-car garage,


while the mansion is a ve- or six-bedroom home with
an extra den, spacious rooms throughout, and a three-car
garage. All of these homes are of typical construction;
luxury appointments or avant garde design is available
with a +2 increase to the purchase DC.
Location dramatically affects a homes value. The given
purchase DC assumes a typical suburban location. An
undesirable location, such as a bad neighbourhood or
a remote rural site, reduces the purchase DC by 2. A
particularly good location in an upscale neighbourhood or
city centre increases the purchase DC by 2.
Entertainment
Purchase DCs are given for several entertainment options.
They represent the purchase of a single ticket. A pair of
tickets can be purchased together; doing so increases the
purchase DC by 2.
Meals
Several typical meal costs are provided. The cost of
picking up the tab for additional diners adds +2 per person
to the purchase DC.
Transportation
Airfare tickets are for a single passenger round trip. Oneway tickets are available, but only reduce the purchase DC
by 1. Car rentals and lodging rates are per day.
Services
The broad spectrum of services available to characters is
only represented in overview here. Services are identied
on the Services table.
Auto Repair
Having a car repaired can be expensive; how expensive
depends on the amount of damage the vehicle has
suffered. The purchase DCs for damage repair assume the
vehicle has not actually been disabled; if it has, increase
the purchase DC by +3. Repair generally takes 1 day for
every 10 hit points of damage dealt, and results in the
vehicle being returned to full hit points.
Bail Bonds
Characters jailed for crimes can seek bail. Bail is a
monetary guarantee that the suspect will show up for
his trial. The bail amount is set by a judge or magistrate,
sometimes immediately following arrest (for minor
crimes) and sometimes days later (for serious crimes). If
bail is granted, a character can arrange for a bail bond a
loan that covers bail. The purchase DCs represent the fees
associated with the loan; the bond itself is paid back to the
bond agency when the hero shows up for trial. If the hero
fails to show up, the agency loses the bail loan and may
send bounty hunters or other thugs after the character.

Services
Purchase DC

Auto repair
1 to 10 hp damage

15

11 to 20 hp damage

18

21 to 30 hp damage

21

30+ hp damage

24

Towing

Bail bonds
Property crime

13

Assault crime

16

Death crime

22

Bribery
Bouncer

Bureaucrat

10

Informant

Police ofcer

10

Legal services

10 + lawyers Knowledge
(civics) ranks

Medical services
Long-term care

10 + doctors Treat Injury


ranks

Restore hit points

12 + doctors Treat Injury


ranks

Surgery

15 + doctors Treat Injury


ranks

Treat poison/disease

10 + doctors Treat Injury


ranks

Bail amounts vary dramatically, depending on the


seriousness of the crime, the suspects criminal history,
his role in society, his family life and other factors the
judge believes indicate that the character will or will
not ee (or commit other crimes) before the trial. An
upstanding citizen with a good job and a family who has
never before been charged with a crime gets minimal
bail; a career criminal with nothing to lose gets maximum
bail or may not be granted bail at all. The purchase DCs
shown assume the suspect is viewed positively by the
court. If not, increase the purchase DC by as much as 5.
Whatever the base purchase DC, a successful Diplomacy
check (DC 15) by the suspect reduces the purchase DC
by 2.
Property Crime: The crime involved only the destruction
of property; no one was attacked or seriously hurt as part
of the crime.

Medical Services
A characters medical insurance is built into his Wealth
bonus; the purchase DCs represent the ancillary expenses
not covered, or only partly covered, by insurance.
Medical services must be paid for in full regardless of
whether they are successful. See the Treat Injury skill
for more information on the medical services described
below.
Long-Term Care: The purchase DC represents
treatment for regaining hit points or ability score points
more quickly than normal on a given day.
Restore Hit Points: The purchase DC represents
treatment for hit point damage from wounds or injuries
on a given day.
Surgery: The purchase DC represents the cost of a single
surgical procedure.
Poison/Disease: The purchase DC represents one
application of treatment for a poison or disease.

CHAINSAWS, STAKES & NAILGUNS

Item

Assault Crime: The crime involved an attack intended to


capture, kill, or seriously injure the victim.
Death Crime: Someone died as a result of the crime.

Weapons

The weapons covered here are grouped into three


categories based on their general utility: ranged weapons,
explosives and splash weapons, and melee weapons.

Ranged Weapons

Ranged weapons fall into three general groups: handguns,


longarms, and other ranged weapons such as crossbows.
When using a ranged weapon, the wielder applies his
Dexterity modier to the attack roll. Handguns and
longarms are personal rearms. A personal rearm is
any rearm designed to be carried and used by a single
person.
Ranged Weapon Traits
Ranged weapons are described by a number of statistics,
as shown on the Ranged Weapons table below.
Damage: The damage the weapon deals on a successful
hit.
Critical: The threat range for a critical hit. If the threat
is conrmed, a weapon deals double damage on a critical
hit (roll damage twice, as if hitting the target two times).
Damage Type: Ranged weapon damage is classied
according to type: ballistic (all rearms), energy (of a
specic type), piercing (some simple ranged weapons),
or slashing (a whip). Some creatures or characters may
be resistant or immune to some forms of damage.

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CHAINSAWS, STAKES & NAILGUNS

Range Increment: Any attack at less than this distance


is not penalized for range. However, each full range
increment causes a cumulative 2 penalty on the attack
roll. Ranged weapons have a maximum range of ten
range increments, except for thrown weapons, which
have a maximum range of ve range increments.
~
Rate of Fire: Some ranged weapons have a rate of re
of 1, which simply means they can be employed once per
round and then must be reloaded or replaced. Firearms,
which operate through many different forms of internal
mechanisms, have varying rates of re. The three
possible rates of re for handguns, longarms, and heavy
weapons are single shot, semiautomatic, and automatic.
~ Single Shot (Single): A weapon with the single shot
rate of re requires the user to manually operate
the action (the mechanism that feeds and cocks the
weapons) between each shot. Pump shotguns and
bolt-action ries are examples of rearms with single
shot rates of re. A weapon with the single shot rate
of re can re only one shot per attack, even if the
user has a feat or other abilities that normally allow
more than one shot per attack.
~ Semiautomatic (S): Most rearms have the
semiautomatic rate of re. These rearms feed and
cock themselves with each shot. A semiautomatic
weapon res one shot per attack (effectively acting
as a single shot weapon), but some feats allow
characters armed with semiautomatic weapons to re
shots in rapid successions, getting in more than one
shot per attack.
~ Automatic (A): Automatic weapons re a burst or
stream of shots with a single squeeze of the trigger.
Only weapons with the automatic rate of re can
be set on autore or be used with feats that take
advantage of automatic re.
Magazine: The weapons magazine capacity and type
are given in this column. The amount of ammunition a
weapon carries, and hence how many shots it can re
before needing to be reloaded, is determined by its
magazine capacity. How the rearm is reloaded depends
upon its magazine type. The number in this entry is the
magazines capacity in shots; the word that follows the
number indicates the magazine type: box, cylinder, or
internal. A fourth type, linked, has an unlimited capacity;
for this reason the entry does not also have a number.
Weapons with a dash in this column have no magazines;
they are generally thrown weapons, or weapons (such as
bows) that are loaded as part of the ring process.
~ Box: A box magazine is any type of magazine that
can be removed and reloaded separately from the
weapon.
~ Cylinder: A revolver keeps its ammunition in a
cylinder, which is part of the weapon and serves as
the ring chamber for each round as well. Unlike box

98

magazines, cylinders cannot be removed, and they must


be reloaded by hand. However, most revolvers can be
used with a speed loader. Using a speed loader is much
like inserting a box magazine into a weapon. Without a
speed loader, a rearm with a cylinder magazine must
be loaded by hand.
Internal: Some weapons keep their ammunition in an
internal space, which must be loaded by hand. This is
the case with most shotguns, as well as some ries.
Linked: Some machine guns use linked ammunition.
The bullets are chained together with small metal clips,
forming a belt. Typically, a belt holds 50 bullets; any
number of belts can be clipped together. In military
units, as the gunner res, an assistant clips new
ammunition belts together, keeping the weapon fed.

Size: Size categories for weapons and other objects are


dened differently from the size categories for creatures.
The relationship between a weapons size and that of its
wielder denes whether it can be used one-handed, if it
requires two hands, and if it is a light weapon.
~ A Medium-size or smaller weapon can be used onehanded or two-handed. A Large weapon requires two
hands. A Huge weapon requires two hands and a bipod
or other mount.
~ A Small or smaller weapon is considered a light
weapon. It can be used one-handed and, as a light
weapon, is easier to use in your off hand.
Weight: This column gives the weapons weight when
fully loaded.
Purchase DC: This is the purchase DC for a Wealth check
to acquire the weapon. This number reects the base price
and does not include any modier for purchasing the
weapon on the black market.
Restriction: The restriction rating for the weapon, if any,
and the appropriate black market purchase DC modier.
Remember to apply this modier to the purchase DC
when making a Wealth check to acquire the weapon on
the black market.
Reloading Firearms
Reloading a rearm with an already lled box magazine
or speed loader is a move action. Relling a box magazine
or a speed loader, or reloading a revolver without a speed
loader or any weapon with an internal magazine, is a fullround action. Loading a belt of linked ammunition is a
full-round action. Linking two belts together is a move
action.

Handguns

A handgun is a personal rearm that can be used onehanded without penalty. This includes all pistols and some
submachine guns and shotguns. All handguns require the

Ranged Weapons
Damage

Critical

Damage
Type

Range

Rate of
Fire

Magazine

Size

Weight

Purchase
DC

Restriction

Handguns (require the Personal Firearms Prociency feat)


Beretta
92F (9mm
autoloader)

2d6

20

Ballistic

40 ft.

15 box

Small

3 lb.

16

Lic (+1)

Colt Double
Eagle (10mm
autoloader)

2d6

20

Ballistic

30 ft.

9 box

Small

3 lb.

16

Lic (+1)

Colt
M1911 (.45
autoloader)

2d6

20

Ballistic

30 ft.

7 box

Small

3 lb.

15

Lic (+1)

Colt Python
1
(.357
revolver)

2d6

20

Ballistic

40 ft.

6 cyl

Med

3 lb.

15

Lic (+1)

Derringer (.45
hold-out)

2d6

20

Ballistic

10 ft.

Single

2 int

Tiny

1 lb.

14

Lic (+1)

Desert Eagle
(.50AE
autoloader)

2d8

20

Ballistic

40 ft.

9 box

Med

4 lb.

18

Lic (+1)

Glock 17
1
(9mm
autoloader)

2d6

20

Ballistic

30 ft.

17 box

Small

2 lb.

18

Lic (+1)

MAC Ingram
M10 (.45
machine
pistol)

2d6

20

Ballistic

40 ft.

S, A

30 box

Med

6 lb.

15

Res (+2)

Ruger
ServiceSix (.38S
revolver)

2d6

20

Ballistic

30 ft.

6 cyl

Small

2 lb.

14

Lic (+1)

S&W M29
(.44 magnum
revolver)

2d8

20

Ballistic

30 ft.

6 cyl.

Med

3 lb.

15

Lic (+1)

TEC-9 (9mm
machine
pistol)

2d6

20

Ballistic

40 ft.

S, A

3215 box

Med

4 lb.

14

Res (+2)

Walther
PPK (.32
autoloader)

2d4

20

Ballistic

30 ft.

7 box

Small

1 lb.

15

Lic (+1)

CHAINSAWS, STAKES & NAILGUNS

Weapon

Longarms (require the Personal Firearms Prociency feat)


AKM/AK47 (7.62mm
assault rie)

2d8

20

Ballistic

70 ft.

S, A

30 box

Large

10 lb.

15

Res (+2)

Browning
BPS (10
gauge
shotgun)

2d10

20

Ballistic

30 ft.

5 int

Large

11 lb.

16

Lic (+1)

HK MP5
(9mm
submachine
gun)

2d6

20

Ballistic

50 ft.

S, A

30 box

Large

7 lb.

20

Res (+2)

HK PSG1
1
(7.62mm
sniper rie)

2d10

20

Ballistic

90 ft.

5 box

Large

16 lb.

22

Res (+2)

99

CHAINSAWS, STAKES & NAILGUNS

Weapon

Damage

Critical

Damage Type Range

RoF

Magazine

Size

Weight

Purchase DC Restriction

M16A2
(5.56mm
assault rie)

2d8

20

Ballistic

80 ft.

S, A

30 box

Large

8 lb.

16

Res (+2)

Mossberg
(12 gauge
shotgun)

2d8

20

Ballistic

30 ft.

6 int

Large

7 lb.

15

Lic (+1)

Remington
700 (7.62mm
hunting rie)

2d10

20

Ballistic

80 ft.

Single

5 int

Large

8 lb.

17

Lic (+1)

Sawed-off
Shotgun
(12 gauge
shotgun)

2d8

20

Ballistic

10 ft.

2 int

Med

5 lb.

15

Lic (+1)

Steyr AUG
(5.56mm
assault rie)

2d8

20

Ballistic

80 ft.

S, A

30 box

Large

9 lb.

19

Res (+2)

Uzi (9mm
submachine
gun)

2d6

20

Ballistic

40 ft.

S, A

20 box

Large

8 lb.

18

Res (+2)

Winchester 94
(.444 hunting
rie)

2d10

20

Ballistic

90 ft.

6 int

Large

7 lb.

15

Lic (+1)

Heavy Weapons (each requires a specic Exotic Weapon Firearms feat)


M-60
(medium
machine gun)

2d8

20

Ballistic

100 ft.

Linked

Huge

22 lb.

21

Mil (+3)

M-2HB
(heavy
machine gun)

2d12

20

Ballistic

110 ft.

Linked

Huge

75 lb.

22

Mil (+3)

M72A3
LAW (rocket
launcher)

10d62

150 ft.

Single

1 int

Large

5 lb.

15

Mil (+3)

M79 (grenade
launcher)

Varies2

70 ft.

Single

1 int

Large

7 lb.

14

Mil (+3)

Other Ranged Weapons (required Weapon Prociency feat given in parentheses)

100

Compound
Bow
(Archaic)

1d8

20

Piercing

40 ft.

Single

Large

5 lb.

10

Crossbow
(Simple)

1d10

19-20

Piercing

40 ft.

Single

1 int

Med

7 lb.

Discus
(Simple)

1d6

20

Bludgeoning

20 ft.

Single

Small

4 lb.

Flamethrower
(no feat
required)

3d6

Fire

Single

10 int

Large

50 lb.

17

Mil (+3)

Javelin
(Simple)

1d6

20

Piercing

30 ft.

Single

Med

3 lb.

Pepper Spray
(Simple)

Special2

Special2

5 ft.

Single

1 int

Tiny

0.5 lb.

Shuriken
(Archaic)

20

Piercing

10 ft.

Single

Tiny

0.5 lb.

Taser
(Simple)

1d42

Electricity

5 ft.

Single

1 int.

Small

2 lb.

Whip
(Archaic)

1d2

20

Slashing

15 ft. 3

Single

Small

2 lb.

Personal Firearms Prociency feat. Using a handgun


without this feat imposes a 4 penalty on attack rolls.
Handguns can be broken down into three smaller groups:
autoloaders, revolvers and machine pistols.
~ Autoloaders (sometimes called automatics) feature
removable box magazines and some models hold
quite a lot of ammunition. They work by using the
energy of a shot red to throw back a slide, eject the
shots shell casing, and scoop the next round into the
chamber. They are more complex than revolvers, but
nevertheless have become increasingly popular in the
modern age.
~ Revolvers are relatively simple rearms that store
several rounds (usually six) in a revolving cylinder.
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 red with
one hand. Some are autoloader pistols
modied to re a burst of bullets in a
single pull of the trigger, while others
are modied submachine guns, cut
down in size and weight to allow onehanded use.
Ranged weapons that use box magazines
come with one full magazine.

Colt Python
The Python has a well-deserved reputation for accuracy.
Due to its high quality of manufacture, the Colt Python is
always considered a superbly crafted weapon. As such, it
grants a +1 bonus on attack rolls.
Derringer
This pistol breaks open at the breech like a doublebarreled shotgun. The two-shot weapon has one barrel
atop the other and is barely 5 inches long, making it easy
to conceal.
Desert Eagle
Manufactured by Israeli Military Industries, the
Desert Eagle is the king of large-frame, heavy-caliber
autoloaders. The version on Table: Ranged Weapons res
the massive .50 Action Express round. The Desert Eagle
also comes in .357 Magnum and .44 Magnum models.
Glock 17
The Glock is typical of 9mm self-loading pistols carried
by many police ofcers and military personnel.

CHAINSAWS, STAKES & NAILGUNS

Ranged Weapon Table notes


1
This superbly crafted weapon grants a +1 bonus on
attack rolls.
2
This weapon does special damage. See the weapon
description.
3
See the description of this weapon for special rules.

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
res 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

CHAINSAWS, STAKES & NAILGUNS

Due to its high quality of manufacture, the Glock 17 is


always considered a superbly crafted weapon. As such,
it grants a +1 bonus on attack rolls.
MAC Ingram M10
No longer in production, about 10,000 of these small
submachine guns were made and supplied to United
States police forces, the U.S. Army, Cuba, and Peru.
Light pressure on the trigger produces single shots,
while increased pressure brings automatic re.
The M10 accepts a suppressor without modication.
Ruger Service-Six
This revolver, designed specically for police use,
res the .38 Special round. It was very popular with
United States police forces prior to the increasing use of
autoloaders in recent decades and is still in service with
many police forces today.
S&W M29
The Smith & Wesson Model 29 .44 Magnum revolver
res one of the most powerful pistol cartridges in the
world. The M29 is known for its deafening sound, bright
muzzle ash and powerful recoil.
TEC-9
The Intratec TEC-9 is an inexpensive machine pistol
popular with criminals because it can be modied
(Repair check DC 15) to re on automatic. The pistol
only works on semiautomatic re or, if modied, only on
automatic. Once modied to re on automatic, the TEC9 cannot be changed back to semiautomatic.
Walther PPK
The PPK is a small, simple and reliable autoloader
with a design that dates back to the 1930s. It remains in
widespread service among European police, military and
government agencies.

Longarms

Longarms are personal rearms that require two hands


to be red without penalty. This group includes hunting
and sniping ries, assault ries, shotguns and most
submachine guns. The basic longarm is the rie, a group
that includes both hunting ries and sniper ries.
Ries are usually autoloaders, and they function
internally in a manner very similar to autoloader pistols.
Some models are operated manually, however, with the
user having to work a bolt or lever between each shot.
Assault ries are ries designed for military use and
feature automatic as well as semiautomatic re.
Shotguns are large-bore weapons that primarily re
shells full of small projectiles. They tend to be powerful,

102

but only at short range. Reduce shotgun damage by 2


points for every range increment of the attack.
Submachine guns are relatively compact longarms
that generally re pistol ammunition. They can re on
automatic.
All longarms are covered by the Personal Firearms
Prociency feat. Longarms are not well suited to close
combat. A character takes a 4 penalty on the attack roll
when ring at an adjacent target.
AKM/AK-47
This assault rie of the old Soviet Union is one of the most
popular rearms in the world, having found common use
in scores of bush wars and insurrections on all sides of
such conicts.
Browning BPS
This heavy longarm res the largest shotgun round
available, the 10-gauge shell.
HK MP5
The Heckler & Koch MP5 family of weapons is among
the most recognizable in the world. Many different
designs exist; described here is the most basic model.
Due to its high quality of manufacture, the MP5 is always
considered a superbly crafted weapon. As such, it grants a
+1 bonus on attack rolls.
This weapon features a three-round burst setting. When
used with the Burst Fire feat, it res only three bullets
instead of ve and can be used with only three bullets
in the magazine. This setting does not grant the ability
to make burst re attacks without the Burst Fire feat; if
a character uses the setting without the feat, he makes a
normal attack, and the extra two bullets are wasted.
HK PSG1
This high-precision sniper rie, based on the design of
the HK G3, has a fully adjustable trigger and stock for
individual users. The PSG1 comes with a standard scope.
Due to its high quality of manufacture, the PSG1 is always
considered a superbly crafted weapon. As such, it grants a
+1 bonus on attack rolls.
M16A2
Typical of the assault ries used by militaries around the
world, the Colt M16A2 is the current service rie of the
United States military and is commonly used by other
armies and in the civilian world.
This weapon features a three-round burst setting. When
used with the Burst Fire feat, it res only three bullets
instead of ve and can be used with only three bullets in
the magazine. This setting does not grant the ability to

Mossberg
The Mossberg Model 500 ATP6C is a pump-action
shotgun designed for military and police work.
Remington 700
A bolt-action rie with a reputation for accuracy, the
Remington 700 has been popular with hunters and target
shooters since its introduction in the 1940s.
Sawed-Off Shotgun
This is a 12-gauge, double-barreled shotgun with the
stock and barrels sawed short. All that is left of the stock
is a pistol grip, and the barrels are roughly 12 inches
long. Sawed-off shotguns are generally illegal; most are
homemade by cutting down a standard shotgun.
Steyr AUG
An unusual and exotic-looking weapon, the bullpup
AUG is the standard rie of the Austrian and Australian
armies. Its completely ambidextrous components make it
equally convenient for left- and right-handed users and it
features a built-in optical sight.
This weapon features a three-round burst setting. When
used with the Burst Fire feat, it res only three bullets
instead of ve and can be used with only three bullets
in the magazine. This setting does not grant the ability
to make burst re attacks without the Burst Fire feat; if
a character uses the setting without the feat, he makes a
normal attack, and the extra two bullets are wasted.
Uzi
Designed in the 1950s for the Israeli army, the Uzi has
become the most popular submachine gun in the world.
It features a collapsible stock, making it extremely
compact.
Winchester 94
The Winchester Model 94 Big Bore is a lever-action
rie typical of big-bore hunting ries found around the
world.

Heavy Weapons

The weapons covered in this section fall under different


Exotic Firearms Prociency feat. Someone who wields a
heavy weapon without the appropriate prociency takes
a 4 penalty on all attack rolls with the weapon.
M-60
Introduced in the Vietnam War era, this medium machine
gun is still in widespread use with the U.S. military
and that of several other armies. The Exotic Firearms

Prociency (heavy machine guns) feat applies to this


weapon.
M2HB
This heavy-duty .50-caliber machine gun has been in
service since World War II and remains a very common
vehicle-mounted military weapon around the world. The
Exotic Firearms Prociency (heavy machine guns) feat
applies to this weapon.
M72A3 LAW
The LAW (light antitank weapon) is a disposable, oneshot rocket launcher. It comes as a short, telescoped
breglass and aluminium tube. Before using the weapon,
the rer must rst arm and extend the tube, which is a
move action.
When the LAW hits its target, it explodes like a grenade
or other explosive, dealing its 10d6 points of damage to
all creatures within a 10-foot radius (Reex save DC 18
for half damage). Because its explosive features a shaped
charge designed to penetrate the armour of military
vehicles, the LAW ignores up to 10 points of hardness
if it strikes a vehicle, building, or object. However, this
only applies to the target struck, not to other objects
within the burst radius.

CHAINSAWS, STAKES & NAILGUNS

make burst re attacks without the Burst Fire feat; if a


character uses the setting without the feat, he makes a
normal attack, and the extra two bullets are wasted.

The M72 has a minimum range of 30 feet. If red against


a target closer than 30 feet away, it does not arm and will
not explode. If someone is directly behind and adjacent
to the character ring the LAW, that person must make
a Reex save (DC 15) to avoid being hit by the rockets
backblast, which will cause 2d6 re damage.
The Exotic Firearms Prociency (rocket launchers) feat
applies to this weapon.
M79
This simple weapon is a single-shot grenade launcher.
It res 40mm fragmentation grenades (see Explosives
and Splash Weapons, below). These grenades look like
huge bullets an inch and a half across; they cannot be
used as hand grenades, and the M79 cannot shoot hand
grenades. Attacking with an M79 is identical to throwing
an explosive: you make a ranged attack against a specic
5-foot square (instead of targeting a person or creature).
The differences between using the M79 and throwing
an explosive lie in the range of the weapon (which far
exceeds the distance a hand grenade can be thrown) and
the fact that the M79 requires a weapon prociency to
operate without penalty.
The Exotic Firearms Prociency (grenade launchers)
feat applies to this weapon.

103

CHAINSAWS, STAKES & NAILGUNS

Other Ranged Weapons

Ranged weapons that are not rearms include such


diverse objects as crossbows, tasers and pepper spray.
The feat that provides prociency with these weapons
varies from weapon to weapon, as indicated on the
Ranged Weapons table.

Ammunition Type (Quantity)

Purchase DC

5.56mm (20)

7.62mm (20)

7.62mmR (20)

.444 caliber (20)

.50 caliber (20)

9mm (50)

10mm (50)

.22 caliber (50)

.32 caliber (50)

.38 special (50)

.357 caliber (50)

Discus
A solid circle which is rim-balanced for extra control.
Made of either specially-shaped rock or modern
materials.

.44 caliber (50)

.45 caliber (50)

.50AE caliber (50)

10-gauge buckshot (10)

Flamethrower
A amethrower consists of a pressurized backpack
containing fuel, connected to a tube with a nozzle. It
shoots a 5-foot wide, 30-foot long line of ame that deals
3d6 points of re damage to all creatures and objects in
its path. No attack roll is necessary, and thus no feat is
needed to operate the weapon effectively. Any creature
caught in the line of ame can make a Reex save (DC
15) to take half damage. Creatures with cover get a
bonus on their Reex save.

12-gauge buckshot (10)

Arrow (12)

Crossbow bolt (12)

Compound Bow
Bow hunting remains a popular sport in North America.
A characters Strength modier applies to damage rolls
made when using this weapon.
Crossbow
A crossbow requires two hands to use. Pulling a lever
draws the bow. Loading a crossbow is a move action that
provokes attacks of opportunity.

A amethrowers backpack has hardness 5 and 5 hit


points. When worn, the backpack has a Defence equal to
8 + the wearers Dexterity modier + the wearers class
bonus. A backpack reduced to 0 hit points ruptures and
explodes, dealing 6d6 points of re damage to the wearer
(no save allowed) and 3d6 points of splash damage to
creatures and objects in adjacent 5-foot squares (Reex
save, DC 15, for half damage).
Any creature or ammable object that takes damage
from a amethrower catches on re, taking 1d6 points
of re damage each subsequent round until the ames
are extinguished. A re engulng a single creature or
object can be doused or smothered as a full-round action.
Discharging a re extinguisher is a move action and
instantly smothers ames in a 10-foot by 10-foot area.
A amethrower can shoot 10 times before the fuel
supply is depleted. Relling or replacing a fuel pack has
a purchase DC of 13.

104

Ammunition

Javelin
This light, exible spear built for throwing can be used in
melee, but since it is not designed for it, characters using
it in this manner are always considered nonprocient and
take a 4 penalty on their melee attack rolls.
Pepper Spray
A chemical irritant that can temporarily blind a target,
pepper spray comes in a single-shot container. To use it,
make a ranged touch attack against the target. The target
must make a Fortitude saving throw (DC 15) or be blinded
for 1d4 rounds.
Shuriken
A shuriken is a thrown, star-shaped projectile with four to
eight razor-sharp points. A character may draw a shuriken
as a free action.
Taser
A taser uses springs or compressed air to re a pair of
darts at a target. On impact, the darts release a powerful
electrical current. On a successful hit, the darts deal 1d4
points of electricity damage and the target must make
a Fortitude saving throw (DC 15) or be paralysed for
1d6 rounds. Reloading a taser is a full-round action that
provokes attacks of opportunity.

pistol round is not compatible with the much larger .50


rie-caliber cartridge (see above).
10-gauge Buckshot, 12-gauge Buckshot
Shotgun cartridges, also known as buckshot, are sold in
boxes of ten.
Arrow
Arrows come in quivers of 12 and are used with the
compound bow and other types of archery weapons.
These missile weapons consist of a slender shaft and a
pointed head.
Crossbow Bolt
A shaft or missile designed to be shot from a crossbow,
bolts come in quivers of 12.

Ammunition

Ammunition for rearms and other ranged weapons is


covered on the Ammunition table.
5.56mm, 7.62mm, 7.62mmR, .444, .50
These calibers of ammunition are generally used in ries,
assault ries, or machine guns, and are sold in boxes of
20 bullets each. The 7.62mmR is used in the AKM and
other ex-Soviet weapon types, and is not compatible with
the larger 7.62mm cartridge. The .50 caliber is a huge
cartridge generally red from heavy machine guns, but
also adapted to a few models of powerful sniper ries.
9mm, 10mm, .22, .32, .38 S, .357, .44, .45, .50AE
These calibers are generally used in pistols or submachine
guns, and are sold in boxes of 50 bullets each. The .50AE

Explosives and Splash


Weapons

CHAINSAWS, STAKES & NAILGUNS

Whip
Whips deal a small amount of lethal damage. Although
a character does not re the weapon, treat a whip as a
ranged weapon with a maximum range of 15 feet and
no range penalties. Because a whip can wrap around an
enemys leg or other limb, a character can make a trip
attack with it by succeeding at a ranged touch attack.
The character does not provoke an attack of opportunity
when using a whip in this way. If the character is tripped
during his own trip attempt, the character can drop the
whip to avoid being tripped. When using a whip, a
character gets a +2 bonus on your opposed attack roll
when attempting to disarm an opponent (including the
roll to keep from being disarmed if the character fails to
disarm the opponent).

These weapons explode or burst, dealing damage to


creatures or objects within an area.
Explosives can be thrown or set off in place, depending
on the type of explosive device. Dynamite and hand
grenades are examples of these weapons. All explosives
must be detonated. Some, such as grenades, include
built-in detonators. Pulling the pin on a grenade is a free
action. Others require timers or other devices to set them
off. Detonators are covered in Weapon Accessories.
A splash weapon is a projectile that bursts on impact,
spewing its contents over an area and damaging any

Explosive Weapon

Damage

Damage
Type

Burst
Radius

Reex
DC

Range

Size

Weight

Purchase
DC

Restriction

40mm
Fragmentation
Grenade

3d6

Slashing

10 ft.

15

Tiny

1 lb.

16

Mil (+3)

C4/Semtex

4d6

Concussion

10 ft.

18

Small

1 lb.

12

Mil (+3)

Det Cord

2d6

Fire

See text

12

Med

2 lb.

Res (+2)

Dynamite

2d6

Concussion

5 ft.

15

10 ft.

Tiny

1 lb.

12

Lic (+1)

Fragmentation
Grenade

4d6

Slashing

20 ft.

15

10 ft.

Tiny

1 lb.

15

Mil (+3)

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
Grenade

2d6

Fire

20 ft.

12

10 ft.

Small

2 lb.

15

Mil (+3)

Splash Weapons

Direct Hit
Damage

Splash
Damage

Critical

Damage
Type

Range

Size

Weight

Purchase
DC

Restriction

Acid, Mild

1d6

20

Acid

10 ft.

Tiny

1 lb.

Molotov Cocktail

1d6

20

Fire

10 ft.

Small

1 lb.

105

CHAINSAWS, STAKES & NAILGUNS

Critical: The threat range for a critical hit.


If the threat is conrmed, a weapon deals
double damage on a critical hit (roll damage
twice, as if hitting the target two times).
Reex DC: Any creature caught within
the burst radius of an explosive may make
a Reex 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.

creature or object within that area. Generally, creatures


directly hit by splash weapons take the most damage,
while those nearby take less damage. Splash weapons
must usually be thrown to have effect.
Explosives and splash weapons require no feat to use
with prociency unless they are red or propelled from
some sort of launcher or other device, in which case the
appropriate Weapon Prociency feat for the launcher is
necessary to avoid the 4 nonprocient penalty.
Explosives and Splash Weapons Traits
Explosives and splash weapons are described by a
number of statistics, as shown on the Explosives and
Splash Weapons table.
Damage/Direct Hit Damage: The primary damage
dealt by the weapon. For explosives, the Damage
column shows the damage dealt to all creatures within
the explosives burst radius. For splash weapons, the
Direct Hit Damage column is used for a target directly
struck by the weapon.
Burst Radius/Splash Damage: For explosives, the burst
radius is the area affected by the explosive. All creatures
or objects within the burst radius take damage from the
explosive. For splash weapons, all creatures within 5
feet of the weapons impact point take splash damage
equal to the amount shown in this column.
Damage Type: Damage from explosives and splash
weapons is classied according to type: energy (of a
specic type) or slashing. Some creatures or characters
may be resistant or immune to some forms of damage.

106

Size: Size categories for weapons and other


objects are dened differently from the size
categories for creatures. The relationship
between a weapons size and that of its
wielder denes whether it can be used onehanded, if it requires two hands and if it is a
light weapon.
A Medium-size or smaller weapon can be used onehanded or two-handed.
A Small or smaller weapon is considered a light weapon.
It can be used one-handed and, as a light weapon, is easier
to use in a characters off hand.
Weight: This column gives the weapons weight.
Purchase DC: This is the purchase DC for a Wealth check
to acquire the weapon. This number reects the base price
and does not include any modier for purchasing the
weapon on the black market.
Restriction: The restriction rating for the weapon, if any,
and the appropriate black market purchase DC modier.
Remember to apply this modier to the purchase DC
when making a Wealth check to acquire the weapon on
the black market.
Grenades and Explosives
Many explosives require detonators, which are described
in Weapon Accessories.
40mm Fragmentation Grenade
This small explosive device must be red from a 40mm
grenade launcher, such as the M79. It sprays shrapnel in
all directions when it explodes. The 40mm fragmentation
grenade has a minimum range of 40 feet. If red against
a target closer than 40 feet away, it does not arm and will
not explode. The purchase DC given is for a box of 6
grenades.

Although the damage statistics on the table represent


a 1-pound block, C4 is sold in 4-block packages. The
purchase DC given represents a package of 4 blocks. C4/
Semtex requires a detonator to set off. It is considered to
be a moderate explosive for the purpose of using a Craft
(chemical) check to manufacture it.
Det Cord
Det cord is an explosive in rope-like form. Technically,
det cord does not explode but it burns so fast (4,000
yards per second) that it might as well be exploding.
Normally used to string multiple explosive charges
together for simultaneous detonation (allowing a single
detonator to set them all off), det cord can also be looped
around a tree or post or other object to cut it neatly in
half. The information on the table represents a 50-foot
length. A length of det cord can be spread out to pass
through up to ten 5-foot squares. When this is the case, it
deals the indicated damage to all creatures in each 5-foot
square through which it passes.
Det cord can also be doubled up; for each additional
5 feet of cord within a single 5-foot square, increase
the damage by +1d6 to a maximum increase of +4d6.
This explosive requires a detonator to set it off. It is
considered to be a simple explosive for the purpose of
using a Craft (chemical) check to manufacture it.
Dynamite
Perhaps one of the most common and straightforward
explosives, dynamite is very stable under normal
conditions. A stick of dynamite requires a fuse or
detonator to set it off. Additional sticks can be set off at
the same time if they are within the burst radius of the
rst stick, increasing the damage and burst radius of the
explosion. Each additional stick increases the damage
by +1d6 (maximum 10d6) and the burst radius by 5 feet
(maximum 20 feet).
It is possible to wire together several sticks of dynamite
for even greater explosive effect. Doing so requires a
Demolitions check (DC 10 + 1 per stick). If the character
succeeds on the check, the damage or the burst radius of
the explosion increases by 50% (the characters choice).

To set off dynamite using a fuse, the fuse must rst be lit,
requiring a move action (and a lighter or other source of
ame). The amount of time until the dynamite explodes
depends on the length of the fuse a fuse can be cut short
enough for the dynamite to detonate in the same round
(allowing it to be used much like a grenade), or long
enough to take several minutes to detonate. Cutting the
fuse to the appropriate length requires a move action.
Dynamite is sold in boxes of 12 sticks. It is considered
to be a simple explosive for the purpose of using a Craft
(chemical) check to manufacture it.
Fragmentation Grenade
The most common military grenade, this is a small
explosive device that sprays shrapnel in all directions
when it explodes. The purchase DC given is for a box
of 6 grenades.
Smoke Grenade
Military and police forces use these weapons to create
temporary concealment. On the round when it is thrown,
a smoke grenade lls the four 5-foot squares around it
with smoke. On the following round, it lls all squares
within 10 feet, and on the third round it lls all squares
within 15 feet. The smoke obscures all sight, including
the darkvision ability granted by night vision goggles.
Any creature within the area has total concealment
(attacks suffer a 50% miss chance, and the attacker
cannot use sight to locate the target). It disperses after
10 rounds, though a moderate wind (11+ mph) disperses
the smoke in 4 rounds and a strong wind (21+ mph)
disperses it in 1 round. Smoke grenades are available in
several colors, including white, red, yellow, green, and
purple. As such, they can be used as signal devices.
The purchase DC given is for a box of 6 grenades.

CHAINSAWS, STAKES & NAILGUNS

C4/Semtex
So-called plastic explosives resemble slabs of wax.
Hard and translucent when cold, these explosives warm
up when kneaded and can then be coaxed to take various
shapes. The information on the table represents a 1pound block. Additional blocks can be wired together,
increasing the damage and burst radius; each additional
block increases the damage by +2d6 and the burst radius
by 2 feet, and requires a Demolitions check (DC 15) to
link them.

Tear Gas Grenade


Military and police forces use these weapons to disperse
crowds and smoke out hostage takers. On the round that
it is thrown, a tear gas grenade lls a 5-foot radius with a
cloud of irritant that causes eyes to ll with tears. On the
following round, it lls a 10-foot radius, and on the third
round it lls a 15-foot radius. It disperses after 10 rounds,
though a moderate wind (11+ mph) disperses the smoke
in 4 rounds and a strong wind (21+ mph) disperses it in
1 round.
A character caught in a cloud of tear gas must make
a Fortitude save (DC 15) or be nauseated. This effect
lasts as long as the character is in the cloud and for 1d6
rounds after he leaves the cloud. Those who succeed at
their saves but remain in the cloud must continue to save
each round. A gas mask renders the target immune to the
effects. A wet cloth held over the eyes, nose and mouth
provides a +2 bonus on the Fortitude save.

107

CHAINSAWS, STAKES & NAILGUNS

Thermite Grenade
Thermite does not technically explode. Instead, it creates
intense heat meant to burn or melt through an object upon
which the grenade is set. Military forces use thermite
grenades to quickly destroy key pieces of equipment.
The purchase DC given is for a box of 6 grenades.
White Phosphorus Grenade
White phosphorus grenades use an explosive charge to
distribute burning phosphorus across the burst radius.
Any target that takes damage from a White Phosphorus
grenade is dealt an additional 1d6 points of re damage
in the following round and risks catching on re. In
addition, a WP grenade creates a cloud of smoke. Treat
a white phosphorus grenade as a smoke grenade (see
above), except that it only lls squares within 5 feet of
the explosion point.
The purchase DC given is for a box of 6 grenades.
Splash Weapons
Many splash weapons, such as Molotov cocktails, are
essentially homemade devices (improvised explosives).
The purchase DC given in the Explosives and Splash
Weapons table reects the typical cost of the necessary
components. See the Craft (chemical) skill for details on
making improvised explosives.
Acid, Mild
A character can throw a ask of acid as a grenadelike
weapon. A ask is made of ceramic, metal, or glass
(depending on the substance it has to hold), with a tight
stopper, and holds about 1 pint of liquid. This entry
represents any mild caustic substance. Acid may be
purchased in many places, including hardware stores.
Molotov Cocktail
A Molotov cocktail is a ask containing a ammable
liquid, plugged with a rag. A Molotov cocktail is
easily made by hand (Craft (chemical) check DC 8 or
Intelligence check DC 10). To use it, the rag must rst
be lit, requiring a move action (and a lighter or other
source of ame). The cocktail detonates in 2 rounds or
on impact with a solid object, whichever comes rst. A
target that takes a direct hit is dealt an additional 1d6
points of re damage in the following round and risks
catching on re.

Melee Weapons

Melee weapons are used in close combat, and they are


generally among the simplest types of weapons. The
feat that provides prociency with these weapons varies
from weapon to weapon; some are considered simple

108

weapons (covered by the Simple Weapons Prociency


feat); others are archaic (Archaic Weapons Prociency) or
exotic (Exotic Melee Weapon Prociency).
A characters Strength modier is always added to a
melee weapons attack roll and damage roll.

Melee Weapons Traits


Melee weapons are described by a number of statistics, as
shown on the Melee Weapons table below.
~ Damage: The damage the weapon deals on a successful
hit.
~ Critical: The threat range for a critical hit. If the threat
is conrmed, a weapon deals double damage on a
critical hit (roll damage twice, as if hitting the target
two times).
~ Damage Type: Melee weapon damage is classied
according to type: bludgeoning (weapons with a blunt
striking surface), energy (of a specic type), piercing
(weapons with a sharp point), and slashing (weapons
with an edged blade). Some creatures or characters
may be resistant or immune to some forms of damage.
~ Range Increment: Melee weapons that are designed
to be thrown can be used to make ranged attacks.
As such, they have a range increment just as other
ranged weapons do but the maximum range for a
thrown weapon is ve range increments instead of
ten. Any attack at less than the given range increment
is not penalized for range. However, each full range
increment causes a cumulative 2 penalty on the attack
roll.
~ Size: Size categories for weapons and other objects
are dened differently from the size categories for
creatures. The relationship between a weapons size
and that of its wielder denes whether it can be used
one-handed, if it requires two hands, and if it is a light
weapon.
~ A Medium-size or smaller weapon can be used
one-handed or two-handed. A Large weapon
requires two hands.
~ A Small or smaller weapon is considered a light
weapon. It can be used one-handed and, as a light
weapon, is easier to use in a characters off hand.
~ Weight: This column gives the weapons weight.
~ Purchase DC: This is the purchase DC for a Wealth
check to acquire the weapon.
~ Restriction: None of the following melee weapons
have restrictions on their purchase.

Simple Melee Weapons

Generally inexpensive and light in weight, simple


weapons get the job done nevertheless.

When used by a character with the Brawl feat, brass


knuckles increase the base damage dealt by an unarmed
strike by +1 and turn the damage into lethal damage.
The cost and weight given are for a single item.
Cleaver
Heavy kitchen knives can be snatched up for use as
weapons in homes and restaurants. These weapons are
essentially similar to the twin buttery swords used in
some kung fu styles.
Club
Almost anything can be used as a club. This entry also
represents the wooden nightsticks sometimes carried by
police forces, lengths of lead piping and baseball bats.
Knife
This category of weapon includes hunting knives,
buttery or balisong knives, switchblades and bayonets
(when not attached to ries). A character can select the
Weapon Finesse feat to apply his Dexterity modier
instead of Strength modier to attack rolls with a knife.
Metal Baton
This weapon can be collapsed to reduce its size and
increase its concealability. A collapsed baton is Small
and cannot be used as a weapon. Extending or collapsing
the baton is a free action.
Pistol Whip
Using a pistol as a melee weapon can deal greater
damage than attacking unarmed. No weight or purchase
DC is given for this weapon, since both vary depending
on the pistol used.

is a Called Shot; see Chapter 7, Combat (and Running


Away).
Stun Gun
Although the name suggests a ranged weapon, a stun gun
requires physical contact to affect its target. The taser is
a ranged weapon with a similar effect. On a successful
hit, the stun gun deals 1d3 points of electricity damage,
and the target must make a Fortitude saving throw (DC
15) or be paralysed for 1d6 rounds.
Tonfa
This is the melee weapon carried by most police forces
(their version occasionally being called a nightstick),
used to subdue and restrain criminals. A character can
deal nonlethal damage with a tonfa without taking the
usual 4 penalty.

Archaic Melee Weapons

Most of these weapons deal damage by means of a blade


or a sharp point. Some of them are moderately expensive,
reecting their archaic nature in modern-day society.
Bayonet (Fixed)
The statistics given describe a bayonet xed at the end of
a longarm with an appropriate mount. With the bayonet
xed, the longarm becomes a double weaponclublike
at one end and spearlike at the other. A character can
ght with it as if ghting with two weapons, but if
the character does so, he incurs all the normal attack
penalties associated with ghting with two weapons, as
if using a one-handed weapon and a light weapon.
Hatchet
This light axe is a chopping tool that deals slashing
damage when employed as a weapon.

Fire axe
A heavy axe normally used to break down doors and thin
walls.

Rie Butt
The butt of a rie can be used as an impromptu club.

Longsword
This classic, straight blade is the weapon of knighthood
and valour.

Sap
This weapon, essentially a smaller version of a club,
deals nonlethal damage instead of lethal damage.

Machete
This long-bladed tool looks much like a short, lightweight
sword.

Stake
A shaft of wood no longer than 3 feet long with a sharp
whittled end. A poor weapon, though if you happen to
be trying to hit something in the heart, remember that this

CHAINSAWS, STAKES & NAILGUNS

Brass Knuckles
These pieces of moulded metal t over the outside of a
characters ngers and allow him to deal lethal damage
with an unarmed strike instead of nonlethal damage. A
strike with brass knuckles is otherwise considered an
unarmed attack.

Rapier
The rapier is a lightweight sword with a thin blade. A
character can select the Weapon Finesse feat to apply his
Dexterity modier instead of Strength modier to attack
rolls with a rapier.

109

Melee Weapons

CHAINSAWS, STAKES & NAILGUNS

Weapon

Damage

Critical

Damage Type

Range
Increment

Size

Weight

Purchase
DC

Simple Weapons (require the Simple Weapons Prociency feat)


Brass Knuckles1

+1

20

Bludgeoning

Tiny

1 lb.

Cleaver

1d6

19-20

Slashing

Small

2 lb.

Club

1d6

20

Bludgeoning

10 ft.

Med

3 lb.

Knife

1d4

19-20

Piercing

10 ft.

Tiny

1 lb.

Metal Baton

1d6

19-20

Bludgeoning

Med

2 lb.

Pistol Whip

1d4

20

Bludgeoning

Small

Rie Butt

1d6

20

Bludgeoning

Large

Sap

1d6

20

Bludgeoning

Small

3 lb.

Stake

1d4

20

Piercing

Small

2 lb.

Stun Gun1

1d3

20

Electricity

Tiny

1 lb.

Tonfa1

1d4

20

Bludgeoning

Med

2 lb.

Archaic Weapons (require the Archaic Weapons Prociency feat)


Bayonet (xed) 1

1d4/1d6

20

Piercing

Large

1 lb.

Fire Axe

1d8

20

Slashing

Med

4 lb.

Hatchet

1d6

20

Slashing

10 ft.

Small

3 lb.

Longsword

1d8

19-20

Slashing

Med

4 lb.

11

Machete

1d6

19-20

Slashing

Small

2 lb.

Rapier

1d6

18-20

Piercing

Med

3 lb.

10

Spear

1d8

20

Piercing

Large

9 lb.

Straight Razor

1d4

19-20

Slashing

Tiny

0.5 lb.

Sword Cane

1d6

19-20

Slashing

Med

3 lb.

Exotic Weapons (each requires a specic Exotic Melee Weapon Prociency feat)

Chain1

1d6/1d6

20

Bludgeoning

Large

5 lb.

Chainsaw

3d6

20

Slashing

Large

10 lb.

Kama

1d6

20

Slashing

Small

2 lb.

Katana

1d10

19-20

Slashing

Large

6 lb.

12

Kukri

1d4

18-20

Slashing

Small

1 lb.

Nunchaku

1d6

20

Bludgeoning

Small

2 lb.

Three-Section
Staff1

1d8/1d8

20

Bludgeoning

Large

3 lb.

See the description of this weapon for special rules.

Spear
This primitive device is a reach weapon. A character can
strike opponents 10 feet away with it, but cannot use it
against an adjacent foe.

Because of this special construction, a sword cane is


always considered to be concealed; it is noticed only with
a Spot check (DC 18). The walking stick or umbrella is
not concealed, only the blade within.

Straight Razor
Favored by old-school organized crime mechanics,
this item can still be found in some barbershops and
shaving kits.

Exotic Melee Weapons

Sword Cane
This is a lightweight, concealed sword that hides
its blade in the shaft of a walking stick or umbrella.

110

Most exotic weapons are either atypical in form or


improved variations of other melee weapons. Because
each exotic weapon is unique in how it is manipulated and
employed, a separate Exotic Melee Weapon Prociency
feat is required for each one in order to avoid the 4
nonprocient penalty.

If a character uses the chain as a reach weapon, he can


strike opponents up to 10 feet away. In addition, unlike
other weapons with reach, the character can use it against
an adjacent foe. In this case, the character can only use
one end of the chain effectively; he cannot use it as a
double weapon.
Because a chain can wrap around an enemys leg or
other limb, a character can make a trip attack with it
by succeeding at a melee touch attack. If the character
is tripped during his own trip attempt, the character can
drop the chain to avoid being tripped.
When using a chain, the character gets a +2 equipment
bonus on his opposed attack roll when attempting to
disarm an opponent (including the roll to avoid being
disarmed if the character fails to disarm the opponent).
A character can select the Weapon Finesse feat to apply
his Dexterity modier instead of Strength modier to
attack rolls with a chain.
Chainsaw
Military and police units use powered saws to cut through
fences and open doors rapidly. They are sometimes
pressed into service as weapons, often by people who
watch too many movies. If a character is not procient
with a chain saw and rolls a natural 1 on an attack roll,
he has hit himself with the blade and suffer 3d6 damage.
Kama
A kama is a wooden shaft with a scythe blade extending
at a right angle out from the shaft. Kama are traditional
weapons in various styles of karate.
Katana
The katana is the traditional Japanese samurai sword.
When used with the Exotic Melee Weapon Prociency
feat, it can be used with one hand. For a wielder without
the feat, the katana must be used with two hands and the
standard 4 nonprociency penalty applies.
Kukri
This heavy, curved dagger has its sharp edge on the
inside of the curve.

Nunchaku
A popular martial arts weapon, the nunchaku is made of
two wooden shafts connected by a short length of rope
or chain.
Three-Section Staff
Originally a farm implement for threshing grain, this
weapon is composed of three sections of wood of equal
lengths, joined at the ends by chain, leather, or rope.
The three-section staff requires two hands to use. The
three-section staff is a double weapon. A character can
ght with it as if ghting with two weapons, but if he
does, the character incurs all the normal attack penalties
associated with ghting with two weapons, as if using a
one-handed weapon and a light weapon.

Improvised Weapons

Any portable object can be used as a weapon in a pinch.


In most cases, an object can be wielded either as a melee
weapon or a ranged weapon. A character takes a 4
penalty on his attack roll when wielding or throwing an
improvised weapon. An improvised weapon is not
considered simple, archaic or exotic, so these weapon
prociency feats cannot offset the 4 penalty. The
Impromptu Weapon Prociency does partially offset the
penalty, by reducing it to 2.

CHAINSAWS, STAKES & NAILGUNS

Chain
Also called the manriki-gusari, this is a simple chain with
weighted ends. It can be whirled quickly, striking with
hard blows from the weights. One end can also be swung
to entangle an opponent. The chain can be used either as
a double weapon or as a reach weapon. A character can
ght with it as if ghting with two weapons, incurring
all the normal attack penalties as if using a one-handed
weapon and a light weapon. In this case, the character
can only strike at an adjacent opponent.

Throwing: A character can effectively wield or throw


an object of his size category or smaller using one hand.
A character can effectively wield or throw an object one
size category larger than himself using two hands. An
improvised thrown weapon has a range increment of 10
feet. Increase the range increment for creatures of Large
size or larger as follows: Large 15 feet, Huge 30 feet,
Gargantuan 60 feet, Colossal 120 feet.
Damage: Improvised weapons deal lethal damage based
on their size, although the Games Master may adjust the
damage of an object that is especially light or heavy for
its size. The wielders Strength modier applies only to
damage from Tiny or larger improvised weapons; do not
apply the wielders Strength modier to damage from
Diminutive objects. The Improvised Weapon Damage
by Size table gives the damage for improvised weapons
of varying size. Improvised weapons threaten a critical
hit on a natural roll of 20. Improvised weapons of Fine
size deal no damage.
Unlike real weapons, improvised weapons are not
designed to absorb damage. They tend to shatter, bend,
crumple or fall apart after a few blows. An improvised
weapon has a 50% chance of breaking each time it deals
damage or, in the case of thrown objects, strikes a solid
surface (such as a wall) or an object larger than itself.

111

CHAINSAWS, STAKES & NAILGUNS

Improvised Weapon Damage by Size


Object Size

Examples

Diminutive

Ashtray, CD disk case,


1
crystal paperweight, glass
shard*

Tiny

Damage

Fist-sized rock, mug,


1d2
screwdriver, softball,
ashlight, wrench, broken
bottle*, full soda can,
buzzsaw blade*, heavy
paperweight, water
pistol*,
letter-opener, aerosol &
lighter*

Drill
Critical hits with a drill inict triple damage rather than
double damage.
Electric Sander
This power tool ignores a creatures natural armour (but
not normal armour).
Hedge Trimmer/Lawn Mower
These deal 2d6 damage if powered, but only 1d4 if used
without power.

Small

Bottle*, drill*, re
extinguisher, ower pot,
helmet, metal hubcap,
vase, lamp, dumbbell

1d3

Medium

Bar stool, brick,


briefcase, bowling ball*,
garbage can lid, hockey
stick, nail gun*, electric
sander*

1d4

Nail Gun
A ranged weapon that normally has a range of 10 feet,
deals 1d10 damage and normally has a magazine of 50
nails. It can also be set to shoot on autore.

Large

Empty garbage can,


guitar, television*, ofce
chair, tire iron, hedge
trimmer/lawnmower*

1d6

Television
If this improvised weapon breaks, it will (if plugged in)
deal and extra 1d6 electricity damage to the taregt as the
electronics short out.

Huge

10-foot ladder, mailbox,


oil barrel, park bench,
sawhorse

1d8

Gargantuan

Desk, dumpster, le
cabinet, large sofa, soda
machine, piano

2d6

Colossal

Junked vehicle, shed,


2d8
telephone pole
*See the description of this weapon for special rules.
Aerosol and Lighter
Everyones favourite home-made amethrower. Only
effective up to ve feet, but deals 1d6 re damage.
Bottle
If a bottle breaks, it becomes a broken bottle rather than
useless.
Bowling Ball
If properly bowled (on an uncluttered, at and hard
surface) a creature hit by a bowling ball must make a
Reex save (DC equal to the attack roll) or be knocked
prone.
Broken Bottle
These deal 1d3 damage. Any character with armour of
any kind is dealt only 1 damage on a successful attack.

112

Buzzsaw Blade
A character using this weapon in melee takes 1d2 damage
every turn. If thrown, this weapon deals 1d4 damage.

Glass Shard
A character using this weapon in melee takes 1 damage
every turn.

Water Pistols
Often stolen from small children to serve as holy water
dispensers. A water pistol res a 10-foot long line of water
that deals no damage in itself, but will hit all creatures
and objects in its path. No attack roll is necessary. Any
creature caught in the line can make a Reex save (DC 15)
to avoid it completely. Creatures with cover get a bonus on
their Reex save.

Armour

Body armour comes in a variety of shapes and sizes,


providing varying degrees of coverage and varying
heaviness of materials. Two feats cover prociency in
the use of armour: Armour Prociency (light) and Armour
Prociency (heavy).
On rare occasions in a modern game, a character may
carry a shield of some kind into combat. This can either
be considered an impromptu item, such as a trash can
lid or other held object larger than one foot square, or a
tactical item such as a police riot shield. In any case, an
impromptu shield provides a +1 to Defence and carries an
Armour penalty of -2, while a tactical shield designed for
protection adds +2 to Defence and confers a -1 Armour
Penalty because of its superior construction.

~
~

Equipment Bonus: The protective value of the armour.


This bonus adds to the wearers Defence.
Nonprocient Bonus: The maximum amount of the
armours equipment bonus that can be applied to
the wearers Defence if the wearer is using armour
with which he is not procient (does not have the
appropriate feat).
Maximum Dex Bonus: This number is the maximum
Dexterity bonus to Defence that this type of armour
allows. Heavier armour limits mobility, reducing a
characters ability to avoid attacks. Note that even if
a characters Dexterity bonus drops to +0 because of
armour, the character is not considered to have lost his
Dexterity bonus.
Armour Penalty: The heavier or bulkier the armour,
the more it affects certain skills. This penalty applies
to checks involving the following skills: Balance,
Climb, Escape Artist, Hide, Jump, Move Silently and
Tumble.
Speed (30 ft.): Medium and heavy armour slows a
character down. The number in this column is the
characters speed while in armour, assuming his base
speed is 30 feet (the normal speed for most human
beings).

CHAINSAWS, STAKES & NAILGUNS

Armour Traits
Armour is described by a number of statistics, as shown
on the Armour table below.
~ Type: Armour comes in four types: archaic,
impromptu, concealable and tactical.
Archaic armour is old-fashioned armour, such as
medieval chainmail and plate mail.
Impromptu armour includes items that provide
protection even though they are primarily constructed
for non-combat activities, such as leather bikers
jackets and football pads.
Concealable armour is modern body armour
designed to t underneath regular clothing. It can be
worn for extended periods of time without fatiguing
the wearer.
Tactical armour is modern body armour that ts over
clothing and cannot be easily concealed. Its weight
and bulk make it impractical to wear all the time, and
it is generally only donned when a specic dangerous
confrontation is likely. Because it is worn over
clothing in tactical situations, tactical armour often
has pockets, clips and velcro attachment points for
carrying weapons, grenades, ammunition, ashlights,
rst aid kits and other items.

