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Class Compendium

Written by
Josh Palmer

Additional Writing
Eric Bloat

Editing
Josh Palmer

Layout
Eric Bloat

Cover Art
Phil Stone

Interior Art
Phil Stone, Joe Singleton, & Dan Smith

Dark Places & Demogorgons Logo


Jeff Jones

Bloat Games Logo


Jeff Jones

©2022 Bloat Games – All rights reserved

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Dark Places & Demogorgons Class Compendium


©2022 Bloat Games – All rights reserved

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Table of Contents

Classes 6
Magic Classes 125
Familiars 142
New Potions 144
New Spells 149
Psion Classes 155
Skills 174
Fighting Skills 182
Gear List 190
The Otherside 200
XP & Leveling 204
Index 206
Open Game License 208

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Introduction
Welcome to the Dark Places & Demogorgons Class
Compendium! This guide introduces several new, exciting
classes for game that will add new 1980’s flavor, giving
players a much larger variety of play experience. Want to
play an Archery Enthusiast, a Horror Connoisseur, a Snoop,
an Animal Wrangler or some other new class? Then this is
the book for you.

This book also includes all of the previously released


classes from the Dark Places & Demogorgons Core Book
and the many Sourcebooks. Each class is expanded to level
10, with each new level, characters will gain new bonuses,
abilities, skills and more depth. Each class is also
streamlined for easier creation.

Slight upgrades have also been made to the skill selection


process (such as increased Martial Arts skills) and to the
Gear section. New spells and potions have also been
included.

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How to Make a Character:
Quick Guide
1. Roll your Attributes. (Core book p.14)
2. Roll your Hit Points. (Core book p.16)
3. Roll your Saving Throws. (Core book p.16)
4. Select your Alignment (Core book p.58 –
optional)
5. Select, or roll, a background trait (Core book
p.18), pop culture obsessions (Player’s
Options p.77) & celebrity crush (Player’s
Options p.73).
6. Select a Class and list your initial abilities
(Skill Training).
7. Select your additional Skills and add in skill
bonuses.
8. Calculate your bonuses for attacks, Initiative,
skills, AC, etc.
9. Select your appearance and create your story.
You will need a name as well!

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Classes
Alien Hunter
Alien in Disguise
Archery Enthusiast - New
Badger Scout - New
Break Dancer
Bully
Conspiracy Theorist
Drifter
Equestrian Rider
Equestrian Show Rider
Extreme Athlete
Final Girl
Geek
Goth
Hood
Horror Connoisseur - New
Hot Shot - New
Jock
Karate Kid
Kid Scientist
Metal Head
Monster Hunter
Most-Excellent Dude
Nerd
Nullifier
Parapsychologist
Party Animal
Performer
Preppy
Princess
Punk Rocker
Revenant
Rocker
ROTC Cadet
Snoop - New

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The Source - New
Soviet Spy
Spy in Training
Street Tough
Survivalist
Sweet Baby - New
Talking Animal
Teen Chauffeur
Teen Heart Throb
Teen Ninja
Teenage Runaway
Teen Samurai
Thespian - New
UFO Investigator
Undead Hunter
Wuxia Martial Artist

Magic Classes
Black Witch
Mechano-Mage
Mystical Ghost Hunter
Nature Witch
Teen Wizard
Voodoo Practitioner
White Witch

Psion Classes
Animal Wrangler - New
Clairvoyant
Experiment X
The Forgotten - New
Phantasmagon
Pyro
Telekinetic
Telepath

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Alien Hunter
They are out there! They ain't nice and helpful, like that
Starman, E.T. or ALF! You have watched The Thing and
Alien way too many times. You are convinced that aliens
are here, they are hostile and they need to be exterminated.
The defense of Earth may be a lot to put on the shoulders of
a teenager, but you think that you are up to the task. Some
Alien Hunters are obsessed with capturing an alien to prove
they are right about an incoming invasion, but most want
to wipe them out.
“Like a butterfly, a wild butterfly, I will collect you
and capture you.” Obsession, Animotion
Requirements
None.

Skill Training
• Fighting: Basic or Brawling (may upgrade for 1 or
2 skill points)
• Investigation
• Knowledge: Aliens & UFOs at +3
• Outdoorsmanship at +1
• Paranormal at +1
• Ranged Weapons
• Stealth
• Select 2 other skills.
• +2 to the Courage stat
• Alien Hunter: +1 to attack, to damage, to skill
checks involving & to Initiative against Aliens.
• You can use Light weapons and armor.

Starting Gear
6d10 dollars, moderate clothing, hunting gear, hunting
boots, small tent, sleeping bag, mountain bike, hunting
knife, sunglasses, UFO Investigator's Kit, subscription to
UFO Magazine & Soldier of Fortune, large collection of Sci-
Fi books & movies.

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Level Alien Hunter Level Progression
2 +2 to Knowledge: Aliens & UFOs. +2 skill
points. +1 to Initiative.
3 +1 to any attribute. Alien Hunter II: the bonus
is now +2.
4 +2 to Spot & Listen checks. +2 to Stealth. You
gain Outsmart against Aliens.
5 You may use an extra SUR point on a failed
roll. Advantage on Knowledge: Aliens & UFOs.
6 +1 extra action per round. Alien Hunter III: the
bonus is now +3.
7 +1 to any attribute. +2 to a skill. +2 HP.
8 Alien Hunter IV: the bonus is now +4. +1 to
Initiative.
9 +1 to each save stat. Seize the Moment +1.
10 +1 to any two attributes.

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Alien in Disguise
You have been sent to Earth on a mission of great
importance. You are disguised as a teenage Earthling,
enrolled in High School. Roll for, or select, your natural form
and mission.

