CONTENTS

Gareth Hanrahan

Contents
Introduction to OGL Horror Horror Roleplaying Horror Character Creation Skills and Feats Chainsaws, Stakes and Nailguns Conditions, Environments and Hazards Combat (and Running Away) Fear and Loathing Cults and Conspiracies Turning the Screw Monsters Sample Horror Campaigns Designer’s Notes Index License 251 254 256 OGL Horror Character Sheet252 170 181 204 241 2 4 19 33 81 120 126 148

Credits
Development and Layout
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

Magic, Mysteries and Phenomena 156

Studio Manager
Ian Barstow

Production Manager
Alexander Fennell

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

Proof Reading
Ben Hesketh

OGL Horror is ©2003 Mongoose Publishing. All rights reserved. Reproduction of non-Open Game Content of this work by any means without the written permission of the publisher is expressly forbidden. OGL Horror is presented under the Open Game License. See page 256 for the text of this licence. With the exception of boxed story text and character names, character creation rules detailing the mechanics of assigning dice roll results to attributes and the character advancement rules detailing the effects of applying experience, all text within OGL Horror is declared as open content.

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Introduction
INTRODUCTION
On the face of it, horror roleplaying is not that different to 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. In a horror game, none of that is true. By playing, you are asking the Games Master to put your character – and you – through the wringer. Your character might face creatures utterly invulnerable to his attacks, have friends and allies torn away by alien claws or incomprehensible magic or terrible madness, and may even lose his own identity. Every action you make could be the misstep that sends you plummeting through the fragile walls of reality into the endless nightmare of horror. 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-filled thrill of being lost, alone, desperate and scared is the point of the game, not a sign of defeat. Most of this book assumes that the game is taking place in the modern day, in the familiar present. This is often the most effective setting for horror. Both Players and Games Master are (one presumes) wholly familiar with the world around them, keeping the need for dull exposition or scene-setting to a minimum. More importantly, horror is often best when it perverts the familiar. We know what is possible or impossible in the modern world, so when something casually and hideously violates the ‘rules’ of our world, it is horrific. Horror that strikes close to home is very effective. The thing that crawls out of a witch’s cauldron in the tenth century is not half as scary as the thing that is crawling out of your television right now. That said, the paradigm of horror can be used with any setting. While the focus of this book is on the modern day, with the occasional diversion to the roots of the modern horror genre in the Victorian era and the 1920s, this book can also be used to add horror to games set in any time or place. Hateful shadows and terrible things can happen anywhere – and while these settings may lack the patina of familiarity that gives modern day horror its special bite, they have their own unique charms, whether it is the fear of having to face the monsters armed not with guns, but with bronze swords and flint arrows, or the terror of being all alone in the interstellar night…

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‘We’ve got to clean out this car.’ Irene reached back and dragged a camera out from beneath a pile of polystyrene cups and fast food wrappers. The car was rank with the smell of cigarettes and stale burgers. She trained the camera on the house across the street. ‘What is it?’ asked Rookman. ‘A light just came on inside. Second floor.’ She peered through the camera’s eyepiece. ‘There’s someone in there.’ ‘Let me see.’ He grabbed the camera off her. ‘It’s him. I’m going in. Stay here, start the engine, and be ready to move.’ ‘What happened to staking the place out until-’ ‘Fuck that.’ He popped open the glove compartment and took out a gun. ‘I want him dead.’ *** The back door was unlocked. Rookman pushed it open with the nose of his pistol. He crept forwards, wincing as his shoes squeaked once on the tiled floor. The kitchen inside was practically sterile, every surface wiped clean – except one. On a chopping board next to the sink was a single human finger, a woman’s finger, elegant with a long painted nail. The wedding ring was covered in blood, but he still recognised it. He’d given it to her five years ago, seen it every day for three years, seen it in his dreams every night for the other two. Now it was here, waiting for him. Fighting back the impulse to throw up into the sink, he reached out, took the ring (crusted with dried blood), kissed it and slipped it into a pocket. He held the severed finger helplessly for a moment, unsure of what to do with it, then it thrust it into the same pocket. Then he took the safety off the gun, and walked further into the dark house. *** ‘…and leave a message. Beep.’ ‘It’s Irene. It’s now, shit, 3.27 on Sunday morning. We’re outside Lichfield’s house. Rookman’s gone in. We, we found an old letter belonging to his wife, she’d been involved in some sort of business deal with Lichfield. We got Lichfield’s address off it. It’s –’ ‘Oh hell, that was a gunshot. Look, I’ll ring you back.’ *** ‘Mr. Rookman.’ Lichfield smiled widely, and gestured to a couch. ‘I was expecting you. Can I get you something?’ Rookman pointed the gun and fired directly into Lichfield’s grinning face. For a moment it felt like the finger in his pocket was the one pulling the trigger. One, two, three, and the grin just got wider. Lichfield’s cheeks split down invisible seams, revealing row after row of unnaturally sharp teeth. The bullets just left tiny pucker-marks in his face. ‘Rooourkmaaannn’. The voice was unrecognisable. First Lichfield’s head, then his whole body unfolded along lines of teeth, like a fractal made of dripping meat, a chain of star-fish covered in sharks’ teeth. The finger convulsed again, sending four, five, six bullets into the centre of Lichfield’s writhing chest. One appendage licked out lazily, and the gun became a mess of twisted gunmetal mixed with a mess of hot red wetness and shattered white chips. That’s my hand thought Rookman. His other hand closed around the twitching finger in his pocket. Then another dozen appendages flickered out from Lichfield. *** Irene held the flashlight in her teeth as she tried to pick the lock on the front door. She almost had it when the door opened from the other side. ‘You!’ ‘It’s OK,’ said Rookman, smiling widely. ‘I got him.’ Something twisted in her stomach.

INTRODUCTION

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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. There is always a chance of success, but it is always a slim one. The wise player knows that there is actually only one rule there.

Characters in Horror Games

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

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

On The Naming of Dice
Dice in roleplaying games go by a series of shorthand codes that are very easily to learn but look confusing at first glance. A four sided die (the singular form of dice) is also called a d4. The ‘d’ stands for dice. In this book, dice will be referred to by this code preceded by the number of them needed for any given roll required by the rules.

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

If you’ve never played a roleplaying game before…

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To determine if a character. the character succeeds. To do this. that generates the number 42. succeeds at a task. Out of 10d6. These are listed as ‘x2’ or some other multiplication value. One last dice note concerned the idea of a d100. If the result is lower than the target number. be it a Player Character or one controlled by the Games Master.30. the person guiding the story and the action of a game. roll a d10 twice. any successful attack would inflict 4 (x3 modified to x4 by the additional x2 critical modifier) times the normal damage. For example. they stack in a specific way. The first roll is for the tens digit. and so on) stamped on each of its faces to make this easier. When a check or value has two or more multipliers. not 5 times (which would occur if the multiplies were added together. Note that the 1 in a dice code is simply assumed if no other number is listed or needed. If Toshia were to take an critical swipe with her taser-claws (a 1d8+4 electrical attack) at a person 5 . terminology like attack roll and Reflex saving throws will be explained soon. If the d20 check is successful. the second roll is for the ones digit. also called a d%. He would need to succeed at an attack roll and his soon to be piecemeal victims would need to roll Reflex saving throws on 1d20. Some dice sets have a special d10 with a two digit number (10. Multipliers can stack but regardless of their values. armoured with a vest that has a special vulnerability that multiplied all electrical damage by x3. Any attempted action that has some chance of failure can be handled by rolling a twenty-sided die (d20). ~ Compare the result to a target number. When in doubt about how to resolve any given action. you have all the tools you need to begin playing Rounds of play. the attack would deal the bullet’s normal 1d10 damage multiplied by x2 plus the 2d6 holy damage. the highest value multiplier is kept and every additional multiplier increases the first one’s value by 1. a Player can get a range of numbers from 10 (all ten dice roll a 1) to 60 (every die rolls a 6). deranged soldier Burke Talbot wants to fire his custom rocket launcher at an approaching band of investigators (who are trying to find out why there has been a string of deaths around army bases and what exactly did the Special Weapons Division dig out of the desert sands in 1991?). If the result equals or exceeds the target number. two 0s count as the number 100. but such dice are certainly not necessary. This is also called a percentile roll in roleplaying parlance. The Core Mechanic: HORROR ROLEPLAYING Actions Once you have a character and some dice. keep this simple piece of advice in mind. which they are not as per this rule). The 10d6 means Talbot’s Player would roll one six sided die. asking questions and describing scenes and Players suggesting actions their Multipliers Certain modifications to dice rolls exist within the rules that.20. the character fails. if Buck the reporter has a holy bullet that does 2d6 extra damage to possessed people and. then roll it again nine more times and add the results to the first roll. When rolling a percentile. for a grand total of 2d10 projectile plus 2d6 holy. These usually consist of the Games Master. If you were to roll a 4 and the a 2. the investigators would only take half damage from the rocket’s detonation. multiply the result. the values of the rolls are always added together. ~ Add any relevant modifiers. and he inflicts a critical hit when he shoots his possessed friend. instead of adding a set number or an addition die or dice to a roll. Do not despair. do this: ~ Roll a d20. When multiple dice are indicated by this shorthand code. Multipliers apply to every numeric modifier and the basic dice involved in the roll but not to additional dice added as a modifier to the roll. note the number.For example.

A psycho throwing a Molotov cocktail at an armoured car is an example of a contested action. In most cases. Simple actions are things that do not require rolls except in the most adverse of conditions. indicating some development or lack thereof in that area. Everything that a character does which has a chance of failing because of someone else’s actions. Everything a character wishes to do. a roll of 1 (called a ‘natural’ 1 because it is the actual result on the die roll. A roll that is lower than the given DC for an action fails. this is not always the case. If that same character had just been hit by a crosstown bus after staggering out of a warehouse where mob enforcers had been dosing him with sodium pentathol to make him talk. making it crucial to the system and the single most important die for any Player to own. such as undead monsters not truly possessing a Constitution score – the ability governing health. which are a special type of check made to see if a character can escape the effects of something adverse. the Games Master will generally simply declare success or. then actions with a DC of 21 are impossible. just as with a ‘natural’ 20) is not always an automatic failure. something they can normally do everyday with no special skill or talent required. Contested actions make up the largest part of the rule mechanics for combat and skills in this book. Astute Players may have realised at this point that if contested checks have to beat a listed DC and they are all made using a single d20. require a roll (also called a ‘check’) or simply declare failure. On the surface. a character will have a positive value of some kind in each of the six scores. Under normal circumstances. Though it is often a convention with games running the d20 rules to allow all rolls of 20 on a d20 to be an automatic success. or abilities. Instances in the rules where a natural 1 or 20 indicate automatic success or failure will be clearly marked in the text of the rules themselves. The d20 is the most common type of die rolled during an average gaming session. Ability Scores Every character in a d20 game has six basic abilities. Some types of creature may possess a non-ability. Contested checks are never guaranteed and even the most masterful of archers can miss his mark once in a while.HORROR ROLEPLAYING characters wish to take in response to these descriptions. These modifiers can theoretically make any check possible. this is correct – which is where characters come in. skills. Characters and the skills and abilities they gain come with modifiers that are added to or subtracted from certain kinds of checks. are another kind of contested roll. short for Difficulty Class. from waking up and putting on his socks to filling a band of street thieves full of crossbow bolts. the result is a contested roll. in the example just given. Actions come in different types and have different rules attached to them. no matter how high the DC might be. is an action. it might be a different story. By the same token. Each one represents some aspect of that character’s mental or physical prowess. a character is allowed to tie his shoes without needing to make a die roll for success. Saving throws. 6 . The DC of a contested check is the number a d20 check (plus or minus modifiers) must equal or roll higher than in order to succeed. his attack roll is contested by the vehicle’s Defence. A term used during contested rolls is DC. Whenever a character needs to make a simple action.

You apply your character’s Constitution modifier to: ~ Each roll of a Hit Die (though a penalty can never drop a result below 1 – that is. but they cannot go lower than -5 because the status of a creature or object changes when its ability scores drop to 0. that has Constitution as 7 . ~ Fortitude saving throws. These are the skills that have Dexterity as their key ability. . and Swim checks. Open Lock. after changes made because of age or other campaign factors. agility. but not a bonus. Move Silently. reflexes and balance. A Strength penalty. 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. including those for attacks made with bows. ~ Defence. Jump. Constitution (CON) Constitution represents your character’s health and stamina. A positive modifier is called a bonus. Strength (STR) Strength measures your character’s muscle and physical power. ~ Damage rolls when using a melee weapon or a thrown weapon (including a sling). Modifier –5 –4 HORROR ROLEPLAYING –3 –2 –1 0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +16 +17 The Abilities Each ability partially describes your character and affects some of his actions. Sleight of Hand. provided that the character can react to the attack. ~ Climb. Concentration is a skill. Abilities are not the sum total of a character’s personality or capabilities. The modifier is the number you apply to the die roll when your character tries to do something related to that ability. important to spellcasters. Ability score modifiers can range higher than +5. making them a very important part of the character’s description. Exceptions: Off-hand attacks receive only one-half the character’s Strength bonus. but they do provide the framework around which skills and d20 checks are typically made. Balance. ~ Concentration checks. See below for further details. A Constitution bonus increases a character’s hit points. for resisting poison and similar threats. You also use the modifier with some numbers that are not die rolls. generally has a modifier ranging from –5 to +5. Escape. The Ability Modifiers table shows the modifier for each score. ~ ~ Reflex saving throws. while two-handed attacks receive one and a half times the Strength bonus. Strength also limits the amount of equipment your character can carry. These are the skills that have Strength as their key ability. You apply your character’s Strength modifier to: ~ Melee attack rolls. so the ability is important for all classes. You apply your character’s Dexterity modifier to: ~ Ranged attack rolls. Ability Modifiers Score 1 2–3 4–5 6–7 8–9 10–11 12–13 14–15 16–17 18–19 20–21 22–23 24–25 26–27 28–29 30–31 32–33 34–35 36–37 38–39 40–41 42–43 44–45 etc. a character always gains at least 1 hit point each time he advances in level). for avoiding explosions and other attacks that you can escape by moving quickly. pistols and rifles. . Hide. Ride.Ability Modifiers Each ability. and a negative modifier is called a penalty. Tumble and Use Rope checks. Dexterity (DEX) Dexterity measures hand-eye coordination. ~ Strength checks (for breaking down doors and the like). applies to attacks made with a bow that is not a composite bow.

perception. all attributes associated with that score change accordingly. Sense Motive. not merely how one is perceived by others in a social setting. Having a score of 0 in an ability is different from having no ability score whatsoever. It is important for any character who wants to have a wide assortment of skills. HORROR ROLEPLAYING Intelligence (INT) Intelligence determines how well your character learns and reasons. You apply your character’s Charisma modifier to: ~ Bluff. persuasiveness. Decipher Script. rigid. losing all points in an ability score can be devastating. Every creature has a Wisdom score. Forgery. ~ Appraise. While any loss is debilitating. ~ Intelligence 0 means that the character cannot think and is unconscious in a coma-like stupor. helpless. A creature of human-like intelligence has a score of at least 3. Ability drain. helpless. ~ Wisdom 0 means that the character is withdrawn into a deep sleep filled with nightmares. Most of these changes are also retroactive. You apply your character’s Intelligence modifier to: ~ The number of languages your character knows at the start of the game. Points lost to ability damage return at the rate of 1 point per day (or double that if the character gets complete bed rest) to each damaged ability. ~ Checks that represent attempts to influence others. He lies helpless on the ground. When an ability score changes. and certain chemical or mechanical effects offset ability damage as well. Spot and Survival checks. Diplomacy. and intuition.its key ability. A character’s ability score cannot drop below 0. A character does not retroactively gain additional skill points for previous levels if she increases her intelligence. Craft. a character receives or loses additional hit points for previous levels if an increase or 8 . You apply your character’s Wisdom modifier to: ~ Will saving throws (for negating the effect of mindaltering phenomena or spells). Listen. ~ Dexterity 0 means that the character cannot move at all. Knowledge and Search checks. ~ Heal. though some effects can restore even those lost ability score points. Handle Animal. ~ The number of skill points gained each level – but your character always gets at least 1 skill point per level. This ability represents actual strength of personality. nor are skill points lost if Intelligence is lowered for any reason. Intimidate and Perform checks. which Charisma (CHA) Charisma measures a character’s force of personality. Wisdom (WIS) Wisdom describes a character’s willpower. Keeping track of negative ability score points is never necessary. These are the skills that have Intelligence as their key ability. ~ Charisma 0 means that the character is withdrawn into a catatonic. ~ Constitution 0 means that the character is dead. personal magnetism. Gather Information. While Intelligence represents one’s ability to analyse information. ability to lead and physical attractiveness. and helpless. Ability Score Loss Various attacks cause ability score loss. If you want your character to have acute senses. common sense. Wisdom represents being in tune with and aware of one’s surroundings. Disguise. These are the skills that have Charisma as their key ability. put a high score in Wisdom. These are the skills that have Wisdom as their key ability. An animal has an Intelligence score of 1 or 2. One important exception to this retroactive rule regards Intelligence. helpless. ~ Strength 0 means that the character cannot move at all. Disable Device. coma-like stupor. however. He stands motionless. decrease in Constitution occurs. Some effects and abilities impose an effective ability score reduction. If a character’s Constitution score changes enough to alter his Constitution modifier. Every creature has a Charisma score. either ability damage or ability drain. the character’s hit points also increase or decrease accordingly. is permanent. Profession.

Some Knowledge skill modifiers might apply instead of the Int modifier. armour check penalty. If the Games Master character succeeds at the Reputation check. he or she recognises the character. provides a bonus to certain Charisma-based skill checks. then the Reputation check automatically fails. Reputation is used to determine whether another character (a Games Master character) recognises a character. Fame. a character might be considered infamous in certain situations due to events that have transpired in the campaign. Also. The former is not truly affected by Strength as it deals largely with the limits of mobility imposed by the armour itself. This provides a +4 bonus or a –4 penalty on checks involving the following skills for the duration of the encounter: Bluff. the character is considered to be infamous by that character. A character who does not know. The Games Master decides when a character’s reputation can be relevant to a scene or encounter. and running speed. The latter is entirely based on Strength as the stronger a character is. The Games Master must decide that a character’s fame or infamy can come into play in a given situation to make a Reputation check necessary. When a character has a negative opinion of a character’s reputation. the Games Master makes a Reputation check for a Games Master character who might be influenced in some fashion due to the character’s fame or notoriety. Intimidate and Perform. Encumbrance comes in two parts: encumbrance by armour and encumbrance by total weight. HORROR ROLEPLAYING Reputation Using the Reputation Bonus Whenever the Games Master decides that a character’s reputation can be a factor in an encounter. Modifiers to the Reputation check depend on the character and the Games Master character in question. when recognised. inflicts a penalty to certain Charisma-based skill checks. Whether this has a positive or negative connotation depends on the point of view of the person who recognises the character. if the character would be well known in the field covered by the Knowledge skill. the greater the load he can handle without succumbing to the slowing effects of heavy and unwieldy burdens. When a character has a positive opinion of a character’s reputation. Note that if the Games Master character has no possible way of recognising a character. the character is considered to be famous by that character. that is all you need to know. Carrying Capacity Situation Reputation Check Modifier Recognising character is part of the +5 character’s professional or social circle The character is famous. If a character’s Constitution score drops. at the Games Master’s option. known far +10 and wide with either a positive or negative connotation The character has some small amount of fame or notoriety +2 Encumbrance rules are based largely on a character’s Strength score and determine how much a character’s armour and equipment slow him or her down.is different from ability score loss. or know of. A high Reputation bonus also makes it difficult for the character to mask his or her identity. when recognised. the character cannot be influenced by his or her reputation. as detailed below. provided the reputation has a positive connotation to the character who recognises the character. Those who recognise the character are more likely to help the character or do what he or she asks. The 9 . Any such reduction disappears at the end of the effect or ability’s duration and the ability score immediately returns to its former value. the Games Master makes a Reputation check (DC 25) for whoever may recognise him. Diplomacy. then he loses 1 hit point per Hit Die for every point by which his Constitution modifier drops. Unless your character is weak or carrying a lot of gear. a character does not decide to use his reputation. Infamy. A Reputation check is 1d20 + the character’s Reputation bonus + the Int modifier of the person recognising the character. At the moment it becomes relevant. Gather Information. speed. Most of the time. Fame and Infamy Most characters with a high Reputation bonus (+4 or higher) are considered well known within their profession or social circle. as shown below. Encumbrance by Armour A character’s body armour defines his maximum Dexterity bonus to Defence.

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

45 ft. Reduced Speed 15 ft. while bad circumstances can reduce them to one-half or less. 11 . 30 ft. 60 ft. as follows: Large x2. Tiny x1/2. A smaller creature can carry less weight depending on its size category. 100 ft. Huge x4. Carrying Loads Load Medium Heavy Max Dex +3 +1 Check Penalty –3 –6 –—— Speed —–— (30 ft. multiply the value corresponding to the creature’s Strength score on the Carrying Capacity table by the appropriate modifier. Colossal x24. 20 feet 30 feet 40 feet Tremendous Strength For Strength scores not shown on Carrying Capacity. 450 ft. 70 ft. 15 ft. 200 ft. Medium x1. Gargantuan x8.200 ft. 40 ft. 30 ft. Tactical. Diminutive x1/2.5 miles 3 miles — 20 ft. 55 ft. 60 ft. for exploring an area. 3 miles 6 miles — 4 miles 8 miles — Armour and Encumbrance for Other Base Speeds The Base Speed and Encumbrance table below provides reduced speed figures for all base speeds from 20 feet to 100 feet (in 10-foot increments). 2 miles 4 miles — 30 ft. 80 ft. 800 ft. Favourable conditions can double these numbers. 60 ft. 120 ft. 70 ft. Instead of the multipliers given above. Quadrupeds can carry heavier loads than characters can. x4 x3 Movement and Distance ——————— Speed ——–———— 15 feet One Round (Tactical)* Walk Hustle Run (x3) Run (x4) Walk Hustle Run (x3) Run (x4) Walk Hustle Run One Day (Overland) Walk Hustle Run 12 miles — — 16 miles — — 24 miles 32 miles — — — — 15 ft. Tiny x3/4. 1. measured in feet (or squares) per round. 900 ft. Colossal x16.Base Speed and Encumbrance Base Speed 20 ft. 40 ft. 50 ft.5. measured in miles per hour or miles per day. 15 ft. as follows. 20 ft. While overloaded in this way.) Run 20 ft. 300 ft. 20 ft. as follows: Small x3/4. Diminutive x1/4. One Minute (Local) 1. 50 ft. 300 ft. 400 ft. 120 ft. ~ Movement * Tactical movement is often measured in squares on the battle grid (1 square = 5 feet) rather than feet. 160 ft. 1.200 ft. Small x1. 80 ft. 60 ft. A character can generally push or drag along the ground as much as five times his maximum load. 400 ft. Large x3. 90 ft. Lifting and Dragging A character can lift as much as his maximum load over his head. 600 ft. find the Strength score between 20 and 29 that has the same number in the ‘ones’ digit as the creature’s Strength score does and multiply the numbers in that by 4 for every ten points the creature’s strength is above the score for that row. 600 ft. measured in feet per minute.) (20 ft. Huge x6. 60 ft. the character loses any Dexterity bonus to Defence and can move only 5 feet per round (as a full-round action). 35 ft. 40 ft. One Hour (Overland) There are three movement scales. as follows: Fine x1/4. HORROR ROLEPLAYING Bigger and Smaller Creatures The figures on Carrying Capacity are for Medium bipedal creatures. 80 ft. 800 ft. 150 ft. 40 ft. for getting from place to place. but he can only stagger around with it. 1. ~ Local. Gargantuan x12. A larger bipedal creature can carry more weight depending on its size category.600 ft. Fine x1/8. 30 ft. ~ Overland. A character can lift as much as double his maximum load off the ground. 600 ft. 90 ft. for combat.

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

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). sandy Forest Hills Jungle Moor Mountains Plains Swamp Tundra. A highway is a straight. major. Walk A character can walk 8 hours in a day of travel without a problem. Run A character cannot run for an extended period of time. A character who takes any nonlethal damage from hustling becomes fatigued. 13 . paved road. Overland movement is measured in miles per hour or miles per day. 90º/5 ft. and each additional hour deals twice the damage taken during the previous hour of hustling. Hustle A character can hustle for 1 hour without a problem. frozen Highway x1 x1 x1 x1 x1 x3/4 x1 x1 x1 Road or Trail x1/2 x1 x3/4 x3/4 x1 x3/4 x1 x3/4 x3/4 Trackless x1/2 x1/2 x1/2 x1/4 x3/4 x1/2 x3/4 x1/2 x3/4 HORROR ROLEPLAYING Overland Movement Characters covering long distances cross-country use overland movement.Hampered Movement Condition Difficult terrain Obstacle* Poor visibility Impassable * May require a skill check Additional Movement Cost x2 x2 x2 — Terrain and Overland Movement Terrain Desert. Clumsy Half No No No 45º/10 ft. it represents 24 hours. Walking for longer than that can wear him or her out (see Forced March. 90º 60º Half Any Double 5 ft. No 45º 45º Half 45º Double 20 ft. Trackless terrain is a wild area with no paths. Any Any Half Any Double 0 Average Half No No No 45º/5 ft. except that it allows only single-file travel and does not benefit a party travelling with vehicles. For a sailing ship. Eliminating the nonlethal damage also eliminates the fatigue. A trail is like a road. 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. Poor Half No No No 45º/5 ft. Hustling for a second hour in between sleep cycles deals 1 point of nonlethal damage. A day represents 8 hours of actual travel time. below). For rowed watercraft. a day represents 10 hours of rowing. No 45º 45º Half 45º Double 10 ft. The rest of the daylight time is spent making and breaking Manoeuvrability Rating Manoeuvrability Perfect Minimum forward speed Hover Move backward Reverse Turn Turn in place Maximum turn Up angle Up speed Down angle Down speed Between down and up None Yes Yes Free Any Any Any Any Full Any Double 0 Good None Yes Yes –5 ft. Forced March In a day of normal walking a character walks for 8 hours. A fatigued character cannot run or charge and takes a penalty of –2 to Strength and Dexterity. A road is typically a dirt or gravel track. +90º/–5 ft. +45º/–5 ft.

Three Dimensional Movement Once movement becomes three-dimensional and involves turning in midair and maintaining a minimum velocity to stay aloft. descending 150 feet in the first round of falling. Mounts also become fatigued when they take any damage from hustling or forced marches. ~ Minimum Forward Speed: If a flying object fails to maintain its minimum forward speed. simply counting off squares. have them make opposed Dexterity checks to see who is the faster over those rounds. If it is too high above the ground to land. and. the character takes 1d6 points of nonlethal damage. If the fall does not bring the object to the ground. however. If this distance brings it to the ground. poor. is lethal damage. Mounted Movement A mount bearing a rider can move at a hustle. Likewise. the damage it takes is lethal damage. ~ ~ ~ ~ ~ ~ Maximum Turn: How much the object can turn in any one space. +2 per extra hour) is required. Otherwise.HORROR ROLEPLAYING camp. both are moving at the same speed. Any flier can begin descending after a climb without an intervening distance of level flight. A character can walk for more than 8 hours in a day by making a forced march. it gets more complicated. ~ Move Backward: The ability to move backward without turning around. it catches the fleeing creature. Between Down and Up: An average. it has another chance to recover on its next turn. Otherwise it falls another 300 feet. The damage it takes when doing so. it must spend its next turn recovering from the stall. Up Angle: The angle at which the object can climb. or clumsy flying object must fly level for a minimum distance after descending and before climbing. A character who takes any nonlethal damage from a forced march becomes fatigued. it must land at the end of its movement. If the check fails. a Constitution check (DC 10. it is impossible for a slow character to get away from a determined fast character without mitigating circumstances. 14 . as shown on the Manoeuvrability table. but its Constitution checks automatically fail. it takes falling damage. ~ Turn: How much the object can turn after covering the stated distance. ~ Hover: The ability to stay in one place while airborne. there is a simple way to resolve a chase: If one creature is pursuing another. The creature can also be ridden in a forced march. it is no problem for a fast character to get away from a slower one. and the chase continues for at least a few rounds. again. When the speeds of the two concerned characters are equal. it escapes. the object and its pilot take falling damage. resting and eating. ~ Reverse: An object with good manoeuvrability uses up 5 feet of its speed to start flying backward. For each hour of marching beyond 8 hours. If the creature being chased wins. it falls straight down. Up Speed: How fast the object can climb. The entries on the table are defined below. Its pilot must succeed on a DC 20 Pilot skill check to recover. If it hits the ground. Each flying object has a manoeuvrability rating. It is very possible for a character to march into unconsciousness by pushing himself too hard on a forced march. Down Speed: A flying object can fly down at twice its normal flying speed. If the pursuer wins. ~ Turn in Place: An object with good or average manoeuvrability can use some of its speed to turn in place. Evasion and Pursuit In round-by-round movement. Most flying objects have to slow down at least a little to make a turn and many are limited to fairly wide turns and must maintain a minimum forward speed. Down Angle: The angle at which the object can descend. Eliminating the nonlethal damage also eliminates the fatigue.

/ batteries 1 hr. An object’s Defence is equal to 10 + its size modifier + its Dexterity modifier. the pursuer runs down its prey as the quarry’s stamina flags. Smashing an object is a lot like sundering a weapon. a character can see dimly./ battery 30 ft. Characters with low-light vision equipment can effectively double the given radius of bright light and shadowy illumination whilst they are using this equipment. grant darkvision. only shadowy illumination. moves at half speed and takes a –4 penalty on Search checks and most Strength and Dexterity-based skill checks. 6 hr. In an area of shadowy illumination. but outside of combat they can impose unnecessary hindrances on character activities. you have two choices: smash it with a weapon or break it with sheer strength. you can smash an object only with a bludgeoning or slashing weapon. a blinded creature has a 50% miss chance in combat (all opponents have total concealment). if you take a full-round action to line up a shot against an inanimate object. See the table below for the radius that a light source illuminates and how long it lasts. but also an additional –2 penalty to its Defence. when the characters are not engaged in round-by-round combat. If not. Shadowy 5 ft. 5 ft. A creature cannot hide in an area of bright light unless it is invisible or has cover. takes a –2 penalty to Defence. Exceptions to this principle are noted below when appropriate. *A candle does not provide bright illumination. 30 ft. you get an automatic hit with a melee weapon and a +5 bonus on attack rolls with a ranged weapon. Breaking objects can also be accomplished through the application of energy other than kinetic. for instance. it gets away. 60-ft. such as nightvision goggles. In the case of a long chase. A 5-foot square. except that your attack roll is opposed by the object’s Defence score. Creatures within this area have concealment relative to that character. not a radius. but characters without this quality need light to see by. An inanimate object has not only a Dexterity of 0 (–5 penalty to Defence). Smashing an Object Smashing a weapon or held object with a slashing or bludgeoning weapon is accomplished by the sunder special attack. oil Flashlight Torch Bright n/a* 10 ft. Only a creature that can claim concealment Breaking Objects When attempting to break an object. creatures without darkvision are effectively blinded. 20 ft. In addition to the obvious effects. A creature in an area of shadowy illumination can make a Hide check to conceal itself. Furthermore. **A floodlight lantern illuminates a cone./ battery HORROR ROLEPLAYING Moving Within a Single Square In general. Characters with darkvision equipment can see lit areas normally as well as dark areas within 60 feet. In areas of total darkness. all characters can see clearly. or cover from a condition that is not directly dependent on lighting can succeed at Hide skill checks against a character or being with darkvision. 15 . The rules for movement are important for combat. Defence Objects are easier to hit than creatures because they usually do not move. 20 ft. with the two sides only occasionally getting glimpses of each other at a distance. 15 ft. an opposed Constitution check made by all parties determines which can keep pace the longest. but the basic rules for doing so are largely unchanged. Generally. can hold several characters. 40 ft. If the creature being chased rolls the highest. loses any Dexterity bonus to Defence. they should be able to move anywhere and in any manner that you can imagine real people could./pint 6 hr. cone 2 hr. Duration 1 hour 2 hours 6 hr. Light Sources and Illumination Object Candle Disposable Light Stick Camplight Floodlight** Lantern. they just cannot all fight effectively in that small space.Sometimes a chase occurs overland and could last all day. A creature cannot hide within 60 feet of a character with darkvision unless it is somehow invisible or has cover other than shadows. cone 120-ft. but many are tough enough to shrug off some damage from each blow. In an area of bright light. The Rules of Exploration Vision and Lighting Conditions Several types of equipment. 60 ft. 40 ft.

HORROR ROLEPLAYING Hardness Each object has hardness – a number that represents how well it resists damage. Divide the damage dealt by 2 before applying the object’s hardness. so they always are affected by spells. Common Armour. Divide by 2 for each size category of the item smaller than Medium. it is ruined. the Substance Hardness and Hit Points table and the Object Hardness and Hit Points table). Whenever an object takes damage. An item attended by a character (being grasped. see Substance Hardness and Hit Points. Weapon and Shield Hardness and Hit Points table. such as wagons or main battle tanks. Cold attacks deal one-quarter damage to most objects. and the Object Hardness and Hit Points table). They are considered to have failed their saving throws. ~ 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 4 before applying the hardness. speargun) Armour Hardness 10 10 10 10 10 5 5 5 5 special2 HP1 2 5 10 10 20 2 5 10 5 armour bonus x5 10 7 Shield (riot shield. or multiply it by 2 for each size category larger than Medium. Even animated objects. Only damage in excess of its hardness is deducted from the object’s hit points (see the Common Armour. which are otherwise considered creatures. divide the damage dealt by 2 before applying the hardness. Very large objects. subtract its hardness from the damage. Damaged (but not destroyed) objects can be repaired with the Craft skill. attacks deal double their normal damage and may ignore the object’s hardness. touched. baseball bat) Projectile weapon (crossbow. ~ Ineffective Weapons: Certain weapons just cannot effectively deal damage to certain objects. When an object’s hit points reach 0. ~ Vulnerability to Certain Attacks: Certain attacks are especially successful against some objects. at which point it is destroyed. small pistol) One-handed metal-hafted weapon (standard revolver. In such cases. or worn) makes saving throws as the character (that is. unattended items never make saving throws. roll damage and apply it normally after a successful hit. Varies by material. Saving Throws Nonmagical. weapons and shields. but they do occasionally occur in the hands of riot officers and other emergency personnel. trash can lid)3 Firearm 1 10 5 The hp value given is for Medium-size armour. Weapon and Shield Hardness and Hit Points Weapon or Defensive Item Light blade One-handed blade Two-handed blade Light metal-hafted weapon (police baton. using the character’s saving throw bonus). Hit Points An object’s hit point total depends on what it is made of and how big it is (see the Common Armour. nunchaku) Light hafted weapon One-handed hafted weapon Two-handed hafted weapon (shotgun. Electricity and fire attacks deal half damage to most objects. ~ Immunities: Objects are immune to nonlethal damage and to critical hits. the Substance Hardness and Hit Points table. Weapon and Shield Hardness and Hit Points table. Substance Hardness and Hit Points Substance Paper or cloth Rope Glass Ice Leather or hide Wood Stone Iron or steel Ballistic Material Hardness 0 0 1 0 2 5 8 10 15 20 Hit Points 2/inch of thickness 2/inch of thickness 1/inch of thickness 3/inch of thickness 5/inch of thickness 10/inch of thickness 15/inch of thickness 30/inch of thickness 30/inch of thickness 40/inch of thickness Titanium Alloy 16 . ~ Energy Attacks: Acid and sonic attacks deal damage to most objects just as they do to creatures. may have separate hit point totals for different sections or locations. 2 3 Shields are very rare in a modern setting. have these immunities because they are constructs. ~ Damaged Objects: A damaged object remains fully functional until the item’s hit points are reduced to 0.

The smaller it is. Class Bonus A character’s class grant an innate bonus to Defence. Defence Defence represents how hard it is for opponents to land a solid. Diminutive –12. Colossal +16. Reflex. the character can not add an equipment bonus (see Touch Attacks). and Will save bonuses are equal to 5 plus their masterwork bonus. Larger and smaller creatures get size bonuses and size penalties on Strength checks to break open doors as follows: Fine –16. whichever is better. A Dexterity penalty. damaging blow on a character (or object). however. A character’s Defence is equal to: 10 + Dexterity modifier + class bonus + equipment bonus + size modifier Dexterity Modifier If the character’s Dexterity is high. the harder it is to hit. The average. The difference is between hacking a door down (attacking it) and shouldering it open (bursting it). the easier it is to hit in combat. It is the attack roll result (also called the Difficulty Class) that an opponent needs to achieve to hit a target. the DC to break it drops by 2. Gargantuan +12. Sometimes the character can not use the equipment’s bonus to Defence. HORROR ROLEPLAYING Size Modifier The bigger an opponent is. Small –4. Huge +8. ~ Animated Objects: Animated objects count as creatures for purposes of determining their Armour Class (do not treat them as inanimate objects). Equipment Bonus If the character wears armour. unarmoured civilian has a Defence of 10. as with the sunder special attack) to see whether he succeeds. Sometimes the character cannot use his Dexterity bonus. he cannot use his Dexterity bonus to Defence. Bursting Items When a character tries to break something with sudden force rather than by dealing damage. even when the character is flat-footed or would lose his Dexterity bonus for some other reason. This bonus measures the character’s combat savvy 17 . and applies in all situations. If an attack will damage the character just by touching him or her. The DC depends more on the construction of the item than on the material. This bonus represents the armour’s ability to protect the character from blows. still applies even if flat-footed. it provides a bonus to the character’s Defence. the character is particularly inept at it. Armour provides a minimum bonus to anyone who wears it. If an item has lost half or more of its hit points. A crowbar or portable ram improves a character’s chance of breaking open a door. the character is particularly adept at dodging blows or gunfire.Masterwork quality items always get saving throws. use a Strength check (rather than an attack roll and damage roll. If the character cannot react to a blow (is ‘flat-footed’). An attended masterwork item either makes saving throws as its owner or uses its own saving throw bonus. but a character who is proficient in the use of a certain type of armour receives a larger bonus to Defence. Tiny –8. Size modifiers are shown on the Size and Defence of Objects Table. Large +4. If the character’s Dexterity is low. A masterwork item’s Fortitude.

which usually consists of scales. and size modifier. ~ Feats: Some feats give a bonus to Defence. dodge bonuses always stack with each other. but the target’s Defence cannot apply any equipment bonus or armour bonus. such as class bonus. apply normally. fur or layers of thick muscle. The attacker makes his attack roll as normal. 18 . DCs to Break or Burst Items Strength Check to: DC Break down simple door Break down good door Break down strong door Burst rope bonds Bend iron bars Break down barred door Burst chain bonds Break down iron door Condition Magnetic Seal Welded Shut 13 18 23 23 24 25 26 28 DC Adjustment* +5 +10 * If both apply. Any situation that denies the character his Dexterity bonus also denies the character dodge bonuses. In these cases. Size and Defence of Objects Size Colossal Gargantuan Huge Large Medium Small Tiny Diminutive Fine Defence Modifier –8 –4 –2 –1 +0 +1 +2 +4 +8 HORROR ROLEPLAYING Object Hardness and Hit Points Object Rope (1 inch diam. ~ Magical Effects: Some campaigns may include magic. These bonuses are called dodge bonuses.) Simple wooden door Small chest Good wooden door Footlocker Strong wooden door Masonry wall (1 ft. ~ Dodge Bonuses: Some other Defence bonuses represent actively avoiding blows. ~ Natural Armour: Some creatures have natural armour. the attacker makes a touch attack roll (either a ranged touch attack roll or a melee touch attack roll). thick) Chain Manacles Masterwork manacles Fire door (2 in. Dexterity modifier. thick) Hewn stone (3 ft. Unlike most types of bonus. All other modifiers. use the larger number. Some magical effects offer enhancement bonuses to armour (making it more effective) or deflection bonuses that ward off attacks.Other Modifiers Other factors can add to Defence. thick) Hardness 0 5 5 5 5 5 8 8 10 10 10 10 Hit Points 2 10 1 15 15 20 90 540 5 10 10 60 Break DC 23 13 17 18 23 23 35 50 26 26 28 28 Touch Attacks Some attacks disregard armour.

it was a struggle to master skills that they did not have as much of an opportunity to learn. Other occupations can easily be reflected by choosing the right skills during the rest of character creation. a permanent class skill is always considered to be a class skill for the character. If the Games Master has told you what sort of characters are appropriate (‘you’re all scientists or soldiers in a secret military research laboratory’). but the benefits of a starting occupation are only applied once. A character may hold other jobs as his career unfolds. If the Games Master just lets you come up with any sort of character. though some may have to be paid for as cross-class skills to simulate that while the character may have done other things during his life. another is an FBI agent or a parapsychologist or a doctor or whatever. a starting occupation may also increase the character’s Wealth bonus. teachers and other education professionals. mundane but strongwilled characters work best in a horror game. then you have a starting point and should discuss with the other Players who plays which role. Once selected. scholars. disposable non-entities. If the skill selected is already a class skill for the character. Finally. it may be easier for a Player to choose class first and occupation afterwards. The character concept should include motivation and plot hooks for the Games Master. professors. then you have more or less free reign when it comes to concept. Your character can be as ordinary or bizarre as fits the campaign – usually. archaeologists. others go insane and others are only used for one-shots or short campaigns anyway. without producing forgettable. Choose one occupation from the available selections and apply the benefits to the character as noted in the occupation’s description. Come up with a concept Determine ability scores Choose a character class Select Skills. Avoid the trap of defining the character by his ‘hat’ – one is a reporter. or who want more finesse when it comes to character generation. Because these bonuses provide a modifier for skills that are also class skills from the character’s chosen class. but should not be the entirety of the character’s personality. These rules are designed to produce a wellrounded and workable character as quickly as possible. All characters have one of the following occupations. Character Generation Checklist 1. at the time of character creation.Horror Character Creation In most horror games. Some starting occupations provide a Reputation bonus or a bonus feat. A character’s occupation is a major part of his background and concept. For those playing in longer games. Each occupation provides a number of additional permanent class skills that the character can select from a list of choices. HORROR CHARACTER CREATION Occupations Concept The basic concept for a new character depends mainly on the nature of the game. 4. Few characters survive for long – some fall victim to bizarre and gory fates. gains a one-time competence bonus for that skill. 5. Feats and Ties Finishing touches Academic Academics include librarians. Prerequisite: Age 23+ 19 . there are more detailed class rules later in the chapter. 3. 2. the character creation rules become the most well-thumbed and familiar sections of the book.

Gather Information. newscasters. history. he receives a +1 competence bonus on checks using that skill: Bluff. Ride. Reputation Bonus Increase: +1 Wealth Bonus Increase: +1 Athlete Athletes include amateur athletes of all types and professional athletes of Olympic quality. Climb. weight trainers. art. relic hunters. Endurance or Focussed. Repair or Ride. technology or theology and philosophy). popular culture. civics. service industry jobs. radio and television personalities fall under this starting occupation. skaters. including gymnasts. business. earth and life sciences. Brawl. Ride. Bonus Feat: Select one the following: Acrobatic. has been thrust into the spotlight of the public eye. Disable Device. Jump. swimmers. Intimidate. Drive. Move Silently. tactics or Blue Collar Blue collar occupations include factory work. wrestlers. taxi drivers. Knowledge (occult lore. and those who engage in any type of competitive sport. physical sciences. Spot. Climb. boxers. If a skill the character selects is already a class skill. he receives a +1 competence bonus on checks using that skill: Balance. Handle Animal. Pilot. Demolitions. extreme sports enthusiasts. tactics. Drive. Actors. entertainers of all types. If a skill the character selects is already a class skill. Reputation Bonus Increase: +2 Wealth Bonus Increase: +1 Adventurer Adventurers include professional daredevils. Jump. Drive. Archaic Weapons Proficiency. Reputation Bonus Increase: +1 Wealth Bonus Increase: +2 technology). streetwise. he receives a +1 competence bonus on checks using that skill: Craft (electronic. Escape Artist. Craft (writing). behavioural sciences. Prerequisite: Age 18+ Skills: Choose three of the following skills as permanent class skills. Prerequisite: Strength 13+ or Dexterity 13+ Skills: Choose three of the following skills as permanent class skills. Bonus Feat: Select one of the following: Archaic Weapons Proficiency. Swim. field scientists. Reputation Bonus Increase: +0 Wealth Bonus Increase: +2 Celebrity A celebrity is anyone who. Knowledge (occult lore. Decipher Script. Climb. biggame hunters. he receives a +1 competence bonus on checks using that skill: Computer Use. Swim or Tumble. explorers. Prerequisite: Age 15+ Skills: Choose two of the following skills as permanent class skills. Treat Injury or add a new Speak Language. mechanical or structural). construction. Prerequisite: Age 15+ 20 . thrill-seekers and others called to face danger for a variety of reasons. Brawl or Personal Firearms Proficiency. Intimidate. for whatever reason. postal workers and other jobs that are usually not considered to be desk jobs. Research or add a new Read/Write Language or a new Speak Language. If a skill the character selects is already a class skill. Survival.HORROR CHARACTER CREATION Skills: Choose three of the following skills as permanent class skills. martial artists. food service jobs. If a skill the character selects is already a class skill. current events.

actors. Prerequisite: Age 15+ Skills: Choose two of the following skills as permanent class skills. graphic artists. an ideal or cause worth fighting for. sculptors. Swim. Drive. or technology). magazine columnists. Jump. If a skill the character selects is already a class skill. Reputation Bonus Increase: +2 Wealth Bonus Increase: +2 Doctor A doctor can be a physician (general practitioner or specialist). That passion might be a charity or philanthropic foundation. Handle Animal. Knowledge (current events or popular culture). If a skill the character selects is already a class skill. Reputation Bonus Increase: +1 Wealth Bonus Increase: +2 Entrepreneur Entrepreneurs have an obsession about being their own boss. Forgery. Prerequisite: Age 25+ Skills: Choose two of the following skills as permanent class skills. Emergency Services Rescue workers. Knowledge (occult lore or art). Gamble. If a skill the character selects is already a class skill. screenwriters. Computer Use. Forgery. bank robbers. dance. or technology). Computer Use. roleplaying game writers and web designers all fall under this occupation. Move Silently or Sleight of Hand. If a skill the character selects is already a class skill. If a skill the character selects is already a class skill. sing. Prerequisite: Age 18+ Skills: Choose one of the following skills as permanent class skills. Hide. psychiatrist or even a veterinarian. few responsibilities and at least one driving passion that occupies his day. he receives a +1 competence bonus on checks using that skill: Craft (pharmaceutical). percussion instruments. thieves. earth and life sciences. Knowledge (streetwise). he receives a +1 competence bonus on checks using that skill: Bluff.Skills: Choose one of the following skills as permanent class skills. copywriters. Knowledge (behavioral sciences. he receives a +1 competence bonus on checks using that skill: Bluff. Reputation Bonus Increase: +1 Wealth Bonus Increase: +5 HORROR CHARACTER CREATION Creative The creative starting occupation covers artists of all types who fan their creative spark into a career. Knowledge (behavioral sciences. firefighters. paramedics. stringed instruments or wind instruments) or Spot. surgeon. The typical dilettante has no job. burglars. This occupation includes con artists. crime family soldiers. Computer Use. have an abundance of 21 . Reputation Bonus Increase: +1 Wealth Bonus Increase: +3 Criminal This illicit starting occupation reveals a background from the wrong side of the law. Search. Disguise or Perform (act. he receives a +1 competence bonus on checks using that skill: Balance. stand-up. Disable Device. game designers. or a lust for living a fun and carefree existence. If a skill the character selects is already a class skill. musicians. Treat Injury. Reputation Bonus Increase: +0 Wealth Bonus Increase: +1 Brawl. hazardous material handlers and emergency medical technicians fall into this category. Perform (act. keyboards. Prerequisite: Age 15+ Skills: Choose three of the following skills as permanent class skills. photographers. he receives a +1 competence bonus on checks using that skill: Gamble. Prerequisite: Age 18+ Skills: Choose two of the following skills as permanent class skills. Diplomacy. dance. and other types of career criminals. Illustrators. gang members. novelists. Ride or add a new Speak Language. earth and life sciences. They are often egocentric. Reputation Bonus Increase: +4 Wealth Bonus Increase: +4 Dilettante Dilettantes usually get their wealth from family holdings and trust funds. stringed instruments or wind instruments). Disguise. Search or Treat Injury. he receives a +1 competence bonus on checks using that skill: Bluff. Craft (visual art or writing). keyboards. stand-up. Craft (visual art or writing). cartoonists. sing. Disguise. Bonus Feat: Select one of the following: Deceptive or Personal Firearms Proficiency. Climb. Intimidate. percussion instruments.

Reputation Bonus Increase: +2 Wealth Bonus Increase: +1 Law Enforcement Law enforcement personnel include uniformed police. as well as theological scholars and experts on religious studies fall within the scope of this starting occupation. Intimidate. as well as the various elite training units such as Seals. Navigate. Knowledge (tactics). as they prefer to put their energies into the next big thing. Bonus Feat: Select one of the following: Meticulous or Personal Firearms Proficiency. Reputation Bonus Increase: +0 Wealth Bonus Increase: +1 Investigative There are a number of jobs that fit within this occupation. Diplomacy. civics. Hide. he receives a +1 competence bonus on checks using that skill: Bluff. Reputation Bonus Increase: +1 Wealth Bonus Increase: +4 Bonus Feat: Select one of the following: Combat Martial Arts. Reputation Bonus Increase: +0 Wealth Bonus Increase: +2 Brawl. Combat Martial Arts. he receives a +1 competence bonus on checks 22 . Gamble or Knowledge (business. Investigate.HORROR CHARACTER CREATION confidence. Gather Information. or streetwise). Prerequisite: Age 18+ Skills: Choose two of the following skills as permanent class skills. Rural Farm workers. and others who use their skills to gather evidence and analyse clues. Knowledge (civics. Bonus Feat: Select one of the following: Brawl. and Special Forces. Prerequisite: Age 23+ Skills: Choose three of the following skills as permanent class skills. private investigators. Climb. he receives a +1 competence bonus on checks using that skill: Computer Use. Reputation Bonus Increase: +1 Wealth Bonus Increase: +2 Military Military covers any of the branches of the armed forces. criminologists. streetwise or theology and philosophy). including investigative reporters. Pilot. These business owners have a knack for putting together business proposals. Drive. Listen or Sense Motive. including army. Research. Knowledge (occult lore. Craft (visual art or writing). criminal profilers. Move Silently. state troopers. earth and life sciences. Decipher Script. Prerequisite: Age 20+ Skills: Choose two of the following skills as permanent class skills. federal agents. If a skill the character selects is already a class skill. espionage agents. Light Armour Proficiency or Personal Firearms Proficiency. he receives a +1 competence bonus on checks using that skill. Search or Sense Motive. Demolitions. he receives a +1 competence bonus on checks using that skill. Diplomacy. If a skill the character selects is already a class skill. Light Armour Proficiency or Personal Firearms Proficiency. Forgery. Survival or Swim. current events or technology). Prerequisite: Age 15+ Skills: Choose two of the following skills as permanent class skills. and marines. Prerequisite: Age 23+ Skills: Choose two of the following skills as permanent class skills. Prerequisite: Age 18+ Skills: Choose two of the following skills as permanent class skills. air force. earth and life sciences. Gather Information. and the ability to acquire the funds necessary to bankroll their newest moneymaking venture. They rarely want to stick around after the launch. police detectives. If a skill the character selects is already a class skill. federal police. history. photojournalists. Knowledge (behavioural sciences. If a skill the character selects is already a class skill. Decipher Script. hunters and others who make a living in rural communities fall into this category. navy. he receives a +1 competence bonus on checks using that skill. behavioural sciences. If a skill the character selects is already a class skill. SWAT team members and military police. Rangers. streetwise or tactics) or Listen. Drive. however. Religious Ordained clergy of all persuasions. If a skill the character selects is already a class skill. gathering resources and getting a new venture off the ground. art.

or a private institution. mechanical or structural). Strength. Ride. If a skill the character selects is already a class skill. There are three methods to determine a character’s ability scores – the Games Master can either let the Players pick their favourite method or just specify which one is used in his game. Knowledge (any. stringed instruments or wind instruments) or Research. If a skill the character selects is already a class skill. Random Generation Roll 4d6 six times. Ability Scores Each character has six ability scores. college. lawyers.Reputation Bonus Increase: +0 Wealth Bonus Increase: +1 HORROR CHARACTER CREATION Technician Scientists and engineers of all types belong to this starting occupation. percussion instruments. Computer Use. tax preparers. Perform (act. Knowledge (art. Climb. real estate agents and a variety of midlevel managers fall within the scope of this starting occupation. if you get a 4d6 roll of 3. keyboards. physical sciences or technology). physical sciences or technology) or Research. Bonus Feat: Select one of the following: Brawl. or graduate school. a military school. Drive. Prerequisite: Age 23+ using that skill. streetwise or tactics). Intelligence. business. Prerequisite: Age 23+ Skills: Choose three of the following skills as permanent class skills. Craft (chemical. Guide or Personal Firearms Proficiency. Repair or Research. earth and life sciences. sales personnel. he receives a +1 competence bonus on checks using that skill: Computer Use. financial advisors. dance. Reputation Bonus Increase: +0 Wealth Bonus Increase: +3 White Collar Office workers and desk jockeys. insurance agents. electronic. Knowledge (business. 5 and 6. he receives a +1 competence bonus on checks using that skill. Dexterity. A college-age student should also pick a major field of study. then allocate each result to a particular ability score. accountants. earth and life sciences. If a skill the character selects is already a class skill. bank personnel. For example. Total each roll. Survival or Swim. Constitution. clerks. sing. Diplomacy. could be in a seminary. Prerequisite: Age 15+ Skills: Choose three of the following skills as permanent class skills. Reputation Bonus Increase: +0 Wealth Bonus Increase: +1 Skills: Choose two of the following skills as permanent class skills. Balance. Computer Use. stand-up. 23 . except appraisal. he receives a +1 competence bonus on checks using that skill. Reputation Bonus Increase: +1 Wealth Bonus Increase: +3 Student A student can be in high school. Handle Animal. history. dropping the lowest dice. civics. 3. Beginning scores range from 3 to 18. Repair. Wisdom and Charisma.

but the investigator handles each type of horror with equal resolve. athletes or just generic ‘tough guys’) have the best Base Attack Bonus and Hit Points of any character. For example. 13. taking a Strength of 3 would give you another 5 points with which to buy other abilities. If you wanted to have a character of above average agility and speed. you may also just take a set package of ability scores and assign them as you see fit. Scholars (scientists. 8. Classes are explained further below. Each of the other character types is especially vulnerable to a particular form of terror. When reading about the capabilities of each class. keep the following terms in mind. The maximum ranks a starting character can have in a class skill is six (except for a Scholar’s Intelligence-based skills). 14. occultists. Class Skills This section of a class description provides a list of class skills and also gives the number of skill points the character has. 24 . You have 25 points to spend on ability scores. bouncers. A character’s Intelligence modifier increases the number of skill points he has. gaining one point for every ability point deducted. You may not drop a score below 3 without the approval of the Games Master. but when generating a beginning character. total the result (14) and assign it to one of your ability scores. there are four basic character types – Combatants. backpackers. just deciding on which class suits your character is enough. Each score starts at 8. spies) have only average skills and a limited number of feats. ~ Combatants (soldiers. Score 8 9 10 11 12 13 Cost 0 1 2 3 4 5 Score 14 15 16 17 18 Cost 6 8 10 13 16 In OGL Horror. Scholars. but can be surprisingly resilient. These types are referred to as character classes. This standard package is 15. Each type has its own strengths and weaknesses. The average human norm for an ability score is 10. 10. then assign the 14 to his Dexterity score. antiquarians) have a high number of skill points and unlike the other character types.HORROR CHARACTER CREATION you drop one of the low threes. Investigators (reporters. Planned Generation Character Classes Instead of rolling dice. 11. scholars do not have any cap on how high certain skills can be. They have fewer skills and tend to resort to violence in the face of danger. Finally. students. you may select the scores you want. detectives. explorers. Their chief advantage is their resolve in the face of horror. Standard Scores Finally. They are often illequipped to deal with the nightmare that awaits them. You may also drop scores below 8. martial artist monks. ~ ~ ~ Hit Die The die type used by characters of the class to determine the number of hit points he has. and the costs to increase a score are given below. Every class uses certain similar terminology. pesky kids) have the widest range of feats and skills available to them. Investigators and Ordinary People. Ordinary People (office workers.

Advanced Firearms Proficiency. Defence Modifier: +2 HORROR CHARACTER CREATION Horror Save Modifier Horror saves (see Chapter 8. Improved Knockout Punch. Armour Proficiency (light). pharmaceutical. Personal Firearms Proficiency. Point Blank Shot. Speak Language (none). Improved Two Weapon Fighting. Shot on the Run. Starting Feats Each class has a certain number of feats available. Repair (Int). Ref +2. Knockout Punch. Craft (Int). mechanical. Improved Base Attack Bonus. Improved Feint. occult. Endurance. Armour Proficiency (heavy). electronic. Pulling Strings. history. Cautious. Improved Bull Rush. the starting occupation selected can provide additional class skills to choose from. Commanding Voice. Demolitions (Int). Strafe. Archaic Weapons Proficiency. Combat Martial Arts. Handle Animal (Cha). Improved Combat Martial Arts. Base Attack Bonus: +3 Base Saving Throw Bonuses: Fort +2. Double Tap. Stealthy. Dead Aim. Toughness. Disable Device (Int). Also. Advanced Two-Weapon Scholar Hit Points: 6 + 2d6 + triple the character’s Constitution bonus. Track. Fighting. Class Skills: The combatant’s class skills (and the key ability for each skill) are: Balance (Dex). Sunder. Combat Throw. Exotic Melee Proficiency. Repair (Int). Skip Shot. Drive (Dex). an ability modifier (Strength modifier for melee attacks. Research (Int). Brawl. Defensive Martial Arts. Dexterity modifier for ranged attacks) and any other modifiers (range. Elusive Target. popular culture. Read/Write Language (none). popular culture. Combat Reflexes. Search (Int) and Speak Language (none). Simple Weapons Proficiency. Drive-By Attack. Profession (Wis). business. Decipher Script (Int). Forgery (Int). earth and life sciences. Climb (Str). Add the character’s Constitution modifier to Fortitude saving throws. Dexterity modifier to Reflex saves and Wisdom modifier to Will saves. Exotic Firearms Proficiency. streetwise or tactics) (Int). current events. and a character can only buy up to half the maximum ranks of a class skill (3 ranks for a starting character). When faced with horror. visual art or writing) (Int). tactics. Precise Shot. Power Attack. Guide. civics. etc. Dodge. Defence Bonus Each type has a Defence bonus that determines how hard it is to hit the character. Knowledge (art. Base Attack Bonus The character’s Base Attack Bonus is added to any attack rolls he makes. Athletic. Fear and Loathing). Navigate (Int). Nimble. They have a –4 penalty to Panic checks and automatically have the ‘fight’ response instead of freezing if they fail a Panic check by 5 or less points (see Chapter 8. Blind-Fight. Spring Attack. running on adrenaline and instinct. streetwise. they have the usual chance of fighting or fleeing. Combat Expertise. plus another three feats selected from the following list: Advanced Combat Martial Arts. Quick Reload. You add your Base Attack Bonus. structural. Also. Improved Combat Throw. Will +1 Horror Save Modifier: Combatants react without thinking. darkness. behavioural sciences. Streetfighting. Far Shot. Two-Weapon Fighting and Unbalance Opponent. Fear and Loathing) are based on the character’s Will save. Knowledge (current events. height.) to a d20 roll to determine if an attack hits. Class Skills: The scholar’s class skills (and the key ability for each skill) are: Computer Use (Int). Survival (Wis) and Swim (Str). Improved Brawl. Power Attack. Burst Fire. Investigate (Int). Quick Draw. Improved Initiative. Intimidate (Str or Cha). physical sciences. Each skill point buys a half rank in these crossclass skills. Base Save Bonuses Each character type lists a bonus to the three saving throws. Jump (Str). the starting occupation the character selects can provide additional class skills to choose from. Skill Points: (Int modifier x 6) + 24 Starting Feats: Combatants get three feats of their choice. Agile Riposte. Read/Write Language (none). Craft (chemical. Combat Training. technology or theology and philosophy) (Int). Navigate (Int). Improved Damage Threshold. Mobility. Profession (Wis). Cleave. Combatant Hit Points: 10 + 2d10 + triple the character’s Constitution bonus. Improved Trip. but each character type has its own special rules and modifiers listed in this section. 25 . they tend to snap and act instead of freezing. If they fail a Panic check by 6 or more points. Improved Disarm.A character can also buy skills from other classes’ skill lists.

Focused. Studious and Surgery. Contact. Ref +1. Personal Firearms Proficiency. Skill Focus. Attentive. Cautious. Extra Hit Points per Level: 1d6 + Constitution bonus Extra Skill Points per Level: 5 + Intelligence bonus Scholar Character Level 1 2 3 4 5 6 7 8 9 st nd rd th th th th th th th Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 Defence +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 Fortitude +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Reflex +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Class Features Bonus Feat Bonus Feat Bonus Feat Bonus Feat Bonus Feat Bonus Feat Bonus Feat Bonus Feat 10 The scholar’s bonus feats must be taken from the starting feats list found in the class description. Pulling Strings. absent-minded Ordinary People Character Level 1 2 3 4 st nd rd th Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 Defence +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 Fortitude +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Reflex +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Class Features Bonus Feat Bonus Feat Two Bonus Feats Bonus Feat Bonus Feat Bonus Feat Bonus Feat Bonus Feat 5th 6th 7 8 th th 9th 10 th +5 The ordinary person’s bonus feats must be taken from the starting feats list found in the class description. Builder. Scholars have no maximum to their skill ranks for any Intelligence-based skills. Dodge. Simple Weapons Proficiency. Base Attack Bonus: +1 Base Saving Throw Bonuses: Fort +1. Improved Feint. Double Tap. Nimble. Educated. Will +2 Horror Save Modifier: Scholars are no more prone to panic or fear than other people – indeed. Starting Feats: Scholars get three feats of their choice. Creative. plus another three feats selected from the following list: Alertness. Alternate Approach. Improved Initiative. Guide. Custodian.HORROR CHARACTER CREATION Skill Points: (Int modifier x 6) + 48. Medical Expert. Renown. Gearhead. Linguist. Meticulous. Extra Hit Points per Level: 1d6 + Constitution bonus Extra Skill Points per Level: 8 + Intelligence bonus 26 .

HORROR CHARACTER CREATION Combatant Character Level 1 2 3 4 6 7 8 st nd rd th Base Attack Bonus +1 +2 +3 +4 +5 +6 +7 +8 +9 Defence +1 +2 +2 +3 +3 +4 +4 +4 +5 +5 Fortitude +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Reflex +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Will +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Class Features Bonus Feat Bonus Feat Bonus Feat Bonus Feat Bonus Feat Bonus Feat Bonus Feat Bonus Feat 5th th th th 9th 10 th +10 The combatant’s bonus feats must be taken from the starting feats list found in the class description. Knowledge (occult lore. art. but a scholar has a deeper understanding of the universe. Gamble (Wis). Hide (Dex). writing) (Int). Investigate (Int). such as a non-Euclidean shape. Drive (Dex). Class Skills: The investigator’s class skills (and the key ability for each skill) are: Bluff (Cha). Computer Use (Int) Craft (visual art. The more you know. An impossible event undercuts everything he knows and puts everything into doubt. Extra Hit Points per Level: 1d8 + Constitution bonus Extra Skill Points per Level: 5 + Intelligence bonus 27 . Diplomacy (Cha). Disguise (Cha). An ordinary person might be disturbed by a literally impossible event.scientists may not even notice the danger – but they have a –4 penalty to Madness checks. Extra Hit Points per Level: 1d10 + Constitution bonus Extra Skill Points per Level: 4 + Intelligence bonus Investigator Character Level 1 2 3 4 6 7 8 st nd rd th th th th th th th Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 Defence +1 +2 +2 +3 +3 +4 +4 +4 +5 +5 Fortitude +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Reflex +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Class Features Bonus Feat Bonus Feat Bonus Feat Bonus Feat Bonus Feat Bonus Feat Bonus Feat Bonus Feat 5 9 10 The investigator’s bonus feats must be taken from the starting feats list found in the class description. the greater the shock when it all becomes a lie. Defence Modifier: +1 Investigator Hit Points: 8 + 2d8 + triple the character’s Constitution bonus.

Class Skills: The ordinary person’s class skills (and the key ability for each skill) are: Craft (any) (Int). Also. Alertness. Simple Weapons Proficiency. Extra Ties. tactics. Speak Language (none) and Spot (Wis). Read/Write Language (none). Knockout Punch. such as children. Athletic. Also. Skill Points: (Int modifier x 6) + 30 behavioural sciences. technology or theology and philosophy) (Int). Combat Throw. Base Attack Bonus: +1 Horror Save Modifier: Investigators have no horror save modifier. Drive-By Attack. instead of having beginning characters be the bottom of the ladder. Confidant. Studious. Alternate Approach. Run. Point Blank Shot. Combat Expertise. Surface Vehicle Operation. streetwise. Power Attack. Cautious. Double Tap. Dodge. there are numerous other games by Mongoose Publishing and others that use similar mechanics. Archaic Weapons Proficiency. Blind-Fight. Streetfighting. Renown. Search (Int). Guide. Will +2 Horror Save Modifier: Most people have never encountered anything out of the ordinary. Armour Proficiency (light). Builder. Survival (Wis) and Treat Injury (Wis). Combat Training. Meticulous. Extra Ties. what is a 1st level character? Why not begin at 1st level? There are two main reasons. Ref +1. Improved Initiative. Knockout Punch. Track or Trustworthy. Studious. Brawl. Heroic Surge. Iron Will. Point Blank Shot. Research (Int). Combat Reflexes. Base Attack Bonus: +1 Base Saving Throw Bonuses: Fort +1. Pulling Strings. They also emphasise advancement – their outlooks are essentially positive. Archaic Weapons Proficiency. Will +2 Starting Feats: Ordinary people get three feats of their choice. OGL Horror characters start off relatively competent at level three instead of climbing up from level one. Trustworthy. Attentive. Horror is not really about gaining anything (certainly. Creative. business. Linguist. earth and life sciences. Educated. Surface Vehicle Operation. Ludicrously Rich. Defence Modifier: +2 Base Saving Throw Bonuses: Fort +1. Lightning Reflexes. Search (Int). Lightning Reflexes. 28 . More importantly. Personal Firearms Proficiency. Ref +1. Loner. Read/Write Language (none). The Player may choose another five skills as class skills. Gamble (Wis). Improved Initiative. Track. Knowledge (any) (Int). Power Attack. Creative. Pulling Strings. Run. Cleave. civics. Animal Affinity. history. plus another four feats selcted from the following list: Aircraft Operation. Contact. Skill Focus. Defensive Martial Arts.HORROR CHARACTER CREATION Why 3rd level characters? If a beginning character is ‘level three in his chosen type’. Perform (any). the starting occupation the investigator selects can provide additional class skills to choose from. Attentive. the starting occupation the ordinary person selects can provide additional class skills to choose from. Animal Affinity. Great Fortitude. Loner. Combat Martial Arts. Defensive Martial Arts. Listen (Wis). Speak Language (none). while scholars have had their intellectual or philosophical horizons challenged. Personal Firearms Proficiency. popular culture. Great Fortitude. Guide. Elusive Target. Armour Proficiency (light). Starting at level three means there is scope in the rules for weaker characters. Therefore. Drive (Dex). Low Profile. Dodge. Skill Points: (Int modifier x 6) + 30 Starting Feats: Investigators get three feats. although this game is entirely self-contained and stand-alone. Sense Motive (Wis). Focused. Mobility. Athletic. Deceptive. Low Profile. where characters expect to get better. current events. Stealthy. Improved Feint. Commanding Voice. Toughness. These games use a similar scale of level for characters. Brawl. Alternate Approach. Endurance. Gearhead. Spot (Wis). Confidant. Deceptive. Iron Will. Improved Base Attack Bonus. Alertness. TwoWeapon Fighting. and investigators have seen strange or disturbing things. Force Stop. Educated. Focused. Strafe. nothing you really want to have). Listen (Wis). Far Shot. physical sciences. combatants have faced danger. Stealthy. Improved Brawl. Sense Motive (Wis). Heroic Surge. Linguist. ordinary people have never been exposed to any real Ordinary People Hit Points: 6 + 2d6 + triple the character’s Constitution bonus. Combat Training. Profession (Wis). Double Tap. Custodian. Move Silently (Dex). Sunder. Elusive Target. Contact. plus another three feats selected from the following list: Acrobatic. Renown. Nimble. Profession (Wis). Simple Weapons Proficiency. Toughness.

or at the discretion of the Games Master. three Ties means that the character would willingly die for the object of the bond. With age. so they should be mostly external to the character. At the start of the game. depending on his class and occupation. children. Two Ties means the character would consider risking life and limb for the object of the bond. If the character loses his job as a writer. Each Tie can be used only once. Age You can choose or randomly generate your character’s age. a dream. none of a character’s ability scores can be reduced below 1 in this way. a character’s physical ability scores decrease and his mental ability scores increase (see the Aging Effects table). Fear and Loathing). Skills and Feats are listed in Chapter 4. Chainsaws. Note that even a single bond is a strong connection. checks. a home. For example. a spouse. HORROR CHARACTER CREATION Defence Modifier: +1 Special: Every time a character advances a level in this class. Characters can lose Ties. a belief or philosophy. a goal. Each Tie is a bond to a particular thing – a lover. A character has a set number of feats he can choose from. Multiple Ties can be allocated to a single thing. our character has a total of five Ties that can be used to give a +1d10 bonus to rolls relating to finding and rescuing his daughter. Skills. as well as one temporary Tie which reflects the character’s current goals. Fill out the character sheet. he may lose the Tie to his job as a struggling writer and instead gain a Tie to his car. anything that the character might live for… or die for. Normally the focus of a Tie will change. remembering to take ability score modifiers and Synergy bonuses into account when working out skills. Ties can give the character bonuses in certain circumstances. in addition to the normal five permanent and 1 temporary. family. The Loner feat will also reduce a character’s Ties. 1 point: his favourite daughter. Having a Tie to ‘becoming the greatest swordsman who ever lived’ does not give Finishing Touches Select equipment from Chapter 5. a character might have the following Ties: ~ ~ ~ ~ 3 points: his family as a whole. but this is quite rare. although a Tie can be reused if the object of the Tie is threatened again after being successfully rescued or protected. Returning to the example. unable to demonstrate basic human empathy. When the object of a Tie is threatened. a religion. Most characters are adults (18+). Stakes and Nailguns. That said. He is placed in the care of the Games Master. at the Games Master’s discretion. the character can roll an extra 1d10 per Tie for saving throws. Four or more Ties indicates a level of obsession that utterly consumes the character. who will probably tuck him away in a nice asylum where kind people can look after him. A character may not put more than 6 points into a skill. Ties should be to things that the Games Master can threaten (in fact. 29 . Or maybe the character will come back to haunt his old friends… as the monster he has now become. Ties Every sane character has a number of Ties.danger or horror. The Sociopathy disorder also permanently removes Tie points. Feats and Ties The character’s class and ability scores determine how many skill points he has. attack rolls or skill checks that directly help in saving or protecting the object of the Tie. A beginning character has five permanent Ties to allocate. Note that Ties can stack with each other in certain circumstances – the temporary Tie for ‘Finding Cheryl’ stacks with the basic Tie to Cheryl and the character’s general Tie to his family. In addition to being a roleplaying tool to measure what the character cares about. See the feat Extra Ties for details. He can use each Tie once per adventure. they may reduce the psychological ramifications of horrors they have experienced (see Chapter 8. buys a gorgeous new Mustang. it is also possible to gain entirely new Ties. friends. an organisation. A temporary Tie can be changed once per game session. However. so the Player changes his temporary Tie from ‘Getting Home’ to ‘Finding Cheryl’. Unless he cuts off the character’s arm and introduces a diabolical undead master swordsman. Cheryl 1 point: his job as a struggling writer 1 point (temporary Tie): Getting home in time for Christmas. They have a –4 penalty to Fear the Games Master much latitude for horror. they are things the Games Master is encouraged to threaten). Cheryl runs off into the fog. The effects of each aging step are cumulative. A character who loses every single permanent Tie is immediately deemed to be an incurable sociopath. the Games Master can rule that a Tie is downgraded or lost if the Player does not portray the character’s connection to that Tie correctly. On the bright side.

Wis and Cha. which is the number from the Venerable Doctors will probably have medical and even surgery column on the Aging Effects table plus the result of the dice kits – but not a fully equipped ER in their basement. Wis and Cha. it is only long-term campaigns that really need advancement options – if the Players repeatedly play the same characters investigating weird occurrences for the Quincy Foundation. roll indicated on the Maximum Age column on that table. Most people in the modern world die from pestilence. Each of the four character types is divided into levels. Advancement is entirely optional in OGL Horror. Dex and Con. In general. Random Height and Weight Race Base Height Height Modifier Base Weight Weight Modifier Most characters start with possessions and equipment that reflects their starting Human. × (2d4) lb. female 4´ 5½” +2d10” 85 lb. A beginning character is level three in his chosen type. Starting Equipment Advancement Whether or not a given campaign has advancement is up to the Games Master. Military personnel will almost certainly have a personal firearm When a character reaches venerable age. +1 to Int. +1 to Int. the Games Master may well rule that there is no advancement option for the characters (beyond keeping their skins and sanity intact). Also. Dex and Con. common sense. × (2d4) lb. a higher Base Attack Bonus and Base Saving Throws. A start with nothing.Aging Effects Height and Weight Old2 53 years Venerable3 70 years Maximum Age +2d20 years HORROR CHARACTER CREATION Race Human 1 2 3 Middle Age1 35 years At middle age. with strange new scars on your The maximum ages are for Player Characters but exist chests… only as a maximum possibility. a character gains more hit points. Dex and Con. At old age. then the following advancement rules should be used. In long-term games. That same number multiplied by the dice roll or quantity given in the Weight Modifier column determines the character’s extra weight beyond the base weight. The dice roll given in the Height Modifier column determines the character’s extra height beyond the base height. Wis and Cha. one-off games where you all wake up strapped down on sheet metal slabs. This approach mostly appeals to a Player’s Human. which the Player does not know. infections or violence before getting to venerable age. male 4´ 10½” +2d10” 120 lb. secretly roll his of some sort – but not a tanks or missile launchers. +1 to Int. however. Each of the four classes has a class table. other than the clothes on their back character who reaches his maximum age dies of old age at and a few personnel effects – this is especially true in some time during the following year. ~ Level: The character’s level in the class. Survival is the goal. a higher Defence and so on. a Games Master may well rule that all characters and records the result. –2 to Str. not getting tougher or more powerful. –1 to Str. –3 to Str. It includes the following information. ~ Base Attack Bonus: The character’s base attack Class Tables 30 . accidents. This table details how a character improves as attains higher levels in the class. occupation and total Wealth bonus. With each level gained. At venerable age. characters may learn new skills and feats. maximum age. If the scenario is for a oneshot story or even a short campaign.

Class Features: Level-dependent class features. and one more at every 3rd level thereafter). Will Save: The base save bonus for Will saving throws.000 th 1st and 2nd 3 4 5th th rd 5th th th th 2nd - 9th 10 45. Defence Bonus: The character’s bonus to Defence.000 3. Experience and Level Dependent Benefits Experience and Level Advancement XP: This column shows the experience point total needed to achieve a given character level. Experience and Level Dependent Benefits Character Level 1st 2 3 4 6 7 8 nd rd th XP Class Skill Max Ranks 4 5 6 7 8 9 10 11 12 13 Cross-Class Skill Max Ranks 2 2. all characters gain other benefits from advancing in level.5 Feats Ability Increases 1st - 0 1. each explained in the section that follows. at 1st level.000 10. The character’s Dexterity modifier and equipment bonus also applies.000 15. See Chapter 4. Class skills are listed in each class description in this chapter. The ability improvement is permanent. Ref Save: The base save bonus for Reflex saving throws. Cross-Class Skill Max Ranks: For cross-class skills (skills not associated with a character’s class). a character increases one of his ability scores by 1 point. however. When a character advances in level. one more at 3rd level. they simply represent partial purchase of the next skill rank and indicate that the character is training to improve that skill. they gain the benefits of the next level in whichever class they choose to advance in. Upon attaining 4th. Feats: This column indicates the levels at which a character gains feats (two at 1st level. Gaining between 500 and 800 experience points per four to eight hour game session is reasonable. or spend the same 4 points for 2 ranks in a cross-class skill.000 6.5 5 5. and 8th level.000 36. same amount of points as buying the maximum rank in a class skill.5 6 6. The following summarises these additional benefits. multiple horrors and mysteries uncovered (and survived) in a session and the conclusion of a story arc should reward the characters with increased experience for their successful endeavours.000 31 . (For example. The Player chooses which ability score to improve. The character’s Constitution modifier also applies. Class Skill Max Ranks: The maximum number of ranks a character can have in a class skill is equal to his character level +3.) The half ranks (. Ability Increases: This column indicates the levels at which a character gains ability score increases.000 21. The character’s Wisdom modifier also applies. There are no hard and fast rules for awarding experience in a horror game.~ ~ ~ ~ ~ bonus and number of attacks. A class skill is a skill associated with a particular class. Fort Save: The base save bonus for Fortitude saving throws. Particularly combatintensive sessions.5) indicated on the table don’t improve skill checks. Skills and Feats Chapter for feat descriptions. Maxing out a cross-class skill costs the Experience for advancing in level rests in the hands of the Games Master. the maximum number of ranks is one-half the maximum for a class skill. HORROR CHARACTER CREATION Level-Dependent Benefits In addition to attack bonuses and saving throw bonuses.5 4 4. typical characters should gain experience quite slowly. The character’s Dexterity modifier also applies.5 3 3. a character can pay 4 points for 4 ranks in a class skill.000 28.

he gains the benefits of becoming a 1st level Investigator. he could acquire an additional class. Donnie becomes a 6th level character. When Donnie accumulates 10. He does not gain any of the benefits a 5th-level Combatant gains. a 1st level Investigator’s + 1 Will save bonus. he either increases one of his current class levels by one or picks up a new class at 1st level. At this point. He also gains a new feat chosen from the Investigator class list. and maybe even her kid). possible bonuses on attack rolls. When purchasing skills for this new level. Fortitude save bonus and Reflex save bonus do not increase because these numbers are +0 for a first level Investigator. Note that a character who gains a new class does not gain the new class’ Horror save modifier. Upon accumulating 15. If he wants to add ranks to one of the Combatant’s class skills. A character advancing from 5th level to 6th will gain a bonus feat regardless of which class he advances in. 32 . The benefits described above are added to the scores Donnie already had as a Combatant. Again he gains the Investigator’s benefits for attaining a new level rather than the Combatant’s. he becomes a 5th level character. a character can have levels in as many different classes as he likes.5 rank. if he wants to have even more diverse abilities. This modifier always remains the same as the character’s starting class Horror save modifier. Donnie uses the Investigator’s class skill list to determine whether a skill point buys 1 rank or . Defence and saving throws (depending on the class and the new level). a 4th level Combatant. OGL Horror and Multiclassing How Multiclassing Works Donnie Barker. decides he wants to expand his repertoire by improving some of his investigative abilities. He decides he’d like to continue along the Investigator path.000 XP. his original military occupation remains the same (though he may well have moved class from Combatant to Ordinary Person). Instead of becoming a 5th level Combatant. a government research lab and an extradimensional hellhole may well pick up a few levels as an Investigator (hey. a new class feature (as defined by the class) and new skill points. so multiclassing makes sense for a great many characters as they develop. a bizarre version of her own town (with alligators instead of policemen).HORROR CHARACTER CREATION Each time a multiclass character attains a new level. His Base Multiclassing is entirely normal in OGL Horror. Note that the character’s original occupation changes in no way after character creation. His Defence score gets a +1 bonus. Skills purchased are purchased at the cost appropriate for the class level that gives them to the character. so he increases his Investigator level once more instead of increasing his Combatant level or picking up a level in a third class. The ordinary mother-of-three who is forced to track her stolen child through an eldritch forest. The scarred veteran Combatant will suddenly find his guns mean nothing in the face of a cosmic mind-eating amoeba. Skill points are spent according to the class that the multiclass character just advanced in (see the individual class descriptions for skill points per level). When a multiclass character increases one of his class levels by one. and picks up some skills as a Scholar to find out its weak-point. At each new level he attains. he gains all the standard benefits that characters receive for attaining the new level in that class: more hit points. Donnie must decide whether to increase his Combatant level or his Investigator level.5 rank. Donnie is a 6th level character: a 4th level Combatant/2nd level Investigator. but some of them (such as Handle Animal) would be treated as cross-class skills for this purpose – these skill points would each buy only . Of course. however. Multiclassing Attack Bonus. he decides to become a 4th level Combatant/1st level Investigator. He could spend some of his new skill points to improve his Combatant class skills. Now. Most of the characters who survive repeatedly in horror situations become very individual and hard to box into a single class type. a 1st level Investigator’s +1 to Defence. Even if the character started off as a Gurkha (military original occupation) and five years later becomes a roughneck on an oilrig. Also level-dependent bonuses accrue as normal. He gains hit points from a 1st level Investigator’s Hit Die (d8 plus his constitution modifier).000 XP. instead of gaining the benefits of a new level of Combatant. In general. that skill is considered cross-class for him at this level. and the Investigator’s skill points (5 + his Intelligence modifier).

for instance) then the Games Master may rule that the natural 1 and 20 rules are brought into play for skill checks. and a natural roll of 1 is not an automatic failure. but skill ranks themselves can never be higher than 13. he gets . preferably before it goes off (Demolitions) Swim against a strong current (Swim) Decode an ancient manuscript (Decipher Script) Grasp a potent magical ritual (Knowledge (occult)) Leap across a 30 foot chasm (Jump) Track a trained commando through the forests of war-torn Brazil on a moonless night after 12 days of rainfall (Survival. Skill modifiers can be much higher than 13 once ability bonuses and other factors are added in. if the character is under exceptional stress at the time of the roll (having recently failed a Fear roll. and a lot of ranks in it) 33 . This represents the notion that extreme pressure can bring out the very best in people’s abilities – or make them fluff the most basic of tests. like an oncoming tank (Spot) Climb down a fire escape (Climb) Summarise a complex scientific document (Knowledge) Disarm an explosive.5 rank per skill point spent. The key ability of a skill is noted in its description. If the character buys a cross-class skill. Miscellaneous modifiers can be anything from synergy bonuses (we will get to those later on) to circumstantial bonuses and penalties based on where you are doing the skill and how many grenades are going off around you. a natural roll of 20 on the d20 is not an automatic success when making a skill check. experience or innate talent a character has with a given skill. This reflects the fact that bonuses and penalties with skills checks can often be wider than the twenty point margin of the die roll itself. he gets 1 rank in the skill for each skill point spent.Skills and Feats A character has a number of skill points (see Chapter 3. and that some tasks become so simple to adept people that skills failing one time in twenty simply is not reasonable. The character’s class and Intelligence modifier determine the number of points received. you roll d20 and add the appropriate skill modifier. To be a little more specific: ~ Skill Ranks: A character’s ranks in a skill is based on the number of skill points the character has invested in the skill. a character adds his skill ranks to the roll as part of the skill modifier. When making a skill check. Half a rank does not add anything to the modifier for using that skill. The maximum rank in a class skill is six for a beginning character. but it does allow a check when the skill can only be used trained. and penalties such as the ones associated with the nonproficient use of armour. Difficulty Class Examples Difficulty (DC) Very easy (0) Easy (5) Average (10) Tough (15) Challenging (20) Formidable (25) Heroic (30) Superheroic (35) Nearly impossible (40) Example (Skill Used) Notice something large in plain sight. Horror Character Creation) that are used to buy skills. If the character buys a class skill. Skill Checks and Automatic Rolls Unlike with attack rolls and saving throws. ~ Ability Modifier: The ability modifier used in the skill check is the modifier for the skill’s key ability (the ability associated with the skill’s use). from 0 (for a skill in which a character has no training at all) to 13 (for a 10th-level character who has increased a class skill to its maximum rank). ~ Miscellaneous Modifiers: Miscellaneous modifiers include bonuses provided by feats and class features Using Skills Ranks indicate how much training. doing this is also called making an untrained skill check. Skill modifiers follow a simple equation: Skill modifier = skill ranks + ability modifier + miscellaneous modifiers. Each skill has a number of ranks. Some skills can be used even if the character has no ranks in the skill. SKILLS & FEATS Acquiring Skill Ranks To make a skill check. However.

It might take no time at all. such as being forced to use improvised tools or possessing misleading information. there are very few circumstances that will allow these skills to be used untrained. and under what circumstances. See the skill description for specifics on how long a skill takes to use. ~ Increase the DC by 2 to represent circumstances that make the task harder. For ties on opposed checks. The DC is a number set by the Games Master (using the skill rules as a guideline) that a character must attain to succeed. In general. ~ Give the skill user a +2 circumstance bonus to represent conditions that improve performance. though.Difficulty Class SKILLS & FEATS Some checks are made against a Difficulty Class (DC). a character can ‘take 20’. Some skills cannot be tried again once a check has failed for a particular task. such as making a Perform check in front of a hostile audience or searching for information on a very poorly documented topic with a Computer Use check. the consequence must be suffered first. ~ Give the skill user a –2 circumstance penalty to represent conditions that hamper performance. the character with the higher base skill bonus wins. resulting in a bonus or penalty to the skill modifier or a change to the skill check’s DC. such as having a friendly audience when making a Perform check or searching for information on an extremely well documented topic with a Computer Use check. Check the applicable skill description to find out if. and assume that he keeps trying until he eventually succeeds (assuming he has enough of a modifier to succeed). such as the ability modifier for the skill’s key ability. But they represent different circumstances and sometimes that distinction is important. getting help from another character or working under conditions that are significantly better than normal. If those scores are the same. if a character attempts to use a skill he does not have any ranks in. Even if these offer another try. any. Opposed (Contested) Checks Some skill checks are opposed checks. Some skills can be used only if the character is trained in the skill. The character’s skill modifier do not include skill ranks because the character does not have Example Opposed Checks Attempted Action Trying to sneak past a guard dog Convincing a police officer that you are a relative of the deceased Hiding from a hunting horror Chasing a stolen car Making a false cultist outfit Stealing the icon from the altar without being seen Identifying a faked scroll as false Skill Move Silently Bluff Hide Drive Disguise Sleight of Hand Forgery Time and Skill Checks Using a skill might take one round. Conditions that modify how well the character must perform the skill to succeed change the Difficulty Class. Types of actions define how long activities take to perform within the framework of a combat round (6 seconds) and how movement is treated with respect to the activity. Conditions that affect a character’s ability to perform the skill change the character’s skill modifier. several rounds. the character makes a skill check as described. If the use of a skill carries no penalty for failure. or even longer. Trying Again If a character fails a skill check. Those are circumstantial or synergy modifiers and they augment the check. using a 34 . a character may try again. The character does get other modifiers. as per the rules given below. If these are also the same. the highest key ability score wins the tie. A bonus on a character’s skill modifier or a reduction in the DC of the check has the same result – they create a better chance for success. Some situations may make a skill easier or harder to use. The Games Master can alter the odds of success in four ways to take into account exceptional circumstances. he can sometimes try again. such as having the perfect tool for the job. They are made against a randomised number. This number is the sum total of every condition inherent in the check itself and does not include environmental factors or aspects outside the scope of the basic skill. Opposing Skill Listen Sense Motive Spot Drive Spot Spot Forgery Favourable and Unfavourable Conditions Untrained Skill Checks Generally. ~ Reduce the DC by 2 to represent circumstances that make the task easier. usually another character’s skill check result. every character involved rerolls the check. Many skills have natural consequences for failing that must be accounted for. not the Difficulty Class.

he may choose to take 10. but special attention must be given to named modifiers. natural armour. taking 10 results in a success. When people make attacks of opportunity with firearms. and the character cannot take 10 on this check. If the check succeeds. For many relatively routine tasks. a character can use a skill under more favourable conditions and eliminate the luck factor. In such cases. positive and negative. In many cases. Sometimes. Two kinds of ‘diceless’ skill checks exist. check (DC 10). If tools are needed. The same skill as the one being attempted with the tool in the first place is usually the best one to use in this circumstance. synergy bonuses and sometimes circumstance bonuses. Do not apply the vision penalties for twilight and night-time if it is dark outside! Aiding Another In some situations. regardless of their descriptors. Any bonus without a descriptor (such as simply a +1 bonus) stacks with other bonuses. and the Games Master must agree that the two skills can complement each other in the given situation. generally do not stack (combine for cumulative effect) with others of the same type. A character may be able to put together some impromptu tools to make the check. he can still attempt to use the skill. though. only the best bonus of that type applies. A skill check represents an attempt to accomplish some goal. and size. is faced with no threats or distractions. such as a bomb built with nice little labels on all the important wires) or a penalty (a negative modifier. usually in the face of time pressure or distraction. The Games Master may always limit aid another attempts as he sees fit for the conditions. Skill Synergy Sometimes. Instead of rolling d20 for the skill check. Circumstance bonuses stack only if they are provided by differing circumstances. A character aids another by making a skill Skill Descriptions In OGL Horror. the character’s ally gains a +2 circumstance bonus to apply to his skill check to complete the task. they do not stack. ~ Taking 10: When a character is not being threatened or distracted. Taking 20 is the equivalent of attempting the check over and over again until the character gets it right. but the character takes a –4 penalty on his check. equipment. Instead of rolling d20 for the skill check. and the skill being attempted carries no penalty for failure. a character can take 20. within reason. while the others try to aid the character in his efforts. Checks without Rolls Modifier Types and Stacking A modifier provides a bonus (a positive modifier. If the character does not have the appropriate tools. the Games Master may decide that having one skill provides a bonus when a character uses another skill in certain situations. Bonuses with specific descriptors. The first line of every skill listing includes the following: 35 . Specific bonuses that do not stack include competence. Distractions and threats make it impossible for a character to take 10. In those cases. If the Games Master allows this. skills are presented in alphabetical order in the following format. such as ‘equipment bonus’. This is an attack action. The character must have at least 5 ranks in the related skill to gain this synergy bonus. things start to rock and roll. All penalties stack.skill that requires concentration while in close combat is dangerous. It usually takes some time (several minutes to an hour or more) to collect or create a set of impromptu tools and it may require a skill check as well. characters can cooperate to accomplish a given task. if two circumstance bonuses caused by similar circumstances apply. Tools SKILLS & FEATS Some skill applications require the use of tools. cover. One character is designated as the leader in the effort. morale. though the Games Master may allow exceptions for truly routine activities. reduce the penalty to –2 (instead of –4) for having a set of impromptu tools. Certain skills list an inherent synergy bonus in their description. calculate the result as if the character had rolled a 10 (an average roll on a d20). The only specific bonuses that stack are dodge bonuses. A character also cannot take 10 when using a skill untrained. Taking 20 takes twenty times as long as making a single check (2 minutes for a skill that can normally be checked in 1 round). a character’s help will not be beneficial or only a limited number of characters can help at the same time. Nearby opponents get to make attacks of opportunity against a character when he lets his guard down. calculate the result as if the character had rolled a 20. ~ Taking 20: When a character has plenty of time. the specific items required are mentioned in the skill description. is added to the check result. Every applicable modifier. such as a bomb built with every wire the same thickness and colour and little labels that are all lying) to a die roll. the character receives a +2 synergy bonus on the skill check.