Armour
Equipment
Bonus

Nonprocient
Bonus

Maximum
Dex Bonus

Armour
Penalty

Speed
(30 ft.)

Weight

Purchase
DC

Restriction

Leather Jacket Impromptu

+1

+1

+8

-0

30

4 lb.

10

Leather
Armour

Archaic

+2

+1

+6

-0

30

15 lb.

12

Light
Undercover
Shirt

Concealable

+2

+1

+7

-0

30

2 lb.

13

Lic (+1)

Pull-up Pouch Concealable


Vest

+2

+1

+6

-1

30

2 lb.

13

Lic (+1)

Undercover
Vest

Concealable

+3

+1

+5

-2

30

3 lb.

14

Lic (+1)

Concealable
Vest

Concealable

+4

+2

+4

-3

25

4 lb.

15

Lic (+1)

Chainmail
Shirt

Archaic

+5

+2

+2

-5

20

40 lb.

18

Light Duty
Vest

Tactical

+5

+2

+3

-4

25

8 lb.

16

Lic (+1)

Tactical Vest

Tactical

+6

+2

+2

-5

25

10 lb.

17

Lic (+1)

Special
Response
Vest

Tactical

+7

+3

+1

-6

20

15 lb.

18

Lic (+1)

Plate Mail

Archaic

+8

+3

+1

-6

20

50 lb.

23

Forced Entry
Unit

Tactical

+9

+3

+0

-8

20

20 lb.

19

Lic (+1)

Armour

Type

Light Armour

Heavy Armour

113

CHAINSAWS, STAKES & NAILGUNS

~
~

Weight: This column gives the armours weight.


Purchase DC: This is the purchase DC for a Wealth
check to acquire the armour. This number reects
the base price and does not include any modier for
purchasing the armour on the black market.
Restriction: The restriction rating for the armour, if
any, and the appropriate black market purchase DC
modier. Remember to apply this modier to the
purchase DC when making a Wealth check to acquire
the armour on the black market.
Leather Jacket
This armour is represented by a heavy leather bikers
jacket. A number of other impromptu armours, such as a
football pads and a baseball catchers pads, offer similar
protection and game statistics.
Leather Armour
This archaic armour consists of a breastplate made
of thick, lacquered leather, along with softer leather
coverings for other parts of the body.
Light Undercover Shirt
Designed for deep undercover work in which it is critical
that the wearer not appear to be armed or armoured,
this garment consists of a T-shirt with a band of light
protective material sewn in around the lower torso.
Pull-Up Pouch Vest
This garment, consisting of a torso apron of light
protective material held up by a loop around the neck,
can be stored in an innocuous belt-pack. Deploying
the apron is a move action. This garment provides
no equipment bonus (and has no armour penalty or
maximum Dexterity bonus) when undeployed.
Undercover Vest
Covering a larger area of the torso, this vest provides
better protection than the light undercover shirt but
it is also more easily noticed. It is best used when the
armour should remain unseen but the wearer does not
expect to face much scrutiny, as it grants a +2 bonus on
an opponents Spot checks to notice the armour.
Concealable Vest
Standard issue in many police forces, this vest provides
maximum protection in a garment that can be worn
all day long under regular clothing. While it may go
unnoticed by a quick glance, it is usually visible to
anyone looking closely for it, granting a +4 bonus on
Spot checks to notice the armour.
Chainmail Shirt
This medieval-era armour is a long shirt made of
interlocking metal rings, with a layer of padding

114

underneath. It is heavy, making it uncomfortable to wear


for long periods of time.
Light-Duty Vest
A lightweight tactical vest designed for extended use by
riot police and forces on alert for potential attack, this
armour sacrices a degree of protection for a modicum
of comfort at least compared to other tactical body
armours.
Tactical Vest
The standard body armour for police tactical units, this
vest provides full-torso protection in the toughest exible
protective materials available.
Plate Mail
This medieval-era armour consists of metal plates that
cover the entire body. It is heavy and cumbersome
compared to most modern armour, but it does provide a
great deal of protection.
Special Response Vest
Built like the tactical vest, but incorporating groin and
neck protection as well as a ceramic plate over the chest,
this armour provides additional protection in battles
against heavily armed opponents.
Forced Entry Unit
The most powerful protection available is built into this
suit, which consists of a heavy torso jacket with ceramic
plates over the chest and back, neck and groin guards,
arm protection and a helmet. Heavy and cumbersome,
this armour is generally only donned by tactical ofcers
heading into a dangerous assault.

Vehicles

Vehicles are described by a number of statistics, as shown


on the Vehicles table below.
~ Crew: The standard number of crew. In most cases,
only one person is needed to drive the vehicle; other
crew members serve as gunners or co-pilots.
~ Passengers: The number of passengers (in addition to
the crew) the vehicle is designed to carry. Vehicles that
carry passengers can use that space to carry additional
cargo when passengers arent present. Each unused
passenger slot allows the vehicle to carry an additional
100 pounds of cargo.
~ Cargo Capacity: The amount of cargo the vehicle
is designed to carry. Many vehicles can carry extra
passengers instead of cargo, but doing so is usually a
cramped, uncomfortable, and often unsafe experience
for those passengers. As a rule of thumb, one additional
passenger can be carried for every 250 pounds of
unused cargo capacity.

~
~
~
~

Civilian Aircraft

All aircraft, from one-seaters to jumbo jets, are controlled


by the use of the Pilot skill. A few examples are provided
here from the variety of airgoing vehicles that might be
available to characters.
Bell Jet Ranger
This is perhaps the most common civilian helicopter
worldwide; it has also been adopted by many military
forces as a light utility helicopter. The Jet Ranger is two
squares wide and seven squares long. It provides threequarters cover for crew and passengers.
Bell Model 212
This is the twin-engine, civilian version of the ubiquitous
Huey helicopter. As a civilian aircraft, it is a sturdy,
reliable helicopter used for passenger and cargo work all
over the world. Military versions are still in use in many
countries. The Bell 212 is three squares wide and seven
squares long. It provides three-quarters cover for crew
and passengers (one-quarter cover for passengers if the
cargo doors are open).
Cessna 172 Skyhawk
This common single-engine propeller plane is relatively
inexpensive. A Cessna 172 is seven squares wide
(including wings; fuselage is one square wide) and six
squares long. It provides three-quarters cover for crew
and passengers.

Learjet Model 45
This is a sleek business jet introduced in the late 90s.
Two turbofans, set on the fuselage above and behind the
wings, provide the power. The interior includes luxury
accommodations and a lavatory. A Learjet is ten squares
wide (including wings; fuselage is two squares wide) and
twelve squares long. It provides three-quarters cover for
crew and nine-tenths cover for passengers.

Civilian Cars

Most new civilian cars include such standard features


as air conditioning, air bags, antilock brakes, cruise
control, keyless entry and an AM/FM radio with CD
player. Luxury vehicles often also include extras such
as heated side mirrors, power seats, leather upholstery
and sunroofs. In general, these luxury amenities can be
added to a nonluxury car with an increase of 1 to the
vehicles purchase DC. Unless otherwise noted, civilian
cars provide three-quarters cover for their occupants
(although passengers who lean out of windows or
sunroofs, perhaps to re weapons, may be reduced to
one-half or even one-quarter cover).

CHAINSAWS, STAKES & NAILGUNS

Initiative: The modier added to the drivers or pilots


initiative check when operating the vehicle.
Manoeuvre: The modier added to any Drive or Pilot
checks attempted with the vehicle.
Top Speed: The maximum number of squares the
vehicle can cover in 1 round at character scale (with
the number of squares at chase scale in parentheses).
This is the fastest the vehicle can move.
Defence: The vehicles Defence.
Hardness: The vehicles hardness. Subtract this
number from any damage dealt to the vehicle.
Hit Points: The vehicles maximum hit points.
Size: Vehicle size categories are dened differently
from the size categories for weapons and other
objects.
Purchase DC: This is the purchase DC for a Wealth
check to acquire the vehicle. This number reects
the base price and does not include any modier for
purchasing the vehicle on the black market.
Restriction: The restriction rating for the vehicle, if
any, and the appropriate black market purchase DC
modier. Remember to apply this modier to the
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
standard 3.2 litre, 333-horsepower engine. The M3 is two
squares wide and three squares long.
Chevrolet Cavalier
A two-door family coupe, the Cavalier is two squares
wide and four squares long.
Dodge Neon
The Neon is an inexpensive four-door family sedan. It is
two squares wide and three squares long.
Ford Crown Victoria
The Crown Victoria is a large four-door family sedan
equipped with a 4.6 litre, 220-horsepower V8 engine.
Large and durable, it is a favorite of police forces (police
cruisers are commonly Crown Victorias). The Crown
Victoria is two squares wide and four squares long.
Jaguar XJ Sedan
The XJ is a four-door luxury sedan. It is two squares
wide and four squares long.
Lamborghini Diablo
The Diablo is a top-of-the-line exotic sports car a
two-door coupe equipped with a standard 6.0 litre, 550horsepower V12 engine. The Diablo is two squares wide
and three squares long.
Mercedes E55 AMG
The E-Class is a four-door luxury sedan equipped with a

115

Vehicles

CHAINSAWS, STAKES & NAILGUNS

Vehicle

Crew Pass. Cargo

Init.

Man.

Top Speed

Defence Hardness Hit Points Size

Purchase
DC

Restriction

Bell Jet Ranger


(helicopter)

250 lb.

-4

-4

245 (25)

28

39

Lic (+1)

Bell model 212


(helicopter)

13

5,000 lb.

-4

-4

200 (20)

36

45

Res (+2)

Cessna 172
Skyhawk (prop
plane)

120 lb.

-4

-4

210 (21)

30

36

Lic (+1)

Learjet Model
45 (corporate
jet)

10

500 lb.

-4

-4

1,100 (110) 6

44

40

Lic (+1)

BMW M3
(sports coupe)

200 lb.

-2

+1

275 (27)

32

30

Lic (+1)

Chevrolet
Cavalier
(economy
coupe)

275 lb.

-1

-1

185 (18)

30

26

Lic (+1)

Dodge Neon
(economy
sedan)

275 lb.

-1

-1

220 (22)

30

26

Lic (+1)

Ford Crown
Victoria (midsize sedan)

425 lb.

-2

-1

185 (18)

34

28

Lic (+1)

Jaguar XJS
(luxury sedan)

275 lb.

-2

-1

230 (23)

34

32

Lic (+1)

Lamborghini
Diablo (sports
coupe)

100 lb.

-2

+1

360 (36)

34

37

Lic (+1)

Mercedes E55
AMG (luxury
sedan)

325 lb.

-2

+0

280 (28)

34

32

Lic (+1)

Volkswagen
Jetta (mid-size
wagon)

275 lb.

-2

+0

230 (23)

32

28

Lic (+1)

Civilian Aircraft

Civilian Cars

Civilian Motorcycles
Ducati 998R
(racing bike)

0 lb.

+0

+3

370 (37)

10

18

27

Lic (+1)

Harley
Davidson
FLSTF (street
bike)

0 lb.

-1

+1

275 (27)

22

26

Lic (+1)

Yamaha
YZ250F (dirt
bike)

0 lb.

+0

+2

165 (16)

10

18

23

Lic (+1)

AM General
Hummer
(SUV)

1,000 lb.

-2

-2

140 (14)

38

34

Lic (+1)

Dodge Caravan
(minivan)

325 lb.

-2

-2

195 (19)

34

28

Lic (+1)

Ford F-150 XL
(pickup)

1,700 lb.

-2

-2

175 (17)

36

28

Lic (+1)

Civilian Trucks

116

Vehicle

Crew Pass. Cargo

Init.

Man.

Top Speed

Defence Hardness Hit Points Size

Purchase
DC

Restriction

Bayliner
1802 Capri
(runabout)

2,100 lb.

-2

-2

55 (5)

28

28

Lic (+1)

Fairline Targa
30 (cabin
cruiser)

2,100 lb.

-4

-4

80 (8)

40

32

Lic (+1)

Sea-Doo XP
(personal
watercraft)

60 lb.

-1

+1

105 (10)

22

24

Lic (+1)

3,600 lb.

-2

-2

175 (17)

10

36

34

Res (+2)

Honda
1
TRX400FW (4wheel ATV)

675 lb.

-1

+1

95 (9)

22

23

Lic (+1)

Limousine

425 lb.

-4

-4

195 (19)

38

36

Lic (+1)

Removals
Truck

33,000 lb.

-4

-4

165 (16)

44

34

Lic (+1)

NABI Model
40LFW (city
bus)

39

0 lb.

-4

-4

120 (12)

48

38

Lic (+1)

BMP-2 (tracked 3
APC)

250 lb.

-2

-2

70 (7)

10

52

40

Mil (+3)

M1A2 Abrams
(tracked tank)

425 lb.

-4

-4

80 (8)

20

64

47

Mil (+3)

M113A1 Gavin
(tracked APC)

11

200 lb.

-2

-2

65 (6)

10

48

39

Mil (+3)

UH-60
Black Hawk
(helicopter)

14

9,000 lb.

-4

-4

325 (32)

46

47

Mil (+3)

Other Civilian Vehicles


Armoured
Truck

CHAINSAWS, STAKES & NAILGUNS

Civilian Water Vehicles

Military Vehicles

powerful 5.5 litre, 349-horsepower V8 engine. It is two


squares wide and four squares long.
Volkswagen Jetta
The Jetta is a four-door station wagon. It is two squares
wide and three squares long.

Civilian Motorcycles

Unlike getting into a car, mounting a motorcycle


is a free action. Motorcycles tend to perform better
than automobiles, but they provide no cover to their
occupants.
Ducati 998R
This is a top-of-the-line street bike with a strong heritage
of winning races. The 998R is one square wide and two
squares long.

Harley-Davidson FLSTF Fat Boy


This huge motorcycle sports a 1,450cc engine. It is
designed to look cool and compete for space on the roads
with automobiles. It is one square wide and two squares
long.
Yamaha YZ250F
A classic dirt bike, this is very similar to the motorcycle
used by United States Army cavalry scouts. The YZ250F
is one square wide and two squares long.

Civilian Trucks
Trucks include pickups, sport utility vehicles, vans
and minivans. They generally have the same features
as civilian cars. Like cars, trucks generally provide
three-quarters cover to their occupants. The rear bed of a
pickup truck, however, provides only one-half cover.

117

CHAINSAWS, STAKES & NAILGUNS

AM General Hummer
The four-door Hummer is a civilian version of the
militarys all-terrain humvee utility vehicle. It comes
equipped with a powerful 6.5 litre, 195-horsepower V8
turbo diesel engine. The hummer is decked out like a
luxury vehicle inside, but this vehicle is every bit as
rugged as the military version.
The military version can be congured in a variety of
ways, including a two-door pickup, a four-door pickup
with a short bed, and a completely enclosed, SUVlike
body with a hatchback and four doors. It lacks the luxury
accessories of the civilian version, but it is equipped with
puncture-resistant tires. A Hummer is two squares wide
and four squares long.
Dodge Caravan
The Caravan is a minivan with two conventional doors
up front, sliding doors on the side, and a rear hatch-style
door. It is two squares wide and four squares long.
Ford F-150 XL
This two-door pickup truck has a 4.2 litre, 202horsepower V6 engine. The F-150 is two squares wide
and four squares long.

Civilian Water Vehicles


Piloting a water vehicle is covered by the Drive skill.
Bayliner 1802 Capri
This is a large runabout a powerboat with an outboard
engine and an open cockpit with a tiny cabin (about the
size of the interior of an economy car) forward. It comes
with a trailer; loading or unloading it requires a paved
boat ramp and 10 minutes of work. The Capri provides
one-half cover to occupants in the cockpit or stern, full
cover to occupants in the cabin, and no cover to those
forward of the cockpit. The Capri is two squares wide
and four squares long.
Fairline Targa 30
This cabin cruiser is a motor yacht with two internal
diesel engines. It comes equipped with four berths and
a fully equipped galley. It provides one-half cover to
occupants in the cockpit or stern, full cover to occupants
below deck, and no cover to those forward of the cockpit.
The Targa is three squares wide and six squares long.

118

Sea-Doo XP
This is a two-seat jet ski that propels itself with a powerful
jet of water. The Sea-Doo XP is one square wide and two
squares long and provides no cover for its riders.

Other Vehicles
A few types of vehicles dont t neatly into the categories
covered above. Many of these (such as the armoured truck
and the limousine) are usually custom built, so the model
name is not specied as it is with most other vehicles in
this section. The description and stats reect a typical
model.
Armoured Truck
Used to transport money between businesses and nancial
institutions, armoured trucks are designed to deter wouldbe thieves. The truck has three doors and ring ports that
allow the crew to use their rearms without leaving the
vehicle. The armoured truck is two squares wide and
four squares long. It provides nine-tenths cover for its
occupants. It is equipped with puncture-resistant tires.
Honda TRX400FW
This all-terrain vehicle is something like a four-wheeled
motorcycle. It is one square wide and two squares long. It
provides no cover for its riders.
Limousine
A limousine is a big, comfortable car. The statistics
given are for a moderate-sized vehicle, rather than a
stretch limo or a conventional car with a professional
driver. Limousines feature virtually every available
luxury feature, often including televisions and small
refrigerators. A partition divides the front seat from the
rest of the vehicle. A limousine is two squares wide and
ve squares long. It provides three-quarters cover for its
occupants.
Moving Truck
This is a large cargo truck used to move furniture or deliver
freight. Trucks of this sort are often available as rentals. A
moving truck is two squares wide and ve squares long. It
provides three-quarters cover for occupants in the cab and
full cover for any in the back.
NABI Model 40LFW
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.

Military Vehicles

BMP-2
A Soviet-era armoured personnel carrier, the BMP is
used by the Russian army and more than twenty exSoviet states or clients. It is crewed by a driver, a gunner
and a commander. It has three top hatches, one above
each crew position, and a large door in back for infantry
soldiers to load or disembark. It takes a full-round action
to enter the vehicle through a top hatch and another
full-round action to start it moving. The BMP-2 is three
squares wide and four squares long. It provides full cover
to its occupants. This vehicle comes equipped with a
30mm cannon (see the Vehicle Weapons table) mounted
in a full turret.

UH-60 Black Hawk


Introduced in the 1980s to replace the aging UH-1,
the Black Hawk is the U.S. Armys primary utility
helicopter. The UH-60 is three squares wide and twelve
squares long. It provides three-quarters cover to crew and
passengers (one-quarter cover to passengers if the cargo
doors are open).

CHAINSAWS, STAKES & NAILGUNS

Several military vehicles are covered here. In addition,


a number of the civilian vehicles covered above, such
as the AM General Hummer and the Bell Model 212
helicopter, are commonly seen in military service.

M113A1 Gavin
Introduced in 1960s and for many years a mainstay of
the U.S. Army, this tracked armoured personnel carrier
is now in use by more than fty countries. It is crewed
by a driver and a commander, and features a top hatch
above each position as well as a rear door. It takes a fullround action to enter the vehicle through a top hatch and
another full-round action to start it moving. The Gavin is
three squares wide and four squares long. It provides full
cover to its occupants.

M1A2 Abrams
This is the U.S. Armys 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 drivers 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
of Fire

Magazine

Size

Cannons (require the Exotic Firearms Prociency (cannons) feat)


BMP-2 30mm
Cannon

4d12

20

Ballistic

150 ft.

Linked

Huge

M1A2 Abrams
Tank Cannon

10d12

20

Ballistic

150 ft.

Single

Huge

Weight, purchase DC and restriction rating do not apply. These weapons are part of the vehicles on which they are
mounted.

119

CONDITIONS,ENVIRONMENTS&HAZARDS

Conditions, environments
and Hazards
A number of adverse conditions can affect the way a
character operates, as dened here. If more than one
condition affects a character, apply both if possible.
If not possible, apply only the most severe condition.
Damage from conditions, environments and hazards are
always considered lethal damage unless noted otherwise
in its description.

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
per day of rest. This differs from effective ability loss,
which is an effect that goes away when the condition
causing it goes away.

Ability Drained

The character has lost 1 or more ability score points. The


loss is permanent.

Blinded

The character cannot see at all, and thus everything has


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
at half speed, and incurs a 4 penalty on Strength-based
and Dexterity-based skills. This 4 penalty also applies
to Search checks and any other skill checks for which
the Games Master deems sight to be important. The
character cannot make Spot checks or perform any other
activity (such as reading) that requires vision. Characters
who are blind long-term (from birth or early in life) grow
accustomed to these drawbacks and can overcome some
of them (at the Games Masters discretion).

Cowering

The character is frozen in fear, loses his Dexterity bonus,


and can take no actions. In addition, the character takes
a 2 penalty to his Defence. The condition typically lasts
10 rounds.

120

Dazed

Unable to act, a dazed character can take no actions, but


still gets the benet of his normal Defence. This condition
typically lasts 1 round.

Dead

A character dies when his hit points drop to 10 or lower,


or when his Constitution drops to 0.

Deafened

The character cannot hear and takes a 4 penalty on


initiative checks. The character cannot make Listen
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 Masters
discretion).

Disabled

The character has 0 hit points. The character can take only
a single move action or attack action, and takes 1 point of
damage after any action.

Dying

The character is near death and unconscious, with 1 to 9


wound points. The character can take no actions and each
round a dying character loses 1 hit point until he dies or
becomes stable.

Entangled

An entangled character takes a 2 penalty on attack rolls


in addition to a 4 penalty to Dexterity. If the entangling
bonds are anchored to an immobile object, the entangled
character cannot move. Otherwise, the character can move
at half speed, but cannot run or charge.

Exhausted

Characters who are exhausted move at half speed and


cannot run or charge. Furthermore, they take a 6 penalty
to Strength and Dexterity. After 1 hour of complete,

Fatigued

Characters who are fatigued cannot run or charge and


take a penalty of 2 to Strength and Dexterity. After
8 hours of complete, uninterrupted rest, a fatigued
character is no longer fatigued.

Flat-Footed

A character who has not yet acted during a combat is


at-footed, meaning he is not yet up to speed with the
situation. A at-footed character loses his Dexterity
bonus to Defence.

Grappled

When grappled, a character cannot undertake any action


other than attacking with his bare hands, attacking with
a light weapon, or attempting to break free from his
opponent. The character loses his Dexterity bonus to
Defence, except on attacks from characters with whom
he is grappling.

Helpless

Paralysed, sleeping or unconscious characters are


helpless. A helpless character has an effective Defence
of 5 + size modier. An attacker can attempt a coup de
grace against a helpless character.

Prone

An attacker who is prone (lying on the ground) takes a


4 penalty on melee attack rolls and cannot use bows or
thrown ranged weapons. The character gains a +4 bonus
to Defence against ranged attacks, but takes a 4 penalty
to Defence against melee attacks.

Shaken

A shaken character takes a 2 penalty on attack rolls,


saving throws and skill checks.

Stable

A stable character is no longer dying, but is still


unconscious.

Stunned

A character who becomes stunned loses his Dexterity


bonus, drops what he is holding and can take no attack or
move actions. In addition, the character takes a 2 penalty
to Defence. The condition typically lasts 1 round.

CONDITIONS,ENVIRONMENTS&HAZARDS

uninterrupted rest, an exhausted character becomes


fatigued.

Unconscious

An unconscious character is unable to defend himself.


The character is helpless and typically falls prone.

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 ees 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

CONDITIONS,ENVIRONMENTS&HAZARDS

Environments and Hazards


Darkness and Light

It is a rare mission that does not end up in the dark


somewhere, even in the modern, electrically lit world
and characters need a way to see. See the Light Sources
table for the radius that a light source illuminates and
how long it lasts.

Light Sources
Item

Light

Duration

Candle

5 feet

12 hours

Torch

20 feet

2 hours

Halogen Lantern

40 feet

24 hours

Flashlight
20 feet*
6 hours
*Creates a beam 30 feet long and ve feet high

Heat and Cold

Heat and cold deal damage that cannot be recovered


until the character counteracts or escapes the inclement
temperature. As soon as the character suffers any damage
from heat or cold, he is considered fatigued.
A character not properly equipped to counteract the
heat or cold must attempt a Fortitude saving throw each

hour (DC 15, +1 for each previous check). Failure means


that the character loses 1d4 hit points. Heavy clothing
or armour provides a 4 penalty on saves against heat
but grants a +4 equipment bonus on saves against cold.
A character who succeeds at a Survival check (DC 15)
gains a +4 competence bonus on the save (see the Survival
skill).
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
points. Appropriate clothing and successful use of the
Survival skill can modify the save, as noted above.

Catching on Fire

Characters exposed to open ames might nd their clothes,


hair or equipment on re. Characters at risk of catching
re are allowed a Reex saving throw (DC 15) to avoid
this fate. If a characters clothes or hair catch re, he takes
1d6 points of damage immediately. In each subsequent
round, the burning character must make another Reex
saving throw. Failure means he takes another 1d6 points
of damage that round. Success means that the re has
gone out that is, once the character succeeds at the
saving throw, he is no longer on re.
A character on re may automatically extinguish the
ames by jumping into enough water to douse himself.
If no body of water is at hand, rolling on the ground or
smothering the re with blankets permits the character
another save with a +4 bonus.

Starvation and Thirst

Sometimes characters might nd themselves without food


and water. In normal climates, characters need at least a
gallon of uids 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

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
after failing the check, the character dies of suffocation
or drowning.

breath for a number of rounds equal to his Constitution


score. After this period of time, the target must make a
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
and Drowning).

Smoke

Characters breathing heavy smoke or similar toxic


gases must make a Constitution check (DC 10, +1 for
each previous check) each round or spend that round
nauseated. Characters who choke for 2 consecutive
rounds take 1d6 points of damage.
Smoke also obscures vision, giving one-half concealment
(20% miss chance) to characters within it.

If at any time the target breaks free or slips free of the


grapple, the stranglehold is broken (although any damage
that was dealt remains). Note that a grappled target who
is not pinned can use his attack action to strangle his
attacker in return.

CONDITIONS,ENVIRONMENTS&HAZARDS

Suffocation and Drowning

Falling

Strangulation

A character takes 1d6 points of damage for every 10 feet


of a fall, to a maximum of 20d6 points. If the character
succeeds on a Reex saving throw (DC 10, +1 for each
10 feet fallen), this damage is halved. If the saving throw
fails, full damage is applied.

When a character is strangled by an instrument or an


attacker, use the rules below. A character can strangle
or choke a target of the same size category or one size
category larger or smaller. The strangling attempt incurs
an attack of opportunity.

A character can make a Tumble check (DC 15) to treat


a fall as if it were 10 feet shorter when determining the
damage and the Reex saving throw DC required by the
fall.

To begin the choke, the attacker must succeed at an


opposed grapple check. If the grapple succeeds, the
attacker can choose to deal normal unarmed damage as
well as choke the target. The target can hold his of her
Damage from Falling Objects
Object Size

Example

Initial Damage

Reex Save DC

Strength
Check DC

Fine

Penny

n/a

n/a

Diminutive

Paperweight

n/a

Tiny

Wrench

1d3

n/a

Small

Vase

1d4

10

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

CONDITIONS,ENVIRONMENTS&HAZARDS

Diseases
Disease

Type

Fort Save
DC

Incubation
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).

Falling Objects
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
Objects table.
Objects deal the initial damage given in the table below
if they fall 10 feet or less. An object deals an additional
1d6 points of damage for every 10-foot increment it
falls beyond the rst (to a maximum of 20d6 points
of damage). Objects of Fine size are too small to deal
damage, regardless of the distance fallen. A successful
Reex save indicates that the target takes half damage.
The size of the falling object determines the save DC.
If the save fails by 10 or more, and the object is at
least two size categories larger than the character, the
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
or an Escape Artist check (DC 20) to get out from
underneath. The Games Master can modify the DCs for
these checks based on the circumstances.

Poison

When a character takes damage from a poisoned


weapon, touches an item smeared with contact poison,
consumes a poisonous substance, inhales a poisonous
gas or is otherwise poisoned, the character must make a
Fortitude saving throw. If the character fails, he takes the
poisons initial damage (usually ability damage). Even
if the character succeeds, he typically faces secondary
damage 1 minute later. This secondary damage also
requires a Fortitude saving throw to avoid.
Poisons are detailed in the Craft (pharmaceutical) skill
description.
Poisonous liquids are usually administered through
injection or by application to a weapon. Poisonous gases

124

must be inhaled to be effective. Poisonous solids are


usually ingested with food or drink.

Perils of Using Poison

A character has a 5% chance (roll of 1 on 1d20) to expose


himself to a poison whenever the character applies it to
a weapon or otherwise readies it for use. Additionally, a
character who rolls a 1 on an attack roll with a poisoned
weapon must succeed at a Reex saving throw (DC 15) or
accidentally poison himself with the weapon.

Poison Immunity

Creatures with natural poison attacks are immune to their


own poison. Nonliving creatures and creatures without
metabolisms are immune to poison (such as oozes),
though it is conceivable that a special poison could be
synthesized specically to harm them.

Disease

When a character is exposed to a treatable disease, the


character must make an immediate Fortitude saving
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
a disease, or suffers damage from a contaminated attack.
If the character succeeds, the disease has no effect on
him or her the characters immune system ghts off the
infection. If the character fails the save, he takes damage
after an incubation period; once per day thereafter, the
character must succeed at a Fortitude saving throw to
avoid secondary damage. Two successful saving throws in
a row indicate that the character has fought off the disease
and recovers, taking no more damage.

Disease Traits

The characteristics of some treatable diseases are


summarised on the Diseases table.
~ Type: The diseases method of delivery ingested,
inhaled or via an injury and the DC needed to save.

Electricity Damage
Type

Examples

Damage

Fort Save
DC

Jolt

Car battery,
stun gun

1d3

10

Low
Voltage

Fuse box,
electrical
socket

2d6

15

Medium
Voltage

Industrial
transformer,
electric fence

4d6

15

Acid

High
Voltage

Power line,
electric chair,
lightning

8d6

20

Acid Damage

of acid must make a Fortitude save (DC 15) or take 1


point of temporary Constitution damage. A second save
must succeed 1 minute later to avoid taking another 1d4
points of temporary Constitution damage.

~
~

Corrosive acids deal damage each round of exposure.


The amount of damage varies depending on the acids
strength, as noted on the Acid Damage table.

Acid Strength

Splash Attack

Total
Immersion

Mild

1d6

1d10

Potent

2d6

2d10

Concentrated
3d6
*Damage per round of exposure

3d10

Acid damage from an attack reduces hit points. A


character fully immersed in acid takes potentially more
damage per round of exposure than a character splashed
with acid. The fumes from most acids are inhaled
poisons. Those who come within 5 feet of a large body

Electricity

CONDITIONS,ENVIRONMENTS&HAZARDS

Some injury diseases can be transmitted by a wound


as small as an insect bite. Most diseases that are
inhaled can also be ingested (and vice versa).
Incubation Period: The amount of time before initial
damage takes effect (if the victim fails his Fortitude
save).
Initial Damage: The ability damage the victim takes
after the incubation period.
Secondary Damage: The amount of ability damage
the character takes one day after taking initial damage,
if he fails a second saving throw. This damage is taken
each day the saving throw fails.

Electrical hazards come in many forms, including stun


guns, downed power lines and electric security fences.
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
the damage by half. If that character is not grounded or
is otherwise insulated from the current, a successful save
indicates that no damage is suffered.

125

COMBAT (& RUNNING AWAY)

Combat (and Running


Away)
Combat in OGL Horror is played out in rounds, and in
each round everybody acts in turn in a regular cycle.
Skills, feats, and equipment can modify combat rolls in
numerous ways, but it does not change the basic tenets
of how combat operates.
Combat usually runs in the following way.
Each combatant starts the battle at-footed. Once
a combatant acts, he is no longer at-footed.
Exception: When everyone involved in a combat
knows that a battle is about to begin and spend more
than one minute in full view of each other, no one is
atfooted during the rst round (except to an attack
that comes in from outside the visible opponents).
~ The Games Master determines which characters are
aware of their opponents at the start of the battle.
If some but not all of the combatants are aware of
their opponents, a surprise round happens before
regular rounds begin. The combatants who are aware
of their opponents can act in the surprise round, so
they roll for initiative. In initiative order (highest to
lowest), combatants who started the battle aware of
their opponents each take one move or attack action.
Combatants who were unaware do not get to act in
the surprise round. If no one or everyone starts the
battle aware, there is no surprise round.
~ Combatants who have not yet rolled initiative do
so. All combatants are now ready to begin their rst
regular round.
~ Combatants act in initiative order. Initiative is
calculated using a Dexterity check as detailed below.
~ When everyone has had a turn, whether they take
advantage of it or not, the combatant with the highest
initiative acts again, and the characters repeat acting
in initiative order until combat ends.
~

Attack Roll

An attack roll represents a characters attempts to strike


an opponent on the characters turn in a round. When a
character makes an attack roll, he rolls 1d20 and adds
his attack bonus. If the result equals or beats the targets
Defence, the character hits and deals damage. Many
modiers can affect the attack roll.

126

A natural 1 (the d20 comes up 1) on the attack roll is


always a miss. A natural 20 (the d20 comes up 20) is
always a hit. A natural 20 is also always a threat a
possible critical hit.
If the character is not procient in the weapon he is
attacking with (the character does not have the appropriate
Weapon Prociency feat), that character takes a 4 penalty
on the attack roll.

Attack Bonus
A characters attack bonus with a melee weapon is:
Base attack bonus + Strength modier + size modier
A characters attack bonus with a ranged weapon is:
Base attack bonus + Dexterity modier + range penalty +
size modier

Strength Modifier
Strength helps a character swing a weapon harder and
faster, so a characters Strength modier applies to melee
attack rolls.

Size Modifier
Creature size categories are dened differently from the
size categories for weapons and other objects. Since this
size modier applies to Defence against a melee weapon
attack or a ranged weapon attack, two creatures of the

Size Modiers
Size (Example)

Size Modier

Colossal (blue whale [90 ft. long])

Gargantuan (gray whale [40 ft. long])

Huge (elephant)

Large (lion)

Medium-size (human)

+0

Small (German shepherd)

+1

Tiny (housecat)

+2

Diminutive (rat)

+4

Fine (horsey)

+8

same size strike each other normally, regardless of what


size they actually are. Creature sizes are compatible with
vehicle sizes.

Dexterity measures coordination and steadiness, so a


characters Dexterity modier applies when the character
attacks with a ranged weapon.

Range Penalty
The range penalty for a ranged weapon depends on what
weapon the character is using and how far away the
target is. All ranged weapons and thrown weapons have
a range increment (see Chapter 5, Chainsaws, Stakes and
Nailguns). Any attack from a distance of less than one
range increment is not penalized for range. However,
each full range increment causes a cumulative 2 penalty
on the attack roll. A thrown weapon has a maximum
range of ve range increments. Ranged weapons that re
projectiles can shoot up to ten increments.

Damage

When a character hits with a weapon, he deals damage


according to the type of weapon. Effects that modify
weapon damage also apply to unarmed strikes and
the natural physical attacks of creatures. Damage is
deducted from the targets current hit points. Attacks
against objects are dealt with in a separate section
detailed below.

Minimum Weapon Damage


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
damage of 1 rule only applies to penalties on the damage
roll itself.

Strength Bonus
When a character hits with a melee weapon or thrown
weapon, add his Strength modier to the damage. The
Weapon Finesse feat applies only to attack rolls, not
damage.
~

Off-Hand Weapon: When a character deals damage


with a weapon in his off hand, add only half of the
characters Strength bonus.
Wielding a Weapon Two-Handed: When a character
deals damage with a weapon that he is wielding
two-handed, add 1.5 times the characters Strength
bonus. However, the character does not get this higher
Strength bonus when using a light weapon twohanded; in such a case, only the characters normal
Strength bonus applies to the damage roll.

Sometimes damage is multiplied by some factor,


generally a x2 or more due to a critical hit. Roll the
damage (with all modiers) multiple times and total the
results. Bonus damage represented as extra dice is an
exception. Do not multiply bonus damage dice when a
character scores a critical hit.

Critical Hits
When a character makes an attack roll and gets a natural
20 (the d20 shows 20), the character hits regardless of
the targets Defence and the character has scored a threat
of a critical hit. To nd out if it is actually a critical hit,
the character immediately makes another attack roll with
all the same modiers as the attack roll that scored the
threat. If the second roll also results in a hit against the
targets Defence, the attack is a critical hit. The second
roll just needs to hit to conrm a critical hit; the character
does not need to roll a second 20. If the second roll is a
miss, then the attack just deals the damage of a regular
hit.

COMBAT (& RUNNING AWAY)

Dexterity Modifier

Multiplying Damage

A critical hit multiplies the characters damage. Unless


otherwise specied, the multiplier is x2. It is possible
for some weapons to have higher multipliers, doing more
damage on a critical hit. Some weapons have expanded
threat ranges, making a critical hit more likely. However,
even with these weapons, only a 20 is an automatic hit.
The Critical columns on the weapon tables (in Chapter
5, Chainsaws, Stakes and Nailguns) indicates the threat
range for each weapon on the tables.

Defence Value

A characters Defence Value (DV) represents how hard


it is for opponents to land a solid, damaging blow on the
character. It is the attack roll result that an opponent needs
to achieve to hit the character. The average, unarmoured
civilian has a Defence of 10.
A characters Defence Value is equal to:
10 + Dexterity modier + class bonus + equipment
bonus + size modier

Dexterity Modifier
If a characters Dexterity is high, he is particularly adept
at dodging blows or gunre. If a characters Dexterity is
low, he is particularly inept at it. Characters apply their
Dexterity modier to Defence. Sometimes a character
cannot use his Dexterity bonus, whether because of
an entanglement, being caught atfooted, or for some
other reason. If a character cannot react to a blow, that
character cannot use his Dexterity bonus to Defence.

127

COMBAT (& RUNNING AWAY)

Note that a Dexterity penalty will still apply, however,


even if the character is at-footed.

Class Bonus
A characters class and level grant the character an innate
bonus to Defence. This bonus applies in all situations,
even when the character is at-footed or when the
character would lose his Dexterity bonus for some other
reason.

Equipment Bonus
If a character wears armour, it provides a bonus to his
Defence Value. This bonus represents the armours
ability to protect the character from blows, effectively
meaning that they do not hit hard enough to inict
damage. Armour provides a minimum bonus to anyone
who wears it, but a character who is procient in the use
of a certain type of armour receives a larger bonus to
Defence.
Sometimes a character cannot use his equipment bonus
to Defence. If an attack will damage the character just
by touching him or her, that character cannot add his

equipment bonus to Defence (see Touch Attacks, below).

Size Modifier
The bigger an opponent is, the easier it is to hit in combat.
The smaller it is, the harder it is to hit. Since this same
modier applies to attack rolls a creature does not have a
hard time attacking another creature of the same size. Size
modiers are shown on the Size Modiers table.

Other Modifiers
Other factors can add to a characters Defence Value.
Feats: Some feats give a bonus to a characters Defence
Value.
Dodge Bonuses: Some other Defence bonuses represent
actively avoiding blows. These bonuses are called dodge
bonuses. Any situation that denies a character his Dexterity
bonus also denies his dodge bonuses. Unlike most sorts of
bonuses, dodge bonuses stack with each other.

Touch Attacks
Some attacks disregard armour. In these cases, the attacker
makes a touch attack roll (either a ranged touch attack roll
or a melee touch attack roll). The attacker makes his attack
roll as normal, but a characters Defence does
not include any equipment bonus or armour
bonus. All other modiers, such as class
bonus, Dexterity modier and size modier,
apply normally.

Hit Points

A characters hit points tell how much


punishment he can take before dropping. Hit
points are based on the characters class and
level and the characters Constitution modier
applies. When a characters 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 characters 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


line and doing so affects the characters Defence (see the
full-round action Run).

Generally, when a character is subject to an unusual or


magical attack, he gets a saving throw to avoid or reduce
the effect. A saving throw is a 1d20 roll plus a bonus
based on the characters class and level (the characters
base save bonus) and an ability modier. A natural 1 (the
d20 comes up 1) on a saving throw is always a failure. A
natural 20 (the d20 comes up 20) is always a success. The
Difculty Class for a save is determined by the attack or
effect itself.
A characters saving throw bonus is equal to:
Base save bonus + ability modier

Saving Throw Types


The three different kinds of saving throws are:
Fortitude: These saves measure a characters ability
to stand up to massive physical punishment or attacks
against his vitality and health such as poison and
paralysis. Apply a characters Constitution modier to
his Fortitude saving throws.
Reex: These saves test a characters ability to dodge
massive attacks such as explosions or car wrecks.
Often, when damage is inevitable, a character gets to
make a Reex save to take only half damage. Apply
the characters Dexterity modier to his Reex saving
throws.
Will: These saves reect a characters resistance to
mental inuence, domination, and psychological effects.
Apply the characters Wisdom modier to his Will
saving throws.

Initiative

Every round, each combatant gets to take their allotment


of actions. The combatants initiative checks, from
highest to lowest, determine the order in which they act,
from rst to last.
At the start of a battle, each combatant makes a single
initiative check. An initiative check is a Dexterity check.
Each character applies his Dexterity modier to the roll,
and anyone with the Improved Initiative feat gets an
additional +4 bonus on the check. The Games Master
nds out what order characters are acting in, counting
down from highest result to lowest, and each character
acts in turn. On all following rounds, the characters act
in the same order (unless a character takes an action that

If two or more combatants have the same initiative check


result, the combatants who are tied go in order of total
initiative modier (including Dexterity modier and
Improved Initiative bonus, if applicable). If there is still
a tie, roll a die.
Flat-Footed: At the start of a battle, before the character
has had a chance to act (specically, before the
characters rst turn in the initiative order), the character
is at-footed. A character cannot use his Dexterity bonus,
and therefore loses his this bonus to Defence while atfooted.
Joining a Battle: If characters enter a battle after it has
begun, they roll initiative at that time and act whenever
their turn comes up in the existing order.

COMBAT (& RUNNING AWAY)

Saving Throws

results in his initiative changing; see Special Initiative


Actions).

Surprise
When a combat starts, if a character was not aware of
his enemies and they were aware of the character, that
character is surprised. Likewise, a character can surprise
his enemies if the character knows about them before
they are aware of the character.

The Surprise Round


If some but not all of the combatants are aware of their
opponents, a surprise round happens before regular rounds
begin. The combatants who are aware of the opponents
can act in the surprise round, so they roll for initiative.
In initiative order (highest to lowest), combatants who
started the battle aware of their opponents each take an
attack action or move action during the surprise round
(see Action Types, below). If no one or everyone is
surprised, a surprise round does not occur.

Unaware Combatants
Combatants who are unaware at the start of battle do not
get to act in the surprise round. Unaware combatants are
still at-footed because they have not acted yet. Because
of this, they lose any Dexterity bonus to Defence.

Actions in Combat
The fundamental actions of moving and attacking cover
most of what a character wants to do in a battle. They
are described here. Other, more specialized options are
touched on in the Actions in Combat table, and covered
in Special Initiative Actions and Special Attacks.

The Combat Round

Each round represents about 6 seconds in the game


world. A round is an opportunity for each character

129

COMBAT (& RUNNING AWAY)

Actions in Combat
Type of Action

Attack of
Opportunity?*

Attack Actions

Yes

Withdraw

No

Extinguish ames

No

Attack (melee)

No

Use a skill that takes a full round

Usually

Attack (ranged)

Yes
Yes

Reload a rearm with an internal


magazine

Yes

Attack (unarmed)
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


action

Usually

Use a feat?

Varies

No Action

Move Action

Delay

Move your speed

Yes

Use a piece of equipment

No

Climb (one-quarter speed)

No

Climb, accelerated (one-half speed) No


Crawl

No

Draw a weapon^

No

Holster a weapon

Yes

Move a heavy object

Yes

Open a door

No

Pick up an object

Yes

Reload a rearm with a box


magazine or speed loader

Yes

Retrieve a stored object

Yes

Stand up from prone, sitting, or


kneeling

No

Start/complete full-round action

Varies

Swim

No

Use a skill that takes a move action

Usually

Full-Round Action

130

Run

Bull Rush (charge)

No

Charge

No

Coup de grace

Yes

Full attack

No

Overrun (charge)

No

No

5-foot step
No
* Regardless of the action, if a character moves out of a
threatened square, the character usually provokes an attack
of opportunity. This column indicates whether the action
itself, not moving, provokes an attack of opportunity.
If the object is being held, carried, or worn by a creature,
Yes. If not, No.
^If the character has the Quick Draw feat, this is a free
action. If the character has the Two-Weapon Fighting
feat, he can draw two light or one-handed weapons in one
move action (or free action if he also has the Quick Draw
feat).
These attack forms substitute for a melee attack, not
an action. As melee attacks, they can be used once in an
attack or charge action, one or more times in a full attack
action, or even as an attack of opportunity.
? The description of a feat denes its effect.
involved in a combat to take an action. Anything a person
could reasonably do in 6 seconds, a character can do in 1
round.
Each rounds activity begins with the character with the
highest initiative result and then proceeds, in descending
order, from there. Each round of a combat uses the same
initiative order. When a characters turn comes up in the
initiative sequence, that character performs his entire
rounds worth of actions (though exceptions exist; see
Attacks of Opportunity and Special Initiative Actions).

Action Types

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
(or two move actions; a character can always take a move
action in place of an attack action), or a character can
perform a full-round action. A character can also perform
as many free actions as the Games Master allows.
In some situations (such as in the surprise round) a
character may be limited to taking only a single attack
or move action.

Attack Action
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;
see the Actions in Combat table), or perform other
similar actions. During a combat round, a character can
take an attack action and a move action. A character can
take a move action before or after performing an attack
action.

Move Action
A move action allows a character to move his speed or
perform an action that takes a similar amount of time. A
character can move his speed, climb one-quarter of his
speed, draw or stow a weapon or other object, stand up,
pick up an object,or perform some equivalent action (see
the Actions in Combat table).
A character can take a move action in the place of an
attack action. If a character moves no actual distance in
a round, that character can take one 5-foot step before,
during or after the action.

Full-Round Action
A full-round action consumes all a characters effort
during a round. The only movement the character can
take during a full-round action is a 5-foot step before,
during, or after the action. Some full-round actions do
not allow a character to take a 5-foot step. A character
can also perform free actions (see below) as the Games
Master allows.

Free Action
Free actions consume a very small amount of time and
effort and over the span of the round, their impact is
so minor that they are considered free. A character can
perform one or more free actions while taking another
action normally. However, the Games Master puts
reasonable limits on what a character can really do for
free. For instance, dropping an object, dropping to a
prone position and speaking a sentence or two are all
free actions but may be restricted.

Attack Actions

Most common attack actions are described below.


More specialized attack actions are mentioned in Table:
Actions in Combat, and covered in Special Attacks.

Melee Attacks
With a normal melee weapon, a character can strike
any enemy within 5 feet. Enemies within 5 feet are
considered adjacent to the character. A character
capable of making more than one melee attack per round
must use the full attack action (see Full-Round Actions,
below) in order to make more than one attack.

COMBAT (& RUNNING AWAY)

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
set amount of game time starting with the rst character
to act and ending with the last, but it usually means a
span of time from a certain round to the same initiative
number in the next round. Effects that last a certain
number of rounds end just before the same initiative
count that they began on.

Fighting Defensively
A character can choose to ght defensively while making
a melee attack. If the character does so, he takes a 4
penalty on his attack in a round to gain a +2 dodge bonus
to Defence in the same round. A character with 5 or more
ranks in Tumble gains a +3 dodge bonus to Defence
(instead of the normal +2) when ghting defensively.

Unarmed Attacks
Striking for damage with punches, kicks and head butts
is much like attacking with a melee weapon, except that
an unarmed attack deals nonlethal damage. Unarmed
strikes count as light melee weapons (for purposes of
two-weapon attack penalties and so on). The following
exceptions to normal melee rules apply to unarmed
attacks.
~ Attacks of Opportunity: Making an unarmed attack
against an armed opponent provokes an attack of
opportunity from the character attacked. The attack
of opportunity comes before the characters attack.
An unarmed attack does not provoke attacks of
opportunity from other foes, nor does it provoke an
attack of opportunity from an unarmed foe.
~ Armed Unarmed Attacks: Sometimes a character or
creature attacks unarmed but the attack still counts
as armed. A creature with claws, fangs and similar
natural physical weapons, for example, counts as
armed. Being armed counts for both offense and

131

COMBAT (& RUNNING AWAY)

defence not only does a creature not provoke an


attack of opportunity when attacking an armed foe,
but a character provokes an attack of opportunity
from that creature if the character makes an unarmed
attack against it. The Combat Martial Arts feat makes
a characters unarmed attacks count as armed.
Unarmed Strike Damage: An unarmed strike from
a Medium-size character deals 1d3 points (plus the
characters Strength modier, as normal) of nonlethal
damage.
A character can specify that his unarmed strike will
deal lethal damage before the character makes his
attack roll, but the character takes a 4 penalty on
the attack roll because he has to strike a particularly
vulnerable spot to deal lethal damage.

Ranged Attacks
With a ranged weapon, a character can shoot or throw at
any target that is within the ranged weapons maximum
range and in line of sight. A target is in line of sight if
there are no solid obstructions between the character and
the target. The maximum range for a thrown weapon is
ve range increments. For weapons that re projectiles,
it is ten range increments.
A character capable of making more than one ranged
attack per round must use the full attack action (see FullRound Actions, below) in order to make more than one
attack.
~ Shooting or Throwing into a Melee: If a character
shoots or throws a ranged weapon at a target that is
engaged in melee with an ally, the character takes a 4
penalty on his attack roll because the character has to
aim carefully to avoid hitting the ally. Two characters
are engaged in melee if they are enemies and they are
adjacent to one another. An unconscious
or otherwise immobilized character
is not considered
engaged unless

132

he is actually being attacked. If the target is so big that


part of it is 10 feet or farther from the nearest ally, the
character can avoid the 4 penalty, even if it is engaged
in melee with an ally. Because of the weapons
unwieldy shape and size, an attacker using a rie takes
a 4 penalty on attacks against adjacent opponents.
Fighting Defensively: A character can choose to ght
defensively while making a ranged attack. If the
character does so, he takes a 4 penalty on his attack
in a round to gain a +2 dodge bonus to Defence in the
same round.

Total Defence
Instead of attacking, a character can use his attack action
simply to defend. This is called a total defence action.
The character does not get to attack or perform any other
activity, but does get a +4 dodge bonus to his Defence for
1 round. The characters Defence improves at the start of
this action, so it helps against any attacks of opportunity
the character is subject to while performing his move
action.

Move Actions

With the exception of specic movement-related skills,


most move actions do not require a check, though in some
cases ability checks may be required.

Movement
The simplest move action is moving the characters speed.
If a character takes this kind of move action during his
turn, the character cannot also take a 5-foot step. Many
nonstandard modes of movement are also covered under
this category, including climbing and swimming (up to
one-quarter the characters speed), crawling (up to 5 feet)
and entering a vehicle.

Manipulating Objects

Standing Up
Standing up from a prone position requires a move action.
It provokes an attack of opportunity from opponents who
threaten the character. A character can make a Tumble
check (DC 20) to stand without provoking an attack of
opportunity. If the Tumble check result is 30 or better,
standing is a free action instead of a move action.

Start/Complete Full-Round Action


The start/complete full-round action move action lets a
character start undertaking a full-round action (such as
those listed on the Actions in Combat table) at the end
of his turn, or complete a full-round action by using a
move action at the beginning of his turn in the round
following the round when the character started the fullround action. If the character starts a full-round action
at the end of his turn, the next action that character takes
must be to complete the full-round action or, if that is
physically impossible, abandon it completely.

Full-Round Actions

A full-round action requires an entire round to complete.


If it does not involve moving any distance, a character
can combine it with a 5-foot step.

Charge
Charging is a special full-round action that allows a
character to move more than his speed and attack during
the action. However, there are tight restrictions on how
and when a character can charge.
Movement during a Charge: The character must move
before his attack, not after. The character must move at
least 10 feet and may move up to twice his speed. All
movement must be in a straight line, with no backing up
allowed. The character must stop as soon as he is within
striking range of his target (the character cannot run past
the target and attack from another direction). A character
cannot take a 5-foot step during the same round as a
charge.
During the surprise round (or any other time a character
is limited to taking no more than a single attack action on

Circumstances

Primary
Hand

Off Hand

Normal penalties

10

Off-hand weapon is light

Two-Weapon Fighting feat

Off-hand weapon is light and 2


Two-Weapon Fighting feat

his turn) the character can still use the charge action, but
he is only allowed to move up to his speed (instead of up
to twice his speed).
~ Attacking after a Charge: After moving, the character
may make a single melee attack. The character gets
a +2 bonus on the attack roll. The character also
takes a 2 penalty to his Defence for 1 round (until
the beginning of the characters turn in the following
round).

COMBAT (& RUNNING AWAY)

In most cases, moving or manipulating an object is


a move action. This includes drawing or holstering a
weapon, retrieving or putting away a stored object,
picking up an object, moving a heavy object and opening
a door. If the character has a base attack bonus of +1
or higher, he can draw a weapon as part of his normal
movement.

Two-Weapon Fighting Penalties

Even if the character has extra attacks, such as from


having a high enough base attack bonus or from using
multiple weapons, a character only gets to make one
attack after a charge. Instead of attacking the target, a
character can attempt to push the target back; see Bull
Rush.

Full Attack
If a character gets more than one attack per action because
his base attack bonus is high enough, because he ghts
with two weapons, because he is using a double weapon
or for some special reason, the character must use the full
attack action to get his additional attacks. The character
does not need to specify the targets of his attacks ahead
of time. The character can see how the earlier attacks turn
out before assigning the later ones.
Full attack is a full-round action. Because of this, the
only movement a character can take during a full attack
is a 5-foot step. The character may take the step before,
after or between the attacks. If a character gets multiple
attacks based on his base attack bonus, the character must
make the attacks in order from highest bonus to lowest.
If the character is using two weapons, the character can
strike with either weapon rst. If the character is using a
double weapon, the character can strike with either part
of the weapon rst.
~ Committing to a Full Attack Action: A character does
not have to commit to a full attack until after the rst
attack. The character can then decide whether to make
his remaining attacks or to take a move action. Of
course, if the character has already taken a 5-foot step,
he cannot use his move action to move any distance,

133

COMBAT (& RUNNING AWAY)

since he cannot avoid attacks. However, the


character gets a +2 bonus to Defence against
ranged attacks while running.
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


weapon, for instance (see Move Actions, above).
Fighting Defensively: A character can choose to ght
defensively when taking a full attack action. If the
character does so, he takes a 4 penalty on all attacks
in a round to gain a +2 dodge bonus to Defence in the
same round.

Attacking with Two Weapons


If the character wields a second weapon in his off hand,
the character can get one extra attack per round with that
weapon. Fighting in this way is very difcult, however
the character takes a 6 penalty on the regular attack or
attacks with his primary hand and a 10 penalty on the
attack with his off hand. Characters ghting with two
weapons but have them both be melee or both be ranged
in nature unless they possess the Two-Weapon Fighting
feat. A character can reduce the penalties inherent in this
kind of combat in two ways.
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
hand penalty by 2, and the off-hand penalty by 6. The
Two-Weapon Fighting Penalties table below summarises
the interaction of all these factors.
~ Double Weapons: A character can use a double
weapon to make an extra attack as if he were ghting
with two weapons. The penalties apply as if the offhand weapon were light.

Run
A character can run all out as a full-round action. When a
character runs, he can move up to four times his speed in
a straight line. The character does not get a 5-foot step.
The character loses any Dexterity bonus to Defence

134

A run represents a speed of about 14 miles per hour for an


unencumbered human.

Withdraw
Withdrawing from melee combat is a full-round action.
When a character withdraws, he can move up to twice
his speed. The character does not also get a 5-foot step.
The square the character starts from is not considered
threatened for purposes of withdrawing, therefore
enemies do not get attacks of opportunity against the
character when he move from that square.
If while withdrawing, the character moves through
another threatened square (other than the one started in)
without stopping, enemies get attacks of opportunity as
normal. Some forms of movement (such as climbing and
swimming) require skill checks from most creatures. A
character may not withdraw using a form of movement
for which that character must make a skill check.

Miscellaneous Actions

Some actions do not t neatly into the above categories.


Some of the options described below are actions that take
the place of or are variations on the actions described
earlier. For actions not covered in any of this material,
the Games Master determines how long such an action
takes to perform and whether doing so provokes attacks of
opportunity from threatening enemies.

Use Feat, Skill or Special Ability


Certain character attributes let a character take special
actions in combat. Other feats are not actions in
themselves, but they give a character a bonus when
attempting something he can already do. Some feats
arent meant to be used within the framework of combat.