“I wanna know what you're thinking. There are


somethings you can't hide.” What You're Thinking
(Pure Energy), Information Society

Requirements
None.

Skill Training
• Computer Skills
• Electronics
• Knowledge: Local at +1
• Language: English
• Language: Native Language
• Mathematics
• Science at +1
• Select 3 other skills.
• +1 to each save stat.
• Create a local, hidden safe space where you keep
artifact, information, etc.

Starting Gear
10d10 dollars, basic Earthling clothes, a bicycle or
skateboard, a flashlight, a pocket knife & a small laser pistol
(d6 damage or Stun/DC: Critical 12/ lasts 2 minutes/ x6 a
day). Each alien has a small device the size of a remote
control, that can record sound & video. It can also teleport
you & 200 lbs. to your “safe place” once per day (within 20
miles).

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Level Alien in Disguise Level Progression
2 2 Knowledge based skills. +1 to Initiative. +2
HP.
3 +1 to any attribute. +2 to any skill. +1 to AC.
4 +2 skill points. Advantage on the skill of your
choice. +2 to Spot & Listen checks.
5 You may use an extra SUR on any failed roll. +1
extra action per round. You know have some
communications with your species at your safe
space. Lone Survivors gain +2 to SUR instead.
6 Advantage on a skill of your choice. +2 to a save
stat of your choice.
7 Seize the Moment +1. Select 1: Outsmart or
Fearless.
8 +1 to any attribute. +2 to any skill. +1 to
Initiative.
9 Advantage on Science. +2 skill points. +1 to AC.
10 +1 to two different attributes. Your species
details your final mission and your pick-up date.
Lone Survivors gain Advantage on all SUR re-
rolls instead.

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d10 Natural Alien Form (Roll or Select)
1 GASEOUS FORM – You come from a gas planet and have a natural
gaseous form. You can breathe in any atmosphere & are Immune to
Poison & Radiation. In your natural form, you take no physical damage.
Your disguise is organic and regenerates 1 HP every 30 minutes.
2 TENTACLE FORM – You come from an oceanic planet and have a
natural tentacle-like form. You can breathe underwater & have
Advantage on all Swim checks. In your natural form, you have
Toughness +2, Terror: 10 and an additional attack. Your disguise is
organic. It regenerates 1 HP every 15 minutes and you have Toughness
+1.
3 LIVING MACHINE – Your race are sentient machines, or you are a
machine that has been sent by an unknown alien race. You are Immune
to Poison; Radiation & all forms of mind probes & control. You do not
breathe. You gain +4 to Mechanics & Computer Skill. Your body is bio-
mechanical. It regenerates 1 HP an hour. You can transfer your essence
into another machine within 1 mile (x3/ a day). You are odd (-2 to CHA),
but tough (Toughness +1).
4 ALIEN PARASITE – Your race is a small alien parasite that has infected
a human body. You have total control of that person. If the host dies,
you may try to infect another person once a day. Your parasite body (6”
worm with 2 HP, 9 Move and can climb anything) is attracted to refuse
and filth. You have a slight, odd smell (-2 to CHA).
5 WOLF-LIKE FORM – Your race has a wolfen form. You are covered with
hair (Toughness: Nature +2), have retractable claws (+d4 damage) and
are remarkably agile (+2 to DEX). Your disguise is an organic gel that
makes you look human (it lasts up to 8 years).
6 NORDIC ALIEN – Your race looks like Nordic humans (tall, pale, blonde
hair). You do not wear a disguise. You stand 6'+ tall, gain a +2 to CHA
(can exceed 18) and have a calming aura (+2 to AC & +2 to Persuasion
checks).
7 SNAKE LIKE FORM – Your race is bipedal reptilian. You have
retractable fangs & claws (+d4 damage) and night-vision (60’). You have
Advantage on all Poison saves. Your disguise is an organic skin (if badly
damaged it takes a full day to repair). You regenerate 1 HP every 10
minutes. You are a natural liar (anyone attempting to detect that you
are lying is at Disadvantage).
8 GREY ALIEN – Your part of the Grey alien race. You are shorter than
normal (5' 2” or shorter), gain +3 INT (can exceed 18), -2 STR & -1 CHA
(you seem weird). Your disguise is a hologram of an extremely high-tech
level.
9 BUG ALIEN – Your race are bipedal, green-skinned bugs with
retractable metal antennas (while extended: +4 to Listen checks & you
cannot be Blinded). You are shorter than normal (5' 4” or shorter), gain
+2 SUR and have Advantage on all Poison & gas saves or checks. Your
disguise is bio-mechanical (+1 to AC, heals 1 HP per 15 minutes).
10 SHAPE CHANGER – Your race are natural shape changers. You can
instantly change form into any humanoid of a similar size (+/- 1'). You
can grow extra arms (+1 extra action), claws/ fangs (+d4 damage),
webbed appendages (+10 to Swim), 1' larger (+1 STR, - 1 DEX), 1' smaller
(+1 DEX, -1 STR), gills (water breathing), wings (but they do not work),
etc. Be creative and ask your GM for boundaries.