The majority of the skill’s entry occurs in this section. such as a burning window ledge or the acid-covered rim of an industrial vat. Less than 2 20 Damaging +5 in. The difficulty varies with the conditions of the surface. wide surface *Add +5 to the DC if the narrow surface is slippery or angled. A failure indicates that the character spends his move action keeping his balance and does not move. wide DC* 10 15 Difficult Surface Uneven or angled Slippery surface DC 10 10 ~ Skill Name (Key Ability) Trained Only and/or Armour Penalty (if applicable). If ‘Trained Only’ is omitted.SKILLS & FEATS When reading a skill description. but the character takes a –5 penalty on his Balance check. ~ Armour Penalty: If ‘Armour Penalty’ appears on the line beneath the skill name. if the character has one). Skills Balance (Dex) Armour Penalty Used to stay upright or stable while moving along narrow or uneven surfaces. Below the primary skill line. keep the following details in mind: ~ Trained Only: If ‘Trained Only’ appears on the line beneath the skill name. If the character takes damage. A damaging surface is any walking area that causes the character to take damage while he is contiguous with it. the skill check can be tried again without any inherent penalty other than taking additional time. it means the skill works the same even when used untrained. Check: The character can walk on a precarious surface. If any particular notes apply to trained or untrained use. Accelerated Movement: The character can try to cross a precarious surface more quickly than normal. the following information is given: ~ Check: What a character can do with a successful skill check and the check’s DC. ~ Time: How much time it takes to make a check with this skill. or that an untrained character cannot make checks with this skill (true for skills that are designated ‘Trained Only’). add +10 if it is both slippery and angled. unless the character has 5 or more ranks in Balance. a character must have at least 1 rank in the skill to use it. If this entry does not appear. ~ Untrained: Any details about using a skill untrained. he must make a Balance check again to remain standing. wide 2–6 in. If this entry is omitted. A failure by 5 or more indicates that the character falls. Moving twice the character’s speed in a round requires two checks. A successful check lets the character move at half his speed along the surface as a move action. ~ Special: Any particular notes that apply. The character can move his full speed. The Key Ability abbreviation stands for the ability whose modifier applies to the skill check (exceptions: Speak Language and Read/ Write Language have ‘None’ given as their key ability because the use of these skills never requires a check). ~ Try Again?: Any conditions that apply to repeated attempts to use the skill for a particular purpose. 36 . one for each move action. such as whether a character can take 10 or take 20 when using the skill. apply the armour penalty of the armour the character is wearing to checks involving this skill. the skill can be used untrained. they are covered in the Special section. the character is flat-footed (the character loses his Dexterity bonus to Defence. The character can attempt to charge across a precarious Narrow Surface 7–12 in. Being Attacked While Balancing: While balancing.

Against a non-intelligent creature. but cannot take 20. If the eavesdropper beats the DC by 5 or more. even without the +10 bonus). or the target believes something that the character wants him or her to believe. The bluff is hard to believe or entails a large risk for the target. acting and con artistry. Feinting in Combat: A character can also use Bluff to mislead an opponent in combat so that the opponent Sense Motive Example Circumstances The target wants to believe the character. Special: A character can take 10 when making a bluff (except for feinting in combat). is also a move action. Modifier –5 +0 +5 +10 +20 The bluff is believable and does not affect the target much one way or the other. cannot dodge the character’s attack effectively. Time: Balancing while moving one-half the character’s speed is a move action. he has seen through the bluff. A successful Bluff check gives the character the momentary diversion needed to attempt a Hide check while people are aware of the character (see the Hide skill). A character with the Deceptive feat gets a +2 bonus on all Bluff checks. the character may try again freely. Charging requires one Balance check at a –5 penalty for each multiple of the character’s speed (or fraction thereof) that the character charges. The bluff is a little hard to believe or puts the target at some kind of risk. 37 . personality or orders. A successful Bluff check indicates that the target reacts as the character wishes. fast-talking. Using Bluff in this way against a creature of animal intelligence (Int 1 or 2) requires a –8 penalty on the check. 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. it is almost too incredible to consider. If successful. Special: A character can take 10 when making a Balance check. but cannot take 20. thus lowering his Defence score. Creating a Diversion to Hide: A character can use Bluff to help him or her hide. For feinting in combat. Both the sender and the receiver must make the check for the secret message to be successfully relayed and understood. A character with the Focused feat gets a +2 bonus on all Balance checks. at least for a short time (usually 1 round or less). the next attack the character makes against the target ignores his Dexterity bonus to Defence (if the opponent has one). he understands the secret message. Favourable and unfavourable circumstances weigh heavily on the outcome of a bluff. Whether trying to send or intercept a message. Targets unaware of the character cannot be bluffed. The bluff is way out there. SKILLS & FEATS Bluff (Cha) Bluff covers lies. and would have succeeded in doing so even if it had not placed any demand on him (that is. Complex messages or messages trying to communicate new information have DCs of 15 or 20. feinting is impossible. Accelerated movement. Two circumstances can work against the character. the eavesdropper realizes that a secret message is contained in the communication. For instance. If the character succeeds. Sending a Secret Message: A character can use Bluff to send and understand secret messages while appearing to be speaking about other things. Anyone listening in on a secret message can attempt a Sense Motive check (DC equal to the sender’s Bluff check result). then the target didn’t so much see through the bluff as prove reluctant to go along with it. a failed Bluff check makes the target too suspicious for the character to try another bluff in the same circumstances. If the target’s Sense Motive check succeeds by 11 or more. nature. if the target gets a +10 bonus because the bluff demands something risky of the target and the target’s Sense Motive check succeeds by 10 or less. Check: A Bluff check is opposed by the target’s Sense Motive check when trying to con or mislead.surface. If it is important. a failure by 5 or more points means that one side or the other misinterprets the message in some fashion. allowing the character to balance while moving his full speed. Try Again? Generally. The DC for a basic message is 10. the bluff is hard to believe or the action that the bluff requires the target to take goes against the target’s self-interest. A bluff requires interaction between the character and the target.

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.

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

Climb (Str) Armour Penalty
Used to climb things, surprisingly enough. Check: With each successful Climb check, the character can advance up, down or across a slope, wall or other steep incline (or even a ceiling with handholds). A slope is considered to be any incline of less than 60 degrees; a wall is any incline of 60 degrees or steeper. A failed Climb check indicates that the character makes no progress, and a check that fails by 5 or more means that the character falls (unless the character is secured with some kind of harness or other equipment). The DC of the check depends on the conditions of the climb. If the climb is less than 10 feet, reduce the DC by 5. Since the character cannot move to avoid an attack, he is flat-footed while climbing (the character loses any Dexterity bonus to Defence). Any time the character takes damage while climbing, make a Climb check against the DC of the slope or wall. Failure means the character falls from his current height and sustains the appropriate falling damage. Accelerated Climbing: A character can try to climb more quickly than normal. The character can move his full speed, but the character takes a –5 penalty on his DC 0 5 10 15 Example Wall or Surface or Task A slope too steep to walk up. A knotted rope with a wall to brace against.

SKILLS & FEATS

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. Any surface with adequate handholds and footholds (natural or artificial), such as a rough natural rock surface, a tree, or a chain-link fence. An unknotted rope. Pulling yourself up when dangling by your hands. 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. A rough surface with no real handholds or footholds, such as a brick wall. Overhang or ceiling with handholds but no footholds. A perfectly smooth, flat, vertical surface cannot be climbed. Condition Climbing inside an air duct or other location where one can brace against two opposite walls (reduces normal DC by 10). Climbing a corner where a character can brace against perpendicular walls (reduces normal DC by 5).

20 25 25 — Modifiers –10* –5*

+5* Surface is slippery (increases normal DC by 5). *These modifiers are cumulative; use any that apply.

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feet, rather than a full set of climbing gear to avoid the penalty. A character with the Athletic feat gets a +2 bonus on all Climb checks. Time: Climbing at one-half your speed is a full-round action. Moving half that far (one-fourth the character’s speed) is a move action. Accelerated climbing, allowing the character to climb at his full speed, is a full-round action.

Level of Security Minimum Average Exceptional Maximum

DC 20 25 35 40

SKILLS & FEATS

security checks at that site until the end of the character’s session (see Computer Hacking below). Computer Hacking: Breaking into a secure computer or network is often called hacking. Some networks can be accessed via the Internet; others are not connected to any outside network and can only be tapped into by a user who physically accesses a computer connected to the site. Every site is overseen by a system administrator—the person in charge of the site and who maintains its security. Often, the system administrator is the only person with access to all of a site’s functions and data. A site can have more than one system administrator; large sites have a system administrator on duty at all times. A character is the system administrator of his own personal computer. When a character hacks into a site, the visit is called a session. Once a character stops accessing the site, the session is over. The character can go back to the site in the future; when he does, it is considered a new session. Several steps are required to hack into a site: Covering Tracks: This step is optional. By making a Computer Use check (DC 20), a character can alter his identifying information. This imposes a –5 penalty on any attempt made to identify the character if his activity is detected. ~ Access the Site: There are two ways to do this: physically or over the Internet. A character can gain physical access to the computer, or a computer connected to the site. If the site being hacked is not connected to the Internet, this is probably the only way a character can access it. A variety of skill checks may be required, depending on the method used to gain physical access. Alternatively, a site may be reached over the Web. This requires two Computer Use checks. The first check (DC 10) is needed to find the site on the net. The second is a check to defeat computer security (see the Defeat Computer Security section in this skill description). Once a character has succeeded in both checks, the character has accessed the site. ~ Locate What You Are Looking For: To find the data (or application, or remote device) the character wants, make a Computer Use check. See the Find File section under this skill description. ~

Computer Use (Int) Trained Only
This skill covers hacking, programming and advanced operation of computer systems. Check: Most normal computer operations do not require a Computer Use check (though a character might have to make a Research check; see the Research skill description). However, searching an unfamiliar network for a particular file, writing computer programs, altering existing programs to perform differently (better or worse) and breaking through computer security are all relatively difficult and require skill checks. Find File: This skill can be used for finding files or data on an unfamiliar system. The DC for the check and the time required are determined by the size of the site on which the character is searching. Finding public information on the Internet does not fall under this category; usually, such a task requires a Research check. This application of the Computer Use skill only pertains to finding files on private systems with which the character is not familiar. Size of Site Personal computer Small office network Large office network Massive corporate network DC 10 15 20 25 Time 1 round 2 rounds 1 minute 10 minutes

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

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~

~

SKILLS & FEATS

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

the character’s site for the entire length of the check – if the intruder’s session ends before the character finishes the check, the character automatically fails. This application of the skill can also be used to intercept a cell phone conversation if the character has a cellular interceptor. The DC is 35, or 25 if the character knows the number of the phone that initiated the call. Degrade Programming: A character can destroy or alter applications on a computer to make use of that computer harder or impossible. The DC for the attempt depends on what the character tries to do. Crashing a computer simply shuts it down. Its user can restart it without making a skill check (however, restarting takes 1 minute). Destroying programming makes the computer unusable until the programming is repaired. Damaged programming imposes a –4 penalty on all Computer Use checks made with the computer (sometimes this is preferable to destroying the programming, since the user might not know that anything is wrong and won’t simply decide to use a different computer). Scope of Alteration Crash computer Destroy programming Damage programming DC 10 15 20 Time 1 minute 10 minutes 10 minutes

A character can degrade the programming of multiple computers at a single site; doing so adds +2 to the DC for each additional computer. Fixing the degraded programming requires 1 hour and a Computer Use check against a DC equal to the DC for degrading it + 5. Write Program: A character can create a program to help with a specific task. Doing so grants the character a +2 circumstance bonus to the task. A specific task, in this case, is one type of operation with one target. Operate Remote Device: Many devices are computeroperated via remote links. If the character has access to DC 20 25 30 25 +10 Time 1 round per remote 1 round per remote 1 minute per remote 1 minute 1 minute

Shut down passive remote (including cameras and door locks) Shut down active remote (including motion detectors and alarms) Reset parameters Change passcodes Hide evidence of alteration

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.

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the computer that controls such systems, the character can either shut them off or change their operating parameters. The DC depends on the nature of the operation. If the character fails the check by 5 or more, the system immediately alerts its administrator that there has been an unauthorised use of the equipment. An alerted administrator may attempt to identify the character or cut off his access to the system. Special: A character can take 10 when using the Computer Use skill. A character can take 20 in some cases, but not in those that involve a penalty for failure. A character cannot take 20 to defeat computer security or defend security. Writing a program to accomplish these tasks allows them to be done with a time delay, by remote access, or in a way that does not require immediate action on the part of the character; see above.

Distraction Damaged during the action * Taking continuous damage during the action ** Vigorous motion (bouncy vehicle ride, small boat in rough water, below decks in a stormtossed ship, riding a horse) Violent motion (very rough vehicle ride, small boat in rapids, on deck of storm-tossed ship, galloping horse) Extraordinarily violent motion (earthquake) Entangled in net or snare Grappling or pinned Weather is a high wind carrying blinding rain or sleet

DC 10 + damage dealt 10 + half of continuous damage last dealt 10

SKILLS & FEATS

15

20 15 20 5

Concentration (Con)
Used to focus the character’s 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 character’s 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 ramifications) and the action is wasted, just as if the character’s concentration had been disrupted by a distraction.

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

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

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a Wealth check against the given purchase DC for the object to see if the character succeeds in acquiring the raw materials. If the character succeeds at that check, make the Craft check against the given DC for the object in question. If the character fails the check, he does not make the object and the raw materials are wasted (unless otherwise noted).

Explosives: Building an explosive from scratch is dangerous. If the Craft (chemical) check fails, the raw materials are wasted. If the check fails by 5 or more, the explosive compound detonates as it is being made, dealing half of its intended damage to the builder and anyone else in the burst radius. If the check succeeds, the final product is a solid material, about the size of a brick. An explosive compound does not include a fuse or detonator. Connecting a fuse or detonator requires a Demolitions check. Special: A character without a chemical kit takes a –4 penalty on Craft (chemical) checks. A character who selects this skill with the Builder feat gets a +2 bonus on all Craft (chemical) checks.

SKILLS & FEATS

Generally, a character can take 10 when using a Craft skill to construct an object, but cannot take 20 (since doing so represents multiple attempts, and the character uses up the raw materials after the first attempt). The exception is Craft (writing); a character can take 20 because the character does not use up any raw materials (and thus no Wealth check is required to use the skill).

Craft (chemical) (Int) Trained Only
This skill allows a character to mix chemicals to create acids, bases and explosives. Acids and Bases: Acids are corrosives substances. Bases neutralize acids but do not deal damage. A base of a certain type counteracts an acid of the same type or a less potent type. Purchase Type of Chemical DCs Craft DCs Acid Mild (1d6/1d10) * 8 Potent (2d6/2d10) 12 15 20 Base 10 15 1 min. 30 min.

Craft (electronic) (Int) Trained Only
This skill allows a character to build electronic equipment from scratch, such as audio and video equipment, timers and listening devices, or radios and communication devices. When building an electronic device from scratch, the character describes the kind of device he wants to construct; then the Games Master decides whether the device is simple, moderate, complex, or advanced compared to current technology. Special: A character without an electrical tool kit takes a –4 penalty on Craft (electronic) checks. A character who selects this skill with the Builder feat gets a +2 bonus on all Craft (electronic) checks. Type of Scratch-Built Electronics (Examples) Moderate (radio direction finder, electronic lock) Complex (cell phone) Advanced (radar, computer) Purchase Craft DC DC 15 20 25 30 12 16 22

Time

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. Type of ScratchBuilt Explosive Improvised (1d6/5 feet) * Simple (2d6/5 feet) Moderate (4d6/10 feet) Complex (6d6/15 feet) Powerful (8d6/20 feet) Purchase DC 6 12 16 20 25 Craft DC 10 15 20 25 30 Time 1 round 10 min. 1 hr.

Time 1 hr. 12 hr. 24 hr. 60 hr.

Simple (timer or detonator) 8

Craft (mechanical) (Int) Trained Only
3 hr. 12 hr. This skill allows a character to build mechanical devices from scratch, including engines and engine parts, weapons, armour, and other gadgets. When building a mechanical device from scratch, the character describes the kind of device he wants to construct; then the Game Master decides if the device is simple, moderate, complex or advanced compared to current technology. Special: A character without a mechanical tool kit takes a –4 penalty on Craft (mechanical) checks.

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

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according to the Poisons table: Disease Fortitude or Poison Save DC 14 or lower 15–18 19–22 23 or higher Biological Weapons Craft Purchase DC DC of of Antidote Antidote 5 10 15 20 25 (if available) 15 20 25 30 35 Time 1 hr. When building a structure from scratch. false wall) Moderate (shed with power) Complex (bunker. including bookcases. A medicinal drug gives a +2 circumstance bonus on Fortitude saves made to resist the effects of a specific disease or poison. the character describes the kind of structure he wants to construct. Time: The amount of time required for the Craft check. laying cement and building cabinets. while a cylinder holds enough gas to fill a 5-foot radius area and takes 1 round to fill the area. Poisonous Substances: Solid poisons are usually ingested. the medicine that heals can also harm. The table below summarises the characteristics of various poisons. Craft DC: The DC of the Craft check to create a quantity of the poison. 12 hr. and paralysis lasts 2d6 minutes. house painting. Unconsciousness lasts for 1d3 hours. Type of Scratch-Built Structure (Examples) Simple (bookcase. Purchase DC: The DC for the Wealth check necessary to obtain the raw materials to craft the poison. and the appropriate black market purchase DC modifier. and includes such handyman skills as plumbing. Gaseous poisons must be inhaled to be effective. 6 hr.Type of Scratch-Built Mechanical Device (Examples) Simple (tripwire trap) Moderate (engine component. The Craft (pharmaceutical) check is based on the severity of the disease or poison to be countered as measured by the DC of the Fortitude save needed to resist it. the final product is a synthesised solid or liquid poison stored in a bottle (containing 4 doses) or a gas stored in a pressurised cylinder. concrete or metal structures from scratch. Remember to apply this modifier to the purchase DC when making a Wealth check to acquire the poison on the black market. 9mm autoloader handgun) Advanced (jet engine) Purchase DC 5 12 Craft DC 15 20 Time 1 hr. Craft (pharmaceutical) (Int) Trained Only This skill allows a character to compound medicinal drugs to aid in recovery from treatable illnesses and poisons. 3 hr. A character with the Treat Injury Expert feat gets a +2 bonus on all Craft (pharmaceutical) checks. Save DC: The Difficulty Class of the Fortitude save to negate the effects of the poison. and so forth. When released. Special: A character without a pharmacist kit takes a –4 penalty on Craft (pharmaceutical) checks. the gas is sufficient to fill a 10foot-radius area and takes 1 round to fill the area. in which case the damage is permanent ability drain. Restriction: The restriction rating for the poison. Ability score damage is temporary. if any. By the same token. If the Craft check succeeds. unless marked with an asterisk. 24 hr. drywall. Craft (structural) (Int) This skill allows a character to build wooden. A character who selects this skill with the Builder feat gets a +2 bonus on all Craft (mechanical) checks. 43 . 12 hr. Liquid poisons are most effective when injected directly into the bloodstream. 20 30 60 hr. A bottle holds two doses. Secondary Damage: The damage a character takes after 1 minute of exposure to the poison if the character fails a second saving throw. 4d10 hr. 60 hr. This restriction does not apply to gathering the raw materials for a poison. domed ceiling) Advanced (house) Purchase DC 5 10 15 20 Craft DC 15 20 25 30 Time 12 hr. 600 hr. Poisons can also be made by the pharmacist. SKILLS & FEATS 16 25 24 hr. or to purchase one bottle of solid or liquid poison or one highpressure cylinder of gaseous poison. houses. light armour) Complex (automobile engine. desks. walls. Initial Damage: The damage a character takes immediately upon failing his or her Fortitude save.

8 hr. 4 hr. Applying chloroform to an unwilling subject requires a successful grapple check and pin. * Chloroform gives off vapour that causes unconsciousness. n/a n/a 15 hr. 4 hr. 4 hr. n/a 8 hr. n/a 1 hr. A character who selects this skill with the Builder feat gets a +2 bonus on all Craft (structural) checks. 2 hr. moderate. Craft (visual art) (Int) This skill allows a character to create paintings or 44 . n/a 4 hr. such a poison must be obtained by extracting it from the creature in question. 8 hr. Instead. aconite) Blue Vitriol Blue-ringed Octopus Venom Chloral Hydrate Chloroform* Curare (plant resin) Cyanide Cyanogen DDT Knockout Gas Lead Arsenate (gas) Lead Arsenate (solid) Mustard Gas Paris Green (gas) Paris Green (solid) Puffer Poison (fish) Rattlesnake Venom Sarin Nerve Gas Scorpion/ tarantula venom Strychnine Tear Gas Type Ingested Injury Injury Injury Injury Ingested Inhaled Injury Injury Inhaled Inhaled Inhaled Inhaled Ingested Inhaled Inhaled Ingested Injury Injury Inhaled Injury Injury Inhaled Save DC 15 13 18 12 15 18 17 18 16 19 17 18 12 12 17 14 14 13 12 18 11 19 15 Initial Damage 1d4 Str 1d6 Dex 1d6 Str 1d2 Con 1d4 Con 1d6 Dex Secondary Damage 2d4 Con 1d6 Str 2d6 Str 1d2 Con 1d4 Con Unconsciousness (1d3 hours) Purchase DC 9 3 14 3 14 12 9 15 15 12 9 12 6 6 12 9 9 13 12 15 12 9 9 Restriction Res (+2) Res (+2) Lic (+1) Res (+2) Lic (+1) Res (+2) Res (+2) Res (+2) Mil (+3) Mil (+3) Lic (+1) Res (+2) Res (+2) Res (+2) Mil (+3) Res (+2) Res (+2) Lic (+1) Lic (+1) Illegal (+4) Lic (+1) Res (+2) Res (+2) Craft DC 24 14 n/a 9 n/a 28 24 n/a 31 28 20 26 17 18 26 20 24 n/a n/a 30 n/a 23 21 Time 4 hr.Poisons Poison Arsenic Atropine Belladonna (plant. n/a: Certain poisons can’t be made with the Craft skill. 8 hr. SKILLS & FEATS Unconsciousness — (1d3 hours) 2d4 Dex 1d6 Con 1d4 Dex 1d2 Str 1d3 Dex 1d2 Str 1d2 Con 1d4 Con 1d2 Con 1d4 Con 1d6 Str 1d6 Con 1d4 Con 1d2 Str 1d3 Dex Blindness for 1d6 rounds 2d4 Wis 2d6 Con 2d4 Con 1d4 Str Unconsciousness (1d3 hours) 1d4 Con 1d4 Con 2d4 Con 1d4 Con 1d4 Con Paralysis for 2d6 minutes 1d6 Con 2d4 Con 1d2 Str 2d4 Con — VX Nerve Gas Inhaled 22 1d6 Con 2d6 Con 21 Illegal (+4) 42 48 hr. n/a 15 hr. 1 hr. 4 hr. 2 hr. complex or advanced in scope and difficulty. 4 hr. Special: A character without a mechanical tool kit takes a –4 penalty on Craft (structural) checks. then the Games Master decides if the structure is simple.

Decipher Script (Int) Trained Only Used to decode ancient scripts or modern cryptographs. Artistic endeavours can never raise a character’s Reputation score by more than +5. Helpful texts or computer programs can provide a bonus (usually a +2 circumstance bonus) on the check. This can also be used to interpret the meaning of an incomplete text. See the Creative feat description for details. Work of an Expert or Master quality can raise a character’s Reputation score. Work of an Expert or Master quality can raise a character’s Reputation score. The Games Master secretly makes both the skill check and the Wisdom check so the character cannot tell whether the conclusion drawn is accurate or not. Success means that the character does not draw a false conclusion. but connecting and setting a detonator does. and only one test can be made every 6 months. 45 . Failure by 5 or more means the explosive goes off as the detonator is being installed. reading about one page of text or its equivalent in 1 minute. Set Detonator: Most explosives require a detonator to go off. the result of which determines the quality of the work.drawings. against a DC of 20. Writing endeavours can never raise a character’s Reputation score by more than +5. or more. Time: Decryption takes 1 full round or more. Special: A character with the Creative feat may gain a +2 bonus on all Craft (writing) checks. The Games Master determines how long this skill actually takes. When creating a work of writing. failure means that the character gets completely the wrong end of the stick and reaches an incorrect thesis. adding +1 for an Expert work or +2 for a Master work. When attempting to create a work of visual art. depending on the complexity of the code. in code. as does disarming an explosive device. but cannot take 20. but usually takes a day. SKILLS & FEATS Craft (writing) (Int) This skill allows a character to create short stories. See the Creative feat description for details. Special: A character can take 10 when making a Decipher Script check. Connecting a detonator to an explosive requires a Demolitions check (DC 10). or in some other way create a work of visual art. against a DC of 20. Creating a work of writing requires at least 1 hour. Failure means that the explosive fails to go off as planned. Unlike visual art. A character with the Studious feat gets a +2 bonus on all Decipher Script checks. the artist’s reputation goes up 1 point. and 30 or higher for intricate or complex codes or exotic messages. Check: Setting a simple explosive to blow up at a certain spot does not require a check. Craft (visual art/writing) Success Table Skill Check Result 9 or lower 10–19 20–24 25–30 31 or higher Effort Achieved Untalented amateur Talented amateur Professional Expert Master Demolitions (Int) Trained Only Used to make things explode. no Wealth check is necessary to use this Craft skill. If the check fails. Make a Reputation test. Unless the effort is particularly elaborate or the character must acquire an expensive piece of equipment. take photographs. but usually takes an hour. Make a Reputation test. Special: A character with the Creative feat may gain a +2 bonus on all Craft (visual art) checks. the character simply makes a Craft (visual art) check. 25 for standard codes. adding +1 for an Expert work or +2 for a Master work. and only one test can be made every 6 months. e-zine articles and similar works of writing. The base DC is 20 for the simplest messages. provided they are applicable to the script in question. use a video unit. the Player simply makes a Craft (writing) check. unless conditions change or new information is uncovered. Creating a work of visual art requires at least a fullround action. Hollywood scripts. Also. If the check succeeds. If the test is successful. novels. Try Again? No. the character understands the general content of a piece of writing. Check: A character can decipher writing in an ancient language or. depending on the scope of the project. the artist’s reputation goes up 1 point. more often. or more depending on the scope of the project. but mechanical aid usually helps. placing an explosive for maximum effect against a structure calls for a check. the result of which determines the quality of the work. a week. the basic components have a purchase DC of 5. a day. If the test is successful. the Games Master makes a Wisdom check (DC 10) for the character to see if he avoids drawing a false conclusion about the text.

Special: A character can take 10 when using the Demolitions skill. Placing an explosive device takes 1 minute or more. If the character fails the check. Diplomacy (Cha) The skill allows the character to persuade others to let you examine records. To do so. If the character fails by more than 5. The Games Master chooses the character’s initial attitude based on circumstances. Disarm Explosive Device: Disarming an explosive that has been set to go off requires a Demolitions check. offer limited help.Time: Setting a detonator is usually a fullround action. berate. the explosive goes off. back up. flee Mislead. the other character can only be persuaded so far. the people the heroes meet are indifferent toward them. trying again does not work. On a result of 15 or higher. Making an explosive requires the Craft (chemical) skill. instead. Most of the time. advocate Protect. avoid. A character without a demolitions kit takes a –4 penalty on Demolitions checks. interfere. the explosive deals double damage to the structure against which it is placed. of the rightness of your task. The Games Master makes the check (so that the character does not know exactly how well he has done). If the initial check fails. Try Again? Generally. The character’s DC to set the detonator is equal to the disarm DC of a potential disarmer. it deals normal damage to all other targets within its burst radius. 20 5 0 or less — Indif. The character does not declare a specific outcome he is trying for. In all cases. gossip. it deals triple damage to the structure. participants roll opposed Diplomacy checks to see who gains the advantage. the other Attitude Hostile Means Will take risks to hurt or avoid you Possible Actions Attack. The DC is usually 10. Check: A character can change others’ attitudes with a successful check (see the table below). he does not disarm the explosive. the character chooses the disarm DC before making his check to set the detonator (it must be higher than 10). heal. advise. Opposed checks also resolve cases where two advocates or diplomats plead opposing cases before a third party. but a specific situation may call for a different initial attitude. insult Act as socially expected Chat. unattended inanimate object) can maximize the damage dealt by exploiting vulnerabilities in the structure’s construction. or that there really are mutant alligators in the sewers. The DCs given in the accompanying table show what it takes to change someone’s attitude with the use of the Diplomacy skill. depending on the scope of the job. 25 15 1 0 or less Friendly Helpful 35 25 15 1 45 35 25 15 46 . aid SKILLS & FEATS Unfriendly Wishes you ill Indifferent Does not much care Friendly Helpful Wishes you well Will take risks to help you Difficulty Table for Diplomacy Checks Initial Attitude Hostile Unfriendly Indifferent Friendly New Attitude Hostile 19 or less 4 or less — — Unf. Even if the initial check succeeds. Complicate Disarm Checks: A character can make an explosive difficult to disarm. Place Explosive Device: Carefully placing an explosive against a fixed structure (a stationary. On a result of 25 or higher. but cannot take 20. make the check and compare the result to the table on the next page. A character with the Cautious feat and at least 1 rank in this skill gets a +2 bonus on all Demolitions checks. unless the person who set the detonator chose a higher disarm DC. In negotiations. watch suspiciously.

Bribe Target Rave Bouncer Bureaucrat Informant Police officer Corporate Exec Purchase DC 6 10 7 10 15 check so that the character does not necessarily know whether he has succeeded. an electrical tool kit and increases the DC of the check by +10. such as an electric fence. all of which a given character can attempt assuming he has the proper equipment on hand to do so. To bribe a character. but second chances should be expensive in time. then a character’s Diplomacy check automatically fails if a bribe is not attached to it. Special: A character can take 10 when making a Diplomacy check. Device Type (Example) Cheap (apartment door alarm) Average (business security camera) High quality (business motion detector) High security (corporate vault alarm) DC 20 25 30 35 Disable Device (Int) Trained Only Used for disarming traps or sabotaging machinery. the character has failed but can try again. If 47 . The Games Master may determine that some negotiations require a longer period of time. gifts. finesse combination locks and bypass electronic locks. use the Technical skill to accomplish tasks like hotwiring vehicles and tapping into monitor feeds. If a bribe is not required.character has probably become more firmly committed to his position. or both. Time: Diplomacy is at least a full-round action. Note that this skill just circumvents security. Check: The Games Master makes the Disable Device Traps and Sabotage: Disabling (or rigging or jamming) a simple mechanical device has a DC of 10. Doing so requires 10 minutes. This skill can accomplish several different things. but the Games Master may modify the DC as he sees fit. If the check succeeds. motion sensor. the character disables the device. An illegal act. bribery requires two willing participants – one to offer a bribe and the other to accept it. The character must be able to reach the actual device unless some remote way of dealing with it exists (though this is usually covered by Computer Use in such an instance). If the check fails by 4 or less. he gains a +2 bonus on the Diplomacy check. Open Lock: A character can pick conventional locks. When disabling a monitored device. If the hero succeeds in the check. a hero can add a bribe to get a bonus on his skill check. in the right situation. something goes wrong. Bribery allows a character to circumvent various official obstacles when a person in a position of trust or authority is willing to accept such an offering. as some characters will be insulted by a bribe offer (their attitude changes one step for the worse) and others will report the hero to the proper authorities. This can backfire. More intricate and complex devices have higher DCs. If the device is monitored. Lock Type (Example) Cheap (briefcase lock) Average (home deadbolt) High quality (business deadbolt) High security (average corporate vault) Ultra-high security (maximum security vault) DC 20 25 30 40 50 SKILLS & FEATS Disable Security Device: A character can disable a security device. For every point by which the hero beats the DC. When a Non-Player Character requires a bribe to render services. increase the bonus by +1 (to a total maximum bonus of +10). Bribery and Diplomacy Offering money or another form of favour can. improve a character’s chances with a Diplomacy skill check. but cannot take 20. A character with the Trustworthy feat gets a +2 bonus on all Diplomacy checks. The DC depends on the quality of the lock. and trying again is futile. or security camera. the fact that the character attempted to disable it will probably be noticed. the character can prevent his tampering from being noticed. make a Wealth check. The character must have a lockpick set (for a mechanical lock) or an electrical tool kit (for an electronic lock). Typical DCs are shown on below. The Games Master rolls the check. engine kill switch. If the character fails by 5 or more. The Games Master is the final authority on retries of this skill.

The Games Master can assume that such observers take 10 on their Spot checks. Check: A character’s Disguise check result determines how good the disguise is. Try Again? No. Time: A Disguise check requires 1d4 x10 minutes of preparation. Make one Disguise check even if several people make Spot checks. If others saw through the previous disguise. they are automatically treated as suspicious if the character assumes the same disguise again. middle age. The Games Master makes Spot checks for those who encounter the character immediately upon meeting the character and again each hour or day thereafter. he takes a –4 penalty on your check. Disguise Minor details only Appropriate uniform or costume Disguised as different sex Modifier +5 +2 –2 SKILLS & FEATS Try Again? Yes. If the character comes to the attention of people who are suspicious. If the character does not have the appropriate tools. A character with the Deceptive feat gets a +2 bonus on all Disguise checks. Opening a lock requires a lockpick set (for a mechanical lock) or an electrical tool kit (for an electronic lock). Furthermore. but it still works normally. With this skill. depending on circumstances. Special: A character can take 10 or take 20 when establishing a disguise. the Games Master checks once per day or hour. an individual makes a Spot check to detect a disguise immediately upon meeting the character and each hour thereafter. The effectiveness of the character’s disguise depends in part on how much the character is attempting to change his appearance. If the character does not draw any attention to himself. others don’t get to make Spot checks. though the character must be aware that he has failed in order to try again. adult. the character thinks the device is disabled. treating it as an aid another attempt. young adult. those who know what that person looks like automatically get to make Spot checks. though the character can assume the same disguise again at a later time. Intricate or complex devices require 2d4 rounds Disguised as different age –2 * category * Per step of difference between the character’s age category and the disguised age category (child. A character with the Cautious feat and at least 1 rank in this skill gets a +2 bonus on all Disable Device checks. If the character casually meets many different people. using an average Spot modifier for the group (assuming they take 10). 48 . Possessing the proper tools gives a character the best chance of succeeding on a Disable Device check. unless the character is trying to prevent his tampering from being noticed. Building anything more permanent also requires use of the Craft (structural) skill and additional time.it is a trap. they get a bonus on their Spot checks. It is opposed by others’ Spot check results. the character springs it. The Games Master makes the character’s Disguise check secretly so that the character is not sure how well his disguise holds up to scrutiny. Usually. Disguise (Cha) Used to change a characters appearance or make him look like someone else. old. Opening a locked car requires a lockpick set. Special: A character can take 10 when making a Disable Device check. a character can rig simple devices to work normally for a while and then fail some time later (usually after 1d4 rounds or minutes of use). depending on the nature of the device. If it is some sort of sabotage. A lock release gun can open a mechanical lock of cheap or average quality without a Disable Device check. the suspicious person gets to make a Spot check. A character can take 20 to open a lock or to disable a security device. or venerable). A character without a disguise kit takes a –4 penalty on Disguise checks. Disabling a security device requires either a mechanical tool kit or an electronic toll kit. Familiarity Recognises on sight Friend or associate Close friend Intimate Bonus +4 +6 +8 +10 If the character is impersonating a particular individual. Time: Disabling a simple mechanical device is a fullround action. A character can help someone else create a disguise for him or her. however. each for a short time.

but a lousy piece of work is recognisable to all. maybe longer. Check: Make a check to escape from restraints or to squeeze through a tight space. provide modifiers to the Forgery check. Some documents require security or authorisation codes. or the character takes a –4 penalty on Drive checks. Try Again? Most driving checks have consequences for failure that make trying again impossible. The Forgery skill is also used to detect someone else’s forgery. Time: A Drive check is a move action. Escaping a net is a full-round action. but does gain a retry if the document’s final check is 10 or less. such as ordinary driving. handcuffs. ropes. a character’s Escape Artist check is opposed by the Dexterity check result of the opponent who tied the bonds. There is no penalty for operating a general-purpose motor vehicle. For ropes and chains. Special: A character can take 10 when driving. Other types of motor vehicles (heavy wheeled. The result of the original Forgery check that created the document is opposed by a Forgery check 49 . For a tight space. though the zip tie can be broken. making multiple checks. Make a check only when some unusual circumstance exists (such as inclement weather or an icy surface). or when the character is driving during a dramatic situation (the character is being chased or attacked. The Games Master makes the character’s check secretly so the character is not sure how good his forgery is. If the space is long. the character’s degree of familiarity with it. whether authentic ones or additional forgeries. If the situation permits. Quality is hard to judge. A character cannot fit through a space that his head does not fit through. Forgery (Int) Some Trained Only Used to fake passports. Doing so is an attack action. Note that a character in a zip tie cannot release themselves with the Escape Artist skill. but cannot take 20. Only simple or moderate level forgeries can be attempted without at least one rank in this skill. sailboat. A character with the Vehicle Expert feat gets a +2 bonus on all Drive checks. Restraint Ropes Net Handcuffs Tight space Grappler DC of Escape Artist Check Opponent’s Dex check +20 20 35 30 Opponent’s grapple check SKILLS & FEATS Try Again? A character can make another check after a failed check if the character is squeezing through a tight space. powerboat. When driving. because the opponent is not actively opposing the character). and whether the character needs to reproduce the signature or handwriting of a specific individual. Special: A character can take 10 on an Escape Artist check. A forger is not allowed to know the check result. the opponent gets a +20 bonus on his Dexterity check. A character can take 20 if he is not being actively opposed (a character can take 20 if he is tied up. A character with the Nimble feat gets a +2 bonus on all Escape Artist checks. legal documents or cheques. for example. or the tentacles of monsters. ship and tracked) require the corresponding Surface Vehicle Operation feat. Since it is easier to tie someone up than to escape from being tied up. Squeezing through a tight space takes at least 1 minute. the character can attempt simple maneuvers or stunts. the Games Master may call for multiple checks. a check is only called for if the character’s head fits but his shoulders do not. Check: Forgery requires materials appropriate to the document being forged. such as in an airshaft.Drive (Dex) Trained Only Used for driving cars or motorcycles. or is trying to reach a destination in a limited amount of time). even though it is an opposed check. depending on the distance that must be crossed. and some time. A character can make an Escape Artist check opposed by his opponent’s grapple check to get out of a grapple or out of a pinned condition (so that the character is just being grappled). Escape Artist (Dex) Armour Penalty Use to escape from manacles. the character can make additional checks as long as he is not being actively opposed. so if the character escapes the grapple he can move in the same round. The complexity of the document. or other restraints (except a grappler) requires 1 minute. don’t require a skill check. Time: Making a check to escape from being bound by ropes. Check: Routine tasks. To forge a document the character needs to have seen a similar document before. as shown below.

or one that requires the examiner to relinquish a possession or a piece of information. 24 hr. one must be able to read and write the language in question (this skill is language-dependent). Document Type Simple (forged e-mail. driver’s licensc) Difficult (passport) Extreme (Secret Service ID) Check Modifier +0 -2 -4 Examination Time 10 min. the character stands no chance of winning any significant amount. Longer or more complex documents take 1d4 minutes per page or longer. Check: To join or start a game. since the forger is not sure of the quality of the original forgery. If there are many -8 -16 4 hr. A character cannot take 20 when purchasing a stake. The character might come out ahead. simple document takes about 1 minute. If the stake is higher than the character’s Wealth bonus (before applying any reductions from purchasing the stake). the character does not lose anything either. Apply this modifier along with one of the other three whenever appropriate. Stakes run from penny-ante (purchase DC 4) to astronomical (purchase DC 24). The character sets the purchase DC of the stake if he starts the game. A character with the Meticulous feat gets a +2 bonus on all Forgery checks. If the examiner’s check result is equal to or higher than the original Forgery check. Familiarity* Unfamiliar (seen once for less than a minute) Fairly familiar (seen for several minutes) Quite familiar (on hand. but the amount is not enough to affect his Wealth bonus. orders or previous knowledge. or studied at leisure) Forger has produced other documents of same type Document includes specific signature * Use all modifiers that apply from this list. 1 hr. The examiner gains bonuses or penalties on his check as given in the table below.by the person who examines the document to check its authenticity. Time: Forging a short. can increase the examiner’s suspicion (and thus create favourable circumstances for the examiner’s opposed Forgery check) as determined by the Games Master. Since paying the stake didn’t cost any points of Wealth bonus. business form) Complex (stock certificate. The character’s Gamble check is opposed by the Gamble checks of all other participants in the game. A character can take 10 when making a Forgery check. 50 . assume the house has a Gamble skill modifier equal to the stake purchase DC. Try Again? No. Regardless of the stake purchase DC. Special: To forge documents and detect forgeries. business card) Moderate (letterhead. Gamble (Wis) This skill is used to win money or favours at games of chance. but cannot take 20. If the stake is within the character’s means (it is equal to or less than his Wealth bonus). the document is determined to be fraudulent. the house does not get a bonus on its Gamble check for the purchase DC. Modifier -4 +0 +4 +4 -4 Examiner only casually reviews the –2 document * * Cumulative with any of the first three conditions on the table. a character must first pay a stake. If playing at a casino. 20 min. the character gets a +1 bonus on his Gamble check for every point the purchase DC is above the character’s Wealth bonus. A character without a forgery kit takes a –4 penalty on Forgery checks. Examiner’s Condition Type of document unknown to examiner Type of document somewhat known to examiner Type of document well known to examiner Document is put through additional tests * Modifier –4 –2 +0 +4 SKILLS & FEATS A document that contradicts procedure. or the Games Master sets it if the character joins a game.

The character can increase the amount of money used to gather information. The amount of the increase depends on the difference between the character’s check result and the next highest result among the other participants. gossip and the like. Every Gamble check made within the same month suffers a cumulative -1 circumstance penalty and a character can never benefit from more than a total of +5 to their current Wealth score at any one time. Special: A character cannot take 10 or take 20 when making a Gamble check. gaining a circumstance bonus by effectively offering a bribe (though the process might entail buying more expensive drinks. If the situation does not require the expenditure of money. unless the character wants to put up another stake. the better the information. Gambling is a risky proposition. Specific information usually relates to a particular question. but it is also one that can only be attempted infrequently with any real success. Restricted information includes facts that aren’t generally known and requires that the character locate someone who has access to such information. Gather Information (Cha) Used to scout out secrets and rumours in a community or region. and the cost and DC increases accordingly for the type of information the character seeks to gather. Try Again? Yes. Check: By succeeding at a skill check (DC 10) and spending 1d4+1 hours passing out money and buying drinks. Time: A Gamble check requires 1 hour. but it takes 1d4+1 hours for each check and characters may draw attention to themselves if they repeatedly pursue a certain type of information. This result assumes that no obvious reasons exist why information would be withheld. as given in the table below.A character with the Confident feat gets a +2 bonus on all Gamble checks. Information ranges from general to protected. a character can get a feel for the major news items in a neighbourhood. Try Again? No. Check Result Difference 1–9 10–19 20–29 30–39 40 or more Wealth Bonus Increase +1 +2 +3 +4 +5 51 . using the highest Gamble skill modifier among them and adding a +2 bonus to the check. If the character beats all other participants. Increase the Wealth check DC by 2 for each +1 circumstance bonus the character wants to add to his skill check. not necessarily offering a character extra money). The higher the check result. rumors. he wins and gains an increase to his Wealth bonus. the Games Master can opt to make a single roll for all of them. either for the one asking the questions or the one providing the answer. Type of Information General Specific Restricted Protected DC 10 15 20 25 Purchase DC 5 10 15 20 SKILLS & FEATS characters participating. There’s a chance that someone will take note of anyone asking about restricted or protected information. General information concerns local happenings. Protected information is even harder to come by and might involve some danger. no Wealth check is necessary.

but cannot take 20. Any other person attempting to make the animal perform a trick takes a –10 penalty on his or her Handle Animal check. or else the animal fetches some random object. even to places where it normally wouldn’t go. The DC depends on what the character is trying to do. If the check is successful. If the animal is wounded or has taken any ability score damage. ‘Push’ an Animal: To push an animal means to get it to perform a task or trick that it doesn’t know. even if the animal normally would not do so (such as following the character onto a boat). Task Handle an animal “Push” an animal Teach an animal a trick Train an animal for a purpose Time Move action Full-round action 1 week See text DC 10 25 See text See text The character can teach an animal to obey only that character. Teaching an animal to obey only the character counts as a trick (in terms of how many tricks the animal can learn). however. but is physically capable of performing. Handle Animal (Cha) Trained Only Use this skill not only to train animals for security or circus purposes. Also make a check to influence a creature with of the animal type – treat this is a full-round action that is treated precisely like a Diplomacy check (see the Diplomacy skill description for modifiers). The character may point to a particular enemy to direct the animal to attack that enemy. Possible tricks include. but are not limited to. Check: Train an animal within a specified time to get an effect. If the animal already knows any tricks. ~ Down (DC 15): The animal breaks off from combat or otherwise backs down. such as “attack” or “stay. It does not require a check. except uses the Handle Animal skill instead of the Diplomacy skill to determine attitude changes. The character must point out a specific object. It reacts as Unfriendly to any character trying to move it other than its master. Alternatively. ~ Defend (DC 20): The animal defends the character (or is ready to defend the character if no threat is present). an animal only attacks humans and other animals. ~ Perform (DC 15): The animal does a variety of simple tricks such as sitting up. the character cannot teach it to obey only that character. It is treated as Hostile to all strangers approaching. Normally. ~ Guard (DC 20): The animal stays in place and prevents others from approaching. the character can command the animal to defend a specific other character.Special: A character can take 10 when making a Gather Information check. 52 . though it still defends itself if it needs to. To understand that it is looking for a specific object. What constitutes an item of interest to an animal can vary. ~ Come (DC 15): The animal comes to the character. ~ Fetch (DC 15): The animal goes and gets something. while an animal with an Intelligence of 2 can learn a maximum of six tricks. A character with the Trustworthy feat gets a +2 bonus on all Gather Information checks. It does not challenge other creatures that come by. SKILLS & FEATS Time: A Gather Information check takes 1d4+1 hours. but also to find out how most animals will react to the character. An animal with an Intelligence of 1 can learn a maximum of three tricks. It is Hostile to anything that seems a threat to the character. the following: ~ Attack (DC 20): The animal attacks apparent enemies. the animal must make an Intelligence check (DC 10). the DC increases by +5. Animals almost always find other creatures or characters of interest. the animal performs the task or trick on its next action. Handle an Animal: This means to command an animal to perform a task or trick that it knows. If the check is successful. ~ Stay (DC 15): The animal stays in place waiting for the character to return. Teach an Animal a Trick: The character can teach an animal a specific trick. ~ Heel (DC 15): The animal follows the character closely. the animal performs the task or trick on its next action.” with one week of work and a successful Handle Animal check. it increases the DC of all tricks the character teaches the animal by +5. It stops and indicates the first thing of interest it finds. Teaching an animal to attack all creatures (including unnatural creatures such monsters) counts as two tricks. rolling over and so on. ~ Seek (DC 15): The animal moves into an area and searches for something of interest.

Heel and Stay. If the animal was trained in other tricks (in addition to those provided by training the animal for riding). A character with the Animal Affinity feat and at least 1 rank in this skill gets a +2 bonus on all Handle Animal checks. Spending more than 3 hours per day does not reduce the number of days required. SKILLS & FEATS Hide (Dex) Armour Penalty Use this skill to cower in the shadows and hope the bad people don’t see you. An animal can be trained for one general purpose only. It is practically impossible (–20 penalty) to hide while attacking. ~ Labouring (DC 15. 4 weeks): An animal trained for performing knows Come. Work (DC 15): The animal pulls or pushes a medium or heavy load. ~ Combat Riding (DC 20. ~ Riding (DC 15.~ ~ Track (DC 20): The animal tracks the scent presented to it. as shown below. The Hide check is also modified by the character’s size: Size Fine Diminutive Tiny Small Medium Modifier +16 +12 +8 +4 +0 Size Large Huge Gargantuan Colossal Modifier –4 –8 –12 –16 Cover or Concealment Three-quarters Nine-tenths Circumstance Bonus +5 +10 If people are observing the character. Training an animal for a purpose requires fewer checks than teaching individual tricks. Fetch. ~ Performing (DC 15. Down and Guard. Perform and Stay. Try Again? Yes. but he can’t teach or train animals. Heel. Train an Animal: Rather than teaching an animal individual tricks. Cover and concealment grant circumstance bonuses to Hide checks. Heel. An untrained character uses Charisma checks to handle and push animals. the character takes a –5 penalty. Defend. Time: See above. Note that a character cannot hide if he has less than onehalf cover or concealment. 6 weeks): An animal trained for hunting knows Attack. Fetch. an animal’s purpose represents a preselected set of known tricks that fit into a common scheme. Down and Stay. An animal trained in riding may be ‘upgraded’ to an animal trained in combat riding by spending three weeks training it and making a Handle Animal check (DC 20). ~ Fighting (DC 20. The character can run around a corner so that he is out of sight and then hide. 3 hours per day is enough. 4 weeks): An animal trained to guard knows the following tricks: Attack. even casually. Check: A character’s Hide check is opposed by the Spot check of anyone who might see the character. At more than half and up to the character’s full speed. or to influence their response to him. but the others then know at least where the character went. ~ Hunting (DC 20. Essentially. Seek and Track. the character can train an animal for a general purpose. though if the animal is capable of learning additional tricks (above and beyond those included in its general purpose) it may do so. those tricks are completely replaced by the combat riding tricks. Defend. running or charging. Down. Down. Creating a Diversion to Hide: A character can use the Bluff skill to help him hide. 2 weeks): An animal trained for heavy labour knows Come and Work. Come. if the character does not complete the training during a period of consecutive days. Teaching or training an animal takes a number of days. The character can move up to half his normal speed and hide at no penalty. The character does not have to spend the entire time training the animal. A successful Bluff check can give the character the momentary diversion needed to attempt a Hide check while people are aware of the 53 . The character cannot spread the days out. 6 weeks): An animal trained to bear a rider into combat knows Attack. 3 weeks): An animal trained for combat knows the following tricks: Attack. Guard and Heel. he cannot hide (though talents or feats might alter this). ~ Guarding (DC 20. 3 weeks): An animal trained to bear a rider knows Come. Special: A character can take 10 or take 20 when handling animals. the effort is wasted.

Special: A character can take 10 when making an Intimidate check. or take simple actions on the character’s behalf while intimidated). Try Again? No. If the character fails by more than 5. he can make a Hide check if the character can get to a hiding place of some kind. Conversely. is at a –10 penalty because the character has to move fast. the other character can only be intimidated so much and trying again does not help. A character may add a +2 bonus to his Intimidate check for every size category the character is larger than his target. This check. Time: An Intimidate check is a full-round action character. Even if the initial check succeeds.SKILLS & FEATS behave in a certain way. Investigate (Int) Trained Only Used to examine objects or areas forensically. If the subject is unsuspecting. A character with the Confident feat gets a +2 bonus on all Intimidate checks and on level checks to resist intimidation. The character cannot force someone to obey his every command or do something that endangers that person’s life. but cannot take 20. but cannot take 20. the target retains his normal attitude. who calls the shots. among whom the character can mingle to remain unnoticed. As a general guideline. This function of the Investigate skill does not give the character Intimidate (Cha or Str. the character uses the Investigate skill to collect and prepare samples for the lab. but will answer questions. Tailing: Also called shadowing. he may treat the target as friendly for 10 minutes. he generally gets only a Spot check after an hour of tailing. offer limited help. Special: A character can take 10 when making a Hide check. Different circumstances can dramatically affect the effectiveness of an Intimidate check. but only for purposes of actions taken while in the character’s presence (that is. the character takes a –2 penalty to his check for every size category the character is smaller than his target. If the character has access to a crime lab. If the character succeeds. a character can use Hide to tail a person in public. Check: A character generally uses Search to discover clues and Investigate to analyse them. A character’s Intimidate check is opposed by the target’s level check (d20 + the target’s character level or Hit Dice). he can make a Spot check (opposed by the character’s Hide check) every time he changes course (such as turning a corner. A character with the Stealthy feat gets a +2 bonus on all Hide checks. Analyse Clue: The character can make an Investigate check to apply forensics knowledge to a clue. exiting a building). a character can forcibly persuade another character to perform some task or 54 . There are limits to what a successful Intimidate check can do. Time: A Hide check is an attack action. the hiding place has to be within 1 foot for every rank the character has in Hide. If the initial check fails. The result of the Investigate check provides bonuses or penalties to the lab workers. the target may actually do the opposite of what the character wishes. Check: With a successful check. Using the skill in this manner assumes that there are other random people about. the other character has become more firmly resolved to resist the intimidator and trying again is futile. While the others turn their attention from the character. If the subject is worried about being followed. in no uncertain terms. Any modifiers that a target may have on Will saving throws against Panic effects apply to this level check. character’s choice) Use this skill to show people. however.

It simply allows the character to extract extra information from a clue he has found. If this is not the case. If the character has ranks in the Jump skill and succeeds on a check. Evidence collected cannot be recollected. This function of the Investigate skill does not provide the character with evidentiary items. a crime lab analysis can be done. It simply allows the character to collect items he has found in a manner that best aids in their analysis later. The base DC to analyse a clue is 15. the character can co-ordinate a search of an area. the evidence is usable by a crime lab. but cannot take 20. A character cannot jump a distance greater than his normal speed. Reconstruction: By making an Investigate check (DC20). he gains a bonus of +4 for every 10 feet over 30. unless there is more of it to take. The DCs for long jumps of 5 to 30 feet are given in the table below. the character lands on his feet (when appropriate) and can move as far as the character’s remaining movement allows. the lab gains a +2 circumstance bonus on its checks to analyse the material. On the other hand. Collect Evidence: The character can collect and prepare evidentiary material for a lab. If the character’s speed is greater than 30 feet. To collect a piece of evidence. A character can start a jump at the end of one turn and complete the jump at the beginning of your next turn. SKILLS & FEATS Jump (Str) Armour Penalty Used for impressive and possibly live-saving jumps. If the character’s speed is less than 30 feet. giving a +2 synergy bonus to the Search checks of the people searching. Circumstances Every day since event (max modifier +10) Scene is outdoors Scene slightly disturbed Scene moderately disturbed Scene extremely disturbed DC Modifier +2 +5 +2 +4 +6 must be made with all the available evidence that has been identified. The character’s Jump check is modified by his speed. working out who moved where. at a crime lab. the character attains a vertical height equal to onequarter the horizontal distance. made across a gap such as a chasm or stream. Collecting evidence requires an evidence kit. A character with the Attentive feat and at least 1 rank in this skill gets a +2 bonus on all Investigate checks. If the character succeeds. Long Jump: This is a horizontal jump. analysing a clue again does not add new insight unless another clue is introduced. Special: A character can take 10 when making an Investigate check. If the character fails. If the character does not have the appropriate kit. Organise Search: By making an Investigate check (DC10). If the character attempts a Jump check untrained. but the lab takes a –5 penalty on any necessary check. an investigator can gain another retry. the character takes a –4 penalty on his check. Distance moved by jumping is counted against maximum movement in a round. the lab analysis simply cannot be done. Check: The DC and the distance the character can cover vary according to the type of jump the character is attempting. the DC for the jump is doubled. but the first check 55 . At least four other people must be involved in the search effort. if the character succeeds by 10 or more. The DCs specified below assume a speed of 30 feet (the speed of a typical human). It is modified by the time that has elapsed since the clue was left and whether or not the scene has been disturbed. Collecting evidence generally takes 1d4 minutes per object. what caused a particular mark or injury and so on. make an Investigate check (DC 15). he takes a penalty of –6 for every 10 feet of speed less than 30.clues where none existed before. If either of these things occur. All Jump DCs covered for a Long Jump assume that the character can move at least 20 feet in a straight line before attempting the jump. At the midpoint of the jump. the character can reconstruct what happened at a scene. Time: Analysing a clue is a full-round action. the character lands prone unless he beats the DC by 5 or more Standing from a prone position is a move action. This use of the Investigate skill requires an evidence kit. If the character fails by 5 or more. The DC for the jump is equal to the distance jumped (in feet) + 5. Try Again? Generally.

A character with the Acrobatic feat gets a +2 bonus on all Jump checks. If the character fails the Jump check. The character does not need to get a running start to hop up (the DC is not doubled if you do not get a running start). he takes falling damage as if the character had dropped 10 fewer feet than he actually did. 32 ft. since the check is modified by the character’s speed. If the character wishes to pull himself up. double the DC. If that leaves the character dangling over a chasm or gap. A character with the Run feat gains a +2 competence bonus on Jump checks preceded by a 20-foot move. The number of Knowledge categories is kept purposely finite. These categories are identified and defined below. The difficulty of reaching a given height varies according to the size of the character or creature. If the character fails the check by less than 5. Without a 20-foot move. The DC to jump down from a height is 15. getting up requires a move action and a Climb check (DC 15). If the creature is long instead of tall. Time: Using the Jump skill is either a move action or a full-round action. made to jump up to grasp something overhead. Generally. and lands on his feet in the same square from which the character jumped. High Jump: This is a vertical leap. The character does not have to get a running start to jump down (the DC is not doubled if the character does not get a running start). but cannot take 20. he does not reach the height. treat it as one size category smaller. Without a running start. 8 ft. he can take less damage than if he just falls. Special: Effects that increase a character’s speed also increase the character’s jumping distance. Creature Size Colossal Gargantuan Huge Large Medium-size Small Tiny Diminutive Fine Maximum Height 128 ft. As a Medium-size creature. depending on whether the character starts and completes the jump during a single move action or a full-round action. The character ends his movement grasping the far edge. The character grasps the object he was trying to reach. The DCs for high jumps of 1 to 8 feet are given in the table below. All Jump DCs covered here for the High Jump assume that the character can move at least 20 feet in a straight line before attempting the jump. a typical human can reach 8 feet without jumping. 64 ft. SKILLS & FEATS 15 feet 20 30 feet 35 * Requires a 20-foot move. If this is not the case. Jumping Down: If the character intentionally jumps from a height. 2 ft. each of them treated as a separate skill. the DC for the jump is doubled. the character can do so with a move action and a Climb Knowledge (Int) Some Trained Only This skill encompasses several categories. 1 ft. Hop Up: The character can jump up onto an object as tall as his waist with a Jump check (DC 10). 4 ft. such as a tree limb or ledge. 16 ft. The DC for the jump is 2 + the height x4 (in feet). double the DC. When trying to determine what 56 . he does not clear the distance. If the character succeeds on the check. If the character succeeds on the check. High Jump Distance 1 foot 2 feet 3 feet High Jump Distance 5 feet 6 feet 7 feet DC * 6 10 14 DC * 22 26 30 4 feet 18 8 feet 34 * Requires a 20-foot move. A character can take 10 when making a Jump check. the maximum height a creature can reach without jumping is given in the table below. 0. Doing so counts as 10 feet of movement for that round. Synergies: Tumble can provide a +2 synergy bonus on Jump checks.5 ft. but can make a Reflex save (DC 15) to grab the far edge of the gap. he can reach the height.Long Jump Distance 5 feet 10 feet DC * 10 15 Long Jump Distance 20 feet 25 feet DC * 25 30 check (DC 15).

Antiques. Try Again? No. sports. and performance art forms such as music and dance. use a broad interpretation of the existing categories. local underworld personalities and events. including art history and artistic techniques. If the character fails by 5 or more. ~ Current Events: Recent happenings in the news. The Games Master may make the Knowledge roll for the character. ~ Behavioural Sciences: Psychology. geology and palaeontology. philosophical concepts and the study of religious faith. ethics. spiritualism and magical traditions. Without actual training.Knowledge skill a particular question or field of expertise falls under. The fifteen Knowledge categories. genetics. as noted above. he thinks it has a purchase DC 1d3 points higher or lower (determine randomly) than its actual value. litigation and legal rights and obligations. It is suggested that new categories are kept to a minimum. ~ Business: Business procedures. genre films and books. botany. Technology: Current developments in cutting-edge devices. 57 . are as follows. as well as the background necessary to identify various technological devices. On a success. Appraising the value of an object is one sort of task that can be performed using Knowledge. Tactics: Techniques and strategies for disposing and manoeuvring forces in combat. The DC depends on how common or obscure the object is. Popular Culture: Popular music and personalities. modern art. legislation. he thinks it has a purchase DC 1d4+2 higher or lower than its actual value. physics and engineering. ~ Earth and Life Sciences: Biology. Check: A character makes a Knowledge check to see if the character knows something. Special: An untrained Knowledge check is simply an Intelligence check. sociology and criminology. The DC for answering a question within the character’s field of study is 10 for easy questions. practice and experience. Medicine and forensics are also included in this category. among others. personalities and cultures of the past. Theology and Philosophy: Liberal arts. Streetwise: Street and urban culture. ~ History: Events. the character accurately identifies the object’s purchase DC. among others. entertainment and foreign affairs. ~ Art: Fine arts and graphic arts. Physical Sciences: Astronomy. Political and government institutions and processes. If the character fails. photography. investment strategies and corporate structures. so he does not know whether the appraisal is accurate or not. chemistry. comics. Bureaucratic procedures and how to navigate them. ~ Appraisal: The fine art of studying goods and determining their worth. mathematics. 15 for basic questions and 20 to 30 for tough questions. talents. feats and synergies are based on the categories listed below and new ones may be fitting in a given campaign. as other skills. science fiction and gaming. Archaeology and antiquities. ~ Civics: Law. politics. The check represents what a character knows and thinking about a topic a second time does not let the character know something he never knew in the first place. and the topics each one encompasses. SKILLS & FEATS ~ ~ ~ ~ ~ ~ ~ Occult: Strange religious beliefs. a character only knows common knowledge about a given subject. urban legends.

but takes a –10 penalty on the checks and may only make these in reaction to events – they cannot decide they are continually making Listen checks voluntarily! Time: A Listen check is either a reaction (if called for by the Games Master) or a move action (if a character actively takes the time to try to hear something). It is practically impossible (–20 penalty) to move silently while attacking. the DC given is a typical Move Silently check result for such a character or creature. A successful Listen check when there is not anything to hear results in the character hearing nothing. Move Silently (Dex) Armour Penalty Used to creep up on monsters… Check: A character’s Move Silently check is opposed by the Listen check of anyone who might hear the character. Time: Move Silently is a move action. Needing to study to make a Knowledge check is actually a Research check and requires ranks in that skill. A character can also make a Listen check voluntarily if he wants to try to hear something in the character’s vicinity. the Games Master can make a single d20 roll and use it for all the listeners’ skill checks. At more than half speed and up to the character’s full speed. trying not to make any noise A 1st-level Investigator sneaking up on someone * A tiger stalking its prey* A bird flying through the air Through a door SKILLS & FEATS The Games Master may decide that having 5 or more ranks in a specific Knowledge skill provides a character with a +2 synergy bonus when making a related skill check. but cannot take 20. Condition Per 10 feet of distance Listener distracted Check Penalty –1 –5 Listen (Wis) Used to hear monsters creeping up on you… Check: Make a Listen check against a DC that reflects how quiet the noise is that a character might hear or against an opposed Move Silently check. he takes a –5 penalty. 58 . Time: A Knowledge check can be a reaction.A character can take 10 when making a Knowledge check. +15 Through a solid wall * This is actually an opposed check. A character can take 10 or take 20 when making a Listen check. A character can move up to half his normal speed at no penalty. but otherwise requires a full-round action. Special: A character can take 10 when making a Move Silently check. running or charging. 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 character with the Educated feat gets a +2 bonus on any two types of Knowledge checks. trying not to make any noise An unarmoured person walking at a slow pace. A character with the Alertness feat gets a +2 bonus on all Listen checks. As a move action. but cannot take 20. the character may attempt to hear something that he failed (or believes he failed) to hear previously. For example. The Games Master may call for a Listen check by a character who is in a position to hear something. Taking 20 means the character spends 1 minute attempting to hear something that may or may not be there to hear. having 5 ranks in Knowledge (technology) may provide a +2 synergy bonus with a character’s Disable Device skill check when trying to deactivate the nuclear reactor (before the atomic ghosts break in). DC –10 0 5 10 15 20 30 +5 Sound A battle A normal conversation A person in heavy armour walking at a slow pace. A character with the Stealthy feat gets a +2 bonus on all Move Silently checks. Special: When several characters are listening to the same thing. A sleeping character can make Listen checks. Try Again? A character can make a Listen check every time he has the opportunity to hear something in a reactive manner.

Check: Make a Navigate check when a character is trying to find his way to a distant location without directions or other specific guidance. These categories are identified and defined below. Audience awed. the character might make a check to wend his way through a dense stretch of alleyways or a labyrinth of underground storm drains. The quality of the character’s performance depends on his check result. Check: The character is accomplished in some type of artistic expression and knows how to put on a performance. as other skills. If the character fails. A character can use Navigate to determine his position on earth without the use of any high-tech equipment by checking the constellations or other natural landmarks. with a successful check. so he does not know from the result whether the character is following the right or wrong path. Generally. use a broad interpretation of the existing categories. a character can make a Navigate check (DC 20) to intuit the choice that takes the character toward a known destination. he travels for the expected time. Length of Trip Short (a few hours) Moderate (a day or two) Long (up to a week) Extreme (more than a week) DC 20 22 25 28 succeeds. feats and synergies are based on the categories listed below and new ones may be fitting in a given campaign. A character cannot use this function of Navigate to find a path to a site if the character has no idea where the site is located. The character must have a clear view of the night sky or the horizon in order to make this check. at which point the character becomes lost. each of them treated as a separate skill. comedy or action-oriented roles with some level of skill. If the character succeeds. he moves via the best reasonable course toward his goal. SKILLS & FEATS Perform (Cha) This skill encompasses several categories. a character does not need to make a check to find a local street or other common urban site. he loses half a day before the character can try again. 30 Masterful performance. 20 Great performance. The Games Master may choose to make the Navigate check for the character in secret. capable of performing drama. but is not impressed. The number of Perform categories is kept purposely finite. ~ Act: The character is a gifted actor. losing half a day for each failure. The character can impress audiences with his talent and skill. When faced with multiple choices. talents. Result Performance 10 Amateur performance. Special: A character can take 10 when making a Navigate check. The DC depends on the length of the trip. If the character fails. the character chooses the wrong path. make a Navigate check. A character can take 20 only when determining his location. Ranks in Perform do not necessarily mean the character is a stage performer. For movement over a great distance. but would be able to make some kind of income using this skill (even if that is just by busking). Audience enthusiastic. When trying to determine what Perform skill a particular question or field of expertise falls under. However. 15 Routine performance. The eight Perform categories. but at the next juncture. such as at a branch in a tunnel. but it takes the character twice as long (the character loses time backtracking and correcting his path). Audience may appreciate your performance. The character keeps trying until he succeeds. he still reaches the goal. ~ Dance: The character is a gifted dancer. A character with the Guide feat gets a +2 bonus on all Navigate checks. Audience enjoys your performance. not when travelling. It is suggested that new categories are kept to a minimum. the character realizes his mistake. are as follows. If the character fails by more than 5. 25 Memorable performance. he continues on to his destination.Navigate (Int) This skill allows the character to plot a course using a map or dead reckoning. Try Again? A character may make a second Navigate check (DC 20) to regain his path. the total time for the trip is twice the normal time. but only gets halfway to his destination. Time: A Navigate check is a full-round action. If the character 59 . The DC is 15. but it is not exceptional. Audience highly impressed. If unsuccessful. capable of performing rhythmic and patterned bodily movements to music. or to follow an accurate map. and the qualities each one encompasses.

such as flute. As a character gains new ranks. Special: A character can take 10 when making a Perform check. Check: Typical piloting tasks don’t require checks. Time: A Pilot check is a move action. When flying. for special manoeuvres or other extreme circumstances. SKILLS & FEATS Profession (Wis) Used to earn money and make a living. See the Creative feat description for details. the number of ranks the character has in this skill increases his Wealth bonus as follows. Wind Instruments: The character is a musician gifted with a talent for playing wind musical instruments. Percussion Instruments: The character is a musician gifted with a talent for playing percussion musical instruments. Perform (percussion). capable of performing a stand-up routine before an audience. tuba. the character can 60 . Time: A Perform check usually requires at least several minutes to an hour or more to complete. trumpet. Sing: The character is a musician gifted with a talent for producing musical tones with his voice. 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 flat bonus to his Wealth score. At the Games Master’s discretion. organ. is inappropriate for the skill. Other types of aircraft (heavy aircraft. this bonus increases accordingly. attempt simple manoeuvres and stunts (actions in which the pilot attempts to do something complex very quickly or in a limited space). impromptu instruments may be employed. Checks are required during combat. Stringed Instruments: The character is a musician gifted with a talent for playing stringed musical instruments. bugle. triangle. A character cannot take 10 or take 20 when making a Profession check to improve his Wealth bonus. xylophone and tambourine. sitar and violin. Every time a character takes the Creative feat. Check: A character makes Profession checks to improve his Wealth bonus every time he attains a new level. else the character suffers a –4 penalty on Drive checks. jet fighters and spacecraft) require the corresponding Aircraft Operation feat. There is no penalty for operating a general-purpose fixedwing aircraft. or when the pilot wants to attempt something outside the normal parameters of the vehicle. cymbals. A character with the Vehicle Expert feat gets a +2 bonus on all Pilot checks. If the character succeeds at the Profession check. but cannot take 20. Special: If the Games Master deems it appropriate. Special: A character can take 10 when making a Pilot check. characters use the Drive skill to control hovercraft. a character can add his Profession ranks when making a Pilot (Dex) Trained Only Used for aircraft. A character without an appropriate instrument automatically fails any Perform (keyboard). Perform (stringed) or Perform (wind) check he attempts. such as banjo. Each vehicle’s description includes a manoeuvre modifier that applies to Pilot checks made by the operator of the vehicle. but the performer must take a –4 penalty on the check because his equipment. but cannot take 20. guitar. This skill is not used for driving hover vehicles of any kind. In addition to the Wealth bonus increase a character gains from your Profession check result (if the check succeeds). such as piano. The DC for the check is the character’s current Wealth bonus. lute. Though they technically fly. he may gain a +2 bonus on checks involving two Perform skills the character designates. Stand-Up: The character is a gifted comedian. and synthesizer. helicopters. Try Again? Not for the same performance and audience. although usable. his Wealth bonus increases by +1. they are dependent upon maintaining steady distance on solid and semisolid surfaces. bagpipes and trombone. his Wealth bonus increases by an additional +1.~ ~ ~ ~ ~ ~ Keyboards: The character is a musician gifted with a talent for playing keyboard musical instruments. such as drums. boats and any vehicles not covered by the Drive skill. For every 5 by which the character exceeds the DC. harp.

Russian. Read/Write Language and Speak Language (None) Trained Only The Read/Write Language skill and Speak Language skill do not work like standard skills. ~ Slavic: Belorussian. The DC is set by the Purchase DC 4 7 10 13 Repair DC 10 15 20 25 Repair Time 1 min. modern or ancient. Repair Task (Example) Simple (tool. Punjabi. ~ Glot: Glot. Lapp. ~ Romance: French. and vice versa. ~ Algic: Algonkin. ~ Attic: Ancient Greek*. ~ Iranian: Farsi. When a character adds a rank to Speak Language he chooses a new language that the character can speak fluently. Uzbek. beyond any Wealth bonuses accrued by this skill. Language groups are provided because they pertain to the Linguist feat. he must take the Speak Language skill for the appropriate language. ~ Semitic: Akkadian (aka Babylonian)*. and will rarely be of direct use within a game. In the modern world it is spoken only by linguistic scholars. he gets a cumulative +1 bonus on his Wealth Score. Flemish. ~ Japanese: Japanese. sorted into their general language groups as found on Earth. ~ Celtic: Gaelic (Irish). A character automatically knows how to read. Tibetan. Polish. Welsh. he chooses a new language that the character can read and write. Dutch.Ranks 1–4 5–8 9–12 13–16 17–20 21. Sherpa. Serbo-Croatian. Slovak. Arapaho. if the character happens to come across a specific task that is in the scope of his Profession. Ukrainian. ~ Finno-Lappic: Estonian. Blackfoot. A character never makes Read/Write Language or Speak Language checks. Chipewyan. This list is by no means exhaustive – there are more language groups and most contain more languages than those listed here. See below for suggestions. Danish. Navaho. Each additional language costs 1 rank. Cheyenne. Romanian. Greek. simple weapon) Moderate (mechanical or electronic component) Complex (mechanical or electronic device) Advanced (cutting-edge mechanical or electronic device) Repair (Int) Trained Only Check: Most Repair checks are made to fix complex electronic or mechanical devices. Portuguese. ~ Ugric: Hungarian (aka Magyar). To be able to speak a language that the character can read and write. Italian. Urdu.or career-related situation. A language’s group does not matter when a character is buying ranks in Speak Language or Read/Write Language. ~ Korean: Korean. Shawnee. Icelandic. Finnish. ~ Hamo-Semitic: Coptic*. Gaelic (Scots). 10 hr. Ancient Hebrew*. Yiddish. A character either knows how to read and write or speak a specific language or does not. When a character adds a rank to Read/Write Language. Czech. Arabic. Pashto. 10 min. write and speak his native language. Turkish. ~ Turkic: Azerbaijani. Lithuanian. Swedish. *This is an ancient language. Norwegian. Spanish. Latin*. English. A character can choose any language. German. 1 hr. ~ Baltic: Latvian. ~ Tibeto-Burman: Burmese. Middle Egyptian*. ~ Germanic: Afrikaans. ~ Athabascan: Apache. and he has 5 or more ranks in this skill – he may gain a +2 synergy bonus to that task. ~ Indic: Hindi.23 Wealth Bonus Increase +1 +2 +3 +4 +5 +6 Language Groups There are thousands of languages to choose from when a character buys ranks in Speak Language or Read/Write Language. 61 . Aramaic*. Mandarin. the character does not need ranks to do so. Every time a character takes the Windfall feat. Sanskrit*. A few are listed here. A Profession ability is fairly specific. However. ~ Armenian: Armenian. ~ Chinese: Cantonese. Bulgarian. SKILLS & FEATS Reputation check to deal with a work. Hebrew.

Research is the skill for finding recorded facts. repairs. Notice a typical secret compartment. depending on the task. The DC for this is at least 15 and it can be higher depending on the presence of security devices. Special: A character can take 10 or take 20 on a Repair check. Making repairs also involves a monetary cost when spare parts or new components are needed. and that the character has a way to acquire restricted or protected information. skill and some luck. the higher the DC) and what kind of information might be available depending on where the character is conducting his research. or an obscure clue. Find a complex or well-hidden secret compartment or trap. If the Games Master decides this is not necessary for the type of repair the character is attempting. DC 10 20 25+ Task Ransack an area to find a certain object. the Internet. a simple trap. Given enough time (usually 1d4 hours) and a successful skill check. 62 . A character with the Studious feat gets a +2 bonus on all Research checks. he takes a –4 penalty on the check (or may be unable to do the repair at all at the Games Master’s discretion). Time: See the table for guidelines. An appropriate Knowledge skill with 5 or more ranks can provide a +2 synergy bonus on a Research check when looking for information related to the Knowledge. a character cannot take 20. though in some specific cases. represented by a Wealth check. If the character wants to discover a specific fact. The higher the check result. Repair requires either an electrical tool kit. In general. and allows the character to make the checks in as little as a full-round action. When making a Repair check to accomplish a jury-rig repair. Time: A Research check takes 1d4 hours. This assumes that no obvious reasons exist why such information would be unavailable. Jury-Rig: A character can choose to attempt jury-rigged. A character can make a jury-rig repair as a full-round action. Check: Researching a topic takes time. Try Again? Yes. or temporary. Doing this reduces the purchase DC by 3 and the Repair check DC by 5. Synergies: Computer Use can provide a +2 synergy bonus on a Research check when searching computer records for data. then no Wealth check is needed. though the Games Master may rule that you have exhausted your current research material and that you must find more sources before you can make another attempt. professional journals or newspaper archives for clues. notice an extremely obscure clue. Try Again? Yes. Special: A character can take 10 or take 20 on a Research check. a jury-rigged repair can only fix a single problem with a check and the temporary repair only lasts until the end of the current scene or encounter. or similar bit of information. the character gets a general idea about a given topic. A character can also use jury-rig to hot-wire a car or jump-start an engine or electronic device. The jury-rigged object must be fully repaired thereafter. but the work only lasts until the end of the current encounter. Synergies: Craft (mechanical) or Craft (electronic) can provide a +2 synergy bonus on Repair checks made for mechanical or electronic devices. The Games Master determines how obscure a particular topic is (the more obscure. More complex repair work has a DC of 20 or higher and can require an hour or more to complete. The jury-rig application of the Repair skill can be used untrained. If the character does not have the appropriate tools. the Games Master may decide that a failed Repair check has negative ramifications that prevent or hamper following checks. Research (Int) Used for searching libraries. Learning what other people know is usually more appropriately done as a Gather Information check. add +5 to +15 to the DC.SKILLS & FEATS Games Master. A character with the Gearhead feat and at least 1 rank in this skill gets a +2 bonus on all Repair checks. date. a mechanical tool kit. a multipurpose tool or another appropriate item. simple repairs have a DC of 10 to 15 and require no more than a few minutes to accomplish. However. the better and more complete the information. map.

Mounting or dismounting an animal is a move action. Fight while Mounted (DC 20): While in combat. Check: The character generally must be within 10 feet of the object or surface to be examined. A character can saddle. the character can attempt to control a mount that is not trained in combat riding (see the Handle Animal skill). but does not allow a character to follow tracks or tell the character which direction the creature or creatures went or came from. he can only use one hand this round because the character needs to use the other to control his mount. Cover (DC 15): The character can react instantly to drop down and hang alongside his mount. such as those undertaken in combat or other extreme circumstances. If the character fails by more than 5. With a successful check (DC 20). he takes 1d6 points of falling damage. or when the character takes damage. (A character cannot attempt a fast mount or dismount unless he can perform the mount or dismount as a move action this round. The character cannot attack while using his mount as cover. he uses only a move action and the character can use his attack action to do something else. If the character fails. Special: A character can take 10 or take 20 when making a Search check. Check: Typical riding actions do not require checks. The character makes a Ride check (DC 15) to stay on the mount when it leaps. If the character fails the check. should the check fail. Fast Mount or Dismount (DC 20. mounting or dismounting is a move action. If the character fails.) Special: If the character is riding bareback. The character can use his attack action normally. to attack). Check: A successful check allows the character to avoid being bluffed (see the Bluff skill). Animals ill-suited as mounts incur a –2 penalty on their rider’s Ride check. he can do nothing else that round. such as when it is killed or when it falls. In addition. ride and dismount without a problem. Time: A Search check is a full-round action. A character with the Meticulous feat gets a +2 bonus on all Search checks. For animals trained in combat riding. If the character fails. Soft Fall (DC 15): The character reacts instantly when he falls off a mount. mount. a character can use this skill to make an assessment of a social situation. Leap (DC 15): The character can get his mount to leap obstacles as part of its movement. Make the check at the start of the character’s round. Guide with Knees (DC 5): The character can react instantly to guide his mount with his knees so that the character can use both hands in combat or to perform some other action. but cannot take 20. Time: Ride is a move action. to try to avoid taking damage. he takes a –5 penalty on Ride checks. require checks.Ride (Dex) Used for riding horses and other animals. the character can use his move action to have the animal perform a trick (commonly. using it as one-half cover. The character can also use the skill to tell when someone is behaving oddly or to assess someone’s trustworthiness. he loses control of the animal. except when otherwise noted for the special tasks listed above. In addition. If the character succeeds. A Search check can turn up individual footprints. Stay in Saddle (DC 5): The character can react instantly to try to avoid falling when his mount rears or bolts unexpectedly. Use the character’s Ride modifier or the mount’s Jump modifier (whichever is lower) when the mount makes its Jump check (see the Jump skill). SKILLS & FEATS Search (Int) Used for combing an area for clues or signs of danger. Instead. Some tasks. armour penalty applies): The character can mount or dismount as a free action. Sense Motive (Wis) Used to determine when someone is lying or being deceptive. he does not get the cover benefit. If the character fails. attempting trick riding or asking the animal to perform an unusual technique also require a check. the character can get the feeling from another’s behavior 63 . A character can take 10 when making a Ride check. the character does not need to make this check. 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.

and normally requires an attack action (or a move action if the character has the Quick Draw feat). +4 –2 Weapon can be drawn a move –4 action (or free action with the Quick Draw feat) is coin-sized and the other is no larger than a foot in any dimension. It is assumed that. though it can be opposed by Spot as noted above. though the character may make a Sense Motive check for each bluff made on the character. the character must get a result of 20 or higher. it can conceal the manipulation from others. when attempting to conceal a weapon or other object. Drawing a concealed weapon is more difficult than drawing a regularly holstered weapon. trying to conceal it when others might see. Check: A check against DC 10 lets a character palm a coin-sized. Used this way. It can also be used to manipulate a small object in each hand. Concealing Weapons and Objects Condition Size of weapon or object Fine Diminutive Tiny Small Medium-size Large Huge or larger Clothing is tight or tailored Clothing is especially loose or bulky Clothing is specifically modified for concealing object Weapon is carried in concealed holster Weapon can be drawn normally +12 +8 +4 +0 –4 –8 cannot be concealed –4 +2 +2 Sleight of Hand modifier SKILLS & FEATS Special: A character can take 10 when making a Sense Motive check. the character’s skill check is opposed by the observer’s Spot check. whether the character takes the object or not. A character can use Sense Motive to detect that a hidden message is being transmitted via the Bluff skill (DC equal to the bluff check result of the sender). A character concealing an object before he or she heads out into public can usually take 10 unless he or she is rushed. the character’s opponent makes a Spot check to detect the attempt. Minor feats of sleight of hand. unattended object. To conceal a weapon or other object. A character can use Sleight of Hand to conceal a small weapon or object on his body. Time: A Sense Motive check may be made as a reaction to another character’s Bluff check. but the character must take 10. the Games Master may roll the character’s Sense Motive check in secret. so the character does not necessarily know someone’s trying to bluff him or her. When a character performs this skill under close observation. but cannot take 20. the character can get the feeling that someone is trustworthy and honorable. Using Sense Motive to get a sense of someone’s trustworthiness takes at least 1 minute. just from doing it unnoticed. Sleight of Hand can be used untrained in this instance. Also. The opponent detects the attempt if his check result beats the character’s check result.that something is wrong. If the character’s check fails by 5 or more. Try Again? No. Armour Penalty Used for magic tricks or picking pockets. as shown on the Concealing Weapons and Objects table. When a character tries to take something from another person. make a Sleight of Hand check. If the character’s check result beats the DC by 5 or more. such as making a button disappear. or under other unusual constraints. When that is the case. To obtain the object. the character misinterprets the message in some fashion. Keeping the weapon in an easyto-draw position makes concealing it more difficult. Sleight of Hand (Dex) Trained Only. regardless of the opponent’s check result. The type of 64 . the character understands the secret message as well. so long as one Size and Concealment The object’s size affects the check result. A character with the Attentive feat gets a +2 bonus on all Sense Motive checks. a character is wearing appropriate clothing. The observer’s check does not prevent the character from performing the action. also have a DC of 10 unless an observer is concentrating on noticing what the character is doing.

a character may attempt to notice something that he failed (or believe he failed) to notice previously. Special: A character can take 10 or take 20 when making a Spot check. can also affect the check. or when being watched by the same observer. or things that are not quite right. in other words). and any attempt to make a weapon easier to draw. An observer attempting to spot a concealed object receives a –1 penalty for every 10 feet between himself and the target. Spot is also used to detect someone in disguise (see the Disguise skill). Spotting Concealed Objects: Noticing a concealed weapon or other object requires a Spot check. Spotting Concealable Armour: Concealable armour can be worn under clothing if the wearer wants it to go unnoticed.holster used or clothing worn. A character can also make a Spot check voluntarily if he wants to try to notice something in his vicinity. As a full-round action. anyone attempting to notice the armour must make a Spot check (DC 30). The Games Master may call for a Spot check by a character who is in a position to notice something. has a DC 10 higher than the first check. 65 . but must always take 10. Try Again? A character can make a Spot check every time he has the opportunity to notice something in a reactive manner. but cannot take 20. Some devices may also offer bonuses under certain circumstances (a metal detector offers a bonus to Search checks to find metal objects. the skill employed is Search and the searcher gets a +4 circumstance bonus for the handson act of frisking the target. Try Again? If the first check failed or if the attempt was noticed. for example). Check: The Spot skill is used to notice items that are not immediately obvious and people who are attempting to hide. Spot is often used to notice a person or creature hiding from view. SKILLS & FEATS Spot (Wis) Used to spot hidden things. a second Sleight of Hand attempt against the same target. The DC varies: If the target made a roll when concealing an object. A character with the Nimble feat and at least 1 rank in this skill gets a +2 bonus on all Sleight of Hand checks. However. The Games Master may make the Spot check in secret. the character’s Spot check is opposed by the Hide check of the character trying not to be seen. The check carries a further –5 penalty if the character is in the midst of activity. A character can make an untrained Sleight of Hand check to conceal a weapon or object. Special: A character can take 10 when making a Sleight of Hand check. so that the character is not aware if that they fail a check. A character’s Spot check is modified by a –1 penalty for every 10 feet of distance between the character and the subject or item he is trying to discern. In such cases. or to notice a concealed weapon carried by another person. the DC of the Spot check to notice the object is the same as the target’s check result (an opposed check. A successful Spot check when there is nothing to notice results in the character noticing nothing. Don’t use the modifiers from Table: Concealing Weapons and Objects when wearing concealable armour. Patting someone down for a hidden weapon requires a similar check. and a –5 penalty if distracted. Time: A Sleight of Hand check is an attack action. Instead.

including armour and weapons. If the character fails a check while exhausted. and tracking. If the character takes an attack action or a full-round action. Swim (Str) Armour Penalty Used to swim or manoeuvre in water or other semi-solid substances. a character in combat can hold his breath only half as long as normal. the character begins to drown. If the character fails. the character becomes unconscious. Try Again? A new check is allowed the round after a check is failed. the DC of the check increases by 1. he becomes fatigued. A character can hold his breath for a number of rounds equal to the character’s Constitution score. but cannot take 20. make a Swim check against DC 20. If the character fails by 5 or more. but only if the character does nothing but take move actions or free actions. A character with the Guide feat gets a +2 bonus on all Survival checks. If the character fails a check while fatigued. Time: A Spot check is either a reaction (if called for by the Games Master) or a full-round action (if a character actively takes the time to try to notice something). as described in the Track feat. the amount of breath the character has remaining is reduced by 1 round. checks are made according to distance. DC 10 Task Get along in the wild. Each hour that the character swims. the character becomes exhausted. Check: A successful Swim check allows a character to swim one-quarter his speed as a move action or half the character’s speed as a full-round action. or gain a +4 circumstance bonus if stationary. a character can use Survival checks to track a character or animal across various terrain types. Check: A character can keep himself and others safe and fed in the wild. or in the urban wilderness of the deep sprawl. When using Survival with the Track feat to track a character or animal. The character may grant the same bonus to one other character for every 1 point by which the character’s check result exceeds 15. Effectively. If the character fails. A character can take 10 when making a Swim check. If the character fails the check. such as quicksand or condemned construction sites. the character must make a Constitution check (DC 10) every round to continue holding his breath. Roll once per round. hunting. Time: Basic Survival checks occur each day in the wilderness or whenever a hazard presents itself. Unconscious characters go underwater and immediately begin to drown. The character can provide food and water for one other person for every 2 points by which the character’s check result exceeds 10.A character with the Alertness feat gets a +2 bonus on all Spot checks. After that period of time. 66 . Gain a +2 circumstance bonus on Fortitude saves against severe weather while moving up to half the character’s overland speed. he makes no progress through the water. The DC for the Swim check depends on the water: Water Calm water Rough water Stormy water DC 10 15 20 15 18 Special: A character can take 10 when making a Survival check. Special: A character takes a penalty of –1 for every 5 pounds of gear he carries. what little wild is left in the world. but not on periodic checks to get along in the wild. A character with the Athletic feat gets a +2 bonus on all Swim checks. Avoid getting lost and avoid natural and industrial hazards. If the character is underwater (from failing a swim check or because the character is swimming underwater intentionally). such as quicksand. SKILLS & FEATS Survival (Wis) Wilderness survival. Move up to half the character’s overland speed while hunting and foraging (no food or water supplies needed). With the Track feat. the character must hold his breath. A character can take 20 when tracking if there is no danger or penalty for failure. Each round. he goes underwater.

Surgery (DC 20): With a surgical kit. the character can remove the dazed. Treat Disease (DC 15): With a medical kit. a character can conduct field surgery. The stabilised character regains no hit points. The character cannot revive an unconscious character who is at –1 hit points or lower without first stabilising the character. but he stops losing them. The patients need to spend all their time resting. which can be negated with the Surgery feat. This skill has two subskills. This application of the Treat Injury skill carries a –4 penalty. with the exception of the last two. minus 2 hours for every point above the DC the surgeon achieves in the skill check. a character can tend to a character who is dying. as described above. A character who undergoes surgery is fatigued for 24 hours. restores 1d4 hit points. if someone has lost hit points. As an attack action. as a full-round action. regular medicine and psychology. Stabilise Dying Character (DC 15): With a first aid or medical kit. The period of fatigue can never be reduced below 6 hours in this fashion. This activity takes 10 minutes. Surgery restores 1d6 hit points for every character level of the patient (up to the patient’s maximum hit points) with a successful skill check. The character needs to devote at least half an hour per day to each patient they are caring for. the treating character first makes a Treat Injury check to help the diseased character fend off secondary damage. Stunned or Unconscious Character (DC 15): With a first aid or medical kit. involve the former. Revive Dazed. If the treating character’s SKILLS & FEATS Treat Injury (Wis) Used to give first aid and medical care to the sick or injured. This check is an attack action. stunned or unconscious condition from a character. Restore Hit Points (DC 15): With a medical kit. Surgery requires 1d4 hours. the successful application of this skill allows a patient to recover hit points and ability points lost to temporary damage at an advanced rate – 3 hit points per character level or 3 ability points restored per day of complete rest. A successful check removes the dazed. Time: A Swim check is either a move action or a fullround action. stunned or unconscious condition from an affected character. Surgery can only be used successfully on a character once in a 24-hour period. add an additional hour for every point below 0 the patient has fallen to. The number restored can never exceed the character’s maximum hit points. A successful check. Check: The DC and effect depend on the task attempted. A specific intent is needed for a Treat Injury check. if the patient is at negative hit points. A character can tend up to as many patients as he has ranks in the skill. The options below. Every time the diseased character makes a saving throw against disease effects (after the initial contamination).application of the skill can be used successfully on a character only once per day. This 67 . a character can tend to a character infected with a treatable disease. A new check is made each day. a successful Treat Injury check stabilises another character. on a failed check. The character must have a treat injury kit to stabilise a dying character. the character can restore some of them. recovery occurs at the normal rate for that day of rest and care. chosen from the listed options below. Long-Term Care (DC 15): With a medical kit.

under. risking no attacks of opportunity. the character can weave. Tumble (Dex) Trained Only. Tumble past Opponents: With a successful Tumble check (DC 15). 68 . the character can roll.check succeeds. Armour Penalty This skill allows the character to make acrobatic dodges and rolls. treating disease or treating poison requires a medical kit. The character takes a –5 penalty on his check any time he treats himself. and surgery. but provokes attacks of opportunity as normal. Special: A character with 5 or more ranks in Tumble gains a +3 dodge bonus to Defence (instead of the normal +2) when fighting defensively. Time: Treat injury checks take different amounts of time based on the task at hand. Try Again? No. stunned or unconscious character requires either a first aid kit or a medical kit. the treating character first makes a Treat Injury check as an attack action. Stabilising a dying character or reviving a dazed. tumble past opponents in combat. he takes a –4 penalty on the check. moving over. restoring hit points. and a +6 dodge bonus (instead of the normal +4) when engaging in total defence. but provokes attacks of opportunity as normal. Special: The Surgery feat gives a character the extra training he needs to use Treat injury to help a wounded character by means of an operation. jump or dive through squares occupied by opponents. When a poisoned character makes a saving throw against a poison’s secondary effect. A character can take 20 only when restoring hit points or attempting to revive dazed. dodge and roll up to 20 feet through squares adjacent to opponents. the treating character provides a bonus on the diseased character’s saving throw equal to his ranks in this skill. for restoring hit points. Failure means the character moves as planned. treat disease or treat poison. If the check succeeds. Check: A character can land softly when he falls. or around them as if they weren’t there. Failure means the character moves as planned. or unconscious characters. Surgery requires a surgical kit. as described above. stunned or unconscious characters. Tumble through Opponents: With a successful Tumble check (DC 20). reviving dazed. SKILLS & FEATS Land Softly: The character can make a Tumble check (DC 15) when falling. or tumble through opponents. stunned. Long-term care. for all other uses of the skill. Treat Poison (DC 15): With a medical kit. If the character does not have the appropriate kit. a character can tend to a poisoned character. If the treating character’s check succeeds. No. treat the fall as if it were 10 feet shorter when determining damage. A character can use the Treat Injury skill on himself only to administer restore lost hit points. stabilising dying characters. A character can take 10 when making a Treat Injury check. the character provides a bonus on the poisoned character’s saving throw equal to his ranks in this skill Try Again? Yes.