Attacks of Opportunity

The melee combat rules assume that combatants are


actively avoiding attacks. A Player does not have to
declare anything special for his character to be on the
defensive. Sometimes, however, a combatant in a melee
lets his guard down, and does not maintain a defensive
posture as usual. In this case, combatants near him or her
can take advantage of this lapse in defence to attack for
free. These attacks are called attacks of opportunity.

Weapon Type
A character can use a melee weapon to make
attacks of opportunity whenever the conditions for
such an attack are met (see Provoking an Attack of
Opportunity, below). In addition, a character can
make attacks of opportunity with unarmed attacks if
the characters unarmed attacks count as armed (see
Armed Unarmed Attacks).

Threatened Squares
A character threatens the squares into which he
can make a melee attack, even when it is not the
characters action. Generally, that is all squares
adjacent to the characters position. An enemy that
takes certain actions while in a threatened square
provokes an attack of opportunity from the character.
A character can only make attacks of opportunity with
melee weapons, never with ranged weapons.

Provoking an Attack of
Opportunity
Two actions can provoke attacks of opportunity:
moving out of a threatened square and performing an
action within a threatened square that distracts from
defending and lets the characters guard down.
~ Moving out of a Threatened Square: When a
character moves out of a threatened square,
that character generally provokes an attack of
opportunity. There are two important exceptions,
however. A character does not provoke an attack
of opportunity if all he moves is a 5-foot step, or if
the character withdraws. If the character does not
start in a threatened square, but moves into one, the
character has to stop there, or else he provokes an
attack of opportunity as he leaves that square.
~ Performing an Action that Distracts the Character:

Some actions, when performed in a threatened square,


provoke attacks of opportunity because they make a
character divert his attention from the ght at hand.
Using a ranged weapon, in particular, provokes
attacks of opportunity. The Actions in Combat table
notes many additional actions that provoke attacks of
opportunity.

Making an Attack of Opportunity


An attack of opportunity is a single melee attack, and
a character can only make one per round. A character
does not have to make an attack of opportunity if he does
not want to. An experienced character gets additional
regular melee attacks (by using the full attack action),
but at a lower attack bonus. A character makes his attack

Defence Modiers
Circumstances

Melee

Ranged

Defender sitting or kneeling*

+2

Defender prone*

+4

Defender stunned or cowering

Defender climbing

Defender at-footed

+0

+0

Defender running

+0

+2

Defender grappling (attacker not)

+0

+0

Defender pinned^

+4

Defender helpless (such as


paralysed, sleeping, or bound)

+2

+2

Defender has cover

See Cover

COMBAT (& RUNNING AWAY)

The individual feat descriptions tell a character what


he needs to know about them. Most uses of skills or
abilities in a combat situation are attack actions, but
some might be move actions or full-round actions. When
appropriate, the description of a talent or a skill provides
the time required to use it.

Defender concealed or invisible


See Concealment
* May instead improve bonus to Defence granted by cover.
See Cover, below.
The defender loses any Dexterity bonus to Defence.
Roll randomly to see which grappling combatant the
character strikes. That defender loses any Dexterity bonus
to Defence.
^ Treat the defenders Dexterity as 0 (5 modier).

Attack Rolls Modiers


Circumstances

Melee

Ranged

Attacker anking defender*

+2

Attacker on higher ground

+0

Attacker prone

Attacker invisible
+2
+2
* A character anks a defender when he has an ally on the
opposite side of the defender threatening the defender.
Some ranged weapons cannot be used while the attacker is
prone.
The defender loses any Dexterity bonus to Defence.

135

COMBAT (& RUNNING AWAY)

of opportunity, however, at his maximum attack bonus


even if the character has already attacked in this round.

Movement and Position

When using a grid to represent characters movement,


the standard scale equates 1 inch (or a 1 inch square) to
5 feet in the game world.

Standard Scale
One inch (or one square) = 5 feet
Next to or adjacent = 1 inch (5 feet) away
(or in adjacent square)
30mm gure = A human-size creature
A human-size creature occupies an area 1 inch (5 feet)
across (or one square)
One round = 6 seconds

Tactical Movement
Where a character can move, how long it takes to
get there, and whether he is vulnerable to attacks of
opportunity while moving are key questions in combat.

How Far Can a Character Move?


Characters normally move 30 feet, although armour
can slow a character down. Some creatures move faster
or slower. A characters speed when unarmored is
sometimes called base speed.
~ Encumbrance: A character encumbered by
carrying a large amount of gear or a fallen
comrade may move slower than normal.
~ Movement in Combat: Generally, a character can
move his speed as a move action. If a character
uses his attack action as a move action, the
character can move again (for a total movement
of up to twice the characters normal speed). If
the character spends the entire round to run all
out, he can move up to four times his normal
speed. If a character does something that requires
a full round, he can only take a 5-foot step.
~ Movement in Darkness: If a character moves
when he cannot see, such as in total darkness,

his speed is limited to one-half normal. The BlindFight feat reduces this penalty.

Passing Through
Sometimes a character can pass through an area occupied
by another character, creature or object.
~ Friendly Character: A character can move through
a square occupied by a friendly character.
~ Unfriendly Character: There are two ways to
move through a square occupied by a resisting
enemy. The character can attempt an overrun.
Or the character can attempt to tumble through a
square occupied by an enemy (if the character has
ranks in the Tumble skill; see the skill description).
A character can move through a square occupied
by an unfriendly character who does not resist as
if the character was friendly.
~ Square Occupied by Creature or Object Three
Sizes Larger or Smaller: Any creature can move
through a square occupied by a creature or object
three size categories larger or three categories
smaller than it is. The Games Master may
overrule this if the creature literally lls the space,
as some oozes do.

Flanking
If a character is making a melee attack against an
opponent, and an ally directly opposite the character is
threatening the opponent, the character and his ally ank
the opponent. The character gains a +2 bonus on his attack
roll. The ally must be on the other side of the opponent so
that the opponent is directly between the character and
the ally.
A character does not gain a bonus for anking when
making a ranged attack.

Combat Modifiers

This section covers offensive and defensive modiers


provided by position. In the incredibly violent world

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;


standing at an open window; behind a
creature of same size

+4

+2

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


slightly ajar

Total
On the other side of a solid wall
* Half damage if save is failed; no damage if successful.

136

+4*

Concealment
Examples

Miss
Chance

One-quarter

Light fog; light foliage

10%

One-half

Shadows; dense fog

20%

Three-quarters

Dense foliage

30%

Nine-tenths

Near-total darkness

40%

Total

Attacker blind; total


darkness
* Attacker must also guess targets location

50%*

of tomorrow, these modiers can be the edge a Player


Character needs to survive. As such, they are a vital part
of combat.

Favourable and Unfavourable


Conditions
Generally speaking, any situational modier created by
the attackers position or tactics applies to the attack roll,
while any situational modier created by the defenders
position, state or tactics applies to the defenders
Defence. The Games Master judges what bonuses and
penalties apply, using the Defence Modiers table and
the Attack Roll Modiers table as guides.

Cover

Cover provides a bonus to Defence Value. The more


cover a character has, the bigger the bonus. In a melee, if
a character has cover against an opponent, that opponent
probably has cover against the character, too. With
ranged weapons, however, it is easy to have better cover
than the opponent. The Games Master may impose other
penalties or restrictions on attacks depending on the
details of the cover.

Degree of Cover
Cover is assessed in subjective measurements of
how much protection it offers. The Games Master
determines the value of cover. This measure is not a
strict mathematical calculation, because a character
gains more value from covering the parts of his body
that are more likely to be struck. If the bottom half of a
characters body is covered, that only gives one-quarter
cover, because most vital areas are still fully exposed. If
one side or the other of a characters body is covered, the
character gets one-half cover.

Cover Defence Bonus


The Cover table below gives the Defence bonuses for
different degrees of cover. Add the relevant number to

Cover Reflex Save Bonus


The Cover table also gives the Reex save bonuses for
different degrees of cover. Add this bonus to Reex
saves against attacks that affect an area. This bonus only
applies to attacks that originate or burst out from a point
on the other side of the cover.

Striking the Cover Instead of a Missed


Target
If it ever becomes important to know whether the cover
was actually struck by an incoming attack that misses the
intended target, the Games Master should determine if
the attack roll would have hit the protected target without
the cover. If the attack roll falls within a range low
enough to miss the target behind cover but high enough
to strike the target if there had been no cover, the object
used for cover was struck.

COMBAT (& RUNNING AWAY)

Degree of
Concealment

the characters Defence. This cover bonus overlaps (does


not stack) with certain other bonuses.

This can be particularly important to know in cases when


a character uses another character as cover. In such a
case, if the cover is struck and the attack roll exceeds the
Defence of the covering character, the covering character
takes the damage intended for the target.
If the covering character has a Dexterity bonus to
Defence or a dodge bonus, and this bonus keeps the
covering character from being hit, then the original target
is hit instead. The covering character has dodged out of
the way and didnt provide cover after all. A covering
character can choose not to apply his Dexterity bonus
to Defence and/or his dodge bonus, if the character so
desires.

Concealment

Concealment includes all circumstances in which


nothing physically blocks a blow or shot, but something
interferes with an attackers accuracy.

Degree of Concealment
Concealment is subjectively measured as to how well
concealed the defender is. Examples of what might
qualify as concealment of various degrees are given
in the Concealment table below. Concealment always
depends on the point of view of the attacker.

Concealment Miss Chance


Concealment gives the subject of a successful attack
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

COMBAT (& RUNNING AWAY)

Actually, it does not matter who makes the roll or


whether it is rolled before or after the attack roll. When
multiple concealment conditions apply to a defender, use
the one that would produce the highest miss chance. Do
not add the miss chances together.

Helpless Defenders

A helpless foe one who is bound, sleeping, unconscious,


or otherwise at the attackers mercy is an easy target.
A character can sometimes approach a target who is
unaware of his presence, get adjacent to the target, and
treat him or her as helpless. If the target is in combat
or some other tense situation, and therefore in a state of
acute awareness and readiness, or if the target can use his
Dexterity bonus to Defence, then that target cannot be
considered unaware. Further, any reasonable precaution
taken by a target, including stationing bodyguards,
placing his back to a wall, or being able to make Spot
checks, also precludes catching that target unaware and
helpless.

Regular Attack
A helpless defender has an effective Defence of 5 + his
size modier. If a character is attacking with a ranged

weapon and is not adjacent to the target, the character can


use a full-round action to make the attack and gains a +5
bonus on the attack roll. If the character is attacking with a
melee weapon, or with a ranged weapon from an adjacent
square, the character can use a full-round action to deliver
a coup de grace.

Coup de Grace
As a full-round action, a character can use a melee weapon
to deliver a coup de grace to a helpless foe. A character
can also use a ranged weapon, provided the character is
adjacent to the target. The character automatically hits and
score a critical hit. If the defender survives the damage, he
still must make a Fortitude save (DC 10 + damage dealt)
or die.
Delivering a coup de grace provokes attacks of
opportunity from threatening foes because it involves
focused concentration and methodical action. A character
cannot deliver a coup de grace against a creature that is
immune to critical hits.

Knockout Blow
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 modier. 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 characters new, lower initiative count

138

Delaying Limits
The longest a character can delay before taking an action
is until after everyone else has acted in the round. At that
point, the delaying character must act or else forfeit any
action in that round. If multiple characters are delaying,
the one with the highest initiative modier (or highest
Dexterity, in case of a tie) has the advantage. If two
or more delaying characters both want to act on the
same initiative count, the one with the highest initiative
modier gets to go rst. If two or more delaying
characters are trying to go after one another, the one with
the highest initiative modier gets to go last; the others
must go rst or lose their action for the round.

Ready
The ready action lets a character prepare to take an
action later, to interrupt another character. Essentially,
the character splits his action, taking the move action
on the characters initiative count and the attack action
at a later point. On the characters turn, he prepares to
take an action later, if a specic trigger is met. Then,
later in the round, if the readied action is triggered, the
character takes it, acting before the triggering action.
Readying does not provoke an attack of opportunity. The
characters move action, and the attack action he readies,
may both provoke attacks of opportunity normally.
Readying an Action
A character can ready an attack action or a move action.
To do so, the character species the action he will take
and the conditions under which the character will take
it. Then, any time before the characters next action, the
character may take the readied attack action in response
to those conditions. The readied action occurs just before
the event that triggers it. If the trigger is part of another
characters actions, the readied action interrupts the other
character. The other character continues his actions once
the readied action is completed.
The characters initiative count changes. For the rest of
the encounter, it is the count on which the character took
the readied action, and the character acts immediately
ahead of the character whose action triggered the readied
action.

A character can take a 5-foot step as part of his readied


action, but only if the character didnt otherwise move
any distance during the round.
If the character comes to his next action and has not yet
performed the readied action, the character does not get
to take the readied action (though the character can ready
the same action again). If the character takes his readied
action in the next round, before his regular turn comes
up, the characters initiative count rises to that new point
in the order of battle, and he does not get a regular action
that round.

Special Attacks

This section covers rearms, grappling, explosives,


attacking objects and an assortment of other special
attacks

Aid Another

COMBAT (& RUNNING AWAY)

comes up later in the same round, the character can act


normally. The character can specify this new initiative
result or just wait until some time later in the round and
act then, thus xing the characters new initiative count at
that point. A character cannot interrupt anyones action
with a delayed action (as a character can with a readied
action; see below).

In combat, a character can help a friend attack or defend


by distracting or interfering with an opponent. If the
character is in position to attack an opponent with which
a friend of the character is engaged in melee combat,
the character can attempt to aid the friend as an attack
action. The character makes an attack roll against a
Defence Value of 10. If the character succeeds, he does
not actually damage the opponent but the characters
friend gains either a +2 circumstance bonus to attack that
opponent or a +2 circumstance bonus to Defence against
that opponent (aiding characters choice) on the friends
next turn.

Firearms

The most basic form of attack with a rearm is a single


shot. One attack is one pull of the trigger and res one
bullet at one target. The Personal Firearms Prociency
feat allows a character to make this sort of attack without
penalty. If a character is not procient in personal
rearms, he takes a 4 penalty on attacks with that type
of weapon.
A number of other feats allow a character to deal extra
damage when he res more than one bullet as part of a
single attack at a single target. If a character does not
have those feats, he can still re more than one bullet
but the extra bullets do not have any effect, and are just
wasted ammunition.
As with all forms of ranged weapons, attacking with a
rearm while within a threatened square provokes an
attack of opportunity. Because of the weapons unwieldy
shape and size, an attacker using a rie takes a 4 penalty
on attacks against adjacent opponents.

139

COMBAT (& RUNNING AWAY)

Autofire
If a ranged weapon has an automatic rate of re, a
character may set it on autore. Autore affects an area
and everyone in it, not a specic creature. The character
targets a 10-foot by 10-foot area and makes an attack
roll; the targeted area has an effective Defence of 10.
If the character does not have the Advanced Firearms
Prociency feat, he takes a 4 penalty on the attack
roll. If the attack succeeds, every creature within the
affected area must make a Reex save (DC 15) or take
the weapons damage. Autore shoots 10 bullets, and
can only be used if the weapon has 10 bullets in its
magazine.
Autore is not the same thing as burst re, which
involves ring a short burst at a specic target. Firing
a burst requires the Burst Fire feat. If a character res
a blast of automatic re at a specic target without the
Burst Fire feat, it is treated as a standard attack. The
attack, if successful, only deals normal damage all the
extra ammunition the character red is wasted. Some
rearms particularly machine guns only have autore
settings and cannot normally re single shots.

Held at Gunpoint
If a character is atfooted and has no cover, and the
attacker is adjacent and has time to aim a gun at him,
the attacker may use an Attack action to declare that the
character is Held at Gunpoint. If the attacker shoots the
character in this situation, the attack is almost invariably
fatal. If the attack hits, it counts as a Coup de Grace
attack. This special rule only applies when shooting
humans, not monsters. If the attacker is distracted (by
a Bluff or some other event), the character is no longer
considered to be Held at Gunpoint.

Grenades and Explosives

An explosive is a weapon that, when detonated, affects


all creatures and objects within its burst radius by means
of shrapnel, heat, or massive concussion. Its effect is
broad enough that it can hurt characters just by going off
close to them. Some explosives, such as grenades, can
be thrown, and they explode when they land. Others are
planted, with fuses or timers, and go off after a preset
amount of time elapses.

Thrown Explosives
An attack with a thrown explosive is a ranged attack
made against a specic 5-foot square. A character can
target a square occupied by a creature. Throwing the
explosive is an attack action. If the square is within one
range increment, you do not need to make an attack roll.

140

Roll 1d4 and consult the table to see which corner of the
square the explosive bounces to.
If the target square is more than one range increment away,
make an attack roll. The square has an effective Defence
of 10. Thrown weapons require no weapon prociency, so
a character does not take the 4 nonprocient penalty. If
the attack succeeds, the grenade or explosive lands in the
Roll on d4

Corner of Targeted Square

Upper Left

Upper Right

Lower Right

Lower Left

If the weapon was thrown two to three range increments


(11 to 30 feet), roll 1d8
Roll on
1d8
1
2
3
4
5
6
7
8

Location Struck
Upper left corner, one square beyond target
Upper right corner, one square beyond target
Upper right corner, one square right of target
Lower right corner, one square right of target
Lower right corner, one square short of target
Lower left corner, one square short of target
Lower left corner, one square left of target
Upper left corner, one square left of target

For ranges of up to ve range increments (31 to 50 feet),


roll 1d12.
Roll on
1d8
1
2
3
4
5
6
7
8
9
10
11
12

Location Struck
Upper left corner, two squares beyond target
Upper right corner, two squares beyond target
Upper right corner, one square beyond and
right of target
Upper right corner, two squares right of target
Lower right corner, two squares right of target
Lower right corner, one square short and right
of target
Lower right corner, two squares short of target
Lower left corner, two squares short of target
Lower left corner, one square short and left of
target
Lower left corner, two squares left of target
Upper left corner, two squares left of target
Upper left corner, one square beyond and left
of target

targeted square. Roll 1d4 and consult the table above to


see which corner of the square the explosive bounces to.

After determining where the explosive landed, it deals


its damage to all targets within the burst radius of the
weapon. The targets may make Reex saves (DC varies
according to the explosive type) for half damage.

Planted Explosives
A planted explosive is set in place through the use of
the Demolitions skill, with some kind of timer or fuse
determining when it goes off. No attack roll is necessary
to plant an explosive; the explosive sits where it is placed
until it is moved or goes off. When a planted explosive
detonates, it deals its damage to all targets within the
burst radius of the weapon. The targets may make Reex
saves (DC varies according to the explosive type) for half
damage.

Splash Weapons
A splash weapon is a ranged weapon that breaks apart on
impact, splashing or scattering its contents over its target
and nearby creatures or objects. Most splash weapons
consist of liquids in breakable containers.
To attack with a splash weapon, make a ranged touch
attack against the target. Thrown weapons require no
weapon prociency, so characters do not take the 4
nonprocient penalty. A hit deals direct hit damage to the
target and splash damage to all other creatures within 5
feet of the target.
A character can instead target a specic 5-foot square,
including a square occupied by a creature. Use the rules
for thrown explosives. However, if a character targets
a square, creatures within 5 feet are dealt the splash
damage, and the direct hit damage is not dealt to any
creature. If the character misses the target (whether
aiming at a creature or a square), check to see where
the weapon lands, using the rules for thrown explosives.
After determining where the object landed, it deals
splash damage to all creatures within 5 feet.

Attacking an Object

Sometimes a character needs to attack or break an object.


These rules are also used to determine what happens to
items that get struck with attacks specically intended to
damage them.

Objects are easier to hit than characters because they


usually do not move, but many are tough enough to shrug
off some damage from each blow. Objects are harder
or easier to hit depending on their size and whether
they are immobile or being held, carried, or worn by
opponents. The base Defence of objects is shown on the
Size and Defence of Objects table in Chapter 2, Horror
Roleplaying.
If a character uses a full-round action to make an attack
against an inanimate, immobile object, the character gets
an automatic hit with a melee weapon, or a +5 bonus on
his attack roll with a ranged weapon.
An object being held, carried, or worn has a Defence
equal to the above gure + 5 + the opponents Dexterity
modier + the opponents class bonus to Defence.
Striking a held, carried, or worn object provokes an
attack of opportunity from the character who holds it.
If a character has the Sunder feat, he does not incur an
attack of opportunity for making the attempt.

COMBAT (& RUNNING AWAY)

If the character misses the target, the explosive lands at a


corner of a square nearby in a random direction. Consult
the tables below to determine where the explosive lands.

Strike an Object

Hardness: Each object has hardnessa number that


represents how well it resists damage. Whenever an
object takes damage, subtract its hardness from the
damage. Only damage in excess of its hardness is
deducted from the objects hit points (see the Substance
Hardness and Hit Points and Object Hardness and Hit
Points tables in Chapter 2, Horror Roleplaying).
Hit Points: An objects hit point total depends on what it
is made of or how big it is (see the Substance Hardness
and Hit Points and the Object Hardness and Hit Points
tables in Chapter 2, Horror Roleplaying).
Energy Attacks: Acid and sonic attacks deal normal
damage to most objects. Electricity and re attacks deal
half damage to most objects; divide the damage by 2
before applying the hardness. Cold attacks deal onequarter damage to most objects; divide the damage by 4
before applying the hardness.
Ineffective Weapons: The Games Master may determine
that certain weapons just cannot deal damage effectively
to certain objects.
Immunities: Objects are immune to nonlethal damage
and to critical hits.
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
COMBAT (& RUNNING AWAY)

A character can attempt a bull rush as an attack


action 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 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 targets
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
character himself were making the saving throw.

Breaking Objects
When a character tries to break something with sudden
force rather than by dealing damage, use a Strength
check to see whether he succeeds. The DC depends more
on the construction of the object than on the material. If
an object has lost half or more of its hit points, the DC to
break it decreases by 2.

Repairing Objects
Repairing damage to an object takes a full hour of work
and appropriate tools. Without the tools, a character
takes a 4 penalty on his Repair check. At the end of
the hour, make a Repair check (DC 20). Success restores
2d6 hit points. If damage remains, the character may
continue to make repairs for as many hours as it takes
to restore all the objects hit points. There are certain
situations where repairing a specic item works in other
ways; these exceptions are part of the items description
when applicable.

142

Bull Rush Results


If the character beats the targets Strength check, the
character pushes the opponent back 5 feet. The character
can push the target back an additional 5 feet for every 5
points by which the character exceeded the targets check
result, provided the character moves with the target. A
character cannot, however, exceed his normal movement
for that action. The target provokes attacks of opportunity
if moved. So does the character, if he moves with the
target. The target and the character do not provoke
attacks of opportunity from each other as a result of this
movement.
If the character fails to beat the targets Strength check,
the character moves 5 feet straight back to where the
character was before the character moved into the
opponents square. If that square is occupied, the character
falls prone in the square.

Overrun

A character can attempt an overrun as an attack action


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

First, the character must move at least 10 feet in a


straight line into the targets square (provoking attacks of
opportunity normally).
Then the target chooses either to avoid the character or to
block the character. If the opponent avoids the character,
the character keeps moving. A character can always
move through a square occupied by someone who lets
the character by. If the opponent blocks the character,
make a trip attack against the opponent (see Trip). If the
character succeeds in tripping his opponent, the character
can continue his movement as normal.
If the character fails and are tripped in turn, the character
falls prone in the targets square. If the character fails but
are not tripped, the character has to move 5 feet back the
way he came, ending his movement there. If that square
is occupied, the character falls prone in the square.

Trip

A character can try to trip an opponent, or otherwise


knock him or her down, as an unarmed melee attack.
A character can only trip an opponent who is one size
category larger than the character, the same size, or
smaller.

Making a Trip Attack


Make an unarmed melee touch attack against the target.
Doing this incurs an attack of opportunity from the target
as normal for unarmed attacks.
If the attack succeeds, make a Strength check opposed by
the targets Dexterity check or Strength check (targets
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
+4 bonus on his check if he has more than two legs or
is otherwise exceptionally stable. If the character wins,
he trips the target. If the character loses, the target may
immediately react and make a Strength check opposed
by the characters Dexterity check or Strength check to
try to trip the character.

Being Tripped (Prone)


A tripped character is prone (see the Defence Modiers
table, above). Standing up from a prone position is a
move action, as listed above.

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
attack of opportunity when doing so. If the attacking
character is tripped during his own trip attempt, the
character can drop the weapon to avoid being tripped.

Disarm

As a melee attack, a character may attempt to disarm


his opponent. If the character does so with a weapon,
he knocks the opponents weapon out of his hands and
to the ground. If the character attempts the disarm while
unarmed, the character ends up with the weapon in his
hand.

COMBAT (& RUNNING AWAY)

character does not get a 5-foot step before, during, or


after the overrun attempt. With an overrun, the character
attempts to move through an opponents area, going past
or over the opponent. A character can only overrun
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.

If a character is attempting to disarm the wielder of a


melee weapon, follow the steps outlined here. Disarming
the wielder of a ranged weapon is slightly different; see
below.
~ Step One: The character provokes an attack of
opportunity from the target he is trying to disarm.
~ Step Two: The character and the target make opposed
attack rolls with their respective weapons.
~ Step Three: If the character beats the targets attack
roll, the target is disarmed. If the character attempted
the disarm action unarmed, he now has the weapon. If
the character was armed, the targets weapon is on the
ground at the targets feet.
If the character fails the disarm attempt, the target may
immediately react and attempt to disarm the character
with the same sort of opposed melee attack roll. The
opponents attempt does not provoke an attack of
opportunity from the character. If the opponent fails to
disarm, the character does not get a free disarm attempt
against the opponent.

Ranged Weapons
To disarm an opponent wielding a ranged weapon, the
character makes a melee attack or unarmed attack to
strike the weapon in the opponents hand (see Attack an
Object). If the weapon is held in two hands, it gets a +2
bonus to its Defence. If the characters attack succeeds,
the ranged weapon falls to the ground or winds up in
the characters 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

COMBAT (& RUNNING AWAY)

Disarming an opponent by using a ranged weapon is


only possible if the character doing so possesses the
Improved Disarm feat.

Grabbing Objects
A character can also use disarm to snatch away an object
worn (but not held) by a target. Doing this works the
same as a disarm attempt (see above), except for the
following.
Attack of Opportunity: If the targets attack of
opportunity inicts any damage, the attempt to grab the
object automatically fails.
Modiers: If the object is well secured or otherwise
difcult to grab from the target, the target gets a +4
bonus. On the other hand, if the object is poorly secured
or otherwise easy to snatch or cut away, the attacker gets
a +4 bonus.
Failed Attempts: Failing an attempt to grab an object does
not allow the target to attempt to disarm the character.

Grapple

Grapple Checks
When a character is involved in a grapple, he will need to
make opposed grapple checks against an opponentoften
repeatedly. A grapple check is something like a melee
attack roll. A characters attack bonus on a grapple check
is:
Base attack bonus + Strength modier + grapple
modier

Grapple Modifier

Grappling means wrestling and struggling hand-to-hand.


When people may be carrying guns or blades grappling
can be a dangerous proposition, but it can be a useful
combat option in certain cases where normal methods of
assault may not advisable or possible. It is also a staple
of the horror genre and therefore explained in details
below. There are three stages to grappling: grabbing,
holding and pinning.
Grabbing: Normally, a grab is just the rst step to
starting a grapple. If the character grabs an opponent,
but fails to go on to hold him or her, the character does
not actually start a grapple. However, sometimes all a
character wants to do is grab the target.
Holding: Once a character has established a hold, he is

Grapple Modiers

144

involved in a grapple. From a hold, a character can attempt


a number of actions, including damaging the opponent or
pinning the opponent. A character cannot get a hold on
any creature more than two size categories larger than the
character. However, such a creature can get a hold on the
characterso while a character cannot initiate a grapple
with a creature more than two size categories larger than,
a character can still end up in one.
Pinning: Getting the opponent in a pin is often the goal of
a grapple. A pinned character is held immobile.

Size (Example)

Grapple
Modier

Colossal (blue whale [90 ft. long])

+16

Gargantuan (gray whale [40 ft. long])

+12

Huge (elephant)

+8

Large (lion)

+4

Medium-size (human)

+0

Small (German shepherd)

Tiny (housecat)

Diminutive (rat)

12

Fine (horsey)

16

A creatures size works in its favour when grappling,


if that creature is of Large size or bigger. Conversely, a
creature of Small size or less is at a disadvantage because
of its size when grappling. Instead of using a creatures
size modier on a grapple check (as would be done for a
melee or ranged attack roll), use the appropriate grapple
modier from the Grapple Modiers table below.

Starting a Grapple
To start a grapple, a character rst needs to grab and
hold his target. Attempting to start a grapple is the
equivalent of making a melee attack. If the character
gets multiple attacks in a round, he can attempt to start a
grapple multiple times (at successively lower base attack
bonuses). Follow these steps.
~ Step One Attack of Opportunity: A character provokes
an attack of opportunity from the target he is trying to
grapple. If the attack of opportunity deals the character
damage, the character fails to start the grapple. If the
attack of opportunity misses or otherwise fails to deal
damage, proceed to step two.
~ Step Two Grab: The character makes a melee touch
attack to grab the target. If the character fails to hit the
target, the character fails to start the grapple. If the
character succeeds, proceed to step 3.
~ Step Three Hold: Make an opposed grapple check.
This is a free action. If the character succeeds, the
character has started the grapple, and deals damage to
the target as if with an unarmed strike. If the character
loses, he fails to start the grapple. The character
automatically loses an attempt to hold if the target is

If the character cannot move into the targets square,


the character cannot maintain the grapple and must
immediately let go of the target. To grapple again, the
character must begin at step 1.

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

grappling. The character can still use it against opponents


he is grappling.
No Movement: A character cannot move while held in a
grapple.

If the Character is Grappling


When a character is grappling (regardless of who started
the grapple), he can attempt any of several actions on
his turn. Unless otherwise noted, each of these options
is equivalent to an attack. If the character normally gets
more than one attack per attack action, he can attempt as
many of these options as he has attacks available, using
his successively lower attack bonus for each roll. The
character is
limited to these options only;
he cannot take any other
actions.

COMBAT (& RUNNING AWAY)

two or more size categories larger than the character


is (but the character can still make an attempt to grab
such a target, if that is all he wants to do).
Step Four Maintain the Grapple: To maintain the
grapple for later rounds, the character must move into
the targets square. This movement is free and does
not count as part of the characters movement for
the round movement. Moving, as normal, provokes
attacks of opportunity from threatening enemies, but
not from the target. The character and the target are
now grappling.

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

COMBAT (& RUNNING AWAY)

Damage the Opponent: Make an opposed grapple


check; if the character succeeds, he deals damage as
with an unarmed strike.
Pin: Make an opposed grapple check; if the character
succeeds, he holds the opponent immobile for 1
round. The opponent takes a 4 penalty to Defence
against all attacks from other people (but not from the
character); however, the opponent is not considered
helpless. A character cannot use a weapon on a
pinned character or attempt to damage or pin a second
opponent while holding a pin on the rst. A pinned
character cannot take any action except to attempt to
escape from the pin.
Escape from Grapple: Make an opposed grapple
check. If the character succeeds, he can escape the
grapple. If more than one opponent is grappling the
character, the grapple check result has to beat all their
check results to escape. Opponents do not have to try
to hold a character if they do not want to.

Alternatively, the character can make an Escape Artist


check opposed by the opponents grapple check to
escape from the grapple. This is an attack action that the
character may only attempt once per round, even if the
character gets multiple attacks. If the character has not
used his move action for the round, the character may do
so after escaping the grapple.
~ Escape from Pin: Make an opposed grapple check.
If the character succeeds, he can escape from being
pinned. (Opponents do not have to try to keep the
character pinned if they do not want to.) The character
is still being grappled, however.
Alternatively, a character can make an Escape Artist
check opposed by the opponents grapple check to
escape from the pin. This is an attack action that the
character may only attempt once per round, even if the
character gets multiple attacks.
~ Break Anothers Pin: Make an opposed grapple
check; if the character succeeds, he can break the
hold that an opponent has over an ally.
~ Draw a Light Weapon: A character can draw a light
weapon as a move action.
~ Attack with a Light Weapon: A character can attack
with a light weapon while grappling (but not while
pinned or pinning). A character cannot attack with
two weapons while grappling.

If the Character is Pinned


When an opponent has pinned the character, he is held
immobile (but not helpless) for 1 round. The character
cannot attempt any other action. On the characters turn,
he can attempt to escape from the pin. If the character
succeeds, he is still grappling.

146

Joining a Grapple
If the target is already grappling someone else, a character
can use an attack to start a grapple, as above, except that
the target does not get an attack of opportunity against the
character and the characters grab automatically succeeds.
The character still has to make a successful opposed
grapple check and move in to be part of the grapple.
If multiple enemies are already involved in the grapple,
the character picks one against whom to make the opposed
grapple check.

Multiple Grapplers
Several combatants can be in a single grapple. Up to
four combatants can grapple a single opponent in a given
round. Creatures that are one size category smaller than
the character count as one-half creature each; creatures
that are one size category larger than the character count
as two creatures; and creatures two or more size categories
larger than the character count as four creatures.
When involved in a grapple with multiple opponents,
the character chooses one opponent to make an opposed
check against. The exception is an attempt to escape from
the grapple; to escape, a characters single grapple check
must beat the check results of all opponents.

Called Shots and Special


Attacks

Instead of just attacking a creature, a character can choose


to target a specic part of the body. Normally, this is done
because some part of the creature is especially vulnerable
to damage, or in some cases because the creature can only
be killed by a strike to a particular organ (vampires with a
stake through the heart, for example).
The difcult of a called shot depends on the size of the
area being attacked, as follows:
For example, if one character is trying to stab another
in the eye with a fork (charming), he is attempting to

Called Shot Modiers


Target

Size

Head

Two Sizes Smaller

Throat

Three Sizes Smaller

Eye

Four Sizes Smaller

Arm, Leg or
Tentacle

One Size Smaller

Heart or other
internal organ

Three Sizes Smaller

Effects of Called Shots on Humans


If the attack hits, the target must make a Fortitude
save at a DC equal 10 + the damage inicted, or suffer
a negative effect. These are at the discretion of the
Games Master, but are normally one of the following:
~

If the attack targeted an arm or hand, the character


suffers a 2 injury penalty to all attack rolls or skill
checks using that arm. Multiple injuries
to the same arm do not cause multiple
penalties.

If the attack targeted a leg, the


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

If the attack targeted the characters


head, the character is stunned for one
round.

If the attack targeted the characters


throat, he is nauseated for one round.

If the attack targeted the characters eye,


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

This is not as much of a difculty as one might think.


Games Masters are the ultimate controllers of their
stories and their decisions are law. If an idea for an
action does not match anything here, the Games Masters
instincts usually sufce for the moment and an idea
that gets used multiple times becomes a precedent.
These form the basis for house rules, something every
campaign develops over time. As long as everyone
involved in the game is having fun playing and the rules
apply equally to everyone, there is no such thing as a
bad call. The Games Master has both the privilege and
the responsibility of being the ultimate arbiter during
play, but he must act with impartiality or the spirit of
fairness is lost.

COMBAT (& RUNNING AWAY)

strike a target that is four sizes smaller than the full-size


opponent. If the target is human, and therefore Mediumsized, the eye is four sizes smaller than Medium, i.e.
Diminutive. The Size penalty for a Diminutive target
is 8.

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 conicts 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 difcult to pattern them
to the common battle options given in this
chapter.

147

FEAR & LOATHING

Fear and Loathing


The doctors told him it was all in his head.
They were right.
One night, he tore the padding off the cell door with
his teeth and smashed his skull open on the exposed
metal. Things crawled from the gory ruin of his head
and skittered out under the door.
Horror roleplaying has become almost synonymous
with sanity systems that gleefully track the characters
descent into madness and terror.
In a well-played
game, such systems are little more than mechanical
reinforcement for roleplaying the character is not
scared because he failed his Fear save, he is scared
because the Player playing him is scared. Therefore,
these rules should usually be applied only to reinforce
and support the roleplaying of the Players. If a Player
wants to press on into the dark cavern even though his
character failed his Fear save, the Games Master should
usually allow it. These rules should be enforced only
if a minority of the Players are acting against the best
interests of horror, or when a Player wants better rulesbased 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 horric
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 overthe-top insanity seen in horror movies and books, not
realism.

148

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


damaging that normal saving throws; if a character fails by
a large margin, he can become psychologically scarred.
Horror Saves come in three avours.
Panic Saves occur when the character is in immediate
danger, such as a burning building, onrushing car or
rampaging psychopath. Relatively mundane situations
can trigger panic saves, but they are also the least
damaging of the three types of horror.
Fear Saves occur when the character is in a disturbing
situation. There is no immediate danger, just a brooding,
lurking, waiting darkness. It is the fear of the haunted
house, of the shuttered room, of the noise in the attic. It
is the fear of strangers, of shadows, of nameless fears and
night terrors.
Finally, Madness Saves occur when the character is
confronted by the impossible and the inexplicable, when
all the rules of reality crumble away or are revealed as

Horror Save Modiers


Situation

Modier

Other People
-4

One other person

-2

Small group (2-6 people)

+0

A crowd

+2

More enemies/monsters than friends


present

-2

Lighting
Dark/Dim Light

-2

Total Darkness

-4*

Insanity
Each Shock Point

-1

Mild Phobia to stimulus

-2

Severe Phobia to stimulus


-4
*This assumes that the horror can still be detected nonvisually. If it is purely a visual phenomena, then the
character does not have to make a Horror save at all.
If it is based on visual stimuli but has other effects (a
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
the supernatural (although truly bizarre situations, like
discovering everyone you know are actually NSA agents
and you have been living in a fake town constructed
inside a psychological warfare research laboratory for
the last thirty years would also trigger a Madness Save).
Failing a Madness save always has dire consequences.

Shock Points
As characters fail Horror Saves, they accumulate Shock
Points. These points measure how shaken the character is
by his experiences. These points penalise the characters
Horror Saves (-1 to all Horror saves per Shock point).
Shock points can become long-term phobias or other
psychological traumas over time see Gaining and
Losing Shock, below.

Making Horror Saves


In all cases, a Horror save is made just like a normal Will
save roll 1d20 and add the characters Will save bonus,
and try to get a total that is equal to or higher than the
Difculty Class. Three of the four basic character classes
have a penalty to a particular kind of Horror Save. If the
Horror save fails by a margin of ve or less, the character
enters a particular state. If the save fails by a margin of

Panic Saves

A Panic Save is required when the character is suddenly


confronted by immediate danger. The danger does not
have to be supernatural, but must be a threat right now.
Immediacy is the essence of panic.
If the character fails the Panic Save by ve or less, he
freezes for a number of rounds equal to the margin of
failure. If he fails by six or more, he either ees or ghts.
If the character rolls a 1 on the Panic Save, he also gains
1d3 Shock points.
Freezing: A character who freezes in the face of panic
cannot move or act. He is atfooted. The character
automatically unfreezes if struck, injured or even
touched by anything. The character may make a Will
save (DC equal to the Panic save DC 5) to unfreeze if
someone shouts at him or otherwise tries to snap him out
of the momentary stupor. When the character unfreezes,
he may roll initiative and act normally thereafter.

FEAR & LOATHING

Alone (no allies)

six or more, the character enters into a different and far


more acute state.

Sample Panic Saves


Situation

Panic Save DC

The character hears a gunshot

A car drives straight towards the


character

10

A gure suddenly looms out of a


dark alleyway

10

The character takes 10 or more


points of damage in one round

10

The character is suddenly attacked


by a knife-wielding maniac

12

The character is trapped in a


burning building

12

Someone shoots at the character

12

A large explosion happens near the 15


character
The character nds himself caught
in a crossre

15

The character is chased by a


hideous monster

20

The character is chased through


a dark maze by an even more
hideous monster

25

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.

FEAR & LOATHING

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


shaken for a number of rounds equal to the margin of
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 (Players
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 ight or ght
response has a 50% chance of panicking and a 50%
chance of attacking or otherwise doing something in
response to whatever caused the panic. The character
may make a Fortitude save at a DC equal to the Panic
Save to take the opposite reaction.
A eeing character is panicked and moves as fast as
possible away from the thing or event that caused
the panic. If unable to ee, he freezes as above. The
character panics for a number of rounds equal to the
margin of failure. The panicked character can defend
himself as normal, but cannot attack.
A character who ghts must either attack the thing
that caused the panic, or else pick some goal (nding
survivors, retrieving an item lost or damaged in the
explosion) and obsessively try to accomplish that goal.
The character becomes single-mindedly xated on the
attack or goal, and is simply incapable of thinking about
anything else. This state lasts for a number of rounds
equal to the margin of failure.

Fear Saves

Fear Saves are required when the character is in a scary


or disturbing situation. Easy Fear saves may be resisting
the urge to hide under the blanket when the footsteps

150

A fascinated character cannot do anything except stare in


horror at whatever scared him. He is considered stunned
for the duration.
A character in denial momentarily refuses to accept
that whatever just happened actually happened. Unless

Sample Fear Saves


Situation

Fear Save DC

Wandering through a dark and


empty house

Remembering a nightmare

Finding a dead animal

10

Spooky and unexplained sounds

10

Seeing truly disturbing or


disgusting images

12

Lost in a dark maze

12

Trapped in a nightmare and unable


to wake up

12

Finding a corpse

15

Being deliberately confronted with


the object of your phobia

15

Finding a friends corpse

20

Seeing a ghost

20

Multiple Simultaneous Horror Saves?

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

Example: Three characters, Dr. Black, Fr. Brown and Sgt. Grey encounter a possessed child that spits aming 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. Browns 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 hes 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
is attacked by a monster that he is denying the existence
of), the character will act as if whatever scared him
does not exist. This is a risky option, as if the character
is forced to recognise the threat again, he must make
another Fear save.

Madness Saves

Madness Saves are required when the walls of reality


shatter for the character. When the utterly impossible
and horric manifests in front of the character, a Madness
save is required.

If the character fails the Madness Save by ve or less,


he is shaken for a number of rounds equal to the margin
of failure. If he fails by six or more, he gains 1d6 Shock
points and becomes temporarily insane.

FEAR & LOATHING

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 modiers and comparing to each individual DC.

Shaken: A shaken character takes a 2 penalty to attack


rolls, skill checks, and saving throws.
Temporary Insanity: A character driven temporarily
insane by an event rolls 1d6 and compares the result
below. All conditions last for 1d6 rounds, and the
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.


deja vu)

12

Having an out-of-body
experience

12

Finding evidence of a paradox

15

Seeing proof that 2+2=5

15

Meeting an alternate-reality
or time-travelling version of
yourself

20

Experiencing a paradox or
dimensional fold

25

151

Breathers

FEAR & LOATHING

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
nullies Shocks 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.

Gaining and Losing Shock

Shock points measure short-term damage to the


characters sanity. They are gained by failing Horror
Saves. Failing a Panic save can lead to various forms
of post-traumatic stress; failing a Fear save can dredge
up phobias, and failed Madness saves are the most
dangerous of all, as they strike directly at the characters
psyche.
For every Shock point a character has, he suffers a 1
morale penalty to all Horror saves.

Temporary Relief
Sheer Grit: A character can remove one point of
Shock by making a Will save (DC20) once the duration
of whatever effect caused the Shock has expired. For
example, if the character gained the Shock point while
being panicked for 10 rounds, the character could make
the Will save at the end of the 10 rounds. If multiple
Shock points are gained during a single encounter, the
character can only remove one Shock point by making
the Will save.
Distractions: The character can also remove Shock
points by turning to alcohol, drugs or some other
distraction. A character who blocks the memory of
whatever caused the Shock in this fashion may remove
up to four Shock points. The impairment from the drugs
or alcohol lasts two hours per Shock point, and causes

152

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
example, if a character drinks himself into a stupor to
remove three Shock points, the cost for mild or severe
Alcoholism is reduced by one point for that character.
Deal With This Later: Finally, the character can remove
the penalties to Horror saves from accumulated Shock
points by just pushing all the trauma away to be dealt with
later. Choosing to Deal With This Later is a full-round
action. The character gains one extra Shock point and
must still buy off all these Shock points at some point, but
he can ignore the penalty from any Shock. If the character
gains more Shock points after declaring that he will Deal
With This Later, this Shock causes the usual penalties.
The character can choose to Deal With This Later again,
but gains one extra Shock point each time he does this.
For example, Thomas the reporter has ve Shock points
as a result of exploring a haunted house. This gives him
a rather crippling 5 penalty to all Horror saves. His
camerawoman Alice is trapped somewhere inside the
house. To enter the building, Thomas has to make a Fear
save, but the penalty from Shock means that he has almost
no chance of making the save. He therefore chooses to
Deal With This Later. He gains another Shock point
(bringing him to a rather worrying total of six), but he
now has no penalties to his Horror saves.
He heads into the house, gets mauled by more ghouls, and
eventually manages to exorcise and rescue Alice. In the
course of these events, Thomas gains another four Shock

points. At the end of the adventure, he has a 4 penalty


to his Horror saves (from the last four Shock points), and
a total of ten Shock points. And seeing as it is the end of
the adventure, he has to Deal With Them Right Now.

Facing Ones Fears


A character who has already encountered a particular
horror before may declare that he is facing his fear before
encountering it again. Choosing to Face Ones Fears is a
full-round action. The character gains one Shock point,
but also gains a +10 morale bonus to the rst Horror
check caused by the monster or situation.

Inner Reserves
A character who has had an ability score drained
or damaged may gain a Shock point to ignore such
penalties for one round. The characters will overcomes
the weaknesses of body and mind.

Long-term Effects

Shock points never last for long. Whenever one of the


following events occurs, the character must deal with
all his accumulated Shock points. These checkpoint
events are:
~

The end of the current adventure, as determined by


the Games Master.

The character gains a level.

There is a downtime in the adventure of at least two


weeks.

Shock Point Total

Will save DC

1-3

10

4-6

15

7-10

20

11+

25

protected or aided their Ties, or if the characters eradicate


a major source of weirdness (escaping the demonic mine
is one thing blowing the whole hellhole to smithereens
as you leave is another). This reduction is normally
another 1d6 Shock points.
If any Shock points remain, the character accumulates
psychological problems and disorders. Essentially, the
character buys these disorders with Shock points. The
character must spend all his Shock points. A character
can only purchase each disorder once, and going from
a mild disorder to a severe one only costs 2 points.
The exception is Toughening a character may take
the Toughening disorder once every time he buys off
accumulated Shock points.
If by some disaster the character has every disorder on
the Results of Shock list and still has Shock points left
over, he may buy off the remaining Shock points at the
cost of one Wisdom point per Shock point. A character
with no Wisdom is irretrievably insane.

Results of Shock
Disorder

Shock Points

Addiction, mild

Addiction, severe

Amnesia

Depression

Disassociative Identity Disorder

Obsession

Obsessive-Compulsive Disorder

If the character is treated by a psychiatrist, the psychiatrist


may make a Knowledge (behavioural science) check
at the same DC as the Will save. A successful check
reduces the DC for the characters Will save by 2 points.

Paranoia

Phobia, mild

Phobia, severe

Sociopathy

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


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

Schizophrenia

Toughening

When one of these events occurs, the character must deal


with Shock points. Firstly, every characters mind has a
certain amount of resilience. The character may make a
Will save; if this save is successful, the rst 1d6 Shock
points are removed from the character. The DC for this
Will save varies the more damage the characters mind
has taken, the harder it is to shrug off.

FEAR & LOATHING

Other Uses for Shock Points

Natural Recovery

153

FEAR & LOATHING

Phobias

154

Acrophobia

Fear of heights

Pyrophobia

Fear of re

Aerophobia

Fear of drafts, air swallowing or


airborne noxious substances

Scotophobia

Fear of darkness

Somniphobia

Fear of sleep

Agoraphobia

Fear of open spaces or of being in


crowded, public places like markets

Thalassophobia

Fear of the sea

Anthropophobia

Fear of people or society

Thanatophobia

Fear of death or dying

Automatonophobia

Fear of ventriloquists dummies,


animatronic creatures, wax statues;
anything that falsely represents a
sentient being

Xanthophobia

Fear of the colour yellow

Xyrophobia

Fear of razors

Automysophobia

Fear of being dirty

Autophobia

Fear of being alone or of oneself

Aviatophobia

Fear of ying

Ballistophobia

Fear of missiles or bullets

Bathophobia

Fear of depth

Bibliophobia

Fear of books

Blennophobia

Fear of slime

Botanophobia

Fear of plants

Brontophobia

Fear of thunder and lightning

Bufonophobia

Fear of toads

Cacophobia

Fear of ugliness

Catoptrophobia

Fear of mirrors

Chionophobia

Fear of snow

Chronomentrophobia

Fear of clocks

Claustrophobia

Fear of conned spaces

Coimetrophobia

Fear of cemeteries

Coulrophobia

Fear of clowns

Daemonophobia

Fear of demons

Dipsophobia

Fear of drinking

Gerontophobia

Fear of old people or of growing old

Heliophobia

Fear of the sun

Hemophobia

Fear of blood

Herpetophobia

Fear of reptiles or creepy, crawly


things

Hippopotomotophobia

Fear of phobias with overly long


names

Insectophobia

Fear of insects

Ligyrophobia

Fear of loud noises

Mechanophobia

Fear of machines

Motorphobia

Fear of automobiles

Necrophobia

Fear of death or dead things

Nelophobia

Fear of glass

Noctiphobia

Fear of the night

Nosocomephobia

Fear of hospitals

Oneirophobia

Fear of dreams

Pagophobia

Fear of ice or frost

Removing Disorders
A character who gains a level as an Ordinary Person after
character creation can remove any one disorder with a
rating of 2 or less on the Results of Shock Table, providing
they succeed at a Will save (DC 15).
Prolonged psychiatric care of at least three months,
with no odd occurrences during the therapy, allows the
character to make a Will save (DC 13 + the disorders
rating) to remove a single disorder. The psychiatrist may
make a Knowledge (behavioural science) check at the
same DC as the Will save. A successful check reduces the
DC for the characters Will save by 2 points.

Disorders
Addiction, mild: The character needs a x or a drink
regularly, and can go a maximum number of days equal
to his Charisma bonus plus his Constitution bonus before
entering withdrawal. His Wealth bonus is reduced by 2
and he suffers a 4 penalty while under the affects of his
particular poison. When in withdrawal, the character must
make a Fortitude save each day to be able to function. If
the save fails, the character is considered shaken until a
new x is gained and will suffer periods of nausea.
Addiction, severe: As mild addiction, but the character
needs a daily dose of whatever he is addicted to. He can
go a maximum number of days equal to his Charisma or
Constitution bonus (whichever is higher) before entering
withdrawal. His Wealth bonus falls by 2 per month of
addiction.
Amnesia: The character blocks out the memories of
whatever caused the trauma. The character must make a
Will save (DC20) to recall any memories. The character
automatically gains ve Shock points as the repressed
memories ood back if he encounters the source of his
amnesia again.

Obsession: The character becomes obsessed with


something. Roll 1d6 for each Tie on a one, the
character becomes obsessed with that Tie, and gains
another three Tie points devoted to it. If no ones are
rolled for any Tie, the character gains three Tie points
devoted to a person or concept chosen by the Games
Master. Note that these obsessive points do not count
for the purposes determining if a character becomes an
incurable sociopath due to Ties being destroyed.

Disassociative Identity Disorder: The characters


psyche fragments to create an alternate personality to deal
with the trauma. Eventually, the character may develop
multiple personalities which come to the fore in times
of stress (the character switches personality whenever
he fails a Horror save). The alternate personalities have
the game statistics and abilities as the primary, but each
has different a distinctly different mindset. Additionally,
each additional personality will slowly accumulate
disorders of its own (as the Games Master decrees), quite
probably swamping the primary personality eventually.

Obsessive-Compulsive Disorder: The character


develops a set of rituals and nervous responses that he
must perform. This unsettles people around him, giving
the character a 2 penalty to all Charisma-based checks.
If the character is prevented from performing his rituals,
he suffers a 2 penalty to all his skill checks.

FEAR & LOATHING

Depression: The character loses hope for the future, or


ceases to attach emotional importance to certain aspects
of life. He suffers a 2 morale penalty to all Will saves
and must make a Will save (DC10) to motivate himself
each day, otherwise he will stay in his home. If dragged
out, he suffers a 2 penalty to all attack rolls and skill
checks. Oddly, the morale penalty does not apply to
Horror checks. The character simply does not care
enough to be particularly bothered.

Paranoia: The character becomes convinced that


enemies are everywhere. He suffers a 4 penalty on
Sense Motive checks, and always believes that the other
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 characters Horror
save bonus for one type of Horror (Panic, Fear or
Madness) by 1.

155

MAGIC, MYSTERIES & PHENOMENA

Magic, mysteries and


phenomena
Occult powers lurk beneath the surface of horror. Magic
and psychic powers are never simply a shield or weapon
against the horror they are a part of it. A character
with such abilities is intimately tied to the darkness. The
powers he uses to drive back or delve into the shadows
are the same powers that animate the shadows, or enable
them to move through our reality.

Using Supernatural
Abilities

There are ve types of supernatural ability in OGL


Horror.
~ Rituals: Rituals can be used by any character and do
not require any special feats. They are time-consuming
and difcult. Rituals can be used to exorcise ghosts,
summon or banish demons, open portals and call up
that which should not be summoned.
~ Spells: Practising this form of magic requires
that the character possess certain feats, as well as
the Knowledge (occult) skill. Spells can be cast
comparatively quickly, but have limited effects.
~ Psychic Abilities: Unlike magic, psychic powers
are not learned a character is born with them, or
acquires them through misfortune. Psychic powers
are governed by the Concentration skill and also
require that the character have the appropriate feats.
~ Faith: Characters with fervent religious beliefs or
intense strength of will can sometimes drive back
evil. Faith is based on the Knowledge (theology
and philosophy) skill. It is relatively accessible, but
having the appropriate feats makes it much more
reliable.

Artefacts: Magical items each have a unique method of


activation and unique powers.
Using a Spell, Psychic Ability or Faith takes a standard
action, and draws an attack of opportunity unless the caster
makes a Concentration check (DC 15). Other conditions
can also prevent a character from using a supernatural
ability each character involved must succeed at a
Concentration check at the DC listed below.

Character is
Grappling or Pinned

DC20

In a moving vehicle, vigorous motion

DC10

Violently moving vehicle

DC15

Violent weather

DC5

Unnaturally violent weather

DC10

Injured during casting

DC10+the
amount of
damage
sustained

Matching the powers to the game

Not all of the powers have to be included in any one


campaign. The Games Master should pick and choose the
available abilities.
Rituals are basically plot devices each ritual does one
thing and one thing only. They are a tool for characters
with no occult powers of their own, allowing them to deal
with a supernatural threat. The aim of the game might be

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 sacrices with hideous entities. The characters are
drawing on the same powers as the monsters and are taking the rst 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

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
medium-powered game, where the characters deal with
horrors on a regular basis, then spells should be used by
evil cultists and sorcerers. Finally, in a game where the
characters have no clue about the nature of the horror
and no hope of confronting it directly, the Games Master
can just decide vaguely what the antagonists can do
without having to pin it down in mechanics they can do
whatever is needed to scare the Players.
Psychic powers can be used in any game they are
mainly an information-gathering tool, and so the lower
tier of psychic feats can t quite comfortably into a
lower-powered game. These powers do not require any
special training, so a character from an entirely mundane,
ordinary background can develop psychic powers.
Faith is a big one, and should only be used in campaigns
where it is genuinely appropriate. If pious people have
a special protection from evil, that implies that theres a
divine morality out there, that there is a God (or Gods)
and maybe even a divine plan. In some games, that
is perfectly acceptable once you bring in God, you
can also bring in his opposite number and all his little
demons. Letting those with fervent faith have special
power over evil can add to the horror having a special
gift is little comfort if it means that you are the only
who can go out and ght the evil demon. Faith (as a
special power, anyway) should not be allowed in games
of cosmic horror (where the empty, uncaring nature
of the universe is an important element) or where the
horrors origin is scientic (zombies animated by bizarre
chemicals should not be vulnerable to faith).

Finally, Artefacts are plot tools just like rituals.


However, an artefact will probably be used constantly
during a game, so their abilities should be less powerful
(a ritual might allow the characters to banish a demon
wholly, but an artefact might only give them a chance to
ght it) but generally more useful.

Rituals

Rituals are usually found in ancient books of occult


lore, decoded from glyphs on the walls of tombs, or
derived from mathematical formulae. They are a form of
ceremonial magic, requiring only belief and the proper
words and gestures from the participants it is not
necessary to comprehend how the magic works.
Each ritual description has the following elements:
Ritualists: The number of characters required to perform
the ritual.
Primary: Each ritual has a primary caster who leads the
ceremony and a number of secondary ritualists who aid
the primary. The primary character must make a roll of
some kind (usually Knowledge (occult) or a Wisdom or
Charisma check against some DC.
Secondaries: Each secondary ritualist must also make a
check of some sort. For each secondary who succeeds,
the primary character gets a +3 ritual bonus to his roll
(and these bonuses stack with each other).
Requirements: Any special qualities that the primary or
secondary ritualists must possess.
Components: Any special items that must be present for
the ritual.
Costs: Some rituals drain hit points, ability scores or
some other aspect of the characters.
Casting Time: How long the various parts of the ritual
last.
Effect: What effect the ritual has, if effective.
Failure: What happens if the primary ritualist fails his
check.