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d8 Your Mission (Roll or Select)
1 GENERAL INFORMATION – You are here to gleam
cultural, technical and scientific information from
Earthlings. Nothing nefarious or very specific. Starting
Skills: Investigation at +1 & Knowledge: General.
2 MILITARY INFILTRATOR – You have been sent to Earth
to gather information about its military defenses and help
your people eventually colonize Earth. Starting skills:
Investigation at +1, Knowledge: Military & the choice of
Fighting skills.
3 CULTURAL MISSION – You have been sent to Earth to
gather information about its customs, culture, music,
foods, etc. You represent a galactic group of races that wish
to see if Earthlings are ready to be accepted as an advance
race. Starting skills: Investigation & the choice of 2 (Art/
Music, Cooking, Dancing or Photography).
4 LONE SURVIVOR – You might be the last of your kind and
are, for now, stuck on Earth. You may be seeking a way to
get home, or you might just be seeking to make the best of
a bad situation. Starting skills: First Aid & Stealth.
5 SCIENCE MISSION – Your mission is to gather information
about Earth's creatures and environment. Starting skills:
Investigation at +2, Botany & +3 to your Science skill.
6 MAGIC MISSION – You are on a mission to learn about and
document how magic works. Your home planet has no
magic and your superiors wish to learn more about it.
Starting skills: Investigation, Knowledge- Magic at +1 &
Paranormal. You gain Toughness: Magic +2.
7 FOOD MISSION – You are on a mission to see if humans,
or perhaps another species, are a good food source. Your
race loves the flavor of humans, or other Earth animals.
They have been slowly abducting Earth creatures for food,
but your superiors are seeking to expand the harvesting
due to a food shortage on your home world. Your job is to
blend in and report back with information and new recipes.
Starting skills: Cooking at +3.
8 Roll another mission and add this: HORNY MISSION – You
have a basic mission but are constantly distracted by your
hormones and you have taken on a new mission, to get laid.
You are constantly day dreaming about humans of the
opposite sex, same sex or both.
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Archery Enthusiast
Since you went to summer camp in 2nd grade, you have
been in love with archery. You practice daily and hope to
compete on a collegiate level, if not an Olympic level. Your
obsession strikes your friends as odd, but who knows, it
may come in handy one day?

“But then she got me with that arrow, and she


somehow weaved together my loose ends.” Little Indian
Angel, Enuff Z’ Nuff

Requirements
Archery Enthusiasts require a DEX of at least 12 and an
INT of at least 9.

Skill Training
• Basic Athletics
• Ranged Weapons
• Stealth
• Select 4 other skills.
• +1 damage with Ranged attacks.
• -1 to attack & damage in melee.
• +1 to Initiative.

Starting Gear
Standard clothes, short bow, hunting bow, quiver, 50
arrows, 1 silver tipped arrow, pocket knife, headband, 10d6
dollars, target dummies, bicycle or skateboard.

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Level Archery Enthusiast Level Progression
2 +1 to attack & damage with a bow. Increase all bow
ranges by 25%. +2 skill points.
3 +1 to DEX (your maximum DEX is now 19). +5 to
Move after you shoot in a round. True Shot: Once
per day, you may add your INT modifier to an
attack and damage roll with a bow.
4 +1 to attack & damage with a bow. +2 to a save
stat. +2 to Climbing checks.
5 You may use an extra SUR on any failed roll. +1
extra action per round. True Shot can be used twice
a day.
6 You can now shoot a bow while Running with no
penalties. +1 to attack with a bow.
7 +1 to DEX. Advantage on Climbing or Stealth.
Ignore the first 20’ of falling damage.
8 +2 to attack with a bow. True Shot can be used 3
times a day. +2 to AC if you Moved and shot a bow
in the same round.
9 Advantage on Climbing or Stealth. You ignore falls
of up to 40’. +1 to Ranged attacks.
10 +1 to two different attributes.

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Badger Scout
Most of the kids in your class say that you are too old to
still be doing that Badger Scout stuff, but you love it and
proudly wear the uniform (even in school). You love the
outdoors and helping others, and you hope to get all 30
Badger Badges, so that you can become the Boss Badger
one day and run your own camp.

“Out where the pines grow wild and tall. I was trying
to make it home through the forest before the
darkness falls.” My Father’s House, Bruce Springsteen

Requirements
Badger Scouts have no attribute requirements, but a good
CON, DEX & STR would help. Badger Scouts accept all
children into their ranks.

Skill Training
• Basic Athletics
• Cooking
• First Aid at +2
• Horsemanship
• Knowledge: Local at +1
• Outdoorsmanship at +3
• Select 4 other skills.

Starting Gear
Badger Scout uniform, badges, survival clothes, survival
knife, pocket knife, camping/survival gear, maps of the
area, books on animals, binoculars, mountain bike & 10d6
dollars.

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Level Badger Scout Level Progression
2 Select 2 of the following Outdoorsmanship
checks that you gain Advantage on making:
Animal Identification, Fishing, Hunting, Plant
Identification or Tracking. +1 to a save stat.
3 +1 to any attribute. +2 to First Aid. +2 HP.
4 Gain Advantage on the Outdoorsmanship
checks listed at 2nd level that you did not
select then. +1 to attacks & to AC.
5 You may use an extra SUR point on a failed
skill or save roll. +3 skill points. Ignore
hindering terrain when moving through the
wilds.
6 +1 extra action per round. Toughness +1. +1 to
Initiative.
7 +1 to any attribute. Advantage on all
Outdoorsmanship checks (does not stack) and
+2 to Ranged attacks.
8 Select 1 of the level 2 Outdoorsmanship
checks: you gain Double Advantage on those
checks.
9 Gain Advantage on SUR re-rolls in nature. +3
skill points.
10 +1 to two different attributes.

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Break Dancer
Living in a small town makes your break-dancing skills go
mostly unappreciated. None the less, you feel the need to
showcase your sweet moves. Your moves make you wily
and difficult to grab in a scuffle.

“It’s time for us to find out who’s really the best with
the freshest crew.” – Reckless Rivalry Combat, Ice T

Requirements
A Break Dancer requires a DEX of at least 11.

Skill Training
• Art & Music
• Basic Athletics
• Dancing at +1
• Fighting – Basic (may upgrade for 1 or 2 skill
points)
• Select 4 other skills
• +1 to AC
• +1 to the Critical save stat.
• Distraction (x/3 day): As an action, perform a
Dance DC: X check. X is the target’s WIS. If you
pass the check, the target turns their attention
toward you with their next action.