Feats in OGL Horror Adrenaline Surge You can perform an additional action in a round. Prerequisites: Combat Martial Arts. Times per Day 1 2 3 4 4 –6 7 –9 10 + th Advanced Combat Martial Arts You are a master of unarmed fighting. another feat or feats. Prerequisite: Personal Firearms Proficiency. or they can be bought with the extra feat awarded to all characters at 6th and 9th level. Normal: Characters without this feat take a –4 penalty on attack rolls made with personal firearms set on autofire. the character deals triple damage. The character may use Adrenaline Surge a number of times per day depending on his character level (as shown below). the same feat taken by two different characters can simulate different approaches to the same basic talent. Benefit: The character may take an extra move action or attack action in a round. A character can gain a feat at the same level at which he gains all the prerequisites. Normal: What a character who does not have this feat is limited to or restricted from doing. that it has an autofire setting). but never more than once per round. Once gained. they can be granted by advancing in a given class. The character must make a Fortitude save (DC 10) immediately after performing the additional action or become fatigued. A character can attempt to tumble as a free action that must be performed as part of a move action. Character Level 1 –3 st th th rd th th Feats are gained in four different ways in OGL Horror. This entry is absent if a feat has no prerequisite. A character with the Acrobatic feat and at least 1 rank in this skill gets a +2 bonus on all Tumble checks. Prerequisite: A minimum ability score. Special: Additional facts about the feat. Benefit: The character can fire any personal firearm on autofire without the usual –4 penalty (provided. a minimum base attack bonus and/or the minimum ranks in a skill that a character must have to acquire this feat. A character either has a feat or he does not. Advanced Firearms Proficiency You can use firearms set on autofire. They can be gained as free feats from a character’s starting class and occupation. either before or after the character’s regular actions. This way. If there are no special features about a feat aside from what it does and its prerequisites. If there is no particular drawback to not possessing the feat. it usually possible to take 10 when making a Tumble check. Feats SKILLS & FEATS Acrobatic You are unusually agile. Benefit: What the feat enables a character to do.A character cannot take 10 or 20 when making a Tumble check to move through or past opponents. this entry is also absent. Feats are purposefully left as vague as possible while still providing all of the rules support needed to run them in a campaign. Feat Descriptions Here is the format for every feat description found in this sourcebook. Improved Combat Martial Arts. Time: A character can try to reduce damage from a fall as a reaction once per fall. this entry is absent. Otherwise. for whatever reason. 69 . Normal: A critical hit with an unarmed strike deals double damage. they can be purchased with the three bonus feats given to all characters at 3rd level. Feat Name: The name of the feat. Benefit: When the character scores a critical hit on an opponent with an unarmed strike. A character cannot use a feat if the character has lost a prerequisite. of course. Benefit: The character gets a +2 bonus on all Jump checks and Tumble checks. base attack bonus +6 or higher. Special: Remember that the Tumble skill cannot be used untrained. but not 20. the method of procurement is irrelevant.

every time the character misses 70 . SKILLS & FEATS Archaic Weapons Proficiency You are proficient with archaic weapons such as swords and axes. Benefit: When the character wears a type of armour with which the character is proficient. large cargo planes. Use that ability score’s modifier instead of your character’s Wisdom modifier for all Horror saves. the character may make an attack of opportunity with a melee weapon against that opponent. Each time a character takes this feat. Special: A character can gain this feat multiple times. and Tumble. Armour Proficiency (light) You are proficient with light armour. Climb. Normal: See Armour Proficiency (light). Normal: Characters without this feat take a –4 penalty on Pilot checks made to operate an aircraft that falls in any of these classes. Helicopters include transport and combat helicopters of all types. Dodge. Benefit: Once per round. a character who wears armour with which he is not proficient adds only a portion of the armour’s equipment bonus to his Defence. Spacecraft are vehicles such as the space shuttle and the lunar lander. Prerequisite: Pilot 4 ranks. Benefit: The character gets a +2 bonus on all Climb checks and Swim checks. Animal Affinity You are good with animals. Prerequisite: Iron Will. Escape Artist. Alertness You have finely tuned senses. This feat does not grant more attacks of opportunity than the character is normally allowed in a round. Benefit: The character takes no penalty on attack rolls when using any kind of archaic weapon. Blind-Fight You can fight in darkness. Even a character with the Combat Reflexes feat cannot use the Agile Riposte feat more than once per round. Special: Remember that the Handle Animal skill cannot be used untrained. he selects a different class of aircraft. Special: Remember that the Investigate skill cannot be used untrained.Agile Riposte You can strike when your opponent attacks. The heavy aircraft class includes jumbo passenger airplanes. you handle horror with either sheer guts or incredible mental flexibility. Attentive You are exceptionally observant. the character gets to add the armour’s entire equipment bonus to his Defence. Jet fighters include military fighter and ground attack jets. The character is proficient at operating that class of aircraft. Benefit: When the character wears a type of armour with which the character is proficient. There is no penalty when the character operates a general-purpose aircraft. heavy bombers and any other aircraft with three or more engines. Also. Benefit: The character gets a +2 bonus on all Handle Animal checks and Ride checks. Prerequisites: Armour Proficiency (light). Hide. the character gets to add the armour’s entire equipment bonus to his Defence. Normal: A character without this feat takes the –4 nonproficient penalty when making attacks with archaic weapons. Prerequisites: Dexterity 13+. Athletic You are especially fit and quick. helicopters. Benefit: Select either your character’s Intelligence or Constitution score. jet fighters or spacecraft). Alternate Approach Instead of relying on willpower and discipline. and pay attention to all nuances of a situation. Resolve and apply the effects from both attacks simultaneously. Benefit: In melee combat. Move Silently. Armour Proficiency (heavy) You are proficient with heavy armour. 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. Jump. Benefit: The character takes no penalty on Pilot checks or attack rolls made when operating an aircraft of the selected class. Aircraft Operation Select a class of aircraft (heavy aircraft. Benefit: The character gets a +2 bonus on all Listen checks and Spot checks. Benefit: The character gets a +2 bonus on all Investigate checks and Sense Motive checks. and on attacks made with aircraft weapons. Normal: A character who wears armour with which he is not proficient takes an armour penalty on checks involving the following skills: Balance.

Craft (electronic). The character cannot take a 5-foot step before making this extra attack. Prerequisites: Personal Firearms Proficiency. Combat Expertise You are trained in using the ebb and flow of combat to your defensive advantage. darkness and poor visibility in general reduces the character’s speed to three-quarters of normal. Normal: Autofire uses ten bullets. Cleave You can keep on chopping. Without this feat. 71 . which means that opponents do not get attacks of opportunity when the character attacks them unarmed. Firing a burst expends five bullets and can only be done if the weapon has five bullets in its magazine. Benefit: When using an automatic firearm with at least five bullets loaded.because of concealment. Prerequisites: Strength 13+. the character may fire a short burst as a single attack against a single target. Power Attack. Remember that Craft (chemical). instead of one-half. Craft (mechanical). Prerequisite: Base attack bonus +1 or higher. Normal: Unarmed attacks normally deal nonlethal damage equal to 1d3 + Strength modifier. and cannot be aimed at a specific target. Special: If the firearm has a three-round burst setting. it simply counts as a normal attack and all the extra bullets are wasted. and Craft (structural). The character receives a –4 penalty on the attack roll. targets a 10-foot by 10-foot area. Benefit: 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 opponent’s hit points to less than 0). The second time. Prerequisite: Intelligence 13+. the character can take a penalty of up to –5 on his attack roll and add the same number (up to +5) to the character’s Defence. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous opponent. the character receives a +1 competence bonus on attack rolls and the character deals nonlethal damage equal to 1d6 + his Strength modifier. Special: The character can select this feat twice. and Craft (mechanical) cannot be used untrained. Benefit: With an unarmed strike. This number may not exceed the character’s base attack bonus. Burst Fire When using a firearm with autofire. The character’s unarmed attacks count as armed. The character can use this ability once per round. The changes to attack rolls and Defence last until the character’s next action. Benefit: You may always choose whether to fight or flee if you fail a Panic check by 6 or more. SKILLS & FEATS Brawl You deal more damage in a fistfight. Craft (electronic). Advanced Firearms Proficiency. the character gets an immediate extra melee attack against another opponent adjacent to the character. The bonus to the character’s Defence is a dodge bonus (and as such it stacks with other dodge bonuses the character may have). Benefit: When making an unarmed attack. Builder You have a knack for constructing items. The character may make attacks of opportunity against opponents who Cautious You look before you cut the wire. Combat Martial Arts You can deal damage with unarmed strikes. The character takes only half the usual penalty to speed for being unable to see. Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a –4 penalty on attacks and gain a +2 dodge bonus to Defence. but deals +2 dice of damage. Combat Training You are trained to react in combat. you can fire a short burst at a particular target. the character deals lethal or nonlethal damage (the character’s choice) equal to 1d4 + the character’s Strength modifier. Benefit: Pick two of the following skills: Craft (chemical). the character applies it to the two skills he didn’t pick originally. the character can reroll the miss chance roll one time to see if the character actually hits. The character gets a +2 bonus on all checks with those skills. if a character attempts an autofire attack at a specific target. Special: Remember that the Demolitions skill and the Disable Device skill cannot be used untrained. Benefit: The character gets a +2 bonus on all Demolitions checks and Disable Device checks. Benefit: When the character uses the attack action or the full attack action in melee. firing a burst expends three bullets instead of five and can be used if the weapon has only three bullets in its magazine.

Benefit: The maximum number of attacks of opportunity the character may make each round is equal to the character’s Dexterity modifier + 1. Forensics Laboratory. Confident You are naturally self-confident. Commanding Voice You are especially good at snapping people out of a freeze. Craft (writing). medical. the character may also make attacks of opportunity when flat-footed. Creative You have a creative streak. Normal: A character without the Combat Reflexes feat can make only one attack of opportunity per round and cannot make attacks of opportunity when flat-footed. Perform (stand-up). Library. etc). Occult Library. You may only take this feat if you are part of an organisation (see Chapter 10. Perform (string instruments) and Perform (wind instruments). Special: You may take this feat more than once. Perform (dance). A minor contact may have one or two useful skills at a +8 modifier. Research Laboratory. Cults and Conspiracies). Special: You make take this feat up to five times. Benefit: You have one major or three minor contacts. and unarmed combatants cannot normally make attacks of opportunity. and on level checks to resist intimidation. Benefit: Select one of the following organisation feats: Arsenal. Contact You have friends in useful places. Benefit: The character gets a +2 bonus on all Gamble checks and Intimidate checks. Perform (act).provoke such attacks. Benefit: The character gains a +2 bonus on opposed Strength and Dexterity checks any time the character attempts trip or grapple attacks. either before the game begins or during play. The character can still only make one attack of opportunity on a single opponent per round. SKILLS & FEATS Combat Reflexes You can respond quickly to opponents who let their guard down. Prerequisite: Defensive Martial Arts. Perform (percussion instruments). Perform (keyboards). Special: A character can select this 72 . Your organisation gains this feat. they get a bonus to their Will save equal to your Charisma bonus. or be able to give information on a particular topic. Perform (sing). Unarmed attacks normally provoke attacks of opportunity. Benefit: Pick two of the following skills: Craft (visual art). Benefit: If you shout at someone who has frozen in the face of horror due to a failed Panic save. Combat Throw You can turn an opponent’s momentum against them. The character gets a +2 bonus on all checks with those two skills. military. You may specify who these contacts are at any point. With this feat. A major contact has skills with a +12 modifier. can give detailed and comprehensive information on a topic. a character deals only 1d3 points of nonlethal damage. Artefact. or when the character tries to avoid a trip or grapple attack made against him. Custodian You are in charge of a particular facility. Normal: Without this feat. or is influential in a particular field (law enforcement.

dodge bonuses stack with each other. unlike most other types of bonuses. Special: A character can select this feat as many as seven times. Benefit: The character gains a +1 dodge bonus to Defence against melee attacks. Prerequisites: Dexterity 13+. whether it be at Hellburg College or the University of Life. the character selects two new skills from the choices given above. Constitution checks to hold the character’s breath. if the character is the driver. Far Shot. Also. the character may fire two bullets as a single attack against a single target. or the benefit of the feat is lost. Using this feat 73 . a character takes a penalty based on the vehicle’s speed. until after the character makes his next attack. Each time. Elusive Target You can use opponents as cover in combat. unlike most other types of bonuses. Prerequisite: Dexterity 13+.feat as many as five times. This penalty is in addition to the normal –4 penalty for firing into melee. but deals +1 die of damage with a successful hit. The character gets a +2 bonus on all checks with those skills. Normal: When attacking from a moving vehicle. the character selects two new Knowledge skills. Prerequisites: Wisdom 13+. Constitution checks to avoid damage from starvation or thirst. Once the character begins aiming. Special: A condition that makes the character lose his Dexterity bonus to Defence also makes the character lose dodge bonuses. Benefit: The character takes no vehicle speed penalty when making an attack while in a moving vehicle. he cannot move. Fortitude saves to avoid damage from hot or cold environments and Fortitude saves to resist suffocation or drowning. but the driver must make his attack action either before or after the vehicle’s movement. Also. Passengers can ready an action to make an attack when their vehicle reaches a particular location. Each time. Benefit: During the character’s action. the character loses the benefit of aiming. Defensive Martial Arts. This grants the character a +2 circumstance bonus on his next attack roll. even to take a 5-foot step. Special: A condition that makes the character lose his Dexterity bonus to Defence also makes the character lose dodge bonuses. other opponents attempting to target the character with ranged attacks take a –4 penalty. dodge bonuses stack. The character receives a –2 penalty on this attack. the character may take a full-round action to line up his shot. Prerequisites: Dexterity 13+. fires two bullets and can only be done if the weapon has at least two bullets in its magazine. Endurance You have great reserves of stamina. Dead Aim You line up your attacks with deadly precision. Benefit: The character gains a +4 bonus on the following checks and saves: hourly Swim checks to avoid becoming fatigued. the character may sleep in heavy or light armour without becoming fatigued. Benefit: When using a semiautomatic firearm with at least two bullets loaded. he can take his attack action to make an attack at any point along the vehicle’s movement. Likewise. the character designates an opponent and receives a +1 dodge bonus to Defence against any subsequent attacks from that opponent. Also. SKILLS & FEATS Deceptive Trust me… Benefit: The character gets a +2 bonus on all Bluff checks and Disguise checks. Defensive Martial Arts You are skilled at avoiding injuries. Constitution checks to continue running. Special: An opponent with the Precise Shot feat has the penalty reduced to –4 when targeting the character. Double Tap You can make two quick shots as a single attack. The character can select a new opponent on any action. Also. Normal: A character without this feat who sleeps in armour is automatically fatigued the following day. if the character’s concentration is disrupted or the character is attacked before his next action. Educated The benefits of an expanded education. Benefit: Pick two Knowledge skills. Drive-By Attack You are skilled at attacking from a moving vehicle. Dodge You are adept at dodging attacks. Benefit: Before making a ranged attack. Point Blank Shot. Benefit: When fighting an opponent or multiple opponents in melee. making the penalty to target to character –8.

Fearless You look under the bed every time and refuse to let the night-terrors bother you… much. though it may be selected later on. Benefit: The character makes attack rolls with the weapon normally. the opponent’s vehicle spins ninety degrees and stops. Special: This feat may not be taken by a starting character of the Ordinary Person class. Prerequisite: Base attack bonus +1 or higher. Cleave. Benefit: The character makes attack rolls with the weapon normally. Make opposed Drive rolls between the character and the driver of the other vehicle. Benefit: When the character sideswipes a surface vehicle. applying the vehicle’s Size modifiers if applicable. the character can force the other vehicle to a stop by nudging it into a controlled sideways skid. If the opponent wins. The character is proficient with that melee weapon in combat. Normal: A character who uses a weapon without being proficient with it takes a –4 penalty on attack rolls. Prerequisites: Personal Firearms Proficiency. Benefit: The character gets a +2 bonus on all Fear saves. its range increment is doubled. Normal: A character without this feat takes the –4 nonproficient penalty when making attacks with improvised weapons. Improved Brawl You deal extensive damage in a fistfight. Prerequisites: Drive 4 ranks. Advanced Firearms Proficiency. Great Cleave Chop chop chop… Prerequisites: Strength 13+. he selects a different weapon group. Prerequisites: Brawl. Each time the character takes the feat. its range increment increases by onehalf (multiply by 1. Focused You keep your cool. Benefit: The character gets a +2 bonus on all Fortitude saving throws. Far Shot You are good at attacking from long range. Benefit: The character gets get a +2 bonus on all Balance checks and Concentration checks. Special: A character can gain this feat multiple times. Guide You are good at surviving outdoors. Household items are lethal weapons in your hands. When the character throws a weapon. grenade launchers. SKILLS & FEATS Exotic Melee Weapon Proficiency Choose one exotic melee weapon.Exotic Firearms Proficiency Choose a weapon type from the following list: cannons. Special: Remember that the Computer Use skill and the Repair skill can only be used untrained in certain situations. Benefit: When making an unarmed attack. Vehicle Expert. base attack bonus +4 or higher. the character 74 . Special: A character can gain this feat as many as four times. but does not force the character to stop instead. Benefit: The character gets a +2 bonus on all Computer Use checks and Repair checks. Gearhead You have a knack with machines. Benefit: When the character uses a firearm or archaic ranged weapon. except that the character has no limit to the number of times he can use it per round. Each time a character takes the feat. base attack bonus +3 or higher. Special: You may take this feat multiple times. Prerequisites: Dexterity 13+ Benefit: The character only takes a –2 penalty on attack rolls when using any kind of improvised weapon. heavy machine guns. Impromptu Weapon Proficiency You are a serial killer’s nightmare. and rocket launchers. Normal: A character who uses a weapon without being proficient with it takes a –4 penalty on attack rolls. Extra Ties You have especially strong personal convictions and connections. Power Attack. Force Stop You can force another vehicle to stop. Benefit: The character gets a +2 bonus on all Navigate checks and Survival checks.5). he has resisted the force stop attempt. he selects a different exotic melee weapon. Great Fortitude You are tougher than normal. Benefit: You have two extra Ties. Benefit: As Cleave. If the character wins.

Additionally. Special: This feat does not grant the character more attacks of opportunity than he is normally allowed in a round. the damage from a knockout punch is always nonlethal. The damage is nonlethal damage. Prerequisites: Intelligence 13+. base attack bonus +4 or higher. base attack bonus +3 or higher. Benefit: The character’s threat range on an unarmed strike improves to 19–20. Improved Combat Throw You excel at tripping and throwing opponents. Power Attack. the character does not provoke an attack of opportunity from the defender. if an opponent attacks and misses the character. Prerequisites: Defensive Martial Arts. Knockout Punch. With this feat. the character’s massive damage threshold is current Con score +3. base attack bonus +5 or higher. Prerequisites: Brawl. Normal: Unarmed attacks normally deal nonlethal damage equal to 1d3 + Strength modifier. Two-Weapon Fighting. Benefit: The character does not provoke an attack of opportunity when he tries to trip an opponent while is unarmed. albeit at a –5 penalty. Its effects stack.receives a +2 competence bonus on his attack roll and the character deals nonlethal damage equal to 1d8 + the character’s Strength modifier. Benefit: When the character performs a bull rush. which means that opponents do not get attacks of opportunity when the character attacks them unarmed. the character may immediately make a trip attack against the opponent. Normal: A character without this feat threatens a critical hit with an unarmed strike only on a 20. Improved Disarm You are skilled at disarming opponents. This critical hit deals triple damage. Improved Initiative You react quickly in a fight. Benefit: The character increases his massive damage threshold by 3 points. base attack bonus +5 or higher. Combat Expertise. Improved Two-Weapon Fighting You are an expert at fighting with two weapons. Combat Expertise. Normal: A character without this feat has a massive damage threshold equal to his current Constitution score. Prerequisites: Intelligence 13+. Benefit: In melee combat. Prerequisites: Intelligence 13+. Benefit: The character can make a Bluff check in combat as a move action. Prerequisites: Combat Martial Arts. Benefit: The character gets a +4 circumstance bonus on initiative checks. Also. Prerequisites: Strength 13+. nor does the opponent get a chance to disarm the character if the attempt fails. this feat 75 . the character’s unarmed attacks count as armed. Improved Damage Threshold You get knocked down. Special: Even if the character has the ability to treat unarmed damage as lethal damage. These advantages replace the Brawl feat’s advantages. Combat Throw. Normal: Feinting in combat normally requires an attack action. Benefit: The character does not provoke an attack of opportunity when the character attempts to disarm an opponent. Improved Combat Martial Arts You are extremely skilled at martial arts. treat a successful attack as a critical hit. they do not stack. base attack bonus +1 or higher. but you nearly always get back up again. Improved Knockout Punch You are extremely skilled at knocking people out. Benefit: When making the character’s first unarmed attack against a flat-footed opponent. If the character trips an opponent in melee combat. Improved Bull Rush You know how to push opponents back. The character receives a +2 bonus on Bluff checks made to feint in melee combat. The character may make attacks of opportunity against opponents who provoke such attacks. Improved Trip You can follow through on trip attacks. SKILLS & FEATS Improved Feint You excel at misdirecting opponents in combat. This counts as an attack of opportunity. 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. Special: A character may gain this feat multiple times. Prerequisites: Dexterity 13+. Benefit: The character gets a second attack with his offhand weapon.

e. Point Blank Shot You are skilled at making accurate shots at close range. a character can only get a single extra attack with an off-hand weapon. base attack bonus +2 or higher. Benefit: The character’s Wealth bonus increases by +4. Prerequisites: Windfall. For a written language. Normal: Characters without this feat take a –4 penalty on attack rolls made with personal firearms. and both weapons must be of the same type (either both ranged weapons or both melee weapons). and DC 20 if the language is ancient or unique. the character does not suffer any penalties to Horror checks for being alone or only having one other person present. However. dodge bonuses stack with each other. Normal: Without this feat. Ludicrously Rich You are very well off. Prerequisites: Brawl. Special: Even if the character has the ability to treat unarmed damage as lethal damage. Benefit: The character gets a +2 bonus on all Forgery checks and Search checks. Benefit: Whenever the character encounters a new language. The check is made with a bonus equal to the character’s Intelligence modifier. a beginning character has only three Ties instead of the normal five).allows the character to use a melee weapon in one hand and a ranged weapon in the other. Special: Remember that the Craft (pharmaceutical) skill cannot be used untrained. unlike most other types of bonuses. SKILLS & FEATS Knockout Punch You are skilled at cold-cocking opponents. the damage from a knockout punch is always nonlethal. Special: Remember that the Sleight of Hand skill cannot be used untrained. 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. Benefit: The character has two less Ties than normal (i. treat a successful attack as a critical hit. either spoken or written. Personal Firearms Proficiency You know how to use a gun. Also. Nimble You have exceptional flexibility and manual dexterity. Low Profile Who? Benefit: Reduce the character’s Reputation bonus by 3 points. a character can glean enough meaning from a conversation or document to ascertain the basic message. DC 15 if the language is unrelated to any other languages the hero knows. Benefit: The character gets a +2 bonus on all Escape Artist checks and Sleight of Hand checks. Linguist You are adept at learning new languages. Special: A condition that makes a character lose his Dexterity bonus to Defence also makes the character lose dodge bonuses. Benefit: The character can fire any personal firearm without penalty. the bonus applies to a Decipher Script check instead. Mobility You are skilled at dodging past opponents. Prerequisites: Dexterity 13+. Lightning Reflexes You have excellent reflexes. Meticulous You are painstakingly accurate and thorough. With this special ability. This damage is nonlethal damage. Loner You have few connections to other people or ideals. Educated. Benefit: The character gets a +1 bonus on attack and 76 . Medical Expert You are skilled at aiding the sick. Benefit: The character gets a +2 bonus on all Craft (pharmaceutical) checks and Treat Injury checks. but this ability in no way simulates actually being able to fluently converse or read a given language. Benefit: When making the character’s first unarmed attack against a flat-footed opponent. Dodge. Benefit: The character gets a +4 dodge bonus to Defence against attacks of opportunity provoked when the character moves out of a threatened square. he can make an Intelligence check to determine if he can understand it. Benefit: The character gets a +2 bonus on all Reflex saving throws.

77 . revolver without a speed loader. Pulling Strings You can manipulate the bureaucracy of your organisation. before making attack rolls for a round. or reloading any firearm with an internal magazine. is a move action. Shot on the Run You are a talented skirmisher and never stay still long enough to draw fire when shooting. as normal). Benefit: Reloading a firearm with an already filled box magazine or speed loader is a free action. Reloading a Skill Focus You are especially skilled in one narrow field. Benefit: The character’s Reputation bonus increases by +3. Benefit: The character gets a +2 bonus on all Madness saves. Normal: A character without this feat takes the –4 nonproficient penalty when making attacks with simple weapons. Benefit: The character can shoot or throw ranged weapons at an opponent engaged in melee without penalty. If the character is in heavy armour. Benefit: When using an attack action with a ranged weapon. Prerequisite: Base attack bonus +1 or higher. Normal: A character takes a –4 penalty when using a ranged weapon to attack an opponent who is engaged in melee combat. Selective Ignorance Your rationality can take some heavy knocks before breaking into insanity. Normal: Reloading a firearm with an already filled box magazine or speed loader is a move action. the character may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. the character moves a maximum of five times his normal speed instead of four times. This number may not exceed the character’s base attack bonus. provided that the character’s total distance moved is not greater than his speed. The penalty on attacks and bonus on damage applies until the character’s next action. You have a +3 insight bonus to all skill checks with that skill. Normal: A character can draw a weapon as a move action. Quick Draw You can draw weapons with surprising speed. Prerequisite: Base attack bonus +1 or higher. Reloading a revolver without a speed loader. Benefit: The character can draw a weapon as a free action. Benefit: When running. SKILLS & FEATS Run You are unusually fast on your feet. Renown You are well known in your field. Power Attack You can make exceptional powerful attacks. he may draw two light or one-handed weapons in one free action. Prerequisite: Strength 13+. Dodge. Mobility. Benefit: On the character’s action. Point Blank Shot. Special: This feat may not be taken by a starting character of the Scholar class. Quick Reload You can load weapons quickly. though it may be selected later on.damage rolls with ranged weapons against opponents within 30 feet. 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. Prerequisites: Dexterity 13+. the character can move both before and after the attack. Benefit: Select a skill. the character gains a +2 competence bonus on his Jump check. Benefit: You may add your Reputation modifier to that of your organisation’s Response modifier when determining Response times. Prerequisite: Reputation +1. the character can move four times his speed rather than three times. If the character also has the Two-Weapon Fighting feat. Simple Weapons Proficiency You know how to use simple weapons effectively. Benefit: The character makes attack rolls with simple weapons normally. is a full-round action. Precise Shot You are an excellent shot. or reloading any firearm with an internal magazine. Prerequisite: Point Blank Shot. A character with this feat may throw weapons at his full normal rate of attacks. If the character makes a long jump.

Benefit: When using a firearm on autofire. However. Benefit: The character gets a +2 bonus on all Decipher Script checks and Research checks. Special: The surface does not have to be perfectly smooth and level. the character receives a –2 penalty on his attack roll and the character’s attack deals –1 die of damage. 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. Normal: A character without this feat incurs an attack of opportunity when he strikes at an object held or carried by another character. The target can have no more than nine-tenths cover for a character to attempt a skip shot. as normal). base attack bonus +2 or higher. A character cannot use this feat if he is carrying a heavy load or wearing heavy armour. Prerequisites: Point Blank Shot. Strong Willed You have a stronger will than normal. Normal: A firearm on autofire normally affects a 10-foot by 10-foot area. Studious You have a knack for research. Advanced Firearms Proficiency. Benefit: The character gets a +2 bonus on all Will saving throws. relatively smooth surface on which to skip a bullet (such as a street or a concrete wall). The heavy 78 . Benefit: The character gets a +2 bonus on all Hide checks and Move Silently checks. whether they are held or carried or not. Strafe You can affect a wider area with a firearm than normal. if the character makes a successful melee attack with an unarmed strike or a light weapon. the character can affect an area up to 20-foot wide by 5-foot deep (that is. sailboat. a brick wall or an asphalt road can be used. except Horror saves (Fear. Stealthy You go unseen and unheard. Benefit: When the character strikes an object held or carried by an opponent. Precise Shot. Mobility. Benefit: If the character has a solid. such as a weapon. Prerequisites: Personal Firearms Proficiency. Sunder You smash items with élan. the character may ignore cover between the character and the target. Streetfighting You are good at backalley fighting. Special: This feat may not be taken by a starting character of the Combatant class. base attack bonus +4 or higher. the character can move both before and after the attack. Dodge. Benefit: When using an attack action with a melee weapon. and a target within 10 feet of that surface. Benefit: Once per round.Skip Shot You can bounce attacks around cover. Prerequisites: Strength 13+. powerboat. Power Attack. The character gains a +4 bonus on any attack roll made to attack an object held or carried by another character. Steady Nerves Things do not startle you easily. SKILLS & FEATS Spring Attack You are good at hit-and-run attacks. ship. or tracked). Prerequisites: Brawl. though it may be selected later on. The character also deals double normal damage to objects. any four 5-foot squares in a straight line). Surface Vehicle Operation Select a class of surface vehicle (heavy wheeled. The character is proficient at operating that class of vehicle. base attack bonus +5 or higher. Prerequisites: Dexterity 13+. Benefit: The character gets a +2 bonus on all Panic saves. the character does not provoke an attack of opportunity. Madness and Panic saves). provided that the total distance moved is not greater than the character’s speed. the character deals an extra 1d4 points of lethal damage.

in which the quarry leaves frequent but shallow footprints. Powerboats are engine-powered water vessels designed for operation by a single person and usually no more than 100 feet in length. The quarry leaves only traces. The character moves at half his normal speed (or at the character’s normal speed with a –5 penalty on the check. Track You can find and follow a trail. or indoor floors. Normal: Characters without this feat take a –4 penalty on Drive checks made to operate a surface vehicle that falls under any of these classes. 79 . Prerequisite: Treat Injury 4 ranks. The DC depends on the surface and the prevailing conditions. Every hour of rain since the trail was +1 made Fresh snow cover since the trail was made Poor visibility: 2 Overcast or moonless night Moonlight Fog or precipitation +6 +3 +3 +10 Quarry hides trail (and moves at +5 half speed) 1 For a group of mixed sizes. The character must make another Survival check every time the tracks become difficult to follow.wheeled class includes all kinds of semi-trucks and tractor-trailers. ~ Very Soft: Any surface (fresh snow. he selects a different class of surface vehicle. There is no penalty when you operate a general-purpose surface vehicle. Each time the character takes the feat. but only occasional or partial footprints can be found. apply only the modifier for the largest size category represented. Its effects stack. Benefit: To find tracks or follow them for one mile requires a Survival check. such as scuff marks. Normal: Characters without this feat take a –4 penalty on Treat Injury checks made to perform surgery. Benefit: The character takes no penalty on Drive checks or attack rolls made when operating a surface vehicle of the selected class. Hard: Any surface that does not hold footprints at all. Tracked vehicles include bulldozers and tanks and other military vehicles. The quarry might leave some traces of its passage. 2 Apply only the largest modifier from this category. clear impressions of footprints. Surface Very soft Soft Firm Hard Condition Every three targets in the group being tracked Size of targets being tracked: 1 Fine Diminutive Tiny Small Medium-size Large Huge Gargantuan Colossal Every 24 hours since the trail was made +8 +4 +2 +1 +0 –1 –2 –4 –8 +1 Track DC 5 10 15 20 DC Modifier –1 SKILLS & FEATS Surgery You are trained in surgical procedures. Special: A character may gain this feat multiple times. and to attacks made with vehicle weapons. Sailboats are wind-powered water vessels. concrete. or at up to twice the character’s speed with a –20 penalty on the check). as well as wheeled construction vehicles (such as earth movers) and wheeled armoured vehicles (such as some armoured personnel carriers). Benefit: The character gains +3 hit points. ~ ~ ~ Soft: Any surface soft enough to yield to pressure. wet mud) that holds deep. multi-crewed water vessels. Firm: Most normal outdoor or exceptionally soft or dirty indoor surfaces. Prerequisite: Drive 4 ranks. Special: A character can gain this feat as many as five times. Benefit: The character can use the Treat Injury skill to perform surgery without penalty. Ships are large. metal deckings. Toughness You are tougher than normal. but firmer than wet mud or fresh snow. thick dust. such as bare rock.

Unbalance Opponent You can unbalance opponents in combat. Prerequisites: Defensive Martial Arts. Intelligence 13+. Combat (and Running Away). base attack bonus +5 or higher. However. 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). he can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching. see Chapter 7. the character must select a different weapon. the character can give up his regular attacks and instead make one melee attack at the character’s highest base attack bonus against each adjacent opponent. he still takes that penalty. Special: A character can gain this feat multiple times. The opponent’s Strength modifier applies to damage.ask the Games Master. Windfall You are particularly wealthy. Benefit: The character gets a +2 bonus on all Diplomacy checks and Gather Information checks. if you are proficient with them. base attack bonus +1 or higher. causing them to easily overextend or miss. Vehicle Dodge You can swerve out of the way of trouble. This also applies to rapiers and chains. Prerequisites: Base attack bonus +1 or higher. rapiers and chains. Drive 6 ranks. If the opponent has a Strength penalty. Normal: A character without this feat can use the Survival skill to find tracks. the character designates an adjacent opponent no more than one size category larger or smaller than the character. Benefit: The character’s penalties for fighting with two weapons are reduced. Benefit: During the character’s action. Trustworthy People are always happy to chat with you and rarely believe you have ulterior motives. Vehicle Expert You are skilled at handling a vehicle. but cannot follow tracks using Search. Prerequisite: Dexterity 13+. Benefit: When the character performs a full-round action. base attack bonus +4 or higher. The character’s vehicle and everyone aboard it receive a +1 dodge bonus to Defence against attacks from that vehicle or opponent. Mobility. Prerequisites: Dexterity 13+. Special: A character can select this feat multiple times. during the character’s action the character designates an opposing vehicle or a single opponent. as usual. The weapons used must both be melee weapons or both be ranged weapons (the character cannot mix the types). he may only employ this ability if he is proficient with the weapon. You can choose ‘unarmed strike’ or ‘grapple’ as a weapon for the purposes of this feat. Weapon Focus Choose a specific weapon.SKILLS & FEATS If the character fails a Survival check. Dodge. Spring Attack. The character can select a new opponent on any action. Benefit: The character gets a +2 bonus on all Drive checks and Pilot checks. Prerequisites: Proficient with weapon. Benefit: The character adds +1 to all attack rolls he makes using the selected weapon. Two-Weapon Fighting You can fight with a weapon in each hand. Magical Feats and Psychic Feats These feats are described in Chapter 9. Benefit: The character may use his Dexterity modifier instead of his Strength modifier on attack rolls with all light melee weapons. Vehicle Expert. Prerequisites: Dexterity 13+. Each time the character takes the feat. 80 . but can only follow tracks if the DC is 10 or less. Combat Expertise. That opponent does not get to add its Strength modifier to attack rolls when attacking the character. Weapon Finesse You can use light melee weapons with remarkable subtlety and speed. A character can use the Search skill to find individual footprints. Magical or Psychic feats may not be available to characters . Magic. Benefit: When driving a vehicle. The character can select a new vehicle or opponent on any action. Benefit: The character’s Wealth bonus increases by +1. Mysteries and Phenomena. Whirlwind Attack You can hit everyone nearby in one attack.

check the table below. CHAINSAWS. The tremendous range takes into account the fact that the characters may have an international military organisation funding them… or be stuck in a basement with a screwdriver and not a lot else. he cannot afford the object at the time. the character’s Wealth bonus decreases. Any device that uses batteries comes with them. Wealth can be a character’s most important statistic. A character’s Wealth bonus serves as the basis of the character’s Wealth check. Inflation and the effects of in-game events can seriously impact the real effect of these numbers. New batteries have a purchase DC of 2 and can be changed as a move action. Every object and service has a purchase DC. If the character succeeds on the Wealth check. If the character’s current Wealth bonus is equal to or greater than the DC. STAKES & NAILGUNS Purchasing Equipment Wealth checks are used to determine what characters can afford and what gear they might reasonably have access to. credit rating and what savings a character has managed to put away. ignore battery life—assume that heroes (and their antagonists) are smart enough to recharge or replace their batteries between adventures. To purchase an object. the character automatically succeeds and his Wealth bonus does not decrease. so they serve only as a general guideline. the character’s Wealth bonus will decrease as the character purchases expensive items and increase as the character gains levels. Wealth Bonus Wealth Bonus +0 +1 to +4 +5 to +10 +11 to +15 +16 to +20 +21 or higher Financial Condition Impoverished or in debt Struggling Middle class Affluent Rich Very rich 81 . the character gains the object. stakes and nailguns This section covers the wide variety of gear generally available to those who become embroiled in horrific events of all sorts. A Wealth check is a d20 roll plus a character’s current Wealth bonus. ~ Bonuses from the Windfall or Ludicrously Rich feats. opening doors and keeping others closed. A newly created character’s Wealth bonus is +0 modified by: ~ Wealth provided by the character’s starting occupation. The Wealth Check Wealth and Purchasing Every character has a Wealth bonus that reflects his buying power – a composite of income. If the character successfully purchases an object or service with a purchase DC that is higher than his current Wealth bonus. Every character has a Wealth bonus that reflects his buying power. make a Wealth check against the purchase DC. If battery life is important in the game. On a result of 1. ~ +1 (or more) for taking ranks in the Profession skill. the batteries are dead and the object is useless. which is used to purchase equipment and services for the character. To get a general sense of how financially solvent a character is at any given time. Many of the objects in this section are battery-operated. If the character fails. A character’s Wealth bonus can never fall below +0 and there is no limit to how high the Wealth bonus can climb. It increases as a character gains Wealth and decreases as the character makes purchases. The Wealth bonus is fluid. In many ways. Over the course of play. and that the batteries last as long as needed during adventures. As a general rule. it is sometimes difficult to determine how financially well off a character is.Chainsaws. if taken. Since Wealth is an abstract concept. roll d20 every time a battery-operated item is used.

If a Player Character’s Wealth bonus is +0. Selling an object can provide an increase to a character’s Wealth bonus. that character provides the purchaser with a +2 bonus on his Wealth check. if any. if the character acquires an item for which he does not have the requisite licence. If the attempt is successful. make a Wisdom check instead. his current Wealth bonus increases by +1. Adventuring may also result in Player Characters finding valuable items or information that could potentially improve their wealth. Along with this loss. STAKES & NAILGUNS Buying less common objects generally takes a number of hours equal to the purchase DC of the object or service. but some equipment is regulated by most governments. the character’s Wealth bonus decreases (see below). Whenever a character buys an object that has a purchase DC higher than his current Wealth bonus. Any time a character purchases an object or service with a purchase DC higher than his current Wealth bonus. the approximate sale value is equal to the object’s Purchase DC (as if purchased new) minus 3. reflecting the time needed to locate the wanted materials and close the deal. a character first needs to determine its sale value. In such cases. Try Again? A character can try again if he fails a Wealth check. The increase is the same amount as the Wealth bonus loss the character would experience if the 82 . For every 5 points by which the character exceeds the DC. Assuming the object is undamaged and in working condition. any time a character buys an object or service with a purchase DC of 15 or higher. If the character attempts to buy something and the check fails. If Games Master does not deem that the character has the requisite contacts or licence to gain these items normally. These items have a Restriction rating in their listing. Also. Most items are easily appropriated. If the character has no ranks in this skill. it is considered illegal in the eyes of the law for the character to possess or use that item. character who provides the aid reduces his Wealth bonus by +1. If the character succeeds. make a Profession check. the character does not have the buying power to purchase any object or service that has a purchase DC of 10 or higher. the modifier (+1 to +4) is applied to the Purchase DC. he gains an additional +1 to his Wealth bonus. but not until the character has spent an additional number of hours shopping equal to the purchase DC of the object or service. Every time a character gains a new level. Wealth Bonus of +0 Restrictions and Licences A character’s Wealth bonus can never decrease to less than +0. Getting a license or buying an object with a restriction rating increases the time needed to make purchases. A character’s Wealth bonus only goes down if he successfully buys an object or service. and cannot take 10 or take 20 when making a purchase check. The DC is equal to the character’s current Wealth bonus (minimum of DC 5). as it is particularly hard to buy these items without a licence or someone to acquire it for them. Aid Another with Purchase Checks One other character can make an aid another attempt to help a character purchase an object or service.Shopping and Time CHAINSAWS. How much the Wealth bonus is reduced depends on how expensive the object is. the character’s Wealth bonus goes down. Use the rules below for Selling Items to determine how much of an increase a Player Character receives to his Wealth score. Regaining Wealth A character’s Wealth bonus recovers as the character advances. the benefit translates into a Wealth award. his Wealth bonus is unaffected. or one with a purchase DC of 15 or higher. Also. The Wealth Bonus Decrease 1 point 1 point 1d6 points 2d6 points Selling Items or Information Object or Service Purchase DC 15 or higher 1–10 points higher than current Wealth bonus 11–15 points higher than current Wealth bonus 16 or more points higher than current To sell something. Losing Wealth Taking 10 and Taking 20 on a Purchase Check A character can usually take 10 or take 20 when making a Wealth check. the character reduces his current Wealth bonus by an additional 1 point. there is a penalty for spending beyond a character’s means.

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

15 lb. STAKES & NAILGUNS Object Bags and Boxes Aluminium travel case 10 lb. 16 17 14 4 3 3 9 22 — — — — — — — — 84 . 1 lb. 2 lb. 2 lb. 2 lb. 2 lb. 2 lb. 2 lb. 2 lb. 3 lb. 2 lb. 12 8 15 9 9 6 8 7 9 9 9 6 9 — — — — — — — — — — — — — Med Small Tiny Tiny Dim — Dim Large 5lb.5 lb. capacity 40 lb. capacity 75 lb.General Equipment CHAINSAWS. 3 lb. 0. 3 lb. 2 lb. — — — 10 lb.5 lb. 4 lb. capacity Briefcase Contractor’s field bag Day pack Handbag Range pack Standard Oversized Patrol box Clothing Clothing outfit Business Casual Formal Fatigues Uniform Ghillie suit Outerwear Coat Fatigue jacket Overcoat Parka Photojournalist’s vest Windbreaker Tool belt Computers and Consumer Electronics Cameras Tripod Camera 35mm Digital Disposable Camera Film Camera Film Developing Cell phone Computers Desktop Size Weight Purchase DC Restriction Med Large Large Med Med Small Small Small Med Med 5 lb. 3 lb. 10 11 12 7 6 5 4 7 9 9 — — — — — — — — — — Med Med Med Med Med Med Med Med Med Med Med Med Small 3 lb. 3 lb. 5 lb. 1 lb. 10 lb. 2 lb. 1 lb. 0.

5 lb. 3 lb.5 lb. 6 lb. 1 lb. 0. 5 lb.5 lb. 1 lb. 1 lb. 0. 0. 8 lb. 5 lb. 12 lb. 33 lb. 2 lb. 1 lb.Notebook Upgrade Digital audio recorder Modems & Accessories Dial-up Broadband Cellular PDA Portable satellite phone Portable video camera Printer Scanner Walkie-talkies Basic Professional Surveillance Gear Black box Caller ID defeater Cellular interceptor Lineman’s buttset Metal detector Night vision goggles Tap detector Telephone taps Line tap Receiver tap Telephone tracer Professional Equipment Bolt cutter Caltrops (25) Chemical kit Demolitions kit Disguise kit Duct tape Electrical tool kits Basic Deluxe Evidence kits Basic Deluxe Fake ID Med — Tiny Tiny Tiny Tiny Tiny Small Small Med Med Tiny Tiny Tiny Tiny Tiny Tiny Small Small Tiny Tiny Tiny Med Med Small Med Med Med Tiny Large Huge Med Med Fine 5 lb. 1 lb. 2 lb. 5 lb. — 1 lb. 3 lb.5 lb. 0. 1 lb. 3 lb.5 lb. — 23 See text 10 3 4 6 16 17 16 12 12 7 15 4 5 23 13 11 17 7 13 3 23 6 5 16 13 12 4 14 21 7 15 See text — — — — — — — — — — — — — Illegal (+4) — — Lic (+1) — — — Lic (+1) Res (+2) — — — — Lic (+1) — — — — — — Illegal (+4) 85 CHAINSAWS. 6 lb. 5 lb. 1 lb. STAKES & NAILGUNS . 2 lb. 1 lb. 1 lb. 0. 2 lb.

3 lb. 0.5 lb. 7 lb. 1 lb. 5 lb. 1 lb. 5 12 7 6 12 14 13 8 9 12 13 20 15 9 17 12 13 16 10 7 15 16 2 11 5 8 15 3 4 6 13 15 4 3 8 9 — — — — — — — — Lic (+1) Res (+2) — — — — Res (+2) — — Lic (+1) — — — — — — — — — — — — — — — — — — CHAINSAWS. 7 lb. 7 lb. 2 lb. 0. 1 lb. 0. 1 lb.First aid kit Small Small Tiny Dim Large Huge Large Tiny Tiny Tiny Large Huge Med Tiny Med Med Huge Med Med Small Small Small Tiny Large Dim Med Tiny Dim Tiny Small Small Tiny Tiny Tiny Med Tiny 3 lb. stringed Instrument. 4 lb. 0. 6 lb. 1 lb. 3 lb. 50 lb. 2 lb.5 lb. 5 lb. 1 lb.5 lb. 22 lb.5 lb. 0. 3 lb. 5 lb. keyboard Instrument. wind Lockpick set Lock release gun Mechanical tool kits Basic Deluxe Medical kit Multipurpose tool Pharmacist kit Search-and-rescue kit Spike strip Surgery kit Survival Gear Backpack Binoculars Standard Rangefinding Electro-optical Chemical light sticks (5) Climbing gear Compass Fire extinguisher Flash goggles Flashlights Penlight Standard Battery flood Gas mask GPS receiver Maps Road atlas Tactical map Mesh vest Portable stove 86 . 22 lb. 10 lb. percussion Instrument. STAKES & NAILGUNS Forgery kit Handcuffs Steel Zip-tie (25) Instrument.5 lb. 45 lb. 1 lb. 12 lb. 3 lb. 0. 1 lb. 2 lb.5 lb.

high-fashion purses can increase the DC by as much as 5 points. 4 lb. 5 9 11 12 13 5 4 4 10 7 6 5 5 7 15 11 18 3 12 14 — — — — — — — Lic (+1) Lic (+1) Lic (+1) Lic (+1) — — — — — — — Mil (+3) Mil (+3) CHAINSAWS. 0.5 lb. 0. This hard-sided briefcase takes up the passenger seat of an automobile and provides easy access to files. break DC 15). 1 lb. 10 lb. Sometimes. It holds 5 pounds worth of equipment and has an average lock (Disable Device DC 25. STAKES & NAILGUNS short hikes. Patrol Box Originally developed for use by police officers. Range Pack This lightweight black bag has a spacious inner compartment capable of holding roughly 8 pounds of gear and can hold an additional 4 pounds in six zippered external compartments.5 lb. The purchase DC shown is for a basic bag. 1 lb. a character might need something out of the ordinary. 1 lb. storage for a laptop computer and a writing surface. It is generally assumed that a hero owns a reasonable wardrobe of the sorts of clothes that fit his lifestyle. When that is the case. 4 lb.Rope (150 ft. For the most part. however. The larger version holds 12 pounds of equipment in the internal compartment and another 6 pounds in the zippered external pouches. Handbag Handbags provide another way to carry 2 pounds of equipment.5 lb. this portable file cabinet has found favor with traveling salespeople.5 lb.) Sleeping bag Tents 2-person dome 4-person dome 8-person dome Trail rations (12) Weapon Accessories Box magazine Detonators Blasting cap Radio controlled Timed Wired Holsters Hip Concealed carry Illuminator Laser sight Scopes Standard Electro-optical Speed loader Suppressors Pistol Rifle Large Med Med Med Large Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Small Tiny Tiny Small 12 lb. 7 lb. Clothing The items described here represent special clothing types. A range pack easily holds several pistols and a submachine gun and the larger version can hold disassembled rifles.5 lb. clothing choice is based on character concept. 0. It holds 8 pounds of gear and fits comfortably over one or both shoulders. Clothes generally have only two effects on game 87 . 0. he will have to purchase it like any other piece of gear.5 lb. 3 lb. 0. 0. 1 lb.5 lb. 0. 0. or unusual outfits that a character might need to purchase. 4 lb. 0.5 lb.5 lb.

Fatigues: Called “battle dress uniforms” (or BDUs) in the United States Army. film comes in a variety of sizes and speeds. instead. since a uniform inclines people to trust the wearer. nails. Special designer creations can have purchase DCs much higher than shown on the table. and it tends to look sharp and well groomed without being overly formal. First. Some of the items in this section have monthly subscription costs as well as initial purchase costs. Uniform: From the cable guy to a senior Air Force officer. The pockets are open. Tightly tailored clothing imposes a penalty on an attempt to conceal an object. tourist traps. comfortable. clothing purposely tailored to conceal objects provides a bonus. and items can easily fall out if the belt is tipped. Its length and style vary according to fashion and use. CHAINSAWS. Parka: This winter coat grants the wearer a +2 equipment bonus on Fortitude saves made to resist the effects of cold weather. socks or stockings. Clothes also help to hide firearms. Clothing Outfit An outfit of clothing represents everything a character needs to dress a part: pants or skirt. see the Sleight of Hand skill description in Chapter 4. desert. pencils and other necessities for repair and construction work. Business: A business outfit generally includes a jacket or blazer. Fatigue Jacket: A lightweight outer garment fashioned after the fatigue uniforms worn by military personnel when performing their standard duties. The clothes a character wears does not count against the weight limit for encumbrance. and also grants the “specially modified to conceal object” bonus when used to conceal Tiny or smaller objects. Coat: An outer garment worn on the upper body. Casual: Casual clothes range from cut-off jeans and a Tshirt to neatly pressed khakis and a hand-knit sweater. the bulky suit imposes a penalty of –2 on all Dexterity checks. the entire camera is turned in to have the film developed. shirt. Photojournalist’s Vest: Made of cotton with mesh panels to keep the wearer cool. Once the film is used. The suit’s coloration can be completely changed in five minutes. people on the job tend to wear uniforms—making such clothing an essential part of some disguises. A camera is needed to use the photography aspect of the Craft (visual art) skill. formal clothes are appropriate for “black tie” occasions. undergarments. and hundreds of other places. he does not have to worry about ongoing subscription costs. The purchase DC represents the cost of a roll of 24 exposures of highspeed (ASA 400) film. A character wearing a ghillie suit with appropriate coloration gains a +6 equipment bonus on Hide checks in the relevant terrain. this camera can accept different lenses and takes the highest-quality picture. Formal: From a little black dress to a fully appointed tuxedo. and one on Sleight of Hand checks. a ghillie suit is a loose mesh overgarment covered in strips of burlap in woodland colors. winter (primarily white). They are rugged. Film: The medium upon which photographs are stored. drugstores. the photojournalist’s vest has numerous obvious – and hidden – pockets. body armour. and provide lots of pockets. and black are available. Tool Belt:This sturdy leather belt has numerous pockets and loops for tools. Ghillie Suit: The ultimate in camouflage. fatigues grant a +2 equipment bonus on Hide checks. See the Disguise skill description for more on how appropriate dress affects Disguise checks. these are worn by hardened veterans and wannabes alike. once a character has obtained the item. 35mm: The best choice for the professional photographer. STAKES & NAILGUNS Computers and Consumer Electronics Rules for operating computers appear under the Computer Use skill. urban (grey patterned). Digital: A digital camera uses no film. see the Sleight of Hand skill description in Chapter 4. clothing is part of a disguise. however. 88 . making it easy to keep about 10 pounds of items on hand. They are also printed in camouflage patterns: woodland. However. appropriate shoes or boots. its pictures are simply downloaded to a computer as image files. and small objects. Camera Still cameras let a character capture a record of what he has seen. and any necessary belt or suspenders. When worn in an appropriate setting. The film used in a camera must be developed. Windbreaker: This is a lightweight jacket made of windresistant material. Overcoat: A warm coat worn over a suit jacket or indoor clothing. Skills and Feats. No film developing is necessary. A figure under a ghillie suit is nearly impossible to discern. Outerwear In addition to keeping a character warm and dry. to which other camouflaging elements can easily be added. It counts as loose and bulky clothing when used to conceal Small or smaller weapons. Dexterity-based skill checks (except Hide) and melee attack rolls.mechanics: one on Disguise checks. Skills and Feats. Disposable: A 35mm camera with film built in can be purchased from vending machines. coats and jackets provide additional concealment for things a character is carrying (they often qualify as loose or bulky clothing. The purchase DC accounts for both costs.

each call requires a Wealth check (DC 6). PDA Personal data assistants are handy tools for storing data. Upgrade: A character can upgrade a desktop or notebook computer’s processor to provide a +1 equipment bonus on Computer Use checks. access speed is slow. Computer Whether a desktop or notebook model. However. a cell phone uses a battery that lasts for 24 hours before it must be recharged. a mouse. it takes 24 hours. Digital audio recorders don’t have extremely sensitive microphones. They can be linked to a notebook or desktop computer to move files back and forth. Increase the purchase DC of a desktop by +1 or a notebook by +2 to purchase an upgrade. because it communicates directly via satellite. A broadband modem gives a character on-demand. All computers come with dial-up modems. they only pick up sounds within 10 feet. 89 CHAINSAWS. speakers. To use a modem. a CDROM drive. Modem A modem allows a character to connect a computer to the Internet. The tape can be played back through a VCR or via the camera eyepiece. and portable notebook computers have most of the functions available on desktop computers. that telephone line cannot be used for another purpose. Cell Phone A digital communications device that comes in a handheld model or as a headset. high-speed access to data. drugstores and photo shops provide 1-hour service. Cellular: A cellular modem allows a character to connect her notebook computer to the Internet anywhere he can use a cell phone. In really remote areas. a monitor. Portable Video Camera Portable video cameras use some format of videotape to record activity. The purchase DC represents the cost of getting two prints of each shot on a roll of film. Digital Audio Recorder These tiny recorders (about the size of a deck of playing cards) can record up to eight hours of audio and can be connected to a computer to download the digital recording. It works in any area covered by cellular service. STAKES & NAILGUNS . and any Computer Use or Research check involving the Internet takes half again the normal time (multiply by 1. a computer includes a keyboard. a dial-up modem. Dial-up modem: This uses a standard telephone line. When used in a place not served by regular cellular service. these machines are common on desks everywhere. film may have to be sent away for developing. Portable Satellite Telephone This object looks much like a bulky cell phone and functions in much the same way as well. lightweight. in the case of a cellular modem). Portable satellite phones are very expensive to use.5). a character must have a computer and an appropriate data line (or a cell phone. even in remote areas well beyond the extent of cell phone service. Notebook: Slim. which allow connection to the Internet but without the speed of broadband or the flexibility of cellular. A character needs a computer of any kind to make Computer Use checks and to make Research checks involving the Internet. and the latest processor. in others. allowing Computer Use and Research checks involving the Internet to be made in half the normal time. Broadband: Cable modems and DSL services bring high-speed Internet access into the homes of millions. while it is connected. However. it can be used virtually anywhere on earth.Film Developing: In most areas. Desktop: Bulky but powerful. taking a week or longer. but cannot be used for Computer Use or Research checks. or one of each and any two also blown up to a larger size.

Walkie-Talkie This hand-held radio transceiver communicates with any similar device operating on the same frequency and within range. the goggles come with an infrared illuminator that. Note that sudden illumination of an area can temporarily blind a character who has been using night vision goggles in total darkness. It broadcasts all conversations on the line over a radio frequency that can be picked up by Surveillance Gear Keeping an eye on suspects or tracking the moves of potential enemies can be essential in an investigation. Lineman’s Buttset This device resembles an oversized telephone handset with a numeric keypad on the back and wire leads hanging from the bottom.CHAINSAWS. operates like a flashlight whose light is visible only to the wearer (or anyone else wearing night vision goggles). emits digital tones that convince the phone system to make a long-distance connection free of charge. reusable telephone line tap. a cellular interceptor can detect and monitor a cell phone conversation within a 5-mile area by listening in on the cellular service’s own transmitters. They also let a user ‘bounce’ a call through multiple switches. Also. the phone must be in use for someone to intercept the call. Black Box This device. see ‘telephone taps’ below). they are blinded for 1d4 rounds (1d6 rounds if the illumination is brighter than a 60 watt bulb. but a pitch-black cave or a sealed room does not. Night Vision Goggles Night vision goggles use passive light gathering to improve vision in near-dark conditions. It has a range of 2 miles. 90 . Obviously. Cellular Interceptor About the size of a small briefcase. They must make a Reflex save (DC 15) to quickly avert their gaze or remove the goggles. Anyone else using a similar walkie-talkie within range can listen in on the character’s conversations. Scanner A colour flatbed scanner allows the user to transfer images and documents from hard copy into a computer in digital form. A lineman’s buttset is a common tool for telephone repair personnel. easily concealed in the palm of one hand. It does not indicate the type or location of the tap however. If this fails. phones attempting to connect with that line show up as ‘anonymous’ or ‘unavailable’ on a caller ID unit. when switched on. It has a range of 15 miles. Telephone Tap These devices allow a character to listen to conversations over a particular phone line. the tap detector indicates that a tap is present. a user can connect to a phone wire and hear any conversation that crosses it. With a success. the DC drops to 10. For situations of total darkness. Basic: This dime-store variety has only a few channels. also called darkvision – but because of the restricted field of view and lack of depth perception these goggles provide. STAKES & NAILGUNS Printer The colour inkjet printer described here is suited for creating hard copies of text and image files from computers. It functions as a portable. A cellular interceptor cannot be used to intercept regular (ground line) phone connections. Intercepting the calls of a particular cell phone requires a Computer Use check (DC 35). and it helps detect if the line is tapped. Metal Detector This handheld device provides a +10 equipment bonus on all Search checks involving metal objects. Installing it requires a Repair check (DC 15). Professional: This high-end civilian model allows a character to program in twenty different frequencies from thousands of choices—making it likely that the character can find a frequency that is not being used by anyone else within range. To detect a tap. it cannot be used to detect a lineman’s buttset. With a Repair check (DC 10). making the call harder to trace (the DC of any Computer Use check to trace the call is increased by 5). however. Tap Detector Plug this into a telephone line between the phone and the outlet. such as a signal flare). The device can be used with or without a voice-activated headset (included). Caller ID Defeater When a phone line contains a caller ID defeater. They grant the user the ability to see in darkness. Such a call can still be traced as normal. if the user knows the phone number of the phone in question. 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). make a Computer Use check (the DC varies according to the type of telephone tap used. 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 sufficient ambient light.

require a piece of equipment to utilise at all. Some objects contain the tools necessary to use certain skills optimally. Detecting a receiver tap by using a tap detector requires a Computer Use check (DC 15). stringed Instrument.Skill Climb Craft (chemical) Craft (electronic) Craft (mechanical) Craft (pharmaceutical) Craft (structural) Demolitions Disable Device Associated Item Climbing gear Chemical kit Electrical tool kit Mechanical tool kit Pharmacist kit Mechanical tool kit Demolitions kit Car opening kit Electrical tool kit Lockpick set Lock release gun Professional Equipment This category covers a wide variety of specialized equipment used by professionals in adventure-related fields. and other accoutrements. Bolt Cutter An exceptionally heavy wire cutter. and the injury reduces foot speed to half normal (a successful Treat Injury check. explosives. and disarm explosive devices. by their nature. keyboard Instrument. Chemical Kit A portable laboratory for use with the Craft (chemical) skill. often referred to as kits. Operating a line tracer is a full-round action requiring a Computer Use check (DC 10). however. and other chemical compounds. Using a bolt cutter requires a Strength check (DC 10). Each time a creature moves through a square containing caltrops at any rate greater than half speed. Success gains one digit of the target phone number. Note that kits should be restocked periodically (purchase DC 5 less than the original purchase DC). a chemical kit includes the tools and components necessary for mixing and analyzing acids. a line tracer hooked to a phone line can trace phone calls made to that line. mirrors. wigs. bases. Receiver Tap: This item can be easily slipped into a telephone handset as a Repair check (DC 5). Caltrops Caltrops are four-pronged iron spikes designed so that one prong is pointing up when the caltrop rests on a surface. or at least slow them down. See the descriptions of the kits for additional details. starting with the first number of the area code. Demolitions Kit This kit contains everything needed to use the Demolitions skill to set detonators. skill checks made with these skills almost always incur a –4 penalty. A character scatters caltrops on the ground to injure opponents. Skills and the kits they are associated with are listed below. Without the use of these items. A charging or running creature must immediately stop if it steps on a caltrop. Detecting a line tap by using a tap detector requires a Computer Use check (DC 25). One bag of twenty-five caltrops covers a single 5-foot square. DC 15. It does not contain clothing or uniforms. Disguise Kit This kit contains everything needed to use the Disguise skill. or one day’s rest removes this penalty). percussion Instrument. wire explosive devices. Detonators must be purchased separately. All it takes is time. It broadcasts all conversations over a radio frequency that can be picked up by any professional walkie-talkie. Note that some skills. a bolt cutter can snip through padlocks or chain-link fences. Telephone Line Tracer Essentially a highly specialized computer. A caltrop deals 1 point of damage on a successful hit. 91 . or each round a creature spends fighting in such an area. STAKES & NAILGUNS Disguise Forgery Investigate Perform (keyboards) Perform (percussion) Perform (stringed) Perform (wind) Repair Disguise kit Forgery kit Evidence kit Instrument. toxic gases. wind Electrical tool kit Mechanical tool kit Multipurpose tool Treat Injury First aid kit Medical kit Surgery kit any professional walkie-talkie. even if there’s a caller ID defeater hooked up at the other end. the caltrops make a touch attack roll (base attack bonus +0). CHAINSAWS. brushes. including makeup.

power tools. depending on the skill of the forger. 4 hit points and a break DC of 25. the +2 equipment bonus does not apply. a forger has 1 to 4 ranks in the Forgery skill. A first aid kit can be used to help a dazed. Deluxe: A deluxe kit includes all the materials in a basic kit. Zip-Tie: These are single-use disposable handcuffs. Treat Injury skill checks made without a first aid kit incur a –4 penalty. Steel: These heavy-duty cuffs have hardness 10. or to stabilise a dying character. leads and wires. Depending on the item to be forged. Typically. necessary in order to use the Perform (keyboard instrument) skill. When a character purchases a fake ID. brushes. necessary in order to use the Perform (stringed instrument) skill. which serves as the DC for the opposed check when someone inspects the fake ID. a break DC of 30. It also contains the necessary dusts. drivers. 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. fasteners. cutting devices. A first aid kit can be used only 1d4 times before needing to be replaced or replenished. They fit any Medium-size or Small human or other creature that has an appropriate body structure. They can only be removed by cutting them off (Disable Device and Escape Artist checks automatically fail). Basic: A basic evidence kit includes clean containers. Keyboard A portable keyboard. A roll provides 70 feet of tape. Basic: This small kit allows a character to make Repair checks to electrical or electronic devices without penalty. Lockpick Set A lockpick set includes picks and tension bars for opening locks operated by standard keys. Stringed An electric guitar. Instrument. STAKES & NAILGUNS Duct Tape The usefulness of duct tape is limited only by a character’s imagination. labels. this kit contains enough supplies (and simple instructions for their use) to treat an injury before transporting the injured person to a medical professional. Percussion A set of drums. a character receives a –4 penalty to use the collect evidence option of the Investigate skill. 10 hit points. A lockpick set allows 92 . 2 inches wide. They have hardness 0. swabs and other items to gather bits of physical evidence and prevent them from becoming contaminated. Instrument. or up to 300 pounds for 1d6 rounds. Fake ID Purchasing a falsified driver’s license from a black market source can produce mixed results. Instrument. with a +1 ability modifier. In this case. Handcuffs Handcuffs are restraints designed to lock two limbs of a prisoner together (normally at the wrists or ankles). Wind A flute. as well as chemical residues and organic fluids. Using a deluxe kit to analyse a possible narcotic substance or basic chemical requires a Craft (chemical) check (DC 15). First Aid Kit Available at most drugstores and camping supply stores. and require a Disable Device check (DC 25) or Escape Artist check (DC 35) to remove without the key. it merely assists in the proper gathering and storing of evidence for use by such a lab. Without an evidence kit. Characters bound with duct tape must make a Strength or Escape Artist check (DC 20) to free themselves. unconscious or stunned character by making a Treat Injury check. Electrical Tool Kit This collection of hand tools and small parts typically includes a variety of pliers. a character might need legal documents or other items not included in the kit. Deluxe: This kit consists of a number of specialized diagnostic and repair tools as well as thousands of spare parts. necessary in order to use the Perform (percussion instrument) skill. Having an evidence kit does not grant access to a law enforcement agency’s crime lab. much like heavy-duty cable ties. sprays. gloves. Duct tape can support up to 200 pounds indefinitely. 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).CHAINSAWS. The purchase DC of a fake ID is 10 + the forger’s ranks in the Forgery skill. Instrument. adhesives and cards to gather fingerprints. the Games Master secretly makes a Forgery check for the forger. tweezers. 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. Evidence Kits Law enforcement agencies around the world use generally the same tools to gather evidence. necessary in order to use the Perform (wind instrument) skill. Forgery Kit This kit contains everything needed to use the Forgery skill to prepare forged items.

this type of skill checks incurs a –4 penalty. A character with a surgical kit can use the Treat Injury skill to perform life-saving surgery on other people. A backpack also gives a character a +1 equipment bonus to Strength for the purpose of determining carrying capacity. Without a surgical kit. cutting devices. or one day’s rest removes this penalty). suture materials. a pharmacist kit includes everything needed to prepare. to treat a diseased or poisoned character. It has one or two central sections. 50 feet of durable nylon rope. segmented belt. It contains a wide variety of medical supplies and equipment. a standard flashlight. The strip comes rolled in a spool about the size of a small suitcase. fasteners. The tool is useful for certain tasks. Deluxe: This kit fills a good-sized shop cabinet. a knife blade or two. It grants a +2 equipment bonus on Repair checks for mechanical devices and allows a character to make Craft (mechanical) or Craft (structural) checks without penalty. This device contains several different screwdrivers. Survival Gear Survival gear helps characters keep themselves alive in the great outdoors. and the injury reduces foot speed to half normal (a successful Treat Injury check. A multipurpose tool can reduce the penalty for making Repair. can opener. bottle opener. Craft (mechanical). The user can roll it out onto the road without entering the lane of traffic. Binoculars Binoculars are useful for watching opponents. Backpack This is a good-sized frame backpack. Skill checks made without a medical kit incur a –4 penalty. Basic: This kit. which stacks with the –4 penalty for lacking the Surgery feat. tweezers and wire cutters. Search-and-Rescue Kit This waist pack contains a first aid kit. the spike strip makes a touch attack roll (base attack bonus +0). Each time a creature moves through a square containing an activated spike strip at any rate greater than half speed. short ruler. Until the strip is activated. keyed entry locks. Wheeled vehicles passing over the strip are automatically hit – although vehicles equipped with puncture-resistant tires are not affected. where it lies like a flat. most car locks and so forth) without penalty. scissors. antiseptic swabs and other surgical apparatus. Craft (electronic) or Craft (structural) checks without appropriate tools to –2 instead of the normal –4. as well as several exterior pockets and straps for attaching tents. Mechanical Tool Kit This collection of hand tools and small parts typically includes a variety of pliers. Lock Release Gun This small. The strip deals 2 points of damage on a successful hit. DC 15. STAKES & NAILGUNS Spike Strip This device is designed to help the police end car chases. unconscious or stunned character. a compass. Pharmacist Kit A portable pharmacy for use with the Craft (pharmaceutical) skill. compound. Surgical Kits These kits are generally only used by professionals and feature multiple types of scalpel. It can carry up to 60 pounds of gear. this is the sort of kit commonly carried by military medics and civilian EMTs. bedrolls or other gear. analyse and dispense medicinal drugs. A medical kit can be used only 1d4 times before needing to be replaced or replenished. the spikes extend. and even power tools. or each round a creature spends fighting in such an area. which fits in a portable toolbox. preserve. but may not be useful in all situations. Standard: Standard binoculars reduce the range penalty for Spot checks to –1 for every 50 feet (instead of –1 for 93 . A medical kit can be used to treat a dazed. CHAINSAWS.a character to make Disable Device checks to open mechanical locks (deadbolts. When the user activates it (via a control device attached to the end of the strip by a 10foot-long cord). made of tough water-resistant material. two smoke grenades and one signal flare. a lightweight “space” blanket. Deploy it by rolling it across a roadway. to provide long-term care. pistol-like device automatically disables cheap and average mechanical locks operated by standard keys (no Disable Device check necessary). allows a character to make Repair checks for mechanical devices without penalty. Multipurpose Tool Also known as a Swiss army knife. A medical kit can be used only 1d4 times before needing to be replaced or replenished. drivers. the spikes do not protrude. The whole thing unfolds into a handy pair of pliers. as determined by the Games Master. It includes a broad variety of specialized hand tools and a selection of high-quality power tools. if applicable. and cars can pass safely over it. waterproof matches. file. to restore hit points. wild game and sporting events from a long distance. Medical Kit About the size of a large tackle box. or to stabilise a dying character (see the Treat Injury skill).

ascenders. Tactical Map: A tactical map covers a small area – usually a few miles on a side – in exacting detail. heavy-duty models. Electro-Optical: Electro-optical binoculars function the same as standard binoculars in normal light. county or area. users looking through them see as if they had the darkvision ability granted by night vision goggles. it cannot be turned off or reused. helmet and pads. spikes. Gas Mask This apparatus covers the face and connects to a chemical air filter canister to protect the lungs and eyes from toxic gases. pitons. Generally. pulleys. Use this gear with the Climb skill. GPS Receiver Global positioning system receivers use signals from GPS satellites to determine the receiver’s location to within a few dozen feet. however. showing all major roads in each state. Those covered here are professional. Chemical Light Stick This disposable plastic stick. uses a chemical reaction to create light for 6 hours. Fire Extinguisher This portable apparatus uses a chemical spray to extinguish small fires. Climbing Gear All of the tools and equipment that climbing enthusiasts use to make climbing easier and. Penlight: This small flashlight can be carried on a key ring. It illuminates an area only 5 feet in radius. Compass A compass relies on the Earth’s magnetic field to determine the direction of magnetic north. The listed purchase DC is for a pack of 5 sticks. detailing every street in the entire region. Tactical maps 94 . rugged enough to withstand the rigors of modern adventuring. Rangefinding: In addition to the benefit of standard binoculars. Map While a compass or GPS receiver can help characters find their way through the wilderness. It provides total protection from eye and lung irritants. Flashlight Flashlights come in a wide variety of sizes and quality levels. gloves. in some cases. along with all roads. STAKES & NAILGUNS every 10 feet). this item projects a bright beam 100 feet long and 50 feet across at its end. chocks.CHAINSAWS. In darkness. a map can tell a character where he is going and what to expect when he gets there. trails. Once activated. It projects a beam of light 10 feet long and 5 feet wide at its end. Flashlights negate penalties for darkness within their illuminated areas. but because the receiver must be able to pick up satellite signals. a hand-axe. Road Atlas: Road atlases are available for most countries. It takes 10 minutes to remove the gear from its pack and outfit it for use. it only works outdoors. when activated. every building is represented. This includes ropes. possible. They can also be purchased for most major metropolitan areas. A GPS receiver grants its user a +4 equipment bonus on Navigate checks. Using binoculars for Spot checks takes five times as long as making the check unaided. A compass grants its user a +2 equipment bonus on Navigate checks. Battery Flood: Practically a handheld spotlight. and areas of vegetation. Flash Goggles These eye coverings provide total protection against blinding light. It contains enough material for two such uses. Changing a filter is a move action. and a harness. Standard: This heavy metal flashlight projects a beam 30 feet long and 15 feet across at its end. The typical fire extinguisher ejects enough extinguishing chemicals to put out a fire in a 10foot by 10-foot area as a move action. The filter canister lasts for 12 hours of use. rangefinding binoculars include a digital readout that indicates the exact distance to the object on which they are focused. The purchase DC for one extra filter canister is 6.

Laser Sight This small laser mounts on a firearm. Detonator A detonator activates an explosive. a number of accessories can increase their utility or efficiency. Timed: This is an electronic timer connected to the detonator. It functions as a standard flashlight. though inexpensive. Blasting Cap: This is a detonator without a built-in controller.. and projects a tiny red dot on the weapon’s target. Box Magazine For weapons that use box magazines. Rope Climbing rope can support up to 1. The device consists of an electrically activated blasting cap and some sort of device that delivers the electrical charge to set off the blasting cap. with a Demolitions check (DC 10). Loading these extra magazines ahead of time and keeping them in a handy place makes it easy to reload a weapon in combat. a character can purchase extras. it has a very limited field of view. along with loops for attaching grenades. it can be set to go off at a particular time.are not available for all areas. pressure bandages and a radio. they generally have to be ordered from federal mapping agencies (taking a week or longer to obtain). Failure by 5 or more means the explosive goes off as the detonator is being installed. A laser sight grants a +1 equipment bonus on all attack rolls made against targets no farther than 30 feet away. and. Mesh Vest This is a lightweight vest with a series of pockets for items such as a compass. Tent A tent keeps a character warm and dry in severe weather. Trail Rations Trail rations come in a number of commercial options. presumably beneath a jacket). It has a range of 500 feet. They all provide the necessary energy and nutrition for survival. Hip: This holster holds the weapon in an easily accessed – and easily seen – location. The purchase DC given is for a case of 12 meals. It can keep a character warm even in severe weather and can also double as a stretcher in an emergency. Failure means that the explosive fails to go off as 95 . setting it off. a safety and an activation switch. A mesh vest provides a +2 equipment bonus to Strength for the purpose of determining carrying capacity. although a scope magnifies the image of the target. In most cases. Portable Stove This small stove works on kerosene or white gasoline. Wired: This is the simplest form of detonator. However. causing it to explode. Concealed Carry: A concealed carry holster is designed to help keep a weapon out of sight (see the Sleight of Hand skill). knives or tools. freeing up one of the user’s hands. Sleeping Bag This lightweight sleeping bag rolls up compactly. However. Connecting a detonator to an explosive requires a Demolitions check (DC 10). When the electrical device is activated. which gives you a rough idea of how tasty they are. the detonator goes off. Holster Holsters are generally available for all Medium-size or smaller firearms.. It can be wired into any electrical device. STAKES & NAILGUNS Weapon Accessories As if modern weapons were not dangerous enough. usually a small pistol-grip device that the user squeezes. with an antenna. Illuminator An illuminator is a small flashlight that mounts to a firearm. providing a +2 equipment bonus on Fortitude saves against the effects of cold weather. spare ammunition magazines. such as a light switch or a car’s ignition switch. Small or Tiny weapons can be carried in waistband holsters (often placed inside the wearer’s waistband against his back). Scope A scope is a sighting device that makes it easier to hit targets at long range. a laser sight cannot be used outdoors during the daytime. When the switch is toggled. The blasting cap connects by a wire to an activation device. Tiny weapons can also be carried in ankle or boot holsters. CHAINSAWS. The activation device is an electronic item about the size of a deck of cards. Like an alarm clock. It can hold up to 40 pounds of equipment. but longer lengths can be spliced in with a Demolitions check (DC 10). the activation device sends a signal to the detonator by radio.000 pounds. The detonator comes with 100 feet of wire. this is a shoulder holster (the weapon fits under the wearer’s armpit. planned. Radio Control: This device consists of two parts: the detonator itself and the activation device. making it difficult to use. and can easily be broken down and carried for backpacking.

dramatically reducing the sound the weapon makes when it is used. Once a weapon has been modified in this manner. Oneway tickets are available. and housing. Lifestyle Lifestyle items include travel expenses. Housing A number of types of homes are mentioned on the Lifestyle table.or two-bedroom homes. The small house and condo are one. Speed Loader A speed loader holds a number of bullets in a ring. However. requiring a Listen check (DC 15) to locate the source of the gunfire. how expensive depends on the amount of damage the vehicle has suffered.CHAINSAWS. the only sound is the mechanical action of the weapon (Listen check.5).or six-bedroom home with an extra den. probably with curbside parking. however. which is already accounted for in the Wealth system. Bail is a monetary guarantee that the suspect will show up for his trial. In darkness. The bail amount is set by a judge or magistrate. An undesirable location. Services The broad spectrum of services available to characters is only represented in overview here. capturing the gases traveling at supersonic speed that propel a bullet as it is fired. Lifestyle items are shown on the table below. to use a scope a character must spend an attack action acquiring his target. This eliminates the noise from the bullet’s firing. Services are identified on the Services table. they simply replace the hero’s rent. The purchase DC covers the down payment. luxury appointments or avant garde design is available with a +2 increase to the purchase DC. The cost of picking up the tab for additional diners adds +2 per person to the purchase DC. increase the purchase DC by +3. Modifying a weapon to accept a suppressor requires a Repair check (DC 15). Entertainment Purchase DCs are given for several entertainment options. If bail is granted. if it has. All of these homes are of typical construction. If the hero fails to show up. Repair generally takes 1 day for every 10 hit points of damage dealt. and results in the vehicle being returned to full hit points. in a position that mirrors the chambers in a revolver cylinder. for those characters interested in buying a home rather than renting. For longarms. Suppressor A suppressor fits on the end of a firearm. the supersonic speed of the bullet itself still makes noise. A particularly good location in an upscale neighbourhood or city centre increases the purchase DC by 2. entertainment and meals beyond the ordinary. Transportation Airfare tickets are for a single passenger round trip. Bail Bonds Characters jailed for crimes can seek bail. Electro-Optical: An electro-optical scope functions the same as a standard scope in normal light. Car rentals and lodging rates are per day. and a three-car garage. The large condo and medium house are three-bedroom homes with garage or carport parking for one or two cars. doing so increases the purchase DC by 2. Using a speed loader saves time in reloading a revolver. it is difficult to tell where the sound is coming from. For handguns. while the mansion is a five. Location dramatically affects a home’s value. The large 96 . The purchase DCs represent the fees associated with the loan. The given purchase DC assumes a typical suburban location. such as a bad neighbourhood or a remote rural site. since a character can insert all the bullets at once. They represent the purchase of a single ticket. the agency loses the bail loan and may send bounty hunters or other thugs after the character. Suppressors cannot be used on revolvers or shotguns. a character can arrange for a bail bond – a loan that covers bail. A character buying a home does not have to worry about mortgage payments. If the character changes targets or otherwise lose sight of the target. A suppressor purchased for one weapon can be used for any other weapon that fires the same caliber of ammunition. but only reduce the purchase DC by 1. STAKES & NAILGUNS Standard: A standard scope increases the range increment for a ranged weapon by one-half (multiply by 1. reduces the purchase DC by 2. he must reacquire the target to gain the benefit of the scope. Meals Several typical meal costs are provided. not the total cost of the home. sometimes immediately following arrest (for minor crimes) and sometimes days later (for serious crimes). A pair of tickets can be purchased together. the user sees through it as if he had the darkvision ability granted by night vision goggles. house is a four-bedroom home with a two-car garage. spacious rooms throughout. the bond itself is paid back to the bond agency when the hero shows up for trial. a suppressor can be attached or removed as a move action. However. DC 15 to notice). The purchase DCs for damage repair assume the vehicle has not actually been disabled. Auto Repair Having a car repaired can be expensive.

Death Crime: Someone died as a result of the crime. longarms. Critical: The threat range for a critical hit. piercing (some simple ranged weapons). the purchase DCs represent the ancillary expenses not covered. STAKES & NAILGUNS Weapons The weapons covered here are grouped into three categories based on their general utility: ranged weapons. energy (of a specific type). or only partly covered. Ranged Weapon Traits Ranged weapons are described by a number of statistics. Damage: The damage the weapon deals on a successful hit. Poison/Disease: The purchase DC represents one application of treatment for a poison or disease. If not. If the threat is confirmed. A personal firearm is any firearm designed to be carried and used by a single person. increase the purchase DC by as much as 5. The purchase DCs shown assume the suspect is viewed positively by the court. as if hitting the target two times). Ranged weapons fall into three general groups: handguns. and other ranged weapons such as crossbows. Restore Hit Points: The purchase DC represents treatment for hit point damage from wounds or injuries on a given day. Ranged Weapons Bail amounts vary dramatically. or seriously injure the victim. as shown on the Ranged Weapons table below. or slashing (a whip). his role in society. a successful Diplomacy check (DC 15) by the suspect reduces the purchase DC by 2. his family life and other factors the judge believes indicate that the character will or will not flee (or commit other crimes) before the trial. Whatever the base purchase DC. Long-Term Care: The purchase DC represents treatment for regaining hit points or ability score points more quickly than normal on a given day. CHAINSAWS. 97 . Damage Type: Ranged weapon damage is classified according to type: ballistic (all firearms). Property Crime: The crime involved only the destruction of property. depending on the seriousness of the crime. Medical Services A character’s medical insurance is built into his Wealth bonus. the suspect’s criminal history. Surgery: The purchase DC represents the cost of a single surgical procedure. 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. When using a ranged weapon. An upstanding citizen with a good job and a family who has never before been charged with a crime gets minimal bail. and melee weapons.Services Item Auto repair 1 to 10 hp damage 11 to 20 hp damage 21 to 30 hp damage 30+ hp damage Towing Bail bonds Property crime Assault crime Death crime Bribery Bouncer Bureaucrat Informant Police officer Legal services Medical services Long-term care Restore hit points Surgery Treat poison/disease 10 + doctor’s Treat Injury ranks 12 + doctor’s Treat Injury ranks 15 + doctor’s Treat Injury ranks 10 + doctor’s Treat Injury ranks 6 10 7 10 10 + lawyer’s Knowledge (civics) ranks 13 16 22 15 18 21 24 8 Purchase DC Assault Crime: The crime involved an attack intended to capture. no one was attacked or seriously hurt as part of the crime. a career criminal with nothing to lose gets maximum bail or may not be granted bail at all. kill. a weapon deals double damage on a critical hit (roll damage twice. the wielder applies his Dexterity modifier to the attack roll. Some creatures or characters may be resistant or immune to some forms of damage. by insurance. Handguns and longarms are personal firearms. explosives and splash weapons.

which is part of the weapon and serves as the firing chamber for each round as well. Loading a belt of linked ammunition is a full-round action. However. Handguns A handgun is a personal firearm that can be used onehanded without penalty. if it requires two hands. Ranged weapons have a maximum range of ten range increments. These firearms feed and cock themselves with each shot. an assistant clips new ammunition belts together. most revolvers can be used with a speed loader. linked. A Huge weapon requires two hands and a bipod or other mount.CHAINSAWS. as well as some rifles. which must be loaded by hand. and if it is a light weapon. they are generally thrown weapons. or reloading a revolver without a speed loader or any weapon with an internal magazine. All handguns require the 98 . which simply means they can be employed once per round and then must be reloaded or replaced. is a fullround action. semiautomatic. and automatic. Linking two belts together is a move action. In military units. Remember to apply this modifier to the purchase DC when making a Wealth check to acquire the weapon on the black market. for this reason the entry does not also have a number. Firearms. as the gunner fires. and heavy weapons are single shot. keeping the weapon fed. Size: Size categories for weapons and other objects are defined differently from the size categories for creatures. and the appropriate black market purchase DC modifier. However. ~ Semiautomatic (S): Most firearms have the semiautomatic rate of fire. Purchase DC: This is the purchase DC for a Wealth check to acquire the weapon. This number reflects the base price and does not include any modifier for purchasing the weapon on the black market. have varying rates of fire. The relationship between a weapon’s size and that of its wielder defines whether it can be used one-handed. ~ Rate of Fire: Some ranged weapons have a rate of fire of 1. How the firearm is reloaded depends upon its magazine type. The amount of ammunition a weapon carries. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. Unlike box ~ magazines. Weapons with a dash in this column have no magazines. Refilling a box magazine or a speed loader. is easier to use in your off hand. getting in more than one shot per attack. forming a belt. has an unlimited capacity. which have a maximum range of five range increments. Without a speed loader. A fourth type. cylinders cannot be removed. Using a speed loader is much like inserting a box magazine into a weapon. Reloading Firearms Reloading a firearm with an already filled box magazine or speed loader is a move action. It can be used one-handed and. a firearm with a cylinder magazine must be loaded by hand. as a light weapon. STAKES & NAILGUNS Range Increment: Any attack at less than this distance is not penalized for range. The number in this entry is the magazine’s capacity in shots. ~ Automatic (A): Automatic weapons fire a burst or stream of shots with a single squeeze of the trigger. ~ Box: A box magazine is any type of magazine that can be removed and reloaded separately from the weapon. any number of belts can be clipped together. but some feats allow characters armed with semiautomatic weapons to fire shots in rapid successions. ~ A Medium-size or smaller weapon can be used onehanded or two-handed. Internal: Some weapons keep their ammunition in an internal space. and hence how many shots it can fire before needing to be reloaded. Magazine: The weapon’s magazine capacity and type are given in this column. This is the case with most shotguns. which operate through many different forms of internal mechanisms. Pump shotguns and bolt-action rifles are examples of firearms with single shot rates of fire. the word that follows the number indicates the magazine type: box. The bullets are chained together with small metal clips. Typically. Weight: This column gives the weapon’s weight when fully loaded. if any. and they must be reloaded by hand. Linked: Some machine guns use linked ammunition. each full range increment causes a cumulative –2 penalty on the attack roll. A semiautomatic weapon fires one shot per attack (effectively acting as a single shot weapon). Restriction: The restriction rating for the weapon. This includes all pistols and some submachine guns and shotguns. ~ Single Shot (Single): A weapon with the single shot rate of fire requires the user to manually operate the action (the mechanism that feeds and cocks the weapons) between each shot. The three possible rates of fire for handguns. or internal. except for thrown weapons. a belt holds 50 bullets. ~ A Small or smaller weapon is considered a light weapon. longarms. is determined by its magazine capacity. ~ Cylinder: A revolver keeps its ammunition in a cylinder. A Large weapon requires two hands. even if the user has a feat or other abilities that normally allow more than one shot per attack. or weapons (such as bows) that are loaded as part of the firing process. A weapon with the single shot rate of fire can fire only one shot per attack. cylinder.

15 Lic (+1) 2d6 20 Ballistic 40 ft. Single S 2 int 9 box Tiny Med 1 lb.45 machine pistol) Ruger ServiceSix (.45 autoloader) Colt Python 1 (. S.62mm assault rifle) Browning BPS (10 gauge shotgun) HK MP5 (9mm submachine gun) HK PSG1 1 (7. S 5 box Large 16 lb. S 7 box Small 3 lb. A 3215 box Med 4 lb.44 magnum revolver) TEC-9 (9mm machine pistol) Walther PPK (. 18 Lic (+1) 2d6 20 Ballistic 40 ft. 40 ft. 20 Res (+2) 2d10 20 Ballistic 90 ft. 15 Res (+2) 2d10 20 Ballistic 30 ft. S. S 5 int Large 11 lb.62mm sniper rifle) 2d6 20 40 ft. S 6 cyl.45 hold-out) Desert Eagle (.357 revolver) Derringer (. A 30 box Large 10 lb. S.38S revolver) S&W M29 (. S 6 cyl Med 3 lb. 15 Res (+2) 2d6 20 Ballistic 30 ft. 14 18 Lic (+1) Lic (+1) 2d6 20 Ballistic 30 ft. 22 Res (+2) 99 . 15 Lic (+1) 2d6 2d8 20 20 Ballistic Ballistic 10 ft. Lic (+1) 2d6 20 Ballistic 30 ft. S 9 box Small 3 lb.50AE autoloader) Glock 17 1 (9mm autoloader) MAC Ingram M10 (.32 autoloader) AKM/AK47 (7. S 7 box Small 1 lb. S 6 cyl Small 2 lb. 15 Lic (+1) Longarms (require the Personal Firearms Proficiency feat) 2d8 20 Ballistic 70 ft. 16 Lic (+1) 2d6 20 Ballistic 50 ft. Med 3 lb. 14 Lic (+1) 2d8 20 Ballistic 30 ft. 15 box Small 3 lb. 14 Res (+2) 2d4 20 Ballistic 30 ft.Ranged Weapons Weapon Damage Critical Damage Type Ballistic Range Rate of Fire S Magazine Size Weight Purchase DC 16 Restriction CHAINSAWS. STAKES & NAILGUNS Handguns (require the Personal Firearms Proficiency feat) Beretta 92F (9mm autoloader) Colt Double Eagle (10mm autoloader) Colt M1911 (. 15 Lic (+1) 2d6 20 Ballistic 40 ft. A 30 box Med 6 lb. 4 lb. 16 Lic (+1) 2d6 20 Ballistic 30 ft. S 17 box Small 2 lb. S. A 30 box Large 7 lb.

9 4 17 — — Mil (+3) 1d6 Special2 1 1d42 1d2 20 — 20 — 20 Piercing Special2 Piercing Electricity Slashing 30 ft. 50 lb.56mm assault rifle) Mossberg (12 gauge shotgun) Remington 700 (7. 18 Res (+2) 2d10 20 Ballistic 90 ft.444 hunting rifle) M-60 (medium machine gun) M-2HB (heavy machine gun) M72A3 LAW (rocket launcher) M79 (grenade launcher) Compound Bow (Archaic) Crossbow (Simple) Discus (Simple) Flamethrower (no feat required) Javelin (Simple) Pepper Spray (Simple) Shuriken (Archaic) Taser (Simple) Whip (Archaic) 2d8 20 Ballistic 30 ft. 2 lb. S. 19 Res (+2) 2d6 20 Ballistic 40 ft. 5 ft. Single 1 int Large 7 lb. S 6 int Large 7 lb. 14 Mil (+3) Other Ranged Weapons (required Weapon Proficiency feat given in parentheses) 1d8 20 Piercing 40 ft. A 30 box Large 9 lb. Single 5 int Large 8 lb. A Linked Huge 22 lb. 21 Mil (+3) 2d12 20 Ballistic 110 ft. 4 5 4 7 4 — — — — — 100 . 20 ft. 5 ft. 15 Lic (+1) Heavy Weapons (each requires a specific Exotic Weapon Firearms feat) 2d8 20 Ballistic 100 ft. A Magazine 30 box Size Large Weight 8 lb. 15 ft. 0. 3 Single Single Single Single Single — 1 int — 1 int. 15 Lic (+1) 2d10 20 Ballistic 80 ft. 10 — 1d10 1d6 3d6 19-20 20 — Piercing Bludgeoning Fire 40 ft. Purchase DC Restriction 16 Res (+2) CHAINSAWS. 15 Mil (+3) Varies2 — — 70 ft. 2 lb. 10 ft. Single 1 int Large 5 lb.5 lb. Single — Large 5 lb. S 2 int Med 5 lb. S 6 int Large 7 lb. RoF S. 0.Weapon Damage 2d8 Critical 20 Damage Type Range Ballistic 80 ft. 17 Lic (+1) 2d8 20 Ballistic 10 ft. — Med Tiny Tiny Small Small 3 lb. 15 Lic (+1) 2d8 20 Ballistic 80 ft. A 20 box Large 8 lb. 4 lb. A Linked Huge 75 lb. STAKES & NAILGUNS M16A2 (5.5 lb. 22 Mil (+3) 10d62 — — 150 ft.56mm assault rifle) Uzi (9mm submachine gun) Winchester 94 (.62mm hunting rifle) Sawed-off Shotgun (12 gauge shotgun) Steyr AUG (5. S. — Single Single Single 1 int — 10 int Med Small Large 7 lb.

heavy-caliber autoloaders. the M1911 can be found all over the world. STAKES & NAILGUNS .44 Magnum models. making it easy to conceal. Ranged weapons that use box magazines come with one full magazine. Manufactured at three locations in the United States alone. Derringer This pistol breaks open at the breech like a doublebarreled shotgun. See the weapon description. Handguns can be broken down into three smaller groups: autoloaders. They are more complex than revolvers. revolvers and machine pistols. ~ Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder. Colt Double Eagle Based on the M1911 mechanism. The two-shot weapon has one barrel atop the other and is barely 5 inches long. but nevertheless have become increasingly popular in the modern age. Some are autoloader pistols modified to fire a burst of bullets in a single pull of the trigger. ~ Autoloaders (sometimes called ‘automatics’) feature removable box magazines and some models hold quite a lot of ammunition. 3 See the description of this weapon for special rules. 2 This weapon does special damage. Desert Eagle Manufactured by Israeli Military Industries. The Desert Eagle also comes in . while others are modified submachine guns. They work by using the energy of a shot fired to throw back a slide. Glock 17 The Glock is typical of 9mm self-loading pistols carried by many police officers and military personnel. As such. 101 CHAINSAWS. it grants a +1 bonus on attack rolls. the cylinder revolves to bring the next bullet in line with the barrel. and is still in use in several other military forces. Colt Python The Python has a well-deserved reputation for accuracy. eject the shot’s shell casing. this pistol is an updated civilian version that fires a 10mm round. Due to its high quality of manufacture.50 Action Express round. Beretta 92F The standard service pistol of the United States military and many American law enforcement agencies. the Desert Eagle is the king of large-frame. cut down in size and weight to allow onehanded use. As the trigger is pulled. Personal Firearms Proficiency feat.357 Magnum and . the Colt Python is always considered a superbly crafted weapon. ~ Machine pistols are automatic weapons small enough to be fired with one hand.Ranged Weapon Table notes 1 This superbly crafted weapon grants a +1 bonus on attack rolls. and scoop the next round into the chamber. Colt M1911 This .45 semiautomatic pistol was used by the United States military for decades until it was recently replaced by the Beretta 92F. The version on Table: Ranged Weapons fires the massive . Using a handgun without this feat imposes a –4 penalty on attack rolls.