MAGIC, MYSTERIES & PHENOMENA

to nd an ancient ritual that closes the gateway to Hell or


banishes the cosmic horror. Try to avoid ending every
game with a ritual, as it does rapidly become a tired
clich. As long as they are not overused, rituals can be
an eerie part of any campaign.

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 qualied primary ritualist (6 or more ranks in
Knowledge (theology and philosophy) or Knowledge
(occult) is acceptable), as well as two to ve assistants.
Primary: The primary must make ve opposed Will
saves against the demon. The demon may add its Hit
Dice to its rolls; the primary may add his Charisma
modier 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

MAGIC, MYSTERIES & PHENOMENA

Requirements: The primary gets a +5 circumstance


bonus if he knows the demons true name or if he has
some other hold over the spirit.
Components: Bell, book and candle, as well as something
symbolising purity (salt is commonly used).
Costs: Once the fth opposed Will save is made, the
primary takes temporary Wisdom damage equal to the
hit dice of the demon.
Casting Time: One minute (12 rounds) of chanting and
preparation, followed by the clash of wills between entity
and primary ritualist. Each clash (opposed Will save)
takes one round, with a one-round gap in between.
Effect: If the primary ritualist wins the majority of the
ve opposed Will saves, the entity is banished. If it is an
outsider, it is forced to return to its place of origin and
may not return unless summoned. If it is a ghost or other
entity tied to this earth, it is disrupted for 10d10 months
or is wholly destroyed, depending on how strongly the
entity was tied to this world.
Failure: If the primary ritualist fails by more than two
Will saves (i.e, the entity won by a margin of 4-1 or 5-0),
the entity may choose to possess him instead. The two
must make another opposed Will save (and remember
that the primarily ritualist has now suffered temporary
Wisdom damage). If the primary ritualist fails this save,
he is possessed.

Summon Demon

This potent ritual tears open the fabric of reality, to


allow a demonic entity entry into the world of matter
and esh.
Ritualists: There is no limit to the number of ritualists
involved in a summoning.
Primary: The primary ritualist must succeed at a
Knowledge (occult) check every round for the duration
of the ritual, at a DC equal to 10+the demons hit dice.
If he fails this check, the ritual continues and the demon
continues to drain power from the secondary casters (see
below). If he fails this check twice in a row, or is killed,
the ritual collapses.
Secondaries: Each secondary caster in the ritual provides
power to open the portal. They need merely be present
and keep chanting.
Requirements: The summoning requires a properly
prepared ritual space and summoning circle. These
can be prepared in ve minutes with a successful
Knowledge (occult) check (DC 10). If the circle is
carefully prepared (which takes at least a week of work),
the primary ritualist gets a +5 ritual bonus to his checks.
Components: The primary must know the demons true
name. Sacrices can also help with the summoning for
every round in which a victim bleeds, the primary caster
gets a bonus to his roll equal to the amount of hit points
lost by the victim.
Costs: The demon drains power from the secondary
casters to open the portal. It must drain a number of

158

points from their ability scores equal to its hit points.


Each round, it absorbs 1d8 points from up to six different
secondary casters. Alternatively, the demon can draw
power from some other source, such as yet more sacricial
victims.
Casting Time: The ritual takes thirty minutes of chanting
and incantation before the portal begins to form. Once
the gate opens, the ritual lasts until the demon has drained
enough energy from the secondary casters to come
through into our reality.
Effect: The demon emerges into our reality, and remains
here until banished or destroyed.
Failure: The demon is caught in between realities. If it
had drained an amount of ability score points less than
half its hit point total, it is hurled back to wherever it came
from. If it drained an amount of ability score points less
than half its hit point total, it can partially manifest in
our world, tainting wherever the ritual took place. The
demon cannot move or use most of its powers, but can
warp reality somewhat. Also, a subsequent summoning
ritual can use the demons accumulated power if a 100
hit point demon had drained 75 points of ability scores
before the summoning was stopped, a second summoning
ritual need only provide the remaining 25 points to free
the demon.

Call Storm

The ritual of calling the storm being an unnatural storm


down upon a region.
Ritualists: One primary caster and any number of
secondary casters.
Primary: The primary caster must make a Knowledge
(physical sciences) or Survival check to shape the weather
to the desired form. The storm lasts for six hours. The
DC for this check depends on what type of weather is
desired.

Weather Type
Storm Type

Base DC

Heavy Rain

10

Lightning Storm

15

Snowstorm

15

Added Extras

DC Increase

Flooding or snowdrifts
block overland travel

+5

High winds block ight

+5

Lighting strikes specic


locations

+2 per strike

Storm blocks
communications

+5

Double storm duration

+2 per doubling (initial


duration is six hours)

Alignment of Stones

The alignment of stones ritual activates ancient monoliths


or other constructions. Some of these monolith sites
open gates to other realms, others awaken sleeping
monsters or grand special powers to a user.
Ritualists: This ritual needs only a primary caster.
Primary: The primary must make a Knowledge (occult)
check at DC25, and gets a +2 synergy bonus if he has ve
or more ranks in Craft (structural).
Secondaries: Secondary ritualists must also make
Knowledge (occult) checks, as above.
Requirements: None.

Components: None.
Costs: None are required to use the ritual, but activating
the magic of the old stones may require a sacrice of
some sort.
Effect: The effect of the ritual depends on what ancient
site was activated. Using this ritual at certain Iron Age
sites in western Europe can open a misty gate to the
Celtic otherworld. Activating the ancient stones that lie
beneath the patterns in the Nazca desert can call down
those who went to the stars aeons ago.
Failure: If the primary ritualists roll fails by 10 or more,
the ancient site suffers considerable structural damage as
a surge of magic rushes through it. This may cause a
minor earthquake or even make the place collapse.

Spider Dreams

The ritual of spider dreams summons a host of tiny


ghostly spiders that begin to weave a thick web over
a building or other structure. The spiders it between
reality and etherealness and the web itself is invisible to
normal people. This magical web prevents anyone inside
the building from leaving by any means even ethereal
creatures cannot pass through the webs. It is used to
contain a horric, evil force within a given structure.
Ritualists: This ritual needs one primary and three or
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 ve 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

MAGIC, MYSTERIES & PHENOMENA

Secondaries: The secondary casters must succeed at a


Will save (DC15).
Requirements: None.
Components: None.
Costs: The ritual inicts an amount of ability score drain
equal to the DC of the Knowledge or Survival check
made by the primary. This drain can be divided amongst
the primary and secondary ritualists.
Casting Time: One hour.
Effect: The storm boils up out of the sky and lasts for at
least six hours.
Failure: The storm goes out of control it may fade away
unnaturally quickly, or cause unforeseen effects.

159

MAGIC, MYSTERIES & PHENOMENA

within. This containment lasts until all the people who


cast the ritual are dead. Rumour has it that it is possible
to bring down a web by somehow entering the dreams of
the arachnid weavers, but no known ritual or spell allows
this sort of contact.
Failure: If the caster fails the opposed Will save, the
spider web is not strong enough to contain the powers
within the building.

Spells and Spellcasting

Spells are quick, vicious incantations that suddenly


create an unnatural effect. The key skill used to cast
spells is Knowledge (occult). Casting a spell requires
a skill check to determine how effective the spell is.
The higher the result, the more effective the spell is.
However, the higher the result, the greater the ability
score or hit point drain caused by the spell. Additionally,
the character must have access to a written version of the
spell in order to learn it and is limited as to how many
spells he can know.

casting result of 22, he could choose to use a result of 20


or 15 or any value lower than 22.

Spellcaster

The character can cast spells.


Prerequisites: Intelligence, Wisdom or Charisma score
of 13+.
Benet: The character can cast any spell that he knows.
The maximum number of spells that he can know is equal
to his Intelligence modier. A starting character taking
this feat knows one spell.
Special: Taking this feat gives the character three Shock
points, which must be bought off using the normal rules
(see Chapter 8, Fear and Loathing).

Spell Mastery

The character has the magical prowess to contain a wide


repertoire of spells.
Prerequisites: Spellcaster; Intelligence 13+.
Benets: The character may know three extra spells.

Spell Focus

Spellcasting Drain
Casting Result

Ability Score Drain

10 or less

11-15

16-20

21-25

26+

Spellcasting Feats

To use spells at all, a character must have the Spellcaster


feat. A character may know a number of spells equal to
his Intelligence modier. Extra spells can be obtained
by taking the Spell Mastery feat.

Control Magic

The character can choke off the energies of a spell before


it drains him dry.
Prerequisites: Spellcaster: Wisdom 15+.
Benet: The character may choose to use a lower casting
result if he desires. For example, if the character rolls a

The characters mind is unusually forceful and adept


when it comes to spellcasting.
Prerequisites: Spellcaster; Charisma 13+.
Benet: The character has a +4 bonus to Knowledge
(occult) checks when casting spells.

Casting a Spell

To cast a spell, the character makes a Knowledge (occult)


check. The total of the dice roll plus the characters
Knowledge (occult) bonus (which includes skill ranks,
ability modiers, bonuses from feats such as Skill Focus
and so on) is referred to as the casting result. The higher
the casting result, the more powerful the spell. The
casting result also determines how much ability score
drain the spell inicts.
A spell always takes a full-round action to cast.
Each spell description has the following elements:
Drains: Which ability score is drained by the spell.
Range: The range of the spell.

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 spells
level x 5 and the spell drains a number of ability score points equal to twice the spells level.
When converting spells from OGL Horror to other games, ignore the ability score drain and reverse the above
formula to get the spells level, taking the desired effectiveness of the spell as the casting DC.

160

Spells
Bleeding Spell

Drains: Constitution.
Range: 10 feet X casting result.
Duration: A number of rounds equal to the casting
result.
Target: One person.
Components: V, S.
Saving Throw: Fortitude negates.
The target of this spell begins to bleed from his eyes,
nose, mouth and other orices. He loses a number of hit
points per round equal to the ability score drain of the
spell. Furthermore, the character has a 2 circumstance
penalty to all attack rolls, skill checks and Horror saves
due to the distraction and pain.
By making a Treat Injury
roll (DC equal to the
casting result), the
bleeding can be
stemmed

for 1d4+1 rounds. Being struck by this spell forces a


Madness save (DC12).

Blight

Drains: Strength.
Range: 30 feet.
Duration: One year (D).
Area of Effect: One eld or one creature.
Components: S.
Saving Throw: Fortitude negates.
Land cursed by blight becomes barren and infertile.
Nothing will thrive there for a year and even after this the
area will still be noticeably poor. If cast on a creature,
that creature becomes ill for a number of days equal to
the casting result (-1 to all rolls), or lame (-4 to attack
rolls with a lamed hand, or half movement and 4 to
Balance and other agility-related roll with a lame leg).

Bind Energy

Drains: Dexterity.
Range: Within eyesight.
Duration: As long as the caster concentrates.
Target: One machine.
Components: None.
Saving Throw: V.
Bind energy allows the caster to control the ow of
electricity (or steam, or whatever powers the machine)
through a device. He can use the casting result as a
Computer Use, Disable Device, Drive or Pilot check.
The caster can control any device he can see by using the
spell in this fashion.

MAGIC, MYSTERIES & PHENOMENA

Duration: How long the spell lasts. If the duration is


marked with a (D), the spell can be dismissed at will by
the caster before the duration runs out.
Target or Area of Effect: What the spell is cast on.
Components:
~ V verbal: the caster must be able to speak to cast the
spell
~ S somatic: the caster must be able to make gestures
to cast the spell
~ M material: the spell requires an item of some sort.
Saving Throw: If the spell allows a saving throw, it is
noted here. The DC for the Saving Throw is always
10+the Intelligence modier of the caster (before any
drains take place)+the number of points drained by the
spell.

Call Horror

Drains: Wisdom.
Range: Special.
Duration: One minute per casting result.
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 casters 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 spells duration
expires.

Cloud the Mind

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

161

MAGIC, MYSTERIES & PHENOMENA

Target: One person.


Components: None.
Saving Throw: Will negates.
The victim of cloud the mind must make a Concentration
check every round, at a DC equal to the casting result
to act. His thoughts have to push through a morass of
confusion and distractions. If the victim is attacked or
threatened, he may make another Will save.

Divination

Drains: Wisdom.
Range: 0 feet.
Duration: 10 minutes.
Target: Self.
Components: V, S, M.
Saving Throw: None.
Divination allows the caster to predict the future in very
vague terms. The spell is channelled through some token
or device, such as cards, dice, mathematical equations,
a scrying pool or some other method. Use the casting
result as a percentage chance for the caster to foresee a
particular event.

Dominate

Drains: Charisma.
Range: 100 feet.

Duration: A number of minutes equal to the casting


result.
Target: One creature.
Components: V, S.
Saving Throw: Will negates.
To use dominate, the caster must look into the targets
eyes (this is a gaze attack). The spell transfers a single
telepathic command to the target, who must attempt to
comply. The victim is not consciously aware that he is
being controlled, but does sense that something is wrong.
If the command is to do something self-destructive or
utterly against the victims sense of self or morality, he
may make another Will save every round.

Ghost Claw

Drains: Strength and Constitution.


Range: 100 feet.
Duration: Instantaneous.
Target: One creature.
Components: V, S.
Saving Throw: Reex halves.
Ghost claw conjures a spectral claw that slashes across the
esh of one target. The caster must make a ranged touch
attack to hit with the claw. It inicts hit point damage
equal to the casting result. Ghost claw can also affect
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
casters Charisma bonus.
Components: V, S, M.
Saving Throw: Special; see below.
The project dreams spell allows the caster to create a

162

If a victim fails a Fortitude save against the spell, he is


fatigued the next day.
The material component for this spell is a link to the
targets a piece of clothing, a drop of blood, a copy of a
signature, a passport or some other personal item.

See Through Veils

Drains: Charisma.
Range: Self.
Duration: Casting result in rounds.
Target: Self.
Components: V, S.
Saving Throw: None.
When this spell is cast, the character can perceive
auras, invisible creatures, magical emanations and other
supernatural phenomena. Interpreting these auras is
difcult, and often all the spell can do is show the caster
than something is odd there.
The caster can see invisible or ethereal creatures clearly.
He may use the casting result as the roll for Spot or Sense
Motive checks as he can perceive the auras of creatures.
Using this spell triggers a Madness save at a DC equal to
the casting result 5.

Spacewarp

Drains: Constitution and Strength


Range: Touch
Duration: Special; see below.
Target: Creature or object touched
Components: V, S, optional M.
Saving Throw: Fortitude negates.
Spacewarp creates folds in space. It can be used to
teleport a character or object a number of miles equal
to the casting result multiplied by fty. A character
unwilling to be transported has a +5 bonus to the
Fortitude save.
Alternatively, the spell can be used to increase the inner
dimensions of an object or structure up to the size of a
small house. Multiply the size of the space inside by the
casting result. This increase in space lasts the casting
result in minutes.

Finally, the spell can be made both permanent and more


powerful using a material component specically,
certain rare metals and precious stones.
The
transportation variant of the spell can create a permanent
portal with a range equal to the casting level in lightyears, while the space-increasing version becomes a
permanent tesseract ten times larger. While the spell
is maintained, the caster cannot regain the ability score
points drained by the spacewarp.

Terror

Drains: Charisma.
Range: 120 feet.
Duration: Instantaneous.
Target: One or more characters.
Components: V.
Saving Throw: None.
This simple spell creates an image of the targets worst
fears to terrify them. The target must make a Fear
save (if he has any phobias) or Panic save (if he has no
phobias) at a DC equal to the casting result. Optionally,
the caster can split the casting result among multiple
targets a casting result of 25 could be used to hit one
target with a Fear save (DC15) and another with a Panic
save (DC10). If a target does have a phobia, remember
to apply their penalty to their saving throw (see Chapter
8, Fear and Loathing).

MAGIC, MYSTERIES & PHENOMENA

dreamscape and draw the sleeping minds of several other


people into it. The other people appear in the dream
more or less as they really are in the waking world,
while the caster must sculpt a dream-avatar for himself.
In the dream, the caster has the Warp Reality ability
(see Chapter 12, Monsters), and uses his casting result
instead of his Concentration score while in the dream.
Any damage or Shock points echo into the real world
one-tenth (round up) of the effective damage gained in
the dream transfer over to reality.

Ward by Will

Drains: Constitution and Charisma.


Range: Self.
Duration: Casting result in rounds.
Target: Self.
Components: V, S.
Saving Throw: None.
Ward by will gives the caster Damage Reduction equal
to the casting result. This protection drains away as the
spell goes on, decreasing by one point every round (so
the protection is always equal to the remaining duration
of the spell). Any injuries inicted on the caster are
instantly healed or deected by the magic.

Psychic Phenomena

Each individual psychic power is a feat in its own right; it


is quite possible for a character to have only one psychic
power. They do not have to be learned at the Games
Masters discretion they may be developed naturally or
even due to a supernatural mishap. Psychic abilities
depend on the Concentration skill and require that the
character have the appropriate psychic feats. Psychic
powers have a chance to backre and injure the user. The
easier the Concentration check, the higher the chance of
Backre, as shown on the Backre table.

163

MAGIC, MYSTERIES & PHENOMENA

Backre
Concentration DC

Backre on a roll of

Less than 10

10 or less

10-14

1-4

15-19

1-3

20-24

1-2

25+

The hit point loss or other penalty caused by a Backre


is listed with each feat, in a section marked Backre.
Retries: If a character fails a Concentration check to
read a particular impression or learn information about a
topic, the character may try again. However, the chance
for Backre doubles each time. If the character rests
for at least eight hours between attempts, the chance for
Backre does not double.
A character may not take 10 or take 20 on a Concentration
check to use a psychic power. All psychic abilities take
a standard action.
All psychic characters must have the Sensitive feat.
After that, they can choose other feats freely, as long as
they meet the prerequisites.

Psychic Abilities
Astral Form

The character can leave his body for short periods and
travel in an astral body.
Prerequisite: Precognitive.
Benet: Entering astral form requires a Concentration
check (DC 25). While in astral form, the character
is in the astral plane, a realm of pure thought. Here,
emotions, metaphors and concepts have physical
form, while the astral reections of real objects are as

immaterial and almost imperceptible. Navigating through


the Astral plane requires a Knowledge (occult) check (DC
20). The character can attempt to manifest in the material
world (in a ghost-like, incorporeal astral body) by making
a Concentration check (DC 20). While manifested, the
character can perceive the real world, walk through
walls and is immune to attacks other than those that hurt
incorporeal creatures. To return to his body, the character
must either walk in incorporeal form to the empty body, or
else return to the Astral plane and navigate back.
If the character fails to navigate the plane, an astral
creature may (5% chance per hour) possess the empty
body, and require an exorcism to remove it. A failed
Navigation roll means that the character is lost for a
number of hours equal to the Knowledge (occult) roll.
Backre: 1d10 hit points.

Empathic

The character can project or receive emotions in others


nearby.
Prerequisite: Charisma 15+.
Benet: By concentrating, the character can detect or
project emotions. When detecting emotion, the character
may use his Concentration skill instead of his Sense
Motive skill. To project emotion, the character must
make a Concentration check, at a DC of 10+the targets
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
bonus to Horror saves.
Backre: 1d4 hit points.

Precognitive

The character can perceive the immediate future.


Prerequisite: Wisdom 13+.
Benet: Sometimes, the character receives cryptic images
or prophecies of potential futures. These happen naturally,
but the character can also try to trigger an precognitive
ash, as shown on the Precognition table.
Backre: 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


hour at most)*

20

The character gets ashes of likely events in the next hour, such as a monster
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.

Indenite*

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

Pyrokinetic

Pyrokinesis
Effects

Concentration DC

Creating a spontaneous ame*

15

Moving an existing re**

10

Every foot of range

+1

Every additional1d6 points of re +5


damage
* This is a Small re, which will cause 1d6 damage
(especially if the character has created it on someones
body).
** Causing a re to roll off a burning object, form a
barrier and so on.
Backre: 1d6 hit points for every 10 points of the
Concentration DC.

Second Sight

The character can see magical auras and ghosts.


Prerequisites: Wisdom 15+.
Benet: See the see through veils spell above. The
Second Sight feat gives exactly the same abilities if
the character succeeds at a DC15 Concentration check,
except the Concentration check result is used as the
modier to Sense Motive and Spot checks. A new
Concentration check must be made every 1d4 minutes to
maintain this psychic power. Using this power triggers a
Madness save at a DC equal to the Concentration check
5.
Backre: Blinded for 1d4 minutes.

Sensitive

The psychic ash may be nothing more than a momentary


image, a scent, a triggered memory or just a feeling that
something is wrong.

Sensitivity
Situation

Concentration DC

Within 30 feet of psychic


emanation

20

Within 10 feet of psychic


emanation

15

Touching psychic
emanation

10

MAGIC, MYSTERIES & PHENOMENA

The character can make things burn.


Prerequisite: Telekinetic.
Benet: The character can create heat and ame using
his mind alone. The DC for the Concentration check is
calculated as follows:

Benet: The character occasionally senses psychic


traces, emotional residue, unseen presences and other
kinds of supernatural phenomena. This ability is not
under the characters control the Games Master should
make a Concentration check for the character, depending
on the situation. If the check succeeds, the character gets
a psychic ash.

Backre: 1d4 hit points.

Speaker for the Dead

By touching a corpse or a ghost, the character can draw


the spirit of the deceased into himself.
Prerequisites: Second Sight.
Benet: While the character contains the spirit, the spirit
can speak through the character, see through his eyes
and so on. If the spirit does not want to be contained
(or does not want to leave, or wants to try to use the
characters body for a round), the creature must make a
Will save opposed by the characters Concentration). If
the character dies while the spirit is trapped within him,
both are destroyed.
Backre: 2d6 damage, plus the character suffers a 4
penalty to any attempts to resist possession for the next
24 hours.

The character gets psychic ashes 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 difcult. 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

MAGIC, MYSTERIES & PHENOMENA

Telekinetic

The character can move objects with the power of his


mind.
Prerequisites: Constitution 13+.
Benet: The character may produce any of the following
effects by concentrating.

Telekinesis Effects
Effect

Concentration
DC

Lift objects*

Total Strength +
Round
Dexterity required

Levitate

15

Telekinetically Grapple check of


grapple
target

Check must be
made every

Minute
Round

Telekinetically =Attack roll.


Round
strike**
* For example, if the character wants to clumsily hammer
open a stuck door, he could use Dexterity 3 and Strength
17 and have a Concentration DC of 20. Telekinetically
unlocking a door with a key might require Strength 1 and
Dexterity 10.
** When telekinetically striking a target, the character
may use the Power Attack feat to inict 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.
Backre: 1d8 hit points.

Telepathic

The character can sense the thoughts of others, or project


his own upon them.
Prerequisite: Empathic.
Benet: 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 targets Will save bonus. The telepath detects
surface thoughts rst, 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 ve rounds of contact for a
short-term memory and ten rounds of contact for a longterm memory.
Backre: 1d10 hit points.

166

Faith

Faith demands sacrice and belief. The basic roll for a


Faith check is a Charisma or Wisdom check (Players
choice). Having six or more ranks in Knowledge (theology
and philosophy) gives the character a +2 synergy bonus to
the roll. However, mere knowledge is not enough the
character must be prepared to make sacrices. Each Faith
effect has a requisite DC in order for it to manifest. Each
effect of Faith also has a required stake, a level of penalty
that the character will incur if the Faith check fails. For
example, a Player might agree that if his character fails to
Exorcise a demon, the demon will possess the character,
or that his character will gain three Shock points, or lose
2d6 hit points. If the Faith check succeeds, the character
suffers no penalty.
If Faith is available in the game, only a character with the
Pious feat may employ this ability any efcacy. Any nonPious character can use the effects of Faith listed below,
by making an unmodied Wisdom or Charisma check,
where natural 1s and 20s have no effect. Having any of
the feats below makes using Faith much easier and a roll
of a natural 20 is always a success. It is a full-round action
to invoke a Faith effect.

MAGIC, MYSTERIES & PHENOMENA

Faith Feats
Pious

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

Devout

The characters faith is singularly strong.


Prerequisite: Pious.
Benet: 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.
Benet: The character has a +5 divine bonus when using
Heal, Holy Aegis, Intervention or Release.

Faith Effects
Abjure

DC: 20.
Effect: The character repels evil. All evil, unnatural
creatures within 30 feet of the character gain an Aversion
(holy) weakness at a level equal to the characters
Knowledge (religion) check (or the monsters normal
Aversion (holy) weakness, if it is higher) for the next
2d6 rounds.

Bless

DC: Varies; see below.


Effect: A single weapon or item touched by the character
becomes holy. The effect varies depending on what
object is being blessed by the character.

Exorcise

DC: Targets Will Save + Hit Dice.


Effect: This ability is similar to the ritual of Exorcism,
but works much more quickly. It works only on spiritual
enemies such as ghosts or demons. The targeted horror
is disrupted for one hour per point of difference between
the characters result and the DC of the Faith check. The
creature will manifest again after this time and the DC

increases by 5 each time a particular creature is targeted


with this ability after the rst.

Heal

DC: Varies; see below.


Effect: The character restores lost hit points or ability
scores.

Faith Healing
Injury

DC

Effect

Curable disease

20

Character is cleansed
of the disease

Incurable or
25
supernatural disease,
blindness or other
permanent injury

Character is healed

Hit points lost

25

The character regains


10+1d10 hit points

Ability score
drained

25

The character regains


1d4 lost ability score
points

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 crucix 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

MAGIC, MYSTERIES & PHENOMENA

Sample Stakes

Stakes are what the character is willing to sacrice 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 rst 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 rst and then planning their
tactics based on that knowledge about the monsters 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

DC: 25.
Effect: Holy Aegis protects the character from all forms
of harm. He gains 50 temporary hit points, which last for
enough to enough time to complete one task a single
ght, rescuing a child from a burning building, escaping
from a pursing monster. Any damage is taken from these
temporary hit points rst.

Inspire Courage

DC: 20.
Effect: The character draws upon his faith to rally the
spirits of others. The character and any allies gain a +4
divine bonus to Horror saves for the next 2d6 rounds.

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 coincidence a lock happens to be rusty and pops open, a
police ofcer 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
inuence.

168

Artefacts

Each artefact is unique, its provenance the subject of


occult speculation and frenzied research, its fate the
subject of endless and often lethal conspiracy. An
artefact is unlikely to be found in the hands of only a
single character most have whole organisations or cults
dedicated to protecting or exploiting them.

Black Grail

The Black Grail is a stone bowl, octagonal in shape. It


is carved from black stone, with striations of silver and
green metal running through it. It was dredged up from
the mid-Atlantic by a shing vessel in the 1850s and sold
to an antique dealer. It passed from private collection to
private collection until it was eventually purchased by the

According to records, water from the Black Grail had


strange effects on anyone who drank it. One antiquarian
in Boston has a stuffed animal which he claims is the
preserved body of a dog that drank from the Grail, but
biologists dismiss it as a cleverly made fake. Some
theorise that the metal in the Grail was radioactive and
that the water causes mutations. At least one vial of
water from the Grail is kept in a private collection.
Perhaps the Grail was a product of long-vanished
Atlantis. Its transforming powers could be caused by
magic, or advanced genetic-engineering technology.
As to what happened to it could the Mariposa have
been intercepted and boarded by thieves? Or did the
Grails power reach the crew? Has the Grail returned to
the ocean, or is it in the hands of some ancient cult or
cutting-edge biogenetics company?
Abilities: The Grail has only one power anyone
who drinks from it starts to change. The changes are
usually adaptive, so a drinker who falls into the ocean
might begin to grow gills, while someone trapped in the
darkness might begin to turn into some bizarre rat-like
hybrid. The period of change usually lasts no more
than a day, although secondary transformations can be
triggered by stress in later months.

Book of Dead Names

Abilities: The Book of Dead Names contains all manner


of spells and rituals. It gives a +10 equipment bonus to
any Research or Knowledge (occult) checks. However,
opening the book requires a Will save (DC18) to avoid
possession by the spirit of some long-dead sorcerer.

White Lens

The White Lens is an opaque circle of glass four feet


in diameter, contained in a frame of brass. The frame
was added sometime in the 18th century, but the origins
of the glass are unknown. The light of other days shines
through the lens put it against a window, and images of
the past are illuminated in the room beyond. Adjusting
the lens alters how far back the lens goes; generally, the
closer the focal point, the shorter the time distortion.
Focussing the lens on a point right in front of it might
only go back a few hours; beam it across the length of a
large room, and you look back centuries.
The lens is currently embedded in the wall of a private
library, where the owner uses the light to read books that
have long since decayed past the point of legibility.

MAGIC, MYSTERIES & PHENOMENA

British Museum in 1913. The ship carrying the Grail,


the Mariposa, never arrived. Its wreck was found in the
Arctic in 1957.

Abilities: The lens can indeed create images of past


times. The beam from the lens is limited in size, and it
can illuminate an area only a few feet across as any time,
but its abilities are otherwise infallible. Adjusting the
lens to tune into a particular time requires a Knowledge
(physics) check (DC varies, depending on what level of
precision is required). The true danger of the White Lens
is that it leaks. Things from other days icker at the
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 & CONSPIRACIES

Cults and Conspiracies


Paranoia is one of the keystones of horror. They really
are all out to get you. Any smiling face could be a waxen
mask concealing a horrible mess of slimy tentacles, or
warp into the fanged maw of a werewolf, or be perfectly
human but still betray you to the darkness. There are
unknown armies moving in the shadows, cults and
conspiracies that serve dark goals or dark masters. There
are also groups who hunt the darkness, who oppose these
cults or who are cults themselves.

Ability Scores

Like a character, an organisation is dened by six ability


scores, and has skills, feats, and hit points, and these
function in a similar way to those of a character. An
organisation reduced to 0 hit points is destroyed, while a
organisation with an ability score of 15 has a +2 bonus.
The six ability scores are:

170

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
modies how much help and protection the characters
get from the conspiracy, or how the conspiracy will
oppose them.

Response (Resp): Analogous to Dexterity. The higher


a organisations 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 moments notice.

Resources (Reso): Analogous to Constitution,


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

Information (Info): The equivalent of Intelligence,


this measures how much scientic knowledge or
research ability the organisation has. A group with low
Information lacks laboratories or researchers; a group
with high Information has vast archives. Information
modies the amount of research and background data
the characters can get from the organisation, and
determines how many skill points the organisation
has.

Occult (Occ): Analogous to Wisdom, Occult measures


how much magical or mystical power and knowledge
the organisation has. A low Occult score is analagous
to very little stored information on the occult and only
a minor psychic on the payroll. An organisation with
a high Occult has an extensive magical library and a
whole staff of sorcerous scriers on hand.

Cults & Conspiracies in a Horror Game

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 rst 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.
~

Inuence (In): The equivalent of Charisma,


Inuence measures how much pull the organisation
has. A conspiracy with high Inuence can deal
with governments and national organisations. A
conspiracy with low Inuence might have trouble
altering the opinion of its neighbours. Inuence
modies a characters Reputation.

the organisation by 5% multiplied by the organisations


Resources modier.

Conspiracies do not roll for ability scores; instead the


scores are assigned by the Games Master (alternatively,
let the players build their own organisation by buying
ability scores from a points budget.) A minor, local,
conspiracy might have 20-40 points to spend on ability
scores; a fringe cult or section of a large government
group like a police precinct might have 50-80 points;
a major national organisation or worldwide conspiracy
might have 100 or more points. Unlike characters,
organisations buy ability scores using points on a onefor-one basis.

Occult: Occult measures both how much practical


mystical knowledge the group has, and also what occult
defences and resources it has.

Applying Ability Scores

Force: Roll Force whenever a question of sheer


manpower comes up for the organisation. Force also
determines how much damage an organisation can do.
Response: Response determines how aware the
organisation is of the characters actions, and also
serves as a form of Initiative an organisation with high
Response will respond quicker to a characters requests.

Resources: Each character may add the Resources


modier of the conspiracy to their Wealth bonus (do not
subtract if the Resources modier is negative). If they
do so, then the materials or services they acquire from
a purchase check are technically the conspiracys, not
their own. Also, increase or decrease the hit points of

CULTS & CONSPIRACIES

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

Information: Information determines how many skill


points the organisation has. An Intelligence check can
be used to work out if the organisation knows something
offhand.

Inuence: If the character identied himself as a


member of the organisation, and the organisation is
known, the character applies the groups Inuence
modier to his Reputation bonus. This can actually
reduce the characters Reputation.

Hit Points

The hit points of an organisation are calculated as


follows:
+1 for each individual member
+5 for each member with special skills (such as a
character)
+10 for each inuential leader.
+20 for each major stronghold or headquarters.
For example, an ancient cult that watches the tombs of
Egypt in the hopes of nding a way to realign them with
the stars and call back the orbiting souls of the Pharaohs
has a dozen members (+12 hit points), including three
sorcerers (+5 each) and a madman who believes he is a
reincarnated god (+10). They have a hidden stronghold
deep beneath a replica sphinx (+20). This conspiracy has
a total of 57 hit points.

171

CULTS & CONSPIRACIES

Organisation Skills
Skill

Ability

Uses

Time Required

Computer Use

Info

Hacking, computer security, programming, searches

8 hours

Craft

Info

Building specialised equipment

48 hours

Decipher Script

Info or Occ

Breaking codes, analysing ancient tomes

24 hours

Demolitions

Resp

Disarming bombs

Disguise

Resp or In

Arranging for disguises for the characters

4 hours

Forgery

Info

Forging documents, IDs

8 hours

Gather Information

For or In

Door-to-door searches, surveys, rumour control

48 hours

Intimidate

For or In

Gunboat diplomacy or subtle political pressure

24 hours

Investigate

Info or Occ

Crime scene investigation

8 hours

Art

Info

Information on art history, art world rumours

24 hours

Behavioural
Sciences

Info

Psychological analysis

24 hours

Civics

In

Information on law and legislation, politics

48 hours

Current Events

In

Information on current events, scanning the news

8 hours

Earth & Life


Sciences

Info

Information on biology, botany, geology etc.

48 hours

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

In

Entertainment rumours and news

8 hours

Streetwise

In

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 &
Philosophy

Occ

Information on religious and philosophy

48 hours

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

Knowledge

Organisation Skills and


Actions

An organisation has a number of skill points equal to


four times its Intelligence score. Organisations can
select from the following skills:
In general, an organisation makes skill checks just
like a character, and with similar effect. For example,
a librarian character trying to locate an obscure news
article from the 1930s would make a Research check
(1d20 + the characters Research skill ranks + Int bonus)
at a DC of 15. An FBI agent could make a request for
her organisation to do the same, and the Games Master

172

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


FBIs Research skill ranks + Info bonus) at the same DC
of 15.
Of course, the FBI has a very high Research skill and a
huge Info bonus. The disadvantages of going through an
organisation instead of the character making the check
himself are:
~ Requests made of an organisation can be tracked or
intercepted. Cigarette-smoking men could nefariously
interfere with the result of the Research check.
~ Requests take a great deal of time, often much longer
than it would take the character to do the task himself.

Request Times
Time

-5

One month

-4

Three weeks

-3

Two weeks

-2

One week

-1

Three days

One day

+1

12 hours

+2

8 hours

+3

4 hours

+4

1 hour

+5

30 minutes

+6

10 minutes

+7 or more

Instantly

Response Times

Organisations are designed to give the characters


backup without solving all their problems. The
response time mechanic means that the characters
can afford to hand boring or time-consuming tasks
off, but anything that has to be done immediately is
up to them. It is best to prioritise by dealing with the
most important tasks personally and never handing
over a lead to an organisation in a time-critical
situation.
the normal Response time. If an organisation takes 20 on
the roll, it takes only 10 times longer than normal.

Organisation Feats

Some situations give a bonus to the Response modier:


Situation

Modier

Emergency!

+3

Characters are geographically


distant from the organisation
Outside usual scope of activities

-2

Remote area

-4

Extremely isolated area

-6

Lost

-8

Making Requests

A character can submit a request for assistance just by


making a phone call. However, every organisation takes
some time to process such a request and provide aid.
The organisations Response modier determines how
quickly it responds.
A character with the Pulling Strings feat may add his
Reputation bonus to the Response modier. If the
character is in bad standing with the organisation, a
penalty may be applied to the Response (usually 2
or 4).

Most organisations have one per two important characters


(basically, one per two player characters or inuential
non-player characters) to a maximum of three for a local
organisation, six for a national, or twelve or more for a
massive, world-spanning group.

CULTS & CONSPIRACIES

Response Modier

Arsenal

The organisation has a large stockpile of weaponry.


Benet: The organisation has a +5 bonus to Force checks
for acquiring weaponry and has access to military-grade
or illegal gear.

Artefact

The organisation has access to an ancient mystical


artefact of considerable power. Perhaps it protects the
holder, or detects immanent supernatural danger, or
can slay monsters unaffected by normal weapons. The
organisation knows a little about the artefact, but has not
yet fathomed its full powers.
Benet: The characters can gain access to the artefact if
the organisation makes a Occult check (DC15).
Special: The organisation may take this feat more than
once.

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

CULTS & CONSPIRACIES

Organisation Actions
Action

Ability

DC

Time

Minor military support (two police ofcers/thugs)

Force

10

5 mins

Signicant military support (police squad, assassins)

Force

12

10 mins

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

1 hour

Plane tickets to anywhere

Response

15

1 hour

Helicopter*

Response

20

1 hour

Aid Another with Investigate, Knowledge or Research

Information

24 hours

Elements for a magical ritual

Occult

15

48 hours

Casting a spell*

Occult

25

Varies

Spreading rumours

Inuence

10

48 hours

Rumour control

Inuence

15

24 hours

Cover-up*
Inuence
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
The organisations very existence is concealed.
Benet: The organisation gives no Reputation increase
(or decrease), but its members are off the grid in terms
of ngerprints, police records and so on, which gives the
characters considerably more latitude when it comes to
avoiding the attention of the authorities.

Emergency Response
The organisation is always on standby to help the
characters.
Benet: The organisation has a +5 bonus to Response
for the purposes of determining Response time.

Fanatical Loyalty
The organisation demands absolute faith from its
members.
Benet: Organisation members may add the groups
Occult bonus to their Will saves for the purposes of
Horror checks.

Financial Sway
The organisation is adept at using its nancial muscle to
inuence other groups.
Benet: The organisation may use Resources instead of
Inuence for the purposes of pulling political strings.

Forensics Laboratory
The organisation has a well-equipped forensics
laboratory.
Benet: The organisation has a +2 equipment bonus to
Investigate checks. If a character uses the forensics lab,
he gets a +4 equipment bonus to Investigate and Treat
Injury checks.

Hospital
The organisation has a private medical facility.
Benet: The organisation has a +4 equipment bonus to
Treat Injury checks.

Library
The organisation has an extensive reference library
dealing with a particular subject.
Benet: Choose a subcategory of the Knowledge skill
(such as Knowledge (occult) or Knowledge (technology)).
The organisation has a +2 equipment bonus to that
particular type of Knowledge check. If a character uses
the library, he gets a +4 equipment bonus that particular
type of Knowledge check.
Special: The organisation may take this feat more than
once.

Occult Library
The organisation has a comprehensive library of occult
texts.

174

Prerequisite: Library of Knowledge (occult).


Benet: Members get the Spell Mastery feat for free and
may be able to nd useful rituals through research.

The organisation keeps track of the psychological state


of its agents, and offers counselling and evaluation after
encounters with the horric.
Benet: If the characters have any Shock points
remaining at the end of a scenario, they automatically
gain the benet of psychological treatment, and lose 2d4
Shock before having to buy psychological problems.

Research Lab
The organisation has a well-equipped research
laboratory.
Prerequisite: Forensics Laboratory.
Benet: The organisation has access to a research
laboratory, which gives it a +2 equipment bonus to Craft,
Investigate, Repair and Knowledge (technology) checks.
It can also produce specialised equipment in half the
normal time (24 hours instead of 48).

Secure Base
The organisations headquarters is protected by state-ofthe-art security systems.
Benet: The organisation gains +20 hit points, and the
headquarters is well defended.
Special: The organisation may take this feat more than
once.

Widely Known
The organisation is famous.
Benet: Members gain an additional +5 bonus to
Reputation, but the characters will also attract attention
wherever they go.

Damaging an Organisation

Every organisation has a number of hit points. This is an


abstract value, that measures how much disruption the
organisation can take to its structure and plans before

Organisations take damage as follows:

Organisation Damage
Event

Hit Points lost

Member lost or killed

Leader or ofcer lost or killed

2d6

Major base destroyed

3d10

Plot foiled

1d10

Damage to an organisation may also reduce its ability


scores burning a cults library reduces their Occult
score. Organisations heal by recruiting, at a rate of 5 +
the organisations Resources modier per month.

CULTS & CONSPIRACIES

Psychological Treatment

collapsing. Losing all its hit points does not mean that
every single member of the organisation is killed a
group may be forced to disperse long before it loses all
its members.

Prestige Classes

A prestige class is a special form of advancement that is


only accessible to members of a particular organisation
and then only if they full certain prerequisites. Each
prestige class gives certain unique special abilities.
Following a prestige class may even allow characters
to advance beyond 10th level but this is entirely at the
Games Masters discretion.

Sample Organisations
Federal Bureau of Investigation
The FBI is the principal investigative arm of the United
States Department of Justice. It has the authority and
responsibility to investigate specic crimes assigned
to it. The FBI also is authorised to provide other law
enforcement agencies with cooperative services, such
as ngerprint identication, laboratory examinations and
police training.

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 Inuence versus Inuence 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


start exploiting a mine in the jungle.

CULTS & CONSPIRACIES

FBI Statistics
HP: 30,000
Force: 25 (+7)
Response: 14 (+2)
Resources: 25 (+7)
Information: 33 (+12)
Occult: 15 (+2)
Inuence: 24 (+7)

The Groups staff and equipment are a mix of the best


and the broken. Some of the research scientists and
ex-military eld operatives are brilliant and skilled
professionals, but others are eccentrics too useful to just
re, but too strange to function in a normal corporation.
The Group is given cutting-edge gear to eld test, but the
majority of its equipment is made up of cast-offs from
the parent corporations. Keeping the Groups budget
under control is a major problems; sometimes the Group
can pass back biological samples to a pharmaceutical or
genetic engineering corporation and pay for itself for a
while, but often Group missions end with a very large
explosion and an even larger bill.

Skills: Computer Use +17, Craft +17, Decipher Script


+17, Demolitions +17, Disguise +17, Forgery +17,
Gather Information +18, Intimidate +12, Investigate
+19, Knowledge (art) +17, Knowledge (behavioural
sciences) +19, Knowledge (civics) +19, Knowledge
(current events) +19, Knowledge (earth & life sciences)
+19, Knowledge (history) +19, Knowledge (occult lore)
+19, Knowledge (physical sciences) +19, Knowledge
(pop. culture) +19, Knowledge (streetwise) +19,
Knowledge (tactics) +17, Knowledge (technology) +19,
Knowledge (theology & philosophy) +19, Repair +17,
Research +19, Search +12, Treat Injury +15.

Group 23s headquarters is an anonymous building in an


industrial estate on the outskirts of Houston, Texas, but
its missions can take place anywhere. Its current head
is Albert Duchon, who has used the Group as his own
private research lab for years. Now, Duchon is retiring
back to France, and the two front-runners for his job are
J. Mortimer Clyde III, the entirely useless second son of
one of the Groups patrons, and Alison Smith, who has
vowed to drag the Group back to efciency and constant
protability.

Feats: Arsenal, Emergency Response, Forensics


Laboratory, Library (all), Private Hospital, Psychological
Treatment, Research Lab, Secure Base (x 10).

Group 23

The Group currently has a half-dozen ve-man eld teams


and a support staff of sixty.

Group 23s brief is to investigate inexplicable and


bizarre events worldwide and report back to
the groups mysterious patrons. A consortium of
multinational corporations and nancers control the
Group and use it to deal with any unusual phenomena or
strange situations encountered by any of their numerous
subsidiaries and business. The Group is often ordered to
contain and then cover up a problem Group members
might nd themselves in Germany one day, dealing with
zombies animated by toxic waste, and ghting nature

Group 23 Statistics
HP: 135
Force: 5 (3)
Response: 14 (+2)
Resources: 5 (3)
Information: 14 (+2)
Occult: 5 (3)
Inuence: 10 (+0)

Group 23 Troubleshooter

176

Class Level

Base Attack
Bonus
Fort Save Ref Save

Will Save Special

Defence
Bonus

Reputation
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
Secrets

+1

+0

5th

+2

+3

+1

+3

Dealing With
Demons

+2

+1

Skills: Computer Use +7, Investigate +7, Knowledge


(civics) +7, Knowledge (current events) +7, Knowledge
(physical sciences) +8, Knowledge (technology) +12,
Repair +12, Research +12, Treat Injury +4.

Group 23 Troubleshooter
The best agents of Group 23 advance in this prestige
class. They are experienced not only in investigating
the weird events that the group is faced with, but also
in dealing with the groups corporate patrons. Knowing
how to work the system is as important as knowing one
end of a stake from the other.
Requirements
To qualify to become a Group 23 Troubleshooter, a
character must full the following criteria.
~ Skills: Gather Information 6 ranks, Investigate 6
ranks.
~ Feats: Alertness, Iron Will.
~ Ties: One or more ties to Group 23.
Class Information
The following information applies to the Group 23
Troubleshooter prestige class.
Hit Die: d8
Class Skills
The Group 23 Troubleshooters class skills are as
follows:
Bluff (Cha), Computer Use (Int), Craft (chemical,
electronic, mechanical, pharmaceutical)(Int), Decipher
Script (Int), Diplomacy (Cha), Gather Information
(Cha), Investigate (Int), Listen (Wis), Knowledge (any)
(Int), Navigate (Int), Pilot (Dex), Profession (Wis),
Read/Write Language (none), Research (Int), Search
(Int), Spot (Wis), Speak Language (None).
Skill Points at Each Level
4 + Int modier
Class Features
Oh S**t (Ex): The troubleshooter learns to anticipate
trouble before it arises. If ever attacked while atfooted,
he may make a Reex save at a DC equal to the attack
roll to dodge the attack completely. He may only use this
ability once per combat.

Bonus Feat: Ongoing training within the Group gives


the agent a bonus feat from the Investigators class feats.
Really Dirty Secrets (Ex): The troubleshooters job
takes him into the underbelly of industrial espionage
and black science. An unscrupulous agent could use
what he has learned to damage the Groups patron
corporations. The character may use a secret to get a
+4 bonus to a single Bluff, Diplomacy or Intimidate roll
against another character with a tie to one of the patron
corporations, or else to gain a +5 bonus to one Wealth
roll. However, every time the character uses a secret,
the Groups Response score drops by one for any action
involving that character if the character dies in the eld,
what he knows dies with him

CULTS & CONSPIRACIES

Feats: Arsenal, Covert, Forensics Laboratory, Library


(civics, current events, technology), Psychological
Treatment, Research Lab.

Spin Control (Ex): The troubleshooter becomes more


and more experienced at covering things up. He has a
+4 insight bonus to Bluff and Forgery checks, but only
when deecting suspicion and unwanted attention. For
example, he could use this ability to block a police
investigation, but not to Bluff his way into an ongoing
police investigation.

Dealing with Demons (Ex): A lifetime of cutting deals


and facing down horrors leaves the character tough and
jaded. He has a +2 resistance bonus to all Will and
Horror saves.

Cult of Unity
The Cult of Unity is a fringe cult that believes fervently
in reincarnation. According to their doctrine, human
souls should be reborn again and again in human bodies.
However, with the vast increase in population in recent
centuries, souls have become fragmented. A single soul
is now divided among hundreds or thousands of bodies.
The only solution? Mass murder.
Some members of the cult are serial killers. They target
those people who they believe share a fragment of their
soul. These killers are protected and sheltered by the
cult, making them very difcult to catch. Many of
these cultists study magic, both to divine who holds a
soul fragment and to aid in their ritual killings. Others
are lunatics, who murder anyone who reminds them of
themselves or their idealised self-image.
Other, more sinister cultists believe that just cutting
bloody chunks out of the mass of humanity is not enough
there must be a total solution. They sit and plot the
utter destruction of whole cities or communities. They
are architects of mass destruction and total warfare.

177

Cult of Unity Statistics

CULTS & CONSPIRACIES

HP: 900
Force: 15 (+2)
Response: 14 (+2)
Resources: 15 (+2)
Information: 6 (2)
Occult: 12 (+1)
Inuence: 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 reassimilate what they see as their stolen soul-fragments. In
truth, they are just draining life energy from their victims
and slowly become horric vampiric monsters. As they
progress in the prestige class, they become progressively
more and more inhuman.

The cult is terrifyingly efcient at recruiting new


members. It offers a seductive message all the failures
and disappointments in your life are not really your fault.
You have been denied your birthright, your full soul was
stolen from you. Just retake it, and you will be perfect,
just like you were meant to be Cult members are
trained to support each other, covering for each others
crimes and aiding in their schemes.
Rumour has it that the Cult of Unity is masterminded by
a circle of the elite, who have completely reclaimed their
souls and are now superhuman beings.

Requirements
To qualify to become an Ascendant of Unity, a character
must full the following criteria.
~ Skills: Knowledge (occult) 8 ranks.
~ Feats: Contacts, Spellcaster.
~ Special: The character must have killed at least ten
people to begin advancing in this class. At each
level, the number of deaths required is multiplied
by ten (100 at level 2, 1000 at level three and so
on.)
Class Information
The following information applies to the Ascendant of
Unity prestige class.
Hit Die: d6

Ascendant of Unity

178

Class
Level

Base Attack
Bonus

Fort Save Ref Save

Will Save

Special

Defence
Bonus

Reputation
Bonus

1st

+0

+1

+0

Track Soul

+1

+0

+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

Skill Points at Each Level


4 + Int modier
Class Features
Track Souls (Ex): The Ascendant carefully scrutinises
everyone and everything around him, looking for the
thieves who took part of his soul. He gains a +2 insight
bonus to Listen, Gather Information, Sense Motive and
Spot checks.
Bonus Spells (Su): At 2nd level, the Ascendant gains the
spells Bleeding Spell, Dominate and Invisibility if he
does not already have them.
Feed on Death (Su): At 3rd level, the Ascendant masters
the technique of reclaiming his soul whenever he kills
another human, he gains a temporary +1 enhancement
increase to a single ability score (maximum of +2
enhancement bonus to each ability score). This ability
score increase lasts for one month. Alternatively, the
Ascendant can choose to restore 1d6 hit points after a
kill instead of increasing an ability score.
First Change (Su): At 4th level, the Ascendant transforms
into a non-human entity. He still looks more-or-less
human, but gains Damage Reduction 10. However, he
also begins to see the truth behind his transformation
whenever the Ascendant looks into a mirror, he sees
the corrupted nature of his own soul. He therefore gains
Aversion (mirrors) 15 and Vulnerability (mirrors) 10.
Second Change (Su): At 5th level, the Ascendant accepts
his destiny as an architect of death and misery. He gains
the Warp Reality ability, as well as the Need for murder
(see Chapter 12, Monsters).

Sol Worldhive
Earth was colonised several thousand years ago. The
colonisation was invisible and almost imperceptible, as
the colonists existed entirely in idea-space. They entered
into the minds of the worlds lifeforms as patterns of
instinct and codes in their DNA, memes that would take
millennia to germinate. One of the conceptual colonists
shattered on impact. Shards of its being became
embedded in the minds of one rather successful primate
species.
Driven by alien memories that they interpreted as images
of gods and monsters, the primates rapidly developed
civilisation, language and technology. This occurred
far ahead of schedule as far as the other colonists were
concerned the plan (and the leader of the colonists was
the plan, the idea and the entity are exactly the same
thing) was for the colonists to expand within the minds
of all of the worlds creatures until they were ready to
wholly possess the world. Now, in the last few centuries,
the primates have succeeded in inicted severe damage
on the host species of the surviving colonists. Steps must
be taken.

CULTS & CONSPIRACIES

Class Skills
The Ascendant of Unitys class skills are as follows:
Balance (Dex), Bluff (Cha), Climb (Dex), Disguise
(Dex), Drive (Dex), Forgery (Int), Gather Information
(Cha), Hide (Dex), Intimidate (Str or Cha), Jump (Str),
Listen (Wis), Knowledge (occult lore) (Int), Knowledge
(streetwise) (Int), Knowledge (tactics) (Int), Move
Silently (Dex), Navigate (Int), Sense Motive (Wis), Spot
(Wis), Swim (Str) and Tumble (Dex).

The Sol Worldhive, in its largest form, is every living


thing on this planet other than humanity. They have all
been infected by living alien ideas. Humanitys selfawareness comes from the decaying remnants of one of
these ideas. From their perspective, humans are ghastly
perversions of the natural order that must be destroyed.
The colonist-ideas work on a timescale measured in
millennia, so adapting to the rapid changes of the last
few hundred years has been exceedingly difcult for
them. They have thrown off concept-shells to produce
faster, smaller ideas. These entities are capable of
infecting humans. Instances of these faster ideas are
called prcis.
Each prcis has a different goal. Some intend to simply
wipe humanity from the earth; others protect sections of
the natural world; others try to nd out what happened to
that lost colonist by investigating ancient archaeological
sites, or attempt to wipe the decaying meme from
humanity. Others work to accelerate the great work and
awaken the sleeping memes, which would turn the entire
biosphere of Earth against humanity. When a prcis
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 dogs saliva transferred through a bite.

179

CULTS & CONSPIRACIES

Individual Prcis Infestation Statistics


HP: 200
Force: 16 (+3)
Response: 20 (+5)
Resources: 5 (3)
Information: 5 (3)
Occult: 10 (+0)
Inuence: 5 (3)
Skills: None except those possessed by the host bodies.
Feats: None.

Fable Institute
The Fable Institute was a psychological hospital, once.
Sited in a renovated insane asylum, it provided longterm care and treatment for dozens of patients. Once, it
was a place of healing.
Now, it is something else.
From outside the high stone walls and thickly wooded
grounds of the institute, the change is imperceptible.
The few staff that live outside the grounds still leave
the institute each evening, going to their homes in the
neighbouring villages. Food and other supplies are still
delivered each morning to the tradesmans 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 ction that the
hospital is functioning normally. Staff living outside
have demons or other horrors assigned to them. One

180

nurse goes home each day with the living fear of germs
crawling over her skin; another has a serial killer with a
sharpened garden rake hiding in his car boot. Visitors to
the institute are either turned away, or else invited in and
driven mad to make more monsters.
The cause of the Institutes change is in there, somewhere.
Perhaps some radical new drug therapy caused nightmares
to manifest; perhaps something from the old asylum
awoke or was activated; perhaps it is all in the minds of
the patients, but no less deadly for that.

Fable Institute Statistics


HP: 70
Force: 5 (2)
Response: 6 (2)
Resources: 8 (1)
Information: 7 (2)
Occult: 12 (+1)
Inuence: 6 (2)
Skills: Knowledge (Behavioural Sciences), +5,
Knowledge (civics) +5, Knowledge (history) +5, Treat
Injury +9.
Feats: Private Hospital, Secure Headquarters.

Turning the Screw

The Appeal of Horror

Why do people play horror roleplaying games? Or,


for that matter, watch scary movies or read disturbing
books? Firstly, it can be fun to be scared, to get
adrenaline pumping and hair standing on end. Horror
also sets up a contrast between fear and more positive
emotions - a joke is funnier if it comes as a release of the
tension built up by horror. More seriously, horror shocks
the Player (or reader) out of the comfortable and familiar
world; it suggests that monsters really are lurking in the
shadows, that the rules of society or reality as we know
them can be wrong.
Horror roleplaying has one great advantage over movies
or books. In the vast majority of stories, the protagonist
does win, or at least survive, and the audience knows
this will happen. It can be a paltry victory, but it is still
a victory. Similarly, in most roleplaying games, the
Players know that the Games Master is more or less on
their side, or is at least playing fair. Horror roleplaying
games, however, offer no such guarantees of victory. The
protagonists (the Player Characters) will only win out if
they are clever and lucky enough. Horror games are
therefore much more challenging than other roleplaying
games; the Players know that their characters will be put
through a nightmarish gauntlet of challenges, and that
failure will bring disaster.
That challenge is the great appeal of horror roleplaying
games.

What is Horror in a
Roleplaying Game?

The Players. Thats a joke, but we will come back to it.


More seriously, horror in a roleplaying game is a mood.
It is very difcult to actually scare Players in the medium
of roleplaying games and almost impossible to scare
them consistently. The horror Games Master should aim
for a mood where the Players can scare themselves.

TURNING THE SCREW

Running a horror game is one of the trickier exercises for


a Games Master. Most other games are dened by their
settings a game set in a land of wizards and dragons,
a game full of starships and aliens, or modern-day spies
and assassins and so on. A horror game lacks these props,
and is primarily concerned with mood. The Games
Master cannot simply throw an element of the setting
(say, a monster or a dungeon) at the Players and let them
react to it. Plots have to be carefully constructed. This
chapter is a guide to doing exactly this.