Starting Gear
A card board box, the freshest threads and shoes, 4d6
dollars, bicycle, sunglasses, library card, boombox, variety
of pop/hip hop tapes, Breakin’ poster

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Level Break Dancer Level Progression
2 +1 to melee attacks. +1 to Initiative.
3 +1 to DEX. Advantage on Dancing checks.
4 +1 to all Physical based skill checks. +1 to two
different save stats. +1 to AC.
5 +1 extra action per round. You may use an
extra SUR point on a failed Physical based
skill check or save attempt.
6 +2 skill points. +1 to AC.
7 Seize the Moment +1. Once per day, you may
negate an attack against you (select after
attack roll, but before the damage roll).
8 +1 to any attribute. +1 to two different save
stat.
9 You may use an extra SUR point on a failed
Physical based skill check or attack. +1 to AC.
10 +1 to two different attributes.

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Bully
You gain great enjoyment from the pain of others, especially
when you are dishing out that pain. For some reason your
self-worth derives from the belittlement of others. Maybe
you should get some help?

“Sleazin' in the city, you know I'm lookin' for a fight!” -


Piece of Me, Skid Row

Requirements
The Bully requires a STR of at least 10. They cannot have a
Good alignment.

Skill Training
• Fighting: Brawling (you may upgrade by using 1 or
2 extra skill points)
• Intimidation at +2
• Select 4 extra skills
• +1 to melee attacks
• +2 to the Critical save stat.
• Say I Won’t: Any human, with a lower STR, that
attacks you, does so at Disadvantage.
• You can use Light & Medium weapons.

Starting Gear
Poor clothes, chain wallet, access to garage & tools, pocket
knife, switchblade, brass knuckles, 2d6 dollars.

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Level Bully Level Progression
2 Say I Won’t II: Advantage on Intimidation
checks against anything with a lower STR. +1
damage to all melee attacks.
3 +1 to STR or CON. +1 to melee attacks.
4 Toughness +1. +1 to two different save stats.
5 +1 extra action per round. You may use an
extra SUR point on a failed Physical based skill
check or attack.
6 Say I Won’t III: You attack those with less STR
at Advantage.
7 +1 to STR or CON. Seize the Moment +1.
8 Say I Won’t IV: During a fight, you gain Terror
equal to ½ your STR (rounded up). +1 melee
damage.
9 Toughness +1. +1 to melee attacks.
10 +1 to two different attributes.

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Conspiracy Theorist
Aliens built the pyramids. The Mob killed JFK. The Illuminati
runs the world. Hitler is alive in Argentina. Chem trails are
spewed mind control drugs. Fort Knox is empty. You have
never heard a conspiracy theory that you did not ponder for
a moment before deciding whether it might be true or not.
You seek out knowledge of secrets on all levels, even those
of your fellow students and teachers.

“People say I'm crazy. Just a little touched. But maybe


showers remind me of Psycho too much.” Somebody's
Watching Me, Rockwell

Requirements
None.

Skill Training
• Computer Skills or Electronics at +1
• Investigation at +2
• Knowledge: Conspiracies at +3
• Knowledge: General
• Paranormal
• Select 4 other skills.
• +2 to Listen checks.
• +2 to the Courage save stat.
• Cognitive Dissonance: You can easily believe
contradictory ideas and are unphased in
arguments when others hit you with facts and
flaws in your beliefs or arguments (+2 to Mental
save stat). You are quick to enter heated
discussions about beliefs but are virtually
immune to criticism.
• -2 social interactions involving authority figures.
+2 to social interactions with anyone that with
4+ in Paranormal or Knowledge: Conspiracies.

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Starting Gear
4d10 dollars, moderate clothing, bicycle or skateboard,
subscriptions to underground newsletters, a heavily
footnoted Bible, conspiracy books, paranormal books, a
poster of Erich von Daniken, newspaper subscription, fake
ID, pocket knife, a small stash of supplies & money hidden
somewhere nearby.

Level Conspiracy Theorist Level Progression


2 +2 to Investigation. +2 skill points. +1 to
Initiative.
3 +1 to any attribute. Gain 1 Language. You can
Run at x3 your Move if being chased.
4 Advantage on Mental saves. +2 skill points.
5 You may use an extra SUR point on a failed
roll. Advantage on Investigation and
Knowledge: Conspiracies.
6 +1 to any two attributes. Advantage on
Initiative if being followed, chased or
surveilled. +2 to one skill.
7 +1 extra action per round. Advantage on
checks involving hidden information or
illusions.
8 +1 to all save stats. +1 to Initiative. +1 to AC.
9 +3 skill points. Advantage on Listen checks. +2
HP.
10 +1 to any two attributes.

23
Drifter
The Drifter is a character without a true home. They move
along, from town to town, never staying long enough to call
any place home, tending to wear out their welcome by
rubbing some people the wrong way. While at the same
time, they have learned to benefit from people that take pity
on such a young person forced to live on the street.
Because of this, they never truly unpack, and they never
own more than you can carry. Drifters feel more at home on
the road, preferring to hitch rides, and sleep under the
stars. Maybe this new place will make a good home?

“Here I go again on my own. Going down the only road,


I’ve ever known. Like a drifter, I was born to walk
alone.” - Here I Go Again, Whitesnake

Requirements
Drifters require a SUR of at least 10.

Skill Training
• Fighting: Brawling (you may upgrade by using 1 or
2 extra skill points)
• First Aid
• Intimidation or Persuasion
• Outdoorsmanship
• Stealth
• Street Smart at +2
• Select 2 extra skills
• Toughness +1
• +1 to the Courage save stat.
• +2 to Move
• You can Run at x3 your Move
• Your first SUR re-roll of the day is made at
Advantage.