As such.CHAINSAWS. S&W M29 The Smith & Wesson Model 29 . military and government agencies. Cuba.000 of these small submachine guns were made and supplied to United States police forces. designed specifically for police use. Submachine guns are relatively compact longarms that generally fire pistol ammunition. based on the design of the HK G3. Light pressure on the trigger produces single shots. with the user having to work a bolt or lever between each shot. Due to its high quality of manufacture. the Colt M16A2 is the current service rifle of the United States military and is commonly used by other armies and in the civilian world. The basic longarm is the rifle. has a fully adjustable trigger and stock for individual users. M16A2 Typical of the assault rifles used by militaries around the world. Once modified to fire on automatic. if a character uses the setting without the feat. fires the . and the extra two bullets are wasted. TEC-9 The Intratec TEC-9 is an inexpensive machine pistol popular with criminals because it can be modified (Repair check DC 15) to fire on automatic. They can fire on automatic. the Glock 17 is always considered a superbly crafted weapon. and Peru. he makes a normal attack. and they function internally in a manner very similar to autoloader pistols. 102 . Due to its high quality of manufacture. Assault rifles are rifles designed for military use and feature automatic as well as semiautomatic fire. It was very popular with United States police forces prior to the increasing use of autoloaders in recent decades and is still in service with many police forces today. This group includes hunting and sniping rifles. only on automatic. having found common use in scores of bush wars and insurrections – on all sides of such conflicts. The M29 is known for its deafening sound. This setting does not grant the ability to make burst fire attacks without the Burst Fire feat. Army. about 10. This weapon features a three-round burst setting. A character takes a –4 penalty on the attack roll when firing at an adjacent target. simple and reliable autoloader with a design that dates back to the 1930s. described here is the most basic model. it fires only three bullets instead of five and can be used with only three bullets in the magazine. the MP5 is always considered a superbly crafted weapon.S. When used with the Burst Fire feat. All longarms are covered by the Personal Firearms Proficiency feat. AKM/AK-47 This assault rifle of the old Soviet Union is one of the most popular firearms in the world. it grants a +1 bonus on attack rolls. bright muzzle flash and powerful recoil. assault rifles. STAKES & NAILGUNS Due to its high quality of manufacture. it grants a +1 bonus on attack rolls. The M10 accepts a suppressor without modification. shotguns and most submachine guns. the PSG1 is always considered a superbly crafted weapon. MAC Ingram M10 No longer in production. if modified. They tend to be powerful. Browning BPS This heavy longarm fires the largest shotgun round available. HK PSG1 This high-precision sniper rifle. When used with the Burst Fire feat. This weapon features a three-round burst setting. it fires only three bullets instead of five and can be used with only three bullets in the magazine. however. Longarms are not well suited to close combat.44 Magnum revolver fires one of the most powerful pistol cartridges in the world. Walther PPK The PPK is a small. the 10-gauge shell. but only at short range. Shotguns are large-bore weapons that primarily fire shells full of small projectiles. Reduce shotgun damage by 2 points for every range increment of the attack. the U.38 Special round. Ruger Service-Six This revolver. Some models are operated manually. while increased pressure brings automatic fire. As such. the TEC9 cannot be changed back to semiautomatic. It remains in widespread service among European police. As such. The PSG1 comes with a standard scope. a group that includes both hunting rifles and sniper rifles. Rifles are usually autoloaders. HK MP5 The Heckler & Koch MP5 family of weapons is among the most recognizable in the world. Many different designs exist. it grants a +1 bonus on attack rolls. This setting does not grant the ability to Longarms Longarms are personal firearms that require two hands to be fired without penalty. The pistol only works on semiautomatic fire or.

It comes as a short. or object. Its completely ambidextrous components make it equally convenient for left. if a character uses the setting without the feat. it fires only three bullets instead of five and can be used with only three bullets in the magazine. this medium machine gun is still in widespread use with the U. and the extra two bullets are wasted. CHAINSAWS. It fires 40mm fragmentation grenades (see Explosives and Splash Weapons. Remington 700 A bolt-action rifle with a reputation for accuracy. he makes a normal attack. the LAW ignores up to 10 points of hardness if it strikes a vehicle. The differences between using the M79 and throwing an explosive lie in the range of the weapon (which far exceeds the distance a hand grenade can be thrown) and the fact that the M79 requires a weapon proficiency to operate without penalty. The Exotic Firearms Proficiency (grenade launchers) feat applies to this weapon. The M72 has a minimum range of 30 feet. most are homemade by cutting down a standard shotgun. If someone is directly behind and adjacent to the character firing the LAW. If fired against a target closer than 30 feet away. All that is left of the stock is a pistol grip. Proficiency (heavy machine guns) feat applies to this weapon. This weapon features a three-round burst setting. M-60 Introduced in the Vietnam War era. the firer must first arm and extend the tube. dealing its 10d6 points of damage to all creatures within a 10-foot radius (Reflex save DC 18 for half damage). Attacking with an M79 is identical to throwing an explosive: you make a ranged attack against a specific 5-foot square (instead of targeting a person or creature). Sawed-Off Shotgun This is a 12-gauge. Because its explosive features a shaped charge designed to penetrate the armour of military vehicles.S. oneshot rocket launcher. if a character uses the setting without the feat.and right-handed users and it features a built-in optical sight. This setting does not grant the ability to make burst fire attacks without the Burst Fire feat. double-barreled shotgun with the stock and barrels sawed short. military and that of several other armies. When the LAW hits its target. telescoped fibreglass and aluminium tube. Before using the weapon. Winchester 94 The Winchester Model 94 Big Bore is a lever-action rifle typical of big-bore hunting rifles found around the world. Heavy Weapons The weapons covered in this section fall under different Exotic Firearms Proficiency feat.50-caliber machine gun has been in service since World War II and remains a very common vehicle-mounted military weapon around the world. Uzi Designed in the 1950s for the Israeli army. the bullpup AUG is the standard rifle of the Austrian and Australian armies. These grenades look like huge bullets an inch and a half across. not to other objects within the burst radius. and the M79 cannot shoot hand grenades. and the barrels are roughly 12 inches long. The Exotic Firearms Proficiency (rocket launchers) feat applies to this weapon. It features a collapsible stock. below). it does not arm and will not explode. it explodes like a grenade or other explosive. The Exotic Firearms 103 . the Uzi has become the most popular submachine gun in the world. Steyr AUG An unusual and exotic-looking weapon. STAKES & NAILGUNS M2HB This heavy-duty . M72A3 LAW The LAW (light antitank weapon) is a disposable. building. Mossberg The Mossberg Model 500 ATP6C is a pump-action shotgun designed for military and police work. this only applies to the target struck. and the extra two bullets are wasted.make burst fire attacks without the Burst Fire feat. M79 This simple weapon is a single-shot grenade launcher. The Exotic Firearms Proficiency (heavy machine guns) feat applies to this weapon. However. they cannot be used as hand grenades. he makes a normal attack. which is a move action. the Remington 700 has been popular with hunters and target shooters since its introduction in the 1940s. making it extremely compact. Sawed-off shotguns are generally illegal. When used with the Burst Fire feat. Someone who wields a heavy weapon without the appropriate proficiency takes a –4 penalty on all attack rolls with the weapon. which will cause 2d6 fire damage. that person must make a Reflex save (DC 15) to avoid being hit by the rocket’s backblast.

The target must make a Fortitude saving throw (DC 15) or be blinded for 1d4 rounds.62mm (20) 7. Creatures with cover get a bonus on their Reflex save. 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. the backpack has a Defence equal to 8 + the wearer’s Dexterity modifier + the wearer’s class bonus. Reloading a taser is a full-round action that provokes attacks of opportunity. characters using it in this manner are always considered nonproficient and take a –4 penalty on their melee attack rolls. It shoots a 5-foot wide. DC 15. A flamethrower’s backpack has hardness 5 and 5 hit points. Shuriken A shuriken is a thrown. 30-foot long line of flame that deals 3d6 points of fire damage to all creatures and objects in its path.56mm (20) 7. Javelin This light.44 caliber (50) . 104 . Discharging a fire extinguisher is a move action and instantly smothers flames in a 10-foot by 10-foot area. Any creature caught in the line of flame can make a Reflex save (DC 15) to take half damage. Discus A solid circle which is rim-balanced for extra control. Pepper Spray A chemical irritant that can temporarily blind a target. Refilling or replacing a fuel pack has a purchase DC of 13. A fire engulfing a single creature or object can be doused or smothered as a full-round action.357 caliber (50) . A character may draw a shuriken as a free action. flexible spear built for throwing can be used in melee.62mmR (20) . for half damage). and thus no feat is needed to operate the weapon effectively.38 special (50) . A flamethrower can shoot 10 times before the fuel supply is depleted. Made of either specially-shaped rock or modern materials. Taser A taser uses springs or compressed air to fire a pair of darts at a target.22 caliber (50) . dealing 6d6 points of fire damage to the wearer (no save allowed) and 3d6 points of splash damage to creatures and objects in adjacent 5-foot squares (Reflex save.32 caliber (50) . make a ranged touch attack against the target. STAKES & NAILGUNS Ammunition Ammunition Type (Quantity) 5. No attack roll is necessary. as indicated on the Ranged Weapons table. Pulling a lever draws the bow.45 caliber (50) . A character’s Strength modifier applies to damage rolls made when using this weapon.50 caliber (20) 9mm (50) 10mm (50) . taking 1d6 points of fire damage each subsequent round until the flames are extinguished.50AE caliber (50) 10-gauge buckshot (10) 12-gauge buckshot (10) Arrow (12) Crossbow bolt (12) Purchase DC 4 4 4 6 6 5 5 4 5 5 5 5 5 6 5 4 8 7 Ranged weapons that are not firearms include such diverse objects as crossbows. Any creature or flammable object that takes damage from a flamethrower catches on fire. To use it. Loading a crossbow is a move action that provokes attacks of opportunity. Crossbow A crossbow requires two hands to use. On a successful hit. tasers and pepper spray. A backpack reduced to 0 hit points ruptures and explodes. connected to a tube with a nozzle.Other Ranged Weapons CHAINSAWS.444 caliber (20) . On impact. The feat that provides proficiency with these weapons varies from weapon to weapon. the darts release a powerful electrical current. star-shaped projectile with four to eight razor-sharp points. Compound Bow Bow hunting remains a popular sport in North America. pepper spray comes in a single-shot container. When worn. Flamethrower A flamethrower consists of a pressurized backpack containing fuel. but since it is not designed for it.

10 ft. 12 8 12 15 10 12 17 15 Mil (+3) Res (+2) Lic (+1) Mil (+3) — Res (+2) Mil (+3) Mil (+3) Splash Weapons Acid. 10 ft. or machine guns.32. .38 S. Crossbow Bolt A shaft or missile designed to be shot from a crossbow. 2 lb. Purchase DC 6 6 Restriction — — 105 . 1 lb. STAKES & NAILGUNS 10-gauge Buckshot. 10mm.50AE Damage Type Slashing Burst Radius 10 ft. . Explosives can be thrown or set off in place. . Pulling the pin on a grenade is a free action. . pistol round is not compatible with the much larger . 18 12 15 15 — — 12 12 — — 10 ft. the character can drop the whip to avoid being tripped. All explosives must be detonated.62mm. Some. 10 ft. 10 ft. . 2 lb. . . 1 lb. The . Small Med Tiny Tiny Small Small Small Small 1 lb. assault rifles. 10 ft. See text — 5 ft. dealing damage to creatures or objects within an area. When using a whip.50 caliber is a huge cartridge generally fired from heavy machine guns.44. CHAINSAWS.Whip Whips deal a small amount of lethal damage.50 These calibers of ammunition are generally used in rifles. 12-gauge Buckshot Shotgun cartridges.50 rifle-caliber cartridge (see above).62mm cartridge. 2 lb. but also adapted to a few models of powerful sniper rifles. 1 lb. . Ammunition Ammunition for firearms and other ranged weapons is covered on the Ammunition table. and is not compatible with the larger 7. 2 lb. include built-in detonators.56mm. treat a whip as a ranged weapon with a maximum range of 15 feet and no range penalties. 20 ft. Although a character does not ‘fire’ the weapon. Dynamite and hand grenades are examples of these weapons. Size Tiny Small Weight 1 lb. Mild Molotov Cocktail Direct Hit Damage 1d6 1d6 Splash Damage 1 1 Critical 20 20 Damage Type Acid Fire Range 10 ft. 2 lb.62mmR is used in the AKM and other ex-Soviet weapon types.62mmR. are sold in boxes of ten. 5. 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). Reflex DC 15 Explosives and Splash Weapons These weapons explode or burst. spewing its contents over an area and damaging any Range — Size Tiny Weight 1 lb. 10 ft. Arrow Arrows come in quivers of 12 and are used with the compound bow and other types of archery weapons. A splash weapon is a projectile that bursts on impact.45. Detonators are covered in Weapon Accessories. 9mm. and are sold in boxes of 20 bullets each.22. . The 7. The . Purchase DC 16 Restriction Mil (+3) Explosive Weapon 40mm Fragmentation Grenade C4/Semtex Det Cord Dynamite Fragmentation Grenade Smoke Grenade Tear Gas Grenade Thermite Grenade White Phosphorous Grenade Damage 3d6 4d6 2d6 2d6 4d6 — See text 6d6 2d6 Concussion Fire Concussion Slashing — — Fire Fire 10 ft. and are sold in boxes of 50 bullets each. depending on the type of explosive device. such as grenades. 20 ft. Because a whip can wrap around an enemy’s leg or other limb. The character does not provoke an attack of opportunity when using a whip in this way. See text 5 ft.50AE These calibers are generally used in pistols or submachine guns. bolts come in quivers of 12. 7. a character can make a trip attack with it by succeeding at a ranged touch attack. These missile weapons consist of a slender shaft and a pointed head. If the character is tripped during his own trip attempt.357. 7.444. also known as buckshot. Others require timers or other devices to set them off.

a weapon deals double damage on a critical hit (roll damage twice. A Medium-size or smaller weapon can be used onehanded or two-handed. The 40mm fragmentation grenade has a minimum range of 40 feet. Purchase DC: This is the purchase DC for a Wealth check to acquire the weapon. It can be used one-handed and. Weight: This column gives the weapon’s weight. Explosives and Splash Weapons Traits Explosives and splash weapons are described by a number of statistics. if any. is easier to use in a character’s off hand. its range increment is shown in this column. while those nearby take less damage. as if hitting the target two times). Size: Size categories for weapons and other objects are defined differently from the size categories for creatures. in which case the appropriate Weapon Proficiency feat for the launcher is necessary to avoid the –4 nonproficient penalty. Damage Type: Damage from explosives and splash weapons is classified according to type: energy (of a specific type) or slashing. For splash weapons. 40mm Fragmentation Grenade This small explosive device must be fired from a 40mm grenade launcher. The purchase DC given is for a box of 6 grenades. All creatures or objects within the burst radius take damage from the explosive. STAKES & NAILGUNS Critical: The threat range for a critical hit. which are described in Weapon Accessories. This number reflects the base price and does not include any modifier for purchasing the weapon on the black market. If the threat is confirmed. If fired against a target closer than 40 feet away. For explosives. It sprays shrapnel in all directions when it explodes. 106 . The relationship between a weapon’s size and that of its wielder defines whether it can be used onehanded. Remember to apply this modifier to the purchase DC when making a Wealth check to acquire the weapon on the black market. Grenades and Explosives Many explosives require detonators. Generally. A Small or smaller weapon is considered a light weapon. as a light weapon. the Direct Hit Damage column is used for a target directly struck by the weapon. as shown on the Explosives and Splash Weapons table. Explosives and splash weapons require no feat to use with proficiency unless they are fired or propelled from some sort of launcher or other device. Reflex DC: Any creature caught within the burst radius of an explosive may make a Reflex save against the DC given in this column for half damage. Some creatures or characters may be resistant or immune to some forms of damage. Range Increment: If the weapon can be thrown. Splash weapons must usually be thrown to have effect. if it requires two hands and if it is a light weapon.CHAINSAWS. creature or object within that area. creatures directly hit by splash weapons take the most damage. such as the M79. Explosives with no range increment must be set in place before being detonated – see the Demolitions skill. and the appropriate black market purchase DC modifier. the burst radius is the area affected by the explosive. Restriction: The restriction rating for the weapon. the Damage column shows the damage dealt to all creatures within the explosive’s burst radius. For splash weapons. all creatures within 5 feet of the weapon’s impact point take splash damage equal to the amount shown in this column. it does not arm and will not explode. Burst Radius/Splash Damage: For explosives. Damage/Direct Hit Damage: The primary damage dealt by the weapon.

this is a small explosive device that sprays shrapnel in all directions when it explodes. 107 CHAINSAWS. det cord can also be looped around a tree or post or other object to cut it neatly in half. nose and mouth provides a +2 bonus on the Fortitude save. A stick of dynamite requires a fuse or detonator to set it off. Additional blocks can be wired together. Although the damage statistics on the table represent a 1-pound block. It is considered to be a simple explosive for the purpose of using a Craft (chemical) check to manufacture it. A length of det cord can be spread out to pass through up to ten 5-foot squares. requiring a move action (and a lighter or other source of flame). the damage or the burst radius of the explosion increases by 50% (the character’s choice). If the character succeeds on the check. det cord does not explode – but it burns so fast (4. these explosives warm up when kneaded and can then be coaxed to take various shapes. and requires a Demolitions check (DC 15) to link them.000 yards per second) that it might as well be exploding. Dynamite is sold in boxes of 12 sticks. Det cord can also be doubled up. it deals the indicated damage to all creatures in each 5-foot square through which it passes. for each additional 5 feet of cord within a single 5-foot square. Cutting the fuse to the appropriate length requires a move action. though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round. Hard and translucent when cold. though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round. On the round when it is thrown. and the attacker cannot use sight to locate the target). Normally used to string multiple explosive charges together for simultaneous detonation (allowing a single detonator to set them all off). dynamite is very stable under normal conditions. 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). On the round that it is thrown. As such. Doing so requires a Demolitions check (DC 10 + 1 per stick). a smoke grenade fills the four 5-foot squares around it with smoke. yellow. It disperses after 10 rounds. A gas mask renders the target immune to the effects. Additional sticks can be set off at the same time if they are within the burst radius of the first stick. Det Cord Det cord is an explosive in rope-like form. green. Smoke Grenade Military and police forces use these weapons to create temporary concealment. Dynamite Perhaps one of the most common and straightforward explosives. On the following round. the fuse must first be lit. This effect lasts as long as the character is in the cloud and for 1d6 rounds after he leaves the cloud. To set off dynamite using a fuse. Tear Gas Grenade Military and police forces use these weapons to disperse crowds and smoke out hostage takers. increase the damage by +1d6 to a maximum increase of +4d6. The purchase DC given is for a box of 6 grenades. This ‘explosive’ requires a detonator to set it off. and on the third round it fills all squares within 15 feet. Fragmentation Grenade The most common military grenade. C4/ Semtex requires a detonator to set off. and on the third round it fills a 15-foot radius. a tear gas grenade fills a 5-foot radius with a cloud of irritant that causes eyes to fill with tears. It disperses after 10 rounds. increasing the damage and burst radius of the explosion. It is considered to be a moderate explosive for the purpose of using a Craft (chemical) check to manufacture it. red. A wet cloth held over the eyes. The purchase DC given is for a box of 6 grenades.C4/Semtex So-called ‘plastic’ explosives resemble slabs of wax. When this is the case. and purple. Technically. it fills all squares within 10 feet. including the darkvision ability granted by night vision goggles. including white. A character caught in a cloud of tear gas must make a Fortitude save (DC 15) or be nauseated. STAKES & NAILGUNS . The information on the table represents a 1pound block. Those who succeed at their saves but remain in the cloud must continue to save each round. It is possible to wire together several sticks of dynamite for even greater explosive effect. The information on the table represents a 50-foot length. or long enough to take several minutes to detonate. Any creature within the area has total concealment (attacks suffer a 50% miss chance. On the following round. The smoke obscures all sight. The purchase DC given represents a package of 4 blocks. C4 is sold in 4-block packages. they can be used as signal devices. Each additional stick increases the damage by +1d6 (maximum 10d6) and the burst radius by 5 feet (maximum 20 feet). each additional block increases the damage by +2d6 and the burst radius by 2 feet. It is considered to be a simple explosive for the purpose of using a Craft (chemical) check to manufacture it. it fills a 10-foot radius. Smoke grenades are available in several colors. increasing the damage and burst radius.

Mild A character can throw a flask of acid as a grenadelike weapon. Some creatures or characters may be resistant or immune to some forms of damage. As such. whichever comes first. 108 .CHAINSAWS. energy (of a specific type). they have a range increment just as other ranged weapons do – but the maximum range for a thrown weapon is five range increments instead of ten. Acid may be purchased in many places. some are considered simple Simple Melee Weapons Generally inexpensive and light in weight. Treat a white phosphorus grenade as a smoke grenade (see above). with a tight stopper. Splash Weapons Many splash weapons. Any target that takes damage from a White Phosphorus grenade is dealt an additional 1d6 points of fire damage in the following round and risks catching on fire. However. piercing (weapons with a sharp point). plugged with a rag. Military forces use thermite grenades to quickly destroy key pieces of equipment. weapons (covered by the Simple Weapons Proficiency feat). Melee Weapons Melee weapons are used in close combat. ~ Weight: This column gives the weapon’s weight. ~ Purchase DC: This is the purchase DC for a Wealth check to acquire the weapon. The relationship between a weapon’s size and that of its wielder defines whether it can be used one-handed. Instead. ~ Damage Type: Melee weapon damage is classified according to type: bludgeoning (weapons with a blunt striking surface). White Phosphorus Grenade White phosphorus grenades use an explosive charge to distribute burning phosphorus across the burst radius. ~ Damage: The damage the weapon deals on a successful hit. and holds about 1 pint of liquid. or glass (depending on the substance it has to hold). The feat that provides proficiency with these weapons varies from weapon to weapon. A Large weapon requires two hands. Any attack at less than the given range increment is not penalized for range. The purchase DC given in the Explosives and Splash Weapons table reflects the typical cost of the necessary components. ~ A Medium-size or smaller weapon can be used one-handed or two-handed. The cocktail detonates in 2 rounds or on impact with a solid object. if it requires two hands. and they are generally among the simplest types of weapons. A target that takes a direct hit is dealt an additional 1d6 points of fire damage in the following round and risks catching on fire. It can be used one-handed and. Melee Weapons Traits Melee weapons are described by a number of statistics. To use it. as shown on the Melee Weapons table below. a WP grenade creates a cloud of smoke. a weapon deals double damage on a critical hit (roll damage twice. ~ A Small or smaller weapon is considered a light weapon. In addition. A flask is made of ceramic. The purchase DC given is for a box of 6 grenades. as a light weapon. Molotov Cocktail A Molotov cocktail is a flask containing a flammable liquid. ~ Range Increment: Melee weapons that are designed to be thrown can be used to make ranged attacks. simple weapons get the job done nevertheless. is easier to use in a character’s off hand. as if hitting the target two times). The purchase DC given is for a box of 6 grenades. it creates intense heat meant to burn or melt through an object upon which the grenade is set. and if it is a light weapon. including hardware stores. ~ Restriction: None of the following melee weapons have restrictions on their purchase. requiring a move action (and a lighter or other source of flame). the rag must first be lit. metal. Acid. STAKES & NAILGUNS Thermite Grenade Thermite does not technically explode. This entry represents any mild caustic substance. A character’s Strength modifier is always added to a melee weapon’s attack roll and damage roll. others are archaic (Archaic Weapons Proficiency) or exotic (Exotic Melee Weapon Proficiency). such as Molotov cocktails. ~ Critical: The threat range for a critical hit. and slashing (weapons with an edged blade). A Molotov cocktail is easily made by hand (Craft (chemical) check DC 8 or Intelligence check DC 10). except that it only fills squares within 5 feet of the explosion point. See the Craft (chemical) skill for details on making improvised explosives. are essentially homemade devices (improvised explosives). If the threat is confirmed. each full range increment causes a cumulative –2 penalty on the attack roll. ~ Size: Size categories for weapons and other objects are defined differently from the size categories for creatures.

Rifle Butt The butt of a rifle can be used as an impromptu club. Longsword This classic. No weight or purchase DC is given for this weapon. A character can select the Weapon Finesse feat to apply his Dexterity modifier instead of Strength modifier to attack rolls with a knife. the stun gun deals 1d3 points of electricity damage. These weapons are essentially similar to the twin butterfly swords used in some kung fu styles. Cleaver Heavy kitchen knives can be snatched up for use as weapons in homes and restaurants. but if the character does so. Rapier The rapier is a lightweight sword with a thin blade. CHAINSAWS. used to subdue and restrain criminals. A character can select the Weapon Finesse feat to apply his Dexterity modifier instead of Strength modifier to attack rolls with a rapier. A character can fight with it as if fighting with two weapons. lightweight sword. A poor weapon. see Chapter 7. essentially a smaller version of a club. Metal Baton This weapon can be collapsed to reduce its size and increase its concealability. reflecting their archaic nature in modern-day society. Some of them are moderately expensive. Extending or collapsing the baton is a free action. Hatchet This light axe is a chopping tool that deals slashing damage when employed as a weapon. as if using a one-handed weapon and a light weapon. Pistol Whip Using a pistol as a melee weapon can deal greater damage than attacking unarmed. Machete This long-bladed tool looks much like a short. is a Called Shot. Knife This category of weapon includes hunting knives. Sap This weapon. butterfly or “balisong” knives. The taser is a ranged weapon with a similar effect. Stake A shaft of wood no longer than 3 feet long with a sharp whittled end. a stun gun requires physical contact to affect its target. Bayonet (Fixed) The statistics given describe a bayonet fixed at the end of a longarm with an appropriate mount. Tonfa This is the melee weapon carried by most police forces (their version occasionally being called a nightstick). remember that this 109 . the longarm becomes a double weapon—clublike at one end and spearlike at the other. The cost and weight given are for a single item. Club Almost anything can be used as a club. lengths of lead piping and baseball bats. he incurs all the normal attack penalties associated with fighting with two weapons. Fire axe A heavy axe normally used to break down doors and thin walls. straight blade is the weapon of knighthood and valour. deals nonlethal damage instead of lethal damage. Archaic Melee Weapons Most of these weapons deal damage by means of a blade or a sharp point. STAKES & NAILGUNS Stun Gun Although the name suggests a ranged weapon. Combat (and Running Away). brass knuckles increase the base damage dealt by an unarmed strike by +1 and turn the damage into lethal damage. A collapsed baton is Small and cannot be used as a weapon. and the target must make a Fortitude saving throw (DC 15) or be paralysed for 1d6 rounds.Brass Knuckles These pieces of moulded metal fit over the outside of a character’s fingers and allow him to deal lethal damage with an unarmed strike instead of nonlethal damage. This entry also represents the wooden nightsticks sometimes carried by police forces. When used by a character with the Brawl feat. On a successful hit. though if you happen to be trying to hit something in the heart. A strike with brass knuckles is otherwise considered an unarmed attack. A character can deal nonlethal damage with a tonfa without taking the usual –4 penalty. switchblades and bayonets (when not attached to rifles). since both vary depending on the pistol used. With the bayonet fixed.

2 lb. only the blade within. 3 lb. a sword cane is always considered to be concealed. 5 lb. 2 lb. 3 lb. 10 lb.5 lb. — — 3 lb. 3 lb. 4 lb. Exotic Melee Weapons Most exotic weapons are either atypical in form or improved variations of other melee weapons. 2 lb. — — — — — — — — — 10 ft. A character can strike opponents 10 feet away with it. STAKES & NAILGUNS Weapon Damage Critical Damage Type Range Increment — — 10 ft. concealed sword that hides its blade in the shaft of a walking stick or umbrella. 1 lb. 3 lb. Because each exotic weapon is unique in how it is manipulated and employed. 2 lb. 2 lb. 10 ft. 1 lb. 0.” this item can still be found in some barbershops and shaving kits. 2 lb. Stake Stun Gun1 Tonfa1 Bayonet (fixed) 1 Fire Axe Hatchet Longsword Machete Rapier Spear Straight Razor Sword Cane Chain1 Chainsaw Kama Katana Kukri Nunchaku Three-Section Staff1 1 Archaic Weapons (require the Archaic Weapons Proficiency feat) Exotic Weapons (each requires a specific Exotic Melee Weapon Proficiency feat) See the description of this weapon for special rules. a separate Exotic Melee Weapon Proficiency feat is required for each one in order to avoid the –4 nonproficient penalty.Melee Weapons CHAINSAWS. 2 lb. Straight Razor Favored by old-school organized crime “mechanics. it is noticed only with a Spot check (DC 18). 9 lb. — — — — — — — — — — — — — Size Weight Purchase DC 5 5 4 4 8 — — 2 — 5 6 7 6 4 11 5 10 6 4 9 5 9 5 12 5 5 7 Simple Weapons (require the Simple Weapons Proficiency feat) Brass Knuckles1 Cleaver Club Knife Metal Baton Pistol Whip Rifle Butt Sap 1 +1 1d6 1d6 1d4 1d6 1d4 1d6 1d6 1d4 1d3 1d4 1d4/1d6 1d8 1d6 1d8 1d6 1d6 1d8 1d4 1d6 1d6/1d6 3d6 1d6 1d10 1d4 1d6 1d8/1d8 20 19-20 20 19-20 19-20 20 20 20 20 20 20 20 20 20 19-20 19-20 18-20 20 19-20 19-20 20 20 20 19-20 18-20 20 20 Bludgeoning Slashing Bludgeoning Piercing Bludgeoning Bludgeoning Bludgeoning Bludgeoning Piercing Electricity Bludgeoning Piercing Slashing Slashing Slashing Slashing Piercing Piercing Slashing Slashing Bludgeoning Slashing Slashing Slashing Slashing Bludgeoning Bludgeoning Tiny Small Med Tiny Med Small Large Small Small Tiny Med Large Med Small Med Small Med Large Tiny Med Large Large Small Large Small Small Large 1 lb. but cannot use it against an adjacent foe. The walking stick or umbrella is not concealed. Because of this special construction. Spear This primitive device is a reach weapon. Sword Cane This is a lightweight. 6 lb. 3 lb. 110 . 4 lb. 1 lb. 1 lb.

in the case of thrown objects. the character incurs all the normal attack penalties associated with fighting with two weapons. STAKES & NAILGUNS Improvised Weapons Any portable object can be used as a weapon in a pinch. although the Games Master may adjust the damage of an object that is especially light or heavy for its size. The three-section staff requires two hands to use. When used with the Exotic Melee Weapon Proficiency feat.Chain Also called the manriki-gusari. strikes a solid surface (such as a wall) or an object larger than itself. Damage: Improvised weapons deal lethal damage based on their size. They are sometimes pressed into service as weapons. A character can fight with it as if fighting with two weapons. Chainsaw Military and police units use powered saws to cut through fences and open doors rapidly. Because a chain can wrap around an enemy’s leg or other limb. If the character is tripped during his own trip attempt. If a character is not proficient with a chain saw and rolls a natural 1 on an attack roll. leather. as if using a one-handed weapon and a light weapon. unlike other weapons with reach. but if he does. often by people who watch too many movies. it can be used with one hand. Improvised weapons of Fine size deal no damage. or rope. Kama A kama is a wooden shaft with a scythe blade extending at a right angle out from the shaft. Kukri This heavy. the character gets a +2 equipment bonus on his opposed attack roll when attempting to disarm an opponent (including the roll to avoid being disarmed if the character fails to disarm the opponent). joined at the ends by chain. If a character uses the chain as a reach weapon. improvised weapons are not designed to absorb damage. The wielder’s Strength modifier applies only to damage from Tiny or larger improvised weapons. this weapon is composed of three sections of wood of equal lengths. archaic or exotic. bend. Throwing: A character can effectively wield or throw an object of his size category or smaller using one hand. The Impromptu Weapon Proficiency does partially offset the penalty. the character can only strike at an adjacent opponent. A character can select the Weapon Finesse feat to apply his Dexterity modifier instead of Strength modifier to attack rolls with a chain. the katana must be used with two hands and the standard –4 nonproficiency penalty applies. the nunchaku is made of two wooden shafts connected by a short length of rope or chain. Improvised weapons threaten a critical hit on a natural roll of 20. A character can fight with it as if fighting with two weapons. An improvised thrown weapon has a range increment of 10 feet. 111 . do not apply the wielder’s Strength modifier to damage from Diminutive objects. an object can be wielded either as a melee weapon or a ranged weapon. The Improvised Weapon Damage by Size table gives the damage for improvised weapons of varying size. They tend to shatter. he has hit himself with the blade and suffer 3d6 damage. crumple or fall apart after a few blows. so these weapon proficiency feats cannot offset the –4 penalty. he can strike opponents up to 10 feet away. For a wielder without the feat. In this case. Gargantuan 60 feet. striking with hard blows from the weights. In most cases. The chain can be used either as a double weapon or as a reach weapon. Nunchaku A popular martial arts weapon. CHAINSAWS. A character can effectively wield or throw an object one size category larger than himself using two hands. It can be whirled quickly. curved dagger has its sharp edge on the inside of the curve. Katana The katana is the traditional Japanese samurai sword. the character can drop the chain to avoid being tripped. Increase the range increment for creatures of Large size or larger as follows: Large 15 feet. Unlike real weapons. An improvised weapon has a 50% chance of breaking each time it deals damage or. An improvised weapon is not considered simple. The three-section staff is a double weapon. A character takes a –4 penalty on his attack roll when wielding or throwing an improvised weapon. this is a simple chain with weighted ends. Huge 30 feet. he cannot use it as a double weapon. incurring all the normal attack penalties as if using a one-handed weapon and a light weapon. In this case. Colossal 120 feet. Three-Section Staff Originally a farm implement for threshing grain. When using a chain. by reducing it to –2. the character can only use one end of the chain effectively. the character can use it against an adjacent foe. a character can make a trip attack with it by succeeding at a melee touch attack. One end can also be swung to entangle an opponent. Kama are traditional weapons in various styles of karate. In addition.

Any creature caught in the line can make a Reflex save (DC 15) to avoid it completely. 2d8 telephone pole *See the description of this weapon for special rules. it becomes a broken bottle rather than useless. Nail Gun A ranged weapon that normally has a range of 10 feet. Water Pistols Often stolen from small children to serve as holy water dispensers. it will (if plugged in) deal and extra 1d6 electricity damage to the taregt as the electronics short out. Bottle If a bottle breaks. such as a trash can lid or other held object larger than one foot square. buzzsaw blade*. Aerosol and Lighter Everyone’s favourite home-made flamethrower. Electric Sander This power tool ignores a creature’s natural armour (but not normal armour). television*. guitar. dumbbell Bar stool. heavy paperweight. an impromptu shield provides a +1 to Defence and carries an Armour penalty of -2. water pistol*. deals 1d10 damage and normally has a ‘magazine’ of 50 nails. providing varying degrees of coverage and varying heaviness of materials. bowling ball*. Drill Critical hits with a drill inflict triple damage rather than double damage. dumpster. but only 1d4 if used without power. wrench. broken bottle*. A water pistol fires a 10-foot long line of water that deals no damage in itself. soda machine. garbage can lid. mug. CD disk case. brick. 112 . oil barrel. flashlight. park bench. This can either be considered an impromptu item. full soda can. Tiny Small Medium 1d4 Large 1d6 Huge 1d8 Gargantuan 2d6 Junked vehicle. this weapon deals 1d4 damage. electric sander* Empty garbage can. Hedge Trimmer/Lawn Mower These deal 2d6 damage if powered. tire iron. metal hubcap. drill*. Only effective up to five feet. In any case. sawhorse Desk. On rare occasions in a modern game. nail gun*. flower pot. or a tactical item such as a police riot shield. vase. office chair. STAKES & NAILGUNS Object Size Diminutive Examples Damage Ashtray.Improvised Weapon Damage by Size CHAINSAWS. flat and hard surface) a creature hit by a bowling ball must make a Reflex save (DC equal to the attack roll) or be knocked prone. Creatures with cover get a bonus on their Reflex save. If thrown. hockey stick. 1d2 screwdriver. glass shard* Fist-sized rock. Bowling Ball If properly bowled (on an uncluttered. Any character with armour of any kind is dealt only 1 damage on a successful attack. Television If this improvised weapon breaks. 1 crystal paperweight. file cabinet. Two feats cover proficiency in the use of armour: Armour Proficiency (light) and Armour Proficiency (heavy). large sofa. Glass Shard A character using this weapon in melee takes 1 damage every turn. shed. helmet. piano 1d3 Buzzsaw Blade A character using this weapon in melee takes 1d2 damage every turn. No attack roll is necessary. a character may carry a shield of some kind into combat. Broken Bottle These deal 1d3 damage. lamp. softball. fire extinguisher. briefcase. It can also be set to shoot on autofire. letter-opener. aerosol & lighter* Bottle*. hedge trimmer/lawnmower* 10-foot ladder. while a tactical shield designed for protection adds +2 to Defence and confers a -1 Armour Penalty because of its superior construction. Colossal Armour Body armour comes in a variety of shapes and sizes. but will hit all creatures and objects in its path. mailbox. but deals 1d6 fire damage.

Note that even if a character’s Dexterity bonus drops to +0 because of armour. clips and velcro attachment points for carrying weapons. 15 lb. first aid kits and other items. grenades. 8 lb. 3 lb. Move Silently and Tumble. STAKES & NAILGUNS Armour Armour Light Armour Leather Jacket Impromptu Leather Armour Light Undercover Shirt Archaic Concealable +1 +2 +2 +1 +1 +1 +8 +6 +7 -0 -0 -0 30 30 30 4 lb. the character is not considered to have lost his Dexterity bonus. ammunition. impromptu.): Medium and heavy armour slows a character down. tactical armour often has pockets. Heavier armour limits mobility. 23 19 — Lic (+1) 113 .) Weight Purchase DC Restriction — — Lic (+1) Pull-up Pouch Concealable Vest Undercover Vest Concealable Vest Chainmail Shirt Light Duty Vest Tactical Vest Heavy Armour Special Response Vest Plate Mail Forced Entry Unit Tactical Concealable Concealable Archaic Tactical Tactical +2 +3 +4 +5 +5 +6 +7 +1 +1 +2 +2 +2 +2 +3 +6 +5 +4 +2 +3 +2 +1 -1 -2 -3 -5 -4 -5 -6 30 30 25 20 25 25 20 2 lb. such as medieval chainmail and plate mail. as shown on the Armour table below. 10 12 13 Type Equipment Bonus Nonproficient Bonus Maximum Dex Bonus Armour Penalty Speed (30 ft. Jump. Archaic armour is old-fashioned armour. 2 lb. Its weight and bulk make it impractical to wear all the time. It can be worn for extended periods of time without fatiguing the wearer. 15 lb. 4 lb. Tactical armour is modern body armour that fits over clothing and cannot be easily concealed. Escape Artist. ~ Type: Armour comes in four types: archaic. 40 lb. Hide.Armour Traits Armour is described by a number of statistics. Concealable armour is modern body armour designed to fit underneath regular clothing. such as leather biker’s jackets and football pads. Maximum Dex Bonus: This number is the maximum Dexterity bonus to Defence that this type of armour allows. This penalty applies to checks involving the following skills: Balance. Climb. Speed (30 ft. 13 14 15 18 16 17 18 Lic (+1) Lic (+1) Lic (+1) — Lic (+1) Lic (+1) Lic (+1) Archaic Tactical +8 +9 +3 +3 +1 +0 -6 -8 20 20 50 lb. flashlights. ~ ~ ~ ~ ~ Equipment Bonus: The protective value of the armour. reducing a character’s ability to avoid attacks. assuming his base speed is 30 feet (the normal speed for most human beings). CHAINSAWS. The number in this column is the character’s speed while in armour. 10 lb. the more it affects certain skills. Armour Penalty: The heavier or bulkier the armour. Because it is worn over clothing in tactical situations. and it is generally only donned when a specific dangerous confrontation is likely. Nonproficient Bonus: The maximum amount of the armour’s equipment bonus that can be applied to the wearer’s Defence if the wearer is using armour with which he is not proficient (does not have the appropriate feat). This bonus adds to the wearer’s Defence. Impromptu armour includes items that provide protection even though they are primarily constructed for non-combat activities. concealable and tactical. 20 lb.

one additional passenger can be carried for every 250 pounds of unused cargo capacity. neck and groin guards. Chainmail Shirt This medieval-era armour is a long shirt made of interlocking metal rings. Vehicles 114 . Remember to apply this modifier to the purchase DC when making a Wealth check to acquire the armour on the black market. As a rule of thumb.~ ~ CHAINSAWS. It is best used when the armour should remain unseen but the wearer does not expect to face much scrutiny. ~ Crew: The standard number of crew. In most cases. other crew members serve as gunners or co-pilots. as it grants a +2 bonus on an opponent’s Spot checks to notice the armour. ~ Cargo Capacity: The amount of cargo the vehicle is designed to carry. if any. Light-Duty Vest A lightweight tactical vest designed for extended use by riot police and forces on alert for potential attack. as shown on the Vehicles table below. Plate Mail This medieval-era armour consists of metal plates that cover the entire body. Light Undercover Shirt Designed for deep undercover work in which it is critical that the wearer not appear to be armed or armoured. it is usually visible to anyone looking closely for it. Heavy and cumbersome. It is heavy and cumbersome compared to most modern armour. Many vehicles can carry extra passengers instead of cargo. this vest provides full-torso protection in the toughest flexible protective materials available. such as a football pads and a baseball catcher’s pads. Vehicles that carry passengers can use that space to carry additional cargo when passengers aren’t present. Leather Armour This archaic armour consists of a breastplate made of thick. only one person is needed to drive the vehicle. Vehicles are described by a number of statistics. with a layer of padding underneath. uncomfortable. Undercover Vest Covering a larger area of the torso. Tactical Vest The standard body armour for police tactical units. and the appropriate black market purchase DC modifier. This garment provides no equipment bonus (and has no armour penalty or maximum Dexterity bonus) when undeployed. granting a +4 bonus on Spot checks to notice the armour. Special Response Vest Built like the tactical vest. A number of other impromptu armours. and often unsafe experience for those passengers. It is heavy. which consists of a heavy torso jacket with ceramic plates over the chest and back. but it does provide a great deal of protection. this garment consists of a T-shirt with a band of light protective material sewn in around the lower torso. STAKES & NAILGUNS ~ Weight: This column gives the armour’s weight. Restriction: The restriction rating for the armour. Forced Entry Unit The most powerful protection available is built into this suit. this armour sacrifices a degree of protection for a modicum of comfort – at least compared to other tactical body armours. this vest provides maximum protection in a garment that can be worn all day long under regular clothing. Each unused passenger slot allows the vehicle to carry an additional 100 pounds of cargo. Leather Jacket This armour is represented by a heavy leather biker’s jacket. offer similar protection and game statistics. lacquered leather. but incorporating groin and neck protection as well as a ceramic plate over the chest. While it may go unnoticed by a quick glance. but doing so is usually a cramped. ~ Passengers: The number of passengers (in addition to the crew) the vehicle is designed to carry. this armour is generally only donned by tactical officers heading into a dangerous assault. Concealable Vest Standard issue in many police forces. can be stored in an innocuous belt-pack. along with softer leather coverings for other parts of the body. Deploying the apron is a move action. this armour provides additional protection in battles against heavily armed opponents. Pull-Up Pouch Vest This garment. Purchase DC: This is the purchase DC for a Wealth check to acquire the armour. arm protection and a helmet. making it uncomfortable to wear for long periods of time. this vest provides better protection than the light undercover shirt – but it is also more easily noticed. consisting of a torso apron of light protective material held up by a loop around the neck. This number reflects the base price and does not include any modifier for purchasing the armour on the black market.

Cessna 172 Skyhawk This common single-engine propeller plane is relatively inexpensive. provide the power. 115 . In general. Bell Model 212 This is the twin-engine.0 litre.6 litre. It is two squares wide and four squares long. The Diablo is two squares wide and three squares long. The Bell 212 is three squares wide and seven squares long. The Jet Ranger is two squares wide and seven squares long.~ ~ ~ ~ ~ ~ ~ ~ ~ Initiative: The modifier added to the driver’s or pilot’s initiative check when operating the vehicle. power seats. fuselage is two squares wide) and twelve squares long. and the appropriate black market purchase DC modifier. Military versions are still in use in many countries. This is the fastest the vehicle can move. Defence: The vehicle’s Defence. air bags. It provides threequarters cover for crew and passengers. Learjet Model 45 This is a sleek business jet introduced in the late 90s. fuselage is one square wide) and six squares long. Mercedes E55 AMG The E-Class is a four-door luxury sedan equipped with a Civilian Aircraft All aircraft. STAKES & NAILGUNS Civilian Cars Most new civilian cars include such standard features as air conditioning. This number reflects the base price and does not include any modifier for purchasing the vehicle on the black market. It provides three-quarters cover for crew and passengers. Jaguar XJ Sedan The XJ is a four-door luxury sedan. are controlled by the use of the Pilot skill. 333-horsepower engine. CHAINSAWS. Two turbofans. it is a sturdy. Luxury vehicles often also include extras such as heated side mirrors. Top Speed: The maximum number of squares the vehicle can cover in 1 round at character scale (with the number of squares at chase scale in parentheses). As a civilian aircraft. It provides three-quarters cover for crew and passengers (one-quarter cover for passengers if the cargo doors are open). It provides three-quarters cover for crew and nine-tenths cover for passengers. the Cavalier is two squares wide and four squares long. civilian version of the ubiquitous Huey helicopter. Chevrolet Cavalier A two-door family coupe. these luxury amenities can be added to a nonluxury car with an increase of 1 to the vehicle’s purchase DC. The M3 is two squares wide and three squares long. Purchase DC: This is the purchase DC for a Wealth check to acquire the vehicle. it has also been adopted by many military forces as a light utility helicopter. civilian cars provide three-quarters cover for their occupants (although passengers who lean out of windows or sunroofs. 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. A few examples are provided here from the variety of airgoing vehicles that might be available to characters. The interior includes luxury accommodations and a lavatory. reliable helicopter used for passenger and cargo work all over the world. it is a favorite of police forces (police cruisers are commonly Crown Victorias). Size: Vehicle size categories are defined differently from the size categories for weapons and other objects. if any. BMW M3 The M3 is a two-door luxury sports car equipped with a standard 3. 220-horsepower V8 engine. Large and durable. keyless entry and an AM/FM radio with CD player. cruise control. perhaps to fire weapons.2 litre. Hardness: The vehicle’s hardness. leather upholstery and sunroofs. Unless otherwise noted. A Cessna 172 is seven squares wide (including wings. Dodge Neon The Neon is an inexpensive four-door family sedan. may be reduced to one-half or even one-quarter cover). Lamborghini Diablo The Diablo is a top-of-the-line exotic sports car – a two-door coupe equipped with a standard 6. A Learjet is ten squares wide (including wings. Bell Jet Ranger This is perhaps the most common civilian helicopter worldwide. antilock brakes. from one-seaters to jumbo jets. The Crown Victoria is two squares wide and four squares long. Subtract this number from any damage dealt to the vehicle. Remember to apply this modifier to the purchase DC when making a Wealth check to acquire the vehicle on the black market. 550horsepower V12 engine. Manoeuvre: The modifier added to any Drive or Pilot checks attempted with the vehicle. Hit Points: The vehicle’s maximum hit points. Restriction: The restriction rating for the vehicle. set on the fuselage above and behind the wings.

Man. -2 -1 +1 -1 275 (27) 185 (18) 8 9 5 5 32 30 H L 30 26 Lic (+1) Lic (+1) 1 2 1 4 13 3 250 lb.000 lb. -2 +0 230 (23) 8 5 32 H 28 Lic (+1) Civilian Motorcycles 1 1 0 1 0 lb.000 lb. 1. STAKES & NAILGUNS Purchase DC 39 45 36 Restriction Civilian Aircraft Bell Jet Ranger (helicopter) Bell model 212 (helicopter) Cessna 172 Skyhawk (prop plane) Learjet Model 45 (corporate jet) Civilian Cars BMW M3 (sports coupe) Chevrolet Cavalier (economy coupe) Dodge Neon (economy sedan) Ford Crown Victoria (midsize sedan) Jaguar XJS (luxury sedan) Lamborghini Diablo (sports coupe) Mercedes E55 AMG (luxury sedan) Volkswagen Jetta (mid-size wagon) Ducati 998R (racing bike) Harley Davidson FLSTF (street bike) Yamaha YZ250F (dirt bike) Civilian Trucks AM General Hummer (SUV) Dodge Caravan (minivan) Ford F-150 XL (pickup) 1 3 1.100 (110) 6 5 44 G 40 Lic (+1) 1 4 275 lb. -2 -2 -1 +1 230 (23) 360 (36) 8 8 5 5 34 34 H H 32 37 Lic (+1) Lic (+1) 1 4 325 lb. -1 -1 220 (22) 9 5 30 L 26 Lic (+1) 1 5 425 lb.700 lb. Top Speed Defence Hardness Hit Points Size CHAINSAWS. 0 lb. -2 -2 -2 -2 195 (19) 175 (17) 8 8 5 5 34 36 H H 28 28 Lic (+1) Lic (+1) 116 . -4 -4 -4 -4 -4 -4 245 (25) 200 (20) 210 (21) 6 6 6 5 5 5 28 36 30 G G G Lic (+1) Res (+2) Lic (+1) 2 10 500 lb. -2 -2 140 (14) 8 5 38 H 34 Lic (+1) 1 1 4 4 200 lb. -4 -4 1. 5. 100 lb. +0 +2 165 (16) 10 5 18 M 23 Lic (+1) 1 1 4 2 325 lb.Vehicles Vehicle Crew Pass. Cargo Init. 275 lb. -2 -1 185 (18) 8 5 34 H 28 Lic (+1) 1 1 4 1 275 lb. +0 -1 +3 +1 370 (37) 275 (27) 10 9 5 5 18 22 M L 27 26 Lic (+1) Lic (+1) 1 1 0 lb. -2 +0 280 (28) 8 5 34 H 32 Lic (+1) 1 4 275 lb. 120 lb.

It is designed to look cool and compete for space on the roads with automobiles.Vehicle Crew Pass. Like cars. It is one square wide and two squares long. It is two squares wide and three squares long. Volkswagen Jetta The Jetta is a four-door station wagon. provides only one-half cover. trucks generally provide three-quarters cover to their occupants. -2 -1 -2 +1 175 (17) 95 (9) 8 9 10 5 36 22 H L 34 23 Res (+2) Lic (+1) Honda 1 TRX400FW (4wheel ATV) Limousine Removals Truck NABI Model 40LFW (city bus) Military Vehicles BMP-2 (tracked 3 APC) M1A2 Abrams (tracked tank) M113A1 Gavin (tracked APC) UH-60 Black Hawk (helicopter) 4 2 2 1 1 1 7 2 39 425 lb. -2 -4 -2 -4 -2 -4 -2 -4 70 (7) 80 (8) 65 (6) 325 (32) 8 6 8 6 10 20 10 5 52 64 48 46 H G H G 40 47 39 47 Mil (+3) Mil (+3) Mil (+3) Mil (+3) powerful 5.000 lb. Yamaha YZ250F A classic dirt bike. -4 -4 80 (8) 6 5 40 G 32 Lic (+1) 1 1 60 lb. mounting a motorcycle is a free action. however. sport utility vehicles. 0 lb. 117 . STAKES & NAILGUNS Civilian Water Vehicles Bayliner 1802 Capri (runabout) Fairline Targa 30 (cabin cruiser) Sea-Doo XP (personal watercraft) Armoured Truck 1 5 2.100 lb. Top Speed Defence Hardness Hit Points Size Purchase DC 28 Restriction CHAINSAWS. vans and minivans. 200 lb. -1 +1 105 (10) 9 5 22 L 24 Lic (+1) Other Civilian Vehicles 2 0 0 3. It is two squares wide and four squares long. 675 lb. Civilian Trucks Trucks include pickups. -2 -2 55 (5) 8 5 28 H Lic (+1) 1 3 2. The YZ250F is one square wide and two squares long. The rear bed of a pickup truck. They generally have the same features as civilian cars. Harley-Davidson FLSTF Fat Boy This huge motorcycle sports a 1. The 998R is one square wide and two squares long.000 lb. -4 -4 -4 -4 -4 -4 195 (19) 165 (16) 120 (12) 6 6 6 5 5 5 38 44 48 G G G 36 34 38 Lic (+1) Lic (+1) Lic (+1) 7 0 11 14 250 lb. Civilian Motorcycles Unlike getting into a car. Ducati 998R This is a top-of-the-line street bike with a strong heritage of winning races.100 lb. 425 lb. but they provide no cover to their occupants.600 lb. Cargo Init. 349-horsepower V8 engine. Motorcycles tend to perform better than automobiles. Man. 33.5 litre. 9. this is very similar to the motorcycle used by United States Army cavalry scouts.450cc engine.

The Targa is three squares wide and six squares long. often including televisions and small refrigerators. Ford F-150 XL This two-door pickup truck has a 4.5 litre. The armoured truck is two squares wide and four squares long. Dodge Caravan The Caravan is a minivan with two conventional doors up front. STAKES & NAILGUNS AM General Hummer The four-door Hummer is a civilian version of the military’s all-terrain “humvee” utility vehicle. and a completely enclosed. A limousine is two squares wide and five squares long. including a two-door pickup. Trucks of this sort are often available as rentals. so the model name is not specified as it is with most other vehicles in this section. full cover to occupants below deck. It is equipped with puncture-resistant tires. The Capri provides one-half cover to occupants in the cockpit or stern. Moving Truck This is a large cargo truck used to move furniture or deliver freight. Sea-Doo XP This is a two-seat jet ski that propels itself with a powerful jet of water. SUVlike body with a hatchback and four doors. comfortable car. The description and stats reflect a typical model. The military version can be configured in a variety of ways. armoured trucks are designed to deter wouldbe thieves. loading or unloading it requires a paved boat ramp and 10 minutes of work. The F-150 is two squares wide and four squares long. The Sea-Doo XP is one square wide and two squares long and provides no cover for its riders. It lacks the luxury accessories of the civilian version. It is two squares wide and four squares long. This vehicle is two squares wide and eight squares long. The Capri is two squares wide and four squares long.2 litre. a four-door pickup with a short bed.CHAINSAWS. Limousine A limousine is a big. Limousines feature virtually every available luxury feature. It has a door at the front and a second door about halfway down the right-hand side. Fairline Targa 30 This cabin cruiser is a motor yacht with two internal diesel engines. sliding doors on the side. It provides one-half cover to occupants in the cockpit or stern. It provides nine-tenths cover for its occupants. but this vehicle is every bit as rugged as the military version. The truck has three doors and firing ports that allow the crew to use their firearms without leaving the vehicle. Armoured Truck Used to transport money between businesses and financial institutions. The statistics given are for a moderate-sized vehicle. and no cover to those forward of the cockpit. A moving truck is two squares wide and five squares long. It provides three-quarters cover for occupants in the cab and full cover for any in the back. It provides three-quarters cover for its occupants. and no cover to those forward of the cockpit. It comes equipped with a powerful 6. It comes with a trailer. Many of these (such as the armoured truck and the limousine) are usually custom built. full cover to occupants in the cabin. The hummer is decked out like a luxury vehicle inside. rather than a stretch limo or a conventional car with a professional driver. Civilian Water Vehicles Piloting a water vehicle is covered by the Drive skill. Honda TRX400FW This all-terrain vehicle is something like a four-wheeled motorcycle. Other Vehicles A few types of vehicles don’t fit neatly into the categories covered above. 118 . It is one square wide and two squares long. 195-horsepower V8 turbo diesel engine. It provides no cover for its riders. and a rear hatch-style door. but it is equipped with puncture-resistant tires. It comes equipped with four berths and a fully equipped galley. It provides three-quarters cover for crew and passengers. NABI Model 40LFW This is a typical city bus. Bayliner 1802 Capri This is a large runabout – a powerboat with an outboard engine and an open cockpit with a tiny cabin (about the size of the interior of an economy car) forward. A Hummer is two squares wide and four squares long. A partition divides the front seat from the rest of the vehicle. 202horsepower V6 engine.

one for the driver and two on the turret. It is crewed by a driver.S. 119 . probably the most advanced and powerful tank in the world. such as the AM General Hummer and the Bell Model 212 helicopter. This vehicle comes equipped with a tank cannon (see the Vehicle Weapons table) and an M2HB heavy machine gun (see the Ranged Weapons table) . a gunner. The Gavin is three squares wide and four squares long. are commonly seen in military service. this tracked armoured personnel carrier is now in use by more than fifty countries. It provides full cover to its occupants. Linked 1 Huge Huge Weight. It has three top hatches. Army’s main battle tank. The Abrams is three squares wide and six squares long.S. purchase DC and restriction rating do not apply. The BMP-2 is three squares wide and four squares long. It takes a full-round action to enter the vehicle through a top hatch and another full-round action to start it moving. a number of the civilian vehicles covered above. and a large door in back for infantry soldiers to load or disembark. CHAINSAWS.Military Vehicles Several military vehicles are covered here. the Black Hawk is the U. a gun loader. It is crewed by a driver and a commander. and a commander. a gunner and a commander. one above each crew position. Army. The UH-60 is three squares wide and twelve squares long. which are all accessed by the turret. M1A2 Abrams This is the U. It is crewed by a driver. It takes a fullround action to enter the vehicle through a top hatch and another full-round action to start it moving. STAKES & NAILGUNS Range Rate of Fire A Single Magazine Size Cannons (require the Exotic Firearms Proficiency (cannons) feat) BMP-2 30mm Cannon M1A2 Abrams Tank Cannon 4d12 10d12 20 20 Ballistic Ballistic 150 ft. BMP-2 A Soviet-era armoured personnel carrier. In addition. the BMP is used by the Russian army and more than twenty exSoviet states or clients. These weapons are part of the vehicles on which they are mounted. It has three top hatches. Army’s primary utility helicopter.S. and features a top hatch above each position as well as a rear door. The driver’s position cannot be reached from the other positions. It provides full cover to its occupants. UH-60 Black Hawk Introduced in the 1980s to replace the aging UH-1. This vehicle comes equipped with a 30mm cannon (see the Vehicle Weapons table) mounted in a full turret. 150 ft. It takes a full-round action to enter a tank and another full-round action to start it moving. It provides three-quarters cover to crew and passengers (one-quarter cover to passengers if the cargo doors are open). It provides full cover to its occupants. both mounted in full turrets. Vehicle Weapons Weapon Damage Critical Damage Type M113A1 Gavin Introduced in 1960s and for many years a mainstay of the U.

ENVIRONMENTS&HAZARDS Conditions. The character has 0 hit points. and thus everything has total concealment to him or her. Entangled Cowering An entangled character takes a –2 penalty on attack rolls in addition to a –4 penalty to Dexterity. and can take no actions. Deafened Ability Drained The character has lost 1 or more ability score points. The character cannot hear and takes a –4 penalty on initiative checks. apply both if possible. If the entangling bonds are anchored to an immobile object. the blinded character loses their Dexterity bonus to Defence. or when his Constitution drops to 0. Characters who are blind long-term (from birth or early in life) grow accustomed to these drawbacks and can overcome some of them (at the Games Master’s discretion). This differs from ‘effective’ ability loss. This –4 penalty also applies to Search checks and any other skill checks for which the Games Master deems sight to be important. Exhausted Characters who are exhausted move at half speed and cannot run or charge. the entangled character cannot move. Characters who are deafened long-term (from birth or early in life) grow accustomed to these drawbacks and can overcome some of them (at the Games Master’s discretion). Dazed Unable to act. This condition typically lasts 1 round. environments and Hazards A number of adverse conditions can affect the way a character operates. Dead Ability Damaged A character dies when his hit points drop to –10 or lower. The character has lost 1 or more ability score points. The loss is temporary and these points return at a rate of 1 per day of rest. After 1 hour of complete. and incurs a –4 penalty on Strength-based and Dexterity-based skills. a dazed character can take no actions. which is an effect that goes away when the condition causing it goes away. The character can take only a single move action or attack action. The character can take no actions and each round a dying character loses 1 hit point until he dies or becomes stable. The character is frozen in fear. Furthermore. they take a –6 penalty to Strength and Dexterity. Dying The character is near death and unconscious. 120 . Disabled Blinded The character cannot see at all. and takes 1 point of damage after any action. Damage from conditions. but still gets the benefit of his normal Defence. moves at half speed. with –1 to –9 wound points. The character has a 50% chance to miss in combat. The character cannot make Listen checks. loses his Dexterity bonus. If more than one condition affects a character. the character can move at half speed. The loss is permanent. environments and hazards are always considered lethal damage unless noted otherwise in its description. but cannot run or charge. the character takes a –2 penalty to his Defence. The character cannot make Spot checks or perform any other activity (such as reading) that requires vision. apply only the most severe condition. as defined here. The condition typically lasts 10 rounds. In addition. Otherwise. If not possible.CONDITIONS. Furthermore.

The character loses his Dexterity bonus to Defence. In addition. saving throws and skill checks. a character cannot undertake any action other than attacking with his bare hands. The character takes a –4 penalty to Defence against melee attacks and loses his Dexterity bonus to Defence. an exhausted character becomes fatigued. Shaken Flat-Footed A shaken character takes a –2 penalty on attack rolls. The character gains a +4 bonus to Defence against ranged attacks. Stunned A character who becomes stunned loses his Dexterity bonus.CONDITIONS. Stable A stable character is no longer dying. The character defends normally but cannot attack. Panicked A panicked character flees as fast as possible and cowers (see Cowering. drops what he is holding and can take no attack or move actions. attacking with a light weapon. Unconscious Helpless Paralysed. A character who has not yet acted during a combat is flat-footed. Prone Fatigued Characters who are fatigued cannot run or charge and take a penalty of –2 to Strength and Dexterity. unable to move (they have an effective. except on attacks from characters with whom he is grappling. The condition typically lasts 1 round. 121 . They are considered helpless. Pinned A pinned character is held immobile (but not helpless) in a grapple. The only action such a character can take is a single move action per turn. a fatigued character is no longer fatigued. After 8 hours of complete. the character takes a –2 penalty to Defence. Nauseated Characters who are nauseated are unable to attack or do anything else requiring attention or concentration. A flat-footed character loses his Dexterity bonus to Defence. A helpless character has an effective Defence of 5 + size modifier. but takes a –4 penalty to Defence against melee attacks. or attempting to break free from his opponent. An attacker can attempt a coup de grace against a helpless character. above) if unable to get away. An attacker who is prone (lying on the ground) takes a –4 penalty on melee attack rolls and cannot use bows or thrown ranged weapons. sleeping or unconscious characters are helpless. Dexterity and Strength of 0). The character is helpless and typically falls prone. Grappled When grappled. uninterrupted rest.ENVIRONMENTS&HAZARDS uninterrupted rest. but not actual. An unconscious character is unable to defend himself. meaning he is not yet up to speed with the situation. Paralysed Characters who are paralysed fall to the ground. but is still unconscious.

rolling on the ground or smothering the fire with blankets permits the character another save with a +4 bonus. once the character succeeds at the saving throw. the character must make a Constitution check each hour (DC 10. Searing heat or bitter cold (desert or arctic conditions) forces a character to make a Fortitude save every 10 minutes. See the Light Sources table for the radius that a light source illuminates and how long it lasts. electrically lit world and characters need a way to see. Light Sources Item Candle Torch Halogen Lantern Light 5 feet 20 feet 40 feet Duration 12 hours 2 hours 24 hours Catching on Fire Flashlight 20 feet* 6 hours *Creates a beam 30 feet long and five feet high Heat and Cold Heat and cold deal damage that cannot be recovered until the character counteracts or escapes the inclement temperature. the burning character must make another Reflex saving throw. Even magical or psionic effects that restore hit points cannot heal this damage. In normal climates. Failure means he takes another 1d6 points of damage that round. Appropriate clothing and successful use of the Survival skill can modify the save. A character can go without food for three days. he is no longer on fire. Failure means that the character loses 1d4 hit points. In very hot climates. If a character’s clothes or hair catch fire. As soon as the character suffers any damage from heat or cold. as needed. In each subsequent round. Failure means that the character loses 1d6 hit points. After this. even in the modern. Starvation and Thirst Sometimes characters might find themselves without food and water. in growing discomfort. 122 . +1 for each previous check) or take 1d6 points of damage. characters need at least a gallon of fluids and about 1/4 pound of decent food per day to avoid the threat of starvation. A character who succeeds at a Survival check (DC 15) gains a +4 competence bonus on the save (see the Survival skill). the character must make a Constitution check each day (DC 10. hour (DC 15. Characters at risk of catching fire are allowed a Reflex saving throw (DC 15) to avoid this fate. If no body of water is at hand. Success means that the fire has gone out – that is. characters need two or three times as much water to avoid dehydration. A character not properly equipped to counteract the heat or cold must attempt a Fortitude saving throw each Characters exposed to open flames might find their clothes. Heavy clothing or armour provides a –4 penalty on saves against heat but grants a +4 equipment bonus on saves against cold.CONDITIONS. +1 for each previous check) or sustain 1d6 points of damage. hair or equipment on fire. +1 for each previous check).ENVIRONMENTS&HAZARDS Environments and Hazards Darkness and Light It is a rare mission that does not end up in the dark somewhere. Damage from thirst or starvation cannot be recovered until the character gets water or food. A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. as noted above. A character can go without water for one day plus a number of hours equal to his Constitution score. After this. he is considered fatigued. he takes 1d6 points of damage immediately.

The target begins to suffocate on a failed check (see Suffocation and Drowning). he begins to suffocate or drown. To begin the choke. Note that a grappled target who is not pinned can use his attack action to strangle his attacker in return. the character falls unconscious with 0 hit points. the character must make a Constitution check (DC 10) every round to continue holding his breath. +1 for each 10 feet fallen). In the third round after failing the check. the target must make a Constitution check (DC 10. The target can hold his of her Damage from Falling Objects Object Size Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal Example Penny Paperweight Wrench Vase Briefcase Garbage Can Oil Barrel Piano Minivan Initial Damage 0 1 1d3 1d4 1d6 2d6 4d6 8d6 10d8 Reflex Save DC n/a 0 5 10 15 20 25 30 35 Strength Check DC n/a n/a n/a 5 10 20 30 40 50 123 . giving one-half concealment (20% miss chance) to characters within it.ENVIRONMENTS&HAZARDS Suffocation and Drowning A character in an airless environment (underwater. Characters who choke for 2 consecutive rounds take 1d6 points of damage. vacuum) can hold his breath for a number of rounds equal to his Constitution score. Strangulation Falling When a character is strangled by an instrument or an attacker. the character dies of suffocation or drowning. full damage is applied. use the rules below.CONDITIONS. +1 for each previous check) each round or spend that round nauseated. the attacker must succeed at an opposed grapple check. A character takes 1d6 points of damage for every 10 feet of a fall. +1 for each previous check) every round to continue holding his breath. The strangling attempt incurs an attack of opportunity. If the saving throw fails. In the next round. Smoke Characters breathing heavy smoke or similar toxic gases must make a Constitution check (DC 10. breath for a number of rounds equal to his Constitution score. the stranglehold is broken (although any damage that was dealt remains). A character can make a Tumble check (DC 15) to treat a fall as if it were 10 feet shorter when determining the damage and the Reflex saving throw DC required by the fall. A character can strangle or choke a target of the same size category or one size category larger or smaller. If at any time the target breaks free or slips free of the grapple. Smoke also obscures vision. In the following round. If the character succeeds on a Reflex saving throw (DC 10. After this period of time. Each round. After this period of time. When the character fails one of these Constitution checks. to a maximum of 20d6 points. the attacker can choose to deal normal unarmed damage as well as choke the target. this damage is halved. the character drops to –1 hit points and is dying. If the grapple succeeds. the DC of the Constitution check increases by 1.

A pinned character cannot move but is not helpless.CONDITIONS. touches an item smeared with contact poison. Additionally. as noted on the Damage from Falling Objects table. If the character fails. Disease Traits 124 . the disease has no effect on him or her – the character’s immune system fights off the infection. Objects deal the initial damage given in the table below if they fall 10 feet or less. The characteristics of some treatable diseases are summarised on the Diseases table. he takes the poison’s initial damage (usually ability damage). Nonliving creatures and creatures without metabolisms are immune to poison (such as oozes). or vehicles) deal damage based on their size and the distance fallen. Poisonous liquids are usually administered through injection or by application to a weapon. The victim must make this roll when he comes into contact with an infectious carrier. An object deals an additional 1d6 points of damage for every 10-foot increment it falls beyond the first (to a maximum of 20d6 points of damage). Perils of Using Poison A character has a 5% chance (roll of 1 on 1d20) to expose himself to a poison whenever the character applies it to a weapon or otherwise readies it for use. must be inhaled to be effective. once per day thereafter. A successful Reflex save indicates that the target takes half damage. Poisons are detailed in the Craft (pharmaceutical) skill description. a character who rolls a 1 on an attack roll with a poisoned weapon must succeed at a Reflex saving throw (DC 15) or accidentally poison himself with the weapon. the character must make an immediate Fortitude saving throw. though it is conceivable that a special poison could be synthesized specifically to harm them. touches an item smeared with diseased matter. taking no more damage. the character must make a Fortitude saving throw. inhales a poisonous gas or is otherwise poisoned. regardless of the distance fallen. If the character fails the save. Objects of Fine size are too small to deal damage. or suffers damage from a contaminated attack. he typically faces secondary damage 1 minute later.ENVIRONMENTS&HAZARDS Diseases Disease Anthrax Small Pox Pneumonia Hantavirus Necrotising Faciitis West Nile Virus Type Inhaled/Injury Inhaled/Contact Inhaled Injury Contact Injury Fort Save DC 16 15 12 14 13 12 Incubation Period 1d2 days 2d4 days 1d4 days 1 day 1d6 days 1d4 days Initial Damage 1 Con 1 Str & 1 Con 1 Str 1d2 Str 1 Con 1 Dex & 1 Con Secondary Damage 1d4 Con* 1d2 Str & 1d2 Con 1d3 Str & 1d3 Con 1d2 Str & 1d2 Con* 1d3 Con* 1d2 & 1d2 Con* Salmonellosis Ingested 13 1 day 1 Str & 1 Dex 1 Str & 1 Dex *If damage is sustained. The Games Master can modify the DCs for these checks based on the circumstances. Disease Poison When a character takes damage from a poisoned weapon. the character is pinned under the fallen object. ~ Type: The disease’s method of delivery – ingested. If the character succeeds. If the save fails by 10 or more. Poison Immunity Creatures with natural poison attacks are immune to their own poison. inhaled or via an injury – and the DC needed to save. Poisonous gases When a character is exposed to a treatable disease. Even if the character succeeds. Two successful saving throws in a row indicate that the character has fought off the disease and recovers. and the object is at least two size categories larger than the character. the character must succeed at a Fortitude saving throw to avoid secondary damage. The size of the falling object determines the save DC. make a second saving throw to avoid 1 point being permanently drained (instead of damaged). This secondary damage also requires a Fortitude saving throw to avoid. consumes a poisonous substance. he takes damage after an incubation period. Falling Objects Objects that fall upon characters (or creatures. 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. Poisonous solids are usually ingested with food or drink. consumes food or drink tainted with a disease.

Electricity Concentrated 3d6 *Damage per round of exposure Acid damage from an attack reduces hit points. The Electricity Damage table gives damage values for various electrical hazards based on relative voltage. a successful save indicates that no damage is suffered. The amount of damage varies depending on the acid’s strength. This damage is taken each day the saving throw fails. A second save must succeed 1 minute later to avoid taking another 1d4 points of temporary Constitution damage. A character can make a Fortitude saving throw to reduce the damage by half. If that character is not grounded or is otherwise insulated from the current. Those who come within 5 feet of a large body Electrical hazards come in many forms. Secondary Damage: The amount of ability damage the character takes one day after taking initial damage.ENVIRONMENTS&HAZARDS 4d6 15 Acid 8d6 20 Corrosive acids deal damage each round of exposure. Electricity Damage Type Jolt Low Voltage Medium Voltage High Voltage Examples Car battery.~ ~ ~ Some injury diseases can be transmitted by a wound as small as an insect bite. Most diseases that are inhaled can also be ingested (and vice versa). 125 . downed power lines and electric security fences. Incubation Period: The amount of time before initial damage takes effect (if the victim fails his Fortitude save). The fumes from most acids are inhaled poisons. lightning Damage 1d3 2d6 Fort Save DC 10 15 CONDITIONS. if he fails a second saving throw. electric chair. A character fully immersed in acid takes potentially more damage per round of exposure than a character splashed with acid. as noted on the Acid Damage table. Acid Damage Acid Strength Mild Potent Splash Attack 1d6 2d6 Total Immersion 1d10 2d10 3d10 of acid must make a Fortitude save (DC 15) or take 1 point of temporary Constitution damage. electric fence Power line. Initial Damage: The ability damage the victim takes after the incubation period. electrical socket Industrial transformer. stun gun Fuse box. including stun guns.

combatants who started the battle aware of their opponents each take one move or attack action. If the result equals or beats the target’s Defence. In initiative order (highest to lowest). the combatant with the highest initiative acts again. Size Modifier Creature size categories are defined differently from the size categories for weapons and other objects. Skills. 126 . so a character’s Strength modifier applies to melee attack rolls. If no one or everyone starts the battle aware. All combatants are now ready to begin their first regular round. Each combatant starts the battle flat-footed. long]) Huge (elephant) Large (lion) Medium-size (human) Small (German shepherd) Tiny (housecat) Diminutive (rat) Fine (horsefly) Size Modifier –8 –4 –2 –1 +0 +1 +2 +4 +8 Attack Roll An attack roll represents a character’s attempts to strike an opponent on the character’s turn in a round. but it does not change the basic tenets of how combat operates. ~ Combatants act in initiative order. Since this size modifier applies to Defence against a melee weapon attack or a ranged weapon attack. ~ The Games Master determines which characters are aware of their opponents at the start of the battle. so they roll for initiative. If some but not all of the combatants are aware of their opponents. When a character makes an attack roll. A natural 20 is also always a threat – a possible critical hit. and equipment can modify combat rolls in numerous ways. feats. the character hits and deals damage. Exception: When everyone involved in a combat knows that a battle is about to begin and spend more than one minute in full view of each other. he is no longer flat-footed. long]) Gargantuan (gray whale [40 ft. and in each round everybody acts in turn in a regular cycle. If the character is not proficient in the weapon he is attacking with (the character does not have the appropriate Weapon Proficiency feat). ~ When everyone has had a turn. ~ Combatants who have not yet rolled initiative do so. two creatures of the Size Modifiers Size (Example) Colossal (blue whale [90 ft. no one is flatfooted during the first round (except to an attack that comes in from outside the visible opponents). whether they take advantage of it or not. Attack Bonus A character’s attack bonus with a melee weapon is: Base attack bonus + Strength modifier + size modifier A character’s attack bonus with a ranged weapon is: Base attack bonus + Dexterity modifier + range penalty + size modifier Strength Modifier Strength helps a character swing a weapon harder and faster. there is no surprise round. Many modifiers can affect the attack roll. ~ A natural 1 (the d20 comes up 1) on the attack roll is always a miss. Combat usually runs in the following way. and the characters repeat acting in initiative order until combat ends. Once a combatant acts. The combatants who are aware of their opponents can act in the surprise round. Combatants who were unaware do not get to act in the surprise round. he rolls 1d20 and adds his attack bonus. Initiative is calculated using a Dexterity check as detailed below.COMBAT (& RUNNING AWAY) Combat (and Running Away) Combat in OGL Horror is played out in rounds. A natural 20 (the d20 comes up 20) is always a hit. that character takes a –4 penalty on the attack roll. a surprise round happens before regular rounds begin.

~ 127 . Critical Hits When a character makes an attack roll and gets a natural 20 (the d20 shows 20). the character does not need to roll a second 20. The second roll just needs to hit to confirm a critical hit. If the second roll is a miss. the multiplier is x2. It is the attack roll result that an opponent needs to achieve to hit the character. COMBAT (& RUNNING AWAY) Dexterity Modifier Dexterity measures coordination and steadiness. Multiplying Damage Sometimes damage is multiplied by some factor. A critical hit multiplies the character’s damage. a hit still deals 1 point of damage. unarmoured civilian has a Defence of 10. Range Penalty The range penalty for a ranged weapon depends on what weapon the character is using and how far away the target is. Do not multiply bonus damage dice when a character scores a critical hit. each full range increment causes a cumulative –2 penalty on the attack roll. the character does not get this higher Strength bonus when using a light weapon twohanded. A thrown weapon has a maximum range of five range increments. However. If the second roll also results in a hit against the target’s Defence. the attack is a critical hit. Effects that modify weapon damage also apply to unarmed strikes and the natural physical attacks of creatures. that character cannot use his Dexterity bonus to Defence. Unless otherwise specified. or for some other reason. Damage When a character hits with a weapon. Chainsaws. so a character’s Dexterity modifier applies when the character attacks with a ranged weapon. Stakes and Nailguns). the character hits regardless of the target’s Defence and the character has scored a threat of a critical hit. he is particularly inept at it. Chainsaws. being caught flatfooted. A character’s Defence Value is equal to: 10 + Dexterity modifier + class bonus + equipment bonus + size modifier Dexterity Modifier If a character’s Dexterity is high. If a character’s Dexterity is low. Bonus damage represented as extra dice is an exception. Ranged weapons that fire projectiles can shoot up to ten increments. Creature sizes are compatible with vehicle sizes. whether because of an entanglement.5 times the character’s Strength bonus. only a 20 is an automatic hit. It is possible for some weapons to have higher multipliers. If a character cannot react to a blow. only the character’s normal Strength bonus applies to the damage roll. then the attack just deals the damage of a regular hit. Sometimes a character cannot use his Dexterity bonus. The Weapon Finesse feat applies only to attack rolls. add 1. in such a case. Attacks against objects are dealt with in a separate section detailed below. Damage is deducted from the target’s current hit points. add only half of the character’s Strength bonus. Characters apply their Dexterity modifier to Defence. he is particularly adept at dodging blows or gunfire.same size strike each other normally. Defence Value Strength Bonus When a character hits with a melee weapon or thrown weapon. regardless of what size they actually are. making a critical hit more likely. A character’s Defence Value (DV) represents how hard it is for opponents to land a solid. add his Strength modifier to the damage. doing more damage on a critical hit. However. However. he deals damage according to the type of weapon. This can be negated by Hardness or Damage Reduction to 0. The Critical columns on the weapon tables (in Chapter 5. The average. not damage. damaging blow on the character. Any attack from a distance of less than one range increment is not penalized for range. even with these weapons. ~ Off-Hand Weapon: When a character deals damage with a weapon in his off hand. the minimum damage of 1 rule only applies to penalties on the damage roll itself. To find out if it is actually a critical hit. Wielding a Weapon Two-Handed: When a character deals damage with a weapon that he is wielding two-handed. Minimum Weapon Damage If penalties to damage bring the damage result below 1. Some weapons have expanded threat ranges. Roll the damage (with all modifiers) multiple times and total the results. the character immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. All ranged weapons and thrown weapons have a range increment (see Chapter 5. Stakes and Nailguns) indicates the threat range for each weapon on the tables. generally a x2 or more due to a critical hit.

Speed A character’s speed tells how far he can move in a move action. apply normally. Wearing armour can slow a character down. The smaller it is. Any situation that denies a character his Dexterity bonus also denies his dodge bonuses. This bonus represents the armour’s ability to protect the character from blows. Unlike most sorts of bonuses. This lets the character move up to four times his normal 128 . Size modifiers are shown on the Size Modifiers table. Sometimes a character cannot use his equipment bonus to Defence. effectively meaning that they do not hit hard enough to inflict damage. Hit Points A character’s hit points tell how much punishment he can take before dropping. The character can. leaving an attack action to attack. that character cannot add his Other Modifiers Other factors can add to a character’s Defence Value. When a character’s hit point total drops to 0. dodge bonuses stack with each other. for a total movement of up to double his normal speed. he is dying. If an attack will damage the character just by touching him or her. In these cases. When it drops to –10. All other modifiers. Humans normally move 30 feet. Armour provides a minimum bonus to anyone who wears it. These bonuses are called dodge bonuses. but some creatures move faster or slower. Size Modifier The bigger an opponent is. Since this same modifier applies to attack rolls a creature does not have a hard time attacking another creature of the same size. When it drops to –1. Hit points are based on the character’s class and level and the character’s Constitution modifier applies. the character is dead. below). This bonus applies in all situations. the attacker makes a touch attack roll (either a ranged touch attack roll or a melee touch attack roll). Equipment Bonus If a character wears armour. but a character who is proficient in the use of a certain type of armour receives a larger bonus to Defence. COMBAT (& RUNNING AWAY) Class Bonus A character’s class and level grant the character an innate bonus to Defence. however. Feats: Some feats give a bonus to a character’s Defence Value. A character normally moves as a move action. but a character’s Defence does not include any equipment bonus or armour bonus. Another option is to run all out (a full-round action). even when the character is flat-footed or when the character would lose his Dexterity bonus for some other reason. the harder it is to hit. Dexterity modifier and size modifier.Note that a Dexterity penalty will still apply. This could let the character move again. Dodge Bonuses: Some other Defence bonuses represent actively avoiding blows. however. it provides a bonus to his Defence Value. equipment bonus to Defence (see Touch Attacks. the easier it is to hit in combat. even if the character is flat-footed. The attacker makes his attack roll as normal. Touch Attacks Some attacks disregard armour. use his attack action as a second move action. he is disabled. such as class bonus.

The Games Master finds out what order characters are acting in. a character can surprise his enemies if the character knows about them before they are aware of the character. Joining a Battle: If characters enter a battle after it has begun. The combatants’ initiative checks. If two or more combatants have the same initiative check result. domination. each combatant makes a single initiative check. A natural 1 (the d20 comes up 1) on a saving throw is always a failure. and each character acts in turn. and covered in Special Initiative Actions and Special Attacks. each combatant gets to take their allotment of actions. roll a die. from first to last. Apply the character’s Wisdom modifier to his Will saving throws. Each character applies his Dexterity modifier to the roll. below). Apply a character’s Constitution modifier to his Fortitude saving throws. A natural 20 (the d20 comes up 20) is always a success. COMBAT (& RUNNING AWAY) Saving Throws Generally. If there is still a tie. In initiative order (highest to lowest).speed. a surprise round does not occur. see Special Initiative Actions). results in his initiative changing. they lose any Dexterity bonus to Defence. A saving throw is a 1d20 roll plus a bonus based on the character’s class and level (the character’s base save bonus) and an ability modifier. Likewise. determine the order in which they act. if a character was not aware of his enemies and they were aware of the character. Reflex: These saves test a character’s ability to dodge massive attacks such as explosions or car wrecks. They are described here. the character is flat-footed. Because of this. and psychological effects. The Combat Round Each round represents about 6 seconds in the game world. counting down from highest result to lowest. a character gets to make a Reflex save to take only half damage. Initiative Every round. but a character can only run all out in a straight line and doing so affects the character’s Defence (see the full-round action Run). the combatants who are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative bonus. a surprise round happens before regular rounds begin. Unaware combatants are still flat-footed because they have not acted yet. A character’s saving throw bonus is equal to: Base save bonus + ability modifier Saving Throw Types The three different kinds of saving throws are: Fortitude: These saves measure a character’s ability to stand up to massive physical punishment or attacks against his vitality and health such as poison and paralysis. A round is an opportunity for each character 129 . and anyone with the Improved Initiative feat gets an additional +4 bonus on the check. combatants who started the battle aware of their opponents each take an attack action or move action during the surprise round (see Action Types. if applicable). Surprise When a combat starts. when damage is inevitable. At the start of a battle. from highest to lowest. they roll initiative at that time and act whenever their turn comes up in the existing order. A character cannot use his Dexterity bonus. The Difficulty Class for a save is determined by the attack or effect itself. Unaware Combatants Combatants who are unaware at the start of battle do not get to act in the surprise round. An initiative check is a Dexterity check. the characters act in the same order (unless a character takes an action that Actions in Combat The fundamental actions of moving and attacking cover most of what a character wants to do in a battle. Often. On all following rounds. before the character has had a chance to act (specifically. when a character is subject to an unusual or magical attack. before the character’s first turn in the initiative order). Other. and therefore loses his this bonus to Defence while flatfooted. that character is surprised. If no one or everyone is surprised. Apply the character’s Dexterity modifier to his Reflex saving throws. Flat-Footed: At the start of a battle. Will: These saves reflect a character’s resistance to mental influence. more specialized options are touched on in the Actions in Combat table. so they roll for initiative. The combatants who are aware of the opponents can act in the surprise round. The Surprise Round If some but not all of the combatants are aware of their opponents. he gets a saving throw to avoid or reduce the effect.

involved in a combat to take an action.Actions in Combat COMBAT (& RUNNING AWAY) Type of Action Attack Actions Attack (melee) Attack (ranged) Attack (unarmed) Attack (aid another) Bull rush (attack) Escape a grapple Feint (see the Bluff skill) Ready (triggers an attack action) Make a dying character stable Attack a weapon Attack an object Total defence Use a skill that takes an attack action Move Action Move your speed Use a piece of equipment Climb (one-quarter speed) Crawl Draw a weapon^ Holster a weapon Move a heavy object Open a door Pick up an object Reload a firearm with a box magazine or speed loader Retrieve a stored object Stand up from prone. accelerated (one-half speed) No 5-foot step No * Regardless of the action. No. ^If the character has the Quick Draw feat. one or more times in a full attack action. sitting. that character performs his entire round’s worth of actions (though exceptions exist. This column indicates whether the action itself. not moving. 130 . As melee attacks. they can be used once in an attack or charge action. or kneeling Speak Varied Action Types Disarm‡ Grapple‡ Load a weapon Trip an opponent‡ Use a feat? No Action Delay Yes No No Usually Yes No No No Yes Yes Yes No Varies No Yes No No No No Yes Yes No Yes Yes Yes No Varies No Usually No No Yes No No Climb. Yes. ? The description of a feat defines its effect. sitting. not an action. If not. if a character moves out of a threatened square. When a character’s turn comes up in the initiative sequence. † If the object is being held. If the character has the Two-Weapon Fighting feat. Each round’s activity begins with the character with the highest initiative result and then proceeds. he can draw two light or one-handed weapons in one move action (or free action if he also has the Quick Draw feat). or even as an attack of opportunity. ‡ These attack forms substitute for a melee attack. see Attacks of Opportunity and Special Initiative Actions). or worn by a creature. a character can do in 1 round. carried. in descending order. provokes an attack of opportunity. Each round of a combat uses the same initiative order. this is a free action. from there. Anything a person could reasonably do in 6 seconds. or kneeling Start/complete full-round action Swim Use a skill that takes a move action Full-Round Action Bull Rush (charge) Charge Coup de grace Full attack Overrun (charge) Attack of Opportunity?* No Yes Yes No No No No No Yes Yes Maybe† No Usually Run Withdraw Extinguish flames Use a skill that takes a full round Reload a firearm with an internal magazine Free Actions Drop an object Drop to prone. the character usually provokes an attack of opportunity.

nor does it provoke an attack of opportunity from an unarmed foe. fangs and similar natural physical weapons. full-round actions and free actions. Attack Action An attack action allows a character to do something. or perform other similar actions. A character can make an attack.or perform some equivalent action (see the Actions in Combat table). A character can also perform free actions (see below) as the Games Master allows. kicks and head butts is much like attacking with a melee weapon. use a skill or a feat (unless the skill or feat requires a full-round action to perform. Some full-round actions do not allow a character to take a 5-foot step. he takes a –4 penalty on his attack in a round to gain a +2 dodge bonus to Defence in the same round. Fighting Defensively A character can choose to fight defensively while making a melee attack. A character capable of making more than one melee attack per round must use the full attack action (see Full-Round Actions. A character can also perform as many free actions as the Games Master allows. However. a character can perform an attack action and a move action (or two move actions. dropping to a prone position and speaking a sentence or two are all free actions – but may be restricted. but it usually means a span of time from a certain round to the same initiative number in the next round. 131 . A character can move his speed. counts as armed. a character can strike any enemy within 5 feet. In some situations (such as in the surprise round) a character may be limited to taking only a single attack or move action. for example. or a character can perform a full-round action. the Games Master puts reasonable limits on what a character can really do for free. a character can take an attack action and a move action. during or after the action. The following exceptions to normal melee rules apply to unarmed attacks. A character can take a move action before or after performing an attack action. Effects that last a certain number of rounds end just before the same initiative count that they began on. Free Action Free actions consume a very small amount of time and effort and over the span of the round. An unarmed attack does not provoke attacks of opportunity from other foes. or after the action. If a character moves no actual distance in a round. Move Action A move action allows a character to move his speed or perform an action that takes a similar amount of time. move actions. ~ Attacks of Opportunity: Making an unarmed attack against an armed opponent provokes an attack of opportunity from the character attacked. More specialized attack actions are mentioned in Table: Actions in Combat. Unarmed Attacks Striking for damage with punches. A creature with claws. With a normal melee weapon. see the Actions in Combat table). The only movement the character can take during a full-round action is a 5-foot step before. below) in order to make more than one attack. During a combat round. and covered in Special Attacks. Unarmed strikes count as light melee weapons (for purposes of two-weapon attack penalties and so on). there is no relevance to the end of a round or the beginning of a round. In a normal round. dropping an object. that character can take one 5-foot step before. A character with 5 or more ranks in Tumble gains a +3 dodge bonus to Defence (instead of the normal +2) when fighting defensively. COMBAT (& RUNNING AWAY) Action Types The four types of actions are attack actions. The attack of opportunity comes before the character’s attack. climb one-quarter of his speed. A round can be a set amount of game time starting with the first character to act and ending with the last. Being armed counts for both offense and Full-Round Action A full-round action consumes all a character’s effort during a round. Attack Actions Melee Attacks Most common attack actions are described below. If the character does so. A character can perform one or more free actions while taking another action normally.For almost all purposes. For instance. stand up. pick up an object. ~ ‘Armed’ Unarmed Attacks: Sometimes a character or creature attacks unarmed but the attack still counts as armed. draw or stow a weapon or other object. A character can take a move action in the place of an attack action. a character can always take a move action in place of an attack action). except that an unarmed attack deals nonlethal damage. during. their impact is so minor that they are considered free. Enemies within 5 feet are considered adjacent to the character.

COMBAT (& RUNNING AWAY)

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defence – not only does a creature not provoke an attack of opportunity when attacking an armed foe, but a character provokes an attack of opportunity from that creature if the character makes an unarmed attack against it. The Combat Martial Arts feat makes a character’s unarmed attacks count as armed. Unarmed Strike Damage: An unarmed strike from a Medium-size character deals 1d3 points (plus the character’s Strength modifier, as normal) of nonlethal damage. A character can specify that his unarmed strike will deal lethal damage before the character makes his attack roll, but the character takes a –4 penalty on the attack roll because he has to strike a particularly vulnerable spot to deal lethal damage.

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he is actually being attacked. If the target is so big that part of it is 10 feet or farther from the nearest ally, the character can avoid the –4 penalty, even if it is engaged in melee with an ally. Because of the weapon’s unwieldy shape and size, an attacker using a rifle takes a –4 penalty on attacks against adjacent opponents. Fighting Defensively: A character can choose to fight defensively while making a ranged attack. If the character does so, he takes a –4 penalty on his attack in a round to gain a +2 dodge bonus to Defence in the same round.