In a horror movie, the perceptions of the viewer are


trapped by the lmmaker. Disturbing images and sounds
are used to create that mood. In a movie theatre, the
viewer cannot easily leave. Watching the same movie
at home, the effect of the movie is reduced because the
viewer has far more control. You cannot stop a movie or
walk out of one (well, you can, but it annoys everyone
around you and that social taboo is strong enough to keep
most people there even in the face of horror). At home,
you can pause the movie or turn it off.
Of course, in a movie theatre, the viewer is surrounded
by a crowd of people. Watching a video at home, alone,
removes this safety blanket of other people. Reading
a horror novel is also a solitary activity; the reader has
no support, no-one to share the fear with. So, solitude
and a lack of control are two of the major tools used to
create this horric mood and they are the two tools that
Games Masters cannot use effectively.
Unlike movies or books, a roleplaying game is a
consensual hallucination, a group activity. While the
Games Master is theoretically in a position of authority,
any of the Players can at any time break character and
damage or totally destroy the mood. Good Players will
try to diminish this, of course, but every bathroom break,
spilled soda or out-of-character comment does diminish
the mood. It gives control back to the Players. This is
not control of their characters; Players always have that.
It is control over the mood, of the emotional environment
of the game. A Player can break the feeling of horror
easily, no matter how hard the Games Master tries.

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There is no good way for the Games Master to stop the


Players from breaking the mood. You could theoretically
tie them to their seats and brainwash them until they
are incapable of conceiving of anything except for the
game, but that is possibly going a bit too far. A better
alternative is just to accept that by the very nature of the
medium, moods in roleplaying games are fragile, and
the Games Master should concentrate on building and
repairing the mood instead of trying to ensure he keeps
total control over it. The Players can always dismiss the
horror by an effort of will; the key is ensuring that they
do not want to.
Solitude is the other tool that has to be discarded. Again,
roleplaying games are a group activity. It is much
scarier to be on your own, with no-one else to dismiss
your fears, but every roleplaying game needs at least two
people, Player and Games Master (more or less; there
are exceptions, but we will concentrate on traditional
table-top roleplaying games here). In a game with a
single Player, the Games Master has to be careful he
has a much better chance of building and maintaining
an intense atmosphere of horror, but go too far and it is
emotional bullying. A single Player can be split off from
a group for a brief time, but the Games Master cannot
split the party for too long, as Players get bored (and
hence start exercising their control and breaking the
mood) while the Games Master is off dealing with the
single Player.
So, if the horror Games Master cannot prevent the mood
from being broken easily, and if he has to deal with a
group of active Players instead of a solitary protagonist,

what does he have left? The tools remaining are


Atmosphere, Description, Implication, Violation, Hope
and Reaction.
Note that these tools are (mostly) aimed at the Players,
not the characters. Also, the precise type of horror
survival horror in a world beset by zombies, the hunt
for a supernatural serial killer, ghost-ghting secret agents
is unimportant, as these tools can be used with almost
all types of horror.

Atmosphere

A catch-all term for the basic ambience of the game,


atmosphere can be divided into out-of-game and in-game
atmosphere. To build out-of-game atmosphere, some
Games Masters like to use background music, diffuse
light sources like candles, props, decorations, or even
simple things like playing in a darkened room. The
effectiveness of such theatrics varies some Players nd
it all a bit too amusing or even campy, which ruins the
atmosphere. Also, it can get annoying if it is too dark to
see the character sheets or if the candles drip wax on the
dice.
Background music is generally a good idea, especially if
the game is based on a movie and you have a copy of the
soundtrack. Keep the music at a low level if you just want
to use it to set the mood, or play it slightly louder if you
are going to go to the trouble of playing specic tracks at
specic scenes. Props are dealt with in their own section
later in this chapter.

Social Contracts

Before we delve into exactly how to give your Players nightmares, we should stop briey 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:

182

Is this really a horror game, or is it a dark fantasy/occult investigation game with some horric 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 reghts.

What, if any, elements or subjects are taboo? Some Players have phobias (and playing on a Players 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).

In-game atmosphere really depends on the style of the


game. Do not shy away entirely from the clichs misty
moors, haunted houses, crumbling abandoned castles,
full moons and clanking chains, blood running down the
walls and so on as these can be effective prompts to
the Players on the style of game. Think carefully about
how you want the game to feel, and remove elements
that will disrupt that atmosphere. Even two very similar
games can benet from a ne-tuning of atmosphere.
For example, consider a game where the characters are
police ofcers investigating weird events. In a game that
contrasts the ordinary, everyday lives of the ofcers with
the bizarre and horric cases they encounter, a scene
where the characters buy donuts ts perfectly with the
game. In a similar game that concentrates on clinical,
forensic investigation of monsters,
that little mundane scene is basically a
distraction from the game.

or hideous tell the Players it is as big as a car, or a


house, or an aircraft carrier, and that it resembles slabs
of rotten meat welded together with barbed wire or a
gigantic rotting white grub or that it smells like bile and
engine oil. Describe sections of the horror in detail; the
characters may only get momentary glimpses of the
werewolfs ashing yellow eyes and bizarrely clean
(even sculpted) white teeth before the monster grabs one
of them and runs off into the forest, but those glimpses
should be evocative enough to let the Players build up an
image of the monster. The key when describing horric
scenes is to give the Players enough detail to make the
horror seem real and let them ll in the gaps with their
own fears.
Writing a boxed text description of a scene in advance
works if the scene is static for example, the Players
discover a ghastly, gory murder scene with a mutilated
body, or the aftermath of a bizarre ritual. However, if the
Games Master is reading out boxed text in a monotone
when a monster is attacking, all sense of spontaneity
and threat is gone. Think about what a monster looks

TURNING THE SCREW

Ideally, there should be room for the Games Master to


walk around behind where the Players are sitting just
moving around the table can work wonders for unsettling
the Players. There should also be a space where the
Games Master can have private conferences with an
individual Player, out of earshot of the others.

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 wellknown and familiar part of history and
therefore does not need much descriptive
clarication; 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 horric deviation from
reality. If the mundane, non-horric
elements of the game are neglected, then
the impact of the bizarre events is lost.
When describing nigh-indescribable
horric elements, it is best to use as many
similes and hard descriptive words as
possible. Dont call a monster huge

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TURNING THE SCREW

like, but tailor the description to the situation when you


introduce the monster. Ideally, the Players should feel
like their characters have done something wrong and
that they have somehow blundered off the expected plot
of the scenario, and that this encounter with the monster
was not anticipated by the Games Master, so that the
safety net of planning and plot is gone. It is one thing
to ght, say, a vampire in his crypt, as the Players will
assume that the Games Master intends for them to defeat
the monster in its lair. Running into the same vampire
during what the Players believed was an informationgathering trip to the morgue is a far more alarming
experience.

Implication

Implication is a very, very useful tool for the horror


Games Master. One of the chief appeals of roleplaying
games is that the Players are the ones driving the story,
making the decisions and solving the mysteries. The
audience is not sitting back watching the characters
puzzle out the clues and work out what is going on, the
audience is running the characters.

Nothing the Games Master says or does can be quite


as creepy as the ideas the Players have themselves.
Implication is the art of leaving a void in the game, which
the Players ll themselves. It is the chill that strikes
when you are sitting there and all the unconnected and
seemingly meaningless clues suddenly fall into a new
and terrible pattern. The receipt from the gas station,
the newspaper clipping about a missing child, the occult
symbol traced on the back of the book and the odd stain
on the carpet of your living room suddenly coalesce
and reveal that there is going to be another murder and
you know when and where it is. Implication tricks the
Players into scaring themselves the Games Master just
draws the dots and lets the Players draw the most horric
connections possible between them.
To use implication, you avoid completely linear chains of
clues. Instead, you have multiple clues relating to a single
events or mystery. For example, consider the following
two sets of clues, both leading to a confrontation with a
ghost.
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, somethings 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 nd 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 lled with eyeballs is heard...

184

murder and nd out that the murderer was never caught


~ they track down and catch the murderer ~ the ghost
is exorcised. This is nice, simple and linear, but never
contains that moment of terrible implication.

Now, the Games Master never states that two ofcers


covered up the identity of the true murderer, nor does
he ever directly tell the Players that only by catching
the other ofcer can the ghost be laid to rest. However,
the Players should be able to work it out from the clues.
The Games Master might not even know what really
happened that the police covered up, instead just taking
the best idea the Players come up with and using that.
By leaving a deliberate gap at the heart of the game, the
Games Master lets the Players scare themselves through
implication.

Violation

Roleplaying games cannot handle a lot of the classic


elements of horror very well. Gore, for example, is
primarily a visual thing the best description from the
Games Master simply will not be as viscerally twisted
as a picture of a mangled corpse. Spooky atmosphere,
sudden shocks and so on are also hard to achieve in a
roleplaying game. However, roleplaying games can
achieve a high level of violation, of wrongness that can
be deeply scary.
Take the fundamental, universally accepted laws of
reality, society or convention and subvert them. Look
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
in the long grass, houses that are larger inside than out,
a human skeleton in three-billion-year-old rocks all of
these are impossible, but more than that, they go against
the grain of reality.

Hope

Perhaps the cruellest tool in the arsenal of horror, hope


is the certain knowledge that there is always a way out
or a way through the horror. If there is no hope,
the Players will simply give up. The Games Master
can stymie or kill the characters at any time, the Players
cannot win unless the Games Master is willing to let

If the Games Master gives the Players hope by always


having one route to success, the horror is not reduced, it
is magnied. If they give up, it is because they choose
to admit defeat, not because it is the only option. They
panic because they know that the solution to the mystery
or the way to defeat the monster is out there, if only they
are smart and brave enough to nd it. The knowledge
drives the Players onwards, convincing them to take risks
and keeping them going in the face of darkness.
Promising that there is always a solution does not mean
it has to be a good solution. Merely surviving can be a
victory in some situations.

Reaction

TURNING THE SCREW

A better version of events: 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 murder and it seems to be a
dead end; the murderer was caught and the case closed.
Simultaneously, a mysterious vagrant is found dead near
the house. Tracing the vagrants history reveals that he
was once a police ofcer and that he and his partner were
involved in the murder case.

them. Overwhelming, unstoppable, inescapable horror


is simply boring.

The nal tool for the Games Master is the ability to watch
the Players; judge their reactions and adapt to them. You
can ease off if a Player is getting uncomfortable, play on
their suspicions (if they suspect the new butler of being
a vampire, arrange for the characters to encounter him
just as he sends all the mirrors in the mansion off for resurfacing), steal their best ideas (maybe the cult leader
somehow transferred his mind into the painting and that
is why weve seen copies in all their temples say the
Players the Games Master hastily scribbles a note and
smiles at the Players) or even change the plot to suit their
actions.
Reaction should be used carefully. If it becomes too
obvious that the Games Master is adapting everything
to the actions of the Players, then the impact of the
horror is diminished. The horror should seem uncaring
and indifferent, there should be the implication of vast
and terrible forces moving in the background. React
too much, and it just seems that the Games Master is
picking on the Players. Use reaction for nesse, not
brute plotting.

Types of Horror

Horror does not fall neatly into a set of boxes. Any and
all of these types of horror could show up in a game,
merging and blending together. Vampires, for example,
started off as a combination of symbolic and brooding
horror, but these days are mostly spooky.

Spooky

This is the domain of most horror movies. It works by


building tension with foreshadowing and, well, spooky
events. The characters explore the haunted house
boards creak underfoot they push through cobwebs
they hear chains clanking it gets more and more

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TURNING THE SCREW

claustrophobic. The tension grows more and more


unbearable until there is a jump! Something suddenly
appears, or attacks, or breaks, or explodes, or whatever.
After that panic, there is a period of release and rest, after
which the spookiness begins to build again.
Spooky horror games are relatively simple to run. It is
all about atmosphere and description.

Nightmarish

Here, the laws of reality break down. The underlying


logic of the game world stops being basically similar to
the logic of the real world, instead becoming orientated
wholly towards horror. The Players cannot trust the
perceptions of the characters. Surreal events and horror
can appear anywhere. The horror is not wholly a real
thing the characters might be moving in and out of
a dream-world, or be eternally trapped in some twisted
shadow of reality.

Symbolic

In symbolic horror, the horror means something. It can


be a sort of social commentary vampires as a metaphor
for sex, or stalkers or be a reection of the characters

vampires, who hunts the character for his blood, are


actually his conviction that no-one will ever love him for
himself. The horror is a terrible exaggeration of some real
or in-character psychological phenomena.

Brooding Horror

In brooding horror, the horror is basically uncaring


towards humanity or the characters, until they disturb
it. It sits there brooding in the darkness, waiting, just
as it has untold aeons. It is not evil as we dene it but
that is because it is older and colder than our puny words.
With brooding horror, the key is conveying a sense of age
and distance. The world is bigger and stranger than the
characters can cope with.

Gore

Playing on the nerves of the Players is one thing. Scaring


their minds is another. Sometimes, though, horror is
all about kicking them in the stomach. Gory horror is
overowing with blood and guts and vile uids. It is the
splatter of bone chips and esh when the chainsaw goes
in.

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

Sometimes, you just gotta laugh. Comic horror does


not take any of the above seriously. Let the Players
make their quips, and do not take the game too seriously
(alternatively, have the monsters and the rest of the
world be dead serious, while the characters see just how
ludicrous the whole thing is).

Nature of the Horror


~

Discrete: The horror is essentially self-contained


the rest of the world is unaffected by it. It is only
those directly confronted by the horror that are at risk.
An example would be a single vampire count at loose
in New York it is a dangerous monster, but you are
safe when it is not present.

Subtle: The horror is essentially invisible until it


strikes anything could be infected by the horror.
There is no safety anywhere, but the world appears
to be unchanged on the surface. If our vampire count
in New York has turned a few people into vampire
spawn and no-one can tell who has been transformed,
the paranoia engendered makes it subtle horror.

The problem is not insurmountable there are several


campaign structures that can be used. The main concern
in each of them is tying the characters to the horror.
Why do the characters become involved? What do the
characters do? What can they achieve? And, importantly
for a campaign, why do they do it all again next week?

Trapped Mundanes

One of the simplest ways to keep the characters coming


back to the horror in adventure after adventure is to never
let them leave. This can be done blatantly (the characters
are shipwrecked on an island (or a planet) and have no
way off; the doors of the haunted house never, ever open
and the campaign is spent going from room to room to
room in this massive, rambling mansion) or slightly more
subtly (the characters all live in the same town, which
is built on top of a burial ground, or portal to hell, or is
the subject of government experiments in mind control;
the characters are not drawn to the horror, the horror is
drawn to the characters).

Overwhelming: The horror is everywhere! The


world is breaking down, society is crumbling and the
end of the world is nigh. If everyone in New York
is a vampire spawn, apart from (some) of the Player
Characters, this is overwhelming horror.

Horror Campaign
Structures

The term campaign, used to describe a linked series of


roleplaying adventures (others use chronicle or saga
or do not even give it a name, but assume automatically
that one adventure will lead onto another) was originally
derived from wargames, and is the standard structure
for most gaming groups. One battle leads onto another,
one mystery contains links or clues to the next. Other
campaigns centre on an overarching plot or other
structure perhaps the characters are agents of some
secret government agency, investigating mysterious
cases on one hand and ghting internal corruption and
conspiracies on the other, or children of a noble house
in a game where ensuring the fortunes of their family is
the main aim.
Horror campaigns are trickier than normal games.
In most roleplaying games, the characters get into
adventures basically because that is their job (they are
mercenaries, spies, space knights, wizards, detectives
or some other seekers of adventure) or because of their
nature (as vampires, disguised dragons and so on). In

TURNING THE SCREW

horror games, many of the characters are utterly ordinary


people who do not want adventure and certainly not
the ghastly cavalcade of death and torment that makes
up most horror games. The horror Games Master cannot
say to the Players go ahead and roll up some characters
for anything other than a one-shot horror campaigns
need more planning and groundwork, because unlike
characters in other genres, most horror characters cannot
be just handed a plot and expected to play along.

Comic

This campaign structure does take a bit of control


away from the Players; the Games Master is essentially
pushing the plot onto the characters are they have no
way of leaving. The payoff is that the characters can be
entirely ordinary people, which can be most immersive
and evocative type of characters for horror. The trapped
mundanes structure also has a useful built-in end point
to the campaign the characters discover how to escape
from the horror.

Sample Campaigns:
Ghost World: This campaign begins with a rash of
disappearances; people suddenly vanish from the
lives of the characters and the police are bafed. They
investigate, and progressively stranger and stranger
events start happening. Eventually, the Players work
out that the characters are actually long-dead ghosts
and the whole campaign has been taking place in a
sort of spiritual limbo. This is rather clichd, but still
works, and it lets the Games Master put in whatever
sort of nightmarish encounters he wants without
having to worry too much about logical plausibility.
The key to running this campaign properly is keeping
emotional plausibility.

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TURNING THE SCREW

Adrift: It is the turn of the 19th century and the


characters are all on board about a magnicent steam
liner. The ship sails through a Bermuda triangleesque region of dimensional instability, and reality
collapses. The ship sails off into a nightmarish
otherworld. The whole campaign can centre on the
characters exploring the twisted ship, encountering
other survivors, nding out why the ship was on its
course, and maybe nding a way back to the real
world. Perhaps they can hitch a ride on the USS
Eldridge, the warship said to be at the heart of the
Philadelphia Experiment.

Dark Heritage

A variation on the trapped mundanes structure, this


campaign has the characters trapped not by the physical
environment, but by their own selves. They all have
some quality that attracts horror to them (possibly
unwittingly). They could all be descendants of a
cursed family, or the adopted survivors of a cult of child
sacrice, or veterans of a military operation that went
horribly wrong and attracted the wrath of the swamp
elemental Alxhollan.
This campaign structure can also link the characters
together; if their dark heritage is a matter of blood and

inheritance, then all the characters should be related by


blood. It is probably a good idea to initially dismiss the
link between the characters in the rst game by using it
in the plot. For example, if the campaign is going to be
based on the fact that the characters are the product of a
millennia-long breeding program designed to produce the
perfect vessel for an alien mind, then the Games Master
probably does not want the Players to work out too quickly
that the fact that they are all members of the same family
is important. He should therefore have the characters
be brought together in the rst place by a family event,
such as the reading of a will. The Players will assume
that their characters are related only because the Games
Master wanted to use the reading as an excuse to get
them together. Otherwise, the Players will immediately
tie any mention of breeding or eugenics or family to their
own family Ties. This sort of misdirection and secondguessing of the Players is often necessary to run horror
games. Horror games are concerned with mood, while
most other games are mainly concerned with setting.
Anyway the dark heritage campaign concept works by
tying the characters to the horror via an indirect route.
They have not blundered into it, like those in the trapped
mundanes campaign, nor are they sent to it, as in the
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 inuence 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 nd
yourself needing them.
The Games Master should ensure that the Players know that these are not get-out-of-jail free cards, and that the Clue
Dispenser will not always be able to help them, but having these elements available makes the game much more
robust.

188

Spook Central: Fifty years ago, a group of deranged


occult architects built a skyscraper that was actually
a device for contacting alien astral entities. The
skyscraper (built with cast-iron girders with cores
of pure selenium) would activate the psychic pineal
glands of anyone in the upper dome when the stars
aligned. However, the cost of building this eldritch
edice bankrupted the occultists, and the skyscraper
was converted into apartments. The characters are all
living in this building when the stars align. Suddenly,
they are granted a psychic connection to the alien
entities. The characters have the occultists hunting
them on one hand and bizarre alien entities oozing out
of their minds on the other and all because the rents
were low.

Investigators

This is one of the archetypical horror campaigns. All the


Player Characters are investigators private detectives,
FBI agents, or police ofcers in a modern day game, but
the same structure works with holy inquisitors in 16th
century Spain or Company accountants sent to review
the mines on Proxima Centauri V in a futuristic game.
The characters must investigate the mystery because it is
their job, and the mystery leads to the horror.
An investigation-based campaign gives the Games
Master great scope for introducing all sorts of mysteries
and puzzle-solving. It also gives the characters authority
and inuence if they are police ofcers, for example,
they can order autopsies, have crime scenes opened,
exhume bodies and all sorts of other fun stuff. Too much
authority can be tricky to deal with, though. Horror is
predicated on the Players being powerless to a degree,
so giving the Players the ability to call in the National
Guard makes a single werewolf much less of a threat.
Never give the Players the tools to dismiss the horror
completely a werewolf is mainly a physical threat, so
giving the Players control over overwhelming physical
power destroys any sense of threat.

Most investigative campaigns change into Weirdness


Busters (see below) if they go on for long enough. In
a Weirdness Buster campaign, the characters know and
accept that there are supernatural powers, but that is not
initially true in an investigative campaign.

Sample Campaigns:
Lights in the Sky: The characters are members of a
group of UFO hunters, who investigate sightings of
ying saucers and other paranormal phenomena. As
the campaign progresses, they begin to realise that
all the sightings are tied to a travelling circus. What
exactly is going on at the freak show? And what
does the legacy of famed 19th century showman P.T.
Barnum have to do with it?
Precinct 666: The characters are police ofcers and
detectives in a precinct that contains more than its fair
share of numerologist serial killers, ancient temples,
bizarre cultists, monsters in the sewers and demonic
lawyers.

TURNING THE SCREW

Sample campaigns:
What You Dont Know Can Kill You: The
characters are attacked by mysterious cultists. After
fending them off, the characters discover that the one
thing they all have in common is that they all once
studied under a particular professor of archaeology.
This professor has uncovered something ancient and
powerful and the cult believes he passed the secret
onto one of his students. Even if the professor did
do so, he did not give it to any of the characters, but
the cult will not believe that. The only way to stop
the cult harassing the characters is to delve into the
professors research, nd what the cult is looking for,
and turn it against them.

Weirdness Busters

In most of the horror campaigns described above, the


characters main aim is not to defeat the horror, but to
investigate or escape it. Sometimes, though, the best
way to save the mysterious girl who shows up on your
doorstep complaining that a demon is after her unborn
child is to banish the demon back to the netherworld
(after neutralising the evil fertility clinic that uses ancient
Sacred King magic to produce children). In a Weirdness
Buster game, the characters are employed to thwart or
destroy the horror.
In some ways, this simplies things immensely. The
structure of most horror adventures is that the characters
are hooked by some seemingly mundane event, which
is slowly revealed to have a more alarming cause or
meaning. In a Weirdness Buster game, the characters
can be told much more directly you can skip the setup where the characters arrive in the small village in
Germany, meet their sick cousin, explore the village a
little, hear howling in the woods and then get attacked
by a hairy monster. Instead, you just have the characters
employer say werewolf in Bavaria eating people off
you go. Pick up your silver bullets at front desk.
The downside is that horric events become routine,
almost mundane. In a light-hearted game, where horror
is used as a spice instead of the main course, this is ne
(if it is Tuesday, it must be vampires). The characters
know they will end up facing something horric, so they
can accept and prepare for it. Most long-term games end
up in a situation like this, and it can be exploited by the
Games Master.

189

TURNING THE SCREW

One of the most irritating things in a roleplaying game


is having to roleplay ignorance. If you drop the clues
described in the little Bavarian scenario above - a
dark forest, howling, a character who seems strangely
ill every roleplayer is going to think right it is a
werewolf and start looking for the silverware. This
is possibly not good roleplaying in terms of staying in
character, but it is really just as natural as a character
in a play not wondering why there are exits to the left
and right of him, and behind him, but never in front of
him. The Players know they are heading into a mystery
even if the characters do not. The Games Master should
either build a mystery original and complex enough that
the Players cannot see through it just by thinking like
Players, or else harness the Player/character gap. The
Weirdness Buster campaign does just that it removes a
lot of the hoops that the Players have to jump through.

Sample Campaigns:
Hunters of the Night: The Quincy Foundation was
made by a group of friends who survived their own
dark nightmare, in memorial of the one who gave his
life to save them all. They have learned that there are
ancient evils vampires and worse in the world,
but that human faith, determination and science could
defeat them. The foundation is divided into several
sections, each named after one of the founders.
Harker Section deals with the nance of the group,
which has investments in property all over the world.
Seward Section deals with medical support and
psychological analysis and counselling. Godalming
Section handles the Foundations relationships with
INTERPOL, the FBI and national governments. Van
Helsing Section is the heart of the Foundations ght
against evil it gathers information, and studies
monsters and how to kill them. There are rumours
of two secret sections, codenamed MINA and LUCY.
LUCY deals with the Foundations contacts in the
underworld, with turncoat monsters and inhuman
spies, while MINA has a number of Foundation
agents who are not entirelynormal.
Department 1013: It is the closing days of World
War II. As the Allies roll towards Berlin, the Nazis set
loose all the occult horrors and superscience horrors
they have. The brave commandoes of Department
1013 are on the front lines of the secret war, bringing
down Foo Fighters, blowing up zombie-making
chemical works and ghting demons in the cellars of
Castle Faust, before heading off to the hidden Nazi
Fortress in Antarctica for the nal confrontation

Shadow World

All the campaign structures described so far assume


that the characters are, to some degree, normal. In a
roleplaying game, normal tends to mean comparatively

190

weak and powerless, and it also gives a baseline for weird


events and violation. Even in the Weirdness Busters
campaign, which might include obviously supernatural
Player Characters ghting against their own kind, the
characters have at least a link to normality.
In a Shadow World game, the majority of the game takes
place well outside the boundaries of normality. A game
where all the characters are monsters is one example, or
a game where the characters spend so much time in a
bizarre otherworld that it becomes familiar and therefore
not horric. Most Shadow World games end up as dark
fantasy instead of true horror.

Sample Campaigns:
The Invisible College: The characters are all part of
a secret society of adepts and wizards, sworn to keep
their supernatural powers secret while aiding the unilluminated masses of humanity. There are all sorts of
nightmarish entities held in check only by magic
Dream Delvers: Using a combination of neuroscience
and latent telepathy, the characters are specialists in a
brave new form of therapy. Teams are sent into the
sleeping minds of patients to confront and destroy
their inner traumas and repressed fears. As part of
the process, the team members can be given virtual
superhuman abilities while inside the patients
psychological matrix (it is all just a dream, after all),
and such abilities are often needed to defeat the bizarre
imaginings encountered. And why are there so many
people with nightmares about leather-bound monsters
coming for treatment all of a sudden?

Campaign Lengths & Notes

For a horror game to have the most impact, the Games


Master should plan how long the campaign is going to
last before it even begins. Other games can get by with
a loosely linked series of adventures, but horror is best
when there is a denite drive and a time limit.

One Shots

The shortest possible campaign is obviously a one-shot


game, a single scenario taking up no more than two or three
sessions of play. One shots are great for horror, especially
using the trapped mundanes or investigator structures
described earlier. In a one-shot, the Player Characters are
disposable, so they can be killed, maimed, driven insane,
or turn out to be the spawn of hideous starbeasts. The
Games Master could even give pregenerated characters to
the Players, who have backgrounds specically designed
to t with the scenario (you are all wannabe TV psychics,
and youre all attending a seminar on Tax and the
Tarot).

Short Campaigns

A short-term campaign is a campaign with a denite,


planned, foreseeable ending, usually six to twelve game
sessions in length. Almost every session and side plot is
somehow linked into the main plot everything, from
the mysterious death in room 23, to the crashed van with
International Cocaine Exporters emblazoned on it, to
the leather-bound book with the weird symbols, to your
aunt Berthas 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.

explore a setting and build character depth. The tricky


part is balancing the need to keep some horric elements
without having a revolving door for Player Characters
(they come in sane, they go out two weeks later gibbering
or in a box).

Killing Characters

In most horror games, there are hideous monsters,


strange entities, mysterious curses and other things that
turn characters into shredded corpses, gibbering lunatics,
piles of ancient dust or nothing but a faint, lingering
memory. Killing characters is easy, and a sudden death
does make the Players more nervous and more willing
to be scared. However, if the Games Master kills Player
Characters constantly, the horror is diminished. The
Players have no real attachment to characters that only
last a few minutes.

TURNING THE SCREW

The downside of one-shots is that there really is no time


for the Players to get attached to their characters and they
can involve quite a bit of work on the part of the Games
Master. In a long-term campaign, the Games Master can
build plots off what the Players do, but there is no time
for the Players to seed plots in a one-shot. Of course,
seeing as it is a one-shot, the Games Master does not
need to worry about the next session, and can have the
world overrun by brain-eating zombies, swallowed by
a black hole, or destroyed by tarot archetypes running
amok.

Instead of killing characters, consider the following


penalties for failure:

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 nd 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 denite,


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

TURNING THE SCREW

Maiming: A character might lose an eye, or a


hand, or be paralysed or otherwise injured when the
monster chews up the last of his hit points.

Madness: Feel free to dump Shock Points on


characters who wander into lethal danger. Having
your mind pulled out by a magical mirror and
projected through a trillion light-years and you feel
every inch of the distance as you travel is worth quite
a lot of Shock.

Change: The horror does not kill the character, but


it does do something horrible to him. Laying eggs in
his chest, stealing his identity, transforming him into
a spawn, inicting a slowly degenerative disease and
so on

Killing Other People: The characters Ties are there


to give the Games Master something else to threaten
other than the character himself. If the character fails
to stop a monster, perhaps it eats one of his loved ones
instead of himself.

Linked Investigations

If one plot is going to lead onto another, then the


Games Master must plant links between the mysteries.
However, given the nature of roleplaying games, it can
be very hard to plot clues in advance the Players are
always doing the unexpected. The traditional metaphor
for a series of linked mysteries is the layers of an onion
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
layer is to burn it off, destroying everything that leads to
the next layer?
Two methods for dealing with this are the Moving Clue
and the Indeterminate Clue:
The Moving Clue is a link to the next part of the
campaign which the Games Master can plug in wherever
the characters go. Say the clue is a letter from a dead
man that will lead the Players to what is literally a dead
letter ofce. The Games Master intends for the Players to
nd it in the letterbox of a friend of one of the characters.
However, the characters never get around to visiting that
friend in the course of their investigations. Instead of
letting that plot hook wither, have the friend bring it to
the characters, or let them bump into the mailman and
have the letter fall out of his satchel, or have a stalker
steal the letter and the characters end up catching him
as part of an unrelated investigation. Do not shy away
from moving things around behind the scenes if it is
required to move the characters on to the next plot. In
general, having clues chase the characters around like
this can make mysteries a bit too easy to solve, but here

192

solving the mystery is less important than the link to the


next plot.
The Indeterminate Clue is a plot element the Games
Master throws in without quite knowing what it means.
Later, the Games Master can come back and link it into
the main plot (or just listen to the Players discussing it,
and steal their best idea). For example, the characters get
an anonymous phone call that asks for them by name, says
I have something important to tell you, and then all they
hear is the sound of ghting and dogs barking, followed
by the line going dead. Neither the Players nor the Games
Master is quite sure who made the phone call. Later in the
game, the Games Master can retroactively decide who
the phantom caller was, and bring that character into the
game in some fashion. For example, the characters could
nd a phone booth covered in gore and scratch marks,
the handset dangling like a burst intestine, and a bloodspattered card with the Player Characters phone number
and a mysterious address written on it. Alternatively,
perhaps the characters get another phone call from the
anonymous caller, who lls them in on another clue.
The key to the Indeterminate Clue is laying groundwork
in advance, so it looks like the Games Master has a big
complex plot, even when the poor Games Master has no
idea whats going on at all. As an aside, Indeterminate
Clues are great for sparking creativity when you have
to come up with a coherent explanation for the bit of
weirdness you just dropped on the Players, you tend to
surprise yourself.

Campaign Construction
Example: Ghosts in the Fog

The year is 1895 or so. London is or was until a few


days ago awash with occultists and spiritualism. The
Golden Dawn society practise ceremonial magick and
two-bit mediums hold sances in every garret. The topic
of every conversation (when not deploring the latest antics
of Alistair Crowley) is the debate over the immortality
of the human soul. Finally, a young visiting physicist
named Nikolai Tesla adapts the necrophone technology
pioneered by Thomas Edison and builds a Necroscopic
Engine, which will make the soul (an electromagnetic
phenomenon) manifest in an electric eld.
It all goes wrong. The Necroscopic Engine short-circuits
in the damp London fog. Suddenly, every potential
spectre in London leaps into electrical existence. The
entire capital swarms with angry ghosts, who turn on the
living and whenever anyone dies in London, their soul
is trapped by the fog. The outskirts are evacuated, but
the centre of the city is lost. Somewhere in Whitechapel,
Teslas Necroscopic Engine is still running, turning the
fog into a literal death trap. It must be shut down and
that is where the characters come in.

This campaign set-up neatly handles character death


they can come back as ghosts instantly. Adversaries
can include ghosts, deranged Londoners and electric
zombies. For a slightly higher-powered game, the Player
Characters could be an all-star team perhaps W.B.
Yeats, Alistair Crowley and Sir Arthur Conan Doyle
could recruit Thomas Edison to save London.

Horror Scenarios

A scenario is dened here as a single plot that might take


one or more sessions of play to resolve. Horror games
are much more dependant on Games Master-designed
plot that other styles of play in most horror games,
the characters are either hooked into investigating the
horror, or else encounter it by accident instead of actively
seeking it out. The Games Master must therefore arrange
for the characters to somehow become involved. Horror
campaigns tend to be episodic a new hook is presented,
its mystery plumbed, the monsters defeated and the
characters sink gratefully back into mundane life until
the next game. The Games Master should take advantage
of this episodic nature by making each episode of the
campaign as unique as possible.

Initial Concept

The beginning of any scenario is the initial spark, the


one-line summation of the plot. It might connect directly
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
complex into a deathly mirror image of a temple) or be
nothing more complex that vampires in Pennsylvania
or something about infected blood. It could even be
inspired by the plot of a horror movie or book.

Hooking the Characters and Players

Why are the characters involved? What links them to the


concept? Sometimes, they will be linked directly (such
as the Atlantean talisman, above). In other games, the
characters will be following up on a hook from a previous
scenario they found the mysterious letter in the ofce

of the cult leader and are now off to nd out what Moore
Chemicals have to do with undead cockroaches.
If the characters do not have such a direct link and you
cannot give them a plain, unbaited hook from a plot
dispenser (for example, the characters are not members
of an elite monster hunting squad who actively investigate
weirdness), then you have to hook the characters. One
traditional method is for a character to get a letter from
an old friend or relative, asking for his help (but this is a
terrible clich in horror games and should be avoided if
possible). You can use the characters Ties to bring them
into a scenario (if one character has a Tie to a ecological
activist group, then have a branch of the group be
troubled by strangely tough mutant cockroaches).
While hooking the characters, you should also take
care to hook the Players. Most good Players will play
along with whatever hook they are given (I get a letter
from my old aunt Petunia telling me that shes being
threatened by mysterious men in black. Ok, I leave right
away), but will be much more enthusiastic if the hook
sounds interesting (I get a letter from a mysterious man
in black, telling me hes being threatened by my old aunt
Petunia? What the hell?!) A good hook offers a taste
of the mystery and horror to come and gives a starting
point for investigation or exploration, without really
revealing what is going on. Often, the hook has nothing
directly to do with the initial concept, but there is a route
for the Players to stumble from one to the other: The
mysterious man in black is actually a member of the ecogroup. Aunt Petunia is actually an intelligent swarm of
undead cockroaches who ran away from the Atlantean
sorcerers who are manipulating the head of Moore
Chemical into sacricing a verdant swamp to power
their continent raising ritual. If the characters can rescue
the real Aunt Petunia from the depths of the undeadcockroach-hive, they can nd the Atlantean stone that
is animating the insects, then ally with the eco-group to
inltrate the chemical plant and use the stones magic to
stop them poisoning the swamp before it is too late

TURNING THE SCREW

This is a short-term campaign structure, designed to


be Overwhelming Nightmarish Horror. The characters
are Weirdness Busters. They have to make their way
through a haunted, fog-choked Victorian London. The
Games Master could tie particular powerful spectres
to landmarks or major historical events they might
have to exorcise the spirit of Guy Fawkes to get
through Westminster, or fend off spectral pirates at the
Admiralty Dock. Somewhere at the heart of the fog is
the Necroscopic Engine, and the half-alive, half-dead
form of Tesla.

Traps and Stakes

There are two ways to keep the Players from doing what
is usually the sensible thing in any horror game (running
away and never looking back). These two approaches
are the trap and the stake.
In a game based around the trap, the characters cannot
leave the area controlled by the horror. This may be
caused by an entirely mundane barrier (the characters
are on a deserted island and the only boat has sunk; the
elevator has broken and they cannot force open the door
to the re escape) or a supernatural one (all the roads
lead back to the spooky town; the characters are trapped

193

TURNING THE SCREW

in their own delusions and the horror follows them


wherever they go).
In the stake variant, the characters have something
precious to them (usually, a Tie such as a loved one)
that will be lost if they do not defeat the horror. They
can leave, but Aunt Petunia is stuck down there with the
cockroaches.
A scenario can use both traps and stakes; for example, if
the characters are police ofcers, the initial investigation
essentially puts their reputations or even their jobs at
stake (solve this case of the missing teenager). If the
stake is not big enough to keep the characters in the
scenario (argh! Things! Im getting out of here! I dont
care if it costs me that promotion!) then the trap can be
employed to keep them there (aargh! The door wont
open! The things are outside too!)

In general, use stakes instead of traps. Traps basically


deny the Players a lot of options. While being trapped
and isolated is a major part of horror, it should not be
the only reason the characters are involved. Drawing the
characters deeper into the horror with stakes is a much
better approach than hooking them and then immediately
putting them in a trap.

Plotting

The rst step in plotting is to come up with three or four


really scary images or scenes related to the initial concept,
and esh them out a little. What would scare you in those
situations? How can you manoeuvre the characters into
being as vulnerable and terried as possible? These
horric moments should then be loosely tied together
with possible connections.
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 childs 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. Hes 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 nd 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 mans 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 youd let me shoot him when we met him, he wouldnt have been able to summon the demon again.
In retrospect, this was poor roleplaying on the Players part and my Games Mastering was equally bad. The Player
was thinking about the crazy old man from the perspective of a Player (hes the only Non-Player Character whos
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 nd 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

To have this charming image in the game, the Games


Master needs to get the Players into the town, and then
into the church. Perhaps the whole town is actually
the spiders (metaphorical) web it hunts by getting
strangers stuck in the town, then hunts them down by
vibrations in the web. The townsfolk could sabotage the
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 ght 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.

~
~
~
~
~
~
~
~

The characters car is sabotaged. They get stuck in


town.
The townspeople try to keep them there.
They cause trouble, which brings the sheriff.
They investigate the town.
They do research.
They go to the church.
They ght the spider and are forced to run away.
They learn to distract the spider, and while half the
characters cause havoc in town, the others sneak into
the church, nd the mummied body of the priest
and banish the spider. Ideally, they should nish the
banishing spell just before the spider eats the other
characters.
The Games Master can imagine links between these
scenes, but should be prepared to adapt. It is possible
that a group of especially belligerent Players could cause
the sheriff to appear if they start a ght in the opening
scene at the gas station. Alternatively, tactically minded
Players might work out a way to defeat the spider in
the rst ght scene, or escape from the town to return
with better supplies. Players who can roleplay very

TURNING THE SCREW

descending from above. Being a good little Games


Master, he notes down the image and decides to use it
in a game. He is already planning a game set in a small,
isolated town, so he uses the spider there. He needs a tall
structure for the spider-thing to descend from, and the
obvious choice is a church-spire. The spider can lower
itself on a strand of web from the bell-tower (and the
rope to pull the bell could actually be a braided, sticky
web). One of the characters pulls on the rope to ring the
bell his hand gets stuck to it, and the bell does not ring,
it crushes a few eggs or sucked corpses or something in
the tower above, and a shower of slime and young spider
hatchlings fall onto the characters below. They look up
to see where the slime came from just in time to see
the spider falling towards them, one leg reaching towards
each of their upturned faces.

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 cloyingand sticky. The
characters head off to the church to nd 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 priests research and coming up
with their own banishing spell. Do not lock the Players
into a predetermined route through the scenario have
the horric set-pieces ready, and bring them in when
appropriate.

TURNING THE SCREW

Twenty Bizarre Events

1. The raindrops run up the window, instead of


down, and form an eerie pattern.
2. The wind seems to carry the faint echo of
screaming voices.
3. That tree in the gardenyou could swear it was
two feet to the left yesterday.
4. The phone rings, but the voice on the other end is
the speaking clock.
5. One of the characters experiences a sudden
muscle cramp or spasm every time he walks
through a doorway.
6. One of the characters uses an utterly unfamiliar,
alien word for a normal concept.
7. Two (or all) of the characters has the same
nightmare.
8. A character catches a glimpse through a window
or closing door of a room in complete disarray.
When he investigates, the room is perfectly ne and
tidy.
9. All the silverware on the table suddenly turns and
points towards one character.
10. Something breaks. It sounds like glass, but
faintly metallic. No matter how hard the characters
search, they cannot nd what broke.
11. One of the characters experiences a few minutes
of missing time.
12. The watch of one of the characters stops dead,
or goes backwards.
13. A coffee stain on a map circles the place the
characters are going but the map is a new one,
and no-one has ever put a coffee cup on it before.
14. The character nds an old newspaper or photo
that refers to him.
15. All of the characters experience a moment of
dj vu, jamais vu or presque vu.
16. An old wound or scar begins to bleed again.
17. All the noise in an area conversation,
machinery, trafc, weather, etc. stops
simultaneously for a moment.
18. All mobile phones, televisions, radios and other
electronic equipment momentarily stops working in
a burst of static or all simultaneously turn on.
19. One of the characters gets a split-second
glimpse of himself from another perspective, an
out-of-body experience. Something shadowed and
terrible looms over him.
20. One character nds a healthy, live goldsh
swimming in his toilet.

Twisting

The best, most memorable scenarios have a twist some


imaginative difference that sets them apart. It does not
always have to be a plot twist. A new and distinctive
monster or horric concept works wonders, but few
Games Masters can consistently come up with new horrors
that are really scary. Overlaying an interesting plot also
works the revelation that the horror is supernatural is the
twist. The game can also be made memorable by using
an unusual location; everyone expects werewolves on the
Scottish moors, but how about werewolves on a Scottish
oil rig?
Making sure there is always something new and
unexpected keeps the game fresh.

Non-Player Characters

Most horror scenarios work best when the number of nonPlayer Characters is low. It is less work for the Games
Master, and focuses the game on the Players. Extraneous
non-Player Characters can be killed off in horrible ways.
Avoid having extremely powerful or competent nonPlayer Characters who can save the characters or solve the
mystery one element of horror is responsibility. Your
life is in your own hands and only you can get yourself
through this. If you do introduce such non-Player
Characters, then either saddle them with restrictions (Van
Helsing knows all about vampires and how to kill them,
but is old and comparatively weak) or else make them
slightly suspect or dangerous (Van Helsing knows all
about vampires and how to kill them, and hes very strong
for his age and now that you think about it, you havent
seen him outside in the sunlight).

196

Classic roles for non-Player Characters in horror include:


Victims: the poor unfortunates who get eaten/
sacriced/transformed by the horror. Try to avoid the
helpless victim Players respond better to those who
show at least a little courage in the face of horror. If
you use the Ties of characters as victims, make sure
there is at least a chance that the Players can save the
victim.
Police ofcers and other authority gures: In most
horror games, the police either have to be kept in the
dark (ofcer, you dont understand! I burnt down that

orphanage because they were demon nuns! Demon


nuns stop hitting me!) or negotiated with to gain
access to records or aid (I need to review adoption
records for 1975-1981 now. Oh, and a amethrower).
Characters with a little authority could be able to
request roadblocks, searches and even SWAT teams.

Experts: Professors, antiquarians and other characters


who can dispense clues and give details of the plot.
Never hand the Players all the information they need
leave room for implication.

Jamais vu the opposite of dj vu in some respects;


encountering an entirely normal situation but feeling
absolutely no chronological connection to it. A
minor example is suddenly forgetting your best
friends name. More severe is the sudden sensation
that you no longer know the room you have entered.
Its been your bedroom for the last seven years, its
got your personal effects in it but nothing in it
strikes any chord of familiarity with you.

Ordinary People: Do not gloss over the existence of


just plain folks. If it were not for the vast seething
masses of humanity, where would the monsters hide?
Include the occasion trivial encounter with ordinary
characters, to make sure the Players do not assume
that every Non-Player Character they meet is directly
connected to the plot.

Presque vu moments of only ephemerally


perceived or remembered clarity or greatness.
Having a concept on the tip of ones tongue is
an example, as is rousing from a dream with a
tremendous idea only to have it slide between your
ngers as wake up.

Allies and other investigators: While the burden


of the dealing with the horror should rest on the
Player Characters, including a few friendly faces
and mouthpieces for the Games Master is a good
idea. Giving the Players a safe area creates a bigger
contrast with the horror (and blowing up the safe area
is a huge and horrifying violation suitable for a major
turning point in a campaign). If you include people
who are basically in the same position as the Player
Characters other monster hunters/church sponsored
exorcists/people infected by a horrible sentient virus
or whatever the characters are they can serve as
cautionary examples to the Players.
Cultists and Madmen: And serial killers, and demon
hybrids, and corrupt cops, and the corporate suit who
wants to capture the monster alive so the bioweapons
division can breed and market it. Ideally, these
should initially appear to be one of the other types of
Non-Player Character, as it is far more horrifying if
someone you assumed to be safe and friendly turns
out to be an enemy.

Monsters

Monsters in a horror game require careful pacing. In most


circumstances, you should never introduce a monster and
have it killed in the same scene. There should be hints
and foreshadowing rst. Monsters in horror should not
be disposable cannon fodder (or at least they should not
be disposed of lightly). One good schedule to follow is:
1. The characters nd evidence that they will later
tie to the monster scratch marks on a corpse, for
example but which initially can be explained by
a wholly mundane cause.
2. They nd evidence of something else connected
to the monster; again this can be explained away
with mundane causes.

TURNING THE SCREW

Vu Sensations

Dj vu the classic sensation that most people have


experienced; encountering a novel situation that
seems eerily familiar. Dj vu can sometimes be so
intense that people do can predict entire actions and
phrases a moment before others performed them.

All of vu sensations can be used to give elliptical


hints and clues to characters, but they can also be
mildly disorientating (-1 to attack rolls, saves and
skill checks for the following round).
3.

4.
5.

The characters are attacked by the monster, or


see someone else being killed. The creature
escapes.
They begin to research or develop a way to attack
it.
It attacks again before they are ready. They have
to fend off its attacks while completing their
plan.

Like Non-Player Characters, monsters fall into several


roles:
~ Atmosphere: The monster is there to make the horror
and danger of the place manifest it is supposed
to alarm the Players, but probably will not prove
too much bother to the characters if they keep their
nerve.
~

Guardian: The monster is an obstacle that the


characters must defeat or bypass. It is a checkpoint
in the scenario the characters cannot move onto
the next section until they know how to get through
it. Usually, they learn how to get past it while also
learning some other part of the plot, ensuring they do
not blunder forward without a clue what is going on.

197

TURNING THE SCREW

Stalker: The monster is out roaming around, either


hunting or being sent to gather victims for some other
purpose. Stalkers are often under the control (or were
under the control and have escaped) of an antagonist
monster or evil sorcerer.

Antagonist: The monster is intelligent and opposed


to the characters, plotting against them. It has its own
inhuman and horric goals.

Plot Device: The monster is in the game either to


violate the laws of reality and facilitate the plot (the
characters are investigating a strange new drug, which
turns out to be the distilled pollen of a carnivorous
alien ower) or to be the end of the plot (the cultists
are trying to summon their fearsome demon-god, and
if they succeed, the earth is doomed).
In a low-powered game, most monsters are more than
a match for the characters. They might, if they plan
it carefully and are lucky, be able to defeat one in a
ght, but mostly they have to ee monsters when they
encounter them, and will only win out by unravelling the
mystery. In a higher-powered game, ghting monsters
directly becomes an option. Monsters should always
be disturbing in some fashion even for little beasties
that are there as cannon fodder or avour, try to come up
with one memorable bit of description or behaviour that
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
have long, hollow tails with sharp bone spurs on the
end. They drive the bone spikes into the feet or calves
of the characters as they pass, and suck blood up through

the hollow tail. Really, these rats are no more dangerous


than a normal rat, but their freakish behaviour makes them
scary.

Bizarre Events

Bizarre events are the stock-in-trade of the horror Games


Master. Horror games tend to have few encounters
with Non-Player Characters (the Players usually keep
their activities secret) and fewer (but deadly) monsters.
Therefore, to spice up scenes, the one thing left to do is
have strange things happen.
Dont have bizarre events happen on a regular basis.
Partly, this is because too much weirdness desensitises
the Players to it, but more importantly, the Players have to
have a baseline reality that they can understand and trust.
If everything changes at the whim of the Games Master,
there is no point in planning or taking anything seriously.
Establish a rigorously logical, plausible, sane setting and then undercut it with the impossible.
Bizarre events include all the usual Fortean events (rains
of sh, lights in the sky, statues bleeding), but can also
be foreshadowing of upcoming horrors (the werewolf
hunters hear distant howls across the moors, which could
be nothing more than lonely dogs). The key here is to
unsettle the Players, and clue them in that something is
not right, that they are on the trail of the horror.

Isolating the Characters

Cutting the characters off from safety, supplies and


support is a common element in horror games. The
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 ltered 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 nd a
set of nancial 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 nd 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

Unless there is a plot point behind it (i.e., someone jams


the characters radios or summons a Fallen Angel of the
Message to disrupt their phones), give the Players some
warning before cutting them off from communications.
Letting them know in advance that they will be out of
touch means you do not have to deal with arguments
about wavelengths and phone base station ranges in the
middle of an important scene.

There are ve ways to isolate characters: physically, via


communications, socially, secretly and supernaturally.
Each has their own advantages and disadvantages. It is
a good idea to mix and match these the Players will
get annoyed if every adventure begins with a huge storm
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
the middle of a crowd. Social isolation only works if
the horror is intangible or esoteric. The police are not
going to help the characters if they tell them that the
upcoming Interpretive Dance Event in Central Park is
going to summon an elder god, and the proof is right
here in this ancient Sumerian scroll. However, the police
are much more likely to help if the characters have a few
shredded corpses. The more physical evidence present,
the more likely it is that the characters can overcome
social isolation.

Physical Isolation: The characters are stuck in a location,


and cannot get out. The trouble here is working out how
they got there in the rst place. Options include:
~ Mechanical failure: their car breaks down, their
plane crashes.
~ Weather: The fog is too thick to drive through, the
winds are too high to y.
~ Geography: The only bridge out of town is down, the
river is ooded, the characters are on an island and the
next boat does not come for a week.
~ Cramped Conditions: The characters are in a
location that is hard to reach, like sewers or steam
tunnels. Cave-ins and locked doors can isolate them.

If you want social isolation, make it clear that the


characters will waste a lot of time by trying to contact
others, and that they might even be blamed for whatever
the horror did. Alternatively, make the characters distrust
the authorities it is hard to go to the police if one of
them is in league with the evil cult.

The problem with physical isolation is that it can often be


easily overcome with modern technology (there are very
few places in the Western World that cannot be reached
within a few hours by a helicopter), and on its own, it can
sidetrack the Players into trying to construct an escape
route instead of escaping the horror. Only use physical
isolation when the threat is primarily physical and you
want to ensure that the characters do not have access to
superior numbers or extra repower.
Communications Isolation: Mobile phones, radios,
computers and the internet having the characters in
constant contact with each other and the outside world
does make mysteries and loneliness harder to achieve. It
allows the characters to keep track of each others status,
share information and call in help from outside. All this
aside, communication is not too damaging to the horror,
and when it is, it is very easy to cut it off.
~ Equipment failure: Batteries go dead, water gets
into the case.
~ Electromagnetics: A storm or other atmospheric
disturbance prevents the signal from getting through.
~ Local Conditions: The characters are underground/in
the shadow of a mountain/the phone wires are cut.

Mistrust: The characters can contact someone but


all communications go through a switchboard or other
point that they cannot trust. The emergency services
dispatcher has exactly the same speech patterns as the
village full of frog people

TURNING THE SCREW

to achieve. The Players can nd themselves out of touch


by driving for an hour in a game set in the 1920s, and
or by riding for even less time in a medieval game. The
closer you get to the modern day, the harder it is to isolate
the characters. Oddly, once you move into the future, it
becomes easier, as futuristic games tend to be set either
on alien planets, isolated space ships or stations, or in
post-apocalyptic ruins.

Secret Isolation: The ip-side of social isolation; in


secret isolation, the characters are trying to cover up the
existence of the horror. This only work if the characters
are working for some patron or organisation who wants
to conceal the existence of weird monsters or magic.
Supernatural Isolation: This is very heavy-handed, and
should only be used when you absolutely have to isolate
the characters. Here, the isolation is magical the door
can never be opened, thick black fog surrounds the town,
anyone walking down the road is teleported back to their
open grave in the cemetery.

Dealing With Player Tactics

There are a few common, classic tactics used by Players


in horror games. Countering these plans means the
Players have to think for themselves.

Take off and nuke the site from orbit: Instead of


going into the bad place the haunted house, the

199

TURNING THE SCREW

sewer, the factory full of possessed robots the


characters try to destroy the place from the outside,
by burning it down or blowing it up. Solution:
Put something of value to the characters (a Tie, an
important document or piece of evidence) in the bad
place. The characters cannot burn the house down
until they rescue the child trapped inside.
~

Ignore the weirdness at all costs: The characters


refuse to follow any plot hooks at all. When they hear
noises in the attic, they go back to bed. If they get
a letter from an old friend, they return it unopened.
Solution: Either have the horror follow the characters
(if they stay in bed, they suddenly feel something cold
and slimy crawling up through the blankets) or show
that the sooner they start investigating, the better their
chances of success.
We give up and wait for clues: The Players assume
that the Games Master will eventually provide enough
information to solve the mystery, so they sit back and
only follow obvious clues. Solution: Drown the
Players in information. Give them stacks and stacks
of clues and hooks. Make sure that they always have
some potential lead.
Laugh it off: The Players try to nd the humorous
side of everything, and do not take anything seriously.
Solution: A little nervous humour is ne (and witty
self-referential jokes work wonderfully in comic
horror games), but if the Players resorting to comedy
in a serious horror game let them joke for a while.
Let them get comfortable, and warm, and having a
fun time and then have something burst in and eat
one of them.

Mysteries

Many horror games are more about investigating a


mystery than horror per se. After all, having the monster
show up too often or too soon will result either in the
characters getting killed or the impact of the horror being
lost. The solution is to put a mystery in the way, to let
the horror build slowly. Not every horror game has to be
about investigating a mystery, but the vast majority are.
There are three ways to structure a mystery.

200

The Direct Approach: The simplest approach is


to have a chain of clues, each of which leads to the
next. The mystery unfolds one step at a time and
each scene reveals another clue. This is easy for
the Games Master to write, as it uses the minimum
number of clues. The two drawbacks are that the
Players are basically being led the nose from clue to
clue, and if they miss one they are stuck without any
path to follow.

Web of Clues: The inverse of the direct approach;


in the web of clues, there are lots and lots of clues
but no one clue leads to the next part of the mystery.
The Players have to draw their evidence together and
gure it out. Instead of having only one clue, they
have dozens. The web of clues requires much more
preparation from the Games Master, but does mean the
Players are never stuck for something to investigate
and have to actually work to gure out the mystery.

Evidence: This variant has no or few preplanned clues


instead, the characters can investigate anything, and
the Games Master comes up with what they discover on
the y. This style of play requires the Games Master
to have both a full grasp of the plot and any evidence
that might be found and to be exible enough to cope
with the Players actions. It is the most interesting and
immersive style of mystery, but is also the easiest to
mess up.

Investigations & Autopsies

All too often, these can degenerate into a dull series of


skill checks. This is acceptable for certain situations, just
as it is ne to deal with a trivial combat in a few quick
rolls (the Games Master might not bother describing how
a character deals with a zombie if he has already fought
and killed fty-seven of them). However, important
investigations and analysis of clues deserves as much
detail as a climatic ght scene.
The best approach is to take each piece of evidence that
can be obtained separately and give the Player a chance to
make decisions in between each discovery. For example,
one character is performing an autopsy upon the corpse of
a victim of a dimensional fold, when the normal spatial
relationships of reality collapsed. He automatically
notices a strange pattern of bruising on the chest. The
Games Master asks how the Player will continue.
Assuming that the bruising was caused by an impact,
the Player replies that his character will take a swabbing
from the bruise, hoping to nd out what struck the victim.
The Games Master calls for a Treat Injury roll (DC 10),
even though he knows nothing will be found. Next, the
character X-rays the corpse and nds a metallic shape
inside the bodys lung. He operates (again, Treat Injury
DC 10) and digs out a large ornamental paperweight.
There is no way that the paperweight could have been
swallowed or inhaled
The key is that the Player gets to choose at each step
how to proceed, and uncovers the evidence one step at
a time. Only hand the Player all the information at once
if the process of digging out the evidence is tiresome or
time consuming. In most circumstances, let the Players
tease the clues out, skill check by skill check. The Games

Master should regularly be calling for Spot, Search,


Listen, Investigate, Gather Information and Knowledge
checks.