24
Starting Gear
Ragged set of clothes, boots, backpack, pocket knife,
hunting knife, tattered sleeping bag, warm blanket, a bag of
personal items from your past life (pics, knickknacks,
letters, etc.), water bottle, d10 ketchup packets and about
1.75 cents in change.

Level Drifter Level Progression


2 +1 to AC. +1 to Initiative. +1 to each save stat.
3 Advantage on First Aid or Sleight of Hand. +2
HP.
4 +1 to SUR. +3 skill points. +1 to all attacks.
5 You may use an extra SUR point on a failed
roll. Advantage on Outdoorsmanship or
Stealth.
6 Hard Life: Advantage on Street Smart, +1 to
each save stat & you can make clothing and
supplies last longer than usual. You can Run at
x4 your Move.
7 +1 to two different attributes. +1 extra action
per round.
8 Toughness +1. +1 to AC. +1 to Initiative.
9 Seize the Moment +1. +3 to Move.
10 +1 to two different attributes.

25
Equestrian Rider
Beautiful horse farms populate the outskirts of many cities
and towns. Some farms are small and quaint, while others
are large and magnificent. You are a part of smaller, quaint
tradition and you love it. You enjoy riding horses, but do it
out of love or necessity, not necessarily for ribbons and
trophies, but it would be nice to show up those snooty, rich
trophy hunters from the prestigious farms.

“He's gone crazy, completely crazy. Trying to tame the


American horse.” – American Horse, The Cult

Requirements
Riders requires a minimum DEX of 9.

SkillTraining
• Basic Athletics
• First Aid
• Horsemanship at +3
• +2 to the Courage save stat.
• Horse Rider I: While on horseback you gain +1 to
AC, +1 to Initiative & +1 to all save stats. You
take ½ damage, rounded down, when you fall.
• Select 3 other skills.

Starting Gear
Access to horses (your family may own a small farm or you
may take lessons at a stable, etc.), a saddle & horse
supplies, riding boots, sunglasses, 10d6 dollars, moderate
clothing, pocket knife, 30' rope, books about horses,
mountain bike, a few third-place ribbons, small My Little
Pony collection & a couple Breyer Horses.

26
Level Equestrian Rider Level Progression
2 You may re-roll one failed roll while on
horseback each day. Advantage on
Horsemanship checks.
3 +1 to DEX. +2 to First Aid checks. +2 skill
points. Toughness +1.
4 Show Rider II: While on horseback gain
Fearless, +2 to melee attacks & +2 to
Initiative.
5 You may use an extra SUR point on a failed
skill check or save attempt. Horses you ride
gain +4 Move & +2 to AC.
6 +1 extra action per round. You may mount or
dismount as a Free Action. +2 HP.
7 Show Rider III: While on horseback you gain
Seize the Moment +1, Toughness +3 and +2 to
Spot checks.
8 +1 to any attribute. +1 to two different save
stats.
9 Show Rider IV: While on horseback gain
Advantage on Initiative & +1 to AC. +2 skill
points. +1 HP.
10 +1 to two different attributes.

27
Equestrian Show Rider
Beautiful horse farms populate the outskirts of many cities
and towns. Some farms are small and quaint, while others
are large and magnificent. You are a part of the magnificent
tradition of the large family farms that have dozens, if not
hundreds of ribbons and trophies adorning their
showrooms. Looking good and winning events is your
raison d'etre.

“She's got the look. She's got the look. What in the
world can make a brown-eyed girl turn blue?” - The
Look, Roxette

Requirements
Show Riders require a minimum CHA & DEX of 9.

SkillTraining
• Basic Athletics
• Fashion at +2
• Horsemanship at +3
• Performance at +2
• +1 to the Courage save stat.
• Show Rider I: While on horseback you gain +2 to
AC & +1 to all save stats. You take ½ damage,
rounded down, when you fall.
• Select 2 other skills.

Starting Gear
Several horses, saddles & horse supplies, your own tack
room, high riding boots, sunglasses, 1000d6 dollars, fancy
clothing, golden pocket knife, 30' rope, library about
horses, several trophies & ribbons, high end mountain bike,
large Breyer Horse collection (when 16 – a truck or SUV
with a trailer).

28
Level Equestrian Show Rider Level Progression
2 You may re-roll one failed roll while on
horseback each day. Advantage on
Horsemanship checks.
3 +1 to CHA or DEX. +2 to Fashion checks. +2
skill points.
4 Show Rider II: While on horseback gain
Fearless, +2 to melee attacks & +2 to
Initiative.
5 You may use an extra SUR point on a failed
skill check or save attempt. Horses you ride
gain +2 Move & +2 to AC.
6 +1 extra action per round. Advantage on
Fashion checks.
7 Show Rider III: While on horseback you gain
Toughness +2 and +3 to Spot checks. +1 skill
point.
8 +1 to CHA or DEX. You may mount or
dismount as a Free Action.
9 Show Rider IV: While on horseback gain
Advantage on Initiative & Performance checks.
10 +1 to two different attributes.

29
Extreme Athlete
Outside the hallways of school, you are rarely ever seen
without your bike or board. You love to hit the local ramps,
pools and tracks to show off your moves. You live for the
thrill of action, well at least until you get a car.

“Because he rips when he skates. He never hesitates.” -


Possessed To Skate, Suicidal Tendencies

Requirements
The Extreme Athlete require a CON of at least 10 and a
DEX of at least 12.

SkillTraining
• Basic Athletics
• First Aid
• Trick Riding – Select 1 at +3
• Select 3 other skills
• Select 1 – BMX Bikes, Skateboard or Surfboard.
This is your extreme specialty ride and way of life.
• +2 to the Courage & Critical save stat.