Total Defence
Instead of attacking, a character can use his attack action simply to defend. This is called a total defence action. The character does not get to attack or perform any other activity, but does get a +4 dodge bonus to his Defence for 1 round. The character’s 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.

Ranged Attacks
With a ranged weapon, a character can shoot or throw at any target that is within the ranged weapon’s 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 five range increments. For weapons that fire 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

Move Actions
Movement

With the exception of specific movement-related skills, most move actions do not require a check, though in some cases ability checks may be required.

The simplest move action is moving the character’s 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 character’s speed), crawling (up to 5 feet) and entering a vehicle.

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Manipulating Objects
In most cases, moving or manipulating an object is a move action. This includes drawing or holstering a weapon, retrieving or putting away a stored object, picking up an object, moving a heavy object and opening a door. If the character has a base attack bonus of +1 or higher, he can draw a weapon as part of his normal movement.

Two-Weapon Fighting Penalties
Circumstances Normal penalties Off-hand weapon is light Two-Weapon Fighting feat Primary Hand –6 –4 –4 Off Hand 10 –8 –4 –2

COMBAT (& RUNNING AWAY)

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.

Off-hand weapon is light and –2 Two-Weapon Fighting feat

Start/Complete Full-Round Action
The ‘start/complete full-round action’ move action lets a character start undertaking a full-round action (such as those listed on the Actions in Combat table) at the end of his turn, or complete a full-round action by using a move action at the beginning of his turn in the round following the round when the character started the fullround action. If the character starts a full-round action at the end of his turn, the next action that character takes must be to complete the full-round action or, if that is physically impossible, abandon it completely.

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 character’s turn in the following round). Even if the character has extra attacks, such as from having a high enough base attack bonus or from using multiple weapons, a character only gets to make one attack after a charge. Instead of attacking the target, a character can attempt to push the target back; see Bull Rush.

Full Attack
If a character gets more than one attack per action because his base attack bonus is high enough, because he fights 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 first. If the character is using a double weapon, the character can strike with either part of the weapon first. ~ Committing to a Full Attack Action: A character does not have to commit to a full attack until after the first 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,

Full-Round Actions
Charge

A full-round action requires an entire round to complete. If it does not involve moving any distance, a character can combine it with a 5-foot step.

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

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since he cannot avoid attacks. However, the character gets a +2 bonus to Defence against ranged attacks while running.

COMBAT (& RUNNING AWAY)

A character can run for a number of rounds equal to his Constitution score, but after that the character must succeed at a Constitution check (DC 10) to continue running. The character must check again each round in which he continues to run, and the DC of this check increases by 1 for each check the character makes. When the character fails this check, he must stop running. A character who has run to his limit must rest for 1 minute (10 rounds) before running again. During a rest period, a character can move normally, but cannot run. but the character could still draw or put away a weapon, for instance (see Move Actions, above). Fighting Defensively: A character can choose to fight defensively when taking a full attack action. If the character does so, he takes a –4 penalty on all attacks in a round to gain a +2 dodge bonus to Defence in the same round. A run represents a speed of about 14 miles per hour for an unencumbered human.

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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.

Attacking with Two Weapons
If the character wields a second weapon in his off hand, the character can get one extra attack per round with that weapon. Fighting in this way is very difficult, however the character takes a –6 penalty on the regular attack or attacks with his primary hand and a –10 penalty on the attack with his off hand. Characters fighting with two weapons but have them both be melee or both be ranged in nature unless they possess the Two-Weapon Fighting feat. A character can reduce the penalties inherent in this kind of combat in two ways. If the off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light. Also, the Two-Weapon Fighting feat reduces the primary hand penalty by 2, and the off-hand penalty by 6. The Two-Weapon Fighting Penalties table below summarises the interaction of all these factors. ~ Double Weapons: A character can use a double weapon to make an extra attack as if he were fighting with two weapons. The penalties apply as if the offhand weapon were light.

Miscellaneous Actions

Some actions do not fit neatly into the above categories. Some of the options described below are actions that take the place of or are variations on the actions described earlier. For actions not covered in any of this material, the Games Master determines how long such an action takes to perform and whether doing so provokes attacks of opportunity from threatening enemies.

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

Use Feat, Skill or Special Ability
Certain character attributes let a character take special actions in combat. Other feats are not actions in themselves, but they give a character a bonus when attempting something he can already do. Some feats aren’t meant to be used within the framework of combat.

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The individual feat descriptions tell a character what he needs to know about them. Most uses of skills or abilities in a combat situation are attack actions, but some might be move actions or full-round actions. When appropriate, the description of a talent or a skill provides the time required to use it.

Some actions, when performed in a threatened square, provoke attacks of opportunity because they make a character divert his attention from the fight at hand. Using a ranged weapon, in particular, provokes attacks of opportunity. The Actions in Combat table notes many additional actions that provoke attacks of opportunity.

COMBAT (& RUNNING AWAY)

Attacks of Opportunity

Making an Attack of Opportunity
An attack of opportunity is a single melee attack, and a character can only make one per round. A character does not have to make an attack of opportunity if he does not want to. An experienced character gets additional regular melee attacks (by using the full attack action), but at a lower attack bonus. A character makes his attack

The melee combat rules assume that combatants are actively avoiding attacks. A Player does not have to declare anything special for his character to be on the defensive. Sometimes, however, a combatant in a melee lets his guard down, and does not maintain a defensive posture as usual. In this case, combatants near him or her can take advantage of this lapse in defence to attack for free. These attacks are called attacks of opportunity.

Defence Modifiers
Circumstances Defender sitting or kneeling* Defender prone* Defender stunned or cowering† Defender climbing† Defender flat-footed† Defender running† Defender grappling (attacker not) Defender pinned^ Defender helpless (such as paralysed, sleeping, or bound) Defender has cover Melee –2 –4 –2 –2 +0 +0 +0 –4 +2 Ranged +2 +4 –2 –2 +0 +2 +0‡ +4 +2

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 character’s 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 character’s action. Generally, that is all squares adjacent to the character’s 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.

— See Cover —

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 character’s 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:

Defender concealed or invisible — See Concealment — * May instead improve bonus to Defence granted by cover. See Cover, below. † The defender loses any Dexterity bonus to Defence. ‡ Roll randomly to see which grappling combatant the character strikes. That defender loses any Dexterity bonus to Defence. ^ Treat the defender’s Dexterity as 0 (–5 modifier).

Attack Rolls Modifiers
Circumstances Attacker flanking defender* Attacker on higher ground Attacker prone Melee +2 –1 –4 Ranged — +0 –2†

Attacker invisible‡ +2 +2 * A character flanks 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.

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of opportunity, however, at his maximum attack bonus – even if the character has already attacked in this round.

his speed is limited to one-half normal. The BlindFight feat reduces this penalty.

COMBAT (& RUNNING AWAY)

Movement and Position
Standard Scale

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 fills the space, as some oozes do.

When using a grid to represent character’s movement, the standard scale equates 1 inch (or a 1 inch square) to 5 feet in the game world.

One inch (or one square) = 5 feet ‘Next to’ or ‘adjacent’ = 1 inch (5 feet) away (or in adjacent square) 30mm figure = A human-size creature A human-size creature occupies an area 1 inch (5 feet) across (or one square) One round = 6 seconds

Tactical Movement
Where a character can move, how long it takes to get there, and whether he is vulnerable to attacks of opportunity while moving are key questions in combat.

How Far Can a Character Move?
Characters normally move 30 feet, although armour can slow a character down. Some creatures move faster or slower. A character’s speed when unarmored is sometimes called base speed. ~ Encumbrance: A character encumbered by carrying a large amount of gear or a fallen comrade may move slower than normal. ~ Movement in Combat: Generally, a character can move his speed as a move action. If a character uses his attack action as a move action, the character can move again (for a total movement of up to twice the character’s normal speed). If the character spends the entire round to run all out, he can move up to four times his normal speed. If a character does something that requires a full round, he can only take a 5-foot step. ~ Movement in Darkness: If a character moves when he cannot see, such as in total darkness,

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 flank 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 flanking when making a ranged attack.

Combat Modifiers

This section covers offensive and defensive modifiers provided by position. In the incredibly violent world

Cover
Degree of Cover One-quarter One-half Examples Standing behind a 3-ft. high wall Fighting from around a corner or a tree; standing at an open window; behind a creature of same size Peering around a corner or a big tree Cover Bonus to DV Cover Bonus to Ref Saves +2 +4 +1 +2

Three-quarters Nine-tenths

+7

+3 +4* —

Standing at an arrow slit; behind a door that is +10 slightly ajar —

Total On the other side of a solid wall * Half damage if save is failed; no damage if successful.

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these modifiers can be the edge a Player Character needs to survive. if the cover is struck and the attack roll exceeds the Defence of the covering character. the character gets one-half cover. light foliage Shadows. that only gives one-quarter cover. using the Defence Modifiers table and the Attack Roll Modifiers table as guides. The more cover a character has. In such a case. Cover Reflex Save Bonus The Cover table also gives the Reflex save bonuses for different degrees of cover. that opponent probably has cover against the character. if the character so desires. 137 . too.Concealment Degree of Concealment One-quarter One-half Three-quarters Nine-tenths Total Examples Light fog. while any situational modifier created by the defender’s position. the bigger the bonus. however. total darkness * Attacker must also guess target’s location Striking the Cover Instead of a Missed Target If it ever becomes important to know whether the cover was actually struck by an incoming attack that misses the intended target. Add this bonus to Reflex saves against attacks that affect an area. If the bottom half of a character’s body is covered. If the attack roll falls within a range low enough to miss the target behind cover but high enough to strike the target if there had been no cover. The Games Master may impose other penalties or restrictions on attacks depending on the details of the cover. This bonus only applies to attacks that originate or burst out from a point on the other side of the cover. of tomorrow. With ranged weapons. Degree of Concealment Concealment is subjectively measured as to how well concealed the defender is. dense fog Dense foliage Near-total darkness Miss Chance 10% 20% 30% 40% 50%* the character’s Defence. the Games Master should determine if the attack roll would have hit the protected target without the cover. A covering character can choose not to apply his Dexterity bonus to Defence and/or his dodge bonus. The Games Master judges what bonuses and penalties apply. if a character has cover against an opponent. any situational modifier created by the attacker’s position or tactics applies to the attack roll. because most vital areas are still fully exposed. Degree of Cover Cover is assessed in subjective measurements of how much protection it offers. If the attacker hits. Examples of what might qualify as concealment of various degrees are given in the Concealment table below. As such. COMBAT (& RUNNING AWAY) Attacker blind. If the covering character has a Dexterity bonus to Defence or a dodge bonus. Cover Cover provides a bonus to Defence Value. the covering character takes the damage intended for the target. Favourable and Unfavourable Conditions Generally speaking. The covering character has dodged out of the way and didn’t provide cover after all. This measure is not a strict mathematical calculation. This cover bonus overlaps (does not stack) with certain other bonuses. they are a vital part of combat. then the original target is hit instead. The Games Master determines the value of cover. In a melee. but something interferes with an attacker’s accuracy. state or tactics applies to the defender’s Defence. Add the relevant number to Concealment Miss Chance Concealment gives the subject of a successful attack a chance that the attacker missed because of the concealment. This can be particularly important to know in cases when a character uses another character as cover. because a character gains more value from covering the parts of his body that are more likely to be struck. and this bonus keeps the covering character from being hit. the object used for cover was struck. Cover Defence Bonus The Cover table below gives the Defence bonuses for different degrees of cover. the defender must make a miss chance percentile roll to avoid being struck. Concealment always depends on the point of view of the attacker. Concealment Concealment includes all circumstances in which nothing physically blocks a blow or shot. it is easy to have better cover than the opponent. If one side or the other of a character’s body is covered.

or if the target can use his Dexterity bonus to Defence. the character can use a full-round action to deliver a coup de grace. it does not matter who makes the roll or whether it is rolled before or after the attack roll. placing his back to a wall. Coup de Grace As a full-round action. also precludes catching that target unaware and helpless. Delivering a coup de grace provokes attacks of opportunity from threatening foes because it involves focused concentration and methodical action. he still must make a Fortitude save (DC 10 + damage dealt) or die. Helpless Defenders weapon and is not adjacent to the target. at a better time. use the one that would produce the highest miss chance. Delivering a knockout blow provokes attacks of opportunity from threatening foes because it involves focused concentration and methodical action. If the character hits. a character can use a melee weapon to deliver a coup de grace to a helpless foe. but the character takes a –4 penalty on any attempt to deal nonlethal damage with the weapon. When a character delays. or otherwise at the attacker’s mercy – is an easy target. or with a ranged weapon from an adjacent square. If the target is in combat or some other tense situation. get adjacent to the target.COMBAT (& RUNNING AWAY) Actually. or in response to the actions of someone else. The target has an effective Defence of 5 + his size modifier. When the character’s new. the character can use a full-round action to make the attack and gains a +5 bonus on the attack roll. 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. Special Initiative Actions Usually a character acts as soon as he can in combat. or being able to make Spot checks. A character cannot deliver a knockout blow against a creature that is immune to critical hits. and treat him or her as helpless. Delay By choosing to delay. If the character is attacking with a melee weapon. A helpless foe – one who is bound. sleeping. he voluntarily reduces his initiative result for the rest of the combat. the character takes no action and then acts normally at whatever point in the initiative count the character decides to act. and therefore in a state of acute awareness and readiness. Regular Attack A helpless defender has an effective Defence of 5 + his size modifier. Further. A character can also use a ranged weapon. A character cannot deliver a coup de grace against a creature that is immune to critical hits. If a character is attacking with a ranged Knockout Blow As a full-round action. provided the character is adjacent to the target. A character can sometimes approach a target who is unaware of his presence. any reasonable precaution taken by a target. A character can also use a melee weapon that deals lethal damage. unconscious. he automatically scores a critical hit. including stationing bodyguards. The character automatically hits and score a critical hit. Do not add the miss chances together. If the defender survives the damage. lower initiative count 138 . then that target cannot be considered unaware. but sometimes a character wants to act later. When multiple concealment conditions apply to a defender.

The character can specify this new initiative result or just wait until some time later in the round and act then. COMBAT (& RUNNING AWAY) If the character comes to his next action and has not yet performed the readied action. Firearms The most basic form of attack with a firearm is a single shot. A character can take a 5-foot step as part of his readied action. The character’s move action. any time before the character’s next action. attacking with a firearm while within a threatened square provokes an attack of opportunity. If a character is not proficient in personal firearms. and he does not get a regular action that round. As with all forms of ranged weapons. If two or more delaying characters are trying to go after one another. the readied action interrupts the other character. Readying does not provoke an attack of opportunity. the character’s initiative count rises to that new point in the order of battle. Readying an Action A character can ready an attack action or a move action. If the character takes his readied action in the next round. if a specific trigger is met. Special Attacks Aid Another This section covers firearms. If two or more delaying characters both want to act on the same initiative count. To do so. an attacker using a rifle takes a –4 penalty on attacks against adjacent opponents. For the rest of the encounter. The other character continues his actions once the readied action is completed. it is the count on which the character took the readied action. the one with the highest initiative modifier (or highest Dexterity. Essentially. explosives. The Personal Firearms Proficiency feat allows a character to make this sort of attack without penalty. On the character’s turn. he does not actually damage the opponent – but the character’s friend gains either a +2 circumstance bonus to attack that opponent or a +2 circumstance bonus to Defence against that opponent (aiding character’s choice) on the friend’s next turn. Then. the one with the highest initiative modifier gets to go last. he takes a –4 penalty on attacks with that type of weapon. the character takes it. the delaying character must act or else forfeit any action in that round. the character does not get to take the readied action (though the character can ready the same action again). If the trigger is part of another character’s actions. the character specifies the action he will take and the conditions under which the character will take it. grappling. in case of a tie) has the advantage. before his regular turn comes up. to interrupt another character. he can still fire more than one bullet – but the extra bullets do not have any effect. see below). the others must go first or lose their action for the round. Because of the weapon’s unwieldy shape and size. the character can act normally. the character can attempt to aid the friend as an attack action. a character can help a friend attack or defend by distracting or interfering with an opponent. If multiple characters are delaying. At that point. Delaying Limits The longest a character can delay before taking an action is until after everyone else has acted in the round. The character makes an attack roll against a Defence Value of 10. If a character does not have those feats. the one with the highest initiative modifier gets to go first. If the character succeeds. the character may take the readied attack action in response to those conditions. A number of other feats allow a character to deal extra damage when he fires more than one bullet as part of a single attack at a single target. acting before the triggering action. In combat. later in the round. may both provoke attacks of opportunity normally. and the attack action he readies. Then. but only if the character didn’t otherwise move any distance during the round. thus fixing the character’s new initiative count at that point. If the character is in position to attack an opponent with which a friend of the character is engaged in melee combat.comes up later in the same round. attacking objects and an assortment of other special attacks Ready The ready action lets a character prepare to take an action later. if the readied action is triggered. he prepares to take an action later. taking the move action on the character’s initiative count and the attack action at a later point. One attack is one pull of the trigger and fires one bullet at one target. A character cannot interrupt anyone’s action with a delayed action (as a character can with a readied action. and are just wasted ammunition. and the character acts immediately ahead of the character whose action triggered the readied action. The character’s initiative count changes. The readied action occurs just before the event that triggers it. 139 . the character splits his action.

one square short of target Lower left corner. one square left of target Held at Gunpoint If a character is flatfooted and has no cover. make an attack roll. If the character does not have the Advanced Firearms Proficiency feat. such as grenades. Autofire shoots 10 bullets. only deals normal damage – all the extra ammunition the character fired is wasted. if successful. Roll 1d4 and consult the table to see which corner of the square the explosive bounces to. If the attack hits. one square beyond target Upper right corner. Its effect is broad enough that it can hurt characters just by going off close to them. with fuses or timers. The attack. and can only be used if the weapon has 10 bullets in its magazine. If the target square is more than one range increment away. If the square is within one range increment. Thrown weapons require no weapon proficiency. it is treated as a standard attack. Autofire affects an area and everyone in it. and they explode when they land. This special rule only applies when shooting humans. roll 1d8 Roll on 1d8 1 2 3 4 5 6 7 8 Location Struck Upper left corner. one square short and right of target Lower right corner. the attack is almost invariably fatal. not monsters. two squares right of target Lower right corner. every creature within the affected area must make a Reflex save (DC 15) or take the weapon’s damage. one square right of target Lower right corner. the grenade or explosive lands in the Roll on d4 1 2 3 4 Corner of Targeted Square Upper Left Upper Right Lower Right Lower Left If the weapon was thrown two to three range increments (11 to 30 feet). a character may set it on autofire. the attacker may use an Attack action to declare that the character is Held at Gunpoint. Roll on 1d8 1 2 3 4 5 6 7 8 9 10 11 12 Location Struck Upper left corner. the targeted area has an effective Defence of 10. For ranges of up to five range increments (31 to 50 feet). Some explosives. 140 . and the attacker is adjacent and has time to aim a gun at him. Autofire is not the same thing as burst fire. and go off after a preset amount of time elapses. Some firearms – particularly machine guns – only have autofire settings and cannot normally fire single shots. If the attacker shoots the character in this situation. A character can target a square occupied by a creature. two squares left of target Upper left corner. two squares left of target Upper left corner. two squares right of target Lower right corner. one square left of target Upper left corner. the character is no longer considered to be Held at Gunpoint. or massive concussion. If the attack succeeds. two squares short of target Lower left corner. one square right of target Lower right corner.Autofire COMBAT (& RUNNING AWAY) If a ranged weapon has an automatic rate of fire. two squares short of target Lower left corner. If the attack succeeds. roll 1d12. Throwing the explosive is an attack action. The character targets a 10-foot by 10-foot area and makes an attack roll. affects all creatures and objects within its burst radius by means of shrapnel. heat. one square beyond and right of target Upper right corner. one square short and left of target Lower left corner. The square has an effective Defence of 10. one square short of target Lower left corner. one square beyond and left of target Grenades and Explosives An explosive is a weapon that. one square beyond target Upper right corner. two squares beyond target Upper right corner. Firing a burst requires the Burst Fire feat. two squares beyond target Upper right corner. can be thrown. he takes a –4 penalty on the attack roll. Thrown Explosives An attack with a thrown explosive is a ranged attack made against a specific 5-foot square. it counts as a Coup de Grace attack. Others are planted. when detonated. If the attacker is distracted (by a Bluff or some other event). which involves firing a short burst at a specific target. you do not need to make an attack roll. so a character does not take the –4 nonproficient penalty. If a character fires a blast of automatic fire at a specific target without the Burst Fire feat. not a specific creature.

When a planted explosive detonates. Horror Roleplaying. the explosive sits where it is placed until it is moved or goes off. After determining where the explosive landed. it deals its damage to all targets within the burst radius of the weapon. or worn object provokes an attack of opportunity from the character who holds it.targeted square. Only damage in excess of its hardness is deducted from the object’s hit points (see the Substance Hardness and Hit Points and Object Hardness and Hit Points tables in Chapter 2. Thrown weapons require no weapon proficiency. Immunities: Objects are immune to nonlethal damage and to critical hits. including a square occupied by a creature. Saving Throws: Unattended objects never make saving throws. Roll 1d4 and consult the table above to see which corner of the square the explosive bounces to. However. and the direct hit damage is not dealt to any creature. The targets may make Reflex saves (DC varies according to the explosive type) for half damage. To attack with a splash weapon. An object attended by a character (being grasped. divide the damage by 2 before applying the hardness. Electricity and fire attacks deal half damage to most objects. Attacking an Object Sometimes a character needs to attack or break an object. If a character has the Sunder feat. The base Defence of objects is shown on the Size and Defence of Objects table in Chapter 2. with some kind of timer or fuse determining when it goes off. creatures within 5 feet are dealt the splash damage. A character can instead target a specific 5-foot square. Ineffective Weapons: The Games Master may determine that certain weapons just cannot deal damage effectively to certain objects. using the rules for thrown explosives. or worn has a Defence equal to the above figure + 5 + the opponent’s Dexterity modifier + the opponent’s class bonus to Defence. Whenever an object takes damage. These rules are also used to determine what happens to items that get struck with attacks specifically intended to damage them. carried. Use the rules for thrown explosives. If the character misses the target (whether aiming at a creature or a square). No attack roll is necessary to plant an explosive. make a ranged touch attack against the target. carried. Splash Weapons A splash weapon is a ranged weapon that breaks apart on impact. the character gets an automatic hit with a melee weapon. Horror Roleplaying). Most splash weapons consist of liquids in breakable containers. carried. Hit Points: An object’s hit point total depends on what it is made of or how big it is (see the Substance Hardness and Hit Points and the Object Hardness and Hit Points tables in Chapter 2. If a character uses a full-round action to make an attack against an inanimate. After determining where the object landed. Energy Attacks: Acid and sonic attacks deal normal damage to most objects. splashing or scattering its contents over its target and nearby creatures or objects. Objects are harder or easier to hit depending on their size and whether they are immobile or being held. 141 . They are considered to have failed their saving throws. Cold attacks deal onequarter damage to most objects. immobile object. Consult the tables below to determine where the explosive lands. COMBAT (& RUNNING AWAY) Planted Explosives A planted explosive is set in place through the use of the Demolitions skill. it deals splash damage to all creatures within 5 feet. Striking a held. or worn by opponents. An object being held. but many are tough enough to shrug off some damage from each blow. divide the damage by 4 before applying the hardness. check to see where the weapon lands. the explosive lands at a corner of a square nearby in a random direction. so characters do not take the –4 nonproficient penalty. Hardness: Each object has hardness—a number that represents how well it resists damage. The targets may make Reflex saves (DC varies according to the explosive type) for half damage. it deals its damage to all targets within the burst radius of the weapon. if a character targets a square. Strike an Object Objects are easier to hit than characters because they usually do not move. subtract its hardness from the damage. Horror Roleplaying). or a +5 bonus on his attack roll with a ranged weapon. If the character misses the target. A hit deals direct hit damage to the target and splash damage to all other creatures within 5 feet of the target. he does not incur an attack of opportunity for making the attempt.

In either case. a character cannot make an attack action during a move action. the character falls prone in the square. In general. If the character and the target are different sizes. the character and the target make opposed Strength checks. the character does not get a 5-foot step before. or worn) receives a saving throw just as if the character himself were making the saving throw. The target and the character do not provoke attacks of opportunity from each other as a result of this movement. If damage remains. Bull Rush Results If the character beats the target’s Strength check. Breaking Objects When a character tries to break something with sudden force rather than by dealing damage. In general. a character cannot make an attack action during a move action. If the character fails to beat the target’s Strength check. touched. he attempts to push an opponent straight back instead of attacking the opponent. the 142 . exceed his normal movement for that action. The character can push the target back an additional 5 feet for every 5 points by which the character exceeded the target’s check result. the larger combatant gets a bonus on the Strength check of +4 per difference in size category. probably including the target. the DC to break it decreases by 2. The character gets a +2 bonus if he was charging. Overrun A character can attempt an overrun as an attack action made during his move action. or smaller. or as part of a charge. the same size. this is an exception. if he moves with the target.Bull Rush COMBAT (& RUNNING AWAY) A character can attempt a bull rush as an attack action made during his move action. If that square is occupied. the character may continue to make repairs for as many hours as it takes to restore all the object’s hit points. Repairing Objects Repairing damage to an object takes a full hour of work and appropriate tools. the character moves 5 feet straight back to where the character was before the character moved into the opponents square. In either case. The target provokes attacks of opportunity if moved. Initiating a Bull Rush First. Success restores 2d6 hit points. The target gets a +4 stability bonus if he has more than two legs or is otherwise exceptionally stable. There are certain situations where repairing a specific item works in other ways. the character pushes the opponent back 5 feet. At the end of the hour. Second. these exceptions are part of the item’s description when applicable. provided the character moves with the target. during. a character takes a –4 penalty on his Repair check. Moving in this way provokes an attack of opportunity from each foe that threatens the character. or after the bull rush attempt. So does the character. If an object has lost half or more of its hit points. Without the tools. however. this is an exception. or as part of a charge. The DC depends more on the construction of the object than on the material. the character moves into the target’s square. A character cannot. make a Repair check (DC 20). use a Strength check to see whether he succeeds. When the character bull rushes. A character can only bull rush an opponent who is one size category larger than the character.

A character does not incur an attack of opportunity when doing so. the character falls prone in the square. the character makes a melee attack or unarmed attack to strike the weapon in the opponent’s hand (see Attack an Object). it gets a +2 bonus to its Defence. If the character succeeds in tripping his opponent. If the character fails and are tripped in turn. Trip A character can try to trip an opponent. If the character does so with a weapon. during. Doing this incurs an attack of opportunity from the target as normal for unarmed attacks. the target’s weapon is on the ground at the target’s feet. ~ Step One: The character provokes an attack of opportunity from the target he is trying to disarm. such as the chain and the whip. If the character loses. If the character fails but are not tripped. going past or over the opponent. the larger combatant gets a bonus on the Strength check of +4 per difference in size category. First. 143 . the ranged weapon falls to the ground or winds up in the character’s hands (if the character made the attack unarmed). a character may attempt to disarm his opponent. If the opponent avoids the character. If the attack succeeds. If the opponent fails to disarm.character does not get a 5-foot step before. A character can only trip an opponent who is one size category larger than the character. If the character was armed. can be used to make trip attacks. but if the character fails. the target may immediately react and make a Strength check opposed by the character’s Dexterity check or Strength check to try to trip the character. Being Tripped (Prone) A tripped character is prone (see the Defence Modifiers table. This kind of disarm attempt provokes an attack of opportunity. If the character’s attack succeeds. Ranged Weapons To disarm an opponent wielding a ranged weapon. or otherwise knock him or her down. the target does not get to make a disarm attempt against him. make a trip attack against the opponent (see Trip). The target gets a +4 bonus on his check if he has more than two legs or is otherwise exceptionally stable. the same size. If the character and the target are different sizes. he knocks the opponent’s weapon out of his hands and to the ground. the same size. the target is disarmed. follow the steps outlined here. the character ends up with the weapon in his hand. the character has to move 5 feet back the way he came. If the weapon is held in two hands. If the attacking character is tripped during his own trip attempt. ~ Step Three: If the character beats the target’s attack roll. above). or smaller. Disarm As a melee attack. COMBAT (& RUNNING AWAY) Tripping with a Weapon Some weapons. ~ Step Two: The character and the target make opposed attack rolls with their respective weapons. he trips the target. the character can continue his movement as normal. With an overrun. A character can make only one overrun attempt per action. or after the overrun attempt. see below. If a character is attempting to disarm the wielder of a melee weapon. A character can only overrun an opponent who is one size category larger than the character. If that square is occupied. the character can drop the weapon to avoid being tripped. If the character attempted the disarm action unarmed. If the character wins. the target may immediately react and attempt to disarm the character with the same sort of opposed melee attack roll. A character can always move through a square occupied by someone who lets the character by. he now has the weapon. ending his movement there. Disarming the wielder of a ranged weapon is slightly different. the character falls prone in the target’s square. If the character attempts the disarm while unarmed. If the opponent blocks the character. as an unarmed melee attack. or smaller. as listed above. Making a Trip Attack Make an unarmed melee touch attack against the target. Standing up from a prone position is a move action. the character attempts to move through an opponents area. the character must move at least 10 feet in a straight line into the target’s square (provoking attacks of opportunity normally). make a Strength check opposed by the target’s Dexterity check or Strength check (target’s choice). Then the target chooses either to avoid the character or to block the character. If the character fails the disarm attempt. the character does not get a free disarm attempt against the opponent. The opponent’s attempt does not provoke an attack of opportunity from the character. the character keeps moving.

If the character grabs an opponent. If the character gets multiple attacks in a round. If the attack of opportunity deals the character damage. Modifiers: If the object is well secured or otherwise difficult to grab from the target. A character’s attack bonus on a grapple check is: Base attack bonus + Strength modifier + grapple modifier Grapple Grapple Modifier A creature’s size works in its favour when grappling. Conversely. but it can be a useful combat option in certain cases where normal methods of assault may not advisable or possible. the character fails to start the grapple. a creature of Small size or less is at a disadvantage because of its size when grappling. When people may be carrying guns or blades grappling can be a dangerous proposition. proceed to step two. proceed to step 3. holding and pinning. A character cannot get a hold on any creature more than two size categories larger than the character. A pinned character is held immobile. except for the following. the character has started the grapple. Grapple Checks When a character is involved in a grapple. If the character succeeds. If the character succeeds. Instead of using a creature’s size modifier on a grapple check (as would be done for a melee or ranged attack roll). such a creature can get a hold on the character—so while a character cannot initiate a grapple with a creature more than two size categories larger than. On the other hand. the attacker gets a +4 bonus. Grabbing: Normally. use the appropriate grapple modifier from the Grapple Modifiers table below. a character can still end up in one. the target gets a +4 bonus. a character can attempt a number of actions. he can attempt to start a grapple multiple times (at successively lower base attack bonuses). The character automatically loses an attempt to hold if the target is Grapple Modifiers Size (Example) Colossal (blue whale [90 ft. If the character fails to hit the target. Attack of Opportunity: If the target’s attack of opportunity inflicts any damage. the character fails to start the grapple. If the character loses. if that creature is of Large size or bigger. This is a free action. the attempt to grab the object automatically fails. if the object is poorly secured or otherwise easy to snatch or cut away. Doing this works the same as a disarm attempt (see above). Grappling means wrestling and struggling hand-to-hand. Holding: Once a character has established a hold. ~ Step Two – Grab: The character makes a melee touch attack to grab the target. However. It is also a staple of the horror genre and therefore explained in details below. sometimes all a character wants to do is grab the target. he is Starting a Grapple To start a grapple. From a hold. a grab is just the first step to starting a grapple. Follow these steps. including damaging the opponent or pinning the opponent. and deals damage to the target as if with an unarmed strike. If the attack of opportunity misses or otherwise fails to deal damage. he fails to start the grapple. but fails to go on to hold him or her. ~ Step Three – Hold: Make an opposed grapple check. he will need to make opposed grapple checks against an opponent—often repeatedly. There are three stages to grappling: grabbing. COMBAT (& RUNNING AWAY) Grabbing Objects A character can also use disarm to snatch away an object worn (but not held) by a target. However. long]) Huge (elephant) Large (lion) Medium-size (human) Small (German shepherd) Tiny (housecat) Diminutive (rat) Fine (horsefly) Grapple Modifier +16 +12 +8 +4 +0 –4 –8 –12 –16 144 . Failed Attempts: Failing an attempt to grab an object does not allow the target to attempt to disarm the character. a character first needs to grab and hold his target. involved in a grapple.Disarming an opponent by using a ranged weapon is only possible if the character doing so possesses the Improved Disarm feat. ~ Step One – Attack of Opportunity: A character provokes an attack of opportunity from the target he is trying to grapple. A grapple check is something like a melee attack roll. Pinning: Getting the opponent in a pin is often the goal of a grapple. the character does not actually start a grapple. Attempting to start a grapple is the equivalent of making a melee attack. long]) Gargantuan (gray whale [40 ft.

the character must move into the target’s square. The character and the target are now grappling. using his successively lower attack bonus for each roll. but not from the target. his ability to attack others and defend himself is limited. he can attempt as many of these options as he has attacks available. he cannot take any other actions. grappling. COMBAT (& RUNNING AWAY) If the Character is Grappling When a character is grappling (regardless of who started the grapple). If the character cannot move into the target’s square. No Movement: A character cannot move while held in a grapple. If the character normally gets more than one attack per attack action. No Dexterity Bonus: A character loses his Dexterity bonus to Defence (if the character has one) against opponents the character is not 145 . Unless otherwise noted. if that is all he wants to do).~ two or more size categories larger than the character is (but the character can still make an attempt to grab such a target. To grapple again. Grappling Consequences While a character is grappling. Moving. each of these options is equivalent to an attack. This movement is free and does not count as part of the character’s movement for the round movement. the character cannot maintain the grapple and must immediately let go of the target. Step Four – Maintain the Grapple: To maintain the grapple for later rounds. provokes attacks of opportunity from threatening enemies. he can attempt any of several actions on his turn. as normal. the character must begin at step 1. The character is limited to these options only. The character can still use it against opponents he is grappling. No Threatened Squares: A character does not threaten any squares while grappling.

a character can use an attack to start a grapple. 146 . however. he can escape from being pinned. Alternatively. Alternatively. ~ Break Another’s Pin: Make an opposed grapple check. If the character succeeds. a character’s single grapple check must beat the check results of all opponents. he can attempt to escape from the pin. a character can make an Escape Artist check opposed by the opponent’s grapple check to escape from the pin. if one character is trying to stab another in the eye with a fork (charming…). the character may do so after escaping the grapple. for example). Up to four combatants can grapple a single opponent in a given round. ~ Attack with a Light Weapon: A character can attack with a light weapon while grappling (but not while pinned or pinning). The character still has to make a successful opposed grapple check and move in to be part of the grapple. Normally. Joining a Grapple If the target is already grappling someone else. If multiple enemies are already involved in the grapple. the character can make an Escape Artist check opposed by the opponent’s grapple check to escape from the grapple. Leg or Tentacle Heart or other internal organ Size Two Sizes Smaller Three Sizes Smaller Four Sizes Smaller One Size Smaller Three Sizes Smaller If the Character is Pinned When an opponent has pinned the character. as above. a character can choose to target a specific part of the body.~ COMBAT (& RUNNING AWAY) ~ ~ Damage the Opponent: Make an opposed grapple check. even if the character gets multiple attacks. if the character succeeds. If more than one opponent is grappling the character. A pinned character cannot take any action except to attempt to escape from the pin. Creatures that are one size category smaller than the character count as one-half creature each. however. the opponent is not considered helpless. On the character’s turn. ~ Draw a Light Weapon: A character can draw a light weapon as a move action. A character cannot use a weapon on a pinned character or attempt to damage or pin a second opponent while holding a pin on the first. except that the target does not get an attack of opportunity against the character and the character’s grab automatically succeeds. The exception is an attempt to escape from the grapple. he is held immobile (but not helpless) for 1 round. Called Shots and Special Attacks Instead of just attacking a creature. Opponents do not have to try to hold a character if they do not want to. (Opponents do not have to try to keep the character pinned if they do not want to. ~ Escape from Pin: Make an opposed grapple check. Escape from Grapple: Make an opposed grapple check. if the character succeeds. the character chooses one opponent to make an opposed check against. to escape. Multiple Grapplers Several combatants can be in a single grapple. If the character succeeds. the character picks one against whom to make the opposed grapple check. he is still grappling. he can escape the grapple. or in some cases because the creature can only be killed by a strike to a particular organ (vampires with a stake through the heart. This is an attack action that the character may only attempt once per round. A character cannot attack with two weapons while grappling. The opponent takes a –4 penalty to Defence against all attacks from other people (but not from the character). creatures that are one size category larger than the character count as two creatures. he holds the opponent immobile for 1 round. If the character succeeds. as follows: For example. and creatures two or more size categories larger than the character count as four creatures. The difficult of a called shot depends on the size of the area being attacked. When involved in a grapple with multiple opponents. If the character has not used his move action for the round. he is attempting to Called Shot Modifiers Target Head Throat Eye Arm. even if the character gets multiple attacks. he deals damage as with an unarmed strike. The character cannot attempt any other action. Pin: Make an opposed grapple check. the grapple check result has to beat all their check results to escape. this is done because some part of the creature is especially vulnerable to damage. he can break the hold that an opponent has over an ally.) The character is still being grappled. if the character succeeds. This is an attack action that the character may only attempt once per round.

These are at the discretion of the Games Master. the character is stunned for one round. Diminutive. If the target is human. and conflicts in this setting tend to be won or lost through the ideas and actions of those involved. or suffer a negative effect. An additional attack (to the character’s other leg) will reduce his movement by another 5 feet per round. a Player is going to propose something that is not. COMBAT (& RUNNING AWAY) ~ ~ ~ ~ Unusual Combat Situations There are any number of actions that can be taken in combat completely covered by the rules just presented. These form the basis for ‘house rules’. highly technical. The Size penalty for a Diminutive target is –8. but he must act with impartiality or the spirit of fairness is lost. i. 147 . he suffers a –2 injury penalty to all skill checks involving vision. Further attacks do not cause multiple reductions. there is no such thing as a ‘bad call’. which makes it very difficult to pattern them to the common battle options given in this chapter. Two injuries to the eye blinds the character. the character suffers a –2 injury penalty to all attack rolls or skill checks using that arm. If the attack targeted a leg. If the attack targeted the character’s throat. the character’s movement is reduced by 5 feet per round.e.strike a target that is four sizes smaller than the full-size opponent. The problem with clever combat ideas is that they are usually unique. the eye is four sizes smaller than Medium. As long as everyone involved in the game is having fun playing and the rules apply equally to everyone. Effects of Called Shots on Humans If the attack hits. but are normally one of the following: ~ If the attack targeted an arm or hand. the Games Master’s instincts usually suffice for the moment and an idea that gets used multiple times becomes a precedent. This is not as much of a difficulty as one might think. but inevitably. Modern roleplaying is fast moving. Games Masters are the ultimate controllers of their stories and their decisions are law. If an idea for an action does not match anything here. and therefore Mediumsized. If the attack targeted the character’s eye. the target must make a Fortitude save at a DC equal 10 + the damage inflicted. The Games Master has both the privilege and the responsibility of being the ultimate arbiter during play. he is nauseated for one round. If the attack targeted the character’s head. Multiple injuries to the same arm do not cause multiple penalties. not the person with the biggest gun. something every campaign develops over time.

of nameless fears and night terrors. Panic Saves occur when the character is in immediate danger. The aim here is to provide a system that mimics the types of overthe-top insanity seen in horror movies and books. is enough to overcome his fear. or when a Player wants better rulesbased guidance on how his character would react. he is scared because the Player playing him is scared. of the shuttered room.Fear and Loathing FEAR & LOATHING The doctors told him it was all in his head. waiting darkness. Horror roleplaying has become almost synonymous with ‘sanity systems’ that gleefully track the characters’ descent into madness and terror. if a character fails by a large margin. In a well-played game. If the character fails the saving throw. such as a burning building. of the noise in the attic. It is the fear of the haunted house. These rules should be enforced only if a minority of the Players are acting against the best interests of horror. In short – this section of rules is a complement for roleplaying. he can act relatively normally as his courage These rules are obviously and deliberately not an accurate portrayal of mental illness. not realism. these rules should usually be applied only to reinforce and support the roleplaying of the Players. just a brooding. not a replacement. Horror Saves are far more damaging that normal saving throws. he tore the padding off the cell door with his teeth and smashed his skull open on the exposed metal. There is no immediate danger. Things crawled from the gory ruin of his head and skittered out under the door. when all the rules of reality crumble away or are revealed as Three Forms of Horror A Horror Save is a special kind of Will saving throw that occurs when a character is confronted by a horrific or disturbing encounter. It is the fear of strangers. he can become psychologically scarred. of shadows. such systems are little more than mechanical reinforcement for roleplaying – the character is not scared because he failed his Fear save. If he succeeds. lurking. Therefore. Finally. Relatively mundane situations can trigger panic saves. nauseated or otherwise hindered. but they are also the least ‘damaging’ of the three types of horror. onrushing car or rampaging psychopath. the Games Master should usually allow it. If a Player wants to press on into the dark cavern even though his character failed his Fear save. Fear Saves occur when the character is in a disturbing situation. Horror Saves come in three flavours. One night. Madness Saves occur when the character is confronted by the impossible and the inexplicable. he is scared. A Note on Mental Illness 148 . They were right.

Freezing: A character who freezes in the face of panic cannot move or act. lies. If the save fails by a margin of A large explosion happens near the 15 character The character finds himself caught in a crossfire The character is chased by a hideous monster The character is chased through a dark maze by an even more hideous monster 15 20 25 149 . Panic Saves A Panic Save is required when the character is suddenly confronted by immediate danger. below. the character enters a particular state. If it is purely a visual phenomena. He is flatfooted. FEAR & LOATHING Severe Phobia to stimulus -4 *This assumes that the horror can still be detected nonvisually. The character may make a Will save (DC equal to the Panic save DC– 5) to unfreeze if someone shouts at him or otherwise tries to snap him out of the momentary stupor. but must be a threat right now. injured or even touched by anything. like discovering everyone you know are actually NSA agents and you have been living in a fake town constructed inside a psychological warfare research laboratory for the last thirty years would also trigger a Madness Save). the character enters into a different and far more acute state. they accumulate Shock Points. If it is based on visual stimuli but has other effects (a gibbering monster). Sample Panic Saves Situation The character hears a gunshot A car drives straight towards the character A figure suddenly looms out of a dark alleyway The character takes 10 or more points of damage in one round The character is suddenly attacked by a knife-wielding maniac The character is trapped in a burning building Someone shoots at the character Panic Save DC 5 10 10 10 12 12 12 Shock Points As characters fail Horror Saves. The danger does not have to be supernatural. When the character unfreezes. Failing a Madness save always has dire consequences. he freezes for a number of rounds equal to the margin of failure. Making Horror Saves In all cases. These points penalise the character’s Horror Saves (-1 to all Horror saves per Shock point).Horror Save Modifiers Situation Other People Alone (no allies) One other person Small group (2-6 people) A crowd More enemies/monsters than friends present Lighting Dark/Dim Light Total Darkness Insanity Each Shock Point Mild Phobia to stimulus -1 -2 -2 -4* -4 -2 +0 +2 -2 Modifier six or more. and try to get a total that is equal to or higher than the Difficulty Class. The character automatically unfreezes if struck. If the Horror save fails by a margin of five or less. he also gains 1d3 Shock points. the -4 penalty applies. They are the rarest of the three Horror saves. as they only happen when the character is directly exposed to the supernatural (although truly bizarre situations. If he fails by six or more. Shock points can become long-term phobias or other psychological traumas over time – see Gaining and Losing Shock. he either flees or fights. then the character does not have to make a Horror save at all. he may roll initiative and act normally thereafter. These points measure how shaken the character is by his experiences. If the character rolls a 1 on the Panic Save. a Horror save is made just like a normal Will save – roll 1d20 and add the character’s Will save bonus. Immediacy is the essence of panic. Three of the four basic character classes have a penalty to a particular kind of Horror Save. If the character fails the Panic Save by five or less.

He is considered stunned for the duration. If the character fails the Fear Save by five or less. The panicked character can defend himself as normal. A character who fights must either attack the thing that caused the panic. The character may make a Fortitude save at a DC equal to the Panic Save to take the opposite reaction. retrieving an item lost or damaged in the explosion) and obsessively try to accomplish that goal.walk up the stairs. If unable to flee. The character becomes single-mindedly fixated on the attack or goal. A nauseated character cannot attack or do anything except move – he is too busy voiding his innards in one direction or another. he is repulsed and gains 1d4 Shock points. This state lasts for a number of rounds equal to the margin of failure. After this. A fleeing character is panicked and moves as fast as possible away from the thing or event that caused the panic. Fight or Flight: A character who suffers a flight or fight response has a 50% chance of panicking and a 50% chance of attacking or otherwise doing something in response to whatever caused the panic. skill checks and saving throws including Horror saves. The character panics for a number of rounds equal to the margin of failure. or else pick some goal (finding survivors. A character in denial momentarily refuses to accept that whatever just happened actually happened. he is repulsed. he freezes as above. Easy Fear saves may be resisting the urge to hide under the blanket when the footsteps 150 . fascinated or in denial for 1d4 rounds (Player’s choice on which condition affects the character). he is shaken for a number of rounds equal to the margin of failure. If he fails by six or more. Unless FEAR & LOATHING Sample Fear Saves Situation Wandering through a dark and empty house Remembering a nightmare Finding a dead animal Spooky and unexplained sounds Seeing truly disturbing or disgusting images Lost in a dark maze Trapped in a nightmare and unable to wake up Finding a corpse Being deliberately confronted with the object of your phobia Finding a friend’s corpse Seeing a ghost Fear Save DC 5 5 10 10 12 12 12 15 15 20 20 Fear Saves Fear Saves are required when the character is in a scary or disturbing situation. and is simply incapable of thinking about anything else. If the character fails by ten or more. the character is shaken for a number of minutes equal to the margin of failure. but cannot attack. Harder ones are when you realise there are too many shadows in your room and something is dripping on your shoulder. Repulsion: A character repulsed by fear is either nauseated. and suffers an additional –2 penalty on Horror saves while shaken. Shaken: A shaken character takes a –2 penalty to attack rolls. A fascinated character cannot do anything except stare in horror at whatever scared him.

the character will act as if whatever scared him does not exist. so he gets a total of 11 on his Fear save (a failure) and 15 on his Panic save (success).e. Dr. Multiple Simultaneous Horror Saves? FEAR & LOATHING Madness Saves Madness Saves are required when the walls of reality shatter for the character. The character is considered paralaysed. causing both Panic and Fear saves? Or what if a character looks upon the Nightmare Crystal. Grey has a Panic save of +1 and a Fear save of +5. they faint and will remain unconscious for d6 rounds. but can continue.What happens when a hideous monster bursts up out of the floor. This causes a Panic save (DC12) and a Fear save (DC15). If the character fails the Madness Save by five or less. Example: Three characters. Sgt. so he must Fight instead). then the Player should just make one roll and use it for all the saves. On 4-5. Brown and Sgt. Black has a Panic save of +5 and a Fear save of +1. giving him an 11 on his Panic save and a 15 on his Fear save. skill checks. Grey encounter a possessed child that spits flaming bile at them. and the character is considered shaken for a number of minutes equal to the margin of failure and suffers an additional –2 penalty on Horror saves while shaken: On 1-3. When the utterly impossible and horrific manifests in front of the character. Fr. he is shaken for a number of rounds equal to the margin of failure. Shaken: A shaken character takes a –2 penalty to attack rolls. Black. Brown rolls a 15. He is shaken. so he gets a Freeze result (but he is a combatant. they suffer a breakdown which robs them of the ability to process any information at all for the duration. Dr. Brown has a +6 to both. which is the heart of Fear and Madness? If an entity or event has two or three different Horror saves associated with it. All conditions last for 1d6 rounds. Fr. applying the appropriate modifiers and comparing to each individual DC. so he’s unaffected by either. Grey also rolls a 10. they cower for d6 rounds. probably screaming and crying. a Madness save is required. Dr. On a 6. This is a risky option. he must make another Fear save. Brown’s Player rolls a 10. and saving throws. if the character is attacked by a monster that he is denying the existence of). Sgt. as if the character is forced to recognise the threat again. If he fails by six or more. Temporary Insanity: A character driven temporarily insane by an event rolls 1d6 and compares the result below. Fr. Sample Madness Saves Situation Reading the diary of a madman Repeated synchronicities (i. he gains 1d6 Shock points and becomes temporarily insane. deja vu) Having an out-of-body experience Finding evidence of a paradox Seeing proof that 2+2=5 Meeting an alternate-reality or time-travelling version of yourself Experiencing a paradox or dimensional fold Madness Save DC 10 12 12 15 15 20 25 151 . forced to acknowledge it (for example.

If multiple Shock points are gained during a single encounter. Failing a Panic save can lead to various forms of post-traumatic stress. below). if the character gained the Shock point while being panicked for 10 rounds. and failed Madness saves are the most dangerous of all. the character can only remove one Shock point by making the Will save. The impairment from the drugs or alcohol lasts two hours per Shock point. His camerawoman Alice is trapped somewhere inside the house. the haunted house has stopped freaking them out for half an hour. Thomas gains another four Shock Breathers Gaining and Losing Shock Shock points measure short-term damage to the character’s sanity. he suffers a –1 morale penalty to all Horror saves. This gives him a rather crippling –5 penalty to all Horror saves. when it comes to buying off the remaining Shock points (see Long-term Effects. Deal With This Later: Finally. For every Shock point a character has. Choosing to Deal With This Later is a full-round action. He gains another Shock point (bringing him to a rather worrying total of six). the characters have an additional checkpoint – when the characters have a ‘breather’. but the penalty from Shock means that he has almost no chance of making the save. this Shock causes the usual penalties. For example. The character can choose to Deal With This Later again. the monster is no longer chasing them. if a character drinks himself into a stupor to remove three Shock points. To enter the building. the cost for mild or severe Alcoholism is reduced by one point for that character. Thomas the reporter has five Shock points as a result of exploring a haunted house. failing a Fear save can dredge up phobias.FEAR & LOATHING There is an obvious gap in this list that should be addressed. 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. If the character gains more Shock points after declaring that he will Deal With This Later. a –1 circumstance penalty per Shcck point removed to all attack rolls and skill checks for the duration of the impairment. He therefore chooses to Deal With This Later. the character can remove the penalties to Horror saves from accumulated Shock points by just pushing all the trauma away to be dealt with later. and eventually manages to exorcise and rescue Alice. Furthermore. and causes 152 . drugs or some other distraction. but gains one extra Shock point each time he does this. In one-shot games or particularly short campaigns the characters will not get the chance to gain deal with accumulated Shock until after the whole deal is completed – which pretty much nullifies Shock’s effect on the characters. gets mauled by more ghouls. or they take a break from the increasingly weird FBI investigation to grab a coffee. The character gains one extra Shock point and must still buy off all these Shock points at some point. They are gained by failing Horror Saves. but he can ignore the penalty from any Shock. In the course of these events. but he now has no penalties to his Horror saves. the character could make the Will save at the end of the 10 rounds. the cost of any related additions is reduced by one. He heads into the house. This is a moment in the horror when everyone gets the chance to catch their breath. In this type of game session. For example. as they strike directly at the character’s psyche. Thomas has to make a Fear save. Distractions: The character can also remove Shock points by turning to alcohol. A character who blocks the memory of whatever caused the Shock in this fashion may remove up to four Shock points. For example.

Essentially. the character must deal with all his accumulated Shock points. or if the characters eradicate a major source of weirdness (escaping the demonic mine is one thing – blowing the whole hellhole to smithereens as you leave is another). 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. At the end of the adventure. If any Shock points remain. The character must spend all his Shock points. as determined by the Games Master. The DC for this Will save varies – the more damage the character’s mind has taken. every character’s mind has a certain amount of resilience. FEAR & LOATHING 25 protected or aided their Ties. but also gains a +10 morale bonus to the first Horror check caused by the monster or situation. This should only be done if the characters successfully ~ ~ Results of Shock Disorder Addiction. and a total of ten Shock points. A successful check reduces the DC for the character’s Will save by 2 points. the harder it is to shrug off. The character gains one Shock point. Choosing to Face One’s Fears is a full-round action. Firstly. If the character is treated by a psychiatrist. Natural Recovery Shock Point Total 1-3 4-6 7-10 11+ Will save DC 10 15 20 Other Uses for Shock Points Facing One’s Fears A character who has already encountered a particular horror before may declare that he is facing his fear before encountering it again. There is a downtime in the adventure of at least two weeks. mild Addiction. the character accumulates psychological problems and disorders. he has a –4 penalty to his Horror saves (from the last four Shock points). if this save is successful. the character must deal with Shock points. The character gains a level.points. The character’s will overcomes the weaknesses of body and mind. When one of these events occurs. A character with no Wisdom is irretrievably insane. severe Sociopathy Schizophrenia Toughening Shock Points 2 4 4 2 4 2 2 2 2 4 2 2 1 153 . If by some disaster the character has every disorder on the Results of Shock list and still has Shock points left over. A character can only purchase each disorder once. the psychiatrist may make a Knowledge (behavioural science) check at the same DC as the Will save. he has to Deal With Them Right Now. As part of a reward for completing a scenario. the first 1d6 Shock points are removed from the character. And seeing as it is the end of the adventure. he may buy off the remaining Shock points at the cost of one Wisdom point per Shock point. severe Amnesia Depression Disassociative Identity Disorder Obsession Obsessive-Compulsive Disorder Paranoia Phobia. mild Phobia. and going from a mild disorder to a severe one only costs 2 points. These ‘checkpoint’ events are: ~ The end of the current adventure. This reduction is normally another 1d6 Shock points. The character may make a Will save. the Games Master may remove Shock points from the characters. Whenever one of the following events occurs. the character buys these disorders with Shock points. Long-term Effects Shock points never last for long. The exception is Toughening – a character may take the Toughening disorder once every time he buys off accumulated Shock points.

wax statues. The character must make a Will save (DC20) to recall any memories. and can go a maximum number of days equal to his Charisma bonus plus his Constitution bonus before entering withdrawal. anything that falsely represents a sentient being Fear of being dirty Fear of being alone or of oneself Fear of flying Fear of missiles or bullets Fear of depth Fear of books Fear of slime Fear of plants Fear of thunder and lightning Fear of toads Fear of ugliness Fear of mirrors Fear of snow Fear of clocks Fear of confined spaces Fear of cemeteries Fear of clowns Fear of demons Fear of drinking Fear of old people or of growing old Fear of the sun Fear of blood Fear of reptiles or creepy. air swallowing or airborne noxious substances Fear of open spaces or of being in crowded. His Wealth bonus is reduced by 2 and he suffers a –4 penalty while under the affects of his particular poison.Phobias Acrophobia Aerophobia Agoraphobia Fear of heights Fear of drafts. His Wealth bonus falls by 2 per month of addiction. animatronic creatures. public places like markets Fear of people or society Fear of ventriloquist’s dummies. The character automatically gains five Shock points as the repressed memories flood back if he encounters the source of his amnesia again. Prolonged psychiatric care of at least three months. Addiction. Amnesia: The character blocks out the memories of whatever caused the trauma. allows the character to make a Will save (DC 13 + the disorder’s rating) to remove a single disorder. severe: As mild addiction. the character must make a Fortitude save each day to be able to function. crawly things Fear of phobias with overly long names Fear of insects Fear of loud noises Fear of machines Fear of automobiles Fear of death or dead things Fear of glass Fear of the night Fear of hospitals Fear of dreams Fear of ice or frost Pyrophobia Scotophobia Somniphobia Thalassophobia Thanatophobia Xanthophobia Xyrophobia Fear of fire Fear of darkness Fear of sleep Fear of the sea Fear of death or dying Fear of the colour yellow Fear of razors FEAR & LOATHING Anthropophobia Automatonophobia Automysophobia Autophobia Aviatophobia Ballistophobia Bathophobia Bibliophobia Blennophobia Botanophobia Brontophobia Bufonophobia Cacophobia Catoptrophobia Chionophobia Chronomentrophobia Claustrophobia Coimetrophobia Coulrophobia Daemonophobia Dipsophobia Gerontophobia Heliophobia Hemophobia Herpetophobia Hippopotomotophobia Insectophobia Ligyrophobia Mechanophobia Motorphobia Necrophobia Nelophobia Noctiphobia Nosocomephobia Oneirophobia 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). 154 . He can go a maximum number of days equal to his Charisma or Constitution bonus (whichever is higher) before entering withdrawal. The psychiatrist may make a Knowledge (behavioural science) check at the same DC as the Will save. the character is considered shaken until a new fix is gained and will suffer periods of nausea. Disorders Addiction. mild: The character needs a fix or a drink regularly. with no odd occurrences during the therapy. If the save fails. When in withdrawal. but the character needs a daily dose of whatever he is addicted to. A successful check reduces the DC for the character’s Will save by 2 points.

If a character has no Ties left at all. quite probably swamping the primary personality eventually. The character simply does not care enough to be particularly bothered. he suffers a –2 penalty to all his skill checks. Obsessive-Compulsive Disorder: The character develops a set of rituals and nervous responses that he must perform. then he is an incurable sociopath and the character is taken over by the Games Master. Fear or Madness) by 1. or ceases to attach emotional importance to certain aspects of life. Sociopathy: A dangerous disability. He suffers a –4 penalty on Sense Motive checks. giving the character a –2 penalty to all Charisma-based checks. Note that these obsessive points do not count for the purposes determining if a character becomes an incurable sociopath due to Ties being destroyed. If the character is prevented from performing his rituals. but each has different a distinctly different mindset.g.Depression: The character loses hope for the future. Increase the character’s Horror save bonus for one type of Horror (Panic. a character who becomes sociopathic slowly loses the emotional capacity to connect with anything he experiences or is involved in. Schizophrenia: The character begins to suffer from hallucinations and delusions. Toughening: The character becomes more resistance to horror. Additionally. Paranoia: The character becomes convinced that enemies are everywhere. The character degrades 1 permanent Tie by 1 point. the morale penalty does not apply to Horror checks. Disassociative Identity Disorder: The character’s psyche fragments to create an alternate personality to deal with the trauma. the character becomes obsessed with that Tie. work out the results as if he had missed the DC by 8. The alternate personalities have the game statistics and abilities as the primary. Eventually. If no ones are rolled for any Tie.. the margin of failure is doubled – e. severe: The character has an overwhelming fear of some phenomena and suffers a –4 to any horror checks involving it. each additional personality will slowly accumulate disorders of its own (as the Games Master decrees). Phobia. and always believes that the other person is plotting against him if he fails a Sense Motive check. Roll 1d6 for each Tie – on a one. If dragged out. the character may develop multiple personalities which come to the fore in times of stress (the character switches personality whenever he fails a Horror save). This unsettles people around him. then it no longer exists as a Tie. He suffers a –2 morale penalty to all Will saves and must make a Will save (DC10) to motivate himself each day. Obsession: The character becomes obsessed with something. if a character fails a roll by 4. he suffers a –2 penalty to all attack rolls and skill checks. If this leaves the Tie with no points left devoted to it. If he fails any Horror checks. 155 FEAR & LOATHING . the character gains three Tie points devoted to a person or concept chosen by the Games Master. mild: The character has an unnatural fear of some phenomena and suffers a –2 to any horror checks involving it. Phobia. otherwise he will stay in his home. Oddly. and gains another three Tie points devoted to it.

The powers he uses to drive back or delve into the shadows are the same powers that animate the shadows. and draws an attack of opportunity unless the caster makes a Concentration check (DC 15). ~ Psychic Abilities: Unlike magic. Rituals are basically plot devices – each ritual does one thing and one thing only. At the best of times. any supernatural powers possessed by characters should be double-edged swords. Supernatural Powers and Player Characters 156 .MAGIC. but have limited effects. vigorous motion Violently moving vehicle Violent weather Unnaturally violent weather Injured during casting DC20 DC10 DC15 DC5 DC10 DC10+the amount of damage sustained Matching the powers to the game Not all of the powers have to be included in any one campaign. Try not to let supernatural powers become too commonplace or familiar. They are time-consuming and difficult. A character with such abilities is intimately tied to the darkness. or acquires them through misfortune. or dominate the game. to taste. The Games Master should pick and choose the available abilities. mysteries and phenomena Occult powers lurk beneath the surface of horror. Spells can be cast comparatively quickly. to experience the most ghastly things imaginable. In most situations. or enable them to move through our reality. the powers merely make the character a more attractive target. ~ Spells: Practising this form of magic requires that the character possess certain feats. Magic requires a character to make bargains and sacrifices with hideous entities. The characters are drawing on the same powers as the monsters and are taking the first steps towards becoming monsters themselves. Magic and psychic powers are never simply a shield or weapon against the horror – they are a part of it. Every use of such powers should either advance the plot or open up new vistas of horror. summon or banish demons. The aim of the game might be In a horror game. psychic powers are not learned – a character is born with them. allowing them to deal with a supernatural threat. Faith is based on the Knowledge (theology and philosophy) skill. ~ Rituals: Rituals can be used by any character and do not require any special feats. as well as the Knowledge (occult) skill. the power should be an added source of horror. There are five types of supernatural ability in OGL Horror. Psychic powers force the character to see. ~ Faith: Characters with fervent religious beliefs or intense strength of will can sometimes drive back evil. open portals and call up that which should not be summoned. MYSTERIES & PHENOMENA Magic. but having the appropriate feats makes it much more reliable. Psychic Ability or Faith takes a standard action. They are a tool for characters with no occult powers of their own. Using a Spell. Rituals can be used to exorcise ghosts. ~ Artefacts: Magical items each have a unique method of activation and unique powers. Using Supernatural Abilities Character is… Grappling or Pinned In a moving vehicle. Other conditions can also prevent a character from using a supernatural ability – each character involved must succeed at a Concentration check at the DC listed below. Psychic powers are governed by the Concentration skill and also require that the character have the appropriate feats. It is relatively accessible.

as well as two to five assistants. Exorcism This ritual drives out demons or evil spirits possessing a victim or inhabiting a building. ability scores or some other aspect of the characters. Secondaries: The secondaries need only succeed at a Madness save (DC 10) to successfully aid the primary ritualist. so a character from an entirely mundane. the primary may add his Charisma modifier and gets a +2 synergy bonus if he has 6 or more ranks in Knowledge (theology and philosophy).to find an ancient ritual that closes the gateway to Hell or banishes the cosmic horror. Primary: Each ritual has a primary caster who leads the ceremony and a number of secondary ritualists who aid the primary. the Games Master can just decide vaguely what the antagonists can do without having to pin it down in mechanics – they can do whatever is needed to scare the Players. The demon may add its Hit Dice to its rolls. if effective. uncaring nature of the universe is an important element) or where the horror’s origin is scientific (zombies animated by bizarre chemicals should not be vulnerable to faith). Casting Time: How long the various parts of the ritual last. Faith (as a special power. Psychic powers can be used in any game – they are mainly an information-gathering tool. where the characters deal with horrors on a regular basis. These powers do not require any special training. Faith is a big one. or derived from mathematical formulae. Primary: The primary must make five opposed Will saves against the demon. The primary character must make a roll of some kind (usually Knowledge (occult) or a Wisdom or Charisma check against some DC. so their abilities should be less powerful (a ritual might allow the characters to banish a demon wholly. However. Finally. and so the lower tier of psychic feats can fit quite comfortably into a lower-powered game. In some games. in a game where the characters have no clue about the nature of the horror and no hope of confronting it directly. 157 . rituals can be an eerie part of any campaign. Finally. you can also bring in his opposite number and all his little demons. decoded from glyphs on the walls of tombs. and should only be used in campaigns where it is genuinely appropriate. anyway) should not be allowed in games of cosmic horror (where the empty. Failure: What happens if the primary ritualist fails his check. MAGIC. Effect: What effect the ritual has. Secondaries: Each secondary ritualist must also make a check of some sort. Costs: Some rituals drain hit points. that there is a God (or Gods) and maybe even a divine plan. an artefact will probably be used constantly during a game. Letting those with fervent faith have special power over evil can add to the horror – having a special gift is little comfort if it means that you are the only who can go out and fight the evil demon. MYSTERIES & PHENOMENA Rituals Rituals are usually found in ancient books of occult lore. as it does rapidly become a tired cliché. Artefacts are plot tools just like rituals. requiring only belief and the proper words and gestures from the participants – it is not necessary to comprehend how the magic works. Ritualists: The ritual calls for at least one priest or similarly qualified primary ritualist (6 or more ranks in Knowledge (theology and philosophy) or Knowledge (occult) is acceptable). that implies that there’s a divine morality out there. Each ritual description has the following elements: Ritualists: The number of characters required to perform the ritual. so they should only be made available to the Players in a high-powered campaign where bizarre occult events are familiar. that is perfectly acceptable – once you bring in God. Try to avoid ending every game with a ritual. In a medium-powered game. then spells should be used by evil cultists and sorcerers. Spells make magic a lot less mysterious. ordinary background can develop psychic powers. They are a form of ceremonial magic. If pious people have a special protection from evil. Requirements: Any special qualities that the primary or secondary ritualists must possess. the primary character gets a +3 ritual bonus to his roll (and these bonuses stack with each other). but an artefact might only give them a chance to fight it) but generally more useful. For each secondary who succeeds. Components: Any special items that must be present for the ritual. As long as they are not overused.

Failure: The demon is caught in between realities. These can be prepared in five minutes with a successful Knowledge (occult) check (DC 10). to allow a demonic entity entry into the world of matter and flesh. Effect: The demon emerges into our reality. the primary ritualist gets a +5 ritual bonus to his checks. the primary takes temporary Wisdom damage equal to the hit dice of the demon. Components: Bell. Ritualists: One primary caster and any number of secondary casters. Each round. If it is a ghost or other entity tied to this earth. Primary: The primary ritualist must succeed at a Knowledge (occult) check every round for the duration of the ritual. If it is an outsider. MYSTERIES & PHENOMENA Summon Demon Call Storm This potent ritual tears open the fabric of reality. Once the gate opens. Casting Time: The ritual takes thirty minutes of chanting and incantation before the portal begins to form. Effect: If the primary ritualist wins the majority of the five opposed Will saves. Costs: Once the fifth opposed Will save is made. he is possessed. it is forced to return to its place of origin and may not return unless summoned. Casting Time: One minute (12 rounds) of chanting and preparation. The storm lasts for six hours. Sacrifices can also help with the summoning – for every round in which a victim bleeds. but can warp reality somewhat. a subsequent summoning ritual can use the demon’s accumulated power – if a 100 hit point demon had drained 75 points of ability scores before the summoning was stopped. with a one-round gap in between. the primary caster gets a bonus to his roll equal to the amount of hit points lost by the victim. Alternatively. it can partially manifest in our world. points from their ability scores equal to its hit points. and remains here until banished or destroyed. If the circle is carefully prepared (which takes at least a week of work). Weather Type Storm Type Heavy Rain Lightning Storm Snowstorm Added Extras Flooding or snowdrifts block overland travel High winds block flight Lighting strikes specific locations Storm blocks communications Double storm duration Base DC 10 15 15 DC Increase +5 +5 +2 per strike +5 +2 per doubling (initial duration is six hours) 158 . a second summoning ritual need only provide the remaining 25 points to free the demon. depending on how strongly the entity was tied to this world. the ritual collapses. Primary: The primary caster must make a Knowledge (physical sciences) or Survival check to shape the weather to the desired form. such as yet more sacrificial victims. Costs: The demon drains power from the secondary casters to open the portal. it absorbs 1d8 points from up to six different secondary casters. the ritual continues and the demon continues to drain power from the secondary casters (see below). Requirements: The summoning requires a properly prepared ritual space and summoning circle.e. as well as something symbolising purity (salt is commonly used). Components: The primary must know the demon’s true name. at a DC equal to 10+the demon’s hit dice. or is killed. the ritual lasts until the demon has drained enough energy from the secondary casters to come through into our reality. Each clash (opposed Will save) takes one round. They need merely be present and keep chanting. Failure: If the primary ritualist fails by more than two Will saves (i. book and candle.Requirements: The primary gets a +5 circumstance bonus if he knows the demon’s true name or if he has some other hold over the spirit. followed by the clash of wills between entity and primary ritualist. It must drain a number of The ritual of calling the storm being an unnatural storm down upon a region. tainting wherever the ritual took place. If he fails this check. Ritualists: There is no limit to the number of ritualists involved in a summoning. The two must make another opposed Will save (and remember that the primarily ritualist has now suffered temporary Wisdom damage). Also. If it drained an amount of ability score points less than half its hit point total. The demon cannot move or use most of its powers. it is hurled back to wherever it came from. the entity may choose to possess him instead. If the primary ritualist fails this save. If he fails this check twice in a row. Secondaries: Each secondary caster in the ritual provides power to open the portal. The DC for this check depends on what type of weather is desired. If it had drained an amount of ability score points less than half its hit point total. the entity won by a margin of 4-1 or 5-0). the demon can draw power from some other source. it is disrupted for 10d10 months or is wholly destroyed. MAGIC. the entity is banished.

Effect: The effect of the ritual depends on what ancient site was activated. The ritual lasts as long as any one of the casters is alive. Costs: None. Failure: The storm goes out of control – it may fade away unnaturally quickly. The four must each approach from one of the four cardinal points while chanting (north. Ritualists: This ritual needs only a primary caster. Costs: The ritual inflicts an amount of ability score drain equal to the DC of the Knowledge or Survival check made by the primary. keeping the spider web intact for as long as he lives. Secondaries: Secondary ritualists must also make Knowledge (occult) checks. The secondary casters must each make a Concentration check (DC10) to aid the primary caster. Activating the ancient stones that lie beneath the patterns in the Nazca desert can call down those who went to the stars aeons ago. Primary: The primary must make a Knowledge (occult) check at DC25. Effect: If the ritual succeeds. evil force within a given structure. they must enter the structure. Spider Dreams The ritual of spider dreams summons a host of tiny ghostly spiders that begin to weave a thick web over a building or other structure. with the primary caster approaching from the remaining cardinal point. Components: None. even if the other four have been torn apart. This may cause a minor earthquake or even make the place collapse. Components: The ritual requires a rare breed of spider from North Africa. Some of these monolith sites open gates to other realms. Secondaries: Three of the secondary casters must approach the building from at least five hundred feet away which the primary does the same. The spiders flit between reality and etherealness and the web itself is invisible to normal people. east. Requirements: None. which must be held under the tongue of each caster as the ritual is cast. Components: None. MAGIC. The entity may add its Strength or Charisma bonus (whichever is higher) to its roll. Casting Time: One hour. and gets a +2 synergy bonus if he has five or more ranks in Craft (structural). so the fourth secondary caster can act as an anchor. This magical web prevents anyone inside the building from leaving by any means – even ethereal creatures cannot pass through the webs. This drain can be divided amongst the primary and secondary ritualists. south. but activating the magic of the old stones may require a sacrifice of some sort. as above. Primary: The primary must make an opposed Will save against the Will save of the most powerful entity inside the building. Using this ritual at certain Iron Age sites in western Europe can open a misty gate to the Celtic otherworld. Failure: If the primary ritualist’s roll fails by 10 or more. Costs: None are required to use the ritual. The four must enter the building for the spell to work. The fourth secondary caster may remain outside. Ritualists: This ritual needs one primary and three or four secondary ritualists. Requirements: Once three of the secondary casters and the primary caster reach the building to be bound in spider web. Requirements: None. or cause unforeseen effects. MYSTERIES & PHENOMENA Alignment of Stones The alignment of stones ritual activates ancient monoliths or other constructions. The webs then seal up that last entrance. Casting Time: Half an hour.Secondaries: The secondary casters must succeed at a Will save (DC15). It is used to contain a horrific. The evil is trapped 159 . the ancient site suffers considerable structural damage as a surge of magic rushes through it. west). Effect: The storm boils up out of the sky and lasts for at least six hours. nothing can leave the web-bound structure by any means. others awaken sleeping monsters or grand special powers to a user.

The total of the dice roll plus the character’s Knowledge (occult) bonus (which includes skill ranks. if the character rolls a OGL Horror uses a different spellcasting system to other OGL games. Rumour has it that it is possible to bring down a web by somehow entering the dreams of the arachnid weavers. Wisdom or Charisma score of 13+. Spell Mastery The character has the magical prowess to contain a wide repertoire of spells. the character makes a Knowledge (occult) check. the greater the ability score or hit point drain caused by the spell. vicious incantations that suddenly create an unnatural effect. the more effective the spell is. If the Games Master wishes to convert spells from other OGL games to OGL Horror. Each caster can cast a certain number of spells per day and spells are divided neatly into different levels. Benefit: The character may choose to use a lower casting result if he desires. This containment lasts until all the people who cast the ritual are dead. When converting spells from OGL Horror to other games. the casting DC is 5 plus the spell’s level x 5 and the spell drains a number of ability score points equal to twice the spell’s level. Each spell description has the following elements: Drains: Which ability score is drained by the spell. ability modifiers. Spells and other OGL games 160 . Prerequisites: Spellcaster. which must be bought off using the normal rules (see Chapter 8. a character must have the Spellcaster feat. Casting a Spell Spellcasting Feats To use spells at all. The key skill used to cast spells is Knowledge (occult). Extra spells can be obtained by taking the Spell Mastery feat. Casting a spell requires a skill check to determine how effective the spell is. the higher the result. Benefit: The character has a +4 bonus to Knowledge (occult) checks when casting spells. the more powerful the spell. However. For example. Prerequisites: Spellcaster. In most other games. Range: The range of the spell. ignore the ability score drain and reverse the above formula to get the spell’s level. the character must have access to a written version of the spell in order to learn it and is limited as to how many spells he can know. Prerequisites: Intelligence. the spider web is not strong enough to contain the powers within the building. bonuses from feats such as Skill Focus and so on) is referred to as the casting result. Failure: If the caster fails the opposed Will save. Intelligence 13+. Benefits: The character may know three extra spells. taking the desired effectiveness of the spell as the casting DC. Spellcaster Spells and Spellcasting Spells are quick. Special: Taking this feat gives the character three Shock points. Benefit: The character can cast any spell that he knows. A spell always takes a full-round action to cast. The maximum number of spells that he can know is equal to his Intelligence modifier. The character can cast spells. The higher the result. spellcasting is dependable and safe. Prerequisites: Spellcaster: Wisdom 15+. Charisma 13+. MYSTERIES & PHENOMENA within. To cast a spell. Fear and Loathing). casting result of 22. The higher the casting result. but no known ritual or spell allows this sort of contact. A starting character taking this feat knows one spell. A character may know a number of spells equal to his Intelligence modifier.MAGIC. Control Magic The character can choke off the energies of a spell before it drains him dry. he could choose to use a result of 20 or 15 or any value lower than 22. Additionally. The casting result also determines how much ability score drain the spell inflicts. Spellcasting Drain Casting Result 10 or less 11-15 16-20 21-25 26+ Ability Score Drain 1 2 3 4 5 Spell Focus The character’s mind is unusually forceful and adept when it comes to spellcasting.

the character has a –2 circumstance penalty to all attack rolls. Disable Device. for 1d4+1 rounds. This spell summons up a creature to serve the caster. or suddenly erupts out of the ground. MYSTERIES & PHENOMENA Blight Spells Bleeding Spell Drains: Constitution. and has no particular special abilities. Components: S. Target or Area of Effect: What the spell is cast on. Land cursed by blight becomes barren and infertile. Target: One creature. It counts as an aberration. Saving Throw: Fortitude negates. Drains: Wisdom Range: Casting result in feet. Range: Within eyesight. Saving Throw: Fortitude negates. it is noted here. Nothing will thrive there for a year and even after this the area will still be noticeably poor. The DC for the Saving Throw is always 10+the Intelligence modifier of the caster (before any drains take place)+the number of points drained by the spell. S. the bleeding can be stemmed Drains: Strength. Saving Throw: None. If the duration is marked with a (D). or drifts down out of the skies. The caster can control any device he can see by using the spell in this fashion. The creature has a maximum hit dice equal to half the casting result and will obey the caster’s verbal commands. Components: ~ V – verbal: the caster must be able to speak to cast the spell ~ S – somatic: the caster must be able to make gestures to cast the spell ~ M – material: the spell requires an item of some sort. Duration: One minute per casting result. Saving Throw: V. By making a Treat Injury roll (DC equal to the casting result). skill checks and Horror saves due to the distraction and pain. Area of Effect: One field or one creature. S. Target: One machine. Components: V. MAGIC. Bind energy allows the caster to control the flow of electricity (or steam. or half movement and –4 to Balance and other agility-related roll with a lame leg). Saving Throw: If the spell allows a saving throw. If cast on a creature. Target: One person. Duration: A number of rounds equal to the casting result.Duration: How long the spell lasts. Bind Energy Drains: Dexterity. mouth and other orifices. The creature will vanish once the spell’s duration expires. Cloud the Mind 161 . or lame (-4 to attack rolls with a lamed hand. Duration: As long as the caster concentrates. though it may well provoke a Fear save (DC 10) as it arrives. Duration: Concentration + 1d6 rounds. Being struck by this spell forces a Madness save (DC12). Furthermore. It congeals from shadow and dust. nose. Components: None. Range: 30 feet. He can use the casting result as a Computer Use. Components: V. Duration: One year (D). Call Horror Drains: Wisdom. Range: 10 feet X casting result. the spell can be dismissed at will by the caster before the duration runs out. that creature becomes ill for a number of days equal to the casting result (-1 to all rolls). or whatever powers the machine) through a device. Drive or Pilot check. The target of this spell begins to bleed from his eyes. He loses a number of hit points per round equal to the ability score drain of the spell. Range: Special.

Target: Self. Duration: A number of minutes equal to the casting result. Range: Self. Components: None. Components: V. mathematical equations. Target: One creature. the caster must look into the target’s eyes (this is a gaze attack). Saving Throw: None. The project dreams spell allows the caster to create a 162 . The caster must make a ranged touch attack to hit with the claw. If the command is to do something self-destructive or utterly against the victim’s sense of self or morality. The victim is not consciously aware that he is being controlled. S. Range: Unlimited. The victim of cloud the mind must make a Concentration check every round. S. S. Ghost Claw Dominate Drains: Charisma. S. Saving Throw: Will negates. Divination Drains: Wisdom. Target: One or more dreamers. in the subjective dream world. Components: V. Duration: Instantaneous. dice. but any observers are entitled to a new Spot check whenever the caster moves. who must attempt to comply. This spell works on security cameras and other visual sensors as well as eyes. This spell does not give true invisibility – it merely distorts the perceptions of anyone looking at the caster. Duration: Casting result in minutes. at a DC equal to the casting result to act. but does sense that something is wrong. Saving Throw: None. MYSTERIES & PHENOMENA Target: One person.MAGIC. Ghost claw conjures a spectral claw that slashes across the flesh of one target. Saving Throw: Will negates. Ghost claw can also affect ethereal or incorporeal creatures. making it much. The spell transfers a single telepathic command to the target. such as cards. If the victim is attacked or threatened. a scrying pool or some other method. Use the casting result as a percentage chance for the caster to foresee a particular event. Drains: Strength and Constitution. If the caster attacks. Project Dreams Drains: Wisdom. The spell is channelled through some token or device. To use dominate. The DC for spotting the caster is increased by the casting result. Saving Throw: Special. see below. M. Components: V. and will expire after 1d4+1 rounds. Range: 100 feet. Duration: 10 minutes. Invisibility Drains: Charisma. he may make another Will save. much harder for them to notice him. M. Components: V. His thoughts have to push through a morass of confusion and distractions. Duration: Objectively. the DC for the Spot check is reduced by 20 for as long as he attacks. S. he may make another Will save every round. Divination allows the caster to predict the future in very vague terms. Target: Self. Range: 100 feet. Saving Throw: Reflex halves. Target: One creature. Components: V. one hour in the real world. up to a maximum of the caster’s Charisma bonus. a number of hours equal to the casting result. It inflicts hit point damage equal to the casting result. Range: 0 feet.

Drains: Constitution and Charisma. he is fatigued the next day. Psychic Phenomena Each individual psychic power is a feat in its own right. Using this spell triggers a Madness save at a DC equal to the casting result –5. The other people appear in the dream more or less as they really are in the waking world. invisible creatures. as shown on the Backfire table. Optionally. Saving Throw: None. This protection drains away as the spell goes on. The material component for this spell is a link to the targets – a piece of clothing. Duration: Instantaneous. In the dream. Duration: Casting result in rounds. the caster has the Warp Reality ability (see Chapter 12. He may use the casting result as the roll for Spot or Sense Motive checks as he can perceive the auras of creatures. while the caster must sculpt a dream-avatar for himself. If a target does have a phobia. Components: V. the higher the chance of Backfire. S. The transportation variant of the spell can create a permanent portal with a range equal to the casting level in lightyears. the spell can be used to increase the inner dimensions of an object or structure up to the size of a small house. It can be used to teleport a character or object a number of miles equal to the casting result multiplied by fifty. S. A character unwilling to be transported has a +5 bonus to the Fortitude save. Saving Throw: None.dreamscape and draw the sleeping minds of several other people into it. Saving Throw: Fortitude negates. Components: V. optional M. Target: Self. the character can perceive auras. Components: V. Spacewarp creates folds in space. 163 . When this spell is cast. see below. it is quite possible for a character to have only one psychic power. Range: Self. the caster cannot regain the ability score points drained by the spacewarp. 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. Monsters). certain rare metals and precious stones. Ward by Will Spacewarp Drains: Constitution and Strength Range: Touch Duration: Special. Target: Self. magical emanations and other supernatural phenomena. and often all the spell can do is show the caster than something is odd there. Psychic abilities depend on the Concentration skill and require that the character have the appropriate psychic feats. a drop of blood. Multiply the size of the space inside by the casting result. They do not have to be learned – at the Games Master’s discretion they may be developed naturally or even due to a supernatural mishap. Target: Creature or object touched Components: V. a passport or some other personal item. MYSTERIES & PHENOMENA Terror See Through Veils Drains: Charisma. The caster can see invisible or ethereal creatures clearly. decreasing by one point every round (so the protection is always equal to the remaining duration of the spell). This simple spell creates an image of the target’s worst fears to terrify them. Psychic powers have a chance to backfire and injure the user. and uses his casting result instead of his Concentration score while in the dream. Range: 120 feet. If a victim fails a Fortitude save against the spell. This increase in space lasts the casting result in minutes. the spell can be made both permanent and more powerful using a material component – specifically. MAGIC. Duration: Casting result in rounds. While the spell is maintained. The easier the Concentration check. Range: Self. Ward by will gives the caster Damage Reduction equal to the casting result. Fear and Loathing). while the space-increasing version becomes a permanent tesseract ten times larger. Any damage or Shock points echo into the real world – one-tenth (round up) of the effective damage gained in the dream transfer over to reality. Saving Throw: None. Target: One or more characters. remember to apply their penalty to their saving throw (see Chapter 8. a copy of a signature. Finally. 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). Alternatively. S. Any injuries inflicted on the caster are instantly healed or deflected by the magic. Interpreting these auras is difficult. Drains: Charisma.

Backfire: 1d10 hit points. the character must make a Concentration check. The character gets flashes of likely events in the next hour. 164 . Precognitive The character can perceive the immediate future. To return to his body. Benefit: Entering astral form requires a Concentration check (DC 25). as shown on the Precognition table. as long as they meet the prerequisites. incorporeal astral body) by making a Concentration check (DC 20). a realm of pure thought. such as a monster attacking or a bomb exploding. * If the character wants information on a particular topic. Prerequisite: Wisdom 13+. while the astral reflections of ‘real’ objects are as The character can project or receive emotions in others nearby. the character receives the information in the most cryptic form possible. Here. the character is in the astral plane. These happen naturally. If the character rests for at least eight hours between attempts. Prerequisite: Precognitive. or a +10 insight bonus to an attack roll. If the character fails to navigate the plane. the character may try again. the character can perceive the real world. Prerequisite: Charisma 15+. When detecting emotion. The character can attempt to manifest in the material world (in a ghost-like. the DC is increased by 5. A character may not take 10 or take 20 on a Concentration check to use a psychic power. Retries: If a character fails a Concentration check to read a particular impression or learn information about a topic. Empathic Psychic Abilities Astral Form The character can leave his body for short periods and travel in an astral body. MYSTERIES & PHENOMENA Concentration DC Less than 10 10-14 15-19 20-24 25+ Backfire on a roll of… 10 or less 1-4 1-3 1-2 1 immaterial and almost imperceptible. the chance for Backfire doubles each time. All psychic characters must have the Sensitive feat. While manifested. Benefit: By concentrating. Again. and require an exorcism to remove it. the chance for Backfire does not double. metaphors and concepts have ‘physical’ form. the character may use his Concentration skill instead of his Sense Motive skill. Precognition Future Next round Short term (next hour at most)* Next 24 hours* Indefinite* Concentration DC Effect 15 20 25 15 The character can gain either a +4 dodge bonus to Defence. All psychic abilities take a standard action. While in astral form. but the character can also try to trigger an precognitive flash. at a DC of 10+the target’s Will save. After that.Backfire MAGIC. Backfire: 1d4 hit points. the character must either walk in incorporeal form to the empty body. they can choose other feats freely. Projecting emotion can cause the target to be distracted. Backfire: 1d4 hit points. Navigating through the Astral plane requires a Knowledge (occult) check (DC 20). in a section marked ‘Backfire’. an astral creature may (5% chance per hour) possess the empty body. the character can detect or project emotions. giving a –2 morale penalty to attack rolls and skill checks. To project emotion. the character receives cryptic images or prophecies of potential futures. However. giving a +2 morale bonus to Horror saves. Benefit: Sometimes. or else return to the Astral plane and navigate back. The character receives the information in the form of either a montage of images or a short rhyme or riddle. emotions. or give an ally courage. The hit point loss or other penalty caused by a Backfire is listed with each feat. walk through walls and is immune to attacks other than those that hurt incorporeal creatures. A failed Navigation roll means that the character is lost for a number of hours equal to the Knowledge (occult) roll.

form a barrier and so on. Sensitive The character gets psychic flashes and images on occasion. Second Sight Speaker for the Dead The character can see magical auras and ghosts. so ensuring any event takes place as planned can be very difficult. Prerequisites: Second Sight.Pyrokinetic The character can make things burn. depending on the situation. so any actions based on the information from the vision will paradoxically prevent the vision from coming to pass. By touching a corpse or a ghost. they should tell the Players what questions they should be asking. The DC for the Concentration check is calculated as follows: Benefit: The character occasionally senses psychic traces. ** Causing a fire to roll off a burning object. MYSTERIES & PHENOMENA Pyrokinesis Effects Creating a spontaneous flame* Moving an existing fire** Every foot of range Concentration DC 15 10 +1 Sensitivity Situation Within 30 feet of psychic emanation Within 10 feet of psychic emanation Touching psychic emanation Backfire: 1d4 hit points. If the character dies while the spirit is trapped within him. Any sort of predictive ability can be troublesome in a game. This ability is not under the character’s control – the Games Master should make a Concentration check for the character. Prerequisites: Wisdom 15+. it might be that the visions only show what would have happened if the characters never got the vision. Benefit: While the character contains the spirit. If the check succeeds. Benefit: See the see through veils spell above. or wants to try to use the character’s body for a round). The psychic flash may be nothing more than a momentary image. see through his eyes and so on. the creature must make a Will save opposed by the character’s Concentration). Benefit: The character can create heat and flame using his mind alone. Use images that could easily be misinterpreted. Instead of answering their questions. the character gets a psychic flash. plus the character suffers a –4 penalty to any attempts to resist possession for the next 24 hours. Concentration DC 20 15 10 Every additional1d6 points of fire +5 damage * This is a Small fire. Using this power triggers a Madness save at a DC equal to the Concentration check –5. except the Concentration check result is used as the modifier to Sense Motive and Spot checks. Prerequisite: Telekinetic. both are destroyed. which will cause 1d6 damage (especially if the character has created it on someone’s body). 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. a triggered memory or just a feeling that something is wrong. Keep visions as general and as cryptic as possible. If the spirit does not want to be contained (or does not want to leave. emotional residue. Finally. MAGIC. unseen presences and other kinds of supernatural phenomena. Backfire: Blinded for 1d4 minutes. A new Concentration check must be made every 1d4 minutes to maintain this psychic power. Handling Psychic Visions 165 . Backfire: 2d6 damage. the spirit can speak through the character. The Second Sight feat gives exactly the same abilities if the character succeeds at a DC15 Concentration check. Players have an unerring ability to sow chaos and drive the plot off course. Backfire: 1d6 hit points for every 10 points of the Concentration DC. a scent. the character can draw the spirit of the deceased into himself.

However. a level of penalty that the character will incur if the Faith check fails. Each Faith effect has a requisite DC in order for it to manifest. where natural 1s and 20s have no effect. It is a full-round action to invoke a Faith effect. Having any of the feats below makes using Faith much easier and a roll of a natural 20 is always a success. or project his own upon them. only a character with the Pious feat may employ this ability any efficacy. if the character wants to deal 5 points of damage with the attack. Having six or more ranks in Knowledge (theology and philosophy) gives the character a +2 synergy bonus to the roll. the character may use the Power Attack feat to inflict damage. he could use Dexterity 3 and Strength 17 and have a Concentration DC of 20. Round strike** * For example. the demon will possess the character. by making an unmodified Wisdom or Charisma check. For example. Each effect of Faith also has a required stake. Prerequisites: Constitution 13+. he must accept a –5 penalty to his Concentration check. mere knowledge is not enough – the character must be prepared to make sacrifices. Telepathic The character can sense the thoughts of others. Backfire: 1d10 hit points. He can even alter the memories of another person. Benefit: To scan the thoughts of another character. Faith Telekinesis Effects Effect Lift objects* Levitate Concentration DC Check must be made every… Total Strength + Round Dexterity required 15 Minute Round Telekinetically Grapple check of grapple target Faith demands sacrifice and belief. but this requires five rounds of contact for a short-term memory and ten rounds of contact for a longterm memory. or that his character will gain three Shock points. If the Faith check succeeds. The telepath detects surface thoughts first. a Player might agree that if his character fails to Exorcise a demon. Any nonPious character can use the effects of Faith listed below. ** When telekinetically striking a target. if the character wants to clumsily hammer open a stuck door. Telekinetically unlocking a door with a key might require Strength 1 and Dexterity 10. the character suffers no penalty. the telepath must make a Concentration check at a DC equal to the distance in feet between the telepath and the target. The character can also project his own thoughts at the same DC. plus the target’s Will save bonus. For example. but continued scans can probe memories and buried thoughts. Telekinetically =Attack roll. MYSTERIES & PHENOMENA The character can move objects with the power of his mind.Telekinetic MAGIC. Backfire: 1d8 hit points. The basic roll for a Faith check is a Charisma or Wisdom check (Player’s choice). Prerequisite: Empathic. 166 . or lose 2d6 hit points. If Faith is available in the game. Benefit: The character may produce any of the following effects by concentrating.

It works only on spiritual enemies such as ghosts or demons. Heal DC: Varies. if it is higher) for the next 2d6 rounds. Effect: The character repels evil. The targeted horror is disrupted for one hour per point of difference between the character’s result and the DC of the Faith check. Describing Faith 167 . Faith Effects Abjure DC: 20. A trained exorcist might abjure a monster by holding him a shining crucifix and ordering it to retreat in Latin. mechanical terms. Exorcise or Inspire Courage. Benefit: The character has a +5 divine bonus when using Abjure. Effect: A single weapon or item touched by the character becomes holy. The Player and Games Master should tailor the descriptions in-game depending on how the character uses faith. see below. All evil. Intervention or Release. MAGIC. Prerequisite: Pious. Effect: The character restores lost hit points or ability scores. DC 20 Effect Character is cleansed of the disease Character is healed Faith Healing Injury Curable disease Bless DC: Varies. MYSTERIES & PHENOMENA Devout The character’s faith is singularly strong. blindness or other permanent injury Hit points lost Ability score drained 25 25 DC: Target’s Will Save + Hit Dice. unnatural creatures within 30 feet of the character gain an Aversion (holy) weakness at a level equal to the character’s Knowledge (religion) check (or the monster’s normal Aversion (holy) weakness. enabling him to receive answers to his prayers. Exorcise Incurable or 25 supernatural disease. see below. Effect: This ability is similar to the ritual of Exorcism. Bless.Faith Feats Pious The character has a faith in his divine entity that few can rival. increases by 5 each time a particular creature is targeted with this ability after the first. The effect varies depending on what object is being blessed by the character. Benefit: The character has a +5 divine bonus when using Heal. The creature will manifest again after this time and the DC The character regains 10+1d10 hit points The character regains 1d4 lost ability score points All of the powers of faith below are described in rather bland. Sanctified The character is protected by higher powers. An innocent child with pure faith might abjure the same horror by just closing his eyes and hoping it will go away. Holy Aegis. but works much more quickly. Benefit: The character may make Faith checks normally and a natural 20 is always a success. Prerequisite: Pious.

