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(UploadMB - Com) OGL Horror
(UploadMB - Com) OGL Horror
Credits
Horror Roleplaying
19
33
81
120
126
148
170
181
Monsters
204
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
Ian Barstow
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.
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.
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.
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.
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
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.
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.
HORROR ROLEPLAYING
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
Ability Scores
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
etc. . .
~
~
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
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
Reputation
Situation
Reputation Check
Modier
+2
HORROR ROLEPLAYING
Carrying Capacity
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
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.
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.
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
20 feet
30 feet
40 feet
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.
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.
1.5 miles
2 miles
3 miles
4 miles
Hustle
3 miles
4 miles
6 miles
8 miles
Run
HORROR ROLEPLAYING
Base Speed
Movement
One Day
(Overland)
Walk
12 miles
16 miles
24 miles 32 miles
Hustle
Run
11
HORROR ROLEPLAYING
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.
Per Hour
Per Day
6 miles
48 miles
4 miles
32 miles
4 miles
32 miles
5 miles
40 miles
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
2 miles
16 miles
2 miles
16 miles
4 miles
32 miles
3 miles
24 miles
2 miles
16 miles
1/2 mile
5 miles
Keelboat (rowed)
Pony or warpony
Pony (76225 lb.)
Dog, riding
Dog, riding (101300 lb.)
Cart or wagon
Ship
1 mile
10 miles
Rowboat (rowed)2
1.5 miles
15 miles
2 miles
48 miles
Yacht (powered)
Varies
Varies
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
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.
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
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
5 ft.
10 ft.
20 ft.
13
HORROR ROLEPLAYING
14
~
~
~
~
~
~
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**
Lantern, oil
30 ft.
60 ft.
6 hr./pint
Flashlight
20 ft.
40 ft.
6 hr./
batteries
Torch
20 ft.
40 ft.
1 hr.
HORROR ROLEPLAYING
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
Hardness
HP1
Light blade
10
One-handed blade
10
Two-handed blade
10
10
10
10
10
20
10
Armour
special2
armour
bonus
x5
10
10
Firearm
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.
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
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
Touch Attacks
Object
Hardness
Hit
Points
Break
DC
23
10
13
Small chest
17
15
18
Footlocker
15
23
20
23
90
35
540
50
Chain
10
26
Manacles
10
10
26
Masterwork manacles
10
10
28
10
60
28
Size
Defence Modier
Colossal
Gargantuan
Huge
Large
Medium
+0
Small
+1
Tiny
+2
Diminutive
+4
Fine
+8
13
18
23
23
24
25
26
28
Condition
DC Adjustment*
Magnetic Seal
+5
Welded Shut
+10
18
Occupations
Concept
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.
Horror Character
Creation
Academic
Academics include librarians, archaeologists, scholars,
professors, teachers and other education professionals.
Prerequisite: Age 23+
19
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
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
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+
Doctor
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.
Brawl,
Entrepreneur
Entrepreneurs have an obsession about being their own
boss. They are often egocentric, have an abundance of
21
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.
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
Military
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
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.
Ability Scores
Random Generation
23
you drop one of the low threes, total the result (14) and
assign it to one of your ability scores. If you wanted to
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
Character Classes
Planned Generation
Cost
Score
Cost
14
15
10
16
10
11
17
13
12
18
16
13
Hit Die
Class Skills
24
Starting Feats
Defence Bonus
Combatant
Scholar
25
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
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
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
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
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.
Ordinary People
Hit Points: 6 + 2d6 + triple the characters Constitution
bonus.
28
danger or horror.
checks.
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).
Ties
~
~
~
~
Finishing Touches
Age
29
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.
Base
Height
Height
Modier
Base
Weight
Starting Equipment
Advancement
Class Tables
30
~
~
~
Level-Dependent Benefits
XP
Class Skill
Max Ranks
Cross-Class
Skill Max
Ranks
Feats
Ability
Increases
1st
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
Multiclassing
32
Using Skills
Easy (5)
Average (10)
Tough (15)
Challenging (20)
Formidable (25)
Heroic (30)
Superheroic (35)
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
Difficulty Class
Trying Again
Attempted Action
Skill
Move Silently
Listen
Bluff
Sense Motive
Hide
Spot
Drive
Drive
Disguise
Spot
Sleight of
Hand
Spot
Forgery
Forgery
34
Aiding Another
Skill Synergy
Tools
Skill Descriptions
35
Skills
Balance (Dex) Armour Penalty
36
DC*
Difcult
Surface
DC
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.