Starting Gear
A high-quality BMX bike, skateboard or surf board. 6d6
dollars, clothing of your chosen type, pocket knife, basic
bicycle, trophies, posters of your idols and extreme pad
armor.

30
Level Extreme Athlete Progression
2 You can Move 25% faster on your specialty
vehicle than average. +2 to Courage and Death
save stats.
3 +1 DEX. Gain Advantage on the Trick Riding
checks of your specialty.
4 Toughness +1. +3 to Initiative while on
specialty vehicle.
5 +1 extra action per round. You may use an
extra SUR point on a failed Physical based skill
check or save attempt.
6 Gain Fearless. Seize the Moment +1 while on
specialty vehicle.
7 +1 to any attribute. +1 to any 2 save stats.
8 Gain Double Advantage on Trick Riding checks
of your specialty.
9 +2 to Initiative while on specialty vehicle. You
may use an extra SUR point on a failed
Physical based skill check.
10 +1 to two different attributes.

31
Final Girl
You have survived some horrible ordeal in your recent past
that has shaped your current life and state of mind. You
are always looking over your shoulder and are nervous
about strangers. Even though you have developed a
nervous disposition, you have begun to hone your mind
and develop your body so that you will be ready for the next
time something bad happens to you.

“Stalked in the forest, too close to hide. I’ll be upon


you by the moonlight side. High blood drumming on
your skin, it’s so tight. You feel my heat; I’m just a
moment behind.” – Hungry Like the Wolf, Duran Duran

Requirements
A Final Girl requires a SUR of at least 10.

Skill Training
• Basic Athletics
• Fighting – Select any style
• First Aid
• Investigation
• Select 4 other skills
• +2 to the Courage & Mental save stats.
• Advantage on the first SUR re-roll of each day.
• Toughness +1
• +2 to Spot & Listen checks.

Starting Gear
Your choice of clothes (nice, goth, punk, prep, etc.), bicycle,
several knives, library card, extra locks on your bedroom
door & 10d6 dollars.

32
Level Final Girl Level Progression
2 +1 to Initiative. +1 to AC. +2 HP.
3 +1 to any attribute. All allies within 60’ may
add or subtract 1 from any SUR re-roll.
4 Gain Fearless. The first time you get knocked
Out of Action each day, you immediately heal
back to 4 HP and remain conscious.
5 +1 extra action per round. You may use an
extra SUR point on any failed roll. All allies
within 60’ gain +2 to the Courage save stat.
6 Gain Outsmart or Seize the Moment +1. +1 to
each save stat.
7 +1 to any attribute. Advantage on Spot &
Listen checks.
8 +1 to AC. +1 to all attacks. +1 to Initiative.
9 Gain Outsmart or Seize the Moment +1. +3 HP.
10 +1 to two different attributes.

33
Geek
Being weird is second nature to you & you just really do not
care. You are not as smart as your nerd friends, but that
does not bother you. You are still sharper than the typical
person, but nobody would know that by the way you dress
and behave. Most of your classmates see you as an enigma.

“Dare to be stupid. It’s easy to do.” - Dare to Be Stupid,


Weird Al Yankovic

Requirements
A Geek requires an INT of at least 9.

SkillTraining
• Knowledge – Select 2 at +1
• Video Games at +2
• Select 5 other skills (1 of which must be a
Knowledge based skill)
• +1 to each save stat.
• Enigma Aura – Your friends love having you
around. All allies within 100’ gain +1 to their
Saving Throw stats (this effect may stack up to 3
times).

Starting Gear
Library card, bicycle, out of style clothing, 4d6 dollars,
small book collection, RPG miniatures, Revenge of the Jedi
poster, magazine subscriptions to multiple unusual
magazines.

34
Level Geek Level Progression
2 +1 to the skill of your choice. +2 to a save stat
of your choice.
3 Enigma Aura II: Any enemy within 100 is at -1
to each Saving throw stat (this effect may
stack up to 3 times). +1 to any attribute.
4 +3 skill points. Advantage on Courage & Terror
checks.
5 You may use an extra SUR point on a failed
Knowledge based skill check or saving throw.
+1 to a save stat.
6 +1 extra action per round. +1 to any attribute.
7 Enigma Aura III: All allies within 100’ gain +1
to all attacks & skill checks (this effect may
stack up to 3 times). +1 to AC.
8 Select 1 – Gain Fearless or +2 to all Knowledge
based skill checks. +1 to any attribute.
9 You may use an extra SUR point on any failed
roll. Enigma Aura IV: Any ally within 40’ that
makes a SUR re-roll, does so at Advantage (this
does not stack).
10 +1 to two different attributes.

35
Goth
Nobody really understands you and what you stand for,
and you could not care less (well at least on the outside).
You like being different, but are not doing it just to be
different. You feel attuned to The Otherside, but do not
know how to develop it. Now it’s time to go listen to Joy
Division & Christian Death.

“Let me see you stripped down to the bone. Let me hear


you crying just for me.” - Stripped, Depeche Mode

Requirements
None.

SkillTraining
• Art & Music
• Intimidation
• Knowledge – Goth Culture at +2
• Paranormal
• Stealth
• Select 3 other skills
• Select a Goth Archetype; Mopey or Supernatural
Goth.
• +2 to the Mental and Death save stats.

Starting Gear
Lots of black clothing, make up, collection of oddities, 4d6
dollars, pocket knife, Mystical Medallion (+1 Armor Class
against Range Attacks – you do not know it is Magic),
bicycle or skateboard, library card, fake ID (says 21),
several unusual New Wave/ Goth/ Metal/ Punk records.