It is carved from black stone. Intervention usually functions through coincidence – a lock happens to be rusty and pops open. they should be tied to the current situation in the game – the Player declares that the monster about to burst in the door will attack his character first if he fails to repel it.MAGIC. if the character invokes release and touches someone who is possessed or under a mind-affecting spell or effect. Intervention The Black Grail is a stone bowl. Artefacts Each artefact is unique. though. It was dredged up from the mid-Atlantic by a fishing vessel in the 1850s and sold to an antique dealer. Stigmata: The character suffers 2d6 hit points of damage. Firstly. Loss of Faith: The character suffers a permanent –4 penalty to all future Faith checks. It passed from private collection to private collection until it was eventually purchased by the DC: 30. The character and any allies gain a +4 divine bonus to Horror saves for the next 2d6 rounds. Any damage is taken from these temporary hit points first. An artefact is unlikely to be found in the hands of only a single character – most have whole organisations or cults dedicated to protecting or exploiting them. Misfortune: The character automatically fails the next three important rolls. Effect: The character draws upon his faith to rally the spirits of others. MYSTERIES & PHENOMENA Stakes are what the character is willing to sacrifice in the name of Faith. Effect: The power of release has two separate but related effects. the target is freed from the mental influence. Effect: When a character uses intervention. 168 . the moon comes out from behind a cloud and illuminates a path through the forest. he should increase the DC or even disallow the use of Faith entirely. release can be used to break any bonds (such as ropes or handcuffs) or locked doors that are restraining the character from escaping. escaping from a pursing monster. Intervention may even result in the manifestation of entities or other signs to help the character. rescuing a child from a burning building. octagonal in shape. Sample Stakes Holy Aegis DC: 25. Inspire Courage Black Grail DC: 20. Secondly. its fate the subject of endless and often lethal conspiracy. Effect: Holy Aegis protects the character from all forms of harm. by having one Player declare that the monster will attack his character first and then planning their tactics based on that knowledge about the monster’s movements). a police officer happens to wander by. its provenance the subject of occult speculation and frenzied research. Release DC: 25. which last for enough to enough time to complete one task – a single fight. Ideally. The stake has to be meaningful and if the Games Master feels that the Players are trying to ‘work the system’ (say. he humbly asks that whatever divine powers exist reach down and aid him. Penance: The character suffers a severe reversal of fortunes. He gains 50 temporary hit points. The power of release has no power over supernatural barriers. ~ ~ ~ ~ ~ Shock points: The character gains three Shock points. Its precise effects are up to the Games Master. with striations of silver and green metal running through it.

Its wreck was found in the Arctic in 1957. but biologists dismiss it as a cleverly made fake. or locked their spirits in paintings to be included with the book. as one occult group or another seizes control of it. The true danger of the White Lens is that it leaks. and you look back centuries. MYSTERIES & PHENOMENA White Lens The White Lens is an opaque circle of glass four feet in diameter. the Mariposa. and images of the past are illuminated in the room beyond. master sorcerers are liars. where the owner uses the light to read books that have long since decayed past the point of legibility. but the origins of the glass are unknown. assembled from the writings of dozens of occultists and master sorcerers. although secondary transformations can be triggered by stress in later months. As to what happened to it… could the Mariposa have been intercepted and boarded by thieves? Or did the Grail’s power reach the crew? Has the Grail returned to the ocean. Some theorise that the metal in the Grail was radioactive and that the water causes mutations. Whenever one of these masters feels that his life is beginning to ebb away. The ship carrying the Grail. contained in a frame of brass. One antiquarian in Boston has a stuffed animal which he claims is the preserved body of a dog that drank from the Grail. opening the book requires a Will save (DC18) to avoid possession by the spirit of some long-dead sorcerer. most encoded their personalities in graven rituals. The lens is currently embedded in the wall of a private library. There is no shortage of candidates – the Book is one of the most comprehensive books of lore in the world and there are always those willing to risk their souls for knowledge. Its transforming powers could be caused by magic. While a few did pass on their lore freely. Abilities: The lens can indeed create images of past times.British Museum in 1913. However. generally. MAGIC. beam it across the length of a large room. Perhaps the Grail was a product of long-vanished Atlantis. It gives a +10 equipment bonus to any Research or Knowledge (occult) checks. or reduced themselves to essential salts and left instructions in the book on how they should be resurrected. the closer the focal point. water from the Black Grail had strange effects on anyone who drank it. Abilities: The Book of Dead Names contains all manner of spells and rituals. The changes are usually adaptive. while someone trapped in the darkness might begin to turn into some bizarre rat-like hybrid. Of course. Adjusting the lens to ‘tune into’ a particular time requires a Knowledge (physics) check (DC varies. and sometimes they crawl through… Book of Dead Names The Book of Dead Names is an encyclopaedia of occult lore. The keeper of the book changes with alarming regularly. The frame was added sometime in the 18th century. each one seeking a new host body. The beam from the lens is limited in size. It is the secret heritage of the occult underworld. Anyone reading the book is assailed by a clamouring horde of powerful ghosts. The period of change usually lasts no more than a day. 169 . so a drinker who falls into the ocean might begin to grow gills. but its abilities are otherwise infallible. Adjusting the lens alters how far back the lens goes. or advanced genetic-engineering technology. At least one vial of water from the Grail is kept in a private collection. he writes down the essence of all that he has learned and places it in the book. Focussing the lens on a point right in front of it might only go back a few hours. and it can illuminate an area only a few feet across as any time. According to records. never arrived. depending on what level of precision is required). Things from other days flicker at the edges of the lens. The light of other days shines through the lens – put it against a window. or is it in the hands of some ancient cult – or cutting-edge biogenetics company? Abilities: The Grail has only one power – anyone who drinks from it starts to change. the shorter the time distortion. a supreme act of erudition and generosity to the next generation of sorcerers.

and determines how many skill points the organisation has. The six ability scores are: Force (For): Analogous to Strength. ~ Information (Info): The equivalent of Intelligence. Force measures how powerful the organisation is in terms of military might. cults and conspiracies that serve dark goals or dark masters. Resources modifies how big a Wealth bonus characters get from being part of the conspiracy. Ability Scores ~ Like a character. the faster and more agile it is. A conspiracy with low Force might be able to have a cultist hire thugs to beat someone up. and has skills. If the characters are working for a group with a low Response. or how the conspiracy will oppose them. Response (Resp): Analogous to Dexterity. Resources measures the financial strength and backing of the organisation. an organisation is defined by six ability scores. Any smiling face could be a waxen mask concealing a horrible mess of slimy tentacles. this measures how much scientific knowledge or research ability the organisation has. A group with high Response might be constantly monitoring the characters’ actions.Cults and Conspiracies CULTS & CONSPIRACIES Paranoia is one of the keystones of horror. There are also groups who hunt the darkness. The higher a organisation’s Response score. Information modifies the amount of research and background data the characters can get from the organisation. while a organisation with an ability score of 15 has a +2 bonus. or even have a private army. ~ ~ ~ 170 . assassins. A group with high Resources might be extremely wealthy. They really are all out to get you. An organisation reduced to 0 hit points is destroyed. Occult measures how much magical or mystical power and knowledge the organisation has. There are unknown armies moving in the shadows. and hit points. Force modifies how much help and protection the character’s get from the conspiracy. while a conspiracy with high Force might have summoned demons. or warp into the fanged maw of a werewolf. a group with high Information has vast archives. Occult (Occ): Analogous to Wisdom. A group with low Information lacks laboratories or researchers. or have huge stockpiles of equipment and treasure. and these function in a similar way to those of a character. feats. An organisation with a high Occult has an extensive magical library and a whole staff of sorcerous scriers on hand. it might take weeks or months before they get help. who oppose these cults – or who are cults themselves. ready to step in at a moment’s notice. as the conspiracy is more resilient. or be perfectly human but still betray you to the darkness. Resources (Reso): Analogous to Constitution. A low Occult score is analagous to very little stored information on the occult and only a minor psychic on the payroll. It also adds to the organisation’s hit points.

a network of spies trying to uncover state secrets by stealing corpses for necromancy. This lets the Games Master measure how much support the characters can get (or how much opposition they will face) and how many losses the conspiracy can take before being destroyed. Influence measures how much ‘pull’ the organisation has. a major national organisation or worldwide conspiracy might have 100 or more points. but that sort of sudden. conspiracy might have 20-40 points to spend on ability scores. An Intelligence check can be used to work out if the organisation knows something ‘offhand’. a secret conspiracy to use genetically engineered insects to spread disease. organisations buy ability scores using points on a onefor-one basis. Resources: Each character may add the Resources modifier of the conspiracy to their Wealth bonus (do not subtract if the Resources modifier is negative). A conspiracy with high Influence can deal with governments and national organisations. the conspiracy is a horror with many bodies and many heads. A conspiracy with low Influence might have trouble altering the opinion of its neighbours. local. let the players build their own organisation by buying ability scores from a points budget. Conspiracies do not roll for ability scores. and the organisation is known. Occult: Occult measures both how much practical mystical knowledge the group has. the character applies the group’s Influence modifier to his Reputation bonus. conspiracies and groups in OGL Horror use a similar set of statistics to player characters. One of the major problems with horror games is giving the characters a reason to stay together after the first scenario – making them all part of the same group solves that problem. the characters are working for some secret or semi-secret organisation. Also. Unlike characters. Force also determines how much damage an organisation can do. Response: Response determines how aware the organisation is of the characters’ actions. a fringe cult or section of a large government group like a police precinct might have 50-80 points. loyal organisation that takes care of them. including three sorcerers (+5 each) and a madman who believes he is a reincarnated god (+10). the organisation by 5% multiplied by the organisation’s Resources modifier. If they do so. The conspiracy need not be the enemy. The Games Master could just sweep the organisation away in a single blow if the characters are relying on it too much. and also what occult defences and resources it has.Any long-term campaign that is not an episodic. instead the scores are assigned by the Games Master (alternatively. not their own. brutal blow irritates players. the horror is diminished. Information: Information determines how many skill points the organisation has. Force: Roll Force whenever a question of sheer manpower comes up for the organisation. often. ‘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. but creates another problem. +20 for each major stronghold or headquarters. Influence modifies a character’s Reputation. If the characters have a helpful. Instead of there being a single monster that must be stopped. ~ Influence (Infl): The equivalent of Charisma. an ancient cult that watches the tombs of Egypt in the hopes of finding a way to realign them with the stars and call back the orbiting souls of the Pharaohs has a dozen members (+12 hit points). This conspiracy has a total of 57 hit points. Cults & Conspiracies in a Horror Game CULTS & CONSPIRACIES Hit Points Applying Ability Scores The hit points of an organisation are calculated as follows: +1 for each individual member +5 for each member with special skills (such as a character) +10 for each influential leader.) A minor. Influence: If the character identified himself as a member of the organisation. For example. This can actually reduce the character’s Reputation. then the materials or services they acquire from a purchase check are technically the conspiracy’s. They have a hidden stronghold deep beneath a replica sphinx (+20). increase or decrease the hit points of 171 . Therefore. and also serves as a form of Initiative – an organisation with high Response will respond quicker to a character’s requests. The campaign centres on the characters’ efforts to thwart the conspiracy.

Of course. an organisation makes skill checks just like a character. politics Information on current events. CULTS & CONSPIRACIES Decipher Script Demolitions Disguise Forgery Gather Information Intimidate Investigate Knowledge Art Behavioural Sciences Civics Current Events Earth & Life Sciences History Occult Lore Physical Sciences Pop. Culture Streetwise Tactics Technology Theology & Philosophy Repair Research Search Treat Injury Organisation Skills and Actions An organisation has a number of skill points equal to four times its Intelligence score. searches Building specialised equipment Breaking codes. often much longer than it would take the character to do the task himself. computer security. botany. a librarian character trying to locate an obscure news article from the 1930s would make a Research check (1d20 + the character’s Research skill ranks + Int bonus) at a DC of 15. Organisations can select from the following skills: In general. and the Games Master 172 . rumour control Gunboat diplomacy or subtle political pressure Crime scene investigation Information on art history. analysing ancient tomes Disarming bombs Arranging for disguises for the characters Forging documents. geology etc. programming. Information on history Information on the occult Information on chemistry and physics Entertainment rumours and news The word on the street Strategic and tactical advice Information on cutting-edge technology and devices Information on religious and philosophy Repairing specialised equipment Digging through public records. scanning the news Information on biology. An FBI agent could make a request for her organisation to do the same. art world rumours Psychological analysis Information on law and legislation. libraries etc Searching an area for a runaway Medical treatment Time Required 8 hours 48 hours 24 hours 4 hours 8 hours 48 hours 24 hours 8 hours 24 hours 24 hours 48 hours 8 hours 48 hours 48 hours 48 hours 48 hours 8 hours 8 hours 4 hours 12 hours 48 hours 1 week 48 hours 24 hours 1 week would make a Research check for the FBI (1d20 + the FBI’s Research skill ranks + Info bonus) at the same DC of 15. ~ Requests take a great deal of time. surveys. the FBI has a very high Research skill and a huge Info bonus.Organisation Skills Skill Computer Use Craft Ability Info Info Info or Occ Resp Resp or Infl Info For or Infl For or Infl Info or Occ Info Info Infl Infl Info Info or Occ Occ Info Infl Infl For Info Occ Info Info For Reso Uses Hacking. IDs Door-to-door searches. The disadvantages of going through an organisation instead of the character making the check himself are: ~ Requests made of an organisation can be tracked or intercepted. Cigarette-smoking men could nefariously interfere with the result of the Research check. For example. and with similar effect.

The organisation’s Response modifier determines how quickly it responds. 173 . or keep rerolling. In addition to making skill checks. CULTS & CONSPIRACIES Organisation Feats Some situations give a bonus to the Response modifier: Situation Emergency! Characters are geographically distant from the organisation Outside usual scope of activities Remote area Extremely isolated area Lost -2 -4 -6 -8 Modifier +3 Most organisations have one per two important characters (basically. Each skill check has a time requirement – add the response time to the time required for the skill check to work out how long it will take for the characters to get the results of the skill check. Artefact Making Requests A character can submit a request for assistance just by making a phone call. or twelve or more for a massive. Perhaps it protects the holder. world-spanning group. Benefit: The organisation has a +5 bonus to Force checks for acquiring weaponry and has access to military-grade or illegal gear. or detects immanent supernatural danger. However. it takes only 10 times longer than normal. or can slay monsters unaffected by normal weapons. but has not yet fathomed its full powers. Benefit: The characters can gain access to the artefact if the organisation makes a Occult check (DC15). an organisation can also perform the following actions. The response time mechanic means that the characters can afford to hand boring or time-consuming tasks off.Request Times Response Modifier -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6 +7 or more Time One month Three weeks Two weeks One week Three days One day 12 hours 8 hours 4 hours 1 hour 30 minutes 10 minutes Instantly Response Times Organisations are designed to give the characters backup without solving all their problems. six for a national. one per two player characters or influential non-player characters) to a maximum of three for a local organisation. If the character is in bad standing with the organisation. Special: The organisation may take this feat more than once. every organisation takes some time to process such a request and provide aid. a penalty may be applied to the Response (usually –2 or –4). Arsenal The organisation has a large stockpile of weaponry. but anything that has to be done immediately is up to them. The organisation knows a little about the artefact. the normal Response time. but each attempt takes The organisation has access to an ancient mystical artefact of considerable power. It is best to prioritise by dealing with the most important tasks personally and never handing over a lead to an organisation in a time-critical situation. If an organisation takes 20 on the roll. A character with the Pulling Strings feat may add his Reputation bonus to the Response modifier. The organisation may take 10.

but not the one you were asking for. he gets a +4 equipment bonus to Investigate and Treat Injury checks. Benefit: The organisation may use Resources instead of Influence for the purposes of pulling political strings. Benefit: The organisation has a +2 equipment bonus to Investigate checks. Forensics Laboratory The organisation has a well-equipped forensics laboratory. Benefit: The organisation has a +4 equipment bonus to Treat Injury checks. Benefit: Choose a subcategory of the Knowledge skill (such as Knowledge (occult) or Knowledge (technology)). Benefit: 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. Asking your local police station to cast a spell for you will get an immediate response. Also. Covert The organisation’s very existence is concealed. which gives the characters considerably more latitude when it comes to avoiding the attention of the authorities. police records and so on. Financial Sway The organisation is adept at using its financial muscle to influence other groups. snipers)* Overwhelming military support (helicopter gunships)* Loan of advanced or heavy weaponry* Car hire Plane tickets to anywhere Helicopter* Aid Another with Investigate. Special: The organisation may take this feat more than once. The organisation has a +2 equipment bonus to that particular type of Knowledge check. assassins) Major military support (SWAT team. Benefit: The organisation gives no Reputation increase (or decrease). Emergency Response The organisation is always on standby to help the characters. not every organisation can provide all of these actions. Library The organisation has an extensive reference library dealing with a particular subject. more than once per scenario) will really annoy the organisation. but its members are ‘off the grid’ in terms of fingerprints. Knowledge or Research Elements for a magical ritual Casting a spell* Spreading rumours Rumour control Ability Force Force Force Force Force Response Response Response Information Occult Occult Influence Influence DC 10 12 15 20 15 5 15 20 5 15 25 10 15 Time 5 mins 10 mins 30 mins 8 hours 24 hours 1 hour 1 hour 1 hour 24 hours 48 hours Varies 48 hours 24 hours CULTS & CONSPIRACIES Cover-up* Influence 20 24 hours * Requesting any of these too often (i. Hospital The organisation has a private medical facility. he gets a +4 equipment bonus that particular type of Knowledge check. If a character uses the forensics lab. Occult Library The organisation has a comprehensive library of occult texts.Organisation Actions Action Minor military support (two police officers/thugs) Significant military support (police squad. Benefit: Organisation members may add the group’s Occult bonus to their Will saves for the purposes of Horror checks.e. If a character uses the library. 174 .

such as fingerprint identification. that measures how much disruption the organisation can take to its structure and plans before My Ancient Globespanning Illuminated Order can beat up your Secret Branch of the US Intelligence Services If two organisations engage in a shadowy war in the occult underworld. Prestige Classes Widely Known The organisation is famous. Each prestige class gives certain unique special abilities. Psychological Treatment The organisation keeps track of the psychological state of its agents. or Influence versus Influence checks. Benefit: Members gain an additional +5 bonus to Reputation. Benefit: The organisation has access to a research laboratory. 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. The loser takes damage equal to the difference between the two results. The FBI also is authorised to provide other law enforcement agencies with cooperative services. Benefit: The organisation gains +20 hit points. 175 . they may be cut loose. It has the authority and responsibility to investigate specific crimes assigned to it. Following a prestige class may even allow characters to advance beyond 10th level – but this is entirely at the Games Master’s discretion. Investigate. Damage to an organisation may also reduce its ability scores – burning a cult’s library reduces their Occult score. Benefit: Members get the Spell Mastery feat for free and may be able to find useful rituals through research. Benefit: If the characters have any Shock points remaining at the end of a scenario. laboratory examinations and police training. It can also produce specialised equipment in half the normal time (24 hours instead of 48). A prestige class is a special form of advancement that is only accessible to members of a particular organisation and then only if they fulfil certain prerequisites. Special: The organisation may take this feat more than once. and the headquarters is well defended. Occult versus Occult. but the characters will also attract attention wherever they go. This is an abstract value. and lose 2d4 Shock before having to buy psychological problems.Prerequisite: Library of Knowledge (occult). Repair and Knowledge (technology) checks. collapsing. have them make opposed Force versus Force. CULTS & CONSPIRACIES Organisations take damage as follows: Organisation Damage Event Member lost or killed Leader or officer lost or killed Major base destroyed Plot foiled Hit Points lost 1 2d6 3d10 1d10 Research Lab The organisation has a well-equipped research laboratory. Prerequisite: Forensics Laboratory. which gives it a +2 equipment bonus to Craft. and offers counselling and evaluation after encounters with the horrific. they automatically gain the benefit of psychological treatment. Just because the FBI as a whole has thirty thousand hit points does not mean the players can afford to let agents die. Damaging an Organisation Every organisation has a number of hit points. if the players are careless and let their backing group get damaged. Secure Base The organisation’s headquarters is protected by state-ofthe-art security systems. Sample Organisations Federal Bureau of Investigation The FBI is the principal investigative arm of the United States Department of Justice. An organisation may be forced to cancel its plans if it takes a considerable amount of damage. Organisations ‘heal’ by recruiting. at a rate of 5 + the organisation’s Resources modifier per month. even if the organisation itself is still intact. Similar.

elementals in the Yucatan the next. sometimes the Group can pass back biological samples to a pharmaceutical or genetic engineering corporation and pay for itself for a while. Search +12. who has used the Group as his own private research lab for years. Research Lab. Forgery +17. Knowledge (technology) +19. but too strange to function in a normal corporation. Duchon is retiring back to France. Treat Injury +15. but the majority of its equipment is made up of cast-offs from the parent corporations. and Alison Smith. Decipher Script +17. Forensics Laboratory. Library (all).000 Force: 25 (+7) Response: 14 (+2) Resources: 25 (+7) Information: 33 (+12) Occult: 15 (+2) Influence: 24 (+7) Skills: Computer Use +17. and fighting nature Group 23 Statistics HP: 135 Force: 5 (–3) Response: 14 (+2) Resources: 5 (–3) Information: 14 (+2) Occult: 5 (–3) Influence: 10 (+0) Defence Bonus +0 +1 +1 +1 +2 Reputation Bonus +0 +0 +0 +0 +1 Group 23 Troubleshooter Class Level 1st 2nd 3rd 4th 5th Base Attack Bonus Fort Save Ref Save +0 +1 +1 +2 +2 +1 +2 +2 +2 +3 +0 +0 +1 +1 +1 Will Save Special +1 +2 +2 +2 +3 Oh S**t Spin Control Bonus feat Really Dirty Secrets Dealing With Demons 176 . Knowledge (pop. Keeping the Group’s budget under control is a major problems. Feats: Arsenal. Secure Base (x 10). Gather Information +18. Knowledge (occult lore) +19. Private Hospital.FBI Statistics HP: 30. Knowledge (behavioural sciences) +19. The Group’s staff and equipment are a mix of the best and the broken. Knowledge (civics) +19. Knowledge (theology & philosophy) +19. Knowledge (art) +17. Psychological Treatment. Investigate +19. Craft +17. but others are eccentrics too useful to just fire. Its current head is Albert Duchon. Knowledge (streetwise) +19. Mortimer Clyde III. Knowledge (earth & life sciences) +19. Knowledge (tactics) +17. Demolitions +17. Research +19. dealing with zombies animated by toxic waste. Repair +17. and the two front-runners for his job are J. CULTS & CONSPIRACIES Group 23 Group 23’s brief is to investigate inexplicable and bizarre events worldwide – and report back to the group’s mysterious patrons. Emergency Response. Group 23’s headquarters is an anonymous building in an industrial estate on the outskirts of Houston. who has vowed to drag the Group back to efficiency and constant profitability. The Group currently has a half-dozen five-man field teams and a support staff of sixty. but its missions can take place anywhere. Some of the research scientists and ex-military field operatives are brilliant and skilled professionals. The Group is given cutting-edge gear to field test. The Group is often ordered to contain and then cover up a problem – Group members might find themselves in Germany one day. Intimidate +12. Now. but often Group missions end with a very large explosion and an even larger bill. Disguise +17. so the corporations can start exploiting a mine in the jungle. Knowledge (history) +19. Knowledge (current events) +19. A consortium of multinational corporations and financers control the Group and use it to deal with any unusual phenomena or strange situations encountered by any of their numerous subsidiaries and business. Knowledge (physical sciences) +19. Texas. the entirely useless second son of one of the Group’s patrons. culture) +19.

An unscrupulous agent could use what he has learned to damage the Group’s patron corporations. technology). The character may use a secret to get a +4 bonus to a single Bluff. Class Information The following information applies to the Group 23 Troubleshooter prestige class. mechanical. Investigate +7. Knowledge (any) (Int). Investigate (Int). but not to Bluff his way into an ongoing police investigation. A single soul is now divided among hundreds or thousands of bodies. Some members of the cult are serial killers. Speak Language (None). who murder anyone who reminds them of themselves or their idealised self-image. 177 . Bonus Feat: Ongoing training within the Group gives the agent a bonus feat from the Investigator’s class feats. ~ Feats: Alertness. Pilot (Dex). Many of these cultists study magic. Others are lunatics. Computer Use (Int). Repair +12. CULTS & CONSPIRACIES Group 23 Troubleshooter The best agents of Group 23 advance in this prestige class. Psychological Treatment. Knowledge (current events) +7. but only when deflecting suspicion and unwanted attention. human souls should be reborn again and again in human bodies. They target those people who they believe share a fragment of their soul. For example. every time the character uses a secret. but also in dealing with the group’s corporate patrons. Cult of Unity The Cult of Unity is a fringe cult that believes fervently in reincarnation. making them very difficult to catch. with the vast increase in population in recent centuries. He has a +4 insight bonus to Bluff and Forgery checks. Knowledge (physical sciences) +8. Covert. Research Lab. Hit Die: d8 Class Skills The Group 23 Troubleshooter’s class skills are as follows: Bluff (Cha). These killers are protected and sheltered by the cult. Spot (Wis). The only solution? Mass murder. They sit and plot the utter destruction of whole cities or communities. Craft (chemical. Library (civics. Research +12. Treat Injury +4. They are experienced not only in investigating the weird events that the group is faced with. he may make a Reflex save at a DC equal to the attack roll to dodge the attack completely. If ever attacked while flatfooted. souls have become fragmented. or else to gain a +5 bonus to one Wealth roll. a character must fulfil the following criteria. Investigate 6 ranks. Spin Control (Ex): The troubleshooter becomes more and more experienced at covering things up.Skills: Computer Use +7. Gather Information (Cha). more sinister cultists believe that just cutting bloody chunks out of the mass of humanity is not enough – there must be a total solution. Listen (Wis). He may only use this ability once per combat. Skill Points at Each Level 4 + Int modifier Class Features Oh S**t (Ex): The troubleshooter learns to anticipate trouble before it arises. ~ Skills: Gather Information 6 ranks. Diplomacy or Intimidate roll against another character with a tie to one of the patron corporations. Knowing how to work the system is as important as knowing one end of a stake from the other. the Group’s Response score drops by one for any action involving that character – if the character dies in the field. he could use this ability to block a police investigation. Other. Knowledge (civics) +7. Profession (Wis). According to their doctrine. However. Diplomacy (Cha). both to divine who holds a soul fragment and to aid in their ritual killings. Navigate (Int). Research (Int). Requirements To qualify to become a Group 23 Troubleshooter. Read/Write Language (none). Iron Will. Decipher Script (Int). electronic. what he knows dies with him… Dealing with Demons (Ex): A lifetime of cutting deals and facing down horrors leaves the character tough and jaded. Feats: Arsenal. ~ Ties: One or more ties to Group 23. Search (Int). current events. Really Dirty Secrets (Ex): The troubleshooter’s job takes him into the underbelly of industrial espionage and black science. pharmaceutical)(Int). Forensics Laboratory. However. They are architects of mass destruction and total warfare. Knowledge (technology) +12. He has a +2 resistance bonus to all Will and Horror saves.

As they progress in the prestige class. Knowledge (streetwise) +6. covering for each other’s crimes and aiding in their schemes. Artefact. Occult Library. just like you were meant to be…’ Cult members are trained to support each other. Knowledge (occult lore) +9. ~ Special: The character must have killed at least ten people to begin advancing in this class.) Class Information The following information applies to the Ascendant of Unity prestige class. Hit Die: d6 The cult is terrifyingly efficient at recruiting new members. ~ Skills: Knowledge (occult) 8 ranks. Intimidate +8. the number of deaths required is multiplied by ten (100 at level 2. ~ Feats: Contacts. Ascendant of Unity Class Level 1st 2nd 3rd 4th 5th Base Attack Bonus +0 +1 +1 +2 +2 Fort Save Ref Save +1 +2 +2 +2 +3 +0 +0 +1 +1 +1 Will Save +0 +0 +1 +1 +1 Special Track Soul Bonus Spells Feed on Death First Change Second Change Defence Bonus +1 +2 +3 +3 +4 Reputation Bonus +0 +0 +0 +0 +1 178 . your full soul was stolen from you. 1000 at level three and so on. Just retake it. Covert. Financial Sway. In truth. who have completely reclaimed their souls and are now superhuman beings. It offers a seductive message – ‘all the failures and disappointments in your life are not really your fault. At each level. a character must fulfil the following criteria. Rumour has it that the Cult of Unity is masterminded by a circle of the elite. Feats: Arsenal. Spellcaster.Cult of Unity Statistics HP: 900 Force: 15 (+2) Response: 14 (+2) Resources: 15 (+2) Information: 6 (–2) Occult: 12 (+1) Influence: 10 (+0) Skills: Forgery +4. CULTS & CONSPIRACIES Ascendant of Unity Members of the Cult of Unity who have begun to reassimilate what they see as their stolen soul-fragments. they are just draining life energy from their victims and slowly become horrific vampiric monsters. Library (occult lore). Requirements To qualify to become an Ascendant of Unity. Fanatic Loyalty. and you will be perfect. You have been denied your birthright. they become progressively more and more inhuman.

He gains a +2 insight bonus to Listen. in the last few centuries. he gains a temporary +1 enhancement increase to a single ability score (maximum of +2 enhancement bonus to each ability score). the Ascendant transforms into a non-human entity. Skill Points at Each Level 4 + Int modifier Class Features Track Souls (Ex): The Ascendant carefully scrutinises everyone and everything around him. It spreads itself through a variety of means – a human might be infected by watching the pattern of bees on a window. Move Silently (Dex). Sense Motive and Spot checks. humans are ghastly perversions of the natural order that must be destroyed. the Ascendant can choose to restore 1d6 hit points after a kill instead of increasing an ability score. Others work to accelerate the great work and awaken the sleeping memes. the primates rapidly developed civilisation. Forgery (Int). This ability score increase lasts for one month. Drive (Dex). or attempt to wipe the decaying meme from humanity. Now. the Ascendant gains the spells Bleeding Spell. 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. They have all been infected by living alien ideas. He still looks more-or-less human. Knowledge (tactics) (Int). 179 CULTS & CONSPIRACIES . it can control animals and plants as well as transferring itself to humans. Driven by alien memories that they interpreted as images of gods and monsters. Hide (Dex). Sense Motive (Wis). From their perspective. Second Change (Su): At 5th level. Shards of its being became embedded in the minds of one rather successful primate species. Dominate and Invisibility if he does not already have them. memes that would take millennia to germinate. Gather Information (Cha). Each précis has a different goal. in its largest form. Bluff (Cha). Listen (Wis). The Sol Worldhive. They entered into the minds of the world’s lifeforms as patterns of instinct and codes in their DNA. These entities are capable of infecting humans. Bonus Spells (Su): At 2nd level. or through the DNA in a dog’s saliva transferred through a bite. but gains Damage Reduction 10. Knowledge (occult lore) (Int). Alternatively. Navigate (Int). the Ascendant masters the technique of ‘reclaiming his soul’ – whenever he kills another human. as well as the Need for murder (see Chapter 12. so adapting to the rapid changes of the last few hundred years has been exceedingly difficult for them. others try to find out what happened to that lost colonist by investigating ancient archaeological sites. the idea and the entity are exactly the same thing) was for the colonists to expand within the minds of all of the world’s creatures until they were ready to wholly possess the world. smaller ideas. as the colonists existed entirely in idea-space. Disguise (Dex). He gains the Warp Reality ability. They have thrown off concept-shells to produce faster. The colonisation was invisible and almost imperceptible. he also begins to see the truth behind his transformation – whenever the Ascendant looks into a mirror. Intimidate (Str or Cha). the primates have succeeded in inflicted severe damage on the host species of the surviving colonists. First Change (Su): At 4th level. Gather Information. Some intend to simply wipe humanity from the earth. Climb (Dex). which would turn the entire biosphere of Earth against humanity. However. Monsters). is every living thing on this planet other than humanity. Instances of these faster ideas are called précis. Spot (Wis). Jump (Str). Humanity’s selfawareness comes from the decaying remnants of one of these ideas. The colonist-ideas work on a timescale measured in millennia. the Ascendant accepts his destiny as an architect of death and misery. Knowledge (streetwise) (Int). Feed on Death (Su): At 3rd level. When a précis manifests. One of the conceptual colonists shattered on impact. others protect sections of the natural world. He therefore gains Aversion (mirrors) 15 and Vulnerability (mirrors) 10.Class Skills The Ascendant of Unity’s class skills are as follows: Balance (Dex). Sol Worldhive Earth was colonised several thousand years ago. language and technology. Swim (Str) and Tumble (Dex). looking for the thieves who took part of his soul. Steps must be taken. he sees the corrupted nature of his own soul.

ripened and their fears are harvested. or else invited in and driven mad to make more monsters. they are treated. though. a smiling face ringed with knives and syringes. The lord of the Fable Institute is a thing called The Doctor. and the inmates dress as doctors and nurses. It poses as the head of the Institute. warped in on itself. the change is imperceptible. but no less deadly for that. Most of the staff are now locked in the cells and wards. another has a serial killer with a sharpened garden rake hiding in his car boot. Secure Headquarters. Feats: Private Hospital. perhaps something from the old asylum awoke or was activated. To allay suspicion. it is something else. so now there are endless miles of twisting corridors and tunnels within the building. and arranges for the more… interesting patients from other hospitals to be transferred. Feats: None. it provided longterm care and treatment for dozens of patients. One 180 . somewhere. it seems that the institute is expanding. Once. Visitors to the institute are either turned away. Fable Institute Statistics HP: 70 Force: 5 (–2) Response: 6 (–2) Resources: 8 (–1) Information: 7 (–2) Occult: 12 (+1) Influence: 6 (–2) Skills: Knowledge (Behavioural Sciences). Knowledge (civics) +5. The cause of the Institute’s change is in there. Knowledge (history) +5. Staff living outside have demons or other horrors assigned to them. In truth. The true horrors.Individual Précis Infestation Statistics HP: 200 Force: 16 (+3) Response: 20 (+5) Resources: 5 (–3) Information: 5 (–3) Occult: 10 (+0) Influence: 5 (–3) Skills: None except those possessed by the host bodies. Every delusion and terror in the minds of the patients has taken on physical form to torment them. Food and other supplies are still delivered each morning to the tradesman’s door at the back of the institute. the Fable Institute has undergone a terrible inversion. Sited in a renovated insane asylum. Fable Institute The Fable Institute was a psychological hospital. are the other things roaming the ancient halls. once. Within the walls of the institute. The Doctor maintains the fiction that the hospital is functioning normally. From outside the high stone walls and thickly wooded grounds of the institute. as new patients are brought in every few weeks. Treat Injury +9. Perhaps some radical new drug therapy caused nightmares to manifest. Now. +5. it was a place of healing. going to their homes in the neighbouring villages. perhaps it is all in the minds of the patients. Indeed. The very structure of the Institute has changed. The few staff that live outside the grounds still leave the institute each evening. CULTS & CONSPIRACIES nurse goes home each day with the living fear of germs crawling over her skin.

Watching a video at home. Disturbing images and sounds are used to create that mood. That’s a joke. a group activity. the viewer is surrounded by a crowd of people. however. for that matter. Plots have to be carefully constructed. or at least survive. or is at least playing fair. 181 . Most other games are defined by their settings – a game set in a land of wizards and dragons. It is control over the mood. Of course. in a movie theatre. the effect of the movie is reduced because the viewer has far more control. The Appeal of Horror Why do people play horror roleplaying games? Or. spilled soda or out-of-character comment does diminish the mood. The Games Master cannot simply throw an element of the setting (say. and that failure will bring disaster. that the rules of society or reality as we know them can be wrong. you can pause the movie or turn it off. you can. the Players know that their characters will be put through a nightmarish gauntlet of challenges. It gives control back to the Players. it can be fun to be scared. any of the Players can at any time break character and damage or totally destroy the mood. horror shocks the Player (or reader) out of the comfortable and familiar world. It can be a paltry victory. removes this safety blanket of other people. and is primarily concerned with mood. This is not control of their characters. a roleplaying game is a consensual hallucination. the Players know that the Games Master is more or less on their side. Reading a horror novel is also a solitary activity. watch scary movies or read disturbing books? Firstly. Horror games are therefore much more challenging than other roleplaying games. At home. no matter how hard the Games Master tries. but every bathroom break. and the audience knows this will happen. A Player can break the feeling of horror easily. You cannot stop a movie or walk out of one (well. So. the perceptions of the viewer are trapped by the filmmaker. The protagonists (the Player Characters) will only win out if they are clever and lucky enough. Unlike movies or books. While the Games Master is theoretically in a position of authority. More seriously. solitude and a lack of control are two of the major tools used to create this horrific mood – and they are the two tools that Games Masters cannot use effectively. no-one to share the fear with. in most roleplaying games. Horror roleplaying games. of the emotional environment of the game. horror in a roleplaying game is a mood. Good Players will try to diminish this. What is Horror in a Roleplaying Game? The Players. Players always have that. This chapter is a guide to doing exactly this. a monster or a dungeon) at the Players and let them react to it. More seriously. but it is still a victory. a game full of starships and aliens.a joke is funnier if it comes as a release of the tension built up by horror.Turning the Screw TURNING THE SCREW Running a horror game is one of the trickier exercises for a Games Master. That challenge is the great appeal of horror roleplaying games. alone. the viewer cannot easily leave. In the vast majority of stories. The horror Games Master should aim for a mood where the Players can scare themselves. it suggests that monsters really are lurking in the shadows. Horror also sets up a contrast between fear and more positive emotions . but it annoys everyone around you and that social taboo is strong enough to keep most people there even in the face of horror). to get adrenaline pumping and hair standing on end. of course. A horror game lacks these props. but we will come back to it. or modern-day spies and assassins and so on. the reader has no support. the protagonist does win. In a horror movie. offer no such guarantees of victory. Horror roleplaying has one great advantage over movies or books. In a movie theatre. Watching the same movie at home. Similarly. It is very difficult to actually scare Players in the medium of roleplaying games and almost impossible to scare them consistently.

both Players and Games Masters should agree on what is and is not acceptable. In a game with a single Player.TURNING THE SCREW There is no good way for the Games Master to stop the Players from breaking the mood. A better alternative is just to accept that by the very nature of the medium. roleplaying games are a group activity. the key is ensuring that they do not want to. So. To build out-of-game atmosphere. we should stop briefly to consider the concept of the social contract. some Games Masters like to use background music. it can get annoying if it is too dark to see the character sheets or if the candles drip wax on the dice. It is much scarier to be on your own. what does he have left? The tools remaining are Atmosphere. Social Contracts ~ ~ 182 . as these tools can be used with almost all types of horror. Violation. Scaring the Players is a much bigger task – and it is not always worth attempting. Background music is generally a good idea. if the horror Games Master cannot prevent the mood from being broken easily. atmosphere can be divided into out-of-game and in-game atmosphere. both Players and the Games Master should know the answers to the following questions: ~ Is this really a horror game. the precise type of horror – survival horror in a world beset by zombies. You could theoretically tie them to their seats and brainwash them until they are incapable of conceiving of anything except for the game. not the characters. elements or subjects are taboo? Some Players have phobias (and playing on a Player’s phobia is really just asking for trouble). does not have to end with the gruesome deaths of all the Player Characters. props. the hunt for a supernatural serial killer. which ruins the atmosphere. Props are dealt with in their own section later in this chapter. not the characters. then the Games Master need not bother coming up with frightful images to scare the Players. but go too far and it is emotional bullying. The Players can always dismiss the horror by an effort of will. and if he has to deal with a group of active Players instead of a solitary protagonist. What. with no-one else to dismiss your fears. child abuse). Player and Games Master (more or less. vampires). or it can just be a mutually unspoken agreement. if any. but may be a plot point). but that is possibly going a bit too far. but every roleplaying game needs at least two people. A single Player can be split off from a group for a brief time. or is it a dark fantasy/occult investigation game with some horrific trappings? A horror game implies that a nasty fate is in stall for some or all of the characters. Before we delve into exactly how to give your Players nightmares. and the Games Master should concentrate on building and repairing the mood instead of trying to ensure he keeps total control over it. there are exceptions. as Players get bored (and hence start exercising their control and breaking the mood) while the Games Master is off dealing with the single Player. ghost-fighting secret agents – is unimportant. Scaring the characters is easy – they just fail a Fear save. moods in roleplaying games are fragile. decorations. or even simple things like playing in a darkened room. Again. or play it slightly louder if you are going to go to the trouble of playing specific tracks at specific scenes. Description. but a game which just has the trappings of horror (say. but we will concentrate on traditional table-top roleplaying games here). When playing. Is the game about scaring the characters. Also. Note that these tools are (mostly) aimed at the Players. Basically. or the Players? Much of the advice given below is about evoking an emotional reaction from the Players. with a list of what situations and concepts are OK. Others have moral or personal objections to certain topics (say. Hope and Reaction. especially if the game is based on a movie and you have a copy of the soundtrack. Implication. Solitude is the other tool that has to be discarded. 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. the Games Master has to be careful – he has a much better chance of building and maintaining an intense atmosphere of horror. Atmosphere A catch-all term for the basic ambience of the game. but the Games Master cannot ‘split the party’ for too long. diffuse light sources like candles. If the Players want a casual ‘beer and pretzels’ game where they get to play demon hunters and quote their favourite horror movies. and can instead concentrate on his demon voices and cool places to have firefights. This contract can be quite formal. Also. Keep the music at a low level if you just want to use it to set the mood. The effectiveness of such theatrics varies – some Players find it all a bit too amusing or even campy.

everyday lives of the officers with the bizarre and horrific cases they encounter. In a game that contrasts the ordinary. Do not shy away entirely from the clichés – misty moors. Think carefully about how you want the game to feel. most of the setting is mundane – it takes place in the here-and-now of the modern world. Describe sections of the horror in detail. or in a relatively wellknown and familiar part of history and therefore does not need much descriptive clarification. gory murder scene with a mutilated body. haunted houses. that little mundane scene is basically a distraction from the game. When describing nigh-indescribable horrific elements. blood running down the walls and so on – as these can be effective prompts to the Players on the style of game. For example. the characters may only get momentary glimpses of the werewolf’s flashing yellow eyes and bizarrely clean (even sculpted) white teeth before the monster grabs one of them and runs off into the forest. non-horrific elements of the game are neglected. If the mundane. or ‘hideous’ – tell the Players it is as big as a car. or the aftermath of a bizarre ritual. In-game atmosphere really depends on the style of the game. all sense of spontaneity and threat is gone. then the impact of the bizarre events is lost. or a house. However. consider a game where the characters are police officers investigating weird events. The best horror is fundamentally plausible – everything is real or at least believable apart from the one horrific deviation from reality. but those glimpses should be evocative enough to let the Players build up an image of the monster. Writing a boxed text description of a scene in advance works if the scene is static – for example. it is best to use as many similes and ‘hard’ descriptive words as possible. out of earshot of the others. The Games Master should not skimp on the mundane elements of the game. if the Games Master is reading out boxed text in a monotone when a monster is attacking. a scene where the characters buy donuts fits perfectly with the game. conversely the monsters and bizarre events are utterly unfamiliar and have to be described in detail. Think about what a monster looks TURNING THE SCREW Description Most roleplaying games exist in a middle ground where everything from the monsters to the most basic aspects of housing or society needs to be described. the Players discover a ghastly. Even two very similar games can benefit from a fine-tuning of atmosphere. Every part of the world is equally unfamiliar to the Players. In a similar game that concentrates on clinical. there should be room for the Games Master to walk around behind where the Players are sitting – just moving around the table can work wonders for unsettling the Players. and remove elements that will disrupt that atmosphere. Don’t call a monster ‘huge’ 183 . There should also be a space where the Games Master can have private conferences with an individual Player. In a horror game. forensic investigation of monsters. The key when describing horrific scenes is to give the Players enough detail to make the horror seem ‘real’ and let them fill in the gaps with their own fears. full moons and clanking chains.Ideally. crumbling abandoned castles. and that it resembles slabs of rotten meat welded together with barbed wire or a gigantic rotting white grub or that it smells like bile and engine oil. or an aircraft carrier.

essentially. For example. They gingerly walk back to the chasm where their companion fell. making the decisions and solving the mysteries. It is rather icky. the newspaper clipping about a missing child. The receipt from the gas station. a hand entirely covered with living eyes rises from the surface of the water. but it was just so strange and wrong that it really worried the Players. The characters are called in to investigate weird events in a house ~ they research the history of the house.TURNING THE SCREW like. both leading to a confrontation with a ghost. Finally. something’s appeared. The skies darken. A low and choked moan from a mouth filled with eyeballs is heard. One character only barely passed his roll. It is about to pour. you have multiple clues relating to a single events or mystery.. the Players should feel like their characters have done something wrong and that they have somehow blundered off the expected plot of the scenario. Implication is the art of leaving a void in the game. Player: <second of thought. The eyes are alive and are looking back at him. say. It is an eye. It is one thing to fight. A group of character are exploring on a muddy plain with lots of huge broken rocks sticking out of the mud. As they approach. The Games Master then describes how a few raindrops struck his armour and backpack. by the way. very useful tool for the horror Games Master. The audience is not sitting back watching the characters puzzle out the clues and work out what is going on. The Player Characters run on without him and take refuge in a cave. and how eyeballs have grown up on the wood and leather. but the real strength of the horror is the violation of reality by linking two entirely disparate concepts – raindrops and eyes. Implication Nothing the Games Master says or does can be quite as creepy as the ideas the Players have themselves. as the Players will assume that the Games Master intends for them to defeat the monster in its lair. the sound of the rain is getting louder. but tailor the description to the situation when you introduce the monster. a minor scene designed to set the mood. living eyeballs grow like mushrooms. consider the following two sets of clues. My favourite example of horror-through-violation comes from an old game session. Where it landed. which the Players fill themselves. One of the chief appeals of roleplaying games is that the Players are the ones driving the story. Instead. To use implication. a vampire in his crypt. the occult symbol traced on the back of the book and the odd stain on the carpet of your living room suddenly coalesce and reveal that there is going to be another murder and you know when and where it is. Player: What do you mean. Implication tricks the Players into scaring themselves – the Games Master just draws the dots and lets the Players draw the most horrific connections possible between them. It was. It is the chill that strikes when you are sitting there and all the unconnected and seemingly meaningless clues suddenly fall into a new and terrible pattern. you avoid completely linear chains of clues. and that this encounter with the monster was not anticipated by the Games Master. it looks back at you with a strangely pleading glint. the audience is running the characters. it is an eye? Games Master: Where the raindrop fell. A billion eyes turn to look at them as they pass. the storm ends. A small round white thing. the rain outside becomes a downpour. Ideally. Oh.. Running into the same vampire during what the Players believed was an informationgathering trip to the morgue is a far more alarming experience.~ AARRGH!!! We run back to the cave!!!! One Non-Player Character with the party fails a roll and falls into a little chasm. Player: Appeared? How? Games Master: It just grew up out of the ground in an instant after the raindrop hit. The characters find themselves standing on rocks as the water level rises. As you stand there staring. a human-sized eye has grown up out of the ground. Games Master: A drop of rain lands a few feet ahead of you. The Rain of Eyes 184 . so that the safety net of planning and plot is gone. Meanwhile. and discover a murder took place there ~ they research the Implication is a very. It glistens wetly amid the mud. Wherever the rain falls. A few drops of rain fall. It is half-full of rainwater. The shaken characters emerge onto a white plain which squelches and spurts underfoot. with the occasional chasm or cave.

If the Games Master gives the Players hope by always having one route to success. Vampires. The Games Master might not even know what really happened that the police covered up. the Games Master lets the Players scare themselves through implication. This is nice. steal their best ideas (‘maybe the cult leader somehow transferred his mind into the painting and that is why we’ve 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. A better version of events: The characters are called in to investigate weird events in a house ~ they research the history of the house. However. for example. universally accepted laws of reality. Types of Horror Horror does not fall neatly into a set of boxes. started off as a combination of symbolic and brooding horror. Look at Escher prints. They panic because they know that the solution to the mystery or the way to defeat the monster is out there. and it just seems that the Games Master is picking on the Players. or divide cause and effect. Use reaction for finesse. convincing them to take risks and keeping them going in the face of darkness. unstoppable. for example. the Games Master never states that two officers covered up the identity of the true murderer. Reaction should be used carefully. not because it is the only option. but these days are mostly spooky. them. the Players cannot ‘win’ unless the Games Master is willing to let Spooky This is the domain of most horror movies. If they give up. and discover a murder took place there ~ they research the murder and it seems to be a dead end. Overwhelming. roleplaying games can achieve a high level of violation. the Players will simply give up. Promising that there is always a solution does not mean it has to be a good solution. Merely surviving can be a victory in some situations. a human skeleton in three-billion-year-old rocks – all of these are impossible. Gore. Take the fundamental. instead just taking the best idea the Players come up with and using that. judge their reactions and adapt to them. Any and all of these types of horror could show up in a game. a mysterious vagrant is found dead near the house. merging and blending together. it is because they choose to admit defeat. sudden shocks and so on are also hard to achieve in a roleplaying game. it is magnified. Simultaneously. hope is the certain knowledge that there is always a way out – or a way through – the horror. The Games Master can stymie or kill the characters at any time. is primarily a visual thing – the best description from the Games Master simply will not be as viscerally twisted as a picture of a mangled corpse. React too much. By leaving a deliberate gap at the heart of the game. then the impact of the horror is diminished. the horror is not reduced. It works by building tension with foreshadowing and. the Players should be able to work it out from the clues. inescapable horror is simply boring. The final tool for the Games Master is the ability to watch the Players. Now. The knowledge drives the Players onwards. nor does he ever directly tell the Players that only by catching the other officer can the ghost be laid to rest. houses that are larger inside than out. living creatures that exist only as memories that move through the human mind like tigers in the long grass. You can ease off if a Player is getting uncomfortable.murder and find out that the murderer was never caught ~ they track down and catch the murderer ~ the ghost is exorcised. of wrongness that can be deeply scary. but never contains that moment of terrible implication. spooky events. not brute plotting. If there is no hope. simple and linear. Doors that open on themselves. TURNING THE SCREW Reaction Violation Roleplaying games cannot handle a lot of the classic elements of horror very well. they go against the grain of reality. well. play on their suspicions (if they suspect the new butler of being a vampire. If it becomes too obvious that the Games Master is adapting everything to the actions of the Players. The horror should seem uncaring and indifferent. arrange for the characters to encounter him just as he sends all the mirrors in the mansion off for resurfacing). if only they are smart and brave enough to find it. there should be the implication of vast and terrible forces moving in the background. Tracing the vagrant’s history reveals that he was once a police officer and that he and his partner were involved in the murder case. Spooky atmosphere. However. but more than that. the murderer was caught and the case closed. society or convention and subvert them. The characters explore the haunted house… boards creak underfoot… they push through cobwebs… they hear chains clanking… it gets more and more 185 . Hope Perhaps the cruellest tool in the arsenal of horror.

waiting. or explodes. after which the spookiness begins to build again. or be eternally trapped in some twisted shadow of reality. Gore Symbolic In symbolic horror. The horror is a terrible exaggeration of some real or in-character psychological phenomena. who hunts the character for his blood. The Players cannot trust the perceptions of the characters. Body horror is the fear of disease. of infection. The tension grows more and more unbearable until there is a jump! Something suddenly appears. It is the splatter of bone chips and flesh when the chainsaw goes in. 186 . TURNING THE SCREW Spooky horror games are relatively simple to run. Body Horror A variant on gore. though. Disturbing Disturbing horror attacks the foundations of the characters’ (or the Players’) beliefs. the key is conveying a sense of age and distance. The world is bigger and stranger than the characters can cope with. the laws of reality break down. Surreal events and horror can appear anywhere. or are confronted with undeniable proof that this is all there is and there is no God. The characters discover they are not what they thought they were. Sometimes. just as it has untold aeons. It is all about atmosphere and description. It is not evil as we define it – but that is because it is older and colder than our puny words.claustrophobic. are actually his conviction that no-one will ever love him for himself. horror is all about kicking them in the stomach. until they disturb it. the horror means something. the horror is basically uncaring towards humanity or the characters. body horror is about changes. It sits there brooding in the darkness. The horror is not wholly a real thing – the characters might be moving in and out of a dream-world. or stalkers – or be a reflection of the characters Playing on the nerves of the Players is one thing. or breaks. they discover that all their world is held in the dreams of an insane child. Gory horror is overflowing with blood and guts and vile fluids. or whatever. With brooding horror. It is the horror of going into freefall when your assumptions about how reality works are torn away. instead becoming orientated wholly towards horror. In brooding horror. there is a period of release and rest. or attacks. After that panic. Brooding Horror Nightmarish Here. of being turned into something unrecognisable to ourselves. Scaring their minds is another. The underlying logic of the game world stops being basically similar to the logic of the real world. We live in our skins – our own bodies are the one safe place that the horror should not be able to subvert. It can be a sort of social commentary – vampires as a metaphor for sex. – vampires.

The payoff is that the characters can be entirely ordinary people. detectives or some other seekers of adventure) or because of their nature (as vampires. but the world appears to be unchanged on the surface. importantly for a campaign. the doors of the haunted house never. They investigate. because unlike characters in other genres. or portal to hell. society is crumbling and the end of the world is nigh. If our vampire count in New York has turned a few people into vampire spawn and no-one can tell who has been transformed. and is the standard structure for most gaming groups. In most roleplaying games. The horror Games Master cannot say to the Players ‘go ahead and roll up some characters’ for anything other than a one-shot – horror campaigns need more planning and groundwork. If everyone in New York is a vampire spawn. one mystery contains links or clues to the next. The problem is not insurmountable – there are several campaign structures that can be used. rambling mansion) or slightly more subtly (the characters all live in the same town. ~ Trapped Mundanes ~ Overwhelming: The horror is everywhere! The world is breaking down. many of the characters are utterly ordinary people who do not want ‘adventure’ – and certainly not the ghastly cavalcade of death and torment that makes up most horror games. spies. Horror campaigns are trickier than normal games. used to describe a linked series of roleplaying adventures (others use ‘chronicle’ or ‘saga’ or do not even give it a name. ever open and the campaign is spent going from room to room to room in this massive. Comic horror does not take any of the above seriously. One of the simplest ways to keep the characters coming back to the horror in adventure after adventure is to never let them leave. the Games Master is essentially pushing the plot onto the characters are they have no way of leaving. people suddenly vanish from the lives of the characters and the police are baffled. In ~ 187 . It is only those directly confronted by the horror that are at risk. the characters get into adventures basically because that is their job (they are mercenaries. investigating mysterious cases on one hand and fighting internal corruption and conspiracies on the other. The key to running this campaign properly is keeping emotional plausibility. disguised dragons and so on). The trapped mundanes structure also has a useful built-in end point to the campaign – the characters discover how to escape from the horror. and do not take the game too seriously (alternatively. why do they do it all again next week? TURNING THE SCREW Discrete: The horror is essentially self-contained – the rest of the world is unaffected by it. or children of a noble house in a game where ensuring the fortunes of their family is the main aim. There is no safety anywhere. while the characters see just how ludicrous the whole thing is). space knights. 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. you just gotta laugh. Sample Campaigns: Ghost World: This campaign begins with a rash of disappearances. and progressively stranger and stranger events start happening. but assume automatically that one adventure will lead onto another) was originally derived from wargames. An example would be a single vampire count at loose in New York – it is a dangerous monster. Subtle: The horror is essentially invisible until it strikes – anything could be infected by the horror. This is rather clichéd. One battle leads onto another. wizards. Let the Players make their quips. have the monsters and the rest of the world be dead serious. the paranoia engendered makes it subtle horror. the characters are not drawn to the horror. this is overwhelming horror.Comic Sometimes. apart from (some) of the Player Characters. or is the subject of government experiments in mind control. but you are safe when it is not present. Horror Campaign Structures The term ‘campaign’. which can be most immersive and evocative type of characters for horror. the horror is drawn to the characters). most horror characters cannot be just handed a plot and expected to play along. Why do the characters become involved? What do the characters do? What can they achieve? And. which is built on top of a burial ground. Nature of the Horror ~ horror games. and it lets the Games Master put in whatever sort of nightmarish encounters he wants without having to worry too much about logical plausibility. but still works. This campaign structure does take a bit of control away from the Players. The main concern in each of them is tying the characters to the horror. This can be done blatantly (the characters are shipwrecked on an island (or a planet) and have no way off. Other campaigns centre on an overarching plot or other structure – perhaps the characters are agents of some secret government agency.

The Clue Dispenser cannot ever solve the mystery or help the characters directly. Examples might include a forensics lab. Plots and Clue Dispensers 188 . For example. The ship sails off into a nightmarish otherworld. The Games Master should ensure that the Players know that these are not get-out-of-jail free cards. it is just a way to move things on if the game slows down. when you find yourself needing them. and that the Clue Dispenser will not always be able to help them. this campaign has the characters trapped not by the physical environment. then the Games Master probably does not want the Players to work out too quickly that the fact that they are all members of the same family is important. It comes to them because of who or what they are. encountering other survivors. Mysteries are very hard to run in a roleplaying game. A character with psychic visions of upcoming evil is also a plot dispenser. They could all be descendants of a cursed family. It is probably a good idea to initially dismiss the link between the characters in the first game by using it in the plot. They all have some quality that attracts horror to them (possibly unwittingly). finding out why the ship was on its course. the warship said to be at the heart of the Philadelphia Experiment. or veterans of a military operation that went horribly wrong and attracted the wrath of the swamp elemental Alxhollan. nor are they sent to it. A Plot Dispenser is a narrative device through which the characters are given new mysteries. the Players will immediately tie any mention of breeding or eugenics or family to their own family Ties. The whole campaign can centre on the characters exploring the twisted ship.~ TURNING THE SCREW Adrift: It is the turn of the 19th century and the characters are all on board about a magnificent steam liner. as needed. such as the reading of a will. a plot dispenser can get them going at the start of the game. often followed by a man with a gun. plots (in high heels and short skirts) come through the door. as is a book of ancient prophecies that can only be decoded by cross-referencing them with events in the newspaper. A Patron is a powerful individual or organisation that is in charge. Anyway – the dark heritage campaign concept works by tying the characters to the horror via an indirect route. Otherwise. A detective agency is basically a plot dispenser. if the campaign is going to be based on the fact that the characters are the product of a millennia-long breeding program designed to produce the perfect vessel for an alien mind. This campaign structure can also link the characters together. Including these elements from the start of the game is much better than blatantly jamming them in later on. but by their own selves. or at least has influence over the characters (the chief of police. They have not blundered into it. A Clue Dispenser is a narrative device that hands the Players clues or suggestions on how to proceed if they are stuck. consider including one or more of these in the basic structure of the game. This sort of misdirection and secondguessing of the Players is often necessary to run horror games. A patron can guide them back if they go off track. When planning a horror campaign. and reality collapses. as in the investigators campaign blow. if their ‘dark heritage’ is a matter of blood and inheritance. Patrons. Perhaps they can hitch a ride on the USS Eldridge. Horror games are concerned with mood. while most other games are mainly concerned with setting. Anything that can hand the characters something to do at the start of the game is a Plot Dispenser. like those in the trapped mundanes campaign. the head of the family). and maybe finding a way back to the real world. because Players can misinterpret or miss basic clues and get bored because they cannot progress any further. and a clue dispenser allows the Games Master to give hints. or the adopted survivors of a cult of child sacrifice. They can be the voice of the Games Master to nudge the Players in a particular direction or back towards the plot. a psychic. Dark Heritage A variation on the trapped mundanes structure. He should therefore have the characters be brought together in the first place by a family event. but having these elements available makes the game much more robust. then all the characters should be related by blood. a researcher who analyses old records and faxes the results to the characters and so on. The ship sails through a Bermuda triangleesque region of dimensional instability. The Players will assume that their characters are related only because the Games Master wanted to use the reading as an excuse to get them together. the mysterious gentleman who sends them off to investigate weirdness.

though. have crime scenes opened.T. which is slowly revealed to have a more alarming cause or meaning. This professor has uncovered something ancient and powerful and the cult believes he passed the secret onto one of his students. who investigate sightings of flying saucers and other paranormal phenomena. this simplifies things immensely. monsters in the sewers and demonic lawyers. However. Barnum have to do with it? Precinct 666: The characters are police officers and detectives in a precinct that contains more than its fair share of numerologist serial killers. Most long-term games end up in a situation like this. ancient temples. almost mundane. The skyscraper (built with cast-iron girders with cores of pure selenium) would activate the psychic pineal glands of anyone in the upper dome when the stars aligned. the best way to save the mysterious girl who shows up on your doorstep complaining that a demon is after her unborn child is to banish the demon back to the netherworld (after neutralising the evil fertility clinic that uses ancient Sacred King magic to produce children). bizarre cultists. In some ways. Suddenly. TURNING THE SCREW ~ Sample Campaigns: Lights in the Sky: The characters are members of a group of UFO hunters. What exactly is going on at the freak show? And what does the legacy of famed 19th century showman P. exhume bodies and all sorts of other fun stuff. or police officers in a modern day game. it must be vampires). this is fine (if it is Tuesday. Horror is predicated on the Players being powerless to a degree. All the Player Characters are investigators – private detectives. FBI agents. hear howling in the woods and then get attacked by a hairy monster. and the mystery leads to the horror. the characters discover that the one thing they all have in common is that they all once studied under a particular professor of archaeology. The characters know they will end up facing something horrific. the cost of building this eldritch edifice bankrupted the occultists. and turn it against them. The characters are all living in this building when the stars align. An investigation-based campaign gives the Games Master great scope for introducing all sorts of mysteries and puzzle-solving. As the campaign progresses. they are granted a psychic connection to the alien entities. though. Most investigative campaigns change into Weirdness Busters (see below) if they go on for long enough. Pick up your silver bullets at front desk’. Never give the Players the tools to dismiss the horror completely – a werewolf is mainly a physical threat. the characters are employed to thwart or destroy the horror.~ Sample campaigns: What You Don’t Know Can Kill You: The characters are attacked by mysterious cultists. The only way to stop the cult harassing the characters is to delve into the professor’s research. for example. meet their sick cousin. but the cult will not believe that. It also gives the characters authority and influence – if they are police officers. 189 . but the same structure works with holy inquisitors in 16th century Spain or Company accountants sent to review the mines on Proxima Centauri V in a futuristic game. Sometimes. so they can accept and prepare for it. In most of the horror campaigns described above. so giving the Players the ability to call in the National Guard makes a single werewolf much less of a threat. Spook Central: Fifty years ago. the characters know and accept that there are supernatural powers. but to investigate or escape it. find what the cult is looking for. After fending them off. so giving the Players control over overwhelming physical power destroys any sense of threat. In a light-hearted game. The characters have the occultists hunting them on one hand and bizarre alien entities oozing out of their minds on the other – and all because the rents were low. you just have the characters’ employer say ‘werewolf in Bavaria eating people – off you go. ~ ~ Weirdness Busters Investigators This is one of the archetypical horror campaigns. In a Weirdness Buster game. a group of deranged occult architects built a skyscraper that was actually a device for contacting alien astral entities. the character’s main aim is not to defeat the horror. The characters must investigate the mystery because it is their job. where horror is used as a spice instead of the main course. and the skyscraper was converted into apartments. Too much authority can be tricky to deal with. the characters can be told much more directly – you can skip the setup where the characters arrive in the small village in Germany. Instead. Even if the professor did do so. and it can be exploited by the Games Master. The downside is that horrific events become routine. In a Weirdness Buster game. explore the village a little. but that is not initially true in an investigative campaign. The structure of most horror adventures is that the characters are hooked by some seemingly mundane event. they begin to realise that all the sightings are tied to a travelling circus. he did not give it to any of the characters. In a Weirdness Buster campaign. they can order autopsies.

so they can be killed. The brave commandoes of Department 1013 are on the front lines of the secret war. especially using the trapped mundanes or investigator structures described earlier. the characters have at least a link to normality. In a one-shot. Godalming Section handles the Foundation’s relationships with INTERPOL. determination and science could defeat them. 190 . howling. The Players know they are heading into a mystery even if the characters do not. codenamed MINA and LUCY. and such abilities are often needed to defeat the bizarre imaginings encountered. the characters are specialists in a brave new form of therapy. and it also gives a baseline for weird events and violation. Seward Section deals with medical support and psychological analysis and counselling. normal. ‘normal’ tends to mean ‘comparatively The shortest possible campaign is obviously a one-shot game. Even in the Weirdness Busters campaign. And why are there so many people with nightmares about leather-bound monsters coming for treatment all of a sudden? ~ ~ ~ Campaign Lengths & Notes For a horror game to have the most impact. each named after one of the founders. blowing up zombie-making chemical works and fighting demons in the cellars of Castle Faust. sworn to keep their supernatural powers secret while aiding the unilluminated masses of humanity. 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. Sample Campaigns: Hunters of the Night: The Quincy Foundation was made by a group of friends who survived their own dark nightmare. As part of the process. This is possibly not good roleplaying in terms of staying in character. There are rumours of two secret sections. Other games can get by with a loosely linked series of adventures. If you drop the clues described in the little Bavarian scenario above . and behind him. As the Allies roll towards Berlin. ~ One Shots Shadow World All the campaign structures described so far assume that the characters are. the Player Characters are disposable. The Games Master should either build a mystery original and complex enough that the Players cannot see through it just by thinking like Players. but it is really just as natural as a character in a play not wondering why there are exits to the left and right of him. There are all sorts of nightmarish entities held in check only by magic… Dream Delvers: Using a combination of neuroscience and latent telepathy. In a Shadow World game. the team members can be given ‘virtual’ superhuman abilities while inside the patient’s psychological matrix (it is all just a dream. and you’re all attending a seminar on ‘Tax and the Tarot’). Sample Campaigns: The Invisible College: The characters are all part of a secret society of adepts and wizards. which might include obviously supernatural Player Characters fighting against their own kind. after all). maimed. the FBI and national governments. but that human faith. before heading off to the hidden Nazi Fortress in Antarctica for the final confrontation… weak and powerless’. but horror is best when there is a definite drive and a time limit. a character who seems strangely ill – every roleplayer is going to think ‘right – it is a werewolf’ and start looking for the silverware. Harker Section deals with the finance of the group. bringing down Foo Fighters. but never in front of him. driven insane. which has investments in property all over the world.TURNING THE SCREW One of the most irritating things in a roleplaying game is having to roleplay ignorance. who have backgrounds specifically designed to fit with the scenario (‘you are all wannabe TV psychics. to some degree. or turn out to be the spawn of hideous starbeasts. Most Shadow World games end up as dark fantasy instead of ‘true’ horror. The foundation is divided into several sections. or a game where the characters spend so much time in a bizarre otherworld that it becomes familiar and therefore not horrific. Van Helsing Section is the heart of the Foundation’s fight against evil – it gathers information. LUCY deals with the Foundation’s contacts in the underworld. In a roleplaying game. while MINA has a number of Foundation agents who are not entirely…normal. with turncoat monsters and inhuman spies. A game where all the characters are monsters is one example. the Nazis set loose all the occult horrors and superscience horrors they have. Department 1013: It is the closing days of World War II. One shots are great for horror. The Weirdness Buster campaign does just that – it removes a lot of the hoops that the Players have to jump through. The Games Master could even give pregenerated characters to the Players. or else harness the Player/character gap. a single scenario taking up no more than two or three sessions of play.a dark forest. Teams are sent into the sleeping minds of patients to confront and destroy their inner traumas and repressed fears. and studies monsters – and how to kill them. the Games Master should plan how long the campaign is going to last before it even begins. the majority of the game takes place well outside the boundaries of normality.

The downside of one-shots is that there really is no time for the Players to get attached to their characters and they can involve quite a bit of work on the part of the Games Master. Having no planned end to the campaign does give plenty of time to 191 . they go out two weeks later gibbering or in a box). but things are not quite as squashed as they are in a one shot game. strange entities. to the crashed van with ‘International Cocaine Exporters’ emblazoned on it. In a long-term campaign. but there is no time for the Players to seed plots in a one-shot. lingering memory. but in the majority of game sessions. the Games Master does not need to worry about the next session. there are hideous monsters. planned. The Games Master can still pull out all the stops once in a while and scare the toughest characters. Dark Heritage and Weirdness Buster set-ups. and if the Players get into the game and want to keep playing. usually six to twelve game sessions in length. Everything ties in. so the same horrors keep cropping up and getting more intense. A short campaign has room for a nice. the Games Master can find that he has used all his best ideas in the initial plot. and can have the world overrun by brain-eating zombies. the characters will react with ‘oh… another ghost’ instead of ‘Waaagh! A ghost!’. planned endpoint. Instead of killing characters. Shadow World or Investigator models of play – there might be an over-arcing campaign plot. Killing characters is easy. really scary horror becomes very hard to achieve. The characters will be seeing monsters again and again. so they will get jaded and used to weirdness. to the leather-bound book with the weird symbols. piles of ancient dust or nothing but a faint. However. but most individual sessions are going to be ‘monsters of the week’. long. the horror is diminished. so having a plot dispenser helps a lot. from the mysterious death in room 23. mysterious curses and other things that turn characters into shredded corpses. Almost every session and side plot is somehow linked into the main plot – everything. consider the following penalties for failure: Long-Term Campaigns In a long-term campaign without a definite. or destroyed by tarot archetypes running amok. meaty plot without losing intensity. Long-term campaigns work best with the Weirdness Buster. and a sudden death does make the Players more nervous and more willing to be scared. The tricky part is balancing the need to keep some horrific elements without having a revolving door for Player Characters (they come in sane. the Games Master can build plots off what the Players do. The Players have no real attachment to characters that only last a few minutes. if the Games Master kills Player Characters constantly. TURNING THE SCREW Killing Characters Short Campaigns A short-term campaign is a campaign with a definite. foreseeable ending. seeing as it is a one-shot. In most horror games. to your aunt Bertha’s sore toe is connected to the evil conspiracy. explore a setting and build character depth. The major problem with short campaigns is that they are wholly self-contained. Short campaigns work very well with the Investigators. Sequels can be very hard to do. swallowed by a black hole. gibbering lunatics. Of course.

inflicting a slowly degenerative disease and so on… Killing Other People: The character’s Ties are there to give the Games Master something else to threaten other than the character himself. destroying everything that leads to the next layer? Two methods for dealing with this are the Moving Clue and the Indeterminate Clue: The Moving Clue is a link to the next part of the campaign which the Games Master can plug in wherever the characters go. For example. but here Campaign Construction Example: ‘Ghosts in the Fog’ The year is 1895 or so. you tend to surprise yourself. have the friend bring it to the characters. It must be shut down – and that is where the characters come in. who turn on the living – and whenever anyone dies in London. Change: The horror does not kill the character. having clues chase the characters around like this can make mysteries a bit too easy to solve. Instead of letting that plot hook wither. If the character fails to stop a monster. Suddenly. the characters never get around to visiting that friend in the course of their investigations. ~ TURNING THE SCREW ~ ~ Linked Investigations If one plot is going to lead onto another. In general. and steal their best idea). followed by the line going dead. it can be very hard to plot clues in advance – the Players are always doing the unexpected. Neither the Players nor the Games Master is quite sure who made the phone call. Having your mind pulled out by a magical mirror and projected through a trillion light-years and you feel every inch of the distance as you travel is worth quite a lot of Shock. every potential spectre in London leaps into electrical existence. As an aside. even when the poor Games Master has no idea what’s going on at all. and then all they hear is the sound of fighting and dogs barking. says ‘I have something important to tell you’. The Necroscopic Engine short-circuits in the damp London fog. perhaps the characters get another phone call from the anonymous caller. or a hand. and bring that character into the game in some fashion. turning the fog into a literal death trap. or let them bump into the mailman and have the letter fall out of his satchel. but the centre of the city is lost. The traditional metaphor for a series of linked mysteries is ‘the layers of an onion’ – the characters peel off one layer to discover another beneath. perhaps it eats one of his loved ones instead of himself. Somewhere in Whitechapel. a young visiting physicist named Nikolai Tesla adapts the necrophone technology pioneered by Thomas Edison and builds a Necroscopic Engine. Finally. 192 . the Games Master can come back and link it into the main plot (or just listen to the Players discussing it. The topic of every conversation (when not deploring the latest antics of Alistair Crowley) is the debate over the immortality of the human soul. The Indeterminate Clue is a plot element the Games Master throws in without quite knowing what it means. their soul is trapped by the fog. solving the mystery is less important than the link to the next plot. but it does do something horrible to him. Do not shy away from moving things around ‘behind the scenes’ if it is required to move the characters on to the next plot. the characters could find a phone booth covered in gore and scratch marks. The Golden Dawn society practise ceremonial magick and two-bit mediums hold séances in every garret. The entire capital swarms with angry ghosts. The outskirts are evacuated. The Games Master intends for the Players to find it in the letterbox of a friend of one of the characters. London is – or was until a few days ago – awash with occultists and spiritualism.~ Maiming: A character might lose an eye. and a bloodspattered card with the Player Character’s phone number and a mysterious address written on it. stealing his identity. However. Later in the game. Tesla’s Necroscopic Engine is still running. though. It all goes wrong. Laying eggs in his chest. or have a stalker steal the letter and the characters end up catching him as part of an unrelated investigation. which will make the soul (an electromagnetic phenomenon) manifest in an electric field. Madness: Feel free to dump Shock Points on characters who wander into lethal danger. The key to the Indeterminate Clue is laying groundwork in advance. then the Games Master must plant links between the mysteries. if the Players decide the best way to get through the current layer is to burn it off. given the nature of roleplaying games. Alternatively. the Games Master can retroactively decide who the phantom caller was. Say the clue is a letter from a dead man that will lead the Players to what is literally a dead letter office. What does the Games Master do. or be paralysed or otherwise injured when the monster chews up the last of his hit points. who fills them in on another clue. However. Later. For example. the characters get an anonymous phone call that asks for them by name. so it looks like the Games Master has a big complex plot. the handset dangling like a burst intestine. transforming him into a spawn. Indeterminate Clues are great for sparking creativity – when you have to come up with a coherent explanation for the bit of weirdness you just dropped on the Players.

the characters are trapped Hooking the Characters and Players Why are the characters involved? What links them to the concept? Sometimes. without really revealing what is going on. If the characters do not have such a direct link and you cannot give them a plain. For a slightly higher-powered game. Often. They have to make their way through a haunted. 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 sacrificing a verdant swamp to power their continent raising ritual. the one-line summation of the plot. the characters will be following up on a hook from a previous scenario – they found the mysterious letter in the office 193 . In other games. The Games Master could tie particular powerful spectres to landmarks or major historical events – they might have to exorcise the spirit of Guy Fawkes to get through Westminster. asking for his help (but this is a terrible cliché in horror games and should be avoided if possible). Horror games are much more dependant on Games Master-designed plot that other styles of play – in most horror games. they will be linked directly (such as the Atlantean talisman. unbaited hook from a plot dispenser (for example. This campaign set-up neatly handles character death – they can come back as ghosts instantly. This may be caused by an entirely mundane barrier (the characters are on a deserted island and the only boat has sunk. You can use the characters’ Ties to bring them into a scenario (if one character has a Tie to a ecological activist group. and they turn her apartment complex into a deathly mirror image of a temple’) or be nothing more complex that ‘vampires in Pennsylvania’ or ‘something about infected blood’. Adversaries can include ghosts. Ok. fog-choked Victorian London. Most good Players will play along with whatever hook they are given (‘I get a letter from my old aunt Petunia telling me that she’s being threatened by mysterious men in black. designed to be Overwhelming Nightmarish Horror. they can find the Atlantean stone that is animating the insects. of the cult leader and are now off to find out what Moore Chemicals have to do with undead cockroaches. then ally with the eco-group to infiltrate the chemical plant and use the stone’s magic to stop them poisoning the swamp before it is too late…’ TURNING THE SCREW Horror Scenarios A scenario is defined here as a single plot that might take one or more sessions of play to resolve.B. and the half-alive. Alistair Crowley and Sir Arthur Conan Doyle could recruit Thomas Edison to save London. These two approaches are the trap and the stake. telling me he’s 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. then you have to hook the characters.This is a short-term campaign structure. the characters are either hooked into investigating the horror. It might connect directly to the characters (‘Jackie discovers that the talisman she found in the sunken ship gives her a psychic link to the Atlantean ghosts. The Games Master should take advantage of this episodic nature by making each ‘episode’ of the campaign as unique as possible. the characters cannot leave the area controlled by the horror. but will be much more enthusiastic if the hook sounds interesting (‘I get a letter from a mysterious man in black. While hooking the characters. you should also take care to hook the Players. half-dead form of Tesla. One traditional method is for a character to get a letter from an old friend or relative. Initial Concept The beginning of any scenario is the initial spark. The Games Master must therefore arrange for the characters to somehow become involved. I leave right away’). Somewhere at the heart of the fog is the Necroscopic Engine. Horror campaigns tend to be episodic – a new hook is presented. the hook has nothing directly to do with the initial concept. It could even be inspired by the plot of a horror movie or book. In a game based around the trap. 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. Traps and Stakes There are two ways to keep the Players from doing what is usually the sensible thing in any horror game (running away and never looking back). or else encounter it by accident instead of actively seeking it out. the Player Characters could be an all-star team – perhaps W. The characters are Weirdness Busters. If the characters can rescue the real Aunt Petunia from the depths of the undeadcockroach-hive. the elevator has broken and they cannot force open the door to the fire escape) or a supernatural one (all the roads lead back to the spooky town. the monsters defeated and the characters sink gratefully back into mundane life until the next game. its mystery plumbed. deranged Londoners and electric zombies. Yeats. then have a branch of the group be troubled by strangely tough mutant cockroaches). or fend off spectral pirates at the Admiralty Dock. above). the characters are not members of an elite monster hunting squad who actively investigate weirdness).

In the stake variant. with great satisfaction. then the scenario would have worked much better. if I had played the old man as a lot less crazy. nothing tied him to the crime – he used magic to call the demon. the initial investigation essentially puts their reputations or even their jobs at stake (‘solve this case of the missing teenager’). Traps basically deny the Players a lot of options. nasty. twisted old man. The game continued. He’s obviously the bad guy. The characters met him when they were walking down the country lane to town. but asking Players to squash this kind of thinking and consider every plot purely in-character is not a good idea. the Games Master should use more robust scenarios. shoots the old man. The Player agreed. the Player asked if he could shoot the old man now. I refused. the other is just a senile old coot. As an aside. The Player was thinking about the crazy old man from the perspective of a Player (‘he’s the only Non-Player Character who’s crazy. How Not To Run Non-Player Characters 194 . Which one do you shoot?’). it should not be the only reason the characters are involved. Plotting The first step in plotting is to come up with three or four really scary images or scenes related to the initial concept. one of the Players said ‘I shoot him in the leg. saying that a button was not enough for his character to justify shooting someone. if the characters are police officers. I told the Player his character would not shoot an old man based solely on a hunch (bad Games Mastering on my part). he wouldn’t have been able to summon the demon again’. but Aunt Petunia is stuck down there with the cockroaches. One summoned the demon. the scenario also said to play him as a crazed. the Games Master wakes up screaming from a nightmare about a hairy. Again. a Tie such as a loved one) that will be lost if they do not defeat the horror. Later. so there was no reason to suspect him of involvement. they found damning evidence and went to the old man’s house.in their own delusions and the horror follows them wherever they go). this was poor roleplaying on the Player’s part and my Games Mastering was equally bad. I think) linking the old man to the kidnapping. but pointed out that this crazy old man seemed completely out of place – everyone else in the town was rather nice and bland. shouting ‘I said he was the bad guy! If you’d let me shoot him when we met him. In the example above. After about a minute of conversation. Instead of coming up with scenarios that fall apart if the Players consider the metagame. the characters have something precious to them (usually. For example. or even just had a second viable suspect (‘you meet two entirely separate crazy old men. except for this one madman who was taking obvious glee at their efforts to find the missing child.’ I argued that they had no reason to suspect him. use stakes instead of traps. They can leave. In retrospect. While being trapped and isolated is a major part of horror. Although he lived quite close to the child’s family. What would scare you in those situations? How can you manoeuvre the characters into being as vulnerable and terrified as possible? These horrific moments should then be loosely tied together with possible connections. or else let the Players find him instead of just randomly running into him on the road. many-legged spider-thing I once ran a fairly standard horror scenario where the plot revolved around a madman who summoned a demon to abduct a child. He was the only person who was even faintly unusual and therefore had to be important. He called up the demon again. who attacked the Player Characters. another problem with the scenario was that the allegedly fearsome and terrible demon had so few hit points. However. If the stake is not big enough to keep the characters in the scenario (‘argh! Things! I’m getting out of here! I don’t care if it costs me that promotion!’) then the trap can be employed to keep them there (‘aargh! The door won’t open! The things are outside too!’) TURNING THE SCREW In general. and flesh them out a little. and they found a piece of minor circumstantial evidence (a button. evil sorcerers tend to be crazy and he must be in the scenario for a reason’) which is bad. I roleplayed the madman as suggested. The Player. A scenario can use both traps and stakes. a single shot from any one of the characters’ guns could take it down – make your monsters tough enough to be threatening. for example. Drawing the characters deeper into the horror with stakes is a much better approach than hooking them and then immediately putting them in a trap.

To have this charming image in the game. Remember. and the station attendant pours sand in their tank. but should be prepared to adapt. and the bell does not ring. or escape from the town to return with better supplies. Alternatively. If the characters could see the town as it really is. but it never left. He summoned the spider to bind people together. the characters stop for fuel. it crushes a few eggs or sucked corpses or something in the tower above. the others sneak into the church. Ideally. They investigate the town. Perhaps the whole town is actually the spider’s (metaphorical) web – it hunts by getting strangers stuck in the town. The characters head off to the church to find the priest. They go to the church. He is already planning a game set in a small. One of the characters pulls on the rope to ring the bell… his hand gets stuck to it. the town was torn about by prejudice and paranoia and a local priest tried to solve the problem with magic. Everyone in town tries to wrap the characters in sticky emotional bonds – and when they fight back. one leg reaching towards each of their upturned faces…. he notes down the image and decides to use it in a game. tactically minded Players might work out a way to defeat the spider in the first fight scene. The Games Master can imagine links between these scenes. Maybe back in the ‘50s. Once the Players realise something strange is going on. the Games Master might have a list of encounters like: ~ ~ ~ ~ ~ ~ ~ ~ The characters’ car is sabotaged. to allow for the actions of the Players. the characters might do research in the town library. they attract the attention of the spider (perhaps the attention of the spider could be incarnated in the form of the town sheriff. They do research. They cause trouble. They learn to distract the spider. they push open the door. It is possible that a group of especially belligerent Players could cause the sheriff to appear if they start a fight in the opening scene at the gas station. Players who can roleplay very 195 TURNING THE SCREW . They look up to see where the slime came from – just in time to see the spider falling towards them. They fight the spider and are forced to run away. They get stuck in town. the ties between the various images and scenes should be fairly loose. and a shower of slime and young spider hatchlings fall onto the characters below. He needs a tall structure for the spider-thing to descend from. and then into the church. and while half the characters cause havoc in town. isolated town. The townsfolk could sabotage the characters’ attempts to leave. they would see the invisible strands of the psychic web linking all the townfolk together. The townspeople try to keep them there. sticky web). then hunts them down by vibrations in the web. In the above sketch. so he uses the spider there. which brings the sheriff. Being a good little Games Master. Now everyone in town is peaceful and friendly.descending from above. see the bell rope… and down comes the spider. who drives around watching the vibrations of the telephone wires. they should finish the banishing spell just before the spider eats the other characters. find the mummified body of the priest and banish the spider. the Games Master needs to get the Players into the town. which shake when the town is disturbed by outsiders). The spider can lower itself on a strand of web from the bell-tower (and the rope to pull the bell could actually be a braided. and the obvious choice is a church-spire. even cloying…and sticky.

9. Twenty Bizarre Events TURNING THE SCREW well might be able to sow dissent in the town. Twisting The best. and form an eerie pattern.1. Your life is in your own hands and only you can get yourself through this. but faintly metallic. 3. A new and distinctive monster or horrific concept works wonders. weather. All of the characters experience a moment of déjà vu. most memorable scenarios have a twist – some imaginative difference that sets them apart. Do not lock the Players into a predetermined route through the scenario – have the horrific set-pieces ready. 6. but how about werewolves on a Scottish oil rig? Making sure there is always something new and unexpected keeps the game fresh. traffic. A character catches a glimpse through a window or closing door of a room in complete disarray. Extraneous non-Player Characters can be killed off in horrible ways. 16. One of the characters experiences a sudden muscle cramp or spasm every time he walks through a doorway. Try to avoid the helpless victim – Players respond better to those who show at least a little courage in the face of horror. 12. 4. and bring them in when appropriate. One of the characters experiences a few minutes of ‘missing time’. If you do introduce such non-Player Characters. When he investigates. 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. 15. If you use the Ties of characters as victims. 13. everyone expects werewolves on the Scottish moors. and no-one has ever put a coffee cup on it before. 2. they cannot find what broke. Characters with occult skills might be better off replicating the priest’s research and coming up with their own banishing spell. No matter how hard the characters search. but few Games Masters can consistently come up with new horrors that are really scary. 20. make sure there is at least a chance that the Players can save the victim. 10. Police officers and other authority figures: In most horror games. Overlaying an interesting plot also works – the revelation that the horror is supernatural is the twist. All the silverware on the table suddenly turns and points towards one character. 5. It does not always have to be a plot twist. The phone rings. It sounds like glass. etc. jamais vu or presque vu. All the noise in an area – conversation. you haven’t seen him outside in the sunlight…’). An old wound or scar begins to bleed again. One of the characters uses an utterly unfamiliar. 8. Something breaks. The character finds an old newspaper or photo that refers to him. All mobile phones. 14. live goldfish swimming in his toilet. The game can also be made memorable by using an unusual location. 19. tearing the social web apart. the room is perfectly fine and tidy. One character finds a healthy. televisions. instead of down. A coffee stain on a map circles the place the characters are going – but the map is a new one. Two (or all) of the characters has the same nightmare. then either saddle them with restrictions (‘Van Helsing knows all about vampires and how to kill them. or goes backwards. Non-Player Characters Most horror scenarios work best when the number of nonPlayer Characters is low. It is less work for the Games Master. 7. The raindrops run up the window. 17. One of the characters gets a split-second glimpse of himself from another perspective. 18. an out-of-body experience. and focuses the game on the Players. but the voice on the other end is the speaking clock. Something shadowed and terrible looms over him. That tree in the garden…you could swear it was two feet to the left yesterday. 11. the police either have to be kept in the dark (‘officer. alien word for a normal concept. radios and other electronic equipment momentarily stops working in a burst of static – or all simultaneously turn on. Avoid having extremely powerful or competent nonPlayer Characters who can save the characters or solve the mystery – one element of horror is responsibility. – stops simultaneously for a moment. machinery. The wind seems to carry the faint echo of screaming voices. you don’t understand! I burnt down that ~ ~ 196 . The watch of one of the characters stops dead. and he’s very strong for his age… and now that you think about it. Classic roles for non-Player Characters in horror include: Victims: the poor unfortunates who get eaten/ sacrificed/transformed by the horror.

3. saves and skill checks for the following round). If it were not for the vast seething masses of humanity. you should never introduce a monster and have it killed in the same scene. as is rousing from a dream with a tremendous idea – only to have it slide between your fingers as wake up. Jamais vu – the opposite of déjà vu in some respects. again this can be explained away with mundane causes. and corrupt cops. It is a checkpoint in the scenario – the characters cannot move onto the next section until they know how to get through it. Characters with a little authority could be able to request roadblocks. it’s got your personal effects in it – but nothing in it strikes any chord of familiarity with you. but probably will not prove too much bother to the characters if they keep their nerve. Giving the Players a ‘safe area’ creates a bigger contrast with the horror (and blowing up the safe area is a huge and horrifying violation suitable for a major turning point in a campaign). including a few friendly faces and mouthpieces for the Games Master is a good idea. A minor example is suddenly forgetting your best friend’s name. Oh. Usually. In most circumstances. ‘Vu’ Sensations TURNING THE SCREW ~ ~ ~ 4. The creature escapes. It attacks again before they are ready. They find evidence of something else connected to the monster. All of ‘vu’ sensations can be used to give elliptical hints and clues to characters. Ordinary People: Do not gloss over the existence of just plain folks. The characters are attacked by the monster.orphanage because they were demon nuns! Demon nuns… stop hitting me!’) or negotiated with to gain access to records or aid (‘I need to review adoption records for 1975-1981 now. Like Non-Player Characters. searches and even SWAT teams. for example – but which initially can be explained by a wholly mundane cause. as it is far more horrifying if someone you assumed to be safe and friendly turns out to be an enemy. but they can also be mildly disorientating (-1 to attack rolls. Monsters in horror should not be disposable cannon fodder (or at least they should not be disposed of lightly). where would the monsters hide? Include the occasion trivial encounter with ordinary characters. to make sure the Players do not assume that every Non-Player Character they meet is directly connected to the plot. Déjà vu can sometimes be so intense that people do can predict entire actions and phrases a moment before others performed them. Presque vu – moments of only ephemerally perceived or remembered clarity or greatness. 2. and demon hybrids. ensuring they do not blunder forward without a clue what is going on. They begin to research or develop a way to attack it. Having a concept on ‘the tip of one’s tongue’ is an example. encountering a novel situation that seems eerily familiar. It’s been your bedroom for the last seven years. or see someone else being killed. One good schedule to follow is: 1. Déjà vu – the classic sensation that most people have experienced. If you include people who are basically in the same position as the Player Characters – other monster hunters/church sponsored exorcists/people infected by a horrible sentient virus or whatever the characters are – they can serve as cautionary examples to the Players. 5. Monsters Monsters in a horror game require careful pacing. Never hand the Players all the information they need – leave room for implication. encountering an entirely normal situation but feeling absolutely no chronological connection to it. ~ Experts: Professors. Allies and other investigators: While the burden of the dealing with the horror should rest on the Player Characters. Ideally. monsters fall into several roles: ~ Atmosphere: The monster is there to make the horror and danger of the place manifest – it is supposed to alarm the Players. these should initially appear to be one of the other types of Non-Player Character. There should be hints and foreshadowing first. They have to fend off its attacks while completing their plan. Cultists and Madmen: And serial killers. and the corporate suit who wants to capture the monster alive so the bioweapons division can breed and market it. 197 . and a flamethrower’). antiquarians and other characters who can dispense clues and give details of the plot. they learn how to get past it while also learning some other part of the plot. More severe is the sudden sensation that you no longer know the room you have entered. The characters find evidence that they will later tie to the monster – scratch marks on a corpse. ~ Guardian: The monster is an obstacle that the characters must defeat or bypass.