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.
Modier
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
+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.
DC
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
25
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
Average
25
Exceptional
35
Maximum
40
DC
Time
Personal computer
10
1 round
15
2 rounds
20
1 minute
25
10 minutes
39
DC
Time
Crash computer
10
1 minute
Destroy programming
15
10 minutes
Damage programming
20
10 minutes
Type of Operation
DC
Time
20
25
Reset parameters
30
Change passcodes
25
1 minute
+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
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
10 + damage dealt
10 + half of
continuous damage
last dealt
10
15
20
15
Grappling or pinned
20
41
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.
Purchase Craft
DC
DC
Time
15
1 hr.
Purchase
DC
Craft
DC
12
20
12 hr.
Time
Improvised (1d6/5
feet) *
10
1 round
16
25
24 hr.
22
30
60 hr.
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.
Devastating (10d6/25 30
35
24 hr.
feet)
* The gures in parentheses are typical damage/burst
radius for each type of explosive.
42
Purchase
DC
Craft
DC
Time
15
1 hr.
Moderate (engine
component, light
armour)
12
20
12 hr.
Complex (automobile
engine, 9mm
autoloader handgun)
16
25
24 hr.
20
30
60 hr.
By the same token, the medicine that heals can also harm.
Poisons can also be made by the pharmacist, according to
the Poisons table:
Disease
Fortitude or
Poison Save DC
Craft
Purchase DC DC of
of Antidote
Antidote
Time
14 or lower
15
1 hr.
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.
Type of Scratch-Built
Mechanical Device
(Examples)
Purchase
DC
Craft
DC
Time
15
12 hr.
10
20
24 hr.
Complex (bunker,
domed ceiling)
15
25
60 hr.
Advanced (house)
20
30
600 hr.
43
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
13
Lic (+1)
n/a
n/a
Rattlesnake
Venom
Injury
12
1d6 Con
1d6 Con
12
Lic (+1)
n/a
n/a
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
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.
Effort Achieved
9 or lower
Untalented amateur
1019
Talented amateur
2024
Professional
2530
Expert
31 or higher
Master
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
46
Means
Possible Actions
Hostile
Friendly
Helpful
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
Purchase DC
Rave Bouncer
Bureaucrat
10
Informant
Police ofcer
10
Corporate Exec
15
DC
20
25
30
40
50
DC
20
25
30
35
47
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
+5
+2
Bonus
Recognises on sight
+4
Friend or associate
+6
Close friend
+8
Intimate
+10
Ropes
Net
20
Handcuffs
35
Tight space
30
Grappler
Restraint
49
Examiners Condition
Modier
+0
+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).
Modier
-4
+0
+4
+4
-4
Examination
Time
+0
10 min.
Moderate (letterhead,
business form)
-2
20 min.
Complex (stock
certicate, drivers
licensc)
-4
1 hr.
Difcult (passport)
-8
4 hr.
-16
24 hr.
Document Type
50
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
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
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
~
~
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
53
54
Circumstances
DC Modier
+2
Scene is outdoors
+5
+2
+4
+6
55
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.
56
~
~
~
~
~
~
57
DC
Sound
10
A battle
A normal conversation
10
15
20
30
+5
Through a door
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
Listener distracted
Navigate (Int)
Length of Trip
DC
20
22
25
28
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
~
~
60
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
14
+1
58
+2
912
+3
1316
+4
1720
+5
21- 23
+6
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.
Ranks
Purchase DC
Repair DC
Repair Time
10
1 min.
15
10 min.
10
20
1 hr.
13
25
10 hr.
61
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
20
25+
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.
62
Ride (Dex)
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.
63
64
Sleight of Hand
modier
+12
Diminutive
+8
Tiny
+4
Small
+0
Medium-size
Large
Huge or larger
cannot be concealed
+2
Clothing is specically
modied for concealing
object
+2
Weapon is carried in
concealed holster
+4
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.
65
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.
DC
Calm water
10
Rough water
15
Stormy water
20
66
Time: A Swim check is either a move action or a fullround action, as described above.
67
68
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
1 3
st
rd
4 6
7 9
10 +
th
th
th
th
th
69
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.
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
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.
Brawl
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.
71
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
Dead Aim
Deceptive
Trust me
Benet: The character gets a +2 bonus on all Bluff
checks and Disguise checks.
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.