36
Level Goth Level Progression
2 +2 to Stealth. +1 to two different save stats.
3 +1 to any attribute. +2 to Paranormal and Art
& Music checks.
4 You gain occasional glimpses of The Otherside
(GM’s discretion). +2 to Initiative.
5 You may use an extra SUR point on a failed
skill check or save attempt. +2 to Spot &
Listen checks.
6 +1 to two different attributes. Advantage on
saves involving ghosts or other worlds. You are
Attuned to The Otherside.
7 +1 extra action per round. +2 to the Mental
save stat.
8 +1 to WIS. +2 to Initiative.
9 You may use an extra SUR point on a failed
save check. +1 to AC.
10 +1 to two different attributes.

37
At 1st Level you select a Goth Archetype, the Mopey
Goth or the Supernatural Goth. Once selected, you
must stay with the same archetype.

Mopey Goth
You live up to the stereotype that Goths are always sad and
depressed. You embrace the dark and never crack a smile if
a non-Goth is around.

At 1st Level you gain Fashion skill and one of the


following:
• +1 to AC (people tend to ignore you)
• Advantage on Stealth checks if it is dark
At 5th Level you gain one of the following:
• Add your WIS bonus to your Armor Class
• Forgotten: Once per round as an action, you may
roll a 20, adding your WIS modifier. A human
target within 60’ must make a Mental save (at
Disadvantage if their Mental save stat is lower
than your roll). If they fail, then you you are
considered Invisible to them for d6 rounds. This
ends if you make an action towards them.
• Advantage on all Fashion skill checks.
At 9th Level you gain one of the following:
• Add your WIS bonus to your Armor Class
• Forgotten (as above)
• +1 to WIS & +2 to Stealth checks

38
Supernatural Goth
You feel attuned to the Otherside. You feel a kinship with
death, so much so that you emulate it in your style and
manner.

At 1st Level you gain Advantage on Paranormal checks


and you can see and hear ghosts.
At 5th Level you gain one of the following:
• You can communicate with ghosts and spirits.
• Advantage on all Knowledge- Paranormal skill
checks
• Add your WIS bonus to your Armor Class
At 9th Level you gain one of the following:
• You can communicate with ghosts and spirits.
• Advantage on all Knowledge- Paranormal skill
checks
• Add your WIS bonus to your Armor Class

39
The Hood
Is anything in life is better than setting in front of the
convenient store on a Friday night with an Old Milwaukee
in one hand, your significant other’s butt in the other, while
Judas Priest blaring on the car stereo? Hell no!

“I took the city about 1 A.M. Loaded!” - Livin’ After


Midnight, Judas Priest

Requirements
The Hood has no attribute requirements. The Hood cannot
have a Good alignment.

Skill Training
• Driving at +2
• Electronics or Mechanics at +1
• Fighting: Brawling (you may upgrade by using 1 or
2 extra skill point)
• Outdoorsmanship or Ranged Weapons
• Select 3 other skills
• Hoodz Rulz: +2 to social interactions with other
Hoods and -2 to social interactions with authority
figures.
• You can use Light or Medium weapons.

Starting Gear
An old car (if 16 or older), ½ a tank of gas, pack of cigs, 2
lighters, leather jacket, switchblade, baseball bat, a bicycle,
10d6 dollars, 10d6 dollars’ worth of stolen goods or illegal
drugs, 6 pack of beer. Some GMs may allow them to start
with a cheap handgun and some bullets.

40
Level The Hood Level Progression
2 +1 to all attacks. +2 HP.
3 +1 to STR or CON. +1 to two different save
stats.
4 +2 to Driving checks. +1 to Initiative.
5 +1 extra action per round. You may use an
extra SUR point on a failed skill check or
attack.
6 Advantage on Electronics or Mechanics checks.
+2 HP.
7 Hoodz Rulz II: You gain Advantage on social
interactions with other Hoods. +1 to Initiative.
8 Toughness +1. +1 to all attacks.
9 +1 to STR or CON. +1 to two different save
stats.
10 +1 to two different attributes.

41
Horror Connoisseur
A room full of horror movie posters and masks? Check. An
encyclopedic knowledge of horror films, novels and comics?
Check. A brand new, Japanese import Re-Animator shirt?
Check. You live and breathe horror and you have little time
for those that do not share your tastes. Maybe this
knowledge will come in handy one day?

“You start to freeze as horror looks you right between


the eyes, you're paralyzed.” Thriller, Michael Jackson

Requirements
None.

SkillTraining
• Knowledge: Horror at +4
• Knowledge: Pop Culture at +2
• Paranormal
• Select 5 other skills.
• Survival Advice: During combat or while under
threat, you & your allies within 60’ have +1 or -1
to any SUR re-roll.
• Your allies within 60’ gain a +1 to all save stats
(does not stack).
• +2 to the Courage save stat.

Starting Gear
Dark clothes, horror & metal shirts, boots, horror posters,
horror tapes, horror toys & models, pocket knife, 6d6
dollars, bicycle or skateboard, 2 VCRs, occult books & fake
ID.

42
Level Horror Connoisseur Level Progression
2 Advantage on Knowledge: Horror checks. You can
Run at x3 your Move.
3 +1 to any attribute. Survival Advice II: During
combat or while under threat, you & your allies
within 60’ gain +3 Move & +1 to skill checks.
4 Gain Outsmart. +2 to skill points.
5 You may use an extra SUR point on a failed skill
check. Survival Advice III: During combat or while
under threat, you & your allies within 60’ gain +1 to
attack and +1 to AC.
6 Survival Advice IV: During combat or while under
threat, you & your allies within 60’ ignore 2 points
of Toughness with their attacks.
7 +1 extra action per round. +1 to any attribute. +2 to
a skill.
8 Survival Advice V: Your range is now 100’.
Advantage on Paranormal checks.
9 Gain Fearless. +3 skill points. +2 HP.
10 +1 to two different attributes.