The higher the level of technology. The Games Master can grab text from documents on the web and edit them to insert clues. it is very easy to write up convincing handouts. If everything changes at the whim of the Games Master. try to come up with one memorable bit of description or behaviour that will make the Players loathe the monster. but mostly they have to flee monsters when they encounter them. you notice a discrepancy in one account’. In a handout. plausible. Really. In a low-powered game. but more importantly. this is because too much weirdness desensitises the Players to it. and if they succeed. Monsters should always be disturbing in some fashion – even for little beasties that are there as cannon fodder or flavour. which turns out to be the distilled pollen of a carnivorous alien flower) or to be the end of the plot (the cultists are trying to summon their fearsome demon-god. Therefore. Most non-physical evidence is filtered twice – once by the Games Master and once by the character. In a higher-powered game. It has its own inhuman and horrific goals. the Games Master can hide this discrepancy and let the Players work it out (which is far more rewarding). the Players are perfectly in sync with their characters. fighting monsters directly becomes an option. the harder it is Handouts work very well in mystery games. Burning parts of the paper can tantalisingly obscure key words and force the Players to handle the items carefully. They give the Players physical evidence to examine. either hunting or being sent to gather victims for some other purpose. The rats there have long. Don’t have bizarre events happen on a regular basis. plotting against them. that they are on the trail of the horror. and clue them in that something is not right. really strong coffee or baking them in the oven. For example.all sorts of weird occult and junk science books can be bought cheaply in second-hand stores. Handouts also encourage roleplaying – while examining a handout. Plot Device: The monster is in the game either to violate the laws of reality and facilitate the plot (the characters are investigating a strange new drug. Isolating the Characters Cutting the characters off from safety. lights in the sky. but their freakish behaviour makes them scary. Bizarre events include all the usual Fortean events (rains of fish. of course. Partly. the Games Master says something like ‘you find a set of financial records… give me an Appraise or Intelligence check. the Players have to have a baseline reality that they can understand and trust. and will only win out by unravelling the mystery. The key here is to unsettle the Players. With the web and modern desktop publishing software. It is very easy to hide clues in a handout. if they plan it carefully and are lucky. supplies and support is a common element in horror games. be able to defeat one in a fight. have them find a copy of some dodgy UFO book with the chapter on Roswell dog-eared and a mysterious set of co-ordinates written in the margin… Props & Handouts 198 . the one thing left to do is have strange things happen. A handout can be examined directly by the Player. normally. They might. which could be nothing more than lonely dogs). but can also be foreshadowing of upcoming horrors (the werewolf hunters hear distant howls across the moors. hollow tails with sharp bone spurs on the end. to spice up scenes. Bizarre Events TURNING THE SCREW ~ ~ Bizarre events are the stock-in-trade of the horror Games Master. Old scrolls can be made by painting the paper with really. there is no point in planning or taking anything seriously. Another great handout is an old book with a bookmark or key passages highlighted . sane setting and then undercut it with the impossible. the earth is doomed). Antagonist: The monster is intelligent and opposed to the characters. If you want to embroil the characters in the mystery of Roswell. DC 15… OK. They drive the bone spikes into the feet or calves of the characters as they pass. these rats are no more dangerous than a normal rat. Establish a rigorously logical. the characters are exploring the ruins of a Nazi fortress known for its diabolical experiments. statues bleeding). and suck blood up through the hollow tail. Stalkers are often under the control (or were under the control and have escaped) of an antagonist monster or evil sorcerer. Horror games tend to have few encounters with Non-Player Characters (the Players usually keep their activities secret) and fewer (but deadly) monsters. most monsters are more than a match for the characters.~ Stalker: The monster is out roaming around.

and or by riding for even less time in a medieval game. All this aside. Each has their own advantages and disadvantages. ~ Electromagnetics: A storm or other atmospheric disturbance prevents the signal from getting through. The police are not going to help the characters if they tell them that the upcoming Interpretive Dance Event in Central Park is going to summon an elder god. The problem with physical isolation is that it can often be easily overcome with modern technology (there are very few places in the Western World that cannot be reached within a few hours by a helicopter). and on its own. computers and the internet – having the characters in constant contact with each other and the outside world does make mysteries and loneliness harder to achieve. However. in secret isolation. It is a good idea to mix and match these – the Players will get annoyed if every adventure begins with a huge storm that traps them in the haunted castle/spooky village/ abandoned mineshaft. the isolation is magical – the door can never be opened. the more likely it is that the characters can overcome social isolation. or in post-apocalyptic ruins. give the Players some warning before cutting them off from communications.e. Supernatural Isolation: This is very heavy-handed. ~ Equipment failure: Batteries go dead. There are five ways to isolate characters: physically. and should only be used when you absolutely have to isolate the characters. Social isolation only works if the horror is intangible or esoteric. Alternatively. Communications Isolation: Mobile phones. like sewers or steam tunnels. thick black fog surrounds the town. and cannot get out. The more physical evidence present. the ~ 199 . The Players can find themselves out of touch by driving for an hour in a game set in the 1920s. isolated space ships or stations. it becomes easier. ~ Geography: The only bridge out of town is down. Social Isolation: The simplest type of isolation – if no-one believes the characters. anyone walking down the road is teleported back to their open grave in the cemetery. and that they might even be blamed for whatever the horror did.. the characters are trying to cover up the existence of the horror. Dealing With Player Tactics There are a few common. Cave-ins and locked doors can isolate them. The emergency services dispatcher has exactly the same speech patterns as the village full of frog people… TURNING THE SCREW Unless there is a plot point behind it (i. ~ Mistrust: The characters can contact someone – but all communications go through a switchboard or other point that they cannot trust. the characters are on an island and the next boat does not come for a week. share information and call in help from outside. ~ Cramped Conditions: The characters are in a location that is hard to reach. Here. ~ Weather: The fog is too thick to drive through. and when it is. it is very easy to cut it off. the river is flooded. This only work if the characters are working for some patron or organisation who wants to conceal the existence of weird monsters or magic.to achieve. Take off and nuke the site from orbit: Instead of going into the bad place – the haunted house. their plane crashes. they are alone even in the middle of a crowd. The closer you get to the modern day. The trouble here is working out how they got there in the first place. communication is not too damaging to the horror. it can sidetrack the Players into trying to construct an escape route instead of escaping the horror. once you move into the future. Secret Isolation: The flip-side of social isolation. If you want social isolation. secretly and supernaturally. water gets into the case. the harder it is to isolate the characters. make it clear that the characters will waste a lot of time by trying to contact others. socially. Oddly. and the proof is right here in this ancient Sumerian scroll. the winds are too high to fly. Countering these plans means the Players have to think for themselves. Letting them know in advance that they will be out of touch means you do not have to deal with arguments about wavelengths and phone base station ranges in the middle of an important scene. as futuristic games tend to be set either on alien planets. someone jams the characters’ radios or summons a Fallen Angel of the Message to disrupt their phones). It allows the characters to keep track of each other’s status. Only use physical isolation when the threat is primarily physical and you want to ensure that the characters do not have access to superior numbers or extra firepower. classic tactics used by Players in horror games. Options include: ~ Mechanical failure: their car breaks down. ~ Local Conditions: The characters are underground/in the shadow of a mountain/the phone wires are cut. via communications. radios. the police are much more likely to help if the characters have a few shredded corpses. make the characters distrust the authorities – it is hard to go to the police if one of them is in league with the evil cult. Physical Isolation: The characters are stuck in a location.

these can degenerate into a dull series of skill checks. ~ ~ Investigations & Autopsies ~ All too often. Give them stacks and stacks of clues and hooks. important investigations and analysis of clues deserves as much detail as a climatic fight scene. After all. so they sit back and only follow obvious clues. The solution is to put a mystery in the way. Assuming that the bruising was caused by an impact. they have dozens. This style of play requires the Games Master to have both a full grasp of the plot and any evidence that might be found and to be flexible enough to cope with the Players’ actions. hoping to find out what struck the victim. an important document or piece of evidence) in the bad place. they go back to bed. when the normal spatial relationships of reality collapsed. The web of clues requires much more preparation from the Games Master. The best approach is to take each piece of evidence that can be obtained separately and give the Player a chance to make decisions in between each discovery. the characters can investigate anything. The Games Master asks how the Player will continue. Next. the factory full of possessed robots – the characters try to destroy the place from the outside. ~ Ignore the weirdness at all costs: The characters refuse to follow any plot hooks at all. ~ Web of Clues: The inverse of the direct approach. There is no way that the paperweight could have been swallowed or inhaled… The key is that the Player gets to choose at each step how to proceed. Solution: Either have the horror follow the characters (if they stay in bed. The characters cannot burn the house down until they rescue the child trapped inside. Solution: Put something of value to the characters (a Tie. In most circumstances. There are three ways to structure a mystery. However. let the Players tease the clues out.TURNING THE SCREW sewer. the Player replies that his character will take a swabbing from the bruise. but does mean the Players are never stuck for something to investigate and have to actually work to figure out the mystery. Evidence: This variant has no or few preplanned clues – instead. Laugh it off: The Players try to find the humorous side of everything. they return it unopened. even though he knows nothing will be found. Only hand the Player all the information at once if the process of digging out the evidence is tiresome or time consuming. and if they miss one they are stuck without any path to follow. ~ The Direct Approach: The simplest approach is to have a chain of clues. It is the most interesting and immersive style of mystery. they suddenly feel something cold and slimy crawling up through the blankets) or show that the sooner they start investigating. in the web of clues. The Games Mysteries Many horror games are more about investigating a mystery than horror per se. as it uses the minimum number of clues. Solution: A little nervous humour is fine (and witty self-referential jokes work wonderfully in comic horror games). Not every horror game has to be about investigating a mystery. Let them get comfortable. For example. each of which leads to the next. the character X-rays the corpse and finds a metallic shape inside the body’s lung. but the vast majority are. This is acceptable for certain situations. Make sure that they always have some potential lead. The mystery unfolds one step at a time and each scene reveals another clue. He operates (again. and do not take anything seriously. He automatically notices a strange pattern of bruising on the chest. but if the Players resorting to comedy in a serious horror game… let them joke for a while. and warm. We give up and wait for clues: The Players assume that the Games Master will eventually provide enough information to solve the mystery. The two drawbacks are that the Players are basically being led the nose from clue to clue. having the monster show up too often or too soon will result either in the characters getting killed or the impact of the horror being lost. skill check by skill check. Solution: Drown the Players in information. When they hear noises in the attic. one character is performing an autopsy upon the corpse of a victim of a dimensional fold. but is also the easiest to mess up. just as it is fine to deal with a trivial combat in a few quick rolls (the Games Master might not bother describing how a character deals with a zombie if he has already fought and killed fifty-seven of them). by burning it down or blowing it up. and uncovers the evidence one step at a time. The Players have to draw their evidence together and figure it out. Treat Injury DC 10) and digs out a large ornamental paperweight. to let the horror build slowly. the better their chances of success. If they get a letter from an old friend. and having a fun time… and then have something burst in and eat one of them. there are lots and lots of clues but no one clue leads to the next part of the mystery. The Games Master calls for a Treat Injury roll (DC 10). and the Games Master comes up with what they discover on the fly. 200 . Instead of having only one clue. This is easy for the Games Master to write.

If the Players split the party. Instead. Investigate. wait until Bob and Charles find the hospital records and start examining them before taking Alice aside and running encounters in the morgue. start dropping their initiative count. In a game where mystery is more important. Gather Information and Knowledge checks. Players know that the Games Master basically has to play fair and will control his most evil and cunning impulses. Listen. brief the Player on how his evil character will act and let him play it normally. the Games Master might choose to take Players aside and run private scenes. If the Games Master is up for a little extra book-keeping. Horror Combats Paranoia Do not aim to make the Players paranoid – they will get there on their own quickly enough. and if they stall. then being able to see your allies getting killed is fine. If Alice sneaks off to explore the hospital morgue. make sure that the Players who are not ‘active’ have something to do while waiting. ask them what they are doing right now. They are vaguely like insects in that regard – ants attack anything that enters the nest that does not bear the right chemical markers. said. keeping the Players’ own hit points secret from them and describing all injuries graphically instead of numerically really reinforces the horror. Players mistrust every Non-Player Character. you should consider hiding as much information as possible from the Players.Master should regularly be calling for Spot. That said. some Games Masters prefer to let the Players whose characters are not present to listen in – in a game where horror is the main goal. even if the character is obviously insane. If you do split the Players up like this. Search. Players are much more willing to accept characters controlled by Players instead of the Games Master. pressure the Players to make quick decisions – do not let them spend ages working how they can get the best flanking bonus. A Player who is told that his character has a sucking chest wound and is having trouble breathing is far more scared than a Player who knows that his character has only 4 hit points left out of fifty. but another Player is under no such restriction. so the main body of the Players do not know what has happened to the wandering Player. but blindly accept anything that has the right scent. but will blindly accept a character that is being run by another Player. One of the nastiest tricks is to co-opt one of the Players to be a villain. Combat in horror should be fast-placed and brutal. some experienced Players have so internalised the game mechanics you can viscerally scare them by saying ‘you get hit for 46 hit points!’ 201 TURNING THE SCREW . Similarly. Never say how many hit points a monster has left – in fact. If one of the characters is replaced by a shapeshifting monster or infected by a mind-warping alien virus. In most cases. do not turn his character into a Non-Player Character immediately. A good time to run a separate scene is when the rest of the Players are examining a handout or discussing their course of action.

who loaded her petticoats with gunpowder and shrapnel being burnt for witchcraft and all horror will be lost). so he pencils in the idea that the ghost’s grave was uncovered by building work. Solution: Sometimes. Shake the game up and catch their attention. Hooking The Characters and Players: Hooking the character is easy – they work for a group that investigates weirdness. It is just not clicking: The Games Master had a really great idea for a plot or monster. creating another explosive ghost. So. the Games Master writes up a fake newspaper clipping describing the combustion. but for some reason – tired Players. so maybe the ghost is tied to something belonging to the witchhunter. The ghost has recently been freed somehow and is trying to lay itself to rest. it should be properly horrifying when the Players finally encounter it. a boring combat scene. The Games Master wants to use a web of clues approach to the mystery. Maybe the ghost’s victim was an archaeologist – or a thief who stole something from the dig. It all started out with a simple investigation of a haunted house. Plotting: The style of the game is modern day occult horror. they will be reminded of Agnes Nutter. or perhaps an archaeological dig. a game can suddenly go crazy.TURNING THE SCREW One side-effect of making horror combat fast and deadly is that the Players will spend a lot of time planning their tactics and preparing for the fight. when it possesses someone. the characters will have at least two spirits to deal with – the long-dead psychic and the newly-dead victim. then give the Players a clue from a clue dispenser. Having the monster vanish from its lair and crawl into the sewer is a poor ending. No Horror: The Players just are not being scared by the game. Switch from one form of horror to another. when the clues fall into place. A total party kill almost always ends a campaign. Apparently. Conversely. Here are some suggestions on fixing a game that is running off the rails. what else could connect a ghost to burning people? Horror is a very tricky style of game to run and sometimes it all goes wrong. This is the horror of implication. How was the first ghost freed? The Games Master is stuck on this for the moment. To raise the Players’ interest. This preparation is a good thing. a single survivor can provide the nucleus for a new party of investigators. Suddenly one of the characters is shooting police officers with a shotgun and the rest of the party are running for the next train out of town. have them swarmed by rats or zombies. So. it soon causes them to explode in flames. Having the death happen at a radio tower sets up all sorts of potential bizarre events involving radio transmissions from the dead. 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. The Players have made a series of really bad decisions and it looks like the game is all about to end unexpectedly. which can be boring for the Games Master. as it shows that the Players are scared of and respect your monsters. drop a monster into their tactics session. Most people burnt at the stake do not have grave goods. the Games Master can just have a ghost talk to them over a handy radio. Running Amuck: Sometimes. Or perhaps the psychic was a pyrokinetic. That said. Recovering When Things Go Wrong Scenario Construction Example: ‘The Quincy Foundation’ Initial Concept: The characters are members of the Quincy Foundation (see Weirdness Busters above). it takes a while for the Players to digest the clues. but at least you can use the monster again in a later game – and having cunningly foreshadowed it in this game. If the characters are exploring a brooding ruin. in-character or out of character arguments – the current session is not working very well. He decides that the combustion was caused by the ghost of a psychic who was burnt at the stake for witchcraft. and he can hint at supernatural activity with radio static. If the Players get stuck. if it gets too tiresome. and the big resolution of the plot or confrontation with the monster is going to fall flat. Solution: Do something unexpected. sent to investigate an alleged spontaneous combustion in London. If they just are not putting things together and are getting bored after a half-hour or so. However. but ~ ~ ~ ~ 202 . Solution: Salvage what you can and turn the game into foreshadowing. let everything go spookily quiet. The Mystery is too tough: The Players are stuck and do not know what to do. if the game is survival horror. Solution: Pick the character who can best carry the campaign and find a way to save him. Provide hints that will let them move on – and up the danger to compensate. a man climbed up onto a of a radio mast before bursting into flames in front of horrified onlookers.

so coming up with a contact there is a good idea.How about gas? The psychic was not burnt at the stake. It is the Phantom of the Utilities). The ghost of the man who exploded is confused and does not know what happened to him – in some ways. The characters will have to deal with the London police. then have ‘controlled detonations’ inside a ghost-proof chamber. Non-Player Characters: The family of the man who exploded will probably be interviewed by the Players (and his ghost might return to them). He has connections to the modern world (his family and friends) and in attempting to contact them. So. but it make a weird sort of sense – and gives a great clue to give in an autopsy. What does it want? It brought its victim to a radio tower – could it have instinctively been drawn to electromagnetic activity? Was it trying to beam itself into space? Or was it trying to call something down? Or was the tower built on the site of an old building that was important to the ghost in life? The Games Master could then decide that the victim was having an affair with a woman. he was buried alive in a chamber that filled up with natural gas and foul air. Monsters: The two ‘monsters’ are the two ghosts. then they have an even bigger stake – they have to solve the case before they explode. one of the characters will blunder into a position where they get possessed by one of the ghosts. their cells become more and more suffused with methane until they explode. putting a nice time limit on the investigation… 203 TURNING THE SCREW . trapping the spirits within? Could the gaseous ghosts somehow be channelled into the mains and burnt off like normal gas? The rest of the questions can be answered as the game goes on – the initial investigation of the combustion should fill up two or three hours of play. that makes him more dangerous. Ideally. When he possesses someone. If the characters cannot squash the ghosts. of course. It certainly gives him a reason to hang around as a ghost. especially if the Games Master throws in troublesome obstructions from the police and a few bizarre events. and less likely to possess people – but it has psychic abilities. the plague of combustions will spread. the ghost is connected with gas (and radios. If one or more of them become possessed by the ghosts. or make amends with his wife for his infidelity. Traps and Stakes: The initial stake is that the characters have been assigned this mission and have to complete it. Twisting: The twists here is not that the monster is fundamentally sympathetic – that happens a lot in ghost stories – it is that whenever anyone falls victim to the combustion. That is the initial link and provides a motivation for the second ghost – perhaps he will try to recontact his mistress. another fiery ghost is created. How will the Players deal with the ghosts? Exorcisms? Will they heroically allow themselves to be possessed. The characters will probably end up researching the history of witches. so a librarian clue dispenser character fits. and that her apartment building is next door to the archaeological dig that uncovered the first ghost. he is likely to accidentally possess someone and cause another combustion. now. It is very dodgy science. The other ghost is hundreds of years old.

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.

MONSTERS

monster roles). Remember that a beginning character has three Hit Dice. The steps for designing a monster are: 1. Choose Hit Dice. 2. Choose Size. The size of the monster affects its Defence, Attacks (especially Grapple) and ability to hide. 3. Choose Type. A monster can be an Aberration, Animal, Construct, Monstrous Humanoid, Ooze, Outsider, Plant, Undead or Vermin. 4. Set the monster’s ability scores, speed, damage and natural armour bonus. 5. Calculate the monster’s hit points, Defence, attack bonus, grapple bonus, fighting space, reach, skill points and feats just as you would for a human character. 6. Choose or create special abilities for the monster. 7. Choose or create weaknesses for the monster. 8. Set the monster’s Horror save DCs. 9. Write up Evidence and Research entries for the monster. 10. Fly, my pretty, fly!

Making a Monster

Begin with a mad scientist’s lab, all bubbling beakers, crackling electrodes and crumbling Carpathian keeps. Begin with a gothic cathedral shrouded in darkness and webs, where something lurks and drips foul excretions from atop the spires. Begin with ooze-dropping eggs in the sewers, begin with illegal genetic experiments, begin with a twisted, alien, misshapen form crawling through the ceiling tiles and peering down at your bed. Begin with the dawn of time, when terrible things descended through the cooling hydrogen mists and made the rough world of Earth their home. Begin with what scares, repulses or disturbs you. Keep whatever horrific seed or idea inspired the monster in mind as you go through the mechanical creation process. Getting the rules right is nowhere near as important as providing a fun and scary encounter for the Players. Unlike other games where ‘balanced encounters’ are key, horror games regularly put the characters up against entities that they have no chance of defeating directly. The basic measure of a creature’s power is the number of Hit Dice it has. A creature’s Hit Dice depends on its role and the strength of the characters it will be opposing (see Chapter 11, Turning the Screw, for a discussion of

Creature Description

Each creature is organized in the same general format, as described in the following text. Much of the information on a creature is condensed into a creature statistics block, the contents of which are explained below.

Size

Monster Hit Dice Guidelines
Monster Designed For… Atmosphere Guardian Stalker Antagonist Plot Device Hit Dice ¼ to 3 Equal to +15 Hit Dice +1 to +5 Hit Dice +3 to +10 +5 to + whatever the Games Master wants

A creature falls into one of nine size categories. Each size category includes a size modifier that applies to the creature’s Defence and attack rolls; a modifier that applies to grapple checks; and a modifier that applies to Hide checks. These modifiers have been figured into the statistics for the creatures described here.

Type

A creature’s type determines many of its characteristics and abilities: physical ability scores, Hit Die type, base attack bonus, saving throw bonuses, skill points, feats and special qualities. Mental ability scores (Intelligence, Wisdom, and Charisma) can vary widely among creatures of a type; unless a type description specifies a particular score for one of these abilities, the Games Master will assign values as he deems appropriate.

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Hit Dice (HD) and Hit Points (hp)

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

MONSTERS

Massive Damage Threshold (Mas)

When a creature takes damage from a single attack equal to or greater than its current Constitution, it must succeed on a Fortitude save (DC 15) or immediately drop to –1 hit points. If the damage would reduce the creature to –1 hit points or fewer anyway, the massive damage threshold does not apply and the creature does not need to make a Fortitude save. Constructs, oozes, plants, undead and other creatures immune to critical hits ignore the effects of massive damage and do not have massive damage thresholds. Vermin gain a +5 species bonus on their Fortitude saves to avoid falling to –1 hit points.

Initiative (Init)

The creature’s modifier on initiative checks is usually equal to its Dexterity modifier, although the Improved Initiative feat provides an additional +4 bonus.

Speed (Spd)

to Defense (if any) while climbing and opponents get no special bonus on their attack rolls against the climbing creature. Fly: The creature can fly at the given speed if carrying no more than a medium load. All fly speeds include a parenthetical note indicating manoeuvrability: Perfect: The creature can perform almost any aerial manoeuvre it wishes. Good: The creature is agile in the air, but cannot change direction as readily as one with perfect maneuverability. Average: The creature can fly as adroitly as a small bird. Poor: The creature flies as well as a very large bird. Clumsy: The creature can barely fly at all. Creatures that fly can make dive attacks. A dive attack works just like a charge, but the diving creature must move a minimum of 30 feet. It can make only claw attacks, but these deal double damage. Creatures can use the run action while flying, provided they fly in a straight line. Swim: A creature with a swim speed can move through water at the given speed without making Swim checks. It gains a +8 species bonus on any Swim check to perform some special action or avoid a hazard. The creature can always choose to take 10, even if distracted or endangered when swimming. Creatures can use the run action while swimming, provided they swim in a straight line.

A creature’s tactical speed on land is the amount of distance it can cover in one move action. If the creature wears armour that reduces its speed, this fact is given along with a parenthetical note indicating the armour type; the creature’s base unarmoured speed follows. If the creature has other modes of movement, these are given after the main entry. Unless noted otherwise, modes of movement are natural (not magical). Burrow: The creature can tunnel through dirt, but not through rock unless the descriptive text says otherwise. Creatures cannot run while burrowing. Climb: A creature with a climb speed has the Climb skill at no cost and gains a +8 species bonus on Climb checks. The creature must make a Climb check to climb any wall or slope with a DC greater than 0, but it can always choose to take 10, even if rushed or threatened while climbing. The creature climbs at the given speed while climbing. If it attempts an accelerated climb, it moves at double the given climb speed (or its normal land speed, whichever is less) and makes a single Climb check at a –5 penalty. Creatures cannot use the run action while climbing. The creature retains its Dexterity bonus

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Defence

A creature’s Defence includes a parenthetical mention of the modifiers contributing to it. The creature’s ‘touch’ Defence (discounting natural armour and other armour modifiers) and ‘flat-footed’ Defence (discounting Dexterity bonus and dodge bonuses, if any) are provided as well.

MONSTERS

Base Attack Bonus (BAB)

A creature’s base attack bonus does not include any modifiers. It is used to calculate a creature’s grapple modifier as well as the maximum bonus on damage rolls for a creature using the Power Attack feat. A creature’s base attack bonus is derived by cross-referencing the creature’s Hit Dice and type on the Creature Saves and Base Attack Bonuses table.

Bite: The creature attacks with its mouth, dealing piercing damage. Claw or Rake: The creature rips with a sharp appendage, dealing slashing damage. Gore: The creature spears the opponent with an antler, horn, or similar appendage, dealing piercing damage. Slap or Slam: The creature batters opponents with an appendage, dealing bludgeoning damage. Sting: The creature stabs with a stinger, dealing piercing damage. Stings are usually poisoned.

Manufactured Weapons

Creatures that use manufactured weapons follow the same rules as characters, including those for multiple attacks and two-weapon fighting penalties.

Full Attack (Full Atk)

Grapple Modifier (Grap)

Whenever a creature makes an opposed grapple check, apply this modifier to its d20 roll. The total modifier on grapple checks is determined as follows: base attack bonus + Strength modifier + grapple modifier. The grapple modifiers for creatures of various sizes are given in Table: Creature Sizes.

Primary Attack (Atk)

If a creature moves more than 5 feet in the same round it attacks, it makes only a single attack using its primary attack bonus. This bonus includes modifications for size and Strength (for melee attacks) or Dexterity (for ranged attacks). A creature with the Weapon Finesse feat can use its Dexterity modifier on its primary attack. The damage and primary weapon type are noted in parentheses. Creatures can attack with natural weapons or manufactured weapons (sometimes both). A creature’s primary attack damage includes its full Strength modifier (1.5 times its Strength bonus if it is the creature’s sole attack). Use the creature’s primary attack bonus whenever the creature makes an attack of opportunity.

A creature that takes no more than a 5-foot step during its turn can make a full attack using all of its natural weapons. A creature’s full attack includes both its primary attack and its secondary attacks (if any). The primary attack bonus includes modifications for size and Strength (for melee attacks) or Dexterity (for ranged attacks). A creature with the Weapon Finesse feat can use its Dexterity modifier on melee attacks. A creature’s primary attack damage includes its full Strength modifier (1.5 times its Strength bonus if it is the creature’s sole attack or if the creature is wielding a two-handed melee weapon). The remaining weapons are secondary attacks and take a –5 penalty on attack rolls. Creatures with the Multiattack feat (see Feats, below) take only a –2 penalty on secondary attacks. Secondary attacks add only one-half the creature’s Strength bonus to the damage. Creatures that do not normally carry ranged weapons are still given a ranged attack bonus for situations in which they might be throwing objects at a target.

Fighting Space (FS)

Natural Weapons

Natural weapons include teeth, claws, horns and the like. The number of attacks along with the weapon, attack bonus, and form of attack (melee or ranged) are provided in a creature’s entry. Unless noted otherwise, natural weapons threaten critical hits on a natural attack roll of 20. If any attacks also cause some special effect other than damage, that information is given along with the damage. Unless noted otherwise, creatures deal double damage on critical hits. Natural weapons have types just as other weapons do. The most common types are summarised below.

Fighting space approximates the amount of space a creature needs to move and fight effectively, and how much space it occupies on a grid of 5-foot by 5-foot squares. The table of Creature Sizes gives the fighting space for creatures of any given size, although variations and exceptions are possible.

Reach

A creature’s reach is the distance at which it can strike targets with its natural weapons without needing to adjust its position on the grid. A creature using its natural weapons threatens all squares within its reach. When measuring diagonally, every second square counts as two squares. The table of Creature Sizes provides the typical

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reach for creatures of any given size. The Games Master may adjust the values in the table by –5 feet or +5 feet for creatures that have less than normal or greater than normal reach. Unlike the wielder of a reach weapon, a creature with greater than normal reach (more than 5 feet) can still strike creatures next to it. A creature with greater than normal reach usually gets an attack of opportunity against a character if the character approaches it, because the character enters a square it threatens before he can attack it. (This does not apply if the character takes a 5foot step.) Large or larger creatures with reach weapons can strike targets out to double their reach but cannot strike at targets within their normal reach or less. A creature with a 0-foot reach must move into the fighting space of its target to attack it, provoking an attack of opportunity from the target as the creature enters the target’s fighting space and threatened area. Also, creatures with 0-foot reach do not threaten the squares around them.

lack the ability altogether. The modifier for a nonability is +0. Other effects of nonabilities are as follows. Strength: Any creature that can physically manipulate other objects has at least 1 point of Strength. A creature with no Strength score cannot exert force, usually because it has no physical body or because it is immobile. The creature automatically fails Strength checks. If the creature can attack, it applies its Dexterity modifier to its base attack bonus instead of a Strength modifier. Quadrupeds can carry heavier loads than bipedal characters. See Chapter 2, Horror Roleplaying. Dexterity: Any creature that can move has at least 1 point of Dexterity. A creature with no Dexterity score cannot move. If it can act (such as by casting spells), the creature applies its Intelligence modifier instead of its Dexterity modifier to initiative checks. The creature fails all Reflex saves and Dexterity checks. Constitution: Any living creature has at least 1 point of Constitution. A creature with no Constitution has no body or no metabolism. It is immune to any effect that requires a Fortitude save unless the effect works on objects or is harmless. The creature is also immune to ability damage, ability drain and energy drain and it always fails Constitution checks (though these probably have no effect as it has no metabolism anyway). Intelligence: Any creature that can think, learn or remember has at least 1 point of Intelligence. A creature with no Intelligence score is an automaton, operating on simple instincts or programmed instructions. It is immune to all mind-affecting effects and automatically fails Intelligence checks. A creature can speak all the languages mentioned in its descriptive text. Any creature with an Intelligence score of 3 or higher understands at least one language. Wisdom: Any creature that can perceive its environment in any fashion has at least 1 point of Wisdom. Anything with no Wisdom score is an object, not a creature. Anything without a Wisdom score also has no Charisma score.

MONSTERS

Special Qualities (SQ)

Many creatures have unusual abilities. A special quality can be extraordinary (Ex) or supernatural (Su): Extraordinary: Extraordinary abilities are nonmagical and are not subject to anything that disrupts magic. Using an extraordinary ability is a free action unless noted otherwise. Supernatural: Supernatural abilities are magical. Using a supernatural ability is an attack action unless noted otherwise. Supernatural abilities may have a use limit or be usable at will. However, supernatural abilities do not provoke attacks of opportunity when used and never require Concentration checks.

Weaknesses (Wk)

Some monsters have special weaknesses and discovering these weaknesses is often the key to defeating the horror.

Saves (SV)

A creature’s Fortitude, Reflex and Will saving throw modifiers take into account the creature’s type, ability score modifiers, feats and any special qualities.

Abilities

Creatures have the same six ability scores as characters: Strength (Str), Dexterity (Dex), Constitution (Con), Intelligence (Int), Wisdom (Wis), Charisma (Cha). Exceptions are noted below. Nonabilities: Some creatures lack certain ability scores. These creatures do not have an ability score of 0; they

The creature is adept at using all its natural weapons at once. Prerequisite: Three or more natural weapons. Benefit: The creature’s secondary attacks with natural weapons take only a –2 penalty. Normal: Without this feat, the creature’s secondary natural attacks take a –5 penalty.

Multiattack Feat

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Charisma: Any creature capable of telling the difference between itself and things that are not itself has at least 1 point of Charisma. Anything with no Charisma score is an object, not a creature. Anything without a Charisma score also has no Wisdom score.

Horror

Skills MONSTERS

This section lists alphabetically all the creature’s skills by name along with skill modifiers that include adjustments for ability scores and any bonuses from feats or species abilities (unless otherwise noted in the descriptive text). All listed skills were purchased as class skills unless the creature acquires a character class (see Advancement, below).

This section describes what horror checks the monster prompts by its mere presence. Most cause only one sort of Horror save, but a few cause multiple saves – see Chapter 8, Fear and Loathing, for more details. In general, the DC for a Horror save should be 10 + ½ the creature’s Hit Dice + its Charisma bonus, although the Games Master should feel free to adjust this DC up or down for especially scary or bizarre entities. The monster can trigger other Horror saves because of its actions – if an alien thing suddenly bursts out of a wall, the characters might have to save against both Panic and Madness.

Feats

This section lists alphabetically all the creature’s feats. Most creatures use the same feats that are available to characters, but some have access to the Multiattack feat.

Evidence

This section describes what physical evidence can be gathered from the trail of the creature, or its victims. Each piece of information has a required skill (usually Investigation) and DC listed.

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

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base attack bonus. If the creature will be harassing them throughout the game. Also. Creature Types A creature’s type determines many of its characteristics and abilities: physical ability scores. A single creature cannot have more than one type. and Charisma) can vary widely among creatures of a type. However. Each piece of information has a required skill (usually Research) and DC listed. alarming impact on them. Mental ability scores (Intelligence. for that matter). saving throw bonuses. Similarly. in mind that these are guidelines. the Games Master will assign values as he deems appropriate. If a creature only appears at the climax of the game and will only be in combat with the characters for a round or two. it is a terrible anticlimax when it hits for 1d6+3 damage. remember that most monsters lack ranged attacks. Creature Saves and Base Attack Bonuses provides the modifiers to a creature’s saving throws and attack rolls based on its type and Hit Dice. Hit Die type. keep Dex 10–11 10–11 10–11 12–13 14–15 16–17 18–19 20–21 22–23 Con 28–29 24–25 20–21 16–17 12–13 10–11 10–11 10–11 10–11 Minimum HD 32d8 16d8 8d8 2d8 1d8 1/2 d8 1/4 d8 1/8 d8 1/16 d8 Animals Size Colossal Gargantuan Huge Large Medium-size Small Tiny Diminutive Fine Str 42–43 34–35 26–27 18–19 10–11 6–7 2–3 1 1 Dex 10–11 10–11 10–11 12–13 14–15 16–17 18–19 20–21 22–23 Con 28–29 24–25 20–21 16–17 12–13 10–11 10–11 10–11 10–11 Minimum HD 32d8 16d8 4d8 2d8 1d8 1/2 d8 1/4 d8 1/8 d8 1/16 d8 Slam 2d6 1d8 1d6 1d4 1d3 1d2 1 — — Bite 4d6 2d8 2d6 1d8 1d6 1d4 1d3 1d2 1 Claw 2d8 2d6 2d4 1d6 1d4 1d3 1d2 1 — Gore 4d6 2d8 2d6 1d8 1d6 1d4 1d3 1d2 1 209 .Research This section lists what can be discovered by researching the monster in ancient books of lore (or on the Internet. skill points. Use low amount of damage (1-4 points) to worry the Players without seriously threatening the characters. it should not be able to kill a character with a single blow. make sure it has the strength and damage to make a serious. unless a type description specifies a particular score for one of these abilities. Characters have at least 10 hit points and usually around 20-30. feats and special qualities. that is much more threatening in terms of game mechanics. if you spend ages describing the speed and strength of a monster. You should balance a creature’s attacks with how often the creature shows up and how scary it is supposed to be. For example. A creature belongs to one of the nine types described below. if you just say ‘the monster hits you for 2d6+10 damage’. while the characters will probably be loaded up with guns… Slam 2d6 1d8 1d6 1d4 1d3 1d2 1 — — Bite 4d8 4d6 2d8 2d6 2d4 1d6 1d4 1d3 1d2 Claw 2d8 2d6 2d4 1d6 1d4 1d3 1d2 1 — Gore 4d6 2d8 2d6 1d8 1d6 1d4 1d3 1d2 1 MONSTERS Creature Damage Aberrations Size Colossal Gargantuan Huge Large Medium-size Small Tiny Diminutive Fine Str 42–43 34–35 26–27 18–19 10–11 6–7 2–3 1 1 Each creature type below gives guidelines on how much damage a creature’s attacks should do. Dangerous monsters should do between 10 and 15 points of damage with a hit and game-ending horrors can do far more. Wisdom. but not very scary.

although they are often composed of recognisable parts. plus 1 feat per 4 Hit Dice beyond 1 HD. MONSTERS Animal Feral and snarling. Feats: Int modifier (minimum +0). ordinary animals can be just as scary as the most bizarre monsters. diseased and rotting or just spooky and foreboding. Ability Scores: Animals have Intelligence scores of 1 or 2 (predatory animals tend to have Intelligence scores of 2). plus 2 points per Hit Dice beyond 1 HD. Str 44–47 36–39 28–31 20–23 12–15 8–11 4–7 2–5 1 Dex 6–7 6–7 6–7 8–9 10–11 12–13 14–15 16–17 18–19 Con — — — — — — — — — Minimum HD 32d10 16d10 8d10 2d10 1d10 1/2 d10 1/4 d10 1/8 d10 1/16 d10 Construct A construct is a thing animated with artificial life – a sewn-together corpse. Hit Die: d8. although especially disturbing ones cause Madness. or the product of nuclear waste mutating mildew into a sentient slime. Hit Die: d8. a Constructs Size Colossal Gargantuan Huge Large Medium-size Small Tiny Diminutive Fine Extra Hit Points 120 80 40 20 10 5 — — — Slam 4d6 2d8 2d6 1d8 1d6 1d4 1d3 1d2 1 Bite 2d6 1d8 1d6 1d4 1d3 1d2 1 — — Claw 2d8 2d6 2d4 1d6 1d4 1d3 1d2 1 — Gore 4d6 2d8 2d6 1d8 1d6 1d4 1d3 1d2 1 Monstrous Humanoids Size Colossal Gargantuan Huge Large Medium-size Small Tiny Diminutive Fine Str 42–43 34–35 26–27 18–19 10–11 6–7 2–3 1 1 Dex 8–9 8–9 8–9 10–11 12–13 14–15 16–17 18–19 20–21 Con 26–27 22–23 18–19 14–15 10–11 8–9 8–9 8–9 8–9 Minimum HD 32d8 16d8 8d8 2d8 1d8 1/2 d8 1/4 d8 1/8 d8 1/16 d8 Slam 2d6 1d8 1d6 1d4 1d3 1d2 1 1 — Bite 2d8 2d6 1d8 1d6 1d4 1d3 1d2 — — Claw 2d8 2d6 2d4 1d6 1d4 1d3 1d2 1 — Gore 4d6 2d8 2d6 1d8 1d6 1d4 1d3 1d2 1 210 . a stone statue driven by magic. Feats: None. An aberration might be a dog’s body welded to a wheelchair. Base Attack Bonus: 3/4 of total Hit Dice (Column B in the Creature Saves and Base Attack Bonuses table). Skill Points: 2 x Int score. Good Saving Throws: Any one. Low-Light Vision (Ex): Most animals have low-light vision. No creature with an Intelligence score of 3 or higher can be an animal. Good Saving Throws: Fortitude and Reflex (some animals have different good saves). Horror: Animals do not cause Horror saves under most circumstances. Horror: Aberrations usually cause Fear. They are not proficient with armour. Animals share the following additional traits: Weapon and Armour Proficiency: Animals are proficient with their natural weapons only. strange abilities. that rolls towards the characters slavering and biting. or any combination of the three. Skill Points: 10–15. Base Attack Bonus: Equal to Hit Dice (Column A in the Creature Saves and Base Attack Bonuses table).Aberration An aberration has a bizarre anatomy. Aberrations are fundamentally wrong. an alien mindset.

plus 2 points per Hit Dice beyond 1 HD. They are proficient with their natural attacks and any weapon mentioned in their entries. paralysis. Ability Scores: Constructs have no Constitution score and usually no Intelligence score. this category covers werewolves. disease.possessed construction robot out for revenge. Oozes can be the product of chemical accidents. alien engineering or even ancient horrors trapped in the Antarctic ice. as well as all lighter types. Darkvision (Ex): Most monstrous humanoids have darkvision with a range of 60 feet. Hit Die: d8. Extra Hit Points: Constructs gain extra hit points according to size. Feats: None. They tend to be slow and clumsy. Immunities: Constructs are immune to mind-influencing effects and to poison. stunning. Will. Good Saving Throws: Reflex. Feats: None. monstrous humanoids cause Panic or Fear. but are very resilient. ability drain. Base Attack Bonus: 1/2 of total Hit Dice (Column C in the Creature Saves and Base Attack Bonuses table). plus 1 feat per 4 Hit Dice beyond 1 HD. energy drain or the effects of massive damage. Skill Points: None. Constructs share the following additional traits. degenerate sewer dwellers. Monstrous humanoids noted for wearing armour (such as mutated supersoldiers) gain the bonus feat Armour Proficiency with whatever type of armour they are accustomed to wearing (light or heavy). Oozes drip and squeeze and glow and tend to dissolve things they could with acidic pus. They are not subject to critical hits. Base Attack Bonus: 1/2 of total Hit Dice (Column C in the Creature Saves and Base Attack Bonuses table). they tend to cause mild Fear. Horror: Usually. sleep. drugenhanced supersoldiers driven mad by adrenaline poisoning and so on. Skill Points: None. Squelch. Weapon and Armour Proficiency: Constructs are proficient with their natural weapons only. Good Saving Throws: None. A construct reduced to 0 hit points is immediately destroyed and cannot be repaired. Otherwise. Repairable: Constructs cannot heal damage on their own but can be repaired using the Repair skill. necromancy effects and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. MONSTERS Monstrous humanoids share the following additional traits: Weapon and Armour Proficiency: Monstrous humanoids receive either Archaic Weapons Proficiency or Simple Weapons Proficiency as a bonus feat. ability damage. Hit Die: d10. nonlethal damage. A successful Repair check (DC 30) heals 1d10 points of damage to a construct and each check represents 1 hour of work. Hit Die: d10. Skill Points: 2 x Int score. Ooze Monstrous Humanoid Twisted mockeries of the human form. Base Attack Bonus: Total Hit Dice (Column A in the Creature Saves and Base Attack Bonuses table). as shown on the Constructs table. Good Saving Throws: None. Oozes share the following additional traits: Weapon and Armour Proficiency: Oozes are proficient Oozes Size Colossal Gargantuan Huge Large Medium-size Small Tiny Diminutive Fine Str 44–45 36–37 28–29 20–21 12–13 8–9 4–5 2–3 2–3 Dex 6–7 6–7 6–7 8–9 10–11 12–13 14–15 16–17 18–19 Con 26–29 22–25 18–21 14–17 10–13 8–9 8–9 8–9 8–9 Minimum HD 32d10 16d10 8d10 2d10 1d10 1/2 d10 1/4 d10 1/8 d10 1/16 d10 Extra Hit Points 40 30 20 15 10 5 — — — Slam 4d6 2d8 2d6 1d8 1d6 1d4 1d3 1d2 1 Bite 4d6 2d8 2d6 1d8 1d6 1d4 1d3 1d2 1 Claw 2d8 2d6 2d4 1d6 1d4 1d3 1d2 1 — Gore 2d6 1d8 1d6 1d4 1d3 1d2 1 — — 211 . Horror: Constructs can cause Panic saves if they appear normal (a possessed car) before attacking. They are not proficient with armour. Feats: 1 + Int modifier (minimum 0).

illusions and other attack forms that rely on sight. Immunities: Oozes are immune to mind-affecting effects. gaze attacks. sleep. Outsiders share the following additional traits: Weapon and Armour Proficiency: Outsiders receive either Archaic Weapons Proficiency or Simple Weapons Proficiency as a bonus feat. faerie folk. paralysis. the occasional giant carnivorous plant or alien symbiote is terrifying precisely because it is so rare and unexpected. Base Attack Bonus: Total Hit Dice (Column A in the Plant Plants are rarely monsters. Horror: Oozes cause Fear saves. Reflex. things from another dimension – all are outsiders. plus 1 feat per 4 Hit Dice beyond 1 HD. Demons. Outsiders Size Colossal Gargantuan Huge Large Medium-size Small Tiny Diminutive Fine Str 44–47 36–39 28–31 20–23 12–15 8–11 4–7 2–3 2–3 Dex 6–7 6–7 6–7 8–9 10–11 12–13 14–15 16–17 18–19 Con 28–29 24–25 20–21 16–17 12–13 10–11 10–11 10–11 10–11 Minimum HD 32d8 16d8 8d8 2d8 1d8 1/2 d8 1/4 d8 1/8 d8 1/16 d8 Slam 4d6 2d8 2d6 1d8 1d6 1d4 1d3 1d2 1 Bite 4d6 2d8 2d6 1d8 1d6 1d4 1d3 1d2 1 Claw 2d8 2d6 2d4 1d6 1d4 1d3 1d2 1 — Gore 2d6 1d8 1d6 1d4 1d3 1d2 1 — — Plants Size Colossal Gargantuan Huge Large Medium-size Small Tiny Diminutive Fine Str 44–45 36–37 28–29 20–21 12–13 8–9 4–5 2–3 2–3 Dex 6–7 6–7 6–7 8–9 10–11 12–13 14–15 16–17 18–19 Con 28–29 24–25 20–21 16–17 12–13 10–11 10–11 10–11 10–11 Minimum HD 32d8 16d8 4d8 2d8 1d8 1/2 d8 1/4 d8 1/8 d8 1/16 d8 Slam 4d6 2d8 2d6 1d8 1d6 1d4 1d3 1d2 1 Bite 2d6 1d8 1d6 1d4 1d3 1d2 1 — — Claw 2d8 2d6 2d4 1d6 1d4 1d3 1d2 1 — Gore 4d6 2d8 2d6 1d8 1d6 1d4 1d3 1d2 1 212 . MONSTERS Outsider An outsider is a creature originating from some other dimension. It gains extra hit points (in addition to those from its Hit Dice and Constitution score) according to its size. Horror: Outsiders almost always cause Madness saves. Hit Die: d8. Blindsight (Ex): Most oozes have blindsight with a range of 60 feet. Creature Saves and Base Attack Bonuses table). Will. Extra Hit Points: An ooze has no natural armour rating but is difficult to kill because of its protoplasmic body. aliens. as well as all lighter types. Good Saving Throws: Fortitude. heavy).with their natural weapons only. Oozes are not subject to critical hits. feral ferns and pernicious petunias do not show up in most horror games. Skill Points: 8 + Int modifier per Hit Dice. poison. visual effects. stunning. They are not from around here and have incomprehensible abilities that twist both perception and the laws of reality. Hit Die: d8. Ability Scores: Oozes have no Intelligence score. Feats: 1. They are proficient with their natural weapons and any weapon mentioned in their entries. Darkvision (Ex): Most outsiders have darkvision with a range of 60 feet. as shown below. reality or plane of existence. flanking or the effects of massive damage. but not with armour. That said. Outsiders noted for wearing armour (such as alien bounty hunters) gain the bonus feat Armour Proficiency with whatever type of armour they are accustomed to wearing (light.

Low-Light Vision (Ex): Most plants with visual sensory organs have low-light vision. Undead noted for wearing armour (such as a reanimated knight) gain the bonus feat Armour Proficiency with whatever type of armour they are accustomed to wearing (light. but bear in mind that most undead will have terrible Intelligence scores. Ability Scores: An undead has no Constitution score. They are not subject to critical hits or the effects of massive damage. Good Saving Throws: Will. plus 1 feat per 4 HD beyond 1 HD. They are not proficient with armour. Feats: 1 + Int modifier. stunning and mind-affecting effects. heavy). Blindsight (Ex): Most plants without visual sensory organs have blindsight with a range of 60 feet.Base Attack Bonus: 1/2 of total Hit Dice (Column C in the Creature Saves and Base Attack Bonuses table). Darkvision (Ex): Most undead have darkvision with a range of 60 feet. Immunities: Undead are immune to poison. ability damage. It uses its Charisma modifier for Concentration checks. Feats: None. Plants share the following additional traits: Weapon and Armour Proficiency: Plants are proficient with their natural weapons only. Undead share the following additional traits: Weapon and Armour Proficiency: Undead receive either Archaic Weapons Proficiency or Simple Weapons Proficiency as a bonus feat. Skill Points: None. paralysis. Str 44–45 36–37 28–29 20–21 12–13 8–9 4–5 2–3 2–3 Dex 6–7 6–7 6–7 8–9 10–11 12–13 14–15 16–17 18–19 Con — — — — — — — — — Undead Size Colossal Gargantuan Huge Large Medium-size Small Tiny Diminutive Fine Minimum HD 32d12 21d12 10d12 4d12 1d12 1/2 d12 1/4 d12 1/8 d12 1/16 d12 Slam 4d6 2d8 2d6 1d8 1d6 1d4 1d3 1d2 1 Bite 4d6 2d8 2d6 1d8 1d6 1d4 1d3 1d2 1 Claw 2d8 2d6 2d4 1d6 1d4 1d3 1d2 1 — Gore 2d6 1d8 1d6 1d4 1d3 1d2 1 — — Vermin Size Colossal Gargantuan Huge Large Medium-size Small Tiny Diminutive Fine Str 42–43 34–35 26–27 18–19 10–11 6–7 2–3 1 1 Dex 6–7 6–7 6–7 8–9 10–11 12–13 14–15 16–17 18–19 Con 26–27 22–23 18–19 14–15 10–11 8–9 8–9 8–9 8–9 Minimum HD 32d8 16d8 8d8 2d8 1d8 1/2 d8 1/4 d8 1/8 d8 1/16 d8 Slam 2d6 1d8 1d6 1d4 1d3 1d2 1 — — Bite 4d6 2d8 2d6 1d8 1d6 1d4 1d3 1d2 1 Claw 2d8 2d6 2d4 1d6 1d4 1d3 1d2 1 — Gore 4d6 2d8 2d6 1d8 1d6 1d4 1d3 1d2 1 213 . ability drain. disease. stunning. An undead is proficient with its natural weapons and any weapon mentioned in its entry. Good Saving Throws: Fortitude. plus 2 points per Hit Dice beyond 1 HD. necromantic effects and mind-affecting effects. Base Attack Bonus: 1/2 of total Hit Dice (Column C in the Creature Saves and Base Attack Bonuses table). if any. as well as all lighter types. MONSTERS Undead The restless dead may be tied to the mortal plane by unfinished business – or by unnatural hunger for the warmth of the living. They are not subject to critical hits. Hit Die: d12. nonlethal damage. Immunities: Plants are immune to sleep. Horror: Plants cause Madness saves. paralysis. Skill Points: 3 x Int score. sleep.

In fact. Resistance to Massive Damage (Ex): Vermin gain a +5 species bonus on Fortitude saves to negate the effects of massive damage. so a creature outside with a readied action could strike at it as it attacks. Huge +6. worms and similar invertebrates. they cannot take any physical action that would Vermin This type includes insects. Most undead are destroyed immediately if reduced to 0 hit points or less. Incorporeal An incorporeal creature has no physical body. nor can they be tripped or grappled. Horror: Undead almost always cause Fear. as follows: Medium-size +2. but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. An incorporeal creature’s attacks pass through natural armour. Undead can be healed with negative energy (usually only available through the use of magic). An incorporeal creature has no natural Defence bonus but has a deflection bonus equal to its Charisma bonus (always at least +1.Incorporeal and Swarm. Horror: Most vermin cause Panic in large numbers. but must remain adjacent to the object’s exterior. Incorporeal creatures pass through and operate in water as easily as they do in air. armour and shields. other arthropods. In order to see farther from the object it is in and attack normally. Weapon and Armour Proficiency: Vermin are proficient with their natural weapons only. They are not proficient with armour. It can sense the presence of creatures or objects within a square adjacent to its current location. Good Saving Throws: Fortitude. Potent Venom: Medium-size or larger poisonous vermin get a bonus to the save DC of their poison based on their size. although deflection bonuses and force effects work normally against it. and so cannot pass entirely through an object whose space is larger than its own. Gargantuan +8. arachnids. Special Monster Types There are two special monster types that can be added to any other type . although those with a phobia to their type suffer Fear. the incorporeal creature must emerge. Vermin share the following additional traits. as they can fly with perfect manoeuvrability at a speed of 30 feet. Colossal +10. or any effect requiring a Fortitude save unless the effect also works on objects or is harmless. Immunities: Vermin are immune to mind-affecting effects. but when it attacks a creature outside the object it only has cover. An incorporeal creature cannot pass through a force effect. Incorporeal creatures cannot fall or take falling damage. An incorporeal creature can enter or pass through solid objects. Darkvision (Ex): Most vermin with visual sensory organs have darkvision with a range of 60 feet.MONSTERS energy drain. Large +4. Hit Die: d8. Blindsight (Ex): Most vermin without visual sensory organs have blindsight with a range of 60 feet. They crawl up your leg and nest beneath your skin. 214 . Base Attack Bonus: 3/4 of total Hit Dice (Column B in the Creature Saves and Base Attack Bonuses table). even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature inside an object has total cover. or effects of massive damage. A ghost is both Undead and Incorporeal. while instead of fighting a single spider. It is immune to all nonmagical attack forms. Skill Points: 10–15. Feats: None. a character might be devoured by a Swarm of ants. It can be harmed only by other incorporeal creatures. magic weapons or creatures that strike as magic weapons and spells or supernatural abilities. Healing: Undead cannot heal damage on their own if they have no Intelligence score. Ability Scores: Vermin have no Intelligence score. Incorporeal creatures cannot make trip or grapple attacks.

so a ghost might be the ghost of a Combatant or a Scholar – or even a creature.000 creatures. It has no Strength score. like its component creatures. For example. A swarm is immune to any spell or effect that targets a specific number of creatures. are either ineffective or only partly effective with regard to incorporeal creatures. The area occupied by a large swarm is completely malleable. since it crawls all over its prey. whether they are flying or not. with no attack bonus given. In order to attack. except as noted here. A swarm of Tiny creatures consists of 300 nonflying creatures or 1. but its reach is 0 feet. Diminutive or Tiny creatures that acts as a single creature. A swarm’s attacks are nonmagical. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see. compulsions. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage. though damage taken until that point does not degrade its ability to attack or resist attack. An incorporeal creature moves silently and cannot be heard with Listen checks if it does not wish to be. Swarm HD 1–5 6–10 11–15 16–20 21 or more Swarm Base Damage 1d6 2d6 3d6 4d6 5d6 MONSTERS crawl over each other and their prey when moving or attacking. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. because creatures in a swarm are packed tightly together and generally A template is a set of adjustments to a creature’s or character’s statistics. A swarm makes saving throws as a single creature. phantasms. they deal automatic damage to any creature whose space they occupy at the end of their move. Nonvisual senses. Larger swarms are represented by multiples of single swarms. A swarm’s statistics block has “swarm” in the Attack and Full Attack entries. treat the swarm as a creature of the same size as its constituent creatures. they cannot be tripped. so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Damage reduction Swarms A swarm is a collection of Fine. A swarm has a single pool of Hit Dice and hit points. though the swarm usually remains in contiguous squares. then apply the ghost template to its statistics. a single speed and a single Defence score. A single swarm occupies a square (if it is made up of nonflying creatures) or a cube (of flying creatures) 10 feet on a side. it moves into an opponent’s space. with the exception of mindaffecting effects (charms. A swarm takes half again as much damage (+50%) from spells or effects that affect an area. A swarm of Fine creatures consists of 10. A swarm can move through cracks or holes large enough for its component creatures. so it is not subject to critical hits or flanking. grappled or bull rushed. such as splash weapons and some spells. Instead. and they cannot grapple an opponent. unless the swarm’s description states otherwise. Swarms are never staggered or reduced to a dying state by damage. It can occupy the same space as a creature of any size. For purposes of determining the effects of wind on a swarm. a single initiative modifier. such as a dog or tiger.000 flying creatures. which provokes an attack of opportunity. Traits: A swarm has no clear front or back and no discernible anatomy. The amount of damage a swarm deals is based on its Hit Dice.500 nonflying creatures or 5. Also. Swarms made up of Diminutive or Fine creatures are susceptible to high winds. as shown below. A swarm can move through squares occupied by enemies and vice versa without impediment. Swarm attacks are not subject to a miss chance for concealment or cover. a ghost is a template applied to another creature. you start with what the ghost was before it died. A swarm rendered unconscious by means of nonlethal damage becomes disorganised and dispersed and does not reform until its hit points exceed its nonlethal damage again.move or manipulate an opponent or its equipment. Reducing a swarm to 0 hit points or lower causes it to break up. patterns and morale effects) if the swarm has an Intelligence score and a hive mind. such as scent and blindsight. Templates 215 .000 flying creatures. Swarms of nonflying creatures include many more creatures than could normally fit in a 10-foot square based on their normal space. A swarm has the usual characteristics of its type. with no attack roll needed. nor are they subject to such actions. although the swarm provokes an attack of opportunity if it does so. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. Swarm Attack: Creatures with the swarm subtype don’t make standard melee attacks. To create a ghost. A swarm of Diminutive creatures consists of 1.

It does not gain the supernatural attacks of its new form. Dex. It does not gain any special qualities of its new form. Assuming an alternate form results in the following changes to the creature: ~ The creature retains the type of its original form. darkness. A creature is immune to its own breath weapon unless otherwise noted. although it must be able to speak 216 . Some swarms also have acid. and most kinds of concealment are irrelevant. Cha) of its original form. It retains the mental ability scores (Int. ~ The creature retains any spellcasting ability it had in its original form. A creature with blindsense is still denied its Dexterity bonus to Defence against attacks from creatures it cannot see. they distract foes whose squares they occupy. as described below. must be triggered as a free action. Con) of its new form. Visibility still affects the movement of a creature with blindsense. natural armour. The creature usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability. but retains most of its own physical qualities. If so. Using nonvisual senses. Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round. However. Some forms of blindsight. The creature usually does not need to make Spot or Listen checks to pinpoint the location of a creature within range of its blindsense ability. the exact DC is given in a swarm’s description) negates the effect. Change Shape (Su): A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid). however. blindsight is continuous and the creature need do nothing to use it. natural armour. Such breath weapons allow a Reflex save for half damage (DC 10 + 1/2 breathing creature’s racial HD + breathing creature’s Con modifier. a creature with blindsight maneuvers and fights as competently as a sighted creature. and other special abilities usually give a creature immunity (or at least resistance) to damage from a swarm. provided that it has line of effect to that creature. Changing shape results in the following changes to the creature: Special Qualities Special qualities are where the monster gets to ‘break the rules’ and do things that are impossible for the characters. being incorporeal. although its save modifiers may change due to a change in ability scores. ~ intelligibly to cast spells with verbal components and it must have human-like hands to cast spells with somatic components. Invisibility. the creature gains the benefits of blindsight only during its turn. Using skills that involve patience and concentration requires a DC 20 Concentration check. Wis. though the creature must have line of effect to a target in order to discern that creature or object. ~ The creature gains the natural weapons. If a creature must trigger its blindsight ability. Unless noted otherwise. blood drain or other special attacks in addition to normal damage. The creature is effectively camouflaged as a creature of its new form and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise. ~ The creature retains its hit points and save bonuses.MONSTERS sufficient to reduce a swarm attack’s damage to 0. but is far more discerning. movement modes. Most monsters have two or three special abilities. and extraordinary special attacks of its original form. although more powerful monsters have an even larger range of powers. keen smell. this is noted in the creature’s description. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save. such as sensitivity to vibrations. The ability’s range is specified in the creature’s descriptive text. Blindsense (Ex): Using nonvisual senses. Breath Weapon (Su): A breath weapon attack usually deals damage and is often based on some type of energy. ~ The creature retains the supernatural attacks of its old form (except for breath weapons and gaze attacks). the exact DC is given in the creature’s descriptive text). movement modes and extraordinary special attacks of its new form. A creature cannot change shape to a form more than one size category smaller or larger than its original form. ~ The creature gains the physical ability scores (Str. Blindsight (Ex): This ability is similar to blindsense. Any opponent the creature cannot see still has total concealment against the creature with blindsense and the creature still has the normal miss chance when attacking foes that have concealment. Spellcasting or concentration within the area of a swarm requires a Concentration check (DC 20 + spell level). It gains the size of its new form. ~ The creature loses the natural weapons. Swarms do not threaten creatures in their square and do not make attacks of opportunity with their swarm attack. such as acute smell or hearing. acute hearing or echolocation. a creature with blindsense notices things it cannot see. ~ The creature retains the special qualities of its original form. a Fortitude save (DC 10 + 1/2 swarm’s HD + swarm’s Con modifier. poison. Alternate Form (Su): A creature with this special quality has the ability to assume one or more specific alternate forms.

but check the creature’s entry for details. the opponent knows the attack was ineffective). however. The creature with the gaze attack gains total concealment against the opponent. but it is usually a Will or Fortitude save (DC 10 + 1/2 gazing creature’s racial HD + gazing creature’s Cha modifier. If the creature also has the improved grab ability it deals constriction damage in addition to damage dealt by the weapon used to grab. after making a successful grapple check. Only looking directly at a creature with a gaze attack leaves an opponent vulnerable. A successful saving throw negates the effect. or the weapon bounces off harmlessly (in either case. Opponents can avoid the need to make the saving throw by not looking at the creature. watching its shadow. dealing bludgeoning damage. usually 1 or more hit points per round. although it must be able to speak intelligibly to cast spells with verbal components and it must have human-like hands to cast spells with somatic components. gains 20% concealment against that opponent. and it does not allow a creature to regrow lost body parts. Constrict (Ex): A creature with this special attack can crush an opponent. Aversion and Vulnerability have a numerical rating instead of a flat effect (the werewolf has Vulnerability: Silver instead of just having a form of Damage Resistance that is automatically countered by silver) to make it easier for the Games Master to work out exactly how effective a new weapon can be. allow severed body parts to be reattached. Fast Healing (Ex): A creature with the fast healing special quality regains hit points at an exceptionally fast rate.~ ~ ~ ~ ~ ~ ~ ~ The creature retains the type and subtype of its original form. It gains the size of its new form. Thus. once before the opponent’s action and once during the creature’s turn. death. A creature with a gaze attack can actively gaze as an attack action by choosing a target within range. A monster’s gaze attack is described in abbreviated form in its description. thirst. it is possible for an opponent to save against a creature’s gaze twice during the same round. and so on. the opponent has a 50% chance to not need to make a saving throw against the gaze attack. Gaze attacks can affect 217 MONSTERS . The creature loses the natural weapons. the exact DC is given in the creature’s descriptive text). The creature with the gaze attack. Wearing a Blindfold: The opponent cannot see the creature at all (also possible to achieve by shutting one’s eyes). Except where noted here. spells and supernatural abilities. The creature takes normal damage from energy attacks (even nonmagical ones). The creature is effectively camouflaged as a creature of its new form and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise. The typical range is 30 feet. or capturing ghosts by finding out what unfinished business they have and lifting them off a site like a fingerprint using a constantly repeating video of the object of their obsession. charm and so on. Each round. a gaze attack varies. and channelling them through technology. movement modes. as given in the creature’s entry. The entry indicates the amount of damage ignored (usually 5 to 15 points). The creature gains the natural weapons. Damage Reduction (Ex or Su): A creature with this special quality ignores damage from most weapons and natural attacks. Reward creative thinking. but do not let the characters wipe out the horrors with cheesy super-weapons. The creature retains its hit points and saves. Fast healing does not restore hit points lost from starvation. Wounds heal immediately. The amount of damage is given in the creature’s entry. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his turn in the initiative order. That opponent must attempt a saving throw but can try to avoid this as described above. fast healing is just like natural healing. The type of saving throw for Aversions. and extraordinary special attacks of its new form. Gaze (Su): A gaze special attack takes effect when opponents look at the creature’s eyes. The attack can have almost any sort of effect: petrification. instead looking at its body. in one of two ways. It is this line of thought that gives us ultra-violet lamps and carbon bullets for hunting vampires. Averting Eyes: The opponent avoids looking at the creature’s face. except for breath weapons and gaze attacks. The creature retains the ability scores of its original form. Vulnerability and Creativity One of the fun bits of modern-day horror games is taking the strange supernatural restrictions of monsters. tracking it in a reflective surface. movement modes and extraordinary special attacks of its original form. The creature retains any spellcasting ability it had in its original form. The creature retains all other special attacks and qualities of its original form. or suffocation. nor (unless otherwise stated).

moonlight. another saving throw is required 1 minute later (regardless of the first save’s result) to avoid secondary damage. Allies of a creature with a gaze attack might be affected. Unless otherwise noted. It can even move (possibly carrying away the opponent). but a monster with the rake ability usually gains two additional claw attacks that 218 . The creature is rooted to the spot. A creature’s descriptive text provides the details.ethereal opponents. torchlight. Poison (Ex): Poison attacks deal initial damage. the creature does not lose its Dexterity bonus to AC. it deals constriction damage as well (the amount is given in the creature’s descriptive text). its attack deals extra damage in addition to the normal benefits and hazards of a charge. This act does not provoke attacks of opportunity. it takes a –20 penalty on grapple checks. Paralysis works on the body. a paralysis effect does not allow a new save each round. A winged creature flying in the air at the time that it is paralysed cannot flap its wings and falls. Psionic abilities are usually usable at will. and similar conditions of shadowy illumination. If it chooses to do the latter. Pounce (Ex): When a creature with this special attack makes a charge. a monster can attack with only one of its natural weapons while grappling. When a creature gets a hold after an improved grab attack. Otherwise. The creature has the option to conduct the grapple normally. A creature with a poison attack is immune to its own poison and the poison of others of its kind. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. Normally. it pulls the opponent into its space. If the creature does not constrict. The creature also can veil its eyes. speak. The Fortitude save DC against a poison attack is equal to 10 + 1/2 poisoning creature’s racial HD + poisoning creature’s Con modifier (the exact DC is given in the creature’s descriptive text). The amount of damage from the attack is given in the creature’s description. or take any physical actions. frozen and helpless. Paralysed creatures cannot move. each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. and a character can usually resist it with a Fortitude saving throw (the DC is given in the creature’s description). Unlike hold person and similar effects. A successful save avoids (negates) the damage. MONSTERS Paralysis (Ex or Su): This special attack renders the victim immobile. improved grab works only against opponents at least one size category smaller than the creature. No initial touch attack is required. A creature is immune to gaze attacks of others of its kind unless otherwise noted. It retains the ability to distinguish colour and detail under these conditions. Powerful Charge (Ex): When a creature with this special attack makes a charge. it can follow with a full attack – including rake attacks if the creature also has the rake ability. Psionics (Sp): These are abilities that a creature generates with the power of its mind. providing it can drag the opponent’s weight. to the opponent on a failed Fortitude save. such as ability damage or some other effect. All the creature’s allies are considered to be averting their eyes from the creature with the gaze attack and have a 50% chance to not need to make a saving throw against the gaze attack each round. A swimmer cannot swim and may drown. Low-Light Vision (Ex): A creature with lowlight vision can see twice as far as a human in starlight. Rake (Ex): A creature with this special attack gains extra natural attacks when it grapples its foe. Improved Grab (Ex): If a creature with this special attack hits with a melee weapon (usually a claw or bite attack). still threatens an area and can use its remaining attacks against other opponents. thus negating its gaze ability. or simply use the part of its body it used in the improved grab to hold the opponent. but is not considered grappled itself. Unless otherwise noted. it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.

success puts it back in the attacker’s mouth. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is noted in the creature description). a sonic attack follows the rules for spreads. while the creature that did the swallowing is not. Ray attacks have no range increments. deafening the subject or stopping its ears does not end the effect. with no modifiers for size or Dexterity. Scent (Ex): This special quality allows a creature to detect approaching enemies. Overpowering scents. ignoring armour. This DC increases or decreases depending on how strong the quarry’s odour is. or it can just try to escape the grapple. or suffocation. The range of the spread is measured from the creature using the sonic attack.it can use only against a grappled foe. depending on the creature doing the swallowing. which does not go away. For each hour that the trail is cold. It is possible to address multiple creatures at once telepathically. such as skunk musk or troglodyte stench. Attack forms that do not deal hit point damage ignore regeneration. The Defence of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armour bonus. typically fire and acid. Regeneration (Ex): A creature with this ability is difficult to kill. fire or electricity). can be detected at twice the ranges noted above. effects and any applicable saving throw. The creature automatically heals nonlethal damage at a fixed rate per round. the number of creatures tracked. If the swallowed creature escapes the grapple. Being swallowed has various consequences. sniff out hidden foes and track by sense of smell. Certain attack forms. If it succeeds. the opponent can be up to one size category smaller than the swallowing creature. Strong scents. and the age of the trail. Damage dealt to the creature is treated as nonlethal damage. When a creature detects a scent. where it may be bitten or swallowed again. A monster with the rake ability must begin its turn grappling to use its rake – it cannot begin a grapple and rake in the same turn. such as smoke or rotting garbage. the DC increases by 2. A swallowed creature is considered to be grappled. A creature must have a Constitution score to have the regeneration ability. can be detected at triple normal range. Creatures with the scent ability can identify familiar odours just as humans do familiar sights. Hitting with a ray attack requires a successful ranged touch attack roll. the creature pinpoints the source’s location. it drops to 15 feet. but not other kinds of sonic attacks (such as those that deal damage). Telepathy (Su): A creature with this ability can communicate telepathically with any other creature within a certain range (specified in the creature’s entry. Stopping one’s ears ahead of time allows opponents to avoid having to make saving throws against mindaffecting sonic attacks. if downwind. Unless otherwise noted. as given in the entry. Severed parts that are not reattached wither and die normally. thirst. Ray (Su): This form of special attack works like a ranged attack. The creature’s descriptive text describes the details. The attack cannot be of a type that automatically converts to nonlethal damage. details are in the creature’s descriptive text. Once a sonic attack has taken effect. deal lethal damage to the creature. If the opponent is upwind. Whenever the creature comes within 5 feet of the source. Stopping one’s ears is a full-round action and requires wax or other soundproof material to stuff into the ears. and the opponent takes bite damage. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. The creature’s descriptive text specifies the maximum range. although maintaining a telepathic conversation with more than one 219 MONSTERS . The creature can take a move action to note the direction of the scent. the range increases to 60 feet. The creature can detect opponents within 30 feet by sense of smell. Swallow Whole (Ex): If a creature with this special attack begins its turn with an opponent held in its mouth (see Improved Grab). natural armour and shield. cold. The entry indicates the amount and type of damage ignored. The ability otherwise follows the rules for the Track feat. making a Wisdom (or Survival) check to find or follow a track. A regenerating creature that has been rendered unconscious through nonlethal damage can be killed with a coup de grace (typically by chopping it into little bits). it swallows its prey. usually 100 feet) that has a language. Sonic Attacks (Su): Unless otherwise noted. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). Rake attacks are not subject to the usual –4 penalty for attacking with a natural weapon in a grapple. the exact location of the source is not revealed—only its presence somewhere within range. A creature with the Track feat and the scent ability can follow tracks by smell. Regeneration also does not restore hit points lost from starvation. Resistance to Energy (Ex): A creature with this special quality ignores some damage of the indicated type each time it takes damage of that kind (commonly acid. it can attempt a new grapple check (as though attempting to pin the opponent).

for example. Some creatures have a limited form of telepathy. trampled opponents can attempt Reflex saves to take half damage. A trampling creature can only deal trampling damage to each target once per round. but these take a –4 penalty. Vulnerability (Ex or Su): A creature with vulnerability to a particular substance may take extra damage from attacks using that substance. any creature whose space is completely covered by the trampling creature’s space is subject to the trample attack. and the target gets a +5 bonus. If they do not make attacks of opportunity. Warp Reality will be an opposed check where the opponent has a +5 bonus. roll the monster’s Concentration against the target’s Strength. Trampled opponents can attempt attacks of opportunity. if the object of the aversion comes closer to the creature. so temporarily disrupting it may be all the characters can do until they find out how to permanently kill it. a character holding a burning torch may take 10 on Horror saves caused by zombies. anyone holding the object of aversion may take the strength of the aversion as the result of a die roll when making a Horror save against the monster. Weaknesses Aversion (Ex or Su): A creature with an aversion is repelled by the object of its aversion (fire is a common one. A trampling creature that accidentally ends its movement in an illegal space returns to the last legal position it occupied (or the closest legal position. it must make the Will save again or move out of range. vulnerability has a rating (e. as zombies have Aversion: Fire (10). a werewolf might have Vulnerability: silver (15)). as are holy symbols like crosses). The save DC against a creature’s trample attack is 10 + 1/2 creature’s HD + creature’s Str modifier (the exact DC is given in the creature’s descriptive text). Need (Ex or Su): A creature with a need must fulfil it at regular intervals and will go to great risks to do so. Sensitivity (Ex): A creature that is sensitive to a particular phenomena (sunlight. a creature that is disruptable has some Special Quality that keeps it from being destroyed. it fails a Massive Damage save). The creature’s descriptive text gives the exact amount. the target can make an attack of opportunity against the trampling creature at a –4 penalty. For example. Trample (Ex): As a full-round action. Furthermore. Also. Usually. destroyed or otherwise incapacitated for 8+2d20 hours. it takes 2 points of temporary ability damage (usually Constitution). cold) suffers a –2 circumstance penalty to all attack rolls and skill checks when exposed to it. Warp Reality (Su): The creature can alter the laws of reality and perception. Each aversion has a strength.g. Warp Reality is essentially a way for the Games Master to model all the bizarre events associated with demons and other nightmarish creatures. A trample attack deals bludgeoning damage (the creature’s slam damage + 1-1/2 times its Str modifier). no matter how many times its movement takes it over a target creature. A vampire might need to drink blood every month while a cybernetic killing machine might need to recharge every day. The creature must make a Concentration check to create an effect. a creature with this special attack can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. If the trampling creature moves over only some of a target’s space. Like aversion. If the monster fails to fulfil its need. For example. it is dispersed.creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. as follows: Often. which determines the DC for any Will saves made by the creature. and even then can only advance at five feet per round.e. meaning it must make a Will save at DC10 to approach someone holding a burning torch. Disruptable (Su): A creature vulnerable to disruption has only a tenuous hold on physical reality. Vulnerability has the following effects: MONSTERS Warp Reality Effects Effect Fly Reverse gravity/walk up walls Telekinetically affect objects Speed or slow time Isolate a structure from the rest of the world Cause a Fear or Madness check Concentration DC 10 15 12 15 20 5+ DC of Fear or Madness check 220 . If a target’s space is larger than 5 feet. to push someone telekinetically. If struck with sufficient force in one round (i. a zombie might have Aversion: Fire (10). The creature merely has to move over the opponents in its path. if there’s a legal position that is closer). it is only considered trampled if the trampling creature moves over all the squares it occupies. It must make a Will save to come within 20 feet of the aversion. while others have a more powerful form of the ability.

If however it is shot with a silver bullet. the extra damage may increase.e. It can live off garbage and sewer rats indefinitely – it is drugs that bring it to the surface and it can scent them over great distances. the werewolf takes 15d6 points of damage per round. stitches and scars. Horror: Fear (DC 14) It might have been an alligator. it is reduced by an amount equal to the Vulnerability rating when the attack uses that substance. They hide beneath the water surface. the creature must make a Fortitude save every round (DC equal to the strength of the Vulnerability) or be nauseated and take one point of damage per five points of Vulnerability. seething. If the werewolf had only Damage Reduction 10. +10 natural). Con 20. A strange bone-tipped tentacle. Will +2 Abilities: Str 16. Track Evidence: ~ Investigate (DC 5): A trail of slime and sewer water leads to a manhole. then the bullet would do an extra 1d6 points of damage as five points of vulnerability are left over after reducing the Damage Reduction to 0. the monster takes 1d6 extra damage for every five points of Vulnerability (rounding up). which resemble marks left by exploratory surgery on the intestines and inner arm. Int 1. Research: ~ Gather Information (DC 20): All the victims suffered from various medical conditions. but there are several other strange injuries. it hunts down victims and sucks painkillers and other medicinal drugs from their bloodstreams. We shall now let the poor werewolf die in peace. A trapped victim is then probed by the side tentacles. but contains genetic markers suggesting that it was artificially engineered. intestines and other places in the body MONSTERS Aberrations Sewer Beast Huge-size Aberration Hit Dice: 8d8+40 (80 hp) Massive Damage: 20 Initiative: -2 (Dex) Speed: 20 ft. Dex 6. Defence: 16 (-2 Dex. If shot with a normal weapon. It is also dangerously mutagenic. Two Tentacles +4 (1d6+3) Space/Reach: 15 ft. the werewolf merely picks up a silver knife instead of being stabbed with it). touch 6. colours and sizes that grow and pop like boils. sprouts from either side of the mouth. The edges of the manhole are slightly cracked and stained. Combat: Sewer beasts attack from ambush. x 15 ft / 10 ft. Cha 3 Skills: Hide +3. watching through their secondary and tertiary snout-eyes. swim 40 ft. ~ Knowledge (physical sciences) (DC 15): The slime is from no known creature. Improved Grab. the damage is reduced by 15. -2 size. the beast explodes out of the water. Survival +5. the vulnerability reduces the Damage Reduction (15-15=0). trying to catch the victim in its massive jaws. The sewer creature is the product of genetic engineering gone wrong. ~ Treat Injury (DC 15): The corpse was partially devoured. so the bullet does normal damage. up to a maximum of 1d6 per point of vulnerability. For example. which drive into the stomach. Blindsight. but it has more limbs and misshapen appendages than any natural creatures. If touched by silver. treated with drugs. once. Multiple Eyes. Spot +7. and crawl up out of recently used toilets for a fix. unable to endure its biochemical imbalances and agonies. flatfooted 16 Base Attack Bonus/Grapple: +9/+19 Attack: Bite +9 melee (2d8+6) Full Attack: Bite +9 melee (2d8+6). Certainly. our poor werewolf has Damage Reduction 15 and silver Vulnerability 15. A creature cannot use Fast Healing or Regeneration to recover from damage inflicted by a substance to which it is Vulnerable. Weaknesses: Sensitivity (sunlight). Squeeze 221 . Its snout is covered with eyes of all shapes. Special Qualities: Ambush. Swim +8* Feats: Power Attack. its hide is scaly beneath the filth. Its cells are an agonised. If there is any Vulnerability left over after overcoming damage resistance. like an embryonic arm. the werewolf must make a Fortitude save (DC15) or be burnt for three points of damage.~ ~ ~ ~ ~ If the creature has Damage Resistance. Unable to die. If the monster is exposed to an unusually concentrated form of the vulnerable substance. Wis 10. If touched by the substance in a normally nondamaging fashion (i. occasionally climbing up to feed. Need (drugs) Saves: Fort +6. It swims sullenly through the foul waters beneath the cities. cancerous mass. It can even taste the faint residue in urine. When prey comes near. ~ Research (DC 15): Pharmaceutical companies deny that biological waste from failed experiments was dumped in public sewers instead of being properly incinerated. Ref +2. Listen +2. If submerged in molten silver.

bats eat insects and fly out unexpectedly. fly 40 ft (good) Defence: 16 (+2 Dex. MONSTERS Cat Tiny animal Hit Dice: ½ d8 (2 hp) Massive Damage: 10 Initiative: +2 (Dex) Speed: 30 ft. Squeeze (Ex): Sewer beasts can fit through tiny gaps – their bones jellify. +2 natural). allowing them to push through spaces only a few inches wide. Bite -1 melee (1d2-4) Space/Reach: 2 ½ ft. Cha 7 Skills: Balance +10. Wis 14. They can also see into the infra-red spectrum. The death is gory and agonising – just like the rest of the beast’s life. Special Qualities: Low-light vision Saves: Fort +2. Int 2. startling characters and getting caught in their hair. Multiple Eyes (Ex): Sewer beasts get the Alertness feat for free and have all-around vision. Special Qualities: Blindsight Weaknesses: None Saves: Fort +2.where the beast might find drugs. Con 10. it can immediately make a Grapple attack. Dex 15. touch 16. Move Silently +6.+4 size). flatfooted 12 Base Attack Bonus/Grapple: +0/-12 Attack: Claw +4 melee (1d2-4) Full Attack: Two claws +4 melee (1d2-4). Hide +17. so complicate matters with pharmaceutical corporations. Listen +4. Will +1 Abilities: Str 3. Ref +4. Ref +4. Blindsense (Ex): Sewer beasts can detect other creatures moving within the sewers. Con 10. x 1 ft. Ambush (Ex): Sewer beasts get a +4 circumstance bonus to Hide and Move Silently checks while hiding in the sewers. 222 . Wis 12. Defence: 14 (+2 Dex. Will +2 Abilities: Str 1. x 2 ½ ft / 0 ft. Dex 15. If it successfully grapples. Improved Grab (Ex): If the sewer beast hits with its bite attack. flat-footed 14 Base Attack Bonus/Grapple: +0/–17 Attack: None Full Attack: None Space/Reach: 1 ft. Spot +4 Feats: Weapon Finesse Always of the domestic variety. Cha 4 Skills: Listen +9. Game Ideas: A game involving a sewer beast is going to end up as a fairly straight-forward bug hunt. / 0 ft. Jump +6. Spot +9 Feats: None Found in belfries and dark woods. police cover-ups and so on – the monster is just the unforeseen disaster that throws everything into chaos. Animals Bat Diminutive animal Hit Dice: ¼ d8 (1 hp) Massive Damage: 10 Initiative: +2 (Dex) Speed: 5ft. Climb +5. conspiracies. it gets a +4 bonus to attacks with its side tentacles. Move Silently +9. sometimes black and unlucky. Int 2. touch 14.

Squeak squeak. Int 2. flat-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. low-light vision Saves: Fort +2. +3 natural). MONSTERS Shark Medium animal Hit Dice: 3d8+3 (16 hp) Massive Damage: 13 Initiative: +2 (Dex) Speed: Swim 60 ft. Spot +5. Special Qualities: Low-light vision Python Medium Animal Hit Dice: 3d8+3 (hp 16) Massive Damage: 13 Initiative: +3 (Dex) Speed: 20 ft. A large guard dog. Will +1 Abilities: Str 15.+3 natural). touch 12. Skills: Listen +6. low-light vision Saves: Fort +6. swim 10 ft. Climb +12. Int 2. Defence: 14 (+2 Dex. constrict 1d6+4. flat-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. Wis 12. Defence: 13 (+2 Dex. Swim +11 Feats: None Not poisonous. Ref +4. Will +2 Abilities: Str 13. Dex 17. Climb +14. Hide +11. Cha 6. Int 1. x 5 ft /5 ft.. Dex 13. Special Qualities: Scent. touch 12.+2 natural).+1 natural).Dog Medium animal Hit Dice: 2d8+4 (13 hp) Massive Damage: 15 Initiative: +2 (Dex) Speed: 40 ft. Ref +5. touch 13. Ref +4. x 2 ½ ft / 0 ft. Con 10. Defence: 15 (+2 Dex. Skills: Jump +4. Wis 12. Swim +5 Feats: None. Cha 2 Skills: Balance +10. Will +1 Abilities: Str 2. Squeaksqueaksqueaksqueak SQUEAKSQUEAKSQUEAKSQUEAK. Dex 15. Special Qualities: Scent. Survival +1 (+5 when tracking by scent). x 5 ft /5 ft Special Qualities: Scent Saves: Fort +5. Dex 15. Hide +18. x 10 ft /5 ft. Cha 6. Spot +6 Feats: None An ordinary riding or draft horse. Spot +9. Cha 2 Skills: Balance +11. swim 20 ft. Ref +6. Wis 12. climb 20 ft. low-light vision Saves: Fort +4. Swim +10 Feats: Weapon finesse Squeak. Listen +5. family pet. Wis 12. Int 2. Listen +9. Tiny animal Hit Dice: ¼ d8 (1 hp) Massive Damage: 10 Initiative: +2 (Dex) Speed: 15 ft. Rat Horse Large Animal Hit Dice: 3d8+6 (19 hp) Massive Damage: 15 Initiative: +1 (Dex) Speed: 60 ft. touch 14. but this snake can quickly crush the life from an unfortunate investigator. climb 15 ft. flat-footed 12 Base Attack Bonus/Grapple: +2/+5 Attack: Bite +5 melee (1d6+4) Full Attack: Bite +5 melee (1d6+4) Space/Reach: 5 ft. Con 15.+2 size). Move Silently +10. flat-footed 12 Base Attack Bonus/Grapple: +0/-12 Attack: Bite +4 melee (1d3-4) Full Attack: Bite +4 melee (1d3-4) Space/Reach: 2 ½ ft. or hound of the Baskervilles. Con 15. +1 Dex... touch 10. scent. Will +2 223 . Special Qualities: Improved grab. flatfooted 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. Abilities: Str 17. Defence: 13 (-1 size. Defence: 15 (+3 Dex. Con 13.

Move Silently +9. If the trip attempt fails. It drinks in the terrified psychic emanations of its prey. but Nightmare Engine MONSTERS Tiger Large animal Hit Dice: 6d8+18 (45 hp) Massive Damage: 17 Initiative: +2 (Dex) Speed: 40 ft. Will +3 Abilities: Str 23. Listen +6. Special Qualities: Damage Reduction 10. Wis 10. and things that burn. Constructs Large Construct Hit Dice: 5d10+20 (50 hp) Massive Damage: Initiative: -3 (Dex) Speed: 30 ft. improved grab. Cha 6 Skills: Balance +6. -1 size. Dex 15. touch 6. 224 . what music they make… Trip (Ex): If the wolf hits with a bite attack. glitches in the security system…and for that matter. Dex 4. Int 10. Defence: 14 (+2 Dex. +3 natural). x 10 ft /10 ft. Ref +5. Special Qualities: Pounce. The Nightmare Engine is a ramshackle horror built of junk and rusty metal. so does your computer. Swim +11 Horror: Panic 10 These predatory beasts are rarely man-eaters – rarely. Wis 12. Process Horror. Spot +3. it may attempt to trip an opponent as a free action without having to make a touch attack or drawing an attack of opportunity. Cannibalise. Trip Saves: Fort +3. ~ Repair (DC 20): There do seem to be numerous anomalies – automatic doors that opened without a key. Survival +1 (+5 when tracking by scent) Feats: None Horror: Panic 5 The children of the night. Its attempts to provoke fear tend to be clumsy at first. rake Saves: Fort +8. Spot +7. Cha 6 Skills: Hide +3. Move Silently +4. Con -. Int 2. Con 13. Spot +4. Listen +3. ~ Research (DC 20): A junkyard night watchman died in suspicious circumstances two months ago. to be downstepped in blood-soaked transformers into physical form and mixed with engine oil and blood. Dex 15. Will +1 Abilities: Str 24. Con 17. Cha 2 Skills: Listen +7. No such weapon was found at the scene. Ref +6. Repair +20* Feats: None Evidence: ~ Investigate (DC 10): All the victims were killed by a chainsaw.Saves: Fort +4. touch 12. Horror: Fear 20 Even describing its outline is difficult. bite +4 melee (2d6+3) Space/Reach: 10 ft. Wis 12. Defence: 14 (+2 Dex. x 10 ft /5 ft. three Slams +3 melee (1d8+4 each) Space/Reach: 10 ft. Wolf Medium Animal Hit Dice: 2d8+4 (13 hp) Massive Damage: 15 Initiative: +2 (Dex) Speed: 50 ft. Swim +9 Feats: Weapon Finesse Horror: Panic 10 Sharks can scent blood in the water over great distances and have mouths overspilling with razor-sharp teeth.+2 natural). the opponent cannot react to trip the wolf. Ref -2. x 5 ft /5 ft Special Qualities: Scent. flatfooted 12 Base Attack Bonus/Grapple: +4/+14 Attack: Claw +9 melee (1d8+6) Full Attack: Two claws +9 melee (1d8+6). and cutting things. Its shape changes. Ref +7. Con 15. picking up fear on television aerials twisted into reverse dream-catchers and sucking it down. Control Machinery Saves: Fort +1. -3 Dex. Int 2. 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. Hide +5. flatfooted 11 Base Attack Bonus/Grapple: +2/+13 Attack: Chainsaw +8 melee (3d6+7) Full Attack: Chainsaw +8 melee (3d6+7). Dex 15. The Nightmare Engine is fuelled by fear. Wis 12. nor did security cameras detect anything. flat-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. Will +1 Abilities: Str 13. touch 11. Cha 11 Skills: Hide +10*. Its hunger is instinctive – while the creature can sense fear. it understands nothing of the human mind. It favours sharp things. as it sloughs off old parts and welds on new ones. +5 natural). Research: ~ Research (DC 30): The suggestion of a self-organising system was present in some of the earliest computer programs written by Ada Lovelace. Will +1 Abilities: Str 13. Defence: 11 (-1 size. Int 1.

Fame Weaknesses: Vulnerability: Exceedingly Bright Lights (10) Saves: Fort +2. lumbering footstep after footstep. It has a +20 insight bonus to Repair checks. Defence: 14 (+4 natural). the Engine instantly recovers a number of hit points equal to the margin of failure. its blades whirring. Wis 5. Game Ideas: Nightmare Engines are horrific because of the modern world – machines and appliances are everywhere. Ref +2. ~ Research (DC 30): The celebrity did attend a ‘private clinic’ for a ‘minor operation’ several years ago. Cannibalise (Ex): The Nightmare Engine can absorb other machines into its own body. Will +0 Abilities: Str 20. There are no more unsightly bolts in the neck. ugly MONSTERS Animated Corpse Medium Construct Hit Dice: 6d10+10 (46 hp) Massive Damage: Initiative: +0 (Dex) Speed: 30 ft. It can either add new capabilities (such as ranged attacks from firearms. as the Engine looks like a walking heap of scrap metal. x 5 ft /5 ft. no more sutures of thick. and evil… Combat: A Nightmare Engine begins by trapping its prey.the Nightmare Engine quickly and efficiently learns how to adjust its murders to be as terrifying as possible. It suffers a –2 penalty to all attack rolls and skill checks for every machine it controls and the machines use the Engine’s Base Attack Bonus for any attacks. dump trucks driven to block exits. Full Attack: Punch +8 melee (1d6+5) Space/Reach: 5 ft. Int 7. Special Qualities: Damage Resistance 5. it gains a +10 circumstance bonus to Hide checks when concealed amid machinery. Process Horror (Su): If anyone fails a Fear check within 30 feet of the Nightmare Engine. The Engine can control other machines and perhaps it seeds them with a spark of its own consciousness. ~ Knowledge (physical sciences) (DC 25): It is not sunscreen – it is some sort of chemical compound that absorbs ultra-violet radiation. Research: ~ Gather Information (DC 15): Rumours of drug abuse and medical problems have dogged this celebrity for years. It is also said that the celebrity’s demands are getting more and more eccentric. Grinding. a building can easily be isolated – automatic doors can be compelled to lock. Cha 15 Skills: None Feats: Renown Evidence: ~ Investigate (DC 10): There are traces of what appears to be sunscreen at the crime scene. no more scars. It can control one machine as a free action. Fear is changed to fuel and living flesh is turned into dead meat. Dex 11. two machines as a standard action. phones disabled – and then it begins to stalk. or faster movement). A car animated to drive over its owner might slowly become more and more aware until it begins to grow limbs. so the characters should never feel safe or secure. Furthermore. or four machines as a full-round action. In modern cities. Control Machines (Su): The Nightmare Engine can psychically control other machines within 120 feet. but it is quite poisonous. flat-footed 14 Base Attack Bonus/Grapple: +3/+8 Attack: Punch +8 melee (1d6+5) 225 . Where does the Nightmare Engine come from? Noone knows. touch 10. or repair itself. Horror: Fear 10 Medicine has come a long way since a mad scientist jolted a corpse back to life with bubbling vital fluids and bolts of lightning. and teeth. certainly. Con -. the Nightmare Engine goes about processing its victims.