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
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.
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 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.
Improved Initiative
You react quickly in a ght.
Benet: The character gets a +4 circumstance bonus on
initiative checks.
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.
75
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.
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.
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.
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
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.
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.
~
Track DC
Very soft
Soft
10
Firm
15
Hard
20
Condition
DC Modier
+8
Diminutive
+4
Tiny
+2
Small
+1
Medium-size
+0
Large
Huge
Gargantuan
Colossal
+1
+10
Poor visibility: 2
Overcast or moonless night
+6
Moonlight
+3
Fog or precipitation
+3
79
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.
Wealth Bonus
Purchasing Equipment
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
Try Again?
82
Wealth
Bonus
Decrease
15 or higher
1 point
1 point
1d6 points
2d6 points
Losing Wealth
Wealth Bonus of +0
Regaining Wealth
Equipment Tables
83
General Equipment
Object
Size
Weight
Purchase DC
Restriction
Med
5 lb.
10
40 lb. capacity
Large
10 lb.
11
75 lb. capacity
Large
15 lb.
12
Briefcase
Med
2 lb.
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
Cell phone
Dim
Large
10 lb.
22
Computers
Desktop
84
Med
5 lb.
23
Upgrade
See text
Tiny
1 lb.
10
Dial-up
Tiny
1 lb.
Broadband
Tiny
1 lb.
Cellular
Tiny
1 lb.
PDA
Tiny
0.5 lb.
16
Small
2 lb.
17
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
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)
Walkie-talkies
Notebook
Surveillance Gear
Telephone taps
Professional Equipment
Evidence kits
85
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)
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
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
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
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
Scopes
Speed loader
Suppressors
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
87
88
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.
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.
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
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
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)
Craft (mechanical)
Craft
(pharmaceutical)
Pharmacist kit
Craft (structural)
Demolitions
Demolitions kit
Disable Device
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
Treat Injury
Professional Equipment
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
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
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
93
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.
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
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
Lifestyle
96
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
Surgery
Treat poison/disease
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.
Item
Weapons
Ranged Weapons
97
98
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
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)
Weapon
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
Weapon
Damage
Critical
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)
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)
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.
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.
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
Longarms
102
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
103
Purchase DC
5.56mm (20)
7.62mm (20)
7.62mmR (20)
9mm (50)
10mm (50)
Discus
A solid circle which is rim-balanced for extra control.
Made of either specially-shaped rock or modern
materials.
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.
Arrow (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.
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.
Ammunition
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).
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
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
106
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.
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.
107
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
108
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
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
Weapon
Damage
Critical
Damage Type
Range
Increment
Size
Weight
Purchase
DC
+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.
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.
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.
Straight Razor
Favored by old-school organized crime mechanics,
this item can still be found in some barbershops and
shaving kits.
Sword Cane
This is a lightweight, concealed sword that hides
its blade in the shaft of a walking stick or umbrella.
110
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
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.
111
Examples
Diminutive
Tiny
Damage
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
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
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
1d8
Gargantuan
Desk, dumpster, le
cabinet, large sofa, soda
machine, piano
2d6
Colossal
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
~
~
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
+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)
+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
~
~
114
Vehicles
~
~
~
~
Civilian Aircraft
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
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
Vehicle
Init.
Man.
Top Speed
Purchase
DC
Restriction
250 lb.
-4
-4
245 (25)
28
39
Lic (+1)
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
Init.
Man.
Top Speed
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)
Military Vehicles
Civilian Motorcycles
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
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.
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.
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
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
Ability Drained
Blinded
Cowering
120
Dazed
Dead
Deafened
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
Entangled
Exhausted
Fatigued
Flat-Footed
Grappled
Helpless
Prone
Shaken
Stable
Stunned
CONDITIONS,ENVIRONMENTS&HAZARDS
Unconscious
Nauseated
Panicked
Paralysed
Pinned
121
CONDITIONS,ENVIRONMENTS&HAZARDS
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
Catching on Fire
122
Smoke
CONDITIONS,ENVIRONMENTS&HAZARDS
Falling
Strangulation
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
Pneumonia
Inhaled
12
1d4 days
1 Str
Hantavirus
Injury
14
1 day
1d2 Str
Necrotising Faciitis
Contact
13
1d6 days
1 Con
1d3 Con*
Injury
12
1d4 days
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
124
Poison Immunity
Disease
Disease Traits
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
~
~
Acid Strength
Splash Attack
Total
Immersion
Mild
1d6
1d10
Potent
2d6
2d10
Concentrated
3d6
*Damage per round of exposure
3d10
Electricity
CONDITIONS,ENVIRONMENTS&HAZARDS
125
Attack Roll
126
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
Huge (elephant)
Large (lion)
Medium-size (human)
+0
+1
Tiny (housecat)
+2
Diminutive (rat)
+4
Fine (horsey)
+8
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
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.
~
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.
Dexterity Modifier
Multiplying Damage
Defence Value
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
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
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
Speed
128
Initiative
Saving Throws
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.
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.
129
Actions in Combat
Type of Action
Attack of
Opportunity?*
Attack Actions
Yes
Withdraw
No
Extinguish ames
No
Attack (melee)
No
Usually
Attack (ranged)
Yes
Yes
Yes
Attack (unarmed)
Attack (aid another)
No
Free Actions
No
Drop an object
No
Escape a grapple
No
No
No
Speak
No
No
Yes
Disarm
Yes
Attack a weapon
Yes
Grapple
Yes
Attack an object
Maybe
Load a weapon
Yes
Total defence
No
Trip an opponent
No
Usually
Use a feat?
Varies
No Action
Move Action
Delay
Yes
No
No
No
Draw a weapon^
No
Holster a weapon
Yes
Yes
Open a door
No
Pick up an object
Yes
Yes
Yes
No
Varies
Swim
No
Usually
Full-Round Action
130
Run
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
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
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.
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
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
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
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.
Full-Round Actions
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
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).
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
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
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
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:
Defence Modiers
Circumstances
Melee
Ranged
+2
Defender prone*
+4
Defender climbing
Defender at-footed
+0
+0
Defender running
+0
+2
+0
+0
Defender pinned^
+4
+2
+2
See Cover
Melee
Ranged
+2
+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
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.
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
Cover
Degree of Cover
Examples
One-quarter
+2
+1
One-half
+4
+2
Three-quarters
+7
+3
Nine-tenths
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
10%
One-half
20%
Three-quarters
Dense foliage
30%
Nine-tenths
Near-total darkness
40%
Total
50%*
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.
Degree of
Concealment
Concealment
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.
137
Helpless Defenders
Regular Attack
A helpless defender has an effective Defence of 5 + his
size modier. If a character is attacking with a ranged
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.
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.
Special Attacks
Aid Another
Firearms
139
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.
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
Upper Left
Upper Right
Lower Right
Lower Left
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
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
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
Strike an Object
141
Bull Rush
COMBAT (& RUNNING AWAY)
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
Overrun
Trip
Disarm
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
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
Grapple Modiers
144
Size (Example)
Grapple
Modier
+16
+12
Huge (elephant)
+8
Large (lion)
+4
Medium-size (human)
+0
Tiny (housecat)
Diminutive (rat)
12
Fine (horsey)
16
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
Grappling Consequences
While a character is grappling, his ability to attack others
and defend himself is limited.
145
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.
Size
Head
Throat
Eye
Arm, Leg or
Tentacle
Heart or other
internal organ
Unusual Combat
Situations
147
148
Modier
Other People
-4
-2
+0
A crowd
+2
-2
Lighting
Dark/Dim Light
-2
Total Darkness
-4*
Insanity
Each Shock Point
-1
-2
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.
Panic Saves
Panic Save DC
10
10
10
12
12
12
15
20
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 Saves
150
Fear Save DC
Remembering a nightmare
10
10
12
12
12
Finding a corpse
15
15
20
Seeing a ghost
20
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
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.
Madness Save DC
10
12
Having an out-of-body
experience
12
15
15
Meeting an alternate-reality
or time-travelling version of
yourself
20
Experiencing a paradox or
dimensional fold
25
151
Breathers
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
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
Will save DC
1-3
10
4-6
15
7-10
20
11+
25
Results of Shock
Disorder
Shock Points
Addiction, mild
Addiction, severe
Amnesia
Depression
Obsession
Obsessive-Compulsive Disorder
Paranoia
Phobia, mild
Phobia, severe
Sociopathy
Schizophrenia
Toughening
Natural Recovery
153
Phobias
154
Acrophobia
Fear of heights
Pyrophobia
Fear of re
Aerophobia
Scotophobia
Fear of darkness
Somniphobia
Fear of sleep
Agoraphobia
Thalassophobia
Anthropophobia
Thanatophobia
Automatonophobia
Xanthophobia
Xyrophobia
Fear of razors
Automysophobia
Autophobia
Aviatophobia
Fear of ying
Ballistophobia
Bathophobia
Fear of depth
Bibliophobia
Fear of books
Blennophobia
Fear of slime
Botanophobia
Fear of plants
Brontophobia
Bufonophobia
Fear of toads
Cacophobia
Fear of ugliness
Catoptrophobia
Fear of mirrors
Chionophobia
Fear of snow
Chronomentrophobia
Fear of clocks
Claustrophobia
Coimetrophobia
Fear of cemeteries
Coulrophobia
Fear of clowns
Daemonophobia
Fear of demons
Dipsophobia
Fear of drinking
Gerontophobia
Heliophobia
Hemophobia
Fear of blood
Herpetophobia
Hippopotomotophobia
Insectophobia
Fear of insects
Ligyrophobia
Mechanophobia
Fear of machines
Motorphobia
Fear of automobiles
Necrophobia
Nelophobia
Fear of glass
Noctiphobia
Nosocomephobia
Fear of hospitals
Oneirophobia
Fear of dreams
Pagophobia
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.
155
Using Supernatural
Abilities
Character is
Grappling or Pinned
DC20
DC10
DC15
Violent weather
DC5
DC10
DC10+the
amount of
damage
sustained
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
Rituals
Exorcism
157
Summon Demon
158
Call Storm
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
+5
+2 per strike
Storm blocks
communications
+5
Alignment of Stones
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
159
Spellcaster
Spell Mastery
Spell Focus
Spellcasting Drain
Casting Result
10 or less
11-15
16-20
21-25
26+
Spellcasting Feats
Control Magic
Casting a Spell
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
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.
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.
Drains: Wisdom
Range: Casting result in feet.
Duration: Concentration + 1d6 rounds.
161
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.
Ghost Claw
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
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
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).
Ward by Will
Psychic Phenomena
163
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+
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
Empathic
Precognitive
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.
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
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
15
10
+1
Second Sight
Sensitive
Sensitivity
Situation
Concentration DC
20
15
Touching psychic
emanation
10
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
Telekinetic
Telekinesis Effects
Effect
Concentration
DC
Lift objects*
Total Strength +
Round
Dexterity required
Levitate
15
Check must be
made every
Minute
Round
Telepathic
166
Faith
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
Sanctified
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
Exorcise
Heal
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
25
Ability score
drained
25
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
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.
~
~
~
~
~
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
Black Grail
White Lens
169
Ability Scores
170
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.
~
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.
Hit Points
171
Organisation Skills
Skill
Ability
Uses
Time Required
Computer Use
Info
8 hours
Craft
Info
48 hours
Decipher Script
Info or Occ
24 hours
Demolitions
Resp
Disarming bombs
Disguise
Resp or In
4 hours
Forgery
Info
8 hours
Gather Information
For or In
48 hours
Intimidate
For or In
24 hours
Investigate
Info or Occ
8 hours
Art
Info
24 hours
Behavioural
Sciences
Info
Psychological analysis
24 hours
Civics
In
48 hours
Current Events
In
8 hours
Info
48 hours
History
Info or Occ
Information on history
48 hours
Occult Lore
Occ
48 hours
Physical Sciences
Info
48 hours
Pop. Culture
In
8 hours
Streetwise
In
8 hours
Tactics
For
4 hours
Technology
Info
12 hours
Theology &
Philosophy
Occ
48 hours
Repair
Info
1 week
Research
Info
48 hours
Search
For
24 hours
Treat Injury
Reso
Medical treatment
1 week
Knowledge
172
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
Organisation Feats
Modier
Emergency!
+3
-2
Remote area
-4
-6
Lost
-8
Making Requests
Response Modier
Arsenal
Artefact
173
Organisation Actions
Action
Ability
DC
Time
Force
10
5 mins
Force
12
10 mins
Force
15
30 mins
Force
20
8 hours
Force
15
24 hours
Car hire
Response
1 hour
Response
15
1 hour
Helicopter*
Response
20
1 hour
Information
24 hours
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.
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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
Organisation Damage
Event
2d6
3d10
Plot foiled
1d10
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
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.
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
FBI Statistics
HP: 30,000
Force: 25 (+7)
Response: 14 (+2)
Resources: 25 (+7)
Information: 33 (+12)
Occult: 15 (+2)
Inuence: 24 (+7)
Group 23
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
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Class Level
Base Attack
Bonus
Fort Save Ref Save
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
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.
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.
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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.
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
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Class
Level
Base Attack
Bonus
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
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.
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).
179
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.
What is Horror in a
Roleplaying Game?
181
Atmosphere
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).
Description
183
Implication
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
Violation
Hope
Reaction
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
185
Nightmarish
Symbolic
Brooding Horror
Gore
Body Horror
Disturbing
186
Trapped Mundanes
Horror Campaign
Structures
Comic
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.
187
Dark Heritage
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
Investigators
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.
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
189
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
190
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?
One Shots
Short Campaigns
Killing Characters
Long-Term Campaigns
191
Linked Investigations
192
Campaign Construction
Example: Ghosts in the Fog
Horror Scenarios
Initial Concept
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
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
Plotting
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
~
~
~
~
~
~
~
~
195
Twisting
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
Monsters
Vu Sensations
4.
5.
197
Bizarre Events
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
199
Mysteries
200
Paranoia
Horror Combats
201
202
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?
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).
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
204
Monster
Designed For
Hit Dice
Atmosphere
to 3
Guardian
Stalker
+1 to +5 Hit Dice
Antagonist
+3 to +10
Plot Device
Creature Description
Size
Type
MONSTERS
Initiative (Init)
Speed (Spd)
205
Defence
MONSTERS
Natural Weapons
206
Manufactured Weapons
Reach
Weaknesses (Wk)
Saves (SV)
Abilities
MONSTERS
Multiattack Feat
207
Horror
MONSTERS
Skills
Feats
Evidence
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
Creature Damage
MONSTERS
Creature Types
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
Animal
Construct
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
Monstrous Humanoid
MONSTERS
Ooze
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
Outsider
Plant
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
Undead
MONSTERS
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
Vermin
Incorporeal
214
Swarms
Templates
15
1d6
610
2d6
1115
3d6
1620
4d6
21 or more
5d6
MONSTERS
Swarm HD
215
MONSTERS
Special Qualities
216
~
~
~
~
~
MONSTERS
217
MONSTERS
218
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
219
MONSTERS
220
Effect
Concentration
DC
Fly
10
15
12
15
20
5+ DC of Fear
or Madness
check
Weaknesses
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
MONSTERS
221
MONSTERS
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
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
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
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
Monstrous Humanoids
Demon Hybrid
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
MONSTERS
Demon Child
227
MONSTERS
228
Werewolf (template)
MONSTERS
Weaknesses:
Aversion: Silver (15)
Vulnerability: Silver (15)
Vulnerability: Wolfsbane Herb (10)
229
MONSTERS
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.
MONSTERS
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
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.
Grey
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
232
Outsiders
MONSTERS
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
Undead
Ghost (template)
MONSTERS
235
MONSTERS
236
Vampire (template)
MONSTERS
237
MONSTERS
Zombie (template)
238
Non-Player Characters
Bystander, Innocent
Child, Irritating
Cultist
Cult Leader
MONSTERS
Detective
Police Officer
239
MONSTERS
Priest, Old
Reporter, Plucky
Serial Killer
240
Scientist
Soldier
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
242
243
244
The Stairwell
The stairwell leads down.
Terrible Purpose
245
246
Symbol
Building
Event
Aries (ram)
Police Station
Taurus (bull)
Bar
Gemini (twins)
Ski Lift
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
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
Sagittarius (archer)
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
Pisces (sh)
Hotel
247
Legacies in Stone
248
Bridges In Time
249
Building Damage
Building Is
Constitution Drain
Increased By
Utterly unchanged
0%
In good condition
10%
Decayed
20%
Renovated
30%
Partially destroyed
50%
Character is
destroyed in transit.
Quantum Ghosts
Altering History
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
DESIGNER'S NOTES
251
CHARACTER SHEET
252
CHARACTER SHEET
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
L
Legacies in Stone 248
Altering History 250
Quantum Ghosts 250
Travel via Stone 249
Lifestyle 96
Lifting and Dragging 11
Listen 58
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
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
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15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the
Coast, Inc.
Modern System Reference Document Copyright 2002,
Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff
Grubb, Rich Redman, Charles Ryan, based on material
by Jonathan Tweet, Monte Cook, Skip Williams, Richard
Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy
Collins, and JD Wiker.
OGL Horror is Copyright 2003, Mongoose Publishing
Limited.