43
Hot Shot
You are a daredevil of the highest order, or the highest you
can achieve in your neighborhood. Going fast on your bike
& board, and doing stunts is more important than doing
homework and making friends outside of your crew.

“I might jump an open drawbridge, or Tarzan from a


vine. 'Cause I'm the unknown stuntman that makes
Eastwood look so fine.” The Unknown Stuntman, Lee
Majors

Requirements
The Hot Shot requires a CON of at least 12.
Skill Training
• Basic Athletics at +1
• First Aid
• Performance at +2
• Trick Riding – Select 1 at +1
• Select 3 other skills
• +3 to the Critical & Death save stat.
• Toughness +1
• +1 to attack on a vehicle.

Starting Gear
Multiple BMX bikes and skateboard. 10d6 dollars, clothing
of your chosen type, pocket knife, basic bicycle, VHS of
your stunts, posters of crashes and extreme pad armor.

44
Level Extreme Athlete Progression
2 You may re-roll the first failed Critical or
Death save each day. Ignore any falling
damage of 15’ or less . +2 HP.
3 +2 skill points. +2 to any save stat. You may
re-roll the first failed skill check involving a
stunt performance.
4 Toughness +1. Gain Fearless. You take half
damage from failed stunts and crashes
(rounded down). +1 to vehicle or Charge
attacks. Advantage on Jumping checks on, or
off, a vehicle.
5 +1 extra action per round. You may use an
extra SUR point on any failed roll. Ignore any
falling damage of 30’ or less.
6 +1 to vehicle or Charge attacks. Toughness +1.
Advantage on Critical saves.
7 +1 to any attribute. +1 to any 2 save stats.
Your wounds heal quicker (+1 HP restored
when you heal).
8 Advantage on Death saves and Out of Action
checks.
9 Advantage on SUR re-rolls. Advantage on
Performance checks on a vehicle.
10 +1 to two different attributes.

45
Jock
You have little time for school work, you need to build up
your body for the next competition. You rule the school and
can kick anyone's butt. Nobody messes with you, and
nobody really likes you either.

“We're not here to start no trouble. We're just here to


do the Super Bowl Shuffle.” The Super Bowl Shuffle,
Chicago Bears

Requirements
Jocks require a CON & STR of at least 11.

Skill Training
• Basic Athletics at +3
• Driving
• Fighting – Brawling or Wrestling (you may upgrade
by using 1 or 2 extra skill points)
• Intimidation
• Select 3 other skills (1 of which must be a
Physical based skill)
• +1 to each save stat.
• You are trained in the use of Light weapons and
armor.

Starting Gear
Baseball bat or golf clubs, football pads, athletic clothing,
100d6 dollars, Letterman’s Jacket, hip clothing, a car (if
16+), several phone numbers

46
Level Jock Level Progression
2 +1 to melee attacks. +1 to all Physical based
skill checks.
3 Toughness +1. +1 to three different save stats.
4 Select 2 –
• +2 to Initiative
• +1 to CON, DEX & STR
• +1 to each save stat
• Seize the Moment +1
5 +1 extra action per round. You may use an
extra SUR point on a failed Physical based skill
check or attack.
6 +1 to any attribute. You can Run at x3 your
Move.
7 Advantage on all Physical based skill checks.
Toughness +1.
8 +1 to melee attacks. You may use an extra SUR
point on any failed roll.
9 Select 2 –
• +2 to Initiative
• +1 to CON, DEX & STR
• +1 to each save stat
• Seize the Moment +1
10 +1 to two different attributes.

47
Karate Kid
Bruce Lee rules. Why does everyone not love and emulate
Bruce Lee? Sometimes people are just dumb. You have
found your calling in your favorite form of Martial Arts.
Some will channel their newfound skills into helping others,
while others will use them to make the lives of others a
living hell.

“You’re the best around. Nothing’s gonna ever keep you


down.” - You’re The Best, Joe Esposito

Requirements
A Karate Kid requires a least a DEX of 9.

SkillTraining
• Basic Athletics
• Fighting – Select 1 Martial Art
• Language – Select 1 related to your Martial Art
• Select 3 other skills
• +2 to the Courage save stat.
• Select 2: +1 to melee attacks, +1 to melee
damage, +1 to Initiative, +1 to AC or +2 to Move.
• You are trained in the use of Light weapons or
armor.

Starting Gear
Karate Gi, Nunchaku, 3 Shuriken, 5d6 dollars, bicycle,
library card, a lot of Bruce Lee/ Chuck Norris posters, The
Last Dragon VHS

48
Level Karate Kid Level Progression
2 +1 to AC. +2 to save stat.
3 +1 to any attribute. Your melee attacks bypass
1 Toughness.
4 +1 to all Physical based skill checks.
Toughness +1.
5 +1 extra action per round. You may use an
extra SUR point on a failed attack, skill check
or saving throw.
6 Once per day, you may negate an attack
against you (select after attack roll, but before
the damage roll). +2 to Initiative.
7 +2 to Move. +1 to AC. +1 to melee attacks.
8 Seize the Moment +1. Your melee attacks
bypass 1 Toughness.
9 Gain Fearless. Toughness +1.
10 +1 to two different attributes.

49
Kid Scientist
Since you were a kid, you have loved to tinker with things.
By taking things apart and putting them back together
again, you have mastered your craft, or perhaps you
learned your skills by mixing household chemicals together
enough times that you finally figured out what things works
well together.

“She blinded me science.” – She Blinded Me with


Science, Thomas Dolby

Requirements
A Kid Scientist requires an INT of at least 13.

SkillTraining
• Computer skills