Do not aim to make the Players paranoid they will get


there on their own quickly enough. If the Players split
the party, some Games Masters prefer to let the Players
whose characters are not present to listen in in a game
where horror is the main goal, then being able to see your
allies getting killed is ne. In a game where mystery
is more important, the Games Master might choose to
take Players aside and run private scenes, so the main
body of the Players do not know what has happened
to the wandering Player. If you do split the Players up
like this, make sure that the Players who are not active
have something to do while waiting. A good time to
run a separate scene is when the rest of the Players are
examining a handout or discussing their course of action.
If Alice sneaks off to explore the
hospital morgue, wait until Bob and
Charles nd the hospital records and
start examining them before taking
Alice aside and running encounters in
the morgue.

Combat in horror should be fast-placed and brutal. In


most cases, pressure the Players to make quick decisions
do not let them spend ages working how they can get
the best anking bonus, ask them what they are doing
right now, and if they stall, start dropping their initiative
count. Never say how many hit points a monster has left
in fact, you should consider hiding as much information
as possible from the Players. If the Games Master is up
for a little extra book-keeping, keeping the Players own
hit points secret from them and describing all injuries
graphically instead of numerically really reinforces
the horror. A Player who is told that his character has
a sucking chest wound and is having trouble breathing
is far more scared than a Player who knows that his
character has only 4 hit points left out of fty. That said,
said, some experienced Players have so internalised the
game mechanics you can viscerally scare them by saying
you get hit for 46 hit points!

TURNING THE SCREW

Paranoia

Horror Combats

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.

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TURNING THE SCREW

One side-effect of making horror combat fast and deadly


is that the Players will spend a lot of time planning their
tactics and preparing for the ght, 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
your monsters. That said, if it gets too tiresome, drop a
monster into their tactics session.

Recovering When Things Go Wrong

Horror is a very tricky style of game to run and


sometimes it all goes wrong. Here are some suggestions
on xing a game that is running off the rails.

202

It is just not clicking: The Games Master had a really


great idea for a plot or monster, but for some reason
tired Players, a boring combat scene, in-character or
out of character arguments the current session is not
working very well, and the big resolution of the plot
or confrontation with the monster is going to fall at.
Solution: Salvage what you can and turn the game
into foreshadowing. Having the monster vanish from
its lair and crawl into the sewer is a poor ending, but
at least you can use the monster again in a later game
and having cunningly foreshadowed it in this game,
it should be properly horrifying when the Players
nally encounter it.
No Horror: The Players just are not being scared
by the game. Solution: Do something unexpected.
Switch from one form of horror to another. If the
characters are exploring a brooding ruin, have them
swarmed by rats or zombies. Conversely, if the game
is survival horror, let everything go spookily quiet.
Shake the game up and catch their attention.
The Mystery is too tough: The Players are stuck and
do not know what to do. Solution: Sometimes, it
takes a while for the Players to digest the clues. This
is the horror of implication, when the clues fall into
place. If they just are not putting things together and
are getting bored after a half-hour or so, then give the
Players a clue from a clue dispenser. Provide hints
that will let them move on and up the danger to
compensate.
Running Amuck: Sometimes, a game can suddenly
go crazy. It all started out with a simple investigation
of a haunted house. Suddenly one of the characters
is shooting police ofcers with a shotgun and the
rest of the party are running for the next train out of
town. The Players have made a series of really bad
decisions and it looks like the game is all about to end
unexpectedly. Solution: Pick the character who can
best carry the campaign and nd a way to save him.
A total party kill almost always ends a campaign, but

a single survivor can provide the nucleus for a new


party of investigators.

Scenario Construction
Example: The Quincy
Foundation
Initial Concept: The characters are members of the
Quincy Foundation (see Weirdness Busters above), sent
to investigate an alleged spontaneous combustion in
London.
Hooking The Characters and Players: Hooking the
character is easy they work for a group that investigates
weirdness. To raise the Players interest, the Games
Master writes up a fake newspaper clipping describing the
combustion. Apparently, a man climbed up onto a of a
radio mast before bursting into ames in front of horried
onlookers.
Plotting: The style of the game is modern day occult
horror. The Games Master wants to use a web of clues
approach to the mystery. He decides that the combustion
was caused by the ghost of a psychic who was burnt at the
stake for witchcraft. The ghost has recently been freed
somehow and is trying to lay itself to rest. However, when
it possesses someone, it soon causes them to explode
in ames, creating another explosive ghost. So, the
characters will have at least two spirits to deal with the
long-dead psychic and the newly-dead victim.
Having the death happen at a radio tower sets up all sorts
of potential bizarre events involving radio transmissions
from the dead. If the Players get stuck, the Games Master
can just have a ghost talk to them over a handy radio, and
he can hint at supernatural activity with radio static.
How was the rst ghost freed? The Games Master is stuck
on this for the moment, so he pencils in the idea that the
ghosts grave was uncovered by building work, or perhaps
an archaeological dig. Maybe the ghosts victim was an
archaeologist or a thief who stole something from the
dig. Most people burnt at the stake do not have grave
goods, so maybe the ghost is tied to something belonging
to the witchhunter. Or perhaps the psychic was a
pyrokinetic, and used his abilities to burn the witchhunter
and onlookers when he was on the stake (or not if the
Players have read the novel Good Omens, they will be
reminded of Agnes Nutter, who loaded her petticoats with
gunpowder and shrapnel being burnt for witchcraft and all
horror will be lost). So, what else could connect a ghost
to burning people?

Traps and Stakes: The initial stake is that the characters


have been assigned this mission and have to complete it.
If one or more of them become possessed by the ghosts,
of course, then they have an even bigger stake they
have to solve the case before they explode.
Twisting: The twists here is not that the monster is
fundamentally sympathetic that happens a lot in
ghost stories it is that whenever anyone falls victim
to the combustion, another ery ghost is created. If
the characters cannot squash the ghosts, the plague of
combustions will spread.

is next door to the archaeological dig that uncovered


the rst ghost. That is the initial link and provides a
motivation for the second ghost perhaps he will try
to recontact his mistress, or make amends with his wife
for his indelity. It certainly gives him a reason to hang
around as a ghost.
How will the Players deal with the ghosts? Exorcisms?
Will they heroically allow themselves to be possessed,
then have controlled detonations inside a ghost-proof
chamber, trapping the spirits within? Could the gaseous
ghosts somehow be channelled into the mains and burnt
off like normal gas?
The rest of the questions can be answered as the game
goes on the initial investigation of the combustion
should ll up two or three hours of play, especially if the
Games Master throws in troublesome obstructions from
the police and a few bizarre events. Ideally, one of the
characters will blunder into a position where they get
possessed by one of the ghosts, putting a nice time limit
on the investigation

TURNING THE SCREW

How about gas? The psychic was not burnt at the stake,
he was buried alive in a chamber that lled up with
natural gas and foul air. When he possesses someone,
their cells become more and more suffused with methane
until they explode. It is very dodgy science, but it make
a weird sort of sense and gives a great clue to give in an
autopsy. So, the ghost is connected with gas (and radios,
now. It is the Phantom of the Utilities).

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 ts.
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

Monsters
A horror game does not have to involve monsters but
there is something deeply satisfying about making fear
incarnate in a physical form. Rather than just providing
a shopping list of monsters, this chapter has a set of
creature types and abilities that can be used to build
suitable monsters for a game. Then there is a bloodsplattered shopping list of monsters. Traditions in horror
games must be observed.

Making a Monster

Begin with a mad scientists lab, all bubbling beakers,


crackling electrodes and crumbling Carpathian keeps.
Begin with a gothic cathedral shrouded in darkness and
webs, where something lurks and drips foul excretions
from atop the spires. Begin with ooze-dropping eggs in
the sewers, begin with illegal genetic experiments, begin
with a twisted, alien, misshapen form crawling through
the ceiling tiles and peering down at your bed. Begin
with the dawn of time, when terrible things descended
through the cooling hydrogen mists and made the rough
world of Earth their home. Begin with what scares,
repulses or disturbs you.
Keep whatever horric seed or idea inspired the monster
in mind as you go through the mechanical creation
process. Getting the rules right is nowhere near as
important as providing a fun and scary encounter for
the Players. Unlike other games where balanced
encounters are key, horror games regularly put the
characters up against entities that they have no chance of
defeating directly.
The basic measure of a creatures power is the number
of Hit Dice it has. A creatures Hit Dice depends on its
role and the strength of the characters it will be opposing
(see Chapter 11, Turning the Screw, for a discussion of

Monster Hit Dice Guidelines

204

Monster
Designed For

Hit Dice

Atmosphere

to 3

Guardian

Equal to +15 Hit Dice

Stalker

+1 to +5 Hit Dice

Antagonist

+3 to +10

Plot Device

+5 to + whatever the Games


Master wants

monster roles). Remember that a beginning character has


three Hit Dice.
The steps for designing a monster are:
1. Choose Hit Dice.
2. Choose Size. The size of the monster affects its
Defence, Attacks (especially Grapple) and ability
to hide.
3. Choose Type. A monster can be an Aberration,
Animal, Construct, Monstrous Humanoid, Ooze,
Outsider, Plant, Undead or Vermin.
4. Set the monsters ability scores, speed, damage
and natural armour bonus.
5. Calculate the monsters hit points, Defence, attack
bonus, grapple bonus, ghting space, reach, skill
points and feats just as you would for a human
character.
6. Choose or create special abilities for the monster.
7. Choose or create weaknesses for the monster.
8. Set the monsters Horror save DCs.
9. Write up Evidence and Research entries for the
monster.
10. Fly, my pretty, y!

Creature Description

Each creature is organized in the same general format, as


described in the following text. Much of the information
on a creature is condensed into a creature statistics block,
the contents of which are explained below.

Size

A creature falls into one of nine size categories. Each


size category includes a size modier that applies to
the creatures Defence and attack rolls; a modier that
applies to grapple checks; and a modier that applies to
Hide checks. These modiers have been gured into the
statistics for the creatures described here.

Type

A creatures type determines many of its characteristics


and abilities: physical ability scores, Hit Die type, base
attack bonus, saving throw bonuses, skill points, feats
and special qualities. Mental ability scores (Intelligence,
Wisdom, and Charisma) can vary widely among creatures
of a type; unless a type description species a particular
score for one of these abilities, the Games Master will
assign values as he deems appropriate.

Hit Dice (HD) and Hit Points (hp)

A creatures 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 creatures Hit Dice and Constitution modier
determine its hit points. A creatures entry gives the
creatures 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 creatures modier on initiative checks is usually


equal to its Dexterity modier, although the Improved
Initiative feat provides an additional +4 bonus.

Speed (Spd)

A creatures tactical speed on land is the amount of


distance it can cover in one move action. If the creature
wears armour that reduces its speed, this fact is given
along with a parenthetical note indicating the armour
type; the creatures base unarmoured speed follows.
If the creature has other modes of movement, these
are given after the main entry. Unless noted otherwise,
modes of movement are natural (not magical).
Burrow: The creature can tunnel through dirt, but not
through rock unless the descriptive text says otherwise.
Creatures cannot run while burrowing.
Climb: A creature with a climb speed has the Climb
skill at no cost and gains a +8 species bonus on Climb
checks. The creature must make a Climb check to climb
any wall or slope with a DC greater than 0, but it can
always choose to take 10, even if rushed or threatened
while climbing. The creature climbs at the given speed
while climbing. If it attempts an accelerated climb, it
moves at double the given climb speed (or its normal
land speed, whichever is less) and makes a single Climb
check at a 5 penalty. Creatures cannot use the run action
while climbing. The creature retains its Dexterity bonus

to Defense (if any) while climbing and opponents get no


special bonus on their attack rolls against the climbing
creature.
Fly: The creature can y at the given speed if carrying
no more than a medium load. All y speeds include a
parenthetical note indicating manoeuvrability:
Perfect: The creature can perform almost any aerial
manoeuvre it wishes.
Good: The creature is agile in the air, but cannot change
direction as readily as one with perfect maneuverability.
Average: The creature can y as adroitly as a small bird.
Poor: The creature ies as well as a very large bird.
Clumsy: The creature can barely y at all.
Creatures that y can make dive attacks. A dive attack
works just like a charge, but the diving creature must
move a minimum of 30 feet. It can make only claw
attacks, but these deal double damage. Creatures can use
the run action while ying, provided they y in a straight
line.
Swim: A creature with a swim speed can move through
water at the given speed without making Swim checks. It
gains a +8 species bonus on any Swim check to perform
some special action or avoid a hazard. The creature can
always choose to take 10, even if distracted or endangered
when swimming. Creatures can use the run action while
swimming, provided they swim in a straight line.

205

Defence

MONSTERS

A creatures Defence includes a parenthetical mention


of the modiers contributing to it. The creatures touch
Defence (discounting natural armour and other armour
modiers) and at-footed Defence (discounting
Dexterity bonus and dodge bonuses, if any) are provided
as well.

Base Attack Bonus (BAB)

A creatures base attack bonus does not include any


modiers. It is used to calculate a creatures grapple
modier as well as the maximum bonus on damage rolls
for a creature using the Power Attack feat. A creatures
base attack bonus is derived by cross-referencing the
creatures Hit Dice and type on the Creature Saves and
Base Attack Bonuses table.

Grapple Modifier (Grap)

Whenever a creature makes an opposed grapple check,


apply this modier to its d20 roll. The total modier on
grapple checks is determined as follows: base attack
bonus + Strength modier + grapple modier. The
grapple modiers for creatures of various sizes are given
in Table: Creature Sizes.

Primary Attack (Atk)

If a creature moves more than 5 feet in the same round


it attacks, it makes only a single attack using its primary
attack bonus. This bonus includes modications for
size and Strength (for melee attacks) or Dexterity (for
ranged attacks). A creature with the Weapon Finesse
feat can use its Dexterity modier on its primary attack.
The damage and primary weapon type are noted in
parentheses. Creatures can attack with natural weapons
or manufactured weapons (sometimes both).
A creatures primary attack damage includes its full
Strength modier (1.5 times its Strength bonus if it is
the creatures sole attack). Use the creatures primary
attack bonus whenever the creature makes an attack of
opportunity.

Natural Weapons

Natural weapons include teeth, claws, horns and the


like. The number of attacks along with the weapon,
attack bonus, and form of attack (melee or ranged) are
provided in a creatures entry. Unless noted otherwise,
natural weapons threaten critical hits on a natural attack
roll of 20. If any attacks also cause some special effect
other than damage, that information is given along with
the damage. Unless noted otherwise, creatures deal
double damage on critical hits. Natural weapons have
types just as other weapons do. The most common types
are summarised below.

206

Bite: The creature attacks with its mouth, dealing piercing


damage.
Claw or Rake: The creature rips with a sharp appendage,
dealing slashing damage.
Gore: The creature spears the opponent with an antler,
horn, or similar appendage, dealing piercing damage.
Slap or Slam: The creature batters opponents with an
appendage, dealing bludgeoning damage.
Sting: The creature stabs with a stinger, dealing piercing
damage. Stings are usually poisoned.

Manufactured Weapons

Creatures that use manufactured weapons follow the same


rules as characters, including those for multiple attacks
and two-weapon ghting penalties.

Full Attack (Full Atk)

A creature that takes no more than a 5-foot step during its


turn can make a full attack using all of its natural weapons.
A creatures full attack includes both its primary attack and
its secondary attacks (if any). The primary attack bonus
includes modications for size and Strength (for melee
attacks) or Dexterity (for ranged attacks). A creature with
the Weapon Finesse feat can use its Dexterity modier
on melee attacks. A creatures primary attack damage
includes its full Strength modier (1.5 times its Strength
bonus if it is the creatures sole attack or if the creature is
wielding a two-handed melee weapon).
The remaining weapons are secondary attacks and take a
5 penalty on attack rolls. Creatures with the Multiattack
feat (see Feats, below) take only a 2 penalty on secondary
attacks. Secondary attacks add only one-half the creatures
Strength bonus to the damage.
Creatures that do not normally carry ranged weapons are
still given a ranged attack bonus for situations in which
they might be throwing objects at a target.

Fighting Space (FS)

Fighting space approximates the amount of space a


creature needs to move and ght effectively, and how
much space it occupies on a grid of 5-foot by 5-foot
squares. The table of Creature Sizes gives the ghting
space for creatures of any given size, although variations
and exceptions are possible.

Reach

A creatures reach is the distance at which it can strike


targets with its natural weapons without needing to
adjust its position on the grid. A creature using its natural
weapons threatens all squares within its reach. When
measuring diagonally, every second square counts as two
squares. The table of Creature Sizes provides the typical

A creature with a 0-foot reach must move into the


ghting space of its target to attack it, provoking an
attack of opportunity from the target as the creature
enters the targets ghting space and threatened area.
Also, creatures with 0-foot reach do not threaten the
squares around them.

Special Qualities (SQ)

Many creatures have unusual abilities. A special quality


can be extraordinary (Ex) or supernatural (Su):
Extraordinary: Extraordinary abilities are nonmagical
and are not subject to anything that disrupts magic.
Using an extraordinary ability is a free action unless
noted otherwise.
Supernatural: Supernatural abilities are magical. Using
a supernatural ability is an attack action unless noted
otherwise. Supernatural abilities may have a use limit
or be usable at will. However, supernatural abilities do
not provoke attacks of opportunity when used and never
require Concentration checks.

Weaknesses (Wk)

Some monsters have special weaknesses and discovering


these weaknesses is often the key to defeating the
horror.

Saves (SV)

A creatures Fortitude, Reex and Will saving throw


modiers take into account the creatures type, ability
score modiers, feats and any special qualities.

Abilities

Creatures have the same six ability scores as characters:


Strength (Str), Dexterity (Dex), Constitution (Con),
Intelligence (Int), Wisdom (Wis), Charisma (Cha).
Exceptions are noted below.
Nonabilities: Some creatures lack certain ability scores.
These creatures do not have an ability score of 0; they

lack the ability altogether. The modier for a nonability


is +0. Other effects of nonabilities are as follows.
Strength: Any creature that can physically manipulate
other objects has at least 1 point of Strength. A
creature with no Strength score cannot exert force,
usually because it has no physical body or because it
is immobile. The creature automatically fails Strength
checks. If the creature can attack, it applies its Dexterity
modier to its base attack bonus instead of a Strength
modier. Quadrupeds can carry heavier loads than
bipedal characters. See Chapter 2, Horror Roleplaying.
Dexterity: Any creature that can move has at least 1
point of Dexterity. A creature with no Dexterity score
cannot move. If it can act (such as by casting spells), the
creature applies its Intelligence modier instead of its
Dexterity modier to initiative checks. The creature fails
all Reex saves and Dexterity checks.

MONSTERS

reach for creatures of any given size. The Games Master


may adjust the values in the table by 5 feet or +5 feet
for creatures that have less than normal or greater than
normal reach. Unlike the wielder of a reach weapon, a
creature with greater than normal reach (more than 5 feet)
can still strike creatures next to it. A creature with greater
than normal reach usually gets an attack of opportunity
against a character if the character approaches it, because
the character enters a square it threatens before he can
attack it. (This does not apply if the character takes a 5foot step.) Large or larger creatures with reach weapons
can strike targets out to double their reach but cannot
strike at targets within their normal reach or less.

Constitution: Any living creature has at least 1 point


of Constitution. A creature with no Constitution has
no body or no metabolism. It is immune to any effect
that requires a Fortitude save unless the effect works
on objects or is harmless. The creature is also immune
to ability damage, ability drain and energy drain and it
always fails Constitution checks (though these probably
have no effect as it has no metabolism anyway).
Intelligence: Any creature that can think, learn or
remember has at least 1 point of Intelligence. A creature
with no Intelligence score is an automaton, operating
on simple instincts or programmed instructions. It is
immune to all mind-affecting effects and automatically
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
least one language.
Wisdom: Any creature that can perceive its environment
in any fashion has at least 1 point of Wisdom. Anything
with no Wisdom score is an object, not a creature.
Anything without a Wisdom score also has no Charisma
score.

Multiattack Feat

The creature is adept at using all its natural weapons


at once.
Prerequisite: Three or more natural weapons.
Benet: The creatures secondary attacks with
natural weapons take only a 2 penalty.
Normal: Without this feat, the creatures secondary
natural attacks take a 5 penalty.

207

Charisma: Any creature capable of telling the difference


between itself and things that are not itself has at least 1
point of Charisma. Anything with no Charisma score is
an object, not a creature. Anything without a Charisma
score also has no Wisdom score.

Horror

This section describes what horror checks the monster


prompts by its mere presence. Most cause only one sort of
Horror save, but a few cause multiple saves see Chapter
8, Fear and Loathing, for more details. In general, the DC
for a Horror save should be 10 + the creatures Hit Dice
+ its Charisma bonus, although the Games Master should
feel free to adjust this DC up or down for especially scary
or bizarre entities.

MONSTERS

Skills

This section lists alphabetically all the creatures


skills by name along with skill modiers that include
adjustments for ability scores and any bonuses from
feats or species abilities (unless otherwise noted in the
descriptive text). All listed skills were purchased as class
skills unless the creature acquires a character class (see
Advancement, below).

Feats

This section lists alphabetically all the creatures feats.


Most creatures use the same feats that are available to
characters, but some have access to the Multiattack feat.

The monster can trigger other Horror saves because of its


actions if an alien thing suddenly bursts out of a wall,
the characters might have to save against both Panic and
Madness.

Evidence

This section describes what physical evidence can be


gathered from the trail of the creature, or its victims.
Each piece of information has a required skill (usually
Investigation) and DC listed.

Creature Saves and Base Attack Bonuses


Creatures
Hit Dice

Good Save
Bonus

Poor Save
Bonus

Base Attack
Bonus (A)

Base Attack
Bonus (B)

Base Attack
Bonus (C)

1 or less

+2

+0

+1

+0

+0

+3

+0

+2

+1

+0

+3

+1

+3

+2

+1

+4

+1

+4

+3

+1

+4

+1

+5

+3

+2

+5

+2

+6/+1

+4

+2

+5

+2

+7/+2

+5

+3

+6

+2

+8/+3

+6/+1

+4

+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

Research

This section lists what can be discovered by researching


the monster in ancient books of lore (or on the Internet,
for that matter). Each piece of information has a required
skill (usually Research) and DC listed.

A creatures type determines many of its characteristics


and abilities: physical ability scores, Hit Die type, base
attack bonus, saving throw bonuses, skill points, feats
and special qualities. Mental ability scores (Intelligence,
Wisdom, and Charisma) can vary widely among creatures
of a type; unless a type description species a particular
score for one of these abilities, the Games Master will
assign values as he deems appropriate. A creature
belongs to one of the nine types described below. A
single creature cannot have more than one type.
Creature Saves and Base Attack Bonuses provides the
modiers to a creatures saving throws and attack rolls
based on its type and Hit Dice.

Creature Damage

Each creature type below gives guidelines on how much


damage a creatures attacks should do. However, keep

For example, if you spend ages describing the speed and


strength of a monster, it is a terrible anticlimax when it
hits for 1d6+3 damage. Similarly, if you just say the
monster hits you for 2d6+10 damage, that is much more
threatening in terms of game mechanics, but not very
scary. Characters have at least 10 hit points and usually
around 20-30. Use low amount of damage (1-4 points)
to worry the Players without seriously threatening the
characters. Dangerous monsters should do between 10
and 15 points of damage with a hit and game-ending
horrors can do far more.

MONSTERS

Creature Types

in mind that these are guidelines. You should balance


a creatures attacks with how often the creature shows
up and how scary it is supposed to be. If a creature
only appears at the climax of the game and will only
be in combat with the characters for a round or two,
make sure it has the strength and damage to make a
serious, alarming impact on them. If the creature will
be harassing them throughout the game, it should not be
able to kill a character with a single blow.

Also, remember that most monsters lack ranged attacks,


while the characters will probably be loaded up with
guns

Aberrations
Size

Str

Dex

Con

Minimum HD

Slam

Bite

Claw

Gore

Colossal

4243

1011

2829

32d8

2d6

4d8

2d8

4d6

Gargantuan

3435

1011

2425

16d8

1d8

4d6

2d6

2d8

Huge

2627

1011

2021

8d8

1d6

2d8

2d4

2d6

Large

1819

1213

1617

2d8

1d4

2d6

1d6

1d8

Medium-size

1011

1415

1213

1d8

1d3

2d4

1d4

1d6

Small

67

1617

1011

1/2 d8

1d2

1d6

1d3

1d4

Tiny

23

1819

1011

1/4 d8

1d4

1d2

1d3

Diminutive

2021

1011

1/8 d8

1d3

1d2

Fine

2223

1011

1/16 d8

1d2

Size

Str

Dex

Con

Minimum HD

Slam

Bite

Claw

Gore

Colossal

4243

1011

2829

32d8

2d6

4d6

2d8

4d6

Gargantuan

3435

1011

2425

16d8

1d8

2d8

2d6

2d8

Huge

2627

1011

2021

4d8

1d6

2d6

2d4

2d6

Large

1819

1213

1617

2d8

1d4

1d8

1d6

1d8

Medium-size

1011

1415

1213

1d8

1d3

1d6

1d4

1d6

Small

67

1617

1011

1/2 d8

1d2

1d4

1d3

1d4

Tiny

23

1819

1011

1/4 d8

1d3

1d2

1d3

Diminutive

2021

1011

1/8 d8

1d2

1d2

Fine

2223

1011

1/16 d8

Animals

209

MONSTERS

Aberration

An aberration has a bizarre anatomy, strange abilities,


an alien mindset, or any combination of the three.
Aberrations are fundamentally wrong, although they
are often composed of recognisable parts. An aberration
might be a dogs body welded to a wheelchair, that
rolls towards the characters slavering and biting, or the
product of nuclear waste mutating mildew into a sentient
slime.
Hit Die: d8.
Base Attack Bonus: Equal to Hit Dice (Column A in the
Creature Saves and Base Attack Bonuses table).
Good Saving Throws: Any one.
Skill Points: 2 x Int score, plus 2 points per Hit Dice
beyond 1 HD.
Feats: Int modier (minimum +0), plus 1 feat per 4 Hit
Dice beyond 1 HD.
Horror: Aberrations usually cause Fear, although
especially disturbing ones cause Madness.

Animal

Feral and snarling, diseased and rotting or just spooky


and foreboding, ordinary animals can be just as scary as
the most bizarre monsters.

Hit Die: d8.


Base Attack Bonus: 3/4 of total Hit Dice (Column B in
the Creature Saves and Base Attack Bonuses table).
Good Saving Throws: Fortitude and Reex (some
animals have different good saves).
Skill Points: 1015.
Feats: None.
Animals share the following additional traits:
Weapon and Armour Prociency: Animals are
procient with their natural weapons only. They are not
procient with armour.
Ability Scores: Animals have Intelligence scores of 1 or 2
(predatory animals tend to have Intelligence scores of 2).
No creature with an Intelligence score of 3 or higher can
be an animal.
Low-Light Vision (Ex): Most animals have low-light
vision.
Horror: Animals do not cause Horror saves under most
circumstances.

Construct

A construct is a thing animated with articial life a


sewn-together corpse, a stone statue driven by magic, a

Constructs
Size

Str

Dex

Con

Minimum HD

Extra Hit
Points

Slam

Bite

Claw

Gore

Colossal

4447

67

32d10

120

4d6

2d6

2d8

4d6

Gargantuan

3639

67

16d10

80

2d8

1d8

2d6

2d8

Huge

2831

67

8d10

40

2d6

1d6

2d4

2d6

Large

2023

89

2d10

20

1d8

1d4

1d6

1d8

Medium-size

1215

1011

1d10

10

1d6

1d3

1d4

1d6

Small

811

1213

1/2 d10

1d4

1d2

1d3

1d4

Tiny

47

1415

1/4 d10

1d3

1d2

1d3

Diminutive

25

1617

1/8 d10

1d2

1d2

Fine

1819

1/16 d10

Monstrous Humanoids

210

Size

Str

Dex

Con

Minimum HD

Slam

Bite

Claw

Gore

Colossal

4243

89

2627

32d8

2d6

2d8

2d8

4d6

Gargantuan

3435

89

2223

16d8

1d8

2d6

2d6

2d8

Huge

2627

89

1819

8d8

1d6

1d8

2d4

2d6

Large

1819

1011

1415

2d8

1d4

1d6

1d6

1d8

Medium-size

1011

1213

1011

1d8

1d3

1d4

1d4

1d6

Small

67

1415

89

1/2 d8

1d2

1d3

1d3

1d4

Tiny

23

1617

89

1/4 d8

1d2

1d2

1d3

Diminutive

1819

89

1/8 d8

1d2

Fine

2021

89

1/16 d8

Hit Die: d8.


Base Attack Bonus: Total Hit Dice (Column A in the
Creature Saves and Base Attack Bonuses table).
Good Saving Throws: Reex, Will.
Skill Points: 2 x Int score, plus 2 points per Hit Dice
beyond 1 HD.
Feats: 1 + Int modier (minimum 0), plus 1 feat per 4 Hit
Dice beyond 1 HD.

Constructs share the following additional traits.


Weapon and Armour Prociency: Constructs are
procient with their natural weapons only. They are not
procient with armour.
Ability Scores: Constructs have no Constitution score
and usually no Intelligence score.
Extra Hit Points: Constructs gain extra hit points
according to size, as shown on the Constructs table.
Immunities: Constructs are immune to mind-inuencing
effects and to poison, sleep, paralysis, stunning, disease,
necromancy effects and any effect that requires a
Fortitude save unless the effect also works on objects or
is harmless. They are not subject to critical hits, nonlethal
damage, ability damage, ability drain, energy drain or the
effects of massive damage.
Repairable: Constructs cannot heal damage on their own
but can be repaired using the Repair skill. A successful
Repair check (DC 30) heals 1d10 points of damage to
a construct and each check represents 1 hour of work.
A construct reduced to 0 hit points is immediately
destroyed and cannot be repaired.
Horror: Constructs can cause Panic saves if they appear
normal (a possessed car) before attacking. Otherwise,
they tend to cause mild Fear.

Monstrous humanoids share the following additional


traits:
Weapon and Armour Prociency: Monstrous
humanoids receive either Archaic Weapons Prociency
or Simple Weapons Prociency as a bonus feat. They
are procient with their natural attacks and any weapon
mentioned in their entries. Monstrous humanoids noted
for wearing armour (such as mutated supersoldiers) gain
the bonus feat Armour Prociency with whatever type of
armour they are accustomed to wearing (light or heavy),
as well as all lighter types.
Darkvision (Ex): Most monstrous humanoids have
darkvision with a range of 60 feet.
Horror: Usually, monstrous humanoids cause Panic or
Fear.

Monstrous Humanoid

Twisted mockeries of the human form, this category


covers werewolves, degenerate sewer dwellers, drugenhanced supersoldiers driven mad by adrenaline
poisoning and so on.

MONSTERS

possessed construction robot out for revenge. They tend


to be slow and clumsy, but are very resilient.
Hit Die: d10.
Base Attack Bonus: 1/2 of total Hit Dice (Column C in
the Creature Saves and Base Attack Bonuses table).
Good Saving Throws: None.
Skill Points: None.
Feats: None.

Ooze

Squelch. Oozes drip and squeeze and glow and tend to


dissolve things they could with acidic pus. Oozes can be
the product of chemical accidents, alien engineering or
even ancient horrors trapped in the Antarctic ice.
Hit Die: d10.
Base Attack Bonus: 1/2 of total Hit Dice (Column C in
the Creature Saves and Base Attack Bonuses table).
Good Saving Throws: None.
Skill Points: None.
Feats: None.
Oozes share the following additional traits:
Weapon and Armour Prociency: Oozes are procient

Oozes
Size

Str

Dex

Con

Minimum HD

Extra Hit
Points

Slam

Bite

Claw

Gore

Colossal

4445

67

2629

32d10

40

4d6

4d6

2d8

2d6

Gargantuan

3637

67

2225

16d10

30

2d8

2d8

2d6

1d8

Huge

2829

67

1821

8d10

20

2d6

2d6

2d4

1d6

Large

2021

89

1417

2d10

15

1d8

1d8

1d6

1d4

Medium-size

1213

1011

1013

1d10

10

1d6

1d6

1d4

1d3

Small

89

1213

89

1/2 d10

1d4

1d4

1d3

1d2

Tiny

45

1415

89

1/4 d10

1d3

1d3

1d2

Diminutive

23

1617

89

1/8 d10

1d2

1d2

Fine

23

1819

89

1/16 d10

211

MONSTERS

Creature Saves and Base Attack Bonuses table).


Good Saving Throws: Fortitude, Reex, Will.
Skill Points: 8 + Int modier per Hit Dice.
Feats: 1, plus 1 feat per 4 Hit Dice beyond 1 HD.

with their natural weapons only, but not with armour.


Ability Scores: Oozes have no Intelligence score.
Extra Hit Points: An ooze has no natural armour rating
but is difcult to kill because of its protoplasmic body.
It gains extra hit points (in addition to those from its Hit
Dice and Constitution score) according to its size, as
shown below.
Immunities: Oozes are immune to mind-affecting
effects, poison, sleep, paralysis, stunning, gaze attacks,
visual effects, illusions and other attack forms that rely
on sight. Oozes are not subject to critical hits, anking or
the effects of massive damage.
Blindsight (Ex): Most oozes have blindsight with a
range of 60 feet.
Horror: Oozes cause Fear saves.

Outsiders share the following additional traits:


Weapon and Armour Prociency: Outsiders receive
either Archaic Weapons Prociency or Simple Weapons
Prociency as a bonus feat. They are procient with their
natural weapons and any weapon mentioned in their
entries. Outsiders noted for wearing armour (such as alien
bounty hunters) gain the bonus feat Armour Prociency
with whatever type of armour they are accustomed to
wearing (light, heavy), as well as all lighter types.
Darkvision (Ex): Most outsiders have darkvision with a
range of 60 feet.
Horror: Outsiders almost always cause Madness saves.

Outsider

An outsider is a creature originating from some other


dimension, reality or plane of existence. They are
not from around here and have incomprehensible
abilities that twist both perception and the laws of
reality. Demons, aliens, faerie folk, things from another
dimension all are outsiders.
Hit Die: d8.
Base Attack Bonus: Total Hit Dice (Column A in the

Plant

Plants are rarely monsters; feral ferns and pernicious


petunias do not show up in most horror games. That said,
the occasional giant carnivorous plant or alien symbiote is
terrifying precisely because it is so rare and unexpected.
Hit Die: d8.

Outsiders
Size

Str

Dex

Con

Minimum HD

Slam

Bite

Claw

Gore

Colossal

4447

67

2829

32d8

4d6

4d6

2d8

2d6

Gargantuan

3639

67

2425

16d8

2d8

2d8

2d6

1d8

Huge

2831

67

2021

8d8

2d6

2d6

2d4

1d6

Large

2023

89

1617

2d8

1d8

1d8

1d6

1d4

Medium-size

1215

1011

1213

1d8

1d6

1d6

1d4

1d3

Small

811

1213

1011

1/2 d8

1d4

1d4

1d3

1d2

Tiny

47

1415

1011

1/4 d8

1d3

1d3

1d2

Diminutive

23

1617

1011

1/8 d8

1d2

1d2

Fine

23

1819

1011

1/16 d8

Size

Str

Dex

Con

Minimum HD

Slam

Bite

Claw

Gore

Colossal

4445

67

2829

32d8

4d6

2d6

2d8

4d6

Gargantuan

3637

67

2425

16d8

2d8

1d8

2d6

2d8

Huge

2829

67

2021

4d8

2d6

1d6

2d4

2d6

Large

2021

89

1617

2d8

1d8

1d4

1d6

1d8

Medium-size

1213

1011

1213

1d8

1d6

1d3

1d4

1d6

Small

89

1213

1011

1/2 d8

1d4

1d2

1d3

1d4

Tiny

45

1415

1011

1/4 d8

1d3

1d2

1d3

Plants

212

Diminutive

23

1617

1011

1/8 d8

1d2

1d2

Fine

23

1819

1011

1/16 d8

Base Attack Bonus: 1/2 of total Hit Dice (Column C in


the Creature Saves and Base Attack Bonuses table).
Good Saving Throws: Fortitude.
Skill Points: None.
Feats: None.

Undead

The restless dead may be tied to the mortal plane by


unnished business or by unnatural hunger for the
warmth of the living.
Hit Die: d12.
Base Attack Bonus: 1/2 of total Hit Dice (Column C in
the Creature Saves and Base Attack Bonuses table).

Undead share the following additional traits:


Weapon and Armour Prociency: Undead receive
either Archaic Weapons Prociency or Simple Weapons
Prociency as a bonus feat. An undead is procient
with its natural weapons and any weapon mentioned
in its entry. Undead noted for wearing armour (such
as a reanimated knight) gain the bonus feat Armour
Prociency with whatever type of armour they are
accustomed to wearing (light, heavy), as well as all
lighter types.
Ability Scores: An undead has no Constitution score. It
uses its Charisma modier for Concentration checks.
Darkvision (Ex): Most undead have darkvision with a
range of 60 feet.
Immunities: Undead are immune to poison, sleep,
paralysis, stunning, disease, necromantic effects and
mind-affecting effects. They are not subject to critical
hits, nonlethal damage, ability damage, ability drain,

MONSTERS

Plants share the following additional traits:


Weapon and Armour Prociency: Plants are procient
with their natural weapons only. They are not procient
with armour.
Immunities: Plants are immune to sleep, paralysis,
stunning and mind-affecting effects. They are not subject
to critical hits or the effects of massive damage.
Low-Light Vision (Ex): Most plants with visual sensory
organs have low-light vision.
Blindsight (Ex): Most plants without visual sensory
organs have blindsight with a range of 60 feet.
Horror: Plants cause Madness saves, if any.

Good Saving Throws: Will.


Skill Points: 3 x Int score, plus 2 points per Hit Dice
beyond 1 HD, but bear in mind that most undead will
have terrible Intelligence scores.
Feats: 1 + Int modier, plus 1 feat per 4 HD beyond 1
HD.

Undead
Size

Str

Dex

Con

Minimum HD

Slam

Bite

Claw

Gore

Colossal

4445

67

32d12

4d6

4d6

2d8

2d6

Gargantuan

3637

67

21d12

2d8

2d8

2d6

1d8

Huge

2829

67

10d12

2d6

2d6

2d4

1d6

Large

2021

89

4d12

1d8

1d8

1d6

1d4

Medium-size

1213

1011

1d12

1d6

1d6

1d4

1d3

Small

89

1213

1/2 d12

1d4

1d4

1d3

1d2

Tiny

45

1415

1/4 d12

1d3

1d3

1d2

Diminutive

23

1617

1/8 d12

1d2

1d2

Fine

23

1819

1/16 d12

Vermin
Size

Str

Dex

Con

Minimum HD

Slam

Bite

Claw

Gore

Colossal

4243

67

2627

32d8

2d6

4d6

2d8

4d6

Gargantuan

3435

67

2223

16d8

1d8

2d8

2d6

2d8

Huge

2627

67

1819

8d8

1d6

2d6

2d4

2d6

Large

1819

89

1415

2d8

1d4

1d8

1d6

1d8

Medium-size

1011

1011

1011

1d8

1d3

1d6

1d4

1d6

Small

67

1213

89

1/2 d8

1d2

1d4

1d3

1d4

Tiny

23

1415

89

1/4 d8

1d3

1d2

1d3

Diminutive

1617

89

1/8 d8

1d2

1d2

Fine

1819

89

1/16 d8

213

MONSTERS

energy drain, or effects of massive damage, or any effect


requiring a Fortitude save unless the effect also works on
objects or is harmless.
Healing: Undead cannot heal damage on their own if
they have no Intelligence score. Undead can be healed
with negative energy (usually only available through the
use of magic). Most undead are destroyed immediately
if reduced to 0 hit points or less.
Horror: Undead almost always cause Fear.

Vermin

This type includes insects, arachnids, other arthropods,


worms and similar invertebrates. They crawl up your leg
and nest beneath your skin.
Hit Die: d8.
Base Attack Bonus: 3/4 of total Hit Dice (Column B in
the Creature Saves and Base Attack Bonuses table).
Good Saving Throws: Fortitude.
Skill Points: 1015.
Feats: None.
Vermin share the following additional traits.
Weapon and Armour Prociency: Vermin are
procient with their natural weapons only. They are not
procient with armour.
Ability Scores: Vermin have no Intelligence score.
Potent Venom: Medium-size or larger poisonous vermin
get a bonus to the save DC of their poison based on their
size, as follows: Medium-size +2, Large +4, Huge +6,
Gargantuan +8, Colossal +10.
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 ghting 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

An incorporeal creature has no natural Defence bonus


but has a deection bonus equal to its Charisma bonus
(always at least +1, even if the creatures Charisma score
does not normally provide a bonus).
An incorporeal creature can enter or pass through solid
objects, but must remain adjacent to the objects exterior,
and so cannot pass entirely through an object whose
space is larger than its own. It can sense the presence of
creatures or objects within a square adjacent to its current
location, but enemies have total concealment (50% miss
chance) from an incorporeal creature that is inside an
object. In order to see farther from the object it is in and
attack normally, the incorporeal creature must emerge. An
incorporeal creature inside an object has total cover, but
when it attacks a creature outside the object it only has
cover, so a creature outside with a readied action could
strike at it as it attacks. An incorporeal creature cannot
pass through a force effect.
An incorporeal creatures attacks pass through natural
armour, armour and shields, although deection bonuses
and force effects work normally against it. Incorporeal
creatures pass through and operate in water as easily as they
do in air. Incorporeal creatures cannot fall or take falling
damage, as they can y with perfect manoeuvrability at a
speed of 30 feet. Incorporeal creatures cannot make trip
or grapple attacks, nor can they be tripped or grappled.
In fact, they cannot take any physical action that would

move or manipulate an opponent or its equipment, nor


are they subject to such actions. Incorporeal creatures
have no weight and do not set off traps that are triggered
by weight.

Swarms

A swarm is a collection of Fine, Diminutive or Tiny


creatures that acts as a single creature. A swarm has the
usual characteristics of its type, except as noted here.
A swarm has a single pool of Hit Dice and hit points,
a single initiative modier, a single speed and a single
Defence score. A swarm makes saving throws as a
single creature. A single swarm occupies a square (if it
is made up of nonying creatures) or a cube (of ying
creatures) 10 feet on a side, but its reach is 0 feet, like
its component creatures. In order to attack, it moves
into an opponents space, which provokes an attack of
opportunity. It can occupy the same space as a creature
of any size, since it crawls all over its prey. A swarm can
move through squares occupied by enemies and vice
versa without impediment, although the swarm provokes
an attack of opportunity if it does so. A swarm can move
through cracks or holes large enough for its component
creatures.
A swarm of Tiny creatures consists of 300 nonying
creatures or 1,000 ying creatures. A swarm of
Diminutive creatures consists of 1,500 nonying
creatures or 5,000 ying creatures. A swarm of Fine
creatures consists of 10,000 creatures, whether they are
ying or not. Swarms of nonying creatures include
many more creatures than could normally t in a 10-foot
square based on their normal space, because creatures
in a swarm are packed tightly together and generally

Templates

A template is a set of adjustments to a creatures


or characters statistics. For example, a ghost is
a template applied to another creature, so a ghost
might be the ghost of a Combatant or a Scholar or
even a creature, such as a dog or tiger. To create a
ghost, you start with what the ghost was before it
died, then apply the ghost template to its statistics.

Swarm Base Damage

15

1d6

610

2d6

1115

3d6

1620

4d6

21 or more

5d6

crawl over each other and their prey when moving or


attacking. Larger swarms are represented by multiples
of single swarms. The area occupied by a large swarm is
completely malleable, though the swarm usually remains
in contiguous squares.

MONSTERS

An incorporeal creature moves silently and cannot be


heard with Listen checks if it does not wish to be. It has
no Strength score, so its Dexterity modier applies to
both its melee attacks and its ranged attacks. Nonvisual
senses, such as scent and blindsight, are either ineffective
or only partly effective with regard to incorporeal
creatures. Incorporeal creatures have an innate sense
of direction and can move at full speed even when they
cannot see.

Swarm HD

Traits: A swarm has no clear front or back and no


discernible anatomy, so it is not subject to critical hits or
anking. A swarm made up of Tiny creatures takes half
damage from slashing and piercing weapons. A swarm
composed of Fine or Diminutive creatures is immune to
all weapon damage. Reducing a swarm to 0 hit points or
lower causes it to break up, though damage taken until
that point does not degrade its ability to attack or resist
attack. Swarms are never staggered or reduced to a dying
state by damage. Also, they cannot be tripped, grappled
or bull rushed, and they cannot grapple an opponent.
A swarm is immune to any spell or effect that targets a
specic number of creatures, with the exception of mindaffecting effects (charms, compulsions, phantasms,
patterns and morale effects) if the swarm has an
Intelligence score and a hive mind. A swarm takes half
again as much damage (+50%) from spells or effects that
affect an area, such as splash weapons and some spells.
Swarms made up of Diminutive or Fine creatures are
susceptible to high winds. For purposes of determining
the effects of wind on a swarm, treat the swarm as a
creature of the same size as its constituent creatures.
A swarm rendered unconscious by means of nonlethal
damage becomes disorganised and dispersed and does
not reform until its hit points exceed its nonlethal
damage again.
Swarm Attack: Creatures with the swarm subtype dont
make standard melee attacks. Instead, they deal automatic
damage to any creature whose space they occupy at the
end of their move, with no attack roll needed. Swarm
attacks are not subject to a miss chance for concealment
or cover. A swarms statistics block has swarm in the
Attack and Full Attack entries, with no attack bonus
given. The amount of damage a swarm deals is based on
its Hit Dice, as shown below.
A swarms attacks are nonmagical, unless the swarms
description states otherwise. Damage reduction

215

MONSTERS

sufcient to reduce a swarm attacks damage to 0, being


incorporeal, and other special abilities usually give a
creature immunity (or at least resistance) to damage
from a swarm. Some swarms also have acid, poison,
blood drain or other special attacks in addition to normal
damage. Swarms do not threaten creatures in their
square and do not make attacks of opportunity with their
swarm attack. However, they distract foes whose squares
they occupy, as described below.
Distraction (Ex): Any living creature vulnerable to a
swarms damage that begins its turn with a swarm in its
square is nauseated for 1 round; a Fortitude save (DC 10
+ 1/2 swarms HD + swarms Con modier; the exact
DC is given in a swarms description) negates the effect.
Spellcasting or concentration within the area of a swarm
requires a Concentration check (DC 20 + spell level).
Using skills that involve patience and concentration
requires a DC 20 Concentration check.

Special Qualities

Special qualities are where the monster gets to break


the rules and do things that are impossible for the
characters. Most monsters have two or three special
abilities, although more powerful monsters have an even
larger range of powers.
Alternate Form (Su): A creature with this special
quality has the ability to assume one or more specic
alternate forms. Assuming an alternate form results in
the following changes to the creature:
~ The creature retains the type of its original form. It
gains the size of its new form.
~ The creature loses the natural weapons, natural
armour, movement modes, and extraordinary special
attacks of its original form.
~ The creature gains the natural weapons, natural
armour, movement modes and extraordinary special
attacks of its new form.
~ The creature retains the special qualities of its original
form. It does not gain any special qualities of its new
form.
~ The creature retains the supernatural attacks of its old
form (except for breath weapons and gaze attacks).
It does not gain the supernatural attacks of its new
form.
~ The creature gains the physical ability scores (Str,
Dex, Con) of its new form. It retains the mental
ability scores (Int, Wis, Cha) of its original form.
~ The creature retains its hit points and save bonuses,
although its save modiers may change due to a
change in ability scores.
~ The creature retains any spellcasting ability it had in
its original form, although it must be able to speak

216

intelligibly to cast spells with verbal components and it


must have human-like hands to cast spells with somatic
components.
The creature is effectively camouaged as a creature
of its new form and it gains a +10 bonus on Disguise
checks if it uses this ability to create a disguise.
Blindsense (Ex): Using nonvisual senses, such as acute
smell or hearing, a creature with blindsense notices things
it cannot see. The creature usually does not need to make
Spot or Listen checks to pinpoint the location of a creature
within range of its blindsense ability, provided that it has
line of effect to that creature. Any opponent the creature
cannot see still has total concealment against the creature
with blindsense and the creature still has the normal
miss chance when attacking foes that have concealment.
Visibility still affects the movement of a creature with
blindsense. A creature with blindsense is still denied its
Dexterity bonus to Defence against attacks from creatures
it cannot see.
Blindsight (Ex): This ability is similar to blindsense,
but is far more discerning. Using nonvisual senses, such
as sensitivity to vibrations, keen smell, acute hearing or
echolocation, a creature with blindsight maneuvers and
ghts as competently as a sighted creature. Invisibility,
darkness, and most kinds of concealment are irrelevant,
though the creature must have line of effect to a target
in order to discern that creature or object. The abilitys
range is specied in the creatures descriptive text. The
creature usually does not need to make Spot or Listen
checks to notice creatures within range of its blindsight
ability. Unless noted otherwise, blindsight is continuous
and the creature need do nothing to use it. Some forms of
blindsight, however, must be triggered as a free action. If
so, this is noted in the creatures description. If a creature
must trigger its blindsight ability, the creature gains the
benets of blindsight only during its turn.
Breath Weapon (Su): A breath weapon attack usually
deals damage and is often based on some type of energy.
Such breath weapons allow a Reex save for half damage
(DC 10 + 1/2 breathing creatures racial HD + breathing
creatures Con modier; the exact DC is given in the
creatures descriptive text). A creature is immune to its
own breath weapon unless otherwise noted. Some breath
weapons allow a Fortitude save or a Will save instead of
a Reex save.
Change Shape (Su): A creature with this special quality
has the ability to assume the appearance of a specic
creature or type of creature (usually a humanoid), but
retains most of its own physical qualities. A creature
cannot change shape to a form more than one size
category smaller or larger than its original form. Changing
shape results in the following changes to the creature:

~
~

~
~
~

Constrict (Ex): A creature with this special attack can


crush an opponent, dealing bludgeoning damage, after
making a successful grapple check. The amount of
damage is given in the creatures entry. If the creature
also has the improved grab ability it deals constriction
damage in addition to damage dealt by the weapon used
to grab.
Damage Reduction (Ex or Su): A creature with this
special quality ignores damage from most weapons and
natural attacks. Wounds heal immediately, or the weapon
bounces off harmlessly (in either case, the opponent
knows the attack was ineffective). The creature takes
normal damage from energy attacks (even nonmagical
ones), spells and supernatural abilities. The entry
indicates the amount of damage ignored (usually 5 to
15 points).
Fast Healing (Ex): A creature with the fast healing
special quality regains hit points at an exceptionally fast
rate, usually 1 or more hit points per round, as given in
the creatures entry. Except where noted here, fast healing
is just like natural healing. Fast healing does not restore
hit points lost from starvation, thirst, or suffocation, and
it does not allow a creature to regrow lost body parts, nor
(unless otherwise stated), allow severed body parts to be
reattached.
Gaze (Su): A gaze special attack takes effect when
opponents look at the creatures eyes. The attack can
have almost any sort of effect: petrication, death, charm
and so on. The typical range is 30 feet, but check the
creatures entry for details. The type of saving throw for

Aversions, Vulnerability and


Creativity

One of the fun bits of modern-day horror games


is taking the strange supernatural restrictions of
monsters, and channelling them through technology.
It is this line of thought that gives us ultra-violet
lamps and carbon bullets for hunting vampires, or
capturing ghosts by nding out what unnished
business they have and lifting them off a site like
a ngerprint using a constantly repeating video
of the object of their obsession. Aversion and
Vulnerability have a numerical rating instead of a
at effect (the werewolf has Vulnerability: Silver
instead of just having a form of Damage Resistance
that is automatically countered by silver) to make it
easier for the Games Master to work out exactly how
effective a new weapon can be. Reward creative
thinking, but do not let the characters wipe out the
horrors with cheesy super-weapons.

MONSTERS

The creature retains the type and subtype of its


original form. It gains the size of its new form.
The creature loses the natural weapons, movement
modes and extraordinary special attacks of its original
form.
The creature gains the natural weapons, movement
modes, and extraordinary special attacks of its new
form.
The creature retains all other special attacks and
qualities of its original form, except for breath
weapons and gaze attacks.
The creature retains the ability scores of its original
form.
The creature retains its hit points and saves.
The creature retains any spellcasting ability it had in
its original form, although it must be able to speak
intelligibly to cast spells with verbal components and
it must have human-like hands to cast spells with
somatic components.
The creature is effectively camouaged as a creature
of its new form and gains a +10 bonus on Disguise
checks if it uses this ability to create a disguise.

a gaze attack varies, but it is usually a Will or Fortitude


save (DC 10 + 1/2 gazing creatures racial HD + gazing
creatures Cha modier; the exact DC is given in the
creatures descriptive text). A successful saving throw
negates the effect. A monsters gaze attack is described
in abbreviated form in its description. Each opponent
within range of a gaze attack must attempt a saving throw
each round at the beginning of his turn in the initiative
order. Only looking directly at a creature with a gaze
attack leaves an opponent vulnerable. Opponents can
avoid the need to make the saving throw by not looking
at the creature, in one of two ways.
Averting Eyes: The opponent avoids looking at the
creatures face, instead looking at its body, watching
its shadow, tracking it in a reective surface, and so
on. Each round, the opponent has a 50% chance to not
need to make a saving throw against the gaze attack.
The creature with the gaze attack, however, gains 20%
concealment against that opponent.
Wearing a Blindfold: The opponent cannot see the
creature at all (also possible to achieve by shutting
ones eyes). The creature with the gaze attack gains total
concealment against the opponent.
A creature with a gaze attack can actively gaze as an
attack action by choosing a target within range. That
opponent must attempt a saving throw but can try to
avoid this as described above. Thus, it is possible for an
opponent to save against a creatures gaze twice during
the same round, once before the opponents action and
once during the creatures turn. Gaze attacks can affect

217

MONSTERS

ethereal opponents. A creature is immune to gaze attacks


of others of its kind unless otherwise noted.
Allies of a creature with a gaze attack might be affected.
All the creatures allies are considered to be averting
their eyes from the creature with the gaze attack and
have a 50% chance to not need to make a saving throw
against the gaze attack each round. The creature also can
veil its eyes, thus negating its gaze ability.
Improved Grab (Ex): If a creature with this special
attack hits with a melee weapon (usually a claw or bite
attack), it deals normal damage and attempts to start a
grapple as a free action without provoking an attack of
opportunity. No initial touch attack is required. Unless
otherwise noted, improved grab works only against
opponents at least one size category smaller than the
creature. The creature has the option to conduct the
grapple normally, or simply use the part of its body
it used in the improved grab to hold the opponent. If
it chooses to do the latter, it takes a 20 penalty on
grapple checks, but is not considered grappled itself;
the creature does not lose its Dexterity bonus to AC,
still threatens an area and can use its remaining attacks
against other opponents. A successful hold does not
deal any extra damage unless the creature
also has the constrict special attack. If
the creature does not constrict, each
successful grapple check it makes during
successive rounds automatically deals
the damage indicated for the attack that
established the hold. Otherwise, it deals
constriction damage as well (the amount is
given in the creatures descriptive text). When
a creature gets a hold after an improved
grab attack, it pulls the opponent
into its space. This act does
not provoke attacks of
opportunity. It can even
move (possibly carrying
away
the
opponent),
providing it can drag the
opponents weight.
Low-Light Vision (Ex):
A creature with lowlight vision can see
twice as far as a human
in starlight, moonlight,
torchlight, and similar
conditions of shadowy
illumination. It retains
the ability to distinguish
colour and detail under
these conditions.

218

Paralysis (Ex or Su): This special attack renders the


victim immobile. Paralysed creatures cannot move, speak,
or take any physical actions. The creature is rooted to the
spot, frozen and helpless. Paralysis works on the body,
and a character can usually resist it with a Fortitude saving
throw (the DC is given in the creatures description).
Unlike hold person and similar effects, a paralysis effect
does not allow a new save each round. A winged creature
ying in the air at the time that it is paralysed cannot ap
its wings and falls. A swimmer cannot swim and may
drown.
Poison (Ex): Poison attacks deal initial damage, such as
ability damage or some other effect, to the opponent on
a failed Fortitude save. Unless otherwise noted, another
saving throw is required 1 minute later (regardless of
the rst saves result) to avoid secondary damage. A
creatures descriptive text provides the details. A creature
with a poison attack is immune to its own poison and the
poison of others of its kind.
The Fortitude save DC against a poison attack is equal
to 10 + 1/2 poisoning creatures racial HD + poisoning
creatures Con modier (the exact DC is given in the
creatures descriptive text). A successful save avoids
(negates) the damage.
Pounce (Ex): When a creature with this
special attack makes a charge, it can follow
with a full attack including rake attacks if
the creature also has the rake ability.
Powerful Charge (Ex): When a creature
with this special attack makes a charge,
its attack deals extra damage in addition
to the normal benets and hazards of a
charge. The amount of damage from
the attack is given in the creatures
description.
Psionics (Sp): These are
abilities that a creature
generates with the power of
its mind. Psionic abilities are
usually usable at will.
Rake (Ex): A creature with
this special attack gains
extra natural attacks when it
grapples its foe. Normally,
a monster can attack
with only one of its natural
weapons while grappling,
but a monster with the rake
ability usually gains two
additional claw attacks that

it can use only against a grappled foe. Rake attacks are


not subject to the usual 4 penalty for attacking with a
natural weapon in a grapple. A monster with the rake
ability must begin its turn grappling to use its rake it
cannot begin a grapple and rake in the same turn.

Regeneration (Ex): A creature with this ability is


difcult to kill. Damage dealt to the creature is treated
as nonlethal damage. The creature automatically heals
nonlethal damage at a xed rate per round, as given in the
entry. Certain attack forms, typically re and acid, deal
lethal damage to the creature, which does not go away.
The creatures descriptive text describes the details. A
regenerating creature that has been rendered unconscious
through nonlethal damage can be killed with a coup de
grace (typically by chopping it into little bits). The
attack cannot be of a type that automatically converts to
nonlethal damage. A creature must have a Constitution
score to have the regeneration ability.
Attack forms that do not deal hit point damage ignore
regeneration. Regeneration also does not restore hit points
lost from starvation, thirst, or suffocation. Regenerating
creatures can regrow lost portions of their bodies and
can reattach severed limbs or body parts; details are in
the creatures descriptive text. Severed parts that are not
reattached wither and die normally.
Resistance to Energy (Ex): A creature with this special
quality ignores some damage of the indicated type each
time it takes damage of that kind (commonly acid, cold,
re or electricity). The entry indicates the amount and
type of damage ignored.
Scent (Ex): This special quality allows a creature to
detect approaching enemies, sniff out hidden foes and
track by sense of smell. Creatures with the scent ability
can identify familiar odours just as humans do familiar
sights.
The creature can detect opponents within 30 feet by
sense of smell. If the opponent is upwind, the range
increases to 60 feet; if downwind, it drops to 15 feet.
Strong scents, such as smoke or rotting garbage, can be
detected at twice the ranges noted above. Overpowering
scents, such as skunk musk or troglodyte stench, can be
detected at triple normal range.
When a creature detects a scent, the exact location of
the source is not revealedonly its presence somewhere

A creature with the Track feat and the scent ability can
follow tracks by smell, making a Wisdom (or Survival)
check to nd or follow a track. The typical DC for a
fresh trail is 10 (no matter what kind of surface holds
the scent). This DC increases or decreases depending on
how strong the quarrys odour is, the number of creatures
tracked, and the age of the trail. For each hour that the
trail is cold, the DC increases by 2. The ability otherwise
follows the rules for the Track feat. Creatures tracking by
scent ignore the effects of surface conditions and poor
visibility.

MONSTERS

Ray (Su): This form of special attack works like a ranged


attack. Hitting with a ray attack requires a successful
ranged touch attack roll, ignoring armour, natural armour
and shield. Ray attacks have no range increments. The
creatures descriptive text species the maximum range,
effects and any applicable saving throw.

within range. The creature can take a move action to note


the direction of the scent. Whenever the creature comes
within 5 feet of the source, the creature pinpoints the
sources location.

Sonic Attacks (Su): Unless otherwise noted, a sonic


attack follows the rules for spreads. The range of the
spread is measured from the creature using the sonic
attack. Once a sonic attack has taken effect, deafening
the subject or stopping its ears does not end the effect.
Stopping ones ears ahead of time allows opponents
to avoid having to make saving throws against mindaffecting sonic attacks, but not other kinds of sonic
attacks (such as those that deal damage). Stopping ones
ears is a full-round action and requires wax or other
soundproof material to stuff into the ears.
Swallow Whole (Ex): If a creature with this special
attack begins its turn with an opponent held in its mouth
(see Improved Grab), it can attempt a new grapple check
(as though attempting to pin the opponent). If it succeeds,
it swallows its prey, and the opponent takes bite damage.
Unless otherwise noted, the opponent can be up to one
size category smaller than the swallowing creature.
Being swallowed has various consequences, depending
on the creature doing the swallowing. A swallowed
creature is considered to be grappled, while the creature
that did the swallowing is not. A swallowed creature can
try to cut its way free with any light slashing or piercing
weapon (the amount of cutting damage required to get
free is noted in the creature description), or it can just
try to escape the grapple. The Defence of the interior
of a creature that swallows whole is normally 10 + 1/2
its natural armour bonus, with no modiers for size or
Dexterity. If the swallowed creature escapes the grapple,
success puts it back in the attackers mouth, where it may
be bitten or swallowed again.
Telepathy (Su): A creature with this ability can
communicate telepathically with any other creature
within a certain range (specied in the creatures entry,
usually 100 feet) that has a language. It is possible to
address multiple creatures at once telepathically, although
maintaining a telepathic conversation with more than one

219

MONSTERS

creature at a time is just as difcult as simultaneously


speaking and listening to multiple people at the same
time. Some creatures have a limited form of telepathy,
while others have a more powerful form of the ability.
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
category smaller than itself. The creature merely has
to move over the opponents in its path; any creature
whose space is completely covered by the trampling
creatures space is subject to the trample attack. If a
targets space is larger than 5 feet, it is only considered
trampled if the trampling creature moves over all the
squares it occupies. If the trampling creature moves
over only some of a targets space, the target can make
an attack of opportunity against the trampling creature
at a 4 penalty. A trampling creature that accidentally
ends its movement in an illegal space returns to the last
legal position it occupied (or the closest legal position, if
theres a legal position that is closer).
A trample attack deals bludgeoning damage (the
creatures slam damage + 1-1/2 times its Str modier).
The creatures descriptive text gives the exact amount.
Trampled opponents can attempt attacks of opportunity,
but these take a 4 penalty. If they do not make attacks
of opportunity, trampled opponents can attempt Reex
saves to take half damage. The save DC against a
creatures trample attack is 10 + 1/2 creatures HD +
creatures Str modier (the exact DC is given in the
creatures descriptive text). A trampling creature can
only deal trampling damage to each target once per
round, no matter how many times its movement takes it
over a target creature.
Warp Reality (Su): The creature can alter the laws
of reality and perception. The creature must make a
Concentration check to create an effect, as follows:
Often, Warp Reality will be an opposed check where the
opponent has a +5 bonus; for example, to push someone

Warp Reality Effects

220

Effect

Concentration
DC

Fly

10

Reverse gravity/walk up walls

15

Telekinetically affect objects

12

Speed or slow time

15

Isolate a structure from the rest of the


world

20

Cause a Fear or Madness check

5+ DC of Fear
or Madness
check

telekinetically, roll the monsters Concentration against


the targets Strength, and the target gets a +5 bonus.
Warp Reality is essentially a way for the Games Master to
model all the bizarre events associated with demons and
other nightmarish creatures.

Weaknesses

Aversion (Ex or Su): A creature with an aversion is


repelled by the object of its aversion (re is a common
one, as are holy symbols like crosses). It must make a
Will save to come within 20 feet of the aversion, and even
then can only advance at ve feet per round. Furthermore,
if the object of the aversion comes closer to the creature,
it must make the Will save again or move out of range.
Each aversion has a strength, which determines the DC
for any Will saves made by the creature. For example, a
zombie might have Aversion: Fire (10), meaning it must
make a Will save at DC10 to approach someone holding
a burning torch.
Also, anyone holding the object of aversion may take the
strength of the aversion as the result of a die roll when
making a Horror save against the monster. For example, a
character holding a burning torch may take 10 on Horror
saves caused by zombies, as zombies have Aversion: Fire
(10).
Disruptable (Su): A creature vulnerable to disruption
has only a tenuous hold on physical reality. If struck
with sufcient force in one round (i.e, it fails a Massive
Damage save), it is dispersed, destroyed or otherwise
incapacitated for 8+2d20 hours. Usually, a creature
that is disruptable has some Special Quality that keeps
it from being destroyed, so temporarily disrupting it may
be all the characters can do until they nd out how to
permanently kill it.
Need (Ex or Su): A creature with a need must full it
at regular intervals and will go to great risks to do so. A
vampire might need to drink blood every month while a
cybernetic killing machine might need to recharge every
day. If the monster fails to full its need, it takes 2 points
of temporary ability damage (usually Constitution).
Sensitivity (Ex): A creature that is sensitive to a particular
phenomena (sunlight, cold) suffers a 2 circumstance
penalty to all attack rolls and skill checks when exposed
to it.
Vulnerability (Ex or Su): A creature with vulnerability
to a particular substance may take extra damage from
attacks using that substance. Like aversion, vulnerability
has a rating (e.g, a werewolf might have Vulnerability:
silver (15)). Vulnerability has the following effects:

For example, our poor werewolf has Damage Reduction


15 and silver Vulnerability 15. If shot with a normal
weapon, the damage is reduced by 15. If however it is
shot with a silver bullet, the vulnerability reduces the
Damage Reduction (15-15=0), so the bullet does normal
damage.
If the werewolf had only Damage Reduction 10, then
the bullet would do an extra 1d6 points of damage as
ve points of vulnerability are left over after reducing
the Damage Reduction to 0. If touched by silver, the
werewolf must make a Fortitude save (DC15) or be burnt
for three points of damage. If submerged in molten
silver, the werewolf takes 15d6 points of damage per
round. We shall now let the poor werewolf die in peace.

Aberrations
Sewer Beast

Huge-size Aberration
Hit Dice: 8d8+40 (80 hp)
Massive Damage: 20
Initiative: -2 (Dex)
Speed: 20 ft, swim 40 ft.
Defence: 16 (-2 Dex, -2 size, +10 natural), touch 6, atfooted 16
Base Attack Bonus/Grapple: +9/+19
Attack: Bite +9 melee (2d8+6)
Full Attack: Bite +9 melee (2d8+6), Two Tentacles +4
(1d6+3)
Space/Reach: 15 ft. x 15 ft / 10 ft.
Special Qualities: Ambush, Blindsight, Improved Grab,
Multiple Eyes, Squeeze

Weaknesses: Sensitivity (sunlight), Need (drugs)


Saves: Fort +6, Ref +2, Will +2
Abilities: Str 16, Dex 6, Con 20, Int 1, Wis 10, Cha 3
Skills: Hide +3, Listen +2, Spot +7, Survival +5, Swim
+8*
Feats: Power Attack, Track
Evidence:
~ Investigate (DC 5): A trail of slime and sewer water
leads to a manhole. The edges of the manhole are
slightly cracked and stained.
~ Knowledge (physical sciences) (DC 15): The slime
is from no known creature, but contains genetic
markers suggesting that it was articially engineered.
It is also dangerously mutagenic.
~ Treat Injury (DC 15): The corpse was partially
devoured, but there are several other strange injuries,
which resemble marks left by exploratory surgery on
the intestines and inner arm.
Research:
~ Gather Information (DC 20): All the victims
suffered from various medical conditions, treated
with drugs.
~ Research (DC 15): Pharmaceutical companies deny
that biological waste from failed experiments was
dumped in public sewers instead of being properly
incinerated.
Horror: Fear (DC 14)

MONSTERS

If the creature has Damage Resistance, it is reduced


by an amount equal to the Vulnerability rating when
the attack uses that substance.
If there is any Vulnerability left over after overcoming
damage resistance, the monster takes 1d6 extra
damage for every ve points of Vulnerability
(rounding up).
A creature cannot use Fast Healing or Regeneration
to recover from damage inicted by a substance to
which it is Vulnerable.
If touched by the substance in a normally nondamaging fashion (i.e. the werewolf merely picks
up a silver knife instead of being stabbed with it),
the creature must make a Fortitude save every round
(DC equal to the strength of the Vulnerability) or
be nauseated and take one point of damage per ve
points of Vulnerability.
If the monster is exposed to an unusually concentrated
form of the vulnerable substance, the extra damage
may increase, up to a maximum of 1d6 per point of
vulnerability.

It might have been an alligator, once. Certainly, its hide


is scaly beneath the lth, stitches and scars, but it has
more limbs and misshapen appendages than any natural
creatures. Its snout is covered with eyes of all shapes,
colours and sizes that grow and pop like boils. A strange
bone-tipped tentacle, like an embryonic arm, sprouts
from either side of the mouth. It swims sullenly through
the foul waters beneath the cities, occasionally climbing
up to feed.
The sewer creature is the product of genetic engineering
gone wrong. Its cells are an agonised, seething,
cancerous mass. Unable to die, unable to endure its
biochemical imbalances and agonies, it hunts down
victims and sucks painkillers and other medicinal drugs
from their bloodstreams. It can live off garbage and
sewer rats indenitely it is drugs that bring it to the
surface and it can scent them over great distances. It can
even taste the faint residue in urine, and crawl up out of
recently used toilets for a x.
Combat: Sewer beasts attack from ambush. They
hide beneath the water surface, watching through their
secondary and tertiary snout-eyes. When prey comes
near, the beast explodes out of the water, trying to
catch the victim in its massive jaws. A trapped victim
is then probed by the side tentacles, which drive into
the stomach, intestines and other places in the body

221

where the beast might nd drugs. The death is gory and


agonising just like the rest of the beasts life.

MONSTERS

Ambush (Ex): Sewer beasts get a +4 circumstance


bonus to Hide and Move Silently checks while hiding
in the sewers.
Blindsense (Ex): Sewer beasts can detect other creatures
moving within the sewers.
Improved Grab (Ex): If the sewer beast hits with its
bite attack, it can immediately make a Grapple attack.
If it successfully grapples, it gets a +4 bonus to attacks
with its side tentacles.
Multiple Eyes (Ex): Sewer beasts get the Alertness feat
for free and have all-around vision. They can also see
into the infra-red spectrum.
Squeeze (Ex): Sewer beasts can t through tiny gaps
their bones jellify, allowing them to push through
spaces only a few inches wide.

Game Ideas: A game involving a sewer beast is going to


end up as a fairly straight-forward bug hunt, so complicate
matters with pharmaceutical corporations, conspiracies,
police cover-ups and so on the monster is just the
unforeseen disaster that throws everything into chaos.

Animals
Bat

Diminutive animal
Hit Dice: d8 (1 hp)
Massive Damage: 10
Initiative: +2 (Dex)
Speed: 5ft, y 40 ft (good)
Defence: 16 (+2 Dex,+4 size), touch 16, at-footed 14
Base Attack Bonus/Grapple: +0/17
Attack: None
Full Attack: None
Space/Reach: 1 ft. x 1 ft. / 0 ft.
Special Qualities: Blindsight
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 y
out unexpectedly, startling characters and getting caught
in their hair.

Cat

Tiny animal
Hit Dice: d8 (2 hp)
Massive Damage: 10
Initiative: +2 (Dex)
Speed: 30 ft.
Defence: 14 (+2 Dex, +2 natural), touch 14, atfooted 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 ft. x 2 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

Dog

Horse

Large Animal
Hit Dice: 3d8+6 (19 hp)
Massive Damage: 15
Initiative: +1 (Dex)
Speed: 60 ft.
Defence: 13 (-1 size, +1 Dex, +3 natural), touch 10, atfooted 12
Base Attack Bonus/Grapple: +2/+7
Attack: Hoof +2 melee (1d4+1)
Full Attack: Two hooves +2 melee (1d4+1)
Space/Reach: 10 ft. x 10 ft /5 ft.
Special Qualities: Scent, low-light vision
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6.
Skills: Listen +6, Spot +6
Feats: None
An ordinary riding or draft horse.

Rat

Tiny animal
Hit Dice: d8 (1 hp)
Massive Damage: 10
Initiative: +2 (Dex)
Speed: 15 ft., climb 15 ft., swim 10 ft.
Defence: 14 (+2 Dex,+2 size), touch 14, at-footed 12
Base Attack Bonus/Grapple: +0/-12
Attack: Bite +4 melee (1d3-4)
Full Attack: Bite +4 melee (1d3-4)
Space/Reach: 2 ft. x 2 ft / 0 ft.
Special Qualities: Scent, low-light vision
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
Silently +10, Swim +10
Feats: Weapon nesse
Squeak. Squeak squeak. Squeaksqueaksqueaksqueak
SQUEAKSQUEAKSQUEAKSQUEAK.

MONSTERS

Medium animal
Hit Dice: 2d8+4 (13 hp)
Massive Damage: 15
Initiative: +2 (Dex)
Speed: 40 ft.
Defence: 13 (+2 Dex,+1 natural), touch 12, at-footed
12
Base Attack Bonus/Grapple: +1/+3
Attack: Bite +3 melee (1d6+3)
Full Attack: Bite +3 melee (1d6+3)
Space/Reach: 5 ft. x 5 ft /5 ft
Special Qualities: Scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6.
Skills: Jump +4, Listen +5, Spot +5, Survival +1 (+5
when tracking by scent), Swim +5
Feats: None.
A large guard dog, family pet, or hound of the
Baskervilles.

Abilities: Str 17, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +14, Hide +11, Listen +9,
Spot +9, Swim +11
Feats: None
Not poisonous, but this snake can quickly crush the life
from an unfortunate investigator.

Shark

Medium animal
Hit Dice: 3d8+3 (16 hp)
Massive Damage: 13
Initiative: +2 (Dex)
Speed: Swim 60 ft.
Defence: 15 (+2 Dex,+3 natural), touch 12, at-footed
15
Base Attack Bonus/Grapple: +2/+3
Attack: Bite +4 melee (2d6+2)
Full Attack: Bite +4 melee (2d6+2)
Space/Reach: 5 ft. x 5 ft /5 ft.
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, at-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

MONSTERS

Saves: Fort +4, Ref +5, Will +1


Abilities: Str 13, Dex 15, Con 13, Int 1, Wis 12, Cha 2
Skills: Listen +7, Spot +7, Swim +9
Feats: Weapon Finesse
Horror: Panic 10
Sharks can scent blood in the water over great distances
and have mouths overspilling with razor-sharp teeth.

Tiger

Large animal
Hit Dice: 6d8+18 (45 hp)
Massive Damage: 17
Initiative: +2 (Dex)
Speed: 40 ft.
Defence: 14 (+2 Dex, -1 size, +3 natural), touch 11, atfooted 12
Base Attack Bonus/Grapple: +4/+14
Attack: Claw +9 melee (1d8+6)
Full Attack: Two claws +9 melee (1d8+6), bite +4
melee (2d6+3)
Space/Reach: 10 ft. x 10 ft /5 ft.
Special Qualities: Pounce, improved grab, rake
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6
Skills: Balance +6, Hide +5, Listen +3, Move Silently
+9, Spot +3, Swim +11
Horror: Panic 10
These predatory beasts are rarely man-eaters rarely.

Wolf

Medium Animal
Hit Dice: 2d8+4 (13 hp)
Massive Damage: 15
Initiative: +2 (Dex)
Speed: 50 ft.
Defence: 14 (+2 Dex,+2 natural), touch 12, at-footed
12
Base Attack Bonus/Grapple: +1/+2
Attack: Bite +3 melee (1d6+1)
Full Attack: Bite +3 melee (1d6+1)
Space/Reach: 5 ft. x 5 ft /5 ft
Special Qualities: Scent, Trip
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +3, Listen +6, Move Silently +4, Spot +4,
Survival +1 (+5 when tracking by scent)
Feats: None
Horror: Panic 5
The children of the night, what music they make
Trip (Ex): If the wolf hits with a bite attack, it may
attempt to trip an opponent as a free action without
having to make a touch attack or drawing an attack
of opportunity. If the trip attempt fails, the opponent
cannot react to trip the wolf.

224

Constructs
Nightmare Engine

Large Construct
Hit Dice: 5d10+20 (50 hp)
Massive Damage: Initiative: -3 (Dex)
Speed: 30 ft.
Defence: 11 (-1 size, -3 Dex, +5 natural), touch 6, atfooted 11
Base Attack Bonus/Grapple: +2/+13
Attack: Chainsaw +8 melee (3d6+7)
Full Attack: Chainsaw +8 melee (3d6+7), three Slams +3
melee (1d8+4 each)
Space/Reach: 10 ft. x 10 ft /10 ft.
Special Qualities: Damage Reduction 10, Process Horror,
Cannibalise, Control Machinery
Saves: Fort +1, Ref -2, Will +1
Abilities: Str 24, Dex 4, Con -, Int 10, Wis 10, Cha 11
Skills: Hide +10*, Repair +20*
Feats: None
Evidence:
~ Investigate (DC 10): All the victims were killed by a
chainsaw. No such weapon was found at the scene, nor
did security cameras detect anything.
~ Repair (DC 20): There do seem to be numerous
anomalies automatic doors that opened without
a key, glitches in the security systemand for that
matter, so does your computer.
Research:
~ Research (DC 30): The suggestion of a self-organising
system was present in some of the earliest computer
programs written by Ada Lovelace.
~ Research (DC 20): A junkyard night watchman died
in suspicious circumstances two months ago.
Horror: Fear 20
Even describing its outline is difcult. The Nightmare
Engine is a ramshackle horror built of junk and rusty
metal. It hides amid the discarded carcasses of its kin
and it is hard to tell if a given engine block or ancient
lawnmower is just scrap or is actually a quiescent limb
of the Engine. Its shape changes, as it sloughs off old
parts and welds on new ones. It favours sharp things, and
cutting things, and things that burn.
The Nightmare Engine is fuelled by fear. It drinks in the
terried psychic emanations of its prey, picking up fear
on television aerials twisted into reverse dream-catchers
and sucking it down, to be downstepped in blood-soaked
transformers into physical form and mixed with engine oil
and blood. Its hunger is instinctive while the creature
can sense fear, it understands nothing of the human mind.
Its attempts to provoke fear tend to be clumsy at rst, but

the Nightmare Engine quickly and efciently learns how


to adjust its murders to be as terrifying as possible.

Combat: A Nightmare Engine begins by trapping its


prey. In modern cities, a building can easily be isolated
automatic doors can be compelled to lock, dump
trucks driven to block exits, phones disabled and then
it begins to stalk. Grinding, lumbering footstep after
footstep, its blades whirring, the Nightmare Engine goes
about processing its victims. Fear is changed to fuel and
living esh is turned into dead meat.
Process Horror (Su): If anyone fails a Fear check within
30 feet of the Nightmare Engine, the Engine instantly
recovers a number of hit points equal to the margin of
failure.
Cannibalise (Ex): The Nightmare Engine can absorb
other machines into its own body. It can either add new
capabilities (such as ranged attacks from rearms, or
faster movement), or repair itself. It has a +20 insight
bonus to Repair checks. Furthermore, as the Engine
looks like a walking heap of scrap metal, it gains a +10
circumstance bonus to Hide checks when concealed
amid machinery.

MONSTERS

Where does the Nightmare Engine come from? Noone knows. The Engine can control other machines
and perhaps it seeds them with a spark of its own
consciousness. A car animated to drive over its owner
might slowly become more and more aware until it
begins to grow limbs, and teeth, and evil

Full Attack: Punch +8 melee (1d6+5)


Space/Reach: 5 ft. x 5 ft /5 ft.
Special Qualities: Damage Resistance 5, Fame
Weaknesses: Vulnerability: Exceedingly Bright Lights
(10)
Saves: Fort +2, Ref +2, Will +0
Abilities: Str 20, Dex 11, Con -, Int 7, Wis 5, Cha 15
Skills: None
Feats: Renown
Evidence:
~ Investigate (DC 10): There are traces of what appears
to be sunscreen at the crime scene.
~ Knowledge (physical sciences) (DC 25): It is not
sunscreen it is some sort of chemical compound that
absorbs ultra-violet radiation, certainly, but it is quite
poisonous.
Research:
~ Gather Information (DC 15): Rumours of drug
abuse and medical problems have dogged this
celebrity for years. It is also said that the celebritys
demands are getting more and more eccentric.
~ Research (DC 30): The celebrity did attend a private
clinic for a minor operation several years ago.
Horror: Fear 10
Medicine has come a long way since a mad scientist
jolted a corpse back to life with bubbling vital uids and
bolts of lightning. There are no more unsightly bolts in
the neck, no more scars, no more sutures of thick, ugly

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 Engines Base Attack Bonus for any attacks.
Game Ideas: Nightmare Engines are horric 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, at-footed 14
Base Attack Bonus/Grapple: +3/+8
Attack: Punch +8 melee (1d6+5)

225

MONSTERS

twine. Cosmetic necromancy is a rened art now a nip,


a tuck, a small incision, and a careful injection of certain
chemicals, and it (and its career) is alive
The primary customers for this illegal procedure are
celebrities. The process still has one or two drawbacks
(primarily, brain tissue is severely damaged during
reanimation, and the animated corpse needs huge
amounts of insanely expensive drugs). Therefore, only
people who can continue to earn millions while being
one step above drooling morons can successfully avail
of the procedure and therefore dozens of celebrities are
rumoured to have been transformed into the living dead.
Originally, all the subjects either willingly underwent
the transformation to preserve a fading youth, or else
died of overdoses or accident and were reanimated to
keep a record deal or movie going. Recently, however,
some pretty young starlets have been butchered and
resurrected even before they are made famous, so that
they will be both trouble-free and eternally pretty.
Another drawback of the procedure is that the subjects
skin (now awless and wrinkle-free) begins to rot if
exposed to bright lights. A special oil can protect the
skin against damage for short times, allowing animated
stars to work under the bright lights of stage and screen.
However, the ash of a tabloid photographers camera
can severely damage the corpse, causing many to
develop a literally murderous hate of the paparazzi.
Combat: Few animated corpses bother to attack,
physically they have, like, people for that. Anyone
alleging that a Hollywood star or pop idol is in fact a
rotting articial zombie (more plastic and chemicals
than human) will get sued. If an animated corpse does
snap and go on the rampage, it attacks by hammering its
elegantly manicured sts into the skulls of its victims.
Fame (Ex): Most animated corpses are famous
(Reputation bonus of at least +10) and all are either rich
or have a rich backer (Wealth Bonus +20 or more).
Game Ideas: These horrors can be run as a satire of
modern celebrities, a twist in a Scooby-doo-esque
comedy game, or the killer in an especially surreal
murder mystery.

Monstrous Humanoids
Demon Hybrid

Medium Monstrous Humanoid


Hit Dice: 6d8+24 (54 hp)
Massive Damage: 18
Initiative: +3 (dex)

226

Speed: 40 ft.
Defence: 18 (+3 Dex,+5 natural), touch 13, at-footed
15
Base Attack Bonus/Grapple: +6/+9
Attack: Claw +10 melee (1d8+3) or by rearm +8
Full Attack: Two claws +10 melee (1d8+3), Bite +5
melee (1d4+4), or by rearm +8
Space/Reach: 5 ft. x 5 ft /5 ft.
Special Qualities: Damage Reduction 5, Rage, Low-light
vision, Possession Bullets
Weaknesses: Aversion: Holy (10), Vulnerability: Holy
(10)
Saves: Fort +6, Ref +7, Will +6
Abilities: Str 17, Dex 15, Con 18, Int 14, Wis 12, Cha 12
Skills: Bluff +3, Climb +4, Craft (bullets) +10*, Disguise
+3, Drive +4, Hide +4, Intimidate +7, Listen +7, Move
Silently +4, Search +4, Sense Motive +7, Spot +7
Feats: Simple Weapons Prociency, Personal Firearms
Prociency, Weapon Focus (claw), Track, Point Blank
Shot
Evidence:
~ Handle Animal (DC 15): The guard dogs here are
specially trained to tolerate the security staff other
animals are shying away from them.
~ Investigate (DC 20): The body has a bullet lodged in
it, which is stuck near the heart and resists attempts to
surgically remove it. It is made of a curious alloy of
copper, and seems to have symbols engraved on it.
~ Knowledge (occult) (DC 20): Most guards do not
unconsciously model the route of their patrol on
demonic sigils.
Research:
~ Research (DC 25): Ancient church records describe
some evil spirits entering the body through wounds.
Disease was once thought to be a form of possession.
~ Research or Gather Information (DC 20): There are
several reports of gunre, and even rumours of people
being shot by the guards, but police investigations
found no evidence.
Horror: Fear 15
The smile is too wide. Not just false (although it is false,
painfully so, a sharks sincerity), but the way their lips
peel back from the jaw is disturbing. They look human
from most angles, but sometimes (in the light from a
muzzle-ash or bolt of lightning), you can see beneath the
skin and see the monster beneath.
Demon hybrids are human bodies that are worn as illtting disguises by demonic spirits. The human mind is
gone and the body is dead, but something inside it keeps
the body moving. The body does not endure for long it
begins to cook from the inside out, as the hell-hot spirit
of the demon inhabits it. Burnt-out organs are defecated
out, to reduce the bodys weight and to prevent the stench
from becoming noticeable. Despite these precautions, it

is possible to spot a demon hybrid if one knows what to


look for and when to look.

MONSTERS

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 hybrids head is
a mess of writhing, slime-dripping black tentacles that
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 victims 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 rearms 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
in the wound, the victim takes one point of temporary
Constitution damage every ten minutes. A victim may
make a Fortitude save (DC14) to resist this damage. If
the victim dies while injured by a bullet, he instantly
becomes a demon hybrid. A stuck bullet can be removed
with a Treat Injury check (DC25). Once the bullet is
removed, the victim regains lost Constitution at the rate
of one point every ten minutes.
Game Ideas: Demon hybrids are thugs, but powerful
and dangerous ones. A careful party should be able to
defeat them with planning. Use their possession bullets
to sow paranoia among the party any wound could be
lethal for everyone...

Demon Child

Small Monstrous Humanoid


Hit Dice: 2d8+8 (18 hp)
Massive Damage: 18
Initiative: +2 (Dex)
Speed: 30 ft.
Defence: 17 (+1 size, +2 Dex, +4 natural), touch 13,
at-footed 15
Base Attack Bonus/Grapple: +2/-6
Attack: Punch or kick +0 melee (1d4-2)
Full Attack: Punch or kick +0 melee (1d4-2)
Space/Reach: 5 ft. x 5 ft /0 ft.
Special Qualities: Damage Reduction 5, Damage
Transfer, Insinuate, Warp Reality
Weaknesses: Aversion: Holy (15), Disruptable,
Vulnerability: Holy (15)
Saves: Fort +2, Ref +5, Will +6
Abilities: Str 6, Dex 14, Con 18, Int 16, Wis 16, Cha 14

227

MONSTERS

Skills: Bluff +9, Concentration +12, Disguise +4, Hide


+7, Listen +7, Move Silently +7, Sense Motive +7, Spot
+7
Feats: Alertness, Skill Focus (Concentration), Deceptive,
Great Fortitude
Evidence:
~ Knowledge (occult) (DC 20): The childs horoscope
indicates that it is dominated by dark forces and evil
omens.
~ Search (DC 15): Good little children do not have
animal bones, dead birds or thousands of insects
living under their beds.
Research:
~ Research (DC 25): Hospital records indicate that the
birth was difcult and lengthy. Alarmingly, thirteen
critically ill patients all died at exactly the same
moment the child was born.
~ Gather Information (DC 25): Everyone knows the
child is trouble at school a litany of report cards and
suspensions give testimony to that. Only the other
children at the school, however, speak in whispers
of a teacher who vanished. Neither school records
nor the staff recall anything about this teacher. A
playground myth perhaps
Horror: Fear 12, Madness 15
This is not a possession; this child was always
wrong. Born bad, perhaps, or a changeling
stolen from the crib and replaced by a demon.
These things lter in through the cracks
of reality; parents bring a new life into the
world, but sometimes this new life comes
from a dark place.
Demon children are destructive by their
very nature. They take no apparent delight
in causing pain and suffering (indeed, they
take no apparent delight in anything), but
they manipulate and sabotage everything
around them. Demon children drive
neighbours insane (and in a cuttingones-own-eyes-with-a-nail-scissors
way, not a cute Denis-the-Menace-way)
and shatter families. If a demon child
nds out that someone is involved in
something important (such as a group
of Player Characters investigating
a mystery), it will stop at nothing
to ruin them.
Destroying a demon child is difcult
not only it is protected by its parents, it
can draw on their unnatural love to transfer
injury to them. Hurt the child and you
hurt the parents more. The only
ways to banish such a thing is

228

with magic or faith and even then the consequences of the


childs disappearance must be dealt with.
Combat: Demon children use their Warp Reality power
to cause accidents and catastrophes around them, as they
are physically quite weak.
Insinuate (Su): A demon child can extend psychic
tendrils into the mind of one other person. That person
must make a Will save (DC 12) or become obsessed with
caring for and protecting the child. Even considering
violence against the child forces that person to make a
Madness save (DC 20). The victim also suffers a 20
penalty against any checks to perceive that the child is
evil or dangerous in any way. A demon child can only
insinuate itself with one person at a time, but can switch
insinuations once per round.
If a character dies while under the effect of this ability, the
character returns as a ghost within 1d6 rounds to protect
the child.
Damage Transfer (Su): The demon child may
automatically transfer up to half the damage inicted on it
to the victim of its insinuation ability (as long as that
victim is still alive). If it makes a Concentration
check (DC equal to the damage inicted), it
may transfer all the damage inicted by up to
one attack per round. A demon child is still
vulnerable to the Disruptive effects of damage,
even if the damage itself is transferred.
Game Ideas: Often, if a Games Master puts
a child into a horror game, the Players (quite
reasonably) shoot it at the earliest possible
opportunity. Freaky children are always
trouble. Therefore, the demon child is
designed to be used as a sub-plot in a
game instead of the adventure centring
on banishing the demon child, the child is just an
added complication in another investigation. For
example, if the characters are pursued by monsters
and forced to take refuge in an isolated farmhouse,
have one of the children living there be a demon
child. Monsters outside, and a twisted child
inside

Werewolf (template)

There are those who theorise


that lycanthropy is a virus, a
quadruple-helix DNA molecule
that rewrites the hosts DNA
when triggered by hormones
aroused by the lunar cycle.
Perhaps silver interferes with
this complex biochemical

Natural werewolves are humans born with the ability to


assume wolf and hybrid forms. A human who contracts
lycanthropy after being wounded by a werewolf becomes
an aficted werewolf.
A werewolf uses either the characters or the wolfs
statistics and special abilities in addition to those
described below.
Hit Dice: Same as the character plus the wolfs Hit Dice
(2d8).
Speed: Same as the character, or 50 feet for hybrid and
wolf form.
Defence: Same as the character while in human form. In
hybrid and animal form, the creature gains a +2 natural
armour bonus. This bonus does not stack with other
natural armour bonuses.

action. Upon assuming either form, the werewolf regains


hit points as if having rested for a day. A slain werewolf
reverts to its humanoid form, although it remains dead.
Aficted werewolves nd this ability difcult to control,
but natural lycanthropes have full control over this
power.
Curse of Lycanthropy (Su): Any humanoid hit by
a werewolfs bite attack (in wolf or hybrid form)
must succeed on a Fortitude save (DC 15) or contract
lycanthropy.
Trip (Ex): A werewolf in wolf form that hits with a bite
attack can attempt to trip its opponent as a free action
without making a touch attack or provoking an attack
of opportunity. If the attempt fails, the opponent cannot
react to trip the werewolf.
Scent (Ex): This ability allows a werewolf in wolf or
hybrid form to detect approaching enemies, sniff out
hidden foes, and track by sense of smell.
Damage Reduction 15 (Su): A werewolf in wolf or
hybrid form ignores the rst 15 points of damage.
Fast Healing (Su): A werewolf regains one hit point
every round.
Wolf Empathy (Ex): A werewolf can communicate
with wolves in any form and gains a +4 species bonus on
Diplomacy checks when inuencing a wolfs attitude. A
friendly wolf understands and heeds simple commands,
such as wait, chase, ee and attack.
Darkvision (Ex): In their wolf and hybrid forms,
werewolves have darkvision with a range of 60 feet.

MONSTERS

transformation, retarding the changes in the cells it


touches and causing the lycanthropes esh to melt
away as cell walls collapse in a chaos of enzymes. They
theorise that there are hereditary carriers of the disease,
who have learned to cope with the disease, and infected
victims who quickly degenerate. They theorise that
with a proper regimen of regulatory drugs and dietary
supplements, those infected by the virus could live a
perfectly normal life. These people have never been in
the forest, at night, when the silver spears of moonlight
make pools of light and shadow amid the trees, and the
wolves are out, howling, panting, white teeth gleaming
before they pounce.

Weaknesses:
Aversion: Silver (15)
Vulnerability: Silver (15)
Vulnerability: Wolfsbane Herb (10)

Base Attack: Same as the character +1.


Grapple Bonus: Apply modiers for Strength depending
on the lycanthropes form.
Attacks: Same as the character while in human form.
In hybrid and animal form, a werewolf attacks with its
powerful bite, dealing 2d6 points of damage plus its
Strength modier.

Saves: Same as the character, with a +3 bonus on


Fortitude and Reex saves.
Ability Scores: Werewolves gain the following ability
score increases: Con +4, Wis +2. Additionally, a
werewolf that assumes wolf and hybrid form gains the

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

MONSTERS

following additional benets for as long as it remains in


either form: Str +2, Dex +4.
Skills: Same as the character, with a +1 species bonus
on Hide checks, a +2 species bonus on Move Silently
checks, a +3 species bonus on Spot checks and a +5
species bonus on Listen checks. A werewolf in wolf or
hybrid form also gains a +4 species bonus on Survival
checks when tracking by scent.
Feats: Same as the character. A werewolf gains the
bonus feats Iron Will and Weapon Finesse (bite).
Evidence:
~ Investigate (DC 10): Wolves. Denitely wolves or
other large canines.
~ Investigate (DC 20): There is a blood-stained piece
of cloth, which looks like it was torn from a shirt.
Theres also a tablet.
~ Investigate or Knowledge (earth and life sciences)
(DC 25): Saliva in the wound comes from the animal.
It seems to be a carrier for an unusual virus. Bob
the lab guy was checking it out, but he accidentally
scratched himself with a needle. Its probably
nothing, and hes taken a tetanus shot.
Research:
~ Treat Injury (DC 20): The tablet is an extremely
strong anti-histamine used for treating allergies. The
blood matches the victim.
~ Research (DC 25): Previous attacks match the lunar
cycle.
Horror: Panic 15, Fear 20.
Combat: Werewolves hunt in packs. They surround
their prey, circling and letting the victim exhaust both
strength and ammunition, before closing in for the kill.
Most packs hunt purely for food and devour their victims
whole, carefully disposing of the remains in human form
at daybreak if the kill did not happen in an isolated area.
A lone wolf sometimes tries to infect a suitable human
of the opposite sex for mating and packs of werewolves
occasionally serve a more power lord or entity.
Game Ideas: Werewolves are one of the classic horror
monsters, so there is a lot of scope for using them in
games. An old-style scenario where the characters are
trapped in the forest can be fun at the start of a campaign
it puts the Players into the horror movie mindset
from the beginning. Werewolves can also be added as
a complication to other scenarios; as both Players and
characters are familiar with the whole werewolf myth, it
is easy to drop scary hints. Why did all the victims carry
silver penknives?

230

Oozes
Mimetic Ooze

Medium Ooze
Hit Dice: 3d10+10 (31 hp)
Massive Damage: Initiative: +1 (Dex)
Speed: 30 ft.
Defence: 13 (+1 Dex, +2 natural), touch 11, at-footed
12
Base Attack Bonus/Grapple: +1*/+2
Attack: Slam +2 melee (1d6+1)
Full Attack: Slam +2 melee (1d6+1)
Space/Reach: 5 ft. x 5 ft /5 ft.
Special Qualities: Telepathy, Change Shape, Copy
Abilities, Fire/Cold/Electrical/Acid Resistance 30
Weaknesses: Vulnerability: Sonics (30)
Saves: Fort +2, Ref +2, Will +2
Abilities: Str 13, Dex 13, Con 13, Int 10, Wis 13, Cha 13
Skills: None*
Feats: None*
Evidence:
~ Investigate (DC 10): Looks like chemical burns on the
carpet not especially serious ones. At a guess, there
was a really bad stain and someone went overboard
with the cleanser.
~ Investigate (DC 20): There are fragments of some
sort of plastic lodged in the wounds. The killer was
wearing some sort of latex gloves.
~ Investigate (DC 35): There is some sort of strange
articial spiderweb on the victims neck and hands.
Research:
~ Gather Information (DC 15): Neighbours say that the
victim was being stalked by someone. Certainly, there
have been quite a few strangers in the area recently.
~ Research (DC 30): A local research corporation was
rumoured to be on the verge of a breakthrough, but has
since clammed up and denied all the rumours. Their
stock price has collapsed.
~ Knowledge (physical sciences) (DC 30): The
spiderweb found could be shattered by high-frequency
sound waves.
Horror: Madness 12 when the nature of the ooze is
revealed. Different forms may cause different types of
Horror.
Take human nerve cells and thread them through a newly
developed form of plastic myomer that becomes exible
when electried. 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.

This is not an ideal world.

Lonely? Then the ooze might transform into your ideal


mate or misinterpret your commands and kill anyone
who approaches you to make sure you stay lonely. Hear
a noise in the attic, and wonder if it is a monster? With
mimetic ooze connected to you, anything you fear will
be there.
The advertisements for mimetic ooze write themselves
or would, if the corporation who made it were not all
killed by a rogue ooze obeying the paranoid fantasies of
one employee. He now sits alone in his ofce, denying
his crime and so oozes are obediently mimicking the
people they killed for him.
The ooze connects to people using exceedingly ne,
sticky laments of neural matter, like spiderwebs that
extend from the ooze and cluster on the skin of nearby
people. An ooze in the middle of a crowd is surrounded
by a constantly changing set of connections, as laments
extend and break. The laments are almost invisible
(Spot check at DC 30, to notice one), but glow brightly
when exposed to ultra-violet light. They are as weak as
gossamer, but the ooze can strengthen a lament if it
chooses (the Strength check DC and to break the lament
and its hit point total increases by one per round, to a
maximum of Strength DC 30 and 30 hp).
Combat: Mimetic ooze has an inbuilt sense of selfpreservation, and will ght to defend itself by slamming
pseudopods of gel into assailants. Usually, however, it
attacks because someone feels threatened, or suicidal, or
guilty, or fearful and the ooze shapeshifts to give them
what they want.
Telepathy (Ex): The oozes telepathy is actually nerve
signals transmitted along its neural bres. It can receive
commands from all humans touched by these laments,
and even send (usually simple and incomprehensible)
messages back. The ooze usually extends laments
to connect to everyone in the same room or within 30
feet, but it can choose to exclude some people or try to

Change Shape (Ex): The ooze can assume almost any


form. Its mass stays constant, but it can adjust its volume
and density proportionately. It has a maximum Strength
of 30.
Copy Abilities (Ex): While connected via a neural
lament to a character, the Ooze can use that characters
Intelligence, Base Attack Bonus, feats and skills.

MONSTERS

Mimetic Ooze, in its natural form, looks like an


extremely tangled net of ne silver wires caught in
a rather lumpy mass of silvery jelly. The ooze can
change its shape at will, in response to the commands
of humans around it. The problem is in its interpretation
of command. It responds primarily to subconscious
desires, impulses and fears. It is more empathic than
telepathic, adapting to respond to strong emotion. If the
ooze connects to a person, it does its best to obey their
unconscious desires and commands and since most
people are a contradictory mess of impulses, this can be
disastrous.

connect to those in a neighbouring room. The laments


grow at a rate of 10 feet per round. The laments can
only interface with bare skin, but can thread through
most clothing. Wearing a biohazard suit protects against
telepathic intrusion.

Game Ideas: The horror of the ooze is not the monster


itself it is in the characters themselves, in how their
thoughts and desires nd horric form in the ooze. The
best time to use this monster is in a game after a climatic,
world-saving adventure. The characters have confronted
some truly fearsome horror and survived how has that
affected and changed them? Throw them up against
some mimetic ooze, and nd out

Cosmic Mess

Colossal Ooze
Hit Dice: 32d10+40 (216 hp)
Massive Damage: Initiative: -2 (Dex)
Speed: 20 ft.
Defence: 0 (-8 size, -2 Dex), touch 0, at-footed 0
Base Attack Bonus/Grapple: +16/+49
Attack: Slam +25 melee (4d6+25+absorbing touch)
Full
Attack:
Slam
+25/+20/+15
melee
(4d6+25+absorbing touch)
Space/Reach: 60 ft. x 60 ft /20 ft.
Special Qualities: Regeneration 40, Absorbing Touch,
Convert Biomatter, Divide
Weaknesses: Vulnerability: see below (80)
Saves: Fort +19, Ref +8, Will +5
Abilities: Str 44, Dex 6, Con 29, Int 0, Wis 1, Cha 1
Skills: None.
Feats: None.
Evidence:
~ Spot (DC 5): There is a giant slime monster from
outer space eating everything!
~ Investigate (DC 10): The thing absorbs all organic
matter, leaving only metal, stone and plastic behind.
Research:
~ Research (DC 20): Scientists recently discovered
something frozen in the arctic ice.
~ Knowledge (life science) (DC 40): Eureka! Its
weakness is
Horror: Fear 15, Madness 15

231

MONSTERS

It is a giant slime monster from outer space. It looks,


to be honest, perfectly ludicrous a living mess of
uorescent tentacles and dripping goo. It is incapable
of communication, of thought, of doing anything except
devouring living matter. It is more like a natural disaster
than a monster.

Game Ideas: 50s B-movies make great one-off horror


games. Most involve a team of specialists the brilliant
scientist, the misguided general, the plucky reporter and
so on that provide a perfect set of roles for the Players.
Also, making it a once-off lets the mess eat the world
safely if the Players fail to stop it.

The cosmic mess eats any and all organic matter it can
touch. Plants and creatures are absorbed whole and it
takes several minutes for the mess to digest a trapped
meal. Those eeing the mess can see those who have
been trapped oating within the mess, slowly dissolving
inside the slime monster. As the mess eats, it grows
stronger until it is ready to reproduce, splitting in two
like an amoeba.

If using the mess as part of a campaign, then ensure that


the characters are on hand when the mess is discovered.
Instead of being a disaster relief game, as above, this
becomes disaster avoidance can they work out a way to
stop the mess before it rolls off the ice sheet and into the
forest?

Combat: The best approach is probably just to lie down


and let the mess wash over you while the horror is
easy to hit with a weapon, it heals any injury almost
instantly. Nothing short of a nuclear bomb can kill the
mess directly and even then, if even a tiny fragment
survives, the mess will grow again. The mess must have
a weakness, though it was found encased in the ice,
and the meteor fragments in the ice suggest it came from
outer space. An alien race must have somehow pacied
the mess enough to blast it into space. Of course, nding
that weakness before the mess devours the world is the
key problem.

Grey

Convert Biomatter (Su): For every hit point of damage


inicted by the mess on a living creature, it adds one
point to its biomatter store. It also gains 5 points of
biomatter store when moving over waste ground, 10
points when moving through grassland, 20 points when
moving through farmland, and 40 points per round when
moving through lush forests or other overgrown areas. It
does not gain any points when moving through deserts,
tundras, uninhabited urban areas or other lifeless zones.
Its Regeneration draws from the biomatter store.

Small Outsider
Hit Dice: 2d8 (9 hp)
Massive Damage: 10
Initiative: +1 (Dex)
Speed: 30 ft.
Defence: 16 (+1 size, +1 Dex,+4 natural), touch 12, atfooted 15
Base Attack Bonus/Grapple: +2/-3
Attack: Claw +1 melee (1d3-1), Alien Technology +2
(special)
Full Attack: Claw +1 melee (1d3-1), Alien Technology
+4/+4/+4 (special)
Space/Reach: 5 ft. x 5 ft /5 ft.
Special Qualities: Alien Technology
Saves: Fort +3, Ref +4, Will +10
Abilities: Str 8, Dex 12, Con 10, Int 26, Wis 24, Cha 8
Skills: Computer Use +16, Craft (alien tech)+16,
Knowledge (life sciences) +16, Spot +14
Feats: Alien Weapons Prociency
Evidence:
~ Investigate (DC 15): There are some curious circular
burn marks in the eld.
~ Investigate (DC 20): All clocks within a half-mile of
the burn marks have stopped.
~ Investigate (DC 25): and at the wrong time, too. In
fact, no clock agrees with any other clock.
Research:
~ Research (DC 15): Lights were seen in the sky over
the burn site.
~ Gather Information (DC 20): Yeah, there have
always been lights over that way. Swamp gas, some
folks say, or the planet Venus.
Horror: Madness 15

Divide (Su): If the mess reaches a biomatter store total


of 200, it splits in two, creating another mess with 200
hit points. Both messes have an initial biomatter store
of 0.

Driving alone on a country road at night, the hedgerows


seems to extend innitely ahead and behind you, a
fractal of dark leaves encompassing your whole world.
The speedometer blurs as the clock slows until both are

Regeneration (Su): The mass regenerates 40 hit points


per round, if it has any hit points in its biomatter store
(see below).
Absorbing Touch (Su): Anyone touched by the mess
must make a Fortitude save and a Reex save (both DC
26). If the Fortitude save fails, the victim takes another
1d6 points of acid damage. If the Reex save fails, the
victim loses 5 feet of movement, as a shell of sticky goo
clings to his body. Those touched by the mess rarely
manage to escape it

232

Outsiders

Combat: The chances of a character actually ghting


with a Grey is vanishingly small most encounters will
be no more than a glimpse of a tiny, child-like gure
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.

paradoxically unmoving. Then a bright light opens


above you, like an eye, and you are
On a table. Frozen. Surrounded by them. Probes
and surgery and tagging. A terrible sense of purpose
and incomprehensible distance, a worldship tumbling
through the upper ethers, outracing light and the tangles
of gravity to come here, to this world, to this road, to this,
to you
And youre driving alone on a country road at night.
Your neck aches, but you cannot remember why.
The entities referred to in paranormal and UFO culture as
the Greys are generally assumed to be aliens (but some
have theorised that faerie-folk in a parallel universe might
have developed technology faster and better than us, and
that the Enochian Intelligence sketched by Crowley
bears a striking resemblance to the Greys). They have
(unsurprisingly) grey skin and large heads. Their eyes
are entirely black, without pupil or iris. They have no
visible ears and only a vestigial nose.
Their technology (or magic, or however they manipulate
reality) is centuries ahead of humanitys, and is wholly
beyond our comprehension as are their motives.
Whether they are here to harvest our genetic material,
prepare the world for an invasion, retrieve what they lost
in a crashed ship, or perform some task entirely alien to
our frame of reference, the Greys plans invariably sow
confusion and sorrow for ordinary people.

MONSTERS

Alien Technology (Su): Greytech can do almost


anything, but it does require a few seconds to activate. If
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
to protect a whole area or trap someone.
~ Multiple Stun Beams: As the regular stun beams,
but the Grey can either shoot multiple people or
target one person with a wider beam, gaining a +6
equipment bonus to the stun attack.
~ Levitation: The Grey can cause an object up to the
size of a truck to levitate off the ground, rising at a rate
of 20 feet per round.
~ Memory Erasure: The Grey can erase someones
short-term memory by touching the victim. The
victim may make a Will save (DC 20) to resist the
effect.
~ Warp Reality: The Grey may use the Warp Reality
special quality, substituting half its Computer Use
skill for Concentration.
Game Ideas: Little grey men in ying saucers are
essentially plot enablers any weird or horric events
can be justied by lights in the sky and cryptic alien
plots. While the Greys can basically do anything, dont
use this as an excuse to jerk the Players around with
utterly opaque mysteries. Start the horror with lights in
the sky, but let it evolve naturally.

Demon

Large Outsider
Hit Dice: 8d8+64 (104 hp)
Massive Damage: 26
Initiative: +3 (Dex)
Speed: 40 ft., y 60 ft. (perfect)

233

MONSTERS

234

Defence: 20 (-1 size, +3 Dex,+8 natural), touch 12, atfooted 17


Base Attack Bonus/Grapple: +8/+20
Attack: Claw +15 melee (2d6+8) or Hellre +11 ranged
(special)
Full Attack: Two Claws +15 melee (2d6+8), Bite +10
melee (1d8+8) or Four Hellres +11 ranged (special)
Space/Reach: 10 ft. x 10 ft /10 ft.
Special Qualities: Change Shape, Damage Reduction
10, Warp Reality, Hellre, Infernal Aura, Temptation,
Unkillable
Weaknesses: Aversion: Holy (15), Vulnerability: Holy
(20), Disruptable, Banishable
Saves: Fort +14, Ref +9, Will +9
Abilities: Str 26, Dex 16, Con 26, Int 16, Wis 16, Cha
20
Skills: Bluff +15, Climb +6, Concentration +13,
Diplomacy +15, Gather Information +8, Hide +2,
Intimidate +15, Knowledge (occult) +13, Knowledge
(Theology and Philosophy) +13, Listen +6, Move
Silently +6, Sense Motive +15, Spot +6
Feats: Power Attack, Cleave
Evidence:
~ Investigate (DC 15): The weird symbol on the
oor is drawn in a mixture of blood and some sort
of powder, possibly ground bone. There are very
strange magnetic anomalies here it is as though
space is warped here.
~ Investigate (DC 20): The victim was burnt to death,
and some projectile did hit him in the chest. The
strange thing is, the damage seems to be concentrated
on genitals and face, specically the eyes.
~ Spot (DC 20) or Knowledge (theology and
philosophy) (DC 15): All the religious icons and
symbols around here are burnt and blackened, as if
exposed to ame.
Research:
~ Research (DC 20) or Knowledge (occult) (DC 10):
The symbol is a summoning circle, used for calling
up demons.
~ Research (DC 25) or Knowledge (occult) (DC 15):
Demons have an unholy aura maybe that is what
affected the religious icons.
~ Gather Information (DC 25): That burn victim was
having an affair with his neighbours wife.
~ Research (DC 30) or Knowledge (occult) (DC
20): Vine is a great king and an earle, he showeth
himselfe as a lion, riding on a blacke horsse, and
carrieth a viper in his hand, he gladlie buildeth large
towres, he throweth downe stone walles, and maketh
waters rough. At the commandement of the exorcist
he answereth of things hidden, of witches, and of
things present, past, and to come.
Horror: Panic 20, Fear 20, Madness 15

An entity from Hell, or from reaches of reality we can and


should know nothing of, or from our own minds, a demon
is a powerful and evil thing. They cannot exist in our
world under normal circumstances without being crushed
into nothingness. However, if a demon is properly
summoned and anchored to this dimension (usually
through a sacrice), it can exist and use its abilities freely
in this reality.
Despite their utterly evil nature and hatred of all things,
demons are unlikely to attack unless provoked. They
much prefer to pervert or turn their enemies through
temptation and rhetoric. Why destroy a mortal with
a single blow when you can destroy him much more
protably, slowly and completely by making him a
worshipper of evil? Demons are intelligent and cunning
foes, though, and do not hesitate to use all their terrible
powers when threatened.
The appearance of a demon might be a horric mockery of
the human form liberally mixed with animal parts, horns
and teeth, or a shape of sulphurous gas and darkness, or a
seemingly mundane shape that somehow oozes evil. Most
demons are summoned for a purpose, although others
have maintained cults on Earth for centuries who bring
them through regularly as part of rituals.
Combat: Demons prefer to incapacitate their opponents,
then either convert, torture or sacrice them.
Hellre (Su): A demon can hurl bolts of hellre as ranged
touch attacks with a range of 80 feet. If the attack hits,
it inicts damage based on the morality of the character
- in essence, it sets their sins on re. Especially moral
characters take 1d6 damage, most people take 2d6
damage, while those people who have lived sinful lives
take 3d6 or more. A living saint might be immune to this
attack. A Reex save (DC 19) is allowed to take half
damage.
Infernal Aura (Su): The demon is surrounded by an
infernal aura 80 feet in radius, which reduces all Holy
auras by ve. It also spoils water, sickens creatures, wilts
plants and makes the area foul and depressing.
Temptation (Su): A demon detects a characters Ties
if the character enters the demons aura and fails a Will
save (DC19). The demon then uses its Diplomacy and
Change Shape abilities to tempt the character a character
searching for his lost child might be offered the secret of
the childs fate by the demon.
Unkillable (Su): A demon cannot be slain by mere
damage, only disrupted. The only ways to permanently
get rid of a demon are to banish it or inict lethal damage
with a holy weapon.

Banishable (Su): The ritual that summons the demon


also creates an anchor for it, that keeps it in this reality.
Sometimes, the anchor is a magical construct that can
be unwoven with a reversed spell; in other rituals, the
anchor is a physical object that can be destroyed or
broken. Removing the anchor banishes the demon.

Undead
Ghost (template)

Ghosts are the spectral remnants of intelligent beings


who, for one reason or another, cannot rest easily in their
graves. A ghost greatly resembles its corporeal form in
life, but in some cases the spiritual form is somewhat
altered. Ghosts exist on the Ethereal plane, a spirit realm
that is the shadow of the material world.

MONSTERS

Game Ideas: Demons make great plot devices. Firstly,


a demon summoning is a classic climax to a game
you have a cult doing weird things to prepare for the
summoning, a ritual for the characters to disrupt/subvert/
blow up with rocket launchers and a built in time limit (if
the Players mess around too much, the demon arrives and
they all die). Secondly, demons are powerful enough to
be really scary, twisted enough to prefer playing on the
characters personalities instead of just destroying them,
and chatty enough to have conversations with them
instead of just going grrargh all in all, excellent
archvillian material.

Special Qualities: A ghost retains all the special attacks


of the base creature, although those relying on physical
contact do not affect nonethereal creatures. The ghost
also gains the manifestation ability plus one to three
other special attacks as described below. The save DC
against a special attack is equal to 10 + 1/2 ghosts HD +
ghosts Cha modier unless otherwise noted.
~ Corrupting Gaze (Su): A ghost can blast living
beings with a glance, at a range of up to 30 feet.
Creatures that meet the ghosts gaze must succeed on
a Fortitude save or take 2d10 points of damage and
1d4 points of Charisma damage.
~ Corrupting Touch (Su): A ghost that hits a living
target with its incorporeal touch attack deals 1d6
points of damage. Against ethereal opponents, it
adds its Strength modier to attack and damage rolls.
Against nonethereal opponents, it adds its Dexterity
modier to attack rolls only.
~ 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
successful attack, the ghost heals 5 points of damage
to itself.
~ Possession (Su): Once per round, an ethereal ghost
can merge its body with a living creature. To use this
ability, the ghost must be manifested and it must try
move into the targets space; moving into the targets
space to use the malevolence ability does not provoke
attacks of opportunity. The target can resist the
attack with a successful Will save (DC 15 + ghosts
Cha modier). A creature that successfully saves is

Size and Type: The creatures type changes to undead.


Do not recalculate the creatures 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 y speed of 30 feet, unless
the base creature has a higher y speed, with perfect
manoeuvrability.
Defence: Natural armour is the same as the base
creatures but applies only to ethereal encounters. When
the ghost manifests (see below), its natural armour bonus
is +0, but it gains a deection bonus equal to its Charisma
modier 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 creatures 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

MONSTERS

immune to that same ghosts possession for 24 hours


and the ghost cannot enter the targets space. If the
save fails, the ghost vanishes into the targets body
and can control it and speak through it. The victim
can try to expel the ghost once every round by making
a Will save (DC 15 + ghosts Cha modier).
~ Manifestation (Su): Every ghost has this ability. A
ghost dwells on the Ethereal Plane and, as an ethereal
creature, it cannot affect or be affected by anything
in the material world. When a ghost manifests, it
partly enters the Material Plane and becomes visible
but incorporeal on the Material Plane. A manifested
ghost can be harmed only by other incorporeal
creatures, magic weapons, or spells, with a 50%
chance to ignore any damage from a corporeal source.
A manifested ghost can pass through solid objects at
will, and its own attacks pass through armour. A
manifested ghost always moves silently. A manifested
ghost can strike with its touch attack or with a ghost
touch weapon. A manifested ghost remains partially
on the Ethereal Plane, where is it not incorporeal. A
manifested ghost can be attacked by opponents on
either the Material Plane or the Ethereal Plane. The
ghosts incorporeality helps protect it from foes on
the Material Plane, but not from foes on the Ethereal
Plane.
~ Rejuvenation (Su): In most cases, it is difcult
to destroy a ghost through simple combat; the
destroyed spirit will often restore itself in 2d4 days.
A ghost that would otherwise be destroyed returns to
its old haunts with a successful level check (1d20 +
ghosts HD) against DC 16. As a rule, the only way to
get rid of a ghost for sure is to determine the reason
for its existence and set right whatever prevents it
from resting in peace. The exact means varies with
each spirit and may require a good deal of research.
Abilities: Same as the base creature, except that the
ghost has no Constitution score and its Charisma score
increases by +4.
Skills: Ghosts have a +8 racial bonus on Hide, Listen,
Search and Spot checks. Otherwise same as the base
creature.
Feats: Unchanged.
Evidence:
~ Investigate (DC15): The slime on the corpse is some
sort of organic compound.
~ Treat Injury (DC15): Cause of death was heart
failure.
Research:
~ Research (DC20): This is not the rst death that
happened there there was a murder twenty years
ago. Never solved, either.
Horror: Fear 20.
The dead linger. Like old photographs, they fade and
become rotten or brittle. These spectral knots of memory

236

and emotion retrace the steps of their lives endlessly,


making ruts in the matter of the world. Remembrance
becomes ritual becomes innite repetition, until the ghost
is nothing but a little speck of hate or sorrow or regret that
blossoms into terrible forms when interrupted.
Until the knot of tragedy and circumstance that trapped
the ghost in its repetitions is resolved, it cannot move
onwards.
Combat: Ghosts usually interpret everything in terms
of their own personal tragedy a character might be
mistaken for the one who killed the ghost and attacked
with everything the ghost can muster. Others might be
ignored or even protected.
The most dangerous ghosts are those who are aware of
what they are and who cling to their ritual actions to keep
them on this side of death. After all, if there is nothing but
oblivion beyond death, even a thin existence as a ghost
is better than nothing. Such ghosts violently resist any
attempts to dismiss them.
Game Ideas: Ghosts have a built-in puzzle something is
keeping the ghost tied to this world. Unravel that mystery,
and the ghost goes away. This is a perfect structure for a
simple scenario. Another level of complexity can easily
be introduced; for example, if the characters are hunting
a serial killer, they might run into the ghost of a victim,
who is now imitating its death over and over as a copycat
killer.
Some evidence suggests that ghosts are an electromagnetic
phenomena. They might create interference patterns on
televisions, or be trapped by magnets.

Vampire (template)

The archetype for the suave, charming, bloodthirsty


monstrosity.
Undead: Vampires have the traits and immunities
common to undead.
Hit Dice: Change to d12. Vampires have no Constitution
score.
Speed: Same as the base creature.
Defence: The base creatures natural armour improves
by +6.
Attacks: A vampire retains all the attacks of the base
creature and gains a 2d6 slam attack (unless the creature
previously possessed a more powerful superior slam
attack).
Special Qualities:
Blood Drain (Ex): A vampire can suck blood from
a living victim with its fangs by making a successful
grapple check. If it pins the foe, it drains blood, dealing
1d4 points of temporary Constitution damage each round
the pin is maintained.

Spider Climb (Ex): A vampire can climb sheer surfaces


as if it was a spider.
Darkvision (Ex): Vampires have darkvision with a range
of 60 feet.
Weaknesses (Ex)
A vampire has several weaknesses, described below.
A vampire can have fewer weaknesses, but each lost
weakness costs a vampire one of its other special
qualities. For example, a vampire that is immune to the
effects of garlic might be unable to summon children of
the night.
Vulnerability: Direct Sunlight (30)
Aversion: Garlic (20)
Aversion: Holy (25)
Vulnerability: Holy (25)
Inviolate Sanctuary: A vampire cannot enter a privately
owned residence unless invited in by the rightful owner
or tenant.
Wooden Stake: Wooden weapons that deal piercing
damage (such as wooden stakes, arrows, pool cues, spear
shafts and table legs) destroy a vampire instantly if the
attacker makes a successful called shot to the heart and
inicts at least 5 points of damage.

MONSTERS

Create Spawn (Su): A humanoid or monstrous


humanoid slain by a vampires blood drain attack rises as
a vampire loyal to its creator (called the master vampire,
or simply master).
Domination (Su): As an attack action, a vampire can
crush an opponents will just by gazing into his eyes.
The vampire can attempt to dominate only one target at
a time, and the target must be within 30 feet and able to
see the vampire. A target that fails a Will save (DC 10 +
1/2 vampires Hit Dice + vampires Charisma modier)
becomes the vampires thrall for 1 day per Hit Die of
the vampire. The thrall temporarily loses all previous
allegiances and Ties and adopts a singular, unswerving
allegiance to the vampire. If the vampire commands
its thrall to do something blatantly self-destructive,
the target can make a Will save to break the vampires
control. If the save succeeds, the target becomes freewilled and regains its previous allegiances and Ties.
Alternate Form (Su): A vampire can assume the form
of a bat, rat or wolf as a move action. The vampire can
remain in that form until it assumes another form or until
the next sunrise.
Children of the Night (Su): Vampires command the
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
of 3d6 wolves as a full-round action. These creatures
arrive in 2d6 rounds and serve the vampire for up to 1
hour.
Damage Reduction 15 (Su)
Fast Healing 5 (Ex): A vampire heals 5 points of damage
each round so long as it has at least 1 hit point. If reduced
to 0 hit points or lower, a vampire automatically assumes
gaseous form (see below) and attempts to escape. It must
reach its home cofn within 2 hours or be destroyed. It
can travel up to nine miles in 2 hours. Once at rest in its
cofn, its hit points rise to 1 hit point after 1 hour; the
vampire then resumes healing at the rate of 5 hit points
per round.
Gaseous Form (Su): As a move action, the vampire (and
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 modiers (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 indenitely and has a
y 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 rst 20
points of cold damage from any cold-based attack.
Electricity Resistance 20 (Ex): A vampire ignores the
rst 20 points of electricity damage from any electricitybased attack.

Ability Scores: Vampires gain the following ability


score increases: Str +6, Dex +4, Int +2, Wis +2, Cha
+4. As undead creatures, vampires have no Constitution
score.
Skills: Same as the base creature. Vampires receive a
+8 species bonus on Bluff, Hide, Listen, Move Silently,
Search, Sense Motive and Spot checks.
Feats: Vampires gain the bonus feats Alertness, Combat
Reexes, Dodge, Improved Initiative and Lightning
Reexes, assuming the base creature meets the relevant
prerequisites and does not already have these feats.
Evidence:
~ Treat Injury (DC 10): The victim died of blood loss,
although there is also a considerable amount of neck
trauma. Ill do an autopsy tonight.

237

Investigate (DC 20): Fragments of dirt found at the


scene are rather dry soil that is not native to this area
at all.
~ Treat Injury (DC 20): The victim had a rare blood
type.
Research:
~ Gather Information (DC 20): The police have
been ordered off the case. Rumour has it that some
European embassy put diplomatic pressure on them.
Horror: Panic 20, Fear 15.

MONSTERS

Combat: The weaknesses of vampires are well known,


due to the vast numbers of movies and TV shows
featuring them. Vampires therefore take precautions,
ensuring that there are no convenient stakes or crosses
nearby that might interfere with the hunt
Game Ideas: Like werewolves, vampires are one of
the classic horror monsters. However, werewolves are
creatures of the wilderness, where the characters lack
support and resources. Vampires are urban killers,
where the characters have access to all sorts of weapons
and supplies. If the Games Master even mentions neck
trauma or blood loss, the Players start running for holy
water pistols and stakes. Therefore, vampires need a
twist such as an isolated location, an unusual way of
disguising their kills, a hold over the characters or some
other complication to ensure the game does not become
a parody too quickly.

Zombie (template)

Type: The creatures type changes to undead.


Hit Dice: Double the number of Hit Dice and raise them
to d12.
Speed: Reduce by one-third.
Defence: A zombies natural armour bonus to Defence
increases to a value based on the zombies size (but use
the base creatures natural armour bonus, if it is higher):

Tiny or smaller +0, Small +1, Medium-size +2, Large +3,


Huge +4, Gargantuan +7, Colossal +11.
Attacks: The zombie retains all the natural attacks and
weapon prociencies of the base creature. A zombie also
gains a slam attack.
Damage: Natural and manufactured weapons deal damage
normally. A slam attack deals damage depending on the
zombies size (but use the base creatures slam damage
if it is greater): Fine 1, Diminutive 1d2, Tiny 1d3, Small
1d4, Medium-size 1d6, Large 1d8, Huge 2d6, Gargantuan
2d8, Colossal 4d6. For purposes of Strength bonuses to
damage, a slam attack is considered a two-handed attack.
Special Qualities: A zombie loses all of the base creatures
supernatural qualities except for immunity or resistance to
specic energy types. A zombie may retain any or all of
the base creatures extraordinary abilities, at the Games
Masters discretion. In addition to gaining the undead
type, a zombie has the following special qualities:
~ Move or Attack Action Only (Ex): A zombie has poor
reexes and can perform only a single move action or
attack action on its turn. It can only move and attack if
it charges.
~ Keep Going (Su): A zombie keeps ghting when
reduced to 0 hit points. It must be completely
destroyed by reducing it to 10 hit points.
Weaknesses:
Aversion (Fire) 15, plus
Either a Need (such as Need: Brains) or a Vulnerability.
Ability Scores: A zombies ability scores change
as follows: Str +2, Dex 2. Additionally, it has no
Constitution or Intelligence score, its Wisdom score
changes to 10 and its Charisma score decreases to 1.
Skills: The zombie loses all skills.
Feats: The zombie loses all of the base creatures feats
and gains the Toughness feat.
Evidence:
~ Spot (DC 5): Its 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 esh out
of the living.
Combat: Graaghcrushkill. 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

Non-Player Characters

The following characters are mostly suitable for use as


impromptu Player Characters, as well as minor nonPlayer Characters. None have any supernatural powers.

Bystander, Innocent

Child, Irritating

Small human; HP 5; Mas 8; Init +1; Spd 30 ft.; Defence


15, touch 15, at-footed 15; BAB +0; Grap -6; Atk -1
melee (1d3-1, punch); Full Atk -1 melee (1d3, punch);
FS 5 ft. x 5 ft.; Reach 5 ft; SV Fort +0, Ref +2, Will +0;
Rep +0; Wealth +0; Str 6, Dex 13, Con 8, Int 8, Wis 6,
Cha 12.
Class: Ordinary Person (1).
Occupation: None.
Skills: Climb +3, Hide +2, Listen +2, Jump +1, Move
Silently +2.
Feats: Dodge, Stealthy.
Possessions: Fake (or real) mobile phone with annoying
ringtones

Cultist

Medium human; HP 18; Mas 13; Init +1; Spd 30 ft.;


Defence 16, touch 12, at-footed 16; BAB +2; Grap +4;
Atk +4 melee (1d4+2, knife) or ranged +2 (2d6, Glock);
Full Atk +4 melee (1d4+2, knife) or ranged +2 (2d6,
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
Class: Ordinary Person (2)
Occupation: Criminal
Skills: 30 skill points. Bluff +4, Drive +3, Disguise
+4, Hide +2, Knowledge (occult lore) +3, Knowledge
(streetwise) +3, Listen +4, Move Silently +5, Profession
+3,Search +3, Spot +4
Feats: Alertness, Armour Prociency (light), Deceptive,
Improved Base Attack Bonus, Personal Firearms

Cult Leader

Medium human; HP 12; Mas 10; Init +0; Spd 30 ft.;


Defence 11, touch 11, at-footed 11; BAB +1; Grap +1;
Atk +0 melee (1d3-1, punch) or ranged +0 (2d6, Glock);
Full Atk +0 melee (1d3-1 punch) or ranged +0 (2d6,
Glock); FS 5 ft. x 5 ft.; Reach 5 ft; SV Fort +1, Ref +1,
Will +7; Rep +5; Wealth +10; Str 9, Dex 10, Con 10, Int
16, Wis 16, Cha 15
Class: Scholar (2)
Occupation: Religious
Skills: Bluff +7, Concentration +6, Disguise +7,
Diplomacy +5, Decipher Script +9, Forgery +9,
Investigate +9, Knowledge (occult lore) +9, Knowledge
(theology and philosophy) +9, Profession +4, Research
+8, Sense Motive +6
Feats: Deceptive, Dodge, Iron Will, Personal Firearms
Prociency, Renown. In a game with magic, replace
Dodge and Personal Firearms Prociency with
Spellcaster and Spell Mastery
Possessions: Glock, religious artefacts, ceremonial
robes, miscellaneous severed body parts

MONSTERS

Medium human; HP 18; Mas 15; Init +1; Spd 30 ft.;


Defence 14, touch 14, at-footed 12; BAB +1; Grap
+1; Atk +1 melee (1d3, punch); Full Atk +1 melee (1d3,
punch); FS 5 ft. x 5 ft.; Reach 5 ft; SV Fort +1, Ref +1,
Will +2; Rep +0; Wealth +6; Str 10, Dex 12, Con 12, Int
11, Wis 11, Cha 11
Class: Ordinary Person (2)
Occupation: Blue Collar
Skills: Climb +4, Craft (any) +6, Drive +6, Listen +3,
Handle Animal +3, Perform +3, Profession +2, Repair
+3, Sense Motive +3, Spot +3
Feats: Animal Afnity, Builder, Contact, Extra Ties,
Surface Vehicle Operation, Skill Focus (Craft)
Possessions: Mobile phone, wallet, small change,
personal items

Prociency, Point Black Shot, Stealthy, Toughness.


Possessions: Concealable vest, Glock 17 pistol

Detective

Medium human; HP 21; Mas 13; Init +1; Spd 30 ft.;


Defence 12, touch 12, at-footed 12; BAB +1; Grap +1;
Atk +1 melee (1d3, punch) or ranged +1 (2d6, pistol);
Full Atk +1 melee (1d3, punch) or ranged +1 (2d6,
pistol); FS 5 ft. x 5 ft.; Reach 5 ft; SV Fort +3, Ref +3,
Will +3; Rep +0; Wealth +7; Str 10, Dex 11, Con 13, Int
15, Wis 12, Cha 13
Class: Investigator (3)
Occupation: Investigative
Skills: Bluff +5, Gather Information +6, Hide +4,
Investigate +4, Knowledge (civics) +4, Knowledge
(current events) +4, Listen +5, Move Silently +4,
Profession +4, Research +4, Search +4, Sense Motive
+6, Spot +5, Survival +4
Feats: Contact, Dodge, Great Fortitude, Lightning
Reexes, Personal Firearms Prociency, Track
Possessions: Pistol, camera, notebook, false ID, mobile
phone

Police Officer

Medium human; HP 25; Mas 13; Init +1; Spd 30 ft.;


Defence 17, touch 13, at-footed 16; BAB +3; Grap +4;
Atk +5 melee (1d4+2, tonfa) or ranged +4 (2d6, Beretta);
Full Atk +5 melee (1d4+2, tonfa) or ranged +4 (2d6,
Beretta); FS 5 ft. x 5 ft.; Reach 5 ft; SV Fort +3, Ref +3,
Will +3; Rep +2; Wealth +5; Str 14, Dex 12, Con 12, Int
11, Wis 14, Cha 13
Class: Combatant (3)

239

MONSTERS

Occupation: Law Enforcement


Skills: Drive +4, Gather Information +4, Knowledge
(Civics) +3, Knowledge (Streetwise) +3, Profession +2,
Spot +4, Survival +4
Feats: Armour Prociency (Light), Combat Martial
Arts, Defensive Martial Arts, Improved Disarm, Personal
Firearms Prociency, Point Blank Shot, Track
Possessions: Light armoured vest, Beretta 92f, Tonfa,
Radio, Handcuffs

Priest, Old

Medium human; HP 12; Mas 7; Init -2; Spd 30 ft.;


Defence 9, touch 9, at-footed 9; BAB +1; Grap +0; Atk
-4 melee (1d6-1, cane); Full Atk -4 melee (1d6-1, cane);
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,
Cha 15
Class: Scholar (2)
Occupation: Religious
Skills: Diplomacy +7, Decipher Script +11, Investigate
+8, Knowledge (art) +8, Knowledge (behavioural
science) +8, Knowledge (civics) +8, Knowledge (history)
+12, Knowledge (theology and philosophy) +13, Perform
+5, Profession +6, Read/Write/Speak (Latin, Greek,
Aramaic, Arabic, French, German, Italian), Research +8,
Sense Motive +9
Feats: Educated, Linguist, Pulling Strings, Studious,
Renown, Trustworthy
Possessions: Robes, crucix, mobile phone, walking
stick

Reporter, Plucky

Medium human; HP 17; Mas 11; Init +0; Spd 30 ft.;


Defence 11, touch 11, at-footed 11; BAB +1; Grap
+1; Atk +1 melee (1d3, punch); Full Atk +1 melee (1d3,
punch); FS 5 ft. x 5 ft.; Reach 5 ft; SV Fort +1, Ref +1,
Will +3; Rep +4; Wealth +7; Str 10, Dex 11, Con 11, Int
15, Wis 13, Cha 15
Class: Investigator (3)
Occupation: Creative
Skills: Bluff +6, Computer Use +5, Craft (writing) +6,
Craft (visual art) +5, Diplomacy +6, Disguise +6, Drive
+2, Gather Information +6, Hide +4, Investigate +4,
Knowledge (current events) +4, Knowledge (streetwise)
+4, Listen +5, Move Silently +4, Profession +3, Research
+4, Search +4, Sense Motive +3, Spot +6.
Feats: Alertness, Creative, Deceptive, Renown, Stealthy,
Trustworthy
Possessions: Notepad computer, camera, tape recorder,
mobile phone

Serial Killer

Medium human; HP 21; Mas 14; Init +6; Spd 30 ft.;


Defence 13, touch 13, at-footed 11; BAB +2; Grap

240

+5; Atk +6 melee (3d6+3, chain saw); Full Atk +6 melee


(3d6+3, chain saw); FS 5 ft. x 5 ft.; Reach 5 ft; SV Fort +1,
Ref +1, Will +2; Rep +2; Wealth +5, Str 16, Dex 14, Con
14, Int 12, Wis 10, Cha 13
Class: Ordinary Person (3)
Occupation: Adventurer
Skills: Bluff +8, Climb +7, Disguise +7, Disable Device
+3, Drive +6, Listen +4, Hide +8, Intimidate +5, Move
Silently +8, Profession +4, Spot +4, Treat Injury +2
Feats: Exotic Weapons Prociency, Deceptive, Dodge,
Improved Base Attack Bonus, Improved Initiative,
Stealthy, Toughness, Weapon Focus (chain saw)
Possessions: Chainsaw, chest freezer full of frozen chests,
mobile phone that only God rings

Scientist

Medium human; HP 12; Mas 11; Init +0; Spd 30 ft.;


Defence 11, touch 11, at-footed 11; BAB +1; Grap
+1; Atk +1 melee (1d3, punch); Full Atk +1 melee (1d3,
punch); FS 5 ft. x 5 ft.; Reach 5 ft; SV Fort +1, Ref +1,
Will +2; Rep +3; Wealth +6; Str 10, Dex 10, Con 11, Int
17, Wis 11, Cha 9
Class: Scholar (2)
Occupation: Academic
Skills: Computer Use +10, Craft (chemical) +8, Craft
(electronic) +9, Craft (pharmaceutical) +8, Decipher Script
+10, Knowledge (earth and life sciences) +11, Knowledge
(physical sciences) +11, Knowledge (technology) +13,
Research +12
Feats: Contact, Educated, Pulling Strings, Renown, Skill
Focus (Knowledge (technology)), Studious
Possessions: Computer, Leatherman, mobile phone

Soldier

Medium human; HP 29; Mas 16; Init +2; Spd 30 ft.;


Defence 20, touch 14, at-footed 18; BAB +4; Grap +6;
Atk +3 melee (1d4+3, knife) or ranged +6 (2d6, HKMP5);
Full Atk +3 melee (1d4+3, knife) or ranged +6 (2d6,
HKMP5); FS 5 ft. x 5 ft.; Reach 5 ft; SV Fort +3, Ref +4,
Will +1; Rep +1; Wealth +1; Str 15, Dex 15, Con 16, Int
12, Wis 10, Cha 10
Class: Combatant (4)
Occupation: Military
Skills: Climb +4, Disable Device +3, Knowledge (tactics)
+5, Jump +4, Listen +3, Move Silently +5, Navigate +4,
Repair +3, Spot +3, Survival +4, Swim +6, Treat Injury
+3
Feats: Alertness, Advanced Firearms Prociency, Armour
Prociency (light), Burst Fire, Improved Base Attack
Bonus, Personal Firearms Prociency
Possessions: Tactical vest, HKMP5, Radio, Survival
Gear

Horror campaigns always need slightly more work than


a campaign in another genre. There has to be some
justication for the characters coming back to the horror
again and again. There has to be a way to introduce
replacement characters, to take the place of those who
have died or gone insane. Finally, there has to be a way
to introduce new scenarios and mysteries. All of the
following campaign structures are designed to full all
these requirements, as long campaigns are far harder to
throw together than a simple one-shot session. In short,
the Players will be trapped with a constant stream of new
horrors and not even death is a release.

Down Among The Dead Men

Werner von Braun and rocket technology were not the


only things looted from the Third Reich in 1945. The
Nazis, primarily Himmler, had been researching and
retrieving occult lore and artefacts for decades. All their
secrets were locked in concrete bunkers beneath Berlin,
or in the libraries of castles across Bavaria. Both the
allies and the advancing Red Army claimed their share
of the occult spoils.
In parallel to the nuclear arms race of the Cold War,
there was a shadow race for spells and magic. Both
sides delved into the magical traditions of the world,
sifting the superstitious dross out and rening the
fragments of genuinely effective lore. Monsters from
myth werewolves, vampires, ghosts, pennalagon,
hags, angels were dragged out of the shadows, into
the medical labs and onto dissection tables. Some were
put to work as spies or assassins. Few security systems
could detect a ghost and a vampire could take out its
target with terrifying ease. Handlers armed with holy
water and rosewood stakes ensured that these special
agents stay on track.
This shadow race was kept secret from all but the highest
echelons of government and the military. Black libraries
and military covens were established in isolated areas
and a new branch of the Defence Intelligence Agency,
the Ofce of Teleological Operations (OTO) was created
to oversee this research. Its Soviet Counterpart, attached
to SMERSH (the Soviet counterintelligence group), was

Department K. Both groups knew that mastery of magic


and the occult could be the deciding factor if the Cold
War turned hot again.
Neither group quite knew what they were going to
unleash.

Activities of the OTO

The OTO is subdivided into sections. Section One is


dedicated to strategic command, allocating resources and
planning the long-term activities of the OTO. Section
Twos brief is research and development, evaluating
newly acquired magic or monsters. It works closely
with Section Three, Defence (blocking Soviet activities,
countermagic) and Section Four (acquisitions, who travel
all over the world looking for occult resources). Section
Five is Special Weapons, an euphemism for underground
vaults full of slavering wolf-beasts and vampires kept
sated by drug-laced blood. Section Sixs title is Special
Projects and it controls the OTOs attempts to summon
more powerful creatures.
Finally, Section Seven
(nicknamed the Inquisition) is the OTOs self-policing
mechanism, looking for traitors, spies and those unable
to cope with the great work.

SAMPLE HORROR CAMPAIGNS

Sample Horror
Campaigns

OTO Timeline
1944: The Defence Intelligence Agency becomes
aware that the Nazis are using previously unknown
weapons. Several ofcers are assigned to research
this worrying development.
1945: Germany is defeated. The Allies seize a huge
amount of material from the Nazi archives. The
ofcers investigating the Nazi weapons are spun off
to form the core of the OTO.
1946: The Joint Chiefs of Staff and President
Truman are presented with overwhelming evidence
proving the existence of magic. A document, termed
the Blessing, orders the OTO to replicate the more
palatable parts of Nazi research.
1947: An early attempt to activate one of the occult
formulae tears a gate open in the sky above Roswell.
The OTO have no idea what they summoned, but the
bodies are stored for later analysis.

241

SAMPLE HORROR CAMPAIGNS

242

1949: An army garrison in southern Germany suffers


a series of unusual losses. The incident is tagged for
investigation by the OTO. A team is sent out, and
come face to face with a vampire. A second team
later manages to subdue the monster and bring it
back undead.
1951: The vampire, who calls itself Graf Anselm
von Markoff, is approved for use in the eld once
its weaknesses have been catalogued. A special
handling team is assigned to it. The vampire proves
terrifyingly effective in both combat and espionage.
1953: The vampire identies one senior member of
the OTO as a spy. Following an inquiry, a further
three inltrators are discovered. To prevent more
leaks, the OTO is divided into four sections.
1956: OTO agents, working in concert with the
FBI, discover a long-range enchantment targeting
Washington. Section Four managed to dispel the
magic, but this is the rst sign that the Soviets have
also managed to replicate Nazi magic.
1957: A running hex battle in Berlin between three
OTO agents, a summoned elemental and Soviet
counter-intelligence operatives conrm the existence
of a counterpart to OTO.
1960: Attempts to control an entity discovered in
the Antarctic fail, leading to the destruction of the
research team stationed there.
1963: The OTO is forced to raid three Ivy League
colleges, destroying branches of a necromantic cult
worshipping an Aztec skull god.
1964: OTO agents prevent a major disaster off the
coast of Maine by banishing an elder sea god back
to the depths.
1965: The OTO expands to ve departments, as
Research and Field Work are split in two. Section
Six splits into the present-day Sections Six and Seven
at this point, too, but this division is not apparent to
most staff until the reorganisation in 1979.
1968: During a high-level NATO summit, the
existence of some aspects of the OTO is revealed
to US allies. Both Great Britain and France admit
that they have their own long-running paranormal
departments, although both are much more focussed
on destroying monsters instead of using them.
Information sharing between NATO members
suggests that the USSR is winning the occult arms
race and the budget for the OTO is doubled.
1969: The OTO begins three new major projects.
Project HERMES is to break the magical code
and develop a scientic theory of magic. Project
NOSTRODAMUS is a long-term scrying and remote
viewing project, aimed at discovering exactly what

Characters in the OTO

OTO characters are assigned to one of the seven sections


commonly, sections two to ve. Each section specialises
in a different set of skills and abilities.
Section One (Strategic Command): Section One agents
rarely take to the eld. Most are administrators; the
senior staff is usually drawn from the best of the other
Sections. Section One agents specialise in Computer
Use, Diplomacy, Knowledge (arcane lore, civics, current
events, history, tactics) and similar skills. The OTOs
information technology and electronic warfare staff are
part of Section One, so any mission involving surveillance
includes a Section One agent.
Section Two (Research): Research section is divided in
two. The main department of research applies science
to investigating and controlling the various entities
and monsters encountered by the OTO. Labs turn
out ultraviolet sunlamps for ghting vampires, or rice
grenades for paralysing obsessive-compulsive Chinese
ghosts. Research has a vast library of occult tomes and is
busily scanning them to create a fully-searchable database
of ancient lore. The dark half (or, more accurately, dark
one-sixteenth at most) of Section Two are the few older
agents who were not poached by Project HERMES.
These agents actively study magic.
Section Three (Defence): Defence section works closely
with the Department of Homeland Security and the CIA,
looking for signs of occult activity. Nicknamed (rather
unoriginally), the Ghostbusters, Section Three specialises
in counter-magic and dispelling. They have yet to
discover any sort of universally effective dispelling ritual,
so counter-magic really involves using detective work
and intelligence to track down the caster and countering
them with a bullet.
Section Four (Field Operations): Also known as
acquisitions, Section Four follows up on rumours dredged
up from both intelligence agencies such as ECHELON
and less reputable sources (there is an ofce in Section
One where a poor intern goes through every tabloid and
conspiracy rag on a daily basis, looking for possible
sightings). Field Operations works closely with Defence,
although it has far more overseas missions.
Section Five (Special Weapons): Most of this section is
made up of nervous, haunted men, thin-faced and hardeyed. They are the handlers. Their charges are kept
in vaults, or cofns, or magnetic elds, or ancient clay
asks, or magical gems. Whenever the intelligence or
military communities encounter a problem they cannot
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

moment, but their dark powers and darker hungers can


be channelled

Section Seven (Internal Affairs): OTO agents walk in


the twilight worlds of espionage and the occult. Both
have their dangers corruption, mental and physical and
spiritual; madness and paranoia. Any agent could falter.
It is only through the constant vigilance of Section Seven
that the OTO endures. Those agents who are unable to
cope with the stress must be identied before they break;
those agents who are beginning to turn must be culled.

Office of Teleological Operations


HP: 1,300
Force: 20 (+5)
Response: 16 (+3)
Resources: 22 (+6)
Information: 28 (+9)
Occult: 22 (+6)
Inuence: 18 (+4)
Skills: Computer Use +15, Decipher Script +15,
Demolitions +4, Disguise +5, Forgery +15, Gather
Information +16, Intimidate +6, Investigate +18,
Knowledge (art) +10, Knowledge (behavioural sciences)
+10, Knowledge (civics) +12, Knowledge (current
events) +12, Knowledge (earth & life sciences) +10,
Knowledge (history) +7, Knowledge (occult lore) +17,
Knowledge (physical sciences) +10, Knowledge (pop.
culture) +5, Knowledge (streetwise) +5, Knowledge
(tactics) +6, Knowledge (technology) +10, Knowledge
(theology & philosophy) +17, Repair +10, Research +20,
Search +11, Treat Injury +7.
Feats: Arsenal, Artefact x 3, Covert, Forensics
Laboratory, Library (civics), Library (current events),
Library (occult), Occult Library, Psychological
Treatment, Research Lab, Secure Base.

SAMPLE HORROR CAMPAIGNS

Section Six (Special Projects): Special Projects is a


mere shadow of its former self, a handful of scientists
and men in dark trench-coats, plotting the course of
cosmic horror for the good of the nation. The vast bases
and research labs out in the desert have been shut down
or turned over to more conventional black projects,
and the worthy foe of Department K is gone, replaced
with little cells of Islamic necromancers, white-trash
demon-worshippers or third world undead despots. The
great hope of a Chinese arcane research project seems to
have come to nothing. Section Six has to come up with
something absolutely spectacular to justify its existence
and the existence of the OTO. Turning the power of the
Omaha Gate into a weapon should qualify

Department K has and what is in store of the United


States. Finally, Project SIMON MAGUS is intended
to put as many of Section Fours acquisitions to use
in the eld as possible.
1971: An OTO agent retrieves plans for golem
construction from a site in Poland. Soon after, she
is tracked down by people believed to be working
for Mossad, and later is found dead in her locked
apartment with the Seal of Solomon branded on her
forehead.
1972: Project HERMES builds a research
laboratory in Omaha and begins recruiting the best
mathematicians, physicists and parapsychologists it
can nd.
1973: A town in North Africa is sacriced to
demons. Both Department K and the OTO blame
the other for the disaster.
1974: Project NOSTRODAMUS locates Department
Ks headquarters, a secret city in the Urals
nicknamed the Witchs Hut. Section One authorises
Project SIMON MAGUS to begin planning a preemptive strike on the Witchs Hut.
1975: At midnight on Midsummers Eve, the strike
goes ahead. Agents release six heavily armed
golems, which smash through Department K
defences and open the way for a chemical attack
using the bizarre pathogen recovered from the
Antarctic mission in 1960. Over 80% of Department
Ks staff and senior ofcials are killed. Unknown to
the Americans, most are reanimated within 48 hours
of their deaths. The mission is initially deemed a
success.
1977:
In
their
annual
report,
Project
NOSTRODAMUS reports signs of an impending
major incident. They are unable to specify where or
when this incident will take place, so their warnings
are ignored.
1978: Project HERMES is destroyed. The research
facility in Omaha is ripped from our reality, leaving
a portal to a nightmarish alternate universe. The
portal endures for almost three weeks before closing,
and the incidence of paranormal events and entities
reaches record levels. Evidence suggests that the
research laboratory was attacked by Department K
spells, although there are long-running rumours that
this evidence was planted to push the blame onto the
Russians.
1979: Following the disaster, the OTO is reorganised
from the ground up. The existence of the special
projects division is acknowledged, and turned into
Section Six. Project SIMON MAGUS is given
full section status, and becomes Section Five. The

243

SAMPLE HORROR CAMPAIGNS

244

previous Section Five (internal affairs) becomes


Section Seven. Many senior OTO agents are retired
and the organisations budget is decreased after all,
Department K has also suffered a major reversal, and
the OTO should be able to capitalise on its existing
successes.
1983: Under its new head, Director Kolchak, Section
Four begins a series of investigations into paranormal
events throughout America. Surprisingly few of
these investigations return anything useful for the
OTO and in 1986 Section Seven begins its own
investigation, suspecting Kolchak of using his ofce
to run a crusade against monsters.
1986: During the Iran-Iraq war, it becomes evident
that both sides are experimenting with djinni.
1988: The last remnants of Project NOSTRADAMUS
are shut down. Their last prophecies concern a
period of chaos, when the OTO will be tested to its
limit.
1989: The Berlin wall falls, signalling the beginning
of the end of the Cold War. In an eerie parallel to
its beginning, OTO agents swarm over the border to
check out occult sites previously denied to them by
the Iron Curtain.
1991: During Operation Desert Storm, US
helicopters face attacks from summoned djinni.
Section Three dispatches an exorcism team to deal
with the problem.
1995: In the rst and last ofcial contact between
the OTO and its counterpart, a psychic transmission
announces that Department K is to be shut down.
The telepath informs the OTO that Department K
has a large menagerie of cryptozoological beasts and
monsters, and that he fears that these horrors will be
set free. Arrangements are made to secretly ship the
Departments menagerie to America, where it will
be taken into the custody of Section Five. However,
when the Section Five handlers arrive in Murmansk,
they nd that the ship has vanished.
1996: Section Seven reactivates the long-dormant
link between the OTO and the FBI, to investigate
occultism in America.
1997: Section Three conrms that while Department
K was shut down in 1995, many of its occult
resources are nding their way into the arsenals of
the former Soviet states, not to mention other rogue
states, criminal syndicates and terrorist groups.
1999: The OTO begins to reorganise, to focus its
efforts on domestic occultism.
2001: Following 9-11, the OTO begins tracing links
between Al-Qaida and other fringe occult groups.
2003: Now.

Games Master Notes

There are several possible approaches to an OTO-based


campaign. The simplest is that the characters are agents
from Sections Three and Four (maybe with a computer
specialist from Section One or a secret observer from
Section Seven). They investigate weird events, protect the
United States from occult attack and generally do all sorts
of espionage and secret agent missions with a magical
tinge. They are spies, but spies in the mode of John Le
Carre instead of James Bond. Tim Powers excellent
novel Declare is the major inspiration for this campaign.
The campaign is basically episodic one mission might
take the characters to a corneld in Kansas, investigating
crop circles. Next week, they are dealing with a rogue
agent trying to sell charms to North Korea, or undead
attacks on troops in Cuba. Mix real-world events into
the game (although check with the Players rst, as some
may be uncomfortable with including events like 9-11
in fantasy game). Keep the paranoia as high as possible
look at the X-Files for inspiration.
Section Five offers a really disturbing variant campaign.
If you really want, you can have non-human Player
Characters such as vampire agents, but that takes away
from the mood. The real horror is when the Player
Characters are the human handlers of a special weapon.
It is a weapon that talks, and hates, and hungers, and is
invulnerable to conventional weapons. They have to let
it go and then catch it again. There is a cave network
in Afghanistan so deep and so fortied that bunker-buster
bombs cannot crush it, and regular troops would get
slaughtered. The characters are sent in with a steel cage
containing a spined, scaly thing. Bullets cannot stop it,
and it can see in pitch darkness. Their orders send it
into the cave, wait 24 hours and then recapture it. Section
Two is fairly sure that the chemically-treated bullets will
subdue it, but theres only one way to be sure.
Another option is to start the campaign in the closing
months of World War II, and run from there. If the
characters are young eld agents in the 1940s, they could
be active for most of the OTOs existence. The timeline
above describes the history of the organisation, but the
characters could avert (or cause) many of the disasters.
The mood for an OTO game should always be dominated
by weary paranoia, by terrible decisions made in smoky
backrooms and bars from Washington to Pearl Harbour,
by the endless ticking of the clock. Take the fears of the
bomb, of terrorism, of governmental conspiracies, and
give them an occult-horror twist.

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 nding 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 dene his own set of rules
for the Players to gure out. For example,
a game might use the following clues:
~

The Stairwell Always Leads Down: The deeper


the characters go, the more dangerous it gets. Safe
conversations with Non-Player Characters and places
of refuge are always high up, on cable-cars, on
rooftops, on balconies. Similarly, the worst horror is
always in the basement, in the sewers, in mineshafts,
in pits and downstairs.

Twelve Steps Down: Twelve is a sacred number.


Room 12 is always the room containing the clue, there
are twelve cracks in the mirror, twelve crows on the
telephone wire, twelve questions that need answering.
Horrors might be linked to the Zodiac or the hours of
the day. Whenever the characters are looking for a
pattern, it will usually be somehow linked to twelve.

One Falls, All Fall Down: The characters have to


stick together. If any of them falls, then they all
suffer. Anyone who dies comes back to haunt the
survivors.

These rules should be established early in the game, by


examples. Show each rule clearly at the start (using a
Non-Player Character for the last one) and then let the
Players notice that there is a pattern by repeating the
rules. The rules also imply a sense of terrible purpose to
the game there is something going on just beyond the
comprehension of the characters.
The characters should be ordinary people for the most
part. The horror can arise anywhere the characters are
all on a bus together, something rams it off the road, they
all wake up some time later in the nightmare world. Feel
free to railroad and leave the Players confused at the start
of the game; this is not rational horror, so the normal
rules of reality can be suspended.

Terrible Purpose

Terrible purpose is the hook that keeps the Players


interested in the game. This sort of surreal horror
undercuts their sense of reality if the Games Master
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

SAMPLE HORROR CAMPAIGNS

nd can be torn away. Implying that there is a purpose


behind the bizarre and horric events keeps the Players
interested. They need something solid to work with,
even when the world is amorphous and strange.
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 reection 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 Masters 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 horric? 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 characters 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 characters Tie to his writing can also be melded with the horror. Perhaps he nds 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 victims 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

Bait & Switch

One possible introduction to a Stairwell game is to pitch


it at the Players as a completely different sort of game.
Have them come up with fairly mundane but competent
characters and drop hints that the campaign is going
to be about conspiracies and UFOs, or hunting occult
serial killers, or that the characters will get turned into
vampires after a few sessions (this promised campaign
is the bait). The Players expect one style of plot, and

will be confused and shocked when you drop them down


into the surreal horror of the Stairwell (and substituting
a radically different style of play is, obviously, the
switch).
Make sure that the game is compelling and interesting
enough to keep the Players interested. The bait-andswitch is a gamble that the wow! Argh! factor of the
Players being dropped unexpectedly into a horror game
is more fun for them than the promised game. If you bait
the hook too well, the Players may actual prefer to play
the bait game.

A Sample Stairwell Game

Giving a full outline is impossible, as the whole point


of this game is to build the horror using aspects of the
characters. Therefore, the Games Master should take

Symbol

Building

Event

Aries (ram)

Police Station

The characters nd 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 characters 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 esh.

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 Ofce

Maps of the mine can be found here.

Sagittarius (archer)

Hunting Goods Store

Weapons. And more monsters.

Capricorn (Goat)

Butchers Shop

The butchers shop has numerous sides of meat with strangely human
faces hanging from the ceiling.

Aquarius (water
carrier)

General Store

More equipment. Characters in a horror game always nd wonderful


uses for gas stoves or kitchen knives.

Pisces (sh)

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.

SAMPLE HORROR CAMPAIGNS

Take a real-world place or structure a small town, a


building, a vehicle and change it. Leave the basic
oorplan unaltered, but warp the contents of each place.
An engine room becomes a furnace for souls, a hotel
becomes a sliding-block puzzle full of hungry ghosts.
Let the Players choose their path, but all paths will lead
into different aspects of the horror.

247

entrance to the mine and descend into it to nd a


way out of the horror.

SAMPLE HORROR CAMPAIGNS

Legacies in Stone

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 rst 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
innite) 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.

this rough outline and combine it with the characters that


his Players come up with.
The game takes place as a ski resort called Copper Lake.
In the 1890s, it was a mining town. Now, the copper
mines in the mountain are exhausted and the towns
only major industry now is tourism. The characters
arrive to nd 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
major buildings in town have an astrological symbol
daubed on their doors, in what appears to be goats
blood.
What is going on? Largely, that is up to the Players
to determine. The mine collapsed in 1891, trapping
and killing several miners, and their ghosts seem to be
both restless and angry. There is also another group in
town, who ate at the seafood restaurant and stayed at
the hotel and who seem to be the target of the miners
anger. Perhaps they are cultists trying to tap the power
of the ghosts, or developers planning to destroy the last
remnants of the mine to expand the ski slopes, or the
heirs to the mining corporation on a corporate teambuilding weekend. The characters have to nd the

248

Moments before the end of the world, a group


of people ed back in time, using quantum
entanglement to drag themselves through the
millennia. The process tore their esh 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
forms and to manipulate the primitive huntergatherer tribes around them. These immaterial quantum
ghosts from the future gave rise to the legends of the Fair
Folk, the faeries.
The Fae intend to save the world by destroying the
future.

Bridges In Time

The Fae can use the quantum signatures in buildings to


travel forward in time. The more intact the building, the
easier the transit. A bridge can be opened using a partially
decayed or ruined building, but this causes a longer period
of ghosting on either side of the transit. A traveller is
stuck in an immaterial, spectral form for days or weeks,
haunting the building before becoming solid for a while.
The Fae travelled back from the end of time without the
benet of a structure to guide them, so they are eternally
stuck in this dematerialised form. The main vanguard of
the Fae is stationed somewhere in prehistory, but they
have established smaller camps throughout history up to
the 18th century.

They work through agents. Some are fanatical tribal


warriors, sent forward just to kill or steal children. Others

Of course, from the other side, the Faes agents are


mysterious, spectral gures that haunt ancient buildings,
or emerge to cause havoc and horror.

Running the Game

This campaign begins as a simple ghost-hunting game.


Old buildings like castles and tombs seem to be haunted
and there have been sightings of strange, immaterial
gures. The characters investigate, encounter strange
events and foil the horror. Repeat this a few times.
Then the world changes. The characters wake up in an
alternate reality where they are wanted fugitives. The
Faes agents have made a short-term change to eliminate
the characters. In the course of running from the
authorities and nding out what they are being hunted
from, the characters run into others who have been
targeted by the Fae. There is a secret war being fought
for control of historical sites. If the Fae can control
enough ancient buildings to funnel their agents through,
they can cause enough deviations to change history for
ever.
The ritual of the Alignment of Stones (see Chapter
9, Magic, Mysteries and Phenomena) is actually a
formula that draws on Fae science. Using this ritual,
the characters can travel back
and forth in the same way the
Fae do, ghting 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

The nal, horric revelation of the game is that the


characters themselves are or will be the Fae.

Travel via Stone

The Fae method of time travel works by using a magnetic


imprint in a structure to guide a quantum tunnel in
space-time. The traveller uses Fae technology (or the
Alignment of Stones ritual, which amounts to the same
thing) and selects how far forwards or back they want
to go. The traveller then dematerialises, becoming
nothing more than a tangle of information imprinted
onto the magnetic eld. As the traveller approaches
his destination date, he begins to materialise. Firstly,
the traveller becomes conscious again as a spectral,
immaterial form. Slowly, this form accretes matter and
becomes solid. The traveller has a limited amount of
time in solid form before he slowly dematerialises again.
This second period of dematerialisation is eternal the
traveller lingers as a ghost for a while, then fades into
nothingness.

SAMPLE HORROR CAMPAIGNS

are changelings, children taken back and trained by the


Fae. The Fae cannot manifest, but their agents can.
Their overall goal is to cut away the events that lead
to the establishment of modern civilisation and jolt the
course of history onto another track, one that never leads
to the Singularity, one where the Fae are the benecent,
wise and utterly insane rulers of humanity throughout all
time.

This fate can be avoided in two ways; rstly, if the traveller


returns to his own time, he does not dematerialise after
travel. Alternatively, the traveller can anchor himself
by taking a sample of the magnetic eld (either a large
chunk of rock, or else scanning and replicating the eld
using technology).
Travelling in this manner is extremely taxing, as shown
on the Travel Costs table.
Time Travelled: How far the traveller goes. The state of
the building affects time travel see below.
Constitution Drain: How much Constitution is drained
from the traveller.

249

SAMPLE HORROR CAMPAIGNS

Flicker Time: As the character travels, he experiences


moments of reality. During these moments, his passage
may cause unexplained events in history; the traveller
might be perceived as a ghost.
Madness Save DC: Flicker Time is extremely traumatic.
The traveller must make a Madness save while travelling.
If the Madness save has a value associated with it (e.g.,
35/1d8), the value after the slash is the number of Shock
points sustained by the character if he fails the Madness
save.
Ghost Time: On either side of a transition, the character
appears as an immaterial ghost for the listed time see
Quantum Ghosts, below.
Materialised Time: How long the character spends as a
solid entity before dematerialising again. Anchoring can
lengthen this time.
If the building the character is using to travel is damaged
during the course of history, the Constitution drain is
increased, as follows:

Building Damage
Building Is

Constitution Drain
Increased By

Utterly unchanged

0%

In good condition

10%

Decayed

20%

Renovated

30%

Partially destroyed

50%

Demolished (or not


yet built, in the case
of travellers going
backwards)

Character is
destroyed in transit.

politics and history so that the buildings still get built,


but the reasons are quite different. The ultimate aim is to
establish a new world order that avoids the disaster of the
Singularity.

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 difcult 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

250

Time
Travelled

Constitution
Drain

Flicker Time

Madness
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

Designers notes
The four character types are partially based on horror
archetypes and partially built around the horror system,
of which more anon. They have enough skill points
and hit points to get themselves into trouble, but are not
so competent that the players can switch their brains
off and rely on their characters abilities to survive.
Ties obviously tie the characters into the world, while
signalling to the Games Master what the players are
interested in and what they want the game to centre on.
It is an unwritten law of game design that a horror game
has to have a system to drive the characters insane.
Breaking horror into panic, fear and madness ts the
three situations where horror arises in a roleplaying
game, and the Shock point mechanic allows the player to
decide how their character reacts to the horror while still
forcing penalties for psychological injuries. It also gives
a mechanical reward to substance abuse, a factor absent
from most other horror games. If it doesnt make good
tactical sense for a character to get absolutely hammered
after a run-in with cosmic horror, the game is missing
something

encourage you to write contradictions and insulting


comments in the margin, as anything that makes Games
Masters stop and consider how they run a game and why
they make a particular decision is a good thing. Games
Mastering goes all too often unexamined. That chapter
also has clear debts to Sandy Petersens Call of Cthulhu,
John Tynes & Greg Stolzes Unknown Armies and Ken
Hites Suppressed Transmissions.
Horror roleplaying is interesting as it is one of the few
styles of game that states its emotional goals openly.
We play fantasy games, not epic heroism or sense of
wonder games. We play science ction, not sense of
freedom in an open universe or positive humanism
games. Horror is more honest it goes straight for the
emotional jugular. Perhaps that is why horror works so
well for one-shot games, which are a very interesting and
liberating style of gaming, and one that everyone should
try.

DESIGNER'S NOTES

Its always nice to have an opportunity to write a game


for yourself. Most of OGL Horror is either how Gar
runs his games or what Gar would like to see in a
game. With luck, Mongoose sold a copy to someone
other than me, hence these designers notes. After all, I
know why I wrote what I wrote.

It knows what it is looking for and heads straight into the


darkness.
I hope you nd interesting things there.
Gar

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 rst 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 Worlds 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 specically horror roleplaying. Both reward player
creativity trying to destroy most monsters through
sheer repower, or relying on supernatural abilities
to solve problems is self-defeating. Ingenuity is the
key to success in horror gaming (that, and nding 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
INDEX

A
Ability Damaged 120
Ability Drained 120
Ability Scores 6, 23
Ability Modiers 7
Ability Score Loss 8
Acid 125
Actions 5
Actions in Combat 130
Action Types 131
Attacks of Opportunity 135
Attack Actions 131
Full-Round Actions 133
Miscellaneous Actions 134
Move Actions 132
Advancement 30
Experience and Level Advancement
31
Multiclassing 32
Age 29
Ammunition 105
Armour 113
Artefacts 168
Atmosphere 182
Attacking an Object 141
Attack Roll 126
Autore 140

B
Bags and Boxes 83
Balance 36
Blinded 120
Bluff 37
Breaking Objects 15
Bull Rush 142
Bursting Items 17

C
Called Shots 146
Carrying Capacity 9
Catching on Fire 122
Character Classes 24
Charisma 8
Climb 38
Clothing 87
Computers and Consumer Electronics
88
Computer Use 39

254

Concealment 137
Concentration 41
Constitution 7
Cover 137
Cowering 120
Craft 41
Cults and Conspiracies 170
Ability Scores 170
Damaging an Organisation 175
Hit Points 171
Making Requests 173
Organisation Feats 173
Organisation Skills and Actions 172
Cult of Unity 177

D
Damage 127
Dazed 120
Dead 120
Deafened 120
Decipher Script 45
Defence 17
Defence Value 127
Demolitions 45
Dexterity 7
Difculty Class 34
Diplomacy 46
Disabled 120
Disable Device 47
Disarm 143
Disease 124
Disguise 48
Drive 49
Dying 120

E
Electricity 125
Entangled 120
Escape Artist 49
Exhausted 120
Explosives and Splash Weapons 105
Grenades and Explosives 140
Planted Explosives 141
Splash Weapons 141
Thrown Explosives 140

Faith 166
Faith Effects 167
Faith Feats 167
Falling 123
Falling Objects 124
Fame and Infamy 9
Fatigued 121
Fear Saves 150
Feats 69
Federal Bureau of Investigation 175
Firearms 139
Flat-Footed 121
Forgery 49

G
Gamble 50
Gather Information 51
General Equipment 84
Ghosts in the Fog 192
Grapple 144
Grappled 121
Group 23 176

H
Handle Animal 52
Heat and Cold 122
Height and Weight 30
Held at Gunpoint 140
Helpless 121
Hide 53
Hit Points 128
Hope 185
Horror Saves 148

I
Implication 184
Improvised Weapons 111
Initiative 129
Intelligence 8
Intimidate 54
Investigate 54

J
Jump 55

Fable Institute 180

Killing Characters 191


Knowledge 56

L
Legacies in Stone 248
Altering History 250
Quantum Ghosts 250
Travel via Stone 249
Lifestyle 96
Lifting and Dragging 11
Listen 58

Madness Saves 151


Melee Weapons 108
Archaic Melee Weapons 109
Exotic Melee Weapons 111
Simple Melee Weapons 109
Monsters 197
Aberrations 210, 221
Animals 210, 222
Animated Corpse 225
Constructs 210, 224
Cosmic Mess 231
Creature Types 209
Demon 233
Demon Child 227
Demon Hybrid 226
Ghost (template) 235
Grey 232
Incorporeal 214
Making a Monster 204
Mimetic Ooze 230
Monstrous Humanoids 211, 226
Nightmare Engine 224
Oozes 211, 230
Outsiders 212
Plant 212
Sewer Beast 221
Special Qualities 216
Swarms 215
Undead 213, 235
Vampire (template) 236
Vermin 214
Weaknesses 220
Werewolf (template) 228
Zombie (template) 238
Movement 11
Manoeuvrability 13
Movement and Position 136
Overland Movement 13
Tactical Movement 12
Three Dimensional Movement 14
Move Silently 58
Multipliers 5

N
Nauseated 121

O
Occupations 19
Ofce of Teleological Operations 241
Activities of the OTO 241
Characters in the OTO 242
OTO Timeline 241
Overrun 143

P
Panicked 121
Panic Saves 149
Paralysed 121
Perform 59
Phobias 154
Pilot 60
Pinned 121
Poison 124
Profession 60
Professional Equipment 91
Prone 121
Props & Handouts 198
Psychic Phenomena 164
Handling Psychic Visions 165
Psychic Abilities 164

R
Ranged Weapons 97, 99
Handguns 98
Heavy Weapons 103
Longarms 102
Reaction 185
Read/Write Language and Speak Language 61
Repair 61
Reputation 9
Research 62
Ride 63
Rituals 157

S
Saving Throws 129
Search 63
Sense Motive 63
Shaken 121
Shock Points 149
Gaining and Losing Shock 152
Long-term Effects 153
Other Uses for Shock Points 153
Size and Defence of Objects 18
Sleight of Hand 64
Smoke 123
Social Contracts 182

Sol Worldhive 179


Speed 128
Spells and Spellcasting 160
Casting a Spell 160
Spellcasting Feats 160
Spells 161
Spot 65
Stable 121
Starting Equipment 30
Starvation and Thirst 122
Strangulation 123
Strength 7
Stunned 121
Suffocation and Drowning 123
Surprise 129
Surveillance Gear 90
Survival 66

INDEX

Navigate 59
Non-Player Characters 239

T
The Stairwell 245
Ties 29
Touch Attacks 18
Treat Injury 67
Trip 143

U
Unconscious 121
Using Skills 33
Aiding Another 35
Skill Checks and Automatic Rolls 33
Skill Synergy 35

V
Vehicles 115
Civilian Aircraft 115
Civilian Cars 115
Civilian Motorcycles 117
Civilian Trucks 118
Civilian Water Vehicles 118
Military Vehicles 119
Violation 185
Vision and Lighting Conditions 15
Darkness and Light 122

W
Wealth and Purchasing 81
Losing Wealth 82
Regaining Wealth 82
Restrictions and Licences 82
Selling Items or Information 82
Wealth Bonus 81
Weapon Accessories 95
Weight 10
Wisdom 8

255

OGL LICENSE

256

OPEN GAME LICENSE Version 1.0a


The following text is the property of Wizards of the Coast,
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15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the
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Modern System Reference Document Copyright 2002,
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OGL Horror is Copyright 2003, Mongoose Publishing
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