Not just false (although it is false. a small incision. or else died of overdoses or accident and were reanimated to keep a record deal or movie going. and seems to have symbols engraved on it. which is stuck near the heart and resists attempts to surgically remove it. Low-light vision. Climb +4. as the hell-hot spirit of the demon inhabits it. touch 13. Craft (bullets) +10*. some pretty young starlets have been butchered and resurrected even before they are made famous. the flash of a tabloid photographer’s camera can severely damage the corpse. or the killer in an especially surreal murder mystery. people for that. A special oil can protect the skin against damage for short times. allowing animated stars to work under the bright lights of stage and screen. Wis 12. Horror: Fear 15 The smile is too wide. it attacks by hammering its elegantly manicured fists into the skulls of its victims. Spot +7 Feats: Simple Weapons Proficiency. Vulnerability: Holy (10) Saves: Fort +6. Defence: 18 (+3 Dex. Listen +7. However. physically – they have. only people who can continue to earn millions while being one step above drooling morons can successfully avail of the procedure – and therefore dozens of celebrities are rumoured to have been transformed into the living dead. but sometimes (in the light from a muzzle-flash or bolt of lightning). Demon hybrids are human bodies that are worn as illfitting disguises by demonic spirits. The process still has one or two drawbacks (primarily. The human mind is gone and the body is dead. Therefore. brain tissue is severely damaged during reanimation. Hide +4. and it (and its career) is alive… The primary customers for this illegal procedure are celebrities. Sense Motive +7. Personal Firearms Proficiency.+5 natural). Weapon Focus (claw). Burnt-out organs are defecated out. however. Game Ideas: These horrors can be run as a satire of modern celebrities.twine. Originally. They look human from most angles. and even rumours of people being shot by the guards. ~ Knowledge (occult) (DC 20): Most guards do not unconsciously model the route of their patrol on demonic sigils. Anyone alleging that a Hollywood star or pop idol is in fact a rotting artificial zombie (more plastic and chemicals than human) will get sued. Disease was once thought to be a form of possession. Bite +5 melee (1d4+4). a twist in a Scooby-doo-esque comedy game. Cha 12 Skills: Bluff +3. Despite these precautions. Move Silently +4. but police investigations found no evidence. painfully so. Another drawback of the procedure is that the subject’s skin (now flawless and wrinkle-free) begins to rot if exposed to bright lights. you can see beneath the skin and see the monster beneath. Cosmetic necromancy is a refined art now – a nip. or by firearm +8 Space/Reach: 5 ft. but something inside it keeps the body moving. If an animated corpse does snap and go on the rampage. Recently. Int 14. a tuck. it MONSTERS Monstrous Humanoids Demon Hybrid Medium Monstrous Humanoid Hit Dice: 6d8+24 (54 hp) Massive Damage: 18 Initiative: +3 (dex) 226 . The body does not endure for long – it begins to cook from the inside out. but the way their lips peel back from the jaw is disturbing. Rage. flat-footed 15 Base Attack Bonus/Grapple: +6/+9 Attack: Claw +10 melee (1d8+3) or by firearm +8 Full Attack: Two claws +10 melee (1d8+3). Ref +7. Combat: Few animated corpses bother to attack. Possession Bullets Weaknesses: Aversion: Holy (10). and the animated corpse needs huge amounts of insanely expensive drugs). causing many to develop a literally murderous hate of the paparazzi. It is made of a curious alloy of copper. like. 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. Fame (Ex): Most animated corpses are famous (Reputation bonus of at least +10) and all are either rich or have a rich backer (Wealth Bonus +20 or more). Research: ~ Research (DC 25): Ancient church records describe some evil spirits entering the body through wounds. Disguise +3. Speed: 40 ft. a shark’s sincerity). Search +4. Will +6 Abilities: Str 17. Track. ~ Investigate (DC 20): The body has a bullet lodged in it. so that they will be both trouble-free and eternally pretty. and a careful injection of certain chemicals. Con 18. to reduce the body’s weight and to prevent the stench from becoming noticeable. Dex 15. Intimidate +7. x 5 ft /5 ft. Special Qualities: Damage Reduction 5. all the subjects either willingly underwent the transformation to preserve a fading youth. Drive +4. ~ Research or Gather Information (DC 20): There are several reports of gunfire.

Damage Transfer. A stuck bullet can be removed with a Treat Injury check (DC25). the victim regains lost Constitution at the rate of one point every ten minutes. +4 natural). It also gets a +2 morale bonus to Will saves. it may not use skills or ranged attacks. Rage (Ex): Once per day. slime-dripping black tentacles that part occasionally to give a glimpse of gnashing teeth or warped face. Demon hybrids are created when a human is shot with a special magical bullet. Combat: Demon hybrids use firearms loaded with their special bullets. Anyone struck by these unholy bullets takes normal damage – and as long as the bullet stays in the wound.. MONSTERS Demon Child Small Monstrous Humanoid Hit Dice: 2d8+8 (18 hp) Massive Damage: 18 Initiative: +2 (Dex) Speed: 30 ft. then hunt the human down and kill the body with claws and teeth. Once the bullet is removed. as a perverse hazing for the new demon. Possession Bullets (Su): A demon hybrid may make one possession bullet per day if it succeeds at a Craft (bullets) check (DC15). A careful party should be able to defeat them with planning. but suffers a –2 penalty to Defence. Special Qualities: Damage Reduction 5. Ref +5. as they are tough. until the hybrid’s head is a mess of writhing.. Use their possession bullets to sow paranoia among the party – any wound could be lethal for everyone. The eyes of the body glow red and the skin begins to peel. infecting the victim’s blood with demonic diseases until the victim succumbs and a new demon hybrid can coalesce. the victim takes one point of temporary Constitution damage every ten minutes. loyal and self-renewing. If the demon rages. Warp Reality Weaknesses: Aversion: Holy (15). he instantly becomes a demon hybrid. Int 16. a demon hybrid may rage for seven rounds. Tiny tendrils of demonic energy coil out of the ears and nose. x 5 ft /0 ft. Cha 14 227 .is possible to spot a demon hybrid if one knows what to look for – and when to look. but powerful and dangerous ones. but gains a +4 bonus to Strength and Constitution (gaining another 2 temporary hit point per Hit Die due to the Constitution increase). Con 18. If the victim dies while injured by a bullet. Dex 14. The bullet sticks inside the wound. +2 Dex. Wis 16. the demon form comes to the fore. Defence: 17 (+1 size. flat-footed 15 Base Attack Bonus/Grapple: +2/-6 Attack: Punch or kick +0 melee (1d4-2) Full Attack: Punch or kick +0 melee (1d4-2) Space/Reach: 5 ft. Game Ideas: Demon hybrids are thugs. Insinuate. When excited or angry. They are commonly used as security guards by diabolic sorcerers or evil corporations. Vulnerability: Holy (15) Saves: Fort +2. While raging. A victim may make a Fortitude save (DC14) to resist this damage. touch 13. Will +6 Abilities: Str 6. They prefer to shoot a target once. these coils grow much bigger and more solid. Disruptable.

Great Fortitude Evidence: ~ Knowledge (occult) (DC 20): The child’s horoscope indicates that it is dominated by dark forces and evil omens. it will stop at nothing to ruin them. but can switch insinuations once per round. this child was always wrong. thirteen critically ill patients all died at exactly the same moment the child was born. if a Games Master puts a child into a horror game. Research: ~ Research (DC 25): Hospital records indicate that the birth was difficult and lengthy. Game Ideas: Often. If a demon child finds out that someone is involved in something important (such as a group of Player Characters investigating a mystery). Demon children are destructive by their very nature. Even considering violence against the child forces that person to make a Madness save (DC 20). Neither school records nor the staff recall anything about this teacher. A demon child can only insinuate itself with one person at a time. That person must make a Will save (DC 12) or become obsessed with caring for and protecting the child. ~ Gather Information (DC 25): Everyone knows the child is trouble at school – a litany of report cards and suspensions give testimony to that. Skill Focus (Concentration). Perhaps silver interferes with this complex biochemical 228 . if the characters are pursued by monsters and forced to take refuge in an isolated farmhouse. Hide +7. but they manipulate and sabotage everything around them. perhaps. Deceptive. If it makes a Concentration check (DC equal to the damage inflicted). it may transfer all the damage inflicted by up to one attack per round. Demon children drive neighbours insane (and in a cuttingone’s-own-eyes-with-a-nail-scissors way. If a character dies while under the effect of this ability. have one of the children living there be a demon child. The only ways to banish such a thing is with magic or faith and even then the consequences of the child’s disappearance must be dealt with. parents bring a new life into the world. Destroying a demon child is difficult – not only it is protected by its parents. Freaky children are always trouble. Concentration +12. Hurt the child and you hurt the parents more. a quadruple-helix DNA molecule that rewrites the host’s DNA when triggered by hormones aroused by the lunar cycle. They take no apparent delight in causing pain and suffering (indeed. Damage Transfer (Su): The demon child may automatically transfer up to half the damage inflicted on it to the victim of its insinuation ability (as long as that victim is still alive). not a cute Denis-the-Menace-way) and shatter families. Insinuate (Su): A demon child can extend psychic tendrils into the mind of one other person. however. and a twisted child inside… MONSTERS Werewolf (template) There are those who theorise that lycanthropy is a virus. Therefore. the Players (quite reasonably) shoot it at the earliest possible opportunity. the character returns as a ghost within 1d6 rounds to protect the child. Disguise +4. Move Silently +7. ~ Search (DC 15): Good little children do not have animal bones. A playground myth perhaps… Horror: Fear 12. or a changeling stolen from the crib and replaced by a demon. Sense Motive +7. dead birds or thousands of insects living under their beds. The victim also suffers a –20 penalty against any checks to perceive that the child is evil or dangerous in any way. it can draw on their unnatural love to transfer injury to them. A demon child is still vulnerable to the Disruptive effects of damage. the child is just an added complication in another investigation. Monsters outside. but sometimes this new life comes from a dark place. Combat: Demon children use their Warp Reality power to cause accidents and catastrophes around them. For example. Born bad. Spot +7 Feats: Alertness.Skills: Bluff +9. as they are physically quite weak. Only the other children at the school. even if the damage itself is transferred. Madness 15 This is not a possession. Alarmingly. the demon child is designed to be used as a sub-plot in a game – instead of the adventure centring on banishing the demon child. they take no apparent delight in anything). These things filter in through the cracks of reality. speak in whispers of a teacher who vanished. Listen +7.

A friendly wolf understands and heeds simple commands. a werewolf attacks with its powerful bite. Speed: Same as the character. the werewolf regains hit points as if having rested for a day. but natural lycanthropes have full control over this power. dealing 2d6 points of damage plus its Strength modifier. with a short tail and thick fur. the opponent cannot react to trip the werewolf. such as ‘wait’. Afflicted werewolves find this ability difficult to control. but its gear is not absorbed into the new form. They theorise that there are hereditary carriers of the disease. the creature gains a +2 natural armour bonus. Special Qualities: A werewolf retains all the special qualities of the character and gains the additional special qualities listed below. Hit Dice: Same as the character plus the wolf’s Hit Dice (2d8). Changing to or from wolf or hybrid form is a move action. panting. Additionally. a werewolf that assumes wolf and hybrid form gains the 229 MONSTERS . ‘chase’. Defence: Same as the character while in human form. Natural werewolves are humans born with the ability to assume wolf and hybrid forms. A werewolf uses either the character’s or the wolf’s statistics and special abilities in addition to those described below. These people have never been in the forest. retarding the changes in the cells it touches and causing the lycanthrope’s flesh to melt away as cell walls collapse in a chaos of enzymes. Curse of Lycanthropy (Su): Any humanoid hit by a werewolf’s bite attack (in wolf or hybrid form) must succeed on a Fortitude save (DC 15) or contract lycanthropy. who have learned to cope with the disease. Attacks: Same as the character while in human form. those infected by the virus could live a perfectly normal life. howling. The animal form is that of a fully-grown wolf without any trace of human features. The legs are like those of a wolf. at night. In hybrid and animal form. with a +3 bonus on Fortitude and Reflex saves. white teeth gleaming before they pounce. Wolf Empathy (Ex): A werewolf can communicate with wolves in any form and gains a +4 species bonus on Diplomacy checks when influencing a wolf’s attitude. Darkvision (Ex): In their wolf and hybrid forms.transformation. Grapple Bonus: Apply modifiers for Strength depending on the lycanthrope’s form. This bonus does not stack with other natural armour bonuses. A human who contracts lycanthropy after being wounded by a werewolf becomes an afflicted werewolf. Weaknesses: Aversion: Silver (15) Vulnerability: Silver (15) Vulnerability: Wolfsbane Herb (10) Saves: Same as the character. They theorise that with a proper regimen of regulatory drugs and dietary supplements. Ability Scores: Werewolves gain the following ability score increases: Con +4. Trip (Ex): A werewolf in wolf form that hits with a bite attack can attempt to trip its opponent as a free action without making a touch attack or provoking an attack of opportunity. when the silver spears of moonlight make pools of light and shadow amid the trees. The bipedal hybrid form is about 6 feet tall. Alternate Form (Su): A werewolf can assume wolf or hybrid form up to three times per day. Base Attack: Same as the character +1. sniff out hidden foes. werewolves have darkvision with a range of 60 feet. Damage Reduction 15 (Su): A werewolf in wolf or hybrid form ignores the first 15 points of damage. and infected victims who quickly degenerate. A slain werewolf reverts to its humanoid form. or 50 feet for hybrid and wolf form. although it remains dead. and the head combines humanoid and lupine features in degrees that vary from one werewolf to the next. Fast Healing (Su): A werewolf regains one hit point every round. and the wolves are out. and track by sense of smell. Upon assuming either form. Scent (Ex): This ability allows a werewolf in wolf or hybrid form to detect approaching enemies. Wis +2. In hybrid and animal form. If the attempt fails. ‘flee’ and ‘attack’.

Bob the lab guy was checking it out. Wis 13. x 5 ft /5 ft. Horror: Panic 15. but has since clammed up and denied all the rumours. There’s also a tablet. ~ Knowledge (physical sciences) (DC 30): The spiderweb found could be shattered by high-frequency sound waves. with a +1 species bonus on Hide checks. Cha 13 Skills: None* Feats: None* Evidence: ~ Investigate (DC 10): Looks like chemical burns on the carpet – not especially serious ones. Research: ~ Treat Injury (DC 20): The tablet is an extremely strong anti-histamine used for treating allergies. ~ Investigate (DC 35): There is some sort of strange artificial spiderweb on the victim’s neck and hands. Horror: Madness 12 when the nature of the ooze is revealed. Game Ideas: Werewolves are one of the classic horror monsters. Most packs hunt purely for food and devour their victims whole. Defence: 13 (+1 Dex. a +2 species bonus on Move Silently checks. A lone wolf sometimes tries to infect a suitable human of the opposite sex for mating and packs of werewolves occasionally serve a more power lord or entity. Special Qualities: Telepathy. before closing in for the kill. Fear 20. An old-style scenario where the characters are trapped in the forest can be fun at the start of a campaign – it puts the Players into the horror movie mindset from the beginning. Dex +4. and he’s taken a tetanus shot. touch 11. They surround their prey. Skills: Same as the character. Feats: Same as the character. The blood matches the victim. Copy Abilities. A werewolf in wolf or hybrid form also gains a +4 species bonus on Survival checks when tracking by scent. you end up with a substance that can change shape on command. carefully disposing of the remains in human form at daybreak if the kill did not happen in an isolated area. Con 13. 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. Evidence: ~ Investigate (DC 10): Wolves. but he accidentally scratched himself with a needle. 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. Will +2 Abilities: Str 13. Fire/Cold/Electrical/Acid Resistance 30 Weaknesses: Vulnerability: Sonics (30) Saves: Fort +2. Certainly. as both Players and characters are familiar with the whole werewolf myth. ~ Investigate or Knowledge (earth and life sciences) (DC 25): Saliva in the wound comes from the animal. A werewolf gains the bonus feats Iron Will and Weapon Finesse (bite). a +3 species bonus on Spot checks and a +5 species bonus on Listen checks. Int 10. flat-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. Why did all the victims carry silver penknives? Oozes Medium Ooze Hit Dice: 3d10+10 (31 hp) Massive Damage: Initiative: +1 (Dex) Speed: 30 ft. Different forms may cause different types of Horror.following additional benefits for as long as it remains in either form: Str +2. It’s probably nothing. Take human nerve cells and thread them through a newly developed form of plastic myomer that becomes flexible when electrified. Dex 13. Their stock price has collapsed. At a guess. Ref +2. The killer was wearing some sort of latex gloves. it is easy to drop scary hints. Change Shape. ~ Research (DC 25): Previous attacks match the lunar cycle. It seems to be a carrier for an unusual virus. Mimetic Ooze 230 MONSTERS . circling and letting the victim exhaust both strength and ammunition. so there is a lot of scope for using them in games. +2 natural). Research: ~ Gather Information (DC 15): Neighbours say that the victim was being stalked by someone. which looks like it was torn from a shirt. ~ Investigate (DC 20): There is a blood-stained piece of cloth. Definitely wolves or other large canines. ~ Investigate (DC 20): There are fragments of some sort of plastic lodged in the wounds. Cap the myomers with microscopic sensors that let the nerve cells interface with the human nervous system. Combat: Werewolves hunt in packs. there was a really bad stain and someone went overboard with the cleanser. Werewolves can also be added as a complication to other scenarios. In an ideal world.

looks like an extremely tangled net of fine silver wires caught in a rather lumpy mass of silvery jelly. An ooze in the middle of a crowd is surrounded by a constantly changing set of connections. Convert Biomatter. this can be disastrous. It is more empathic than telepathic. They are as weak as gossamer. If the ooze connects to a person. and wonder if it is a monster? With mimetic ooze connected to you. Will +5 Abilities: Str 44. the Ooze can use that character’s Intelligence. in response to the commands of humans around it. if the corporation who made it were not all killed by a rogue ooze obeying the paranoid fantasies of one employee. It can receive commands from all humans touched by these filaments. It responds primarily to subconscious desires. in how their thoughts and desires find horrific form in the ooze. Ref +8. impulses and fears. to a maximum of Strength DC 30 and 30 hp). and find out… MONSTERS Colossal Ooze Hit Dice: 32d10+40 (216 hp) Massive Damage: Initiative: -2 (Dex) Speed: 20 ft. ~ Knowledge (life science) (DC 40): Eureka! Its weakness is… Horror: Fear 15. Cha 1 Skills: None. The problem is in its interpretation of ‘command’. The filaments can only interface with bare skin. The characters have confronted some truly fearsome horror and survived – how has that affected and changed them? Throw them up against some mimetic ooze. x 60 ft /20 ft. It has a maximum Strength of 30. in its ‘natural’ form. Absorbing Touch. Mimetic Ooze. The ooze can change its shape at will. to notice one). denying his crime – and so oozes are obediently mimicking the people they killed for him. -2 Dex). Its mass stays constant. like spiderwebs that extend from the ooze and cluster on the skin of nearby people. Int 0. flat-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. Combat: Mimetic ooze has an inbuilt sense of selfpreservation. The best time to use this monster is in a game after a climatic. The advertisements for mimetic ooze write themselves – or would. Divide Weaknesses: Vulnerability: see below (80) Saves: Fort +19. Lonely? Then the ooze might transform into your ideal mate – or misinterpret your commands and kill anyone who approaches you to make sure you stay lonely. feats and skills. The ooze connects to people using exceedingly fine. but can thread through most clothing. The ooze usually extends filaments to connect to everyone in the same room or within 30 feet. Research: ~ Research (DC 20): Scientists recently discovered something frozen in the arctic ice. and will fight to defend itself by slamming pseudopods of gel into assailants. but it can adjust its volume and density proportionately. Base Attack Bonus. Hear a noise in the attic. or guilty. Copy Abilities (Ex): While connected via a neural filament to a character. or suicidal. anything you fear will be there. Evidence: ~ Spot (DC 5): There is a giant slime monster from outer space eating everything! ~ Investigate (DC 10): The thing absorbs all organic matter. and even send (usually simple and incomprehensible) messages back. it does its best to obey their unconscious desires and commands – and since most people are a contradictory mess of impulses. Madness 15 Cosmic Mess 231 .This is not an ideal world. Dex 6. The filaments grow at a rate of 10 feet per round. but it can choose to exclude some people or try to connect to those in a neighbouring room. but glow brightly when exposed to ultra-violet light. however. or fearful and the ooze shapeshifts to give them what they want. Game Ideas: The horror of the ooze is not the monster itself – it is in the characters themselves. it attacks because someone feels threatened. Telepathy (Ex): The ooze’s ‘telepathy’ is actually nerve signals transmitted along its neural fibres. Usually. Special Qualities: Regeneration 40. Change Shape (Ex): The ooze can assume almost any form. Wis 1. world-saving adventure. leaving only metal. He now sits alone in his office. Con 29. Wearing a biohazard suit protects against telepathic intrusion. touch 0. sticky filaments of neural matter. adapting to respond to strong emotion. but the ooze can strengthen a filament if it chooses (the Strength check DC and to break the filament and its hit point total increases by one per round. The filaments are almost invisible (Spot check at DC 30. Defence: 0 (-8 size. as filaments extend and break. stone and plastic behind. Feats: None.

Alien Technology +2 (special) Full Attack: Claw +1 melee (1d3-1). and the meteor fragments in the ice suggest it came from outer space. Those fleeing the mess can see those who have been trapped floating within the mess. Both messes have an initial biomatter store of 0. the mess will grow again. Regeneration (Su): The mass regenerates 40 hit points per round. if even a tiny fragment survives. slowly dissolving inside the slime monster. The cosmic mess eats any and all organic matter it can touch. the hedgerows seems to extend infinitely ahead and behind you. it adds one point to its biomatter store. +1 Dex. ~ Investigate (DC 25): …and at the wrong time. it heals any injury almost instantly. to be honest. a fractal of dark leaves encompassing your whole world. Con 10. creating another mess with 200 hit points. the misguided general. The speedometer blurs as the clock slows until both are Grey 232 . Most involve a team of specialists – the brilliant scientist. The mess must have a weakness. Research: ~ Research (DC 15): Lights were seen in the sky over the burn site. the victim loses 5 feet of movement. Wis 24. and 40 points per round when moving through lush forests or other overgrown areas. this becomes disaster avoidance – can they work out a way to stop the mess before it rolls off the ice sheet and into the forest? MONSTERS Outsiders Small Outsider Hit Dice: 2d8 (9 hp) Massive Damage: 10 Initiative: +1 (Dex) Speed: 30 ft. If the Reflex save fails. making it a once-off lets the mess eat the world safely if the Players fail to stop it. If the Fortitude save fails. It is incapable of communication. Horror: Madness 15 Driving alone on a country road at night. Instead of being a disaster relief game. 10 points when moving through grassland. or the planet Venus. Ref +4. Craft (alien tech)+16. It is more like a natural disaster than a monster. Spot +14 Feats: Alien Weapons Proficiency Evidence: ~ Investigate (DC 15): There are some curious circular burn marks in the field. finding that weakness before the mess devours the world is the key problem. 20 points when moving through farmland. no clock agrees with any other clock. too. Nothing short of a nuclear bomb can kill the mess directly – and even then. of doing anything except devouring living matter. flatfooted 15 Base Attack Bonus/Grapple: +2/-3 Attack: Claw +1 melee (1d3-1). then ensure that the characters are on hand when the mess is discovered. Special Qualities: Alien Technology Saves: Fort +3. there have always been lights over that way. touch 12. perfectly ludicrous – a living mess of fluorescent tentacles and dripping goo. Dex 12. Knowledge (life sciences) +16. Cha 8 Skills: Computer Use +16. the victim takes another 1d6 points of acid damage. splitting in two like an amoeba.+4 natural). Of course. Defence: 16 (+1 size. as above. Also. It also gains 5 points of biomatter store when moving over waste ground. some folks say. Combat: The best approach is probably just to lie down and let the mess wash over you – while the horror is easy to hit with a weapon. ~ Investigate (DC 20): All clocks within a half-mile of the burn marks have stopped. as a shell of sticky goo clings to his body. it splits in two. Its Regeneration draws from the biomatter store. Game Ideas: 50’s B-movies make great one-off horror games. If using the mess as part of a campaign. Plants and creatures are absorbed whole and it takes several minutes for the mess to digest a trapped meal. Absorbing Touch (Su): Anyone touched by the mess must make a Fortitude save and a Reflex save (both DC 26). Will +10 Abilities: Str 8. Int 26. It does not gain any points when moving through deserts. As the mess eats. tundras. It looks. the plucky reporter and so on – that provide a perfect set of roles for the Players. In fact. Swamp gas. it grows stronger until it is ready to reproduce. uninhabited urban areas or other lifeless zones. if it has any hit points in its biomatter store (see below). of thought. x 5 ft /5 ft.It is a giant slime monster from outer space. Those touched by the mess rarely manage to escape it… Convert Biomatter (Su): For every hit point of damage inflicted by the mess on a living creature. An alien race must have somehow pacified the mess enough to blast it into space. Alien Technology +4/+4/+4 (special) Space/Reach: 5 ft. though – it was found encased in the ice. ~ Gather Information (DC 20): Yeah. Divide (Su): If the mess reaches a biomatter store total of 200.

prepare the world for an invasion. ~ Memory Erasure: The Grey can erase someone’s short-term memory by touching the victim. to this world. Surrounded by them. Their technology (or magic. ~ Stun Beam: This is a ray attack that deals 1d6 points of electrical damage to anyone struck. (perfect) 233 . outracing light and the tangles of gravity to come here. child-like figure disappearing in a bright light. and deals 20 points of electrical damage (Fortitude save. ~ Levitation: The Grey can cause an object up to the size of a truck to levitate off the ground. and can be used to protect a whole area or trap someone. If a Grey uses technology as a standard action. Their eyes are entirely black. and is wholly beyond our comprehension – as are their motives. Demon Large Outsider Hit Dice: 8d8+64 (104 hp) Massive Damage: 26 Initiative: +3 (Dex) Speed: 40 ft. It provides Damage Reduction 20. to this road. fly 60 ft. MONSTERS paradoxically unmoving. but the Grey can either shoot multiple people or target one person with a wider beam. A terrible sense of purpose and incomprehensible distance. Probes and surgery and tagging. rising at a rate of 20 feet per round. The entities referred to in paranormal and UFO culture as the Greys are generally assumed to be aliens (but some have theorised that faerie-folk in a parallel universe might have developed technology faster and better than us. or perform some task entirely alien to our frame of reference. Game Ideas: Little grey men in flying saucers are essentially plot enablers – any weird or horrific events can be justified by lights in the sky and cryptic alien plots. The victim may make a Will save (DC 20) to resist the effect.. gaining a +6 equipment bonus to the stun attack. or however they manipulate reality) is centuries ahead of humanity’s. Then a bright light opens above you. While the Greys can basically do anything. it can create either one of the following effects: ~ Force Shield: The Grey creates an invisible energy shield around itself (it is a 5 foot aura around the Grey). retrieve what they lost in a crashed ship. to you – And you’re driving alone on a country road at night. but the wide force shield is 100 feet long. but it does require a few seconds to activate. and you are – On a table. substituting half its Computer Use skill for Concentration. Alien Technology (Su): ‘Greytech’ can do almost anything. a worldship tumbling through the upper ethers. but you cannot remember why. Whether they are here to harvest our genetic material. the Greys’ plans invariably sow confusion and sorrow for ordinary people. ~ Multiple Stun Beams: As the regular stun beams. it can create any of the following effects: ~ Wide Force Shield: As the regular force shield. like an eye. don’t use this as an excuse to jerk the Players around with utterly opaque mysteries. but let it evolve naturally. they might have a round or two to act before the aliens incapacitate them. without pupil or iris. ~ Warp Reality: The Grey may use the Warp Reality special quality. Your neck aches.Combat: The chances of a character actually fighting with a Grey is vanishingly small – most encounters will be no more than a glimpse of a tiny. The victim must also make a Fortitude save (DC16) or be stunned for 2d6 rounds. They have (unsurprisingly) grey skin and large heads. DC11 for half) to anyone who touches it. They have no visible ears and only a vestigial nose. Frozen. Should the characters stumble into some Grey plot. and that the Enochian Intelligence sketched by Crowley bears a striking resemblance to the Greys). to this. If the Grey takes a full-round action (or full attack). Start the horror with lights in the sky.

Defence: 20 (-1 size, +3 Dex,+8 natural), touch 12, flatfooted 17 Base Attack Bonus/Grapple: +8/+20 Attack: Claw +15 melee (2d6+8) or Hellfire +11 ranged (special) Full Attack: Two Claws +15 melee (2d6+8), Bite +10 melee (1d8+8) or Four Hellfires +11 ranged (special) Space/Reach: 10 ft. x 10 ft /10 ft. Special Qualities: Change Shape, Damage Reduction 10, Warp Reality, Hellfire, Infernal Aura, Temptation, Unkillable Weaknesses: Aversion: Holy (15), Vulnerability: Holy (20), Disruptable, Banishable Saves: Fort +14, Ref +9, Will +9 Abilities: Str 26, Dex 16, Con 26, Int 16, Wis 16, Cha 20 Skills: Bluff +15, Climb +6, Concentration +13, Diplomacy +15, Gather Information +8, Hide +2, Intimidate +15, Knowledge (occult) +13, Knowledge (Theology and Philosophy) +13, Listen +6, Move Silently +6, Sense Motive +15, Spot +6 Feats: Power Attack, Cleave Evidence: ~ Investigate (DC 15): The weird symbol on the floor is drawn in a mixture of blood and some sort of powder, possibly ground bone. There are very strange magnetic anomalies here – it is as though space is warped here. ~ Investigate (DC 20): The victim was burnt to death, and some projectile did hit him in the chest. The strange thing is, the damage seems to be concentrated on genitals and face, specifically the eyes. ~ Spot (DC 20) or Knowledge (theology and philosophy) (DC 15): All the religious icons and symbols around here are burnt and blackened, as if exposed to flame. Research: ~ Research (DC 20) or Knowledge (occult) (DC 10): The symbol is a summoning circle, used for calling up demons. ~ Research (DC 25) or Knowledge (occult) (DC 15): Demons have an unholy aura – maybe that is what affected the religious icons. ~ Gather Information (DC 25): That burn victim was having an affair with his neighbour’s wife. ~ Research (DC 30) or Knowledge (occult) (DC 20): ‘Vine is a great king and an earle, he showeth himselfe as a lion, riding on a blacke horsse, and carrieth a viper in his hand, he gladlie buildeth large towres, he throweth downe stone walles, and maketh waters rough. At the commandement of the exorcist he answereth of things hidden, of witches, and of things present, past, and to come.’ Horror: Panic 20, Fear 20, Madness 15

An entity from Hell, or from reaches of reality we can and should know nothing of, or from our own minds, a demon is a powerful and evil thing. They cannot exist in our world under normal circumstances without being crushed into nothingness. However, if a demon is properly summoned and anchored to this dimension (usually through a sacrifice), it can exist and use its abilities freely in this reality. Despite their utterly evil nature and hatred of all things, demons are unlikely to attack unless provoked. They much prefer to pervert or turn their enemies through temptation and rhetoric. Why destroy a mortal with a single blow when you can destroy him much more profitably, slowly and completely by making him a worshipper of evil? Demons are intelligent and cunning foes, though, and do not hesitate to use all their terrible powers when threatened. The appearance of a demon might be a horrific mockery of the human form liberally mixed with animal parts, horns and teeth, or a shape of sulphurous gas and darkness, or a seemingly mundane shape that somehow oozes evil. Most demons are summoned for a purpose, although others have maintained cults on Earth for centuries who bring them through regularly as part of rituals. Combat: Demons prefer to incapacitate their opponents, then either convert, torture or sacrifice them. Hellfire (Su): A demon can hurl bolts of hellfire as ranged touch attacks with a range of 80 feet. If the attack hits, it inflicts damage based on the morality of the character - in essence, it sets their sins on fire. Especially moral characters take 1d6 damage, most people take 2d6 damage, while those people who have lived sinful lives take 3d6 or more. A living saint might be immune to this attack. A Reflex save (DC 19) is allowed to take half damage. Infernal Aura (Su): The demon is surrounded by an infernal aura 80 feet in radius, which reduces all Holy auras by five. It also spoils water, sickens creatures, wilts plants and makes the area foul and depressing. Temptation (Su): A demon detects a character’s Ties if the character enters the demon’s aura and fails a Will save (DC19). The demon then uses its Diplomacy and Change Shape abilities to tempt the character – a character searching for his lost child might be offered the secret of the child’s fate by the demon. Unkillable (Su): A demon cannot be slain by mere damage, only disrupted. The only ways to permanently get rid of a demon are to banish it or inflict lethal damage with a holy weapon.

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Banishable (Su): The ritual that summons the demon also creates an anchor for it, that keeps it in this reality. Sometimes, the anchor is a magical construct that can be unwoven with a reversed spell; in other rituals, the anchor is a physical object that can be destroyed or broken. Removing the anchor banishes the demon. Game Ideas: Demons make great plot devices. Firstly, a demon summoning is a classic climax to a game – you have a cult doing weird things to prepare for the summoning, a ritual for the characters to disrupt/subvert/ blow up with rocket launchers and a built in time limit (if the Players mess around too much, the demon arrives and they all die). Secondly, demons are powerful enough to be really scary, twisted enough to prefer playing on the characters’ personalities instead of just destroying them, and chatty enough to have conversations with them instead of just going ‘grr…argh’ – all in all, excellent archvillian material.

Undead
Ghost (template)
Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves. A ghost greatly resembles its corporeal form in life, but in some cases the spiritual form is somewhat altered. Ghosts exist on the Ethereal plane, a spirit realm that is the shadow of the material world. Size and Type: The creature’s type changes to undead. Do not recalculate the creature’s base attack bonus, saves, or skill points. It gains the incorporeal subtype. Size is unchanged. Hit Dice: All current and future Hit Dice become d12s. Speed: Ghosts have a fly speed of 30 feet, unless the base creature has a higher fly speed, with perfect manoeuvrability. Defence: Natural armour is the same as the base creature’s but applies only to ethereal encounters. When the ghost manifests (see below), its natural armour bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher. Attack: A ghost retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal. Full Attack: A ghost retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal. Damage: Against ethereal creatures, a ghost uses the base creature’s damage values. Against nonethereal creatures, the ghost usually cannot deal physical damage at all but can use its special attacks, if any, when it manifests (see below).

Special Qualities: A ghost retains all the special attacks of the base creature, although those relying on physical contact do not affect nonethereal creatures. The ghost also gains the manifestation ability plus one to three other special attacks as described below. The save DC against a special attack is equal to 10 + 1/2 ghost’s HD + ghost’s Cha modifier unless otherwise noted. ~ Corrupting Gaze (Su): A ghost can blast living beings with a glance, at a range of up to 30 feet. Creatures that meet the ghost’s gaze must succeed on a Fortitude save or take 2d10 points of damage and 1d4 points of Charisma damage. ~ Corrupting Touch (Su): A ghost that hits a living target with its incorporeal touch attack deals 1d6 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only. ~ Draining Touch (Su): A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the ghost heals 5 points of damage to itself. ~ Possession (Su): Once per round, an ethereal ghost can merge its body with a living creature. To use this ability, the ghost must be manifested and it must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + ghost’s Cha modifier). A creature that successfully saves is

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immune to that same ghost’s possession for 24 hours and the ghost cannot enter the target’s space. If the save fails, the ghost vanishes into the target’s body and can control it and speak through it. The victim can try to expel the ghost once every round by making a Will save (DC 15 + ghost’s Cha modifier). ~ Manifestation (Su): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armour. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon. A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane. ~ Rejuvenation (Su): In most cases, it is difficult to destroy a ghost through simple combat; the ‘destroyed’ spirit will often restore itself in 2d4 days. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research. Abilities: Same as the base creature, except that the ghost has no Constitution score and its Charisma score increases by +4. Skills: Ghosts have a +8 racial bonus on Hide, Listen, Search and Spot checks. Otherwise same as the base creature. Feats: Unchanged. Evidence: ~ Investigate (DC15): The slime on the corpse is some sort of organic compound. ~ Treat Injury (DC15): Cause of death was heart failure. Research: ~ Research (DC20): This is not the first death that happened there – there was a murder twenty years ago. Never solved, either. Horror: Fear 20. The dead linger. Like old photographs, they fade and become rotten or brittle. These spectral knots of memory

and emotion retrace the steps of their lives endlessly, making ruts in the matter of the world. Remembrance becomes ritual becomes infinite repetition, until the ghost is nothing but a little speck of hate or sorrow or regret that blossoms into terrible forms when interrupted. Until the knot of tragedy and circumstance that trapped the ghost in its repetitions is resolved, it cannot move onwards. Combat: Ghosts usually interpret everything in terms of their own personal tragedy – a character might be mistaken for the one who killed the ghost and attacked with everything the ghost can muster. Others might be ignored or even protected. The most dangerous ghosts are those who are aware of what they are and who cling to their ritual actions to keep them on this side of death. After all, if there is nothing but oblivion beyond death, even a thin existence as a ghost is better than nothing. Such ghosts violently resist any attempts to dismiss them. Game Ideas: Ghosts have a built-in puzzle – something is keeping the ghost tied to this world. Unravel that mystery, and the ghost goes away. This is a perfect structure for a simple scenario. Another level of complexity can easily be introduced; for example, if the characters are hunting a serial killer, they might run into the ghost of a victim, who is now imitating its death over and over as a copycat killer. Some evidence suggests that ghosts are an electromagnetic phenomena. They might create interference patterns on televisions, or be trapped by magnets.

MONSTERS

Vampire (template)

The archetype for the suave, charming, bloodthirsty monstrosity. Undead: Vampires have the traits and immunities common to undead. Hit Dice: Change to d12. Vampires have no Constitution score. Speed: Same as the base creature. Defence: The base creature’s natural armour improves by +6. Attacks: A vampire retains all the attacks of the base creature and gains a 2d6 slam attack (unless the creature previously possessed a more powerful superior slam attack). Special Qualities: Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of temporary Constitution damage each round the pin is maintained.

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Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s blood drain attack rises as a vampire loyal to its creator (called the master vampire, or simply ‘master’). Domination (Su): As an attack action, a vampire can crush an opponent’s will just by gazing into his eyes. The vampire can attempt to dominate only one target at a time, and the target must be within 30 feet and able to see the vampire. A target that fails a Will save (DC 10 + 1/2 vampire’s Hit Dice + vampire’s Charisma modifier) becomes the vampire’s thrall for 1 day per Hit Die of the vampire. The thrall temporarily loses all previous allegiances and Ties and adopts a singular, unswerving allegiance to the vampire. If the vampire commands its thrall to do something blatantly self-destructive, the target can make a Will save to break the vampire’s control. If the save succeeds, the target becomes freewilled and regains its previous allegiances and Ties. Alternate Form (Su): A vampire can assume the form of a bat, rat or wolf as a move action. The vampire can remain in that form until it assumes another form or until the next sunrise. Children of the Night (Su): Vampires command the lesser creatures of the world and, once per day, can call forth a pack of 4d8 rats, a swarm of 10d10 bats, or a pack of 3d6 wolves as a full-round action. These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour. Damage Reduction 15 (Su) Fast Healing 5 (Ex): A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points or lower, a vampire automatically assumes gaseous form (see below) and attempts to escape. It must reach its home coffin within 2 hours or be destroyed. It can travel up to nine miles in 2 hours. Once at rest in its coffin, its hit points rise to 1 hit point after 1 hour; the vampire then resumes healing at the rate of 5 hit points per round. Gaseous Form (Su): As a move action, the vampire (and all its gear) becomes insubstantial, misty and translucent. The vampire gains damage reduction 20 in this form. Its armour (including natural armour) ceases to modify its Defence, though other modifiers (such as from Dexterity and size) still apply. The vampire cannot attack or use supernatural abilities while in gaseous form. A vampire in this form can remain gaseous indefinitely and has a fly speed of 20 feet with good manoeuvrability. It can pass through small holes or narrow openings, even mere cracks. Its gaseous form is subject to wind and cannot enter water or any other liquid. Cold Resistance 20 (Ex): A vampire ignores the first 20 points of cold damage from any cold-based attack. Electricity Resistance 20 (Ex): A vampire ignores the first 20 points of electricity damage from any electricitybased attack.

Spider Climb (Ex): A vampire can climb sheer surfaces as if it was a spider. Darkvision (Ex): Vampires have darkvision with a range of 60 feet. Weaknesses (Ex) A vampire has several weaknesses, described below. A vampire can have fewer weaknesses, but each lost weakness costs a vampire one of its other special qualities. For example, a vampire that is immune to the effects of garlic might be unable to summon children of the night. Vulnerability: Direct Sunlight (30) Aversion: Garlic (20) Aversion: Holy (25) Vulnerability: Holy (25) Inviolate Sanctuary: A vampire cannot enter a privately owned residence unless invited in by the rightful owner or tenant. Wooden Stake: Wooden weapons that deal piercing damage (such as wooden stakes, arrows, pool cues, spear shafts and table legs) destroy a vampire instantly if the attacker makes a successful called shot to the heart and inflicts at least 5 points of damage. Ability Scores: Vampires gain the following ability score increases: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As undead creatures, vampires have no Constitution score. Skills: Same as the base creature. Vampires receive a +8 species bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive and Spot checks. Feats: Vampires gain the bonus feats Alertness, Combat Reflexes, Dodge, Improved Initiative and Lightning Reflexes, assuming the base creature meets the relevant prerequisites and does not already have these feats. Evidence: ~ Treat Injury (DC 10): The victim died of blood loss, although there is also a considerable amount of neck trauma. I’ll do an autopsy tonight.

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~

MONSTERS

Investigate (DC 20): Fragments of dirt found at the scene are rather dry soil that is not native to this area at all. ~ Treat Injury (DC 20): The victim had a rare blood type. Research: ~ Gather Information (DC 20): The police have been ordered off the case. Rumour has it that some European embassy put diplomatic pressure on them. Horror: Panic 20, Fear 15. Combat: The weaknesses of vampires are well known, due to the vast numbers of movies and TV shows featuring them. Vampires therefore take precautions, ensuring that there are no convenient stakes or crosses nearby that might interfere with the hunt… Game Ideas: Like werewolves, vampires are one of the classic horror monsters. However, werewolves are creatures of the wilderness, where the characters lack support and resources. Vampires are urban killers, where the characters have access to all sorts of weapons and supplies. If the Games Master even mentions neck trauma or blood loss, the Players start running for holy water pistols and stakes. Therefore, vampires need a twist such as an isolated location, an unusual way of disguising their kills, a hold over the characters or some other complication to ensure the game does not become a parody too quickly.

Tiny or smaller +0, Small +1, Medium-size +2, Large +3, Huge +4, Gargantuan +7, Colossal +11. Attacks: The zombie retains all the natural attacks and weapon proficiencies of the base creature. A zombie also gains a slam attack. Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the zombie’s size (but use the base creature’s slam damage if it is greater): Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium-size 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6. For purposes of Strength bonuses to damage, a slam attack is considered a two-handed attack. Special Qualities: A zombie loses all of the base creature’s supernatural qualities except for immunity or resistance to specific energy types. A zombie may retain any or all of the base creature’s extraordinary abilities, at the Games Master’s discretion. In addition to gaining the undead type, a zombie has the following special qualities: ~ Move or Attack Action Only (Ex): A zombie has poor reflexes and can perform only a single move action or attack action on its turn. It can only move and attack if it charges. ~ Keep Going (Su): A zombie keeps fighting when reduced to 0 hit points. It must be completely destroyed by reducing it to –10 hit points. Weaknesses: Aversion (Fire) 15, plus Either a Need (such as Need: Brains) or a Vulnerability. Ability Scores: A zombie’s ability scores change as follows: Str +2, Dex –2. Additionally, it has no Constitution or Intelligence score, its Wisdom score changes to 10 and its Charisma score decreases to 1. Skills: The zombie loses all skills. Feats: The zombie loses all of the base creature’s feats and gains the Toughness feat. Evidence: ~ Spot (DC 5): It’s a moving corpse. ~ Treat Injury (DC 20): There seems to be brain activity in the cerebellum, but nowhere else. The corpses are functioning with pure animal instinct. Horror: Panic 12. Zombies can be created by magical spells, chemical accidents, alien viruses or voodoo brainwashing. In all cases (except perhaps the latter), they are shambling corpses that stagger forward to tear chunks of flesh out of the living. Combat: Graagh…crush…kill. Zombies lack subtlety. Game Ideas: Zombies are best suited for use as minor guardians that the characters can just blast their way past, or else as city- or world-ending plagues of the living dead.

Zombie (template)

Type: The creature’s type changes to undead. Hit Dice: Double the number of Hit Dice and raise them to d12. Speed: Reduce by one-third. Defence: A zombie’s natural armour bonus to Defence increases to a value based on the zombie’s size (but use the base creature’s natural armour bonus, if it is higher):

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HP 5. Spot +3 Feats: Animal Affinity.. false ID. Drive +6. Spot +5. touch 12. BAB +1. Profession +3. Dex 10. flat-footed 12. Int 8. knife) or ranged +2 (2d6. Bluff +4. Innocent Medium human. Wis 16. Extra Ties. HP 21. Spot +4 Feats: Alertness. Investigate +9. Mas 13. Ref +1. flat-footed 16. Defence 14. Cha 11 Class: Ordinary Person (2) Occupation: Blue Collar Skills: Climb +4. touch 13. Con 12. Full Atk +1 melee (1d3. Cha 13 Class: Combatant (3) 239 . Toughness. notebook. Beretta). SV Fort +0. Sense Motive +6. Dex 10. Grap +4. Ref +3. x 5 ft. Repair +3. Wealth +0.. flat-footed 12. small change. Str 10. Track Possessions: Pistol. Defence 11. Knowledge (theology and philosophy) +9. Feats: Dodge. Mas 15. Dex 12.. flat-footed 15. Atk +1 melee (1d3. Knowledge (occult lore) +9. touch 11. Ref +3. Listen +5. x 5 ft. Str 9. FS 5 ft. punch). Rep +0. Wis 14. Hide +2. Reach 5 ft. Sense Motive +3. Grap +4. Listen +3. Point Black Shot. Cha 9 Class: Ordinary Person (2) Occupation: Criminal Skills: 30 skill points. Will +7.Non-Player Characters The following characters are mostly suitable for use as impromptu Player Characters. Con 13. Reach 5 ft. Init +1.. Craft (any) +6. Beretta). Rep +2. Dex 12. Con 10. Str 15. HP 12. Will +3. Reach 5 ft. Ref +2. Rep +5.. Wealth +7. Personal Firearms Proficiency. Search +4. Glock). Init +1. Armour Proficiency (light). Drive +3. Cha 12. tonfa) or ranged +4 (2d6. Wealth +5. Con 8. BAB +1. Str 6. Cha 13 Class: Investigator (3) Occupation: Investigative Skills: Bluff +5. Glock). knife) or ranged +2 (2d6. punch) or ranged +0 (2d6. FS 5 ft. Wealth +5. Int 15. Int 11. touch 12. ceremonial robes. Gather Information +6. as well as minor nonPlayer Characters. touch 15. Jump +1.. Research +8. Knowledge (civics) +4. Research +4. SV Fort +1. Listen +2. Spd 30 ft. Rep +0. punch). Defence 12. Proficiency. Spd 30 ft. Reach 5 ft. Init +1. Atk -1 melee (1d3-1. Init +0. Contact. Move Silently +2. Deceptive. Wis 12. Rep +0. Wealth +10. Full Atk -1 melee (1d3. Stealthy. Great Fortitude. Con 12. Wealth +6. Move Silently +5. SV Fort +3. HP 18. FS 5 ft. Reach 5 ft. x 5 ft. punch).. BAB +1. camera. Str 10. Mas 10. Lightning Reflexes. SV Fort +2. Knowledge (current events) +4. BAB +3. Forgery +9. Glock). Handle Animal +3. Dex 11. x 5 ft. Personal Firearms Proficiency. Spd 30 ft. Survival +4 Feats: Contact. Full Atk +1 melee (1d3. Wis 8. HP 18. Atk +5 melee (1d4+2. Full Atk +4 melee (1d4+2. Wis 11. punch) or ranged +1 (2d6. BAB +0. Defence 17. Mas 8. x 5 ft. Spd 30 ft. Renown. replace Dodge and Personal Firearms Proficiency with Spellcaster and Spell Mastery Possessions: Glock. Con 13. Defence 16. personal items Child. Atk +0 melee (1d3-1. Diplomacy +5. Spd 30 ft. miscellaneous severed body parts MONSTERS Small human. Full Atk +5 melee (1d4+2. punch) or ranged +1 (2d6. Glock 17 pistol Cult Leader Bystander. flat-footed 16. SV Fort +3. pistol). Disguise +7. Ref +1.Search +3. Mas 13. Ref +1. Init +1. Grap +1.. Hide +4. Grap +1. Defence 15. Spd 30 ft. Skills: Climb +3. Will +3. Profession +2. BAB +2. Irritating Medium human.. Knowledge (occult lore) +3. Possessions: Concealable vest. Grap -6. flat-footed 11. FS 5 ft. Will +0. Wis 6. Improved Base Attack Bonus. Decipher Script +9. Hide +2. Sense Motive +6 Feats: Deceptive. punch). tonfa) or ranged +4 (2d6. Dex 13. None have any supernatural powers. Str 14. HP 25. Builder. Int 16. Atk +4 melee (1d4+2. Investigate +4. Disguise +4.. Cha 15 Class: Scholar (2) Occupation: Religious Skills: Bluff +7. Knowledge (streetwise) +3. Init +1. Full Atk +0 melee (1d3-1 punch) or ranged +0 (2d6. Reach 5 ft. mobile phone Police Officer Medium human. pistol). Surface Vehicle Operation. x 5 ft. Profession +4.. Int 11. Dodge. Possessions: Fake (or real) mobile phone with annoying ringtones Detective Cultist Medium human. Move Silently +4. Glock). Perform +3. Mas 13. wallet. Rep +0. SV Fort +1. Stealthy. Listen +4.. Will +2. Skill Focus (Craft) Possessions: Mobile phone. Dodge. Iron Will. Occupation: None. Int 11. Concentration +6. Personal Firearms Medium human. FS 5 ft. Atk +1 melee (1d3. FS 5 ft. Grap +1. Profession +4. touch 14. Will +1. Class: Ordinary Person (1). In a game with magic. religious artefacts.

Spd 30 ft. Knowledge (civics) +8. Craft (electronic) +9. Knowledge (behavioural science) +8. Atk -4 melee (1d6-1. Repair +3. Survival +4. Decipher Script +11. FS 5 ft. Beretta 92f. Plucky Medium human. Mas 11. Int 16. Disable Device +3. touch 11. FS 5 ft. Defence 11. Ref +1. Spd 30 ft. SV Fort +1. chain saw). Decipher Script +10. Rep +2. Creative. Knowledge (history) +12. mobile phone. Gather Information +6. Init +2. Reach 5 ft. Wis 17. Diplomacy +6. Dex 10. Will +5. Mas 16. Craft (visual art) +5. Move Silently +4. Old Medium human. Con 16. Knowledge (tactics) +5. Str 10. Research +12 Feats: Contact. Stealthy. Int 12. Atk +1 melee (1d3. Survival Gear 240 . Armour Proficiency (light). Grap +1. punch). Spot +4. Listen +4. HP 29. Dex 15. Listen +3. Weapon Focus (chain saw) Possessions: Chainsaw. Swim +6. HKMP5).. Defence 11. touch 11. Grap +0. cane). Rep +3. Leatherman. Init -2. Read/Write/Speak (Latin. Deceptive. Con 11. Profession +3. French. Cha 15 Class: Investigator (3) Occupation: Creative Skills: Bluff +6. x 5 ft. Knowledge (Civics) +3. SV Fort -1. Sense Motive +9 Feats: Educated. Reach 5 ft. Hide +8.. BAB +2. Rep +5. Climb +7. walking stick +5. Improved Base Attack Bonus. Aramaic. Spd 30 ft. Rep +4. knife) or ranged +6 (2d6. Treat Injury +2 Feats: Exotic Weapons Proficiency. Investigate +8. German. mobile phone Medium human. Wis 10. Cha 13 Class: Ordinary Person (3) Occupation: Adventurer Skills: Bluff +8. touch 13. HP 12. FS 5 ft. Str 10. Pulling Strings. tape recorder. Defence 9. Arabic.. Ref -1. Disable Device +3. flat-footed 11. HP 17. Spd 30 ft. Burst Fire. punch). Cha 15 Class: Scholar (2) Occupation: Religious Skills: Diplomacy +7. flat-footed 9. Reach 5 ft. Init +6. BAB +1. Reach 5 ft. Wealth +6. Search +4. Grap +1. Dex 14. Knowledge (streetwise) +4. BAB +1. x 5 ft. Dodge. Track Possessions: Light armoured vest. Profession +2. Dex 7. Renown. Init +0. Wis 11. Rep +1.. Spot +6. Deceptive. Research +4. Profession +6. Int 12. Italian). flat-footed 11.. x 5 ft. Knowledge (Streetwise) +3. Wis 10. touch 14. Point Blank Shot. Disguise +7. Linguist. Init +0. Full Atk -4 melee (1d6-1. Mas 11.. Knowledge (current events) +4. HP 12. Educated. x 5 ft. Knowledge (art) +8. FS 5 ft. Dex 11. Computer Use +5. Advanced Firearms Proficiency. Con 7. HP 21. Full Atk +1 melee (1d3. Cha 9 Class: Scholar (2) Occupation: Academic Skills: Computer Use +10. Grap +6. Jump +4. Renown. Survival +4 Feats: Armour Proficiency (Light). HKMP5). Ref +4. Improved Initiative. Full Atk +3 melee (1d4+3. Knowledge (physical sciences) +11. Reach 5 ft. Ref +1.. Radio. Treat Injury +3 Feats: Alertness. punch). Profession +4. Str 8. Will +2. Mas 14. Mas 7. chain saw). Atk +3 melee (1d4+3. Wealth +1. Defence 13. Research +8. Studious Possessions: Computer.. Perform +5. Wealth +5. Craft (writing) +6. Con 11. Will +3. Move Silently +5. Wis 13. Trustworthy Possessions: Robes. Intimidate +5. Defence 20. Grap Medium human. Atk +1 melee (1d3.. Improved Base Attack Bonus. Will +1. mobile phone Soldier Serial Killer Medium human. camera. BAB +4. HKMP5. Move Silently +8. cane). Full Atk +6 melee (3d6+3. flat-footed 11. Wealth +8. Str 15. Str 16. Knowledge (technology) +13. crucifix. Toughness. Personal Firearms Proficiency Possessions: Tactical vest. Improved Disarm. Disguise +6.MONSTERS Occupation: Law Enforcement Skills: Drive +4. Craft (pharmaceutical) +8. SV Fort +1. Pulling Strings. Spd 30 ft. Personal Firearms Proficiency. Feats: Alertness. Navigate +4. Listen +5. mobile phone that only God rings Scientist Reporter. Renown. Ref +1. Trustworthy Possessions: Notepad computer. Con 14. Hide +4. Wealth +7. Stealthy. Defensive Martial Arts. Handcuffs Priest. Skill Focus (Knowledge (technology)). Gather Information +4. Knowledge (theology and philosophy) +13. Craft (chemical) +8.. SV Fort +3. Investigate +4. Spot +3. Int 15. Full Atk +1 melee (1d3. Sense Motive +3. chest freezer full of frozen chests. Atk +6 melee (3d6+3. Combat Martial Arts. Drive +2. Radio. FS 5 ft. Will +2. Greek. touch 9. flat-footed 18. punch). knife) or ranged +6 (2d6. BAB +1. Knowledge (earth and life sciences) +11. Tonfa. Spot +4. SV Fort +1. Studious. Cha 10 Class: Combatant (4) Occupation: Military Skills: Climb +4. Int 17. x 5 ft. Drive +6.

Some were put to work as spies or assassins. Neither group quite knew what they were going to unleash. Several officers are assigned to research this worrying development. the Players will be trapped with a constant stream of new horrors and not even death is a release. Section Seven (nicknamed the Inquisition) is the OTO’s self-policing mechanism. pennalagon. into the medical labs and onto dissection tables. Both sides delved into the magical traditions of the world. there was a shadow race for spells and magic. to take the place of those who have died or gone insane. Handlers armed with holy water and rosewood stakes ensured that these ‘special agents’ stay on track. 241 . orders the OTO to replicate the more palatable parts of Nazi research. attached to SMERSH (the Soviet counterintelligence group). was The OTO is subdivided into sections. The Nazis. This shadow race was kept secret from all but the highest echelons of government and the military. sifting the superstitious dross out and refining the fragments of genuinely effective lore. All their secrets were locked in concrete bunkers beneath Berlin. In parallel to the nuclear arms race of the Cold War. Monsters from myth – werewolves. Few security systems could detect a ghost and a vampire could take out its target with terrifying ease. Defence (blocking Soviet activities. ghosts. an euphemism for underground vaults full of slavering wolf-beasts and vampires kept sated by drug-laced blood. had been researching and retrieving occult lore and artefacts for decades. there has to be a way to introduce new scenarios and mysteries. SAMPLE HORROR CAMPAIGNS Activities of the OTO Down Among The Dead Men Werner von Braun and rocket technology were not the only things looted from the Third Reich in 1945. It works closely with Section Three. Both groups knew that mastery of magic and the occult could be the deciding factor if the Cold War turned hot again. angels – were dragged out of the shadows. Section One is dedicated to strategic command. Section Six’s title is Special Projects and it controls the OTO’s attempts to summon more powerful creatures. Finally. primarily Himmler. countermagic) and Section Four (acquisitions. termed the Blessing. The OTO have no idea what they summoned. Finally. A document. There has to be some justification for the characters coming back to the horror again and again. All of the following campaign structures are designed to fulfil all these requirements. 1946: The Joint Chiefs of Staff and President Truman are presented with overwhelming evidence proving the existence of magic. 1945: Germany is defeated. hags. but the bodies are stored for later analysis. vampires. The officers investigating the Nazi weapons are spun off to form the core of the OTO. looking for traitors. Its Soviet Counterpart. Black libraries and military covens were established in isolated areas and a new branch of the Defence Intelligence Agency. Section Two’s brief is research and development. or in the libraries of castles across Bavaria. allocating resources and planning the long-term activities of the OTO. OTO Timeline 1944: The Defence Intelligence Agency becomes aware that the Nazis are using previously unknown weapons.Sample Horror Campaigns Horror campaigns always need slightly more work than a campaign in another genre. as long campaigns are far harder to throw together than a simple one-shot session. Section Five is Special Weapons. The Allies seize a huge amount of material from the Nazi archives. There has to be a way to introduce replacement characters. evaluating newly acquired magic or monsters. In short. the Office of Teleological Operations (OTO) was created to oversee this research. spies and those unable to cope with the great work. who travel all over the world looking for occult resources). 1947: An early attempt to activate one of the occult formulae tears a gate open in the sky above Roswell. Both the allies and the advancing Red Army claimed their share of the occult spoils. Department K.

haunted men. or ancient clay flasks. dark one-sixteenth at most) of Section Two are the few older agents who were not poached by Project HERMES. as Research and Field Work are split in two. Following an inquiry. discover a long-range enchantment targeting Washington. They have yet to discover any sort of universally effective dispelling ritual. a thief who refuses to be caught – they turn to Section Five. Project NOSTRODAMUS is a long-term scrying and remote viewing project. None of the charges can be trusted. Section Four follows up on rumours dredged up from both intelligence agencies such as ECHELON and less reputable sources (there is an office in Section One where a poor intern goes through every tabloid and conspiracy rag on a daily basis. The incident is tagged for investigation by the OTO. 1965: The OTO expands to five departments. Section Four managed to dispel the magic. Section Five (Special Weapons): Most of this section is made up of nervous. To prevent more leaks. A team is sent out. the Ghostbusters. The main department of research applies science to investigating and controlling the various entities and monsters encountered by the OTO. although both are much more focussed on destroying monsters instead of using them. or coffins. Section One (Strategic Command): Section One agents rarely take to the field. or magnetic fields. but this is the first sign that the Soviets have also managed to replicate Nazi magic. Information sharing between NATO members suggests that the USSR is winning the occult arms race and the budget for the OTO is doubled. A second team later manages to subdue the monster and bring it back undead. 1968: During a high-level NATO summit. 1951: The vampire. Their charges are kept in vaults. 1957: A running hex battle in Berlin between three OTO agents. sections two to five. The OTO’s information technology and electronic warfare staff are part of Section One. destroying branches of a necromantic cult worshipping an Aztec skull god. 1956: OTO agents. a summoned elemental and Soviet counter-intelligence operatives confirm the existence of a counterpart to OTO. looking for signs of occult activity. Most are administrators. Section One agents specialise in Computer Use. They are the handlers. tactics) and similar skills. Nicknamed (rather unoriginally). looking for possible sightings). Project HERMES is to break the magical code and develop a scientific theory of magic. more accurately. These agents actively study magic. or rice grenades for paralysing obsessive-compulsive Chinese ghosts. Section Four (Field Operations): Also known as acquisitions. but this division is not apparent to most staff until the reorganisation in 1979. and come face to face with a vampire. Whenever the intelligence or military communities encounter a problem they cannot deal with easily – a particular troublesome politician. Both Great Britain and France admit that they have their own long-running paranormal departments. leading to the destruction of the research team stationed there. 1969: The OTO begins three new major projects. The vampire proves terrifyingly effective in both combat and espionage. who calls itself Graf Anselm von Markoff. 1964: OTO agents prevent a major disaster off the coast of Maine by banishing an elder sea god back to the depths. 1953: The vampire identifies one senior member of the OTO as a spy. aimed at discovering exactly what Characters in the OTO SAMPLE HORROR CAMPAIGNS OTO characters are assigned to one of the seven sections – commonly. Each section specialises in a different set of skills and abilities. not even for a 242 . the existence of some aspects of the OTO is revealed to US allies. or magical gems. Section Three specialises in counter-magic and dispelling. The dark half (or. history. Section Six splits into the present-day Sections Six and Seven at this point. Research has a vast library of occult tomes and is busily scanning them to create a fully-searchable database of ancient lore. Section Two (Research): Research section is divided in two. is approved for use in the field once its weaknesses have been catalogued.1949: An army garrison in southern Germany suffers a series of unusual losses. so any mission involving surveillance includes a Section One agent. Section Three (Defence): Defence section works closely with the Department of Homeland Security and the CIA. 1963: The OTO is forced to raid three Ivy League colleges. Diplomacy. thin-faced and hardeyed. working in concert with the FBI. Knowledge (arcane lore. 1960: Attempts to control an entity discovered in the Antarctic fail. so counter-magic really involves using detective work and intelligence to track down the caster and ‘countering’ them with a bullet. a further three infiltrators are discovered. too. Labs turn out ultraviolet sunlamps for fighting vampires. Field Operations works closely with Defence. A special handling team is assigned to it. the OTO is divided into four sections. the senior staff is usually drawn from the best of the other Sections. civics. current events. although it has far more overseas missions.

Knowledge (earth & life sciences) +10. Investigate +18. mental and physical and spiritual. Knowledge (history) +7. 1973: A town in North Africa is sacrificed to demons. 1977: In their annual report. she is tracked down by people believed to be working for Mossad. Library (occult). Psychological Treatment. a handful of scientists and men in dark trench-coats. Knowledge (physical sciences) +10. Project NOSTRODAMUS reports signs of an impending major incident. The mission is initially deemed a success. Knowledge (art) +10. Those agents who are unable to cope with the stress must be identified before they break. Department K has and what is in store of the United States. They are unable to specify where or when this incident will take place. Research +20. Library (current events). but their dark powers and darker hungers can be channelled… Section Six (Special Projects): Special Projects is a mere shadow of its former self. Intimidate +6. Feats: Arsenal. Knowledge (theology & philosophy) +17. Section Six has to come up with something absolutely spectacular to justify its existence and the existence of the OTO. Unknown to the Americans. a secret city in the Urals nicknamed the Witch’s Hut. the OTO is reorganised from the ground up. Both have their dangers – corruption. 1979: Following the disaster. Gather Information +16. Forgery +15. Covert.moment. Turning the power of the Omaha Gate into a weapon should qualify… Section Seven (Internal Affairs): OTO agents walk in the twilight worlds of espionage and the occult. Knowledge (pop. white-trash demon-worshippers or third world undead despots. most are reanimated within 48 hours of their deaths. which smash through Department K defences and open the way for a chemical attack using the bizarre pathogen recovered from the Antarctic mission in 1960. so their warnings are ignored. Knowledge (current events) +12. Knowledge (occult lore) +17. Knowledge (streetwise) +5. Finally. replaced with little cells of Islamic necromancers. 1971: An OTO agent retrieves plans for golem construction from a site in Poland. Evidence suggests that the research laboratory was attacked by Department K spells. Office of Teleological Operations HP: 1. Over 80% of Department K’s staff and senior officials are killed. madness and paranoia. 1974: Project NOSTRODAMUS locates Department K’s headquarters. Research Lab. and the incidence of paranormal events and entities reaches record levels. Knowledge (civics) +12. Occult Library. plotting the course of cosmic horror for the good of the nation. Any agent could falter. Treat Injury +7. Agents release six heavily armed golems. Demolitions +4. Project SIMON MAGUS is intended to put as many of Section Four’s acquisitions to use in the field as possible. The research facility in Omaha is ripped from our reality. physicists and parapsychologists it can find. Artefact x 3. Forensics Laboratory. It is only through the constant vigilance of Section Seven that the OTO endures. Section One authorises Project SIMON MAGUS to begin planning a preemptive strike on the Witch’s Hut. and later is found dead in her locked apartment with the Seal of Solomon branded on her forehead. 1975: At midnight on Midsummer’s Eve. Library (civics). Decipher Script +15. and the worthy foe of Department K is gone. Knowledge (tactics) +6. 1978: Project HERMES is destroyed. culture) +5. Knowledge (behavioural sciences) +10. Search +11. the strike goes ahead. Secure Base. Soon after. and turned into Section Six. leaving a portal to a nightmarish alternate universe. 1972: Project HERMES builds a research laboratory in Omaha and begins recruiting the best mathematicians. The vast bases and research labs out in the desert have been shut down or turned over to more ‘conventional’ black projects. Repair +10. The 243 SAMPLE HORROR CAMPAIGNS . although there are long-running rumours that this evidence was planted to push the blame onto the Russians. Both Department K and the OTO blame the other for the disaster. and becomes Section Five. Project SIMON MAGUS is given full section status. The portal endures for almost three weeks before closing.300 Force: 20 (+5) Response: 16 (+3) Resources: 22 (+6) Information: 28 (+9) Occult: 22 (+6) Influence: 18 (+4) Skills: Computer Use +15. Knowledge (technology) +10. those agents who are beginning to turn must be culled. Disguise +5. The great hope of a Chinese arcane research project seems to have come to nothing. The existence of the special projects division is acknowledged.

Section Five offers a really disturbing variant campaign. Mix real-world events into the game (although check with the Players first. many of its occult resources are finding their way into the arsenals of the former Soviet states. it becomes evident that both sides are experimenting with djinni. If you really want. US helicopters face attacks from summoned djinni. Department K has also suffered a major reversal. when the Section Five handlers arrive in Murmansk. However. Keep the paranoia as high as possible – look at the X-Files for inspiration. If the characters are young field agents in the 1940s. Section Two is fairly sure that the chemically-treated bullets will subdue it. and run from there. a psychic transmission announces that Department K is to be shut down. Surprisingly few of these investigations return anything useful for the OTO and in 1986 Section Seven begins its own investigation. of governmental conspiracies. to focus its efforts on domestic occultism. Tim Powers’ excellent novel Declare is the major inspiration for this campaign. Take the fears of the bomb. 1991: During Operation Desert Storm. investigating crop circles. and hates. The real horror is when the Player Characters are the human handlers of a ‘special weapon’. Section Four begins a series of investigations into paranormal events throughout America. Games Master Notes There are several possible approaches to an OTO-based campaign. Another option is to start the campaign in the closing months of World War II. signalling the beginning of the end of the Cold War. not to mention other ‘rogue states’. they find that the ship has vanished. In an eerie parallel to its beginning. but there’s only one way to be sure. where it will be taken into the custody of Section Five. 1988: The last remnants of Project NOSTRADAMUS are shut down. 244 SAMPLE HORROR CAMPAIGNS . Section Three dispatches an exorcism team to deal with the problem. Next week. There is a cave network in Afghanistan so deep and so fortified that bunker-buster bombs cannot crush it. 1995: In the first and last ‘official’ contact between the OTO and its counterpart. 1999: The OTO begins to reorganise. but spies in the mode of John Le Carre instead of James Bond. they could be active for most of the OTO’s existence. The telepath informs the OTO that Department K has a large menagerie of cryptozoological beasts and monsters. The simplest is that the characters are agents from Sections Three and Four (maybe with a computer specialist from Section One or a secret observer from Section Seven). but that takes away from the mood. 2003: Now. and the OTO should be able to capitalise on its existing successes. and is invulnerable to conventional weapons. Many senior OTO agents are retired and the organisation’s budget is decreased – after all. It is a weapon that talks. criminal syndicates and terrorist groups.previous Section Five (internal affairs) becomes Section Seven. when the OTO will be tested to its limit. suspecting Kolchak of using his office to run a crusade against monsters. and that he fears that these horrors will be set free. They investigate weird events. by the endless ticking of the clock. but the characters could avert (or cause) many of the disasters. Bullets cannot stop it. OTO agents swarm over the border to check out occult sites previously denied to them by the Iron Curtain. and it can see in pitch darkness. Their orders – send it into the cave. or undead attacks on troops in Cuba. as some may be uncomfortable with including events like 9-11 in fantasy game). and regular troops would get slaughtered. to investigate occultism in America. They are spies. The timeline above describes the history of the organisation. and give them an occult-horror twist. They have to let it go – and then catch it again. of terrorism. The characters are sent in with a steel cage containing a spined. The campaign is basically episodic – one mission might take the characters to a cornfield in Kansas. you can have non-human Player Characters such as vampire agents. 1989: The Berlin wall falls. The mood for an OTO game should always be dominated by weary paranoia. 2001: Following 9-11. wait 24 hours and then recapture it. 1996: Section Seven reactivates the long-dormant link between the OTO and the FBI. 1997: Section Three confirms that while Department K was shut down in 1995. Their last prophecies concern a period of chaos. 1983: Under its new head. Arrangements are made to secretly ship the Department’s menagerie to America. protect the United States from occult attack and generally do all sorts of espionage and secret agent missions with a magical tinge. they are dealing with a rogue agent trying to sell charms to North Korea. by terrible decisions made in smoky backrooms and bars from Washington to Pearl Harbour. 1986: During the Iran-Iraq war. the OTO begins tracing links between Al-Qaida and other fringe occult groups. Director Kolchak. and hungers. scaly thing.

then they all suffer. the worst horror is always in the basement. some guidelines to help them interpret what is going on. a game might use the following clues: ~ The Stairwell Always Leads Down: The deeper the characters go. All Fall Down: The characters have to stick together. by examples. The characters are drawn into a nightmarish version of the real world. SAMPLE HORROR CAMPAIGNS Physically down. It is a game of surreal. The stairwell also leads inside. Safe conversations with Non-Player Characters and places of refuge are always high up. The horror can arise anywhere – the characters are all on a bus together. certainly. any safety they 245 . this is not rational horror. This sort of surreal horror undercuts their sense of reality – if the Games Master can warp any aspect of the setting just to scare them. twelve crows on the telephone wire. Room 12 is always the room containing the clue. on rooftops. The rules also imply a sense of terrible purpose to the game – there is something going on just beyond the comprehension of the characters. the more dangerous it gets. in pits and downstairs. Twelve Steps Down: Twelve is a sacred number. into the bowels of the earth. Anyone who dies comes back to haunt the survivors.The Stairwell The stairwell leads down. The Stairwell Campaign is about delving into the characters and finding horror within. in mineshafts. disturbing personal horror. And perhaps it leads into hell. These rules should be established early in the game. One Falls. Similarly. on cable-cars. it will usually be somehow linked to twelve. twelve questions that need answering. on balconies. they all wake up some time later in the nightmare world. The answers are always underground. where everything in the end leads endlessly downwards. Major inspirations for this style of play include the Silent Hill series of computer games. As the game becomes progressively stranger and more surreal. For example. in the sewers. the Players will need some clues. into the soul. Images and repeating concepts are very important to the stairwell campaign. there are twelve cracks in the mirror. so the normal rules of reality can be suspended. something rams it off the road. Horrors might be linked to the Zodiac or the hours of the day. Whenever the characters are looking for a pattern. Feel free to railroad and leave the Players confused at the start of the game. Show each rule clearly at the start (using a Non-Player Character for the last one) and then let the Players notice that there is a pattern by repeating the rules. The Games Master should define his own set of rules for the Players to figure out. The characters should be ordinary people for the most part. the Players will have very little attachment to the world. and to a lesser extent the novel House of Leaves. If any of them falls. Any plans they make can be subverted. The key to this style of game is taking the characters’ Ties and using them as inspirational seeds for monsters and horrors. ~ ~ Terrible Purpose Terrible purpose is the hook that keeps the Players interested in the game.

They need something solid to work with. which tattoos phrases onto its victim’s skin with each blow. all legs and arms and moaning faces…) Cheryl can be used as a lure to bring the character deeper into the horror. his plane crash or whatever. Monsters could attack bedecked in fairy lights. that describes his current situation. it began ‘I picked up the book and read a random paragraph. surreal horror ends up with the Players getting bored by the cavalcade of bizarre events. even if the Players cannot grasp that structure*. my true love gave to me…’ – perhaps the characters have to locate items to replicate that song in order to escape. always imply it. *to be perfectly honest. For added fun. Perhaps he finds a book. For example. this structure often ends up being used to justify the Games Master’s actions after the game. gives the Players another handle on the game. the characters could be stalked with animated Christmas trees. and from the speculations of the Players during the game. appearance and – apparently – the same personality and history as a minor character in a novel he once wrote. Set up resonances between the holy family in the stable and his family. Having a framework. Implying that there is a purpose behind the bizarre and horrific events keeps the Players interested. Dark Reflections of the Real World Basing the horror on the real world.SAMPLE HORROR CAMPAIGNS find can be torn away. Turning Ties into Nightmares 246 . which gives a wonderful array of really freakish images to work with. at least initially. but that is perfectly valid. The sample Ties given in Chapter 3. Cheryl ~ 1 point: my job as a struggling writer ~ 1 point (temporary Tie): Getting home in time for Christmas. To my horror. (And ‘family as a whole’ suggests ghastly images of a sewn-together thing. the whole jolly spirit of the holiday can be twisted. Combining these Ties with the sample rules for the Stairwell given above. He could encounter characters he has written. apparently written by himself. it is almost Christmas. Christmas’ religious aspects tie nicely into the character’s love for his family. informing him that he has suddenly remembered that one of the other Player Characters has the same name. if the Players suspect that all their characters are the descendants of a creature created through alchemy. or perhaps a monster made up of discarded words. it began ‘I picked up the book…”. even when the world is amorphous and strange. so all we need to do have his car break down. To my horror. Also. how can we make the game horrific? The temporary Tie gives us an immediate hook for the character – he is travelling. ‘On the twelfth day of Christmas. All too often. Build the terrible purpose from the Ties of the characters. Never wholly reveal the terrible purpose. pass the Player a note a few minutes into the game. The character’s Tie to his writing can also be melded with the horror. such as a reflection of the real world or a set of abstract rules means that the changes are all happening within a meaningful structure. Horror Character Creation are: ~ 3 points: my family as a whole. ‘I picked up the book and read a random paragraph. ~ 1 point: my favourite daughter. The repeated emphasis in this section on giving the Players something understandable is deliberate. build hints about such a creature into the game.

which attacks the characters. Let the Players choose their path. SAMPLE HORROR CAMPAIGNS Bait & Switch One possible introduction to a Stairwell game is to pitch it at the Players as a completely different sort of game. The tourist checked into the local hotel. they can enter the mine. creating a body for itself out of broken glass. but all the food appears to be pieces of human flesh. More equipment. An engine room becomes a furnace for souls. Going up the mountain on the ski lift brings the characters out of the horror for a while – the upper slopes of the mountain are safe. as the whole point of this game is to build the horror using aspects of the characters. (Link the tourist to one of the character’s Ties. they realise that he is out of time. a hotel becomes a sliding-block puzzle full of hungry ghosts. Therefore. Leave the basic floorplan unaltered. If the characters can the outskirts of town get past the creatures lurking here. And more monsters. The bait-andswitch is a gamble that the ‘wow! Argh!’ factor of the Players being dropped unexpectedly into a horror game is more fun for them than the promised game. Have them come up with fairly mundane but competent characters and drop hints that the campaign is going to be about conspiracies and UFOs. In 1891. a building. The Players expect one style of plot. the ‘switch’). The church is the only place where he and the characters are in the same time frame. obviously. The hotel is a labyrinth. the Games Master should take The characters find records about an investigation into a suspicious drowning on the lake. The church appears to be protected from the strangeness affecting the town. Weapons. but all paths will lead into different aspects of the horror. One of the twins in the symbol seems to be twisted and misshapen. The butcher’s shop has numerous sides of meat with strangely human faces hanging from the ceiling. The back room is laid out for a banquet. will be confused and shocked when you drop them down into the surreal horror of the Stairwell (and substituting a radically different style of play is. Characters in a horror game always find wonderful uses for gas stoves or kitchen knives. If you bait the hook too well. A tourist was found in the middle of the frozen lake. or that the characters will get turned into vampires after a few sessions (this promised campaign is the ‘bait’). the Players may actual prefer to play the bait game. and Symbol Aries (ram) Building Police Station Event A Sample Stairwell Game Giving a full outline is impossible. when the mine collapsed. Taurus (bull) Gemini (twins) Bar Ski Lift Cancer (crab) Leo (lion) Seafood Restaurant Museum Virgo (virgin) Church Libra (scales) Scorpio (scorpion) Sagittarius (archer) Capricorn (Goat) Aquarius (water carrier) Pisces (fish) An ordinary house on This house is built atop the entrance to the mine. or hunting occult serial killers. The characters discover that the mines were closed following a disaster that trapped and killed a dozen miners. 247 .Take a real-world place or structure – a small town. a vehicle – and change it. but warp the contents of each place.) The bar is inhabited by a poltergeist. The misshapen twin symbolises the warped nature of the town. where the corridors become progressively more like mine tunnels. fully clothed. One of the rooms contains clues as to what is going on. A young boy named Simon is hiding there and claims that everyone else in the town has vanished. Their bodies were never discovered. everyone in town rushed out to help with the rescue and Simon was left all alone. As the characters talk to him. Records Office Hunting Goods Store Butcher’s Shop General Store Hotel Maps of the mine can be found here. Make sure that the game is compelling and interesting enough to keep the Players interested.

this rough outline and combine it with the characters that his Players come up with. The Fae travelled back from the end of time without the benefit of a structure to guide them. These immaterial quantum ghosts from the future gave rise to the legends of the Fair Folk. Initially. There is also another group in town. Soon. They work through agents. SAMPLE HORROR CAMPAIGNS Legacies in Stone Stone is a memorial. The more intact the building. so they are eternally stuck in this dematerialised form. spectral form for days or weeks. the easier the transit. fractal patterns that remember when and where the building was first made. that is up to the Players to determine. These patterns can lie dormant in the stone for centuries – until they are awoken. They learned to dream themselves into visible forms and to manipulate the primitive huntergatherer tribes around them. the faeries. which will prevent them from leaving. What is going on? Largely. in what appears to be goats’ blood. A traveller is stuck in an immaterial. The mine collapsed in 1891. within the 21st century. the only thing out of the ordinary is that twelve major buildings in town have an astrological symbol daubed on their doors. the copper mines in the mountain are exhausted and the town’s only major industry now is tourism. Some are fanatical tribal warriors. Others 248 .entrance to the mine and descend into it to find a way out of the horror. sent forward just to kill or steal children. using quantum entanglement to drag themselves through the millennia. and their ghosts seem to be both restless and angry. A bridge can be opened using a partially decayed or ruined building. Now. trapping and killing several miners. Perhaps they are cultists trying to tap the power of the ghosts. or the heirs to the mining corporation on a corporate teambuilding weekend. A snowstorm is approaching. The game takes place as a ski resort called Copper Lake. Not in a nuclear war. it was a mining town. but this causes a longer period of ‘ghosting’ on either side of the transit. The Singularity (the moment when the rate of technological innovation becomes effectively infinite) will collapse. The main vanguard of the Fae is stationed somewhere in prehistory. The Fae intend to save the world – by destroying the future. The process tore their flesh away. to crash out on the other side. but they have established smaller camps throughout history up to the 18th century. the inexorable course of history will drag civilisation up a steep ramp of technological advancement. Structures built of worked stone have subtle magnetic signatures running through them. or developers planning to destroy the last remnants of the mine to expand the ski slopes. Moments before the end of the world. The world teeters on the edge of apocalypse. who ate at the seafood restaurant and stayed at the hotel and who seem to be the target of the miners’ anger. reducing them to nothing more than little knots of conscious information in the fabric of space-time. haunting the building before becoming solid for a while. The characters have to find the Bridges In Time The Fae can use the quantum signatures in buildings to travel forward in time. but in a war with weapons so advanced we cannot even conceive of them today – but it will happen soon. resulting in the utter destruction of humanity. a group of people fled back in time. In the 1890s. The characters arrive to find the town almost deserted.

The characters wake up in an alternate reality where they are wanted fugitives. Mysteries and Phenomena) is actually a formula that draws on Fae science. This second period of dematerialisation is eternal – the traveller lingers as a ghost for a while. the characters can travel back and forth in the same way the Fae do. fighting the war across time. If the Fae can control enough ancient buildings to funnel their agents through. control and preservation of buildings becomes key. immaterial form. The ritual of the Alignment of Stones (see Chapter 9. The Fae’s agents have made a short-term change to eliminate the characters. they can cause enough deviations to change history for ever. he begins to materialise. becoming nothing more than a tangle of information imprinted onto the magnetic field. but to use the Temple to travel back to when it was founded… The Fae method of time travel works by using a magnetic imprint in a structure to guide a quantum tunnel in space-time. children taken back and trained by the Fae. horrific revelation of the game is that the characters themselves are – or will be – the Fae.are changelings. as shown on the Travel Costs table. which amounts to the same thing) and selects how far forwards or back they want to go. now is the time. Of course. but their agents can. the characters run into others who have been targeted by the Fae. In the course of running from the authorities and finding out what they are being hunted from. the Fae’s agents are mysterious. Using this ritual. As the characters travel. Magic. SAMPLE HORROR CAMPAIGNS Travel via Stone Running the Game This campaign begins as a simple ghost-hunting game. or emerge to cause havoc and horror. The traveller then dematerialises. spectral figures that haunt ancient buildings. one that never leads to the Singularity. The characters investigate. firstly. The traveller uses Fae technology (or the Alignment of Stones ritual. This fate can be avoided in two ways. Old buildings like castles and tombs seem to be haunted and there have been sightings of strange. Their overall goal is to cut away the events that lead to the establishment of modern civilisation and jolt the course of history onto another track. immaterial figures. the traveller becomes conscious again as a spectral. If the Games Master ever wanted to run a horror/ time travel/swashbuckling/ cyberpunk game. Repeat this a few times. As the traveller approaches his destination date. Travelling in this manner is extremely taxing. There is a secret war being fought for control of historical sites. from the other side. The final. 249 . the traveller can ‘anchor’ himself by taking a sample of the magnetic field (either a large chunk of rock. The Fae cannot manifest. if the traveller returns to his own time. encounter strange events and foil the horror. Slowly. The state of the building affects time travel – see below. one where the Fae are the beneficent. Firstly. wise and utterly insane rulers of humanity throughout all time. this form accretes matter and becomes solid. Constitution Drain: How much Constitution is drained from the traveller. Alternatively. Time Travelled: How far the traveller goes. The traveller has a limited amount of time in solid form before he slowly dematerialises again. then fades into nothingness. he does not dematerialise after travel. or else scanning and replicating the field using technology). Then the world changes. The characters could become the secret architects of history – why did the Knights Templar take possession of the Temple of Solomon? Not to get at the vaults beneath.

the traveller might be perceived as a ghost. Madness Save DC: Flicker Time is extremely traumatic.000 years 5. If the building the character is using to travel is damaged during the course of history. Anchoring can lengthen this time. politics and history so that the buildings still get built.000 years 1. Ghost Time: On either side of a transition. as follows: Building Damage Building Is… Utterly unchanged In good condition Decayed Renovated Partially destroyed Demolished (or not yet built. 35/1d8). If the Madness save has a value associated with it (e. below. he experiences moments of reality.g.SAMPLE HORROR CAMPAIGNS Flicker Time: As the character travels. The character is almost totally invisible and immaterial (50% miss chance to all attacks. The character cannot leave the structure being used for time travel. Quantum Ghosts While dematerialised. they will end up deleting the very structures that allow their agents to move back and forward in time. in the case of travellers going backwards) Constitution Drain Increased By… 0% 10% 20% 30% 50% Character is destroyed in transit.000 years Constitution Drain 2d4 2d6 2d8 3d4 3d6 3d8 3d10 3d12 4d10 4d20 Flicker Time One month Six months One year Five years Twenty years One century Two centuries Four centuries Eight centuries 1. The traveller must make a Madness save while travelling. a character cannot be injured by anything other than electrical attacks. Materialised Time: How long the character spends as a solid entity before dematerialising again. the Constitution drain is increased. Any damage causes the character to be disrupted for 1d4 hours. the character appears as an immaterial ghost for the listed time – see Quantum Ghosts. but the reasons are quite different. his passage may cause unexplained events in history. The ultimate aim is to establish a new world order that avoids the disaster of the Singularity. During these moments. the value after the slash is the number of Shock points sustained by the character if he fails the Madness save.500 years 2.000 years 3. and the character can pass through solid objects). re-engineering Travel Costs Time Travelled 50 years 100 years 250 years 500 years 750 years 1. Altering History The Fae are in a difficult position – if they alter history too much. Most changes are therefore very small and subtle..500 years Madness Save DC 10 15 20 25 30 35/1d8 35/1d10 35/2d6 35/2d8 35/2d10 Ghost Time 10 minutes 30 minutes One hour Two hours Six hours Twelve hours One day One week One month One year Materialised Time One day Three days One week Two weeks Three weeks One month Two months Three months Three months Three months 250 .

Ingenuity is the key to success in horror gaming (that. It also gives a mechanical reward to substance abuse. of which more anon. tweaked to suit the horror genre. but are not so competent that the players can switch their brains off and rely on their character’s abilities to survive. Games Mastering goes all too often unexamined. Most of OGL Horror is either ‘how Gar runs his games’ or ‘what Gar would like to see in a game’. They have enough skill points and hit points to get themselves into trouble. one of the major problems of horror games is that isolation – how do the characters get involved? How do replacement characters show up when the first group go insane or die? Using set response times lets the players have the support of a patron group while still forcing them to deal with immediate problems on their own. I encourage you to write contradictions and insulting comments in the margin. It knows what it is looking for and heads straight into the darkness. having any sort of support or aid does diminish the quintessential isolation of horror. Both reward player creativity – trying to destroy most monsters through sheer firepower. which are a very interesting and liberating style of gaming. The four character types are partially based on horror archetypes and partially built around the horror system. We play science fiction. as anything that makes Games Masters stop and consider how they run a game and why they make a particular decision is a good thing. Mongoose sold a copy to someone other than me. or relying on supernatural abilities to solve problems is self-defeating. not ‘sense of freedom in an open universe’ or ‘positive humanism’ games. This system also lets the Games Master keep track of how much damage the players have done to opposing groups and cults. The concept of using variations of the basic character abilities and skills to model groups comes from Gamma World’s community rules. Horror is more honest – it goes straight for the emotional jugular. After all. and one that everyone should try. Ties obviously tie the characters into the world. and specifically horror roleplaying. However. That chapter also has clear debts to Sandy Petersen’s Call of Cthulhu. The magic and monsters rule sets are both variations on standard OGL material. Horror roleplaying is interesting as it is one of the few styles of game that states its emotional goals openly. On the one hand. John Tynes & Greg Stolze’s Unknown Armies and Ken Hite’s Suppressed Transmissions. and the Shock point mechanic allows the player to decide how their character reacts to the horror while still forcing penalties for psychological injuries. and finding the convenient monster-banishing ritual that seem to crop up in every other horror scenario). If it doesn’t make good tactical sense for a character to get absolutely hammered after a run-in with cosmic horror. 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. The Games Mastering chapter is a distillation of everything I know about running horror games. fear and madness fits the three situations where horror arises in a roleplaying game. the game is missing something… Cults and Conspiracies is a compromise. I hope you find interesting things there. a factor absent from most other horror games. while signalling to the Games Master what the players are interested in and what they want the game to centre on. With luck. We play fantasy games. not ‘epic heroism’ or ‘sense of wonder’ games. Gar 251 DESIGNER'S NOTES .Designer’s notes It’s always nice to have an opportunity to write a game for yourself. Perhaps that is why horror works so well for one-shot games. hence these designer’s notes. I know why I wrote what I wrote.

mongoosepublishing.252 OGL HORROR CHARACTER CHARACTER SHEET A more detailed character sheet is available from www.com .

com 253 CHARACTER SHEET .A more detailed character sheet is available from www.mongoosepublishing.

Index A Ability Damaged 120 Ability Drained 120 Ability Scores 6. 23 Ability Modifiers 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 Autofire 140 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 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 INDEX D Damage 127 Dazed 120 Dead 120 Deafened 120 Decipher Script 45 Defence 17 Defence Value 127 Demolitions 45 Dexterity 7 Difficulty Class 34 Diplomacy 46 Disabled 120 Disable Device 47 Disarm 143 Disease 124 Disguise 48 Drive 49 Dying 120 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 B Bags and Boxes 83 Balance 36 Blinded 120 Bluff 37 Breaking Objects 15 Bull Rush 142 Bursting Items 17 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 I Implication 184 Improvised Weapons 111 Initiative 129 Intelligence 8 Intimidate 54 Investigate 54 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 J Jump 55 F Fable Institute 180 K Killing Characters 191 Knowledge 56 254 .

221 Animals 210.L Legacies in Stone 248 Altering History 250 Quantum Ghosts 250 Travel via Stone 249 Lifestyle 96 Lifting and Dragging 11 Listen 58 Navigate 59 Non-Player Characters 239 O Occupations 19 Office of Teleological Operations 241 Activities of the OTO 241 Characters in the OTO 242 OTO Timeline 241 Overrun 143 M Madness Saves 151 Melee Weapons 108 Archaic Melee Weapons 109 Exotic Melee Weapons 111 Simple Melee Weapons 109 Monsters 197 Aberrations 210. 226 Nightmare Engine 224 Oozes 211. 222 Animated Corpse 225 Constructs 210. 224 Cosmic Mess 231 Creature Types 209 Demon 233 Demon Child 227 Demon Hybrid 226 Ghost (template) 235 Grey 232 Incorporeal 214 Making a Monster 204 Mimetic Ooze 230 Monstrous Humanoids 211. 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 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 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 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 N Nauseated 121 255 . 235 Vampire (template) 236 Vermin 214 Weaknesses 220 Werewolf (template) 228 Zombie (template) 238 Movement 11 Manoeuvrability 13 Movement and Position 136 Overland Movement 13 Tactical Movement 12 Three Dimensional Movement 14 Move Silently 58 Multipliers 5 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 Sol Worldhive 179 Speed 128 Spells and Spellcasting 160 Casting a Spell 160 Spellcasting Feats 160 Spells 161 Spot 65 Stable 121 Starting Equipment 30 Starvation and Thirst 122 Strangulation 123 Strength 7 Stunned 121 Suffocation and Drowning 123 Surprise 129 Surveillance Gear 90 Survival 66 INDEX 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 R Ranged Weapons 97. 230 Outsiders 212 Plant 212 Sewer Beast 221 Special Qualities 216 Swarms 215 Undead 213.

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Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute. Jeff Grubb. translate and otherwise create Derivative Material of Open Game Content. Inc. Definitions: (a)”Contributors” means the copyright and/ or trademark owners who have contributed Open Game Content. The owner of any Product Identity used in Open Game Content shall retain all rights. Skip Williams. themes and graphic. and is Copyright 2000 Wizards of the Coast. Richard Baker. and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. Grant and Consideration: In consideration for agreeing to use this License. equipment. Updating the License: Wizards or its designated Agents may publish updated versions of this License. 4.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. and You must add the title. non-exclusive license with the exact terms of this License to Use.0a The following text is the property of Wizards of the Coast. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. judicial order. Inc (“Wizards”). 1. modify and distribute any Open Game Content originally distributed under any version of this License. modifying or distributing. publicly display. All sublicenses shall survive the termination of this License. abridgment or other form in which an existing work may be recast. improvement. addition. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another. Inc. 3. and JD Wiker. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. including translations and derivative works under copyright law. and means any work covered by this License. or governmental regulation then You may not Use any Open Game Material so affected. Bruce R. Monte Cook. incidents. Distribute. transmit or otherwise distribute. designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”. 2. procedures. teams. the Open Game Content. title and interest in and to that Product Identity. likenesses. 14. creatures. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. Use of Product Identity: You agree not to Use any Product Identity. 5. sign. artifacts. including as an indication as to compatibility. places. except as expressly licensed in another. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. motto. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. the copyright date. You must affix such a notice to any Open Game Content that you Use. (h) “You” or “Your” means the licensee in terms of this agreement. spells. (c) “Distribute” means to reproduce. 8. format. photographic and other visual or audio representations. No terms may be added to or subtracted from this License except as described by the License itself. 6. and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity. Rich Redman. 10. Reformation: If any provision of this License is held to be unenforceable. upgrade. plots. personas. All Rights Reserved. transformed or adapted. depictions.Representation of Authority to Contribute: If You are contributing original material as Open Game Content. edit. You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. enchantments. Peter Adkison. correction. Andy Collins. 7. and which specifically excludes the Open Game Content. processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor. logos and identifying marks including trade dress. modify. locations. rent.OPEN GAME LICENSE Version 1. 12. 256 OGL LICENSE . concepts. license. Inc. (f) “Trademark” means the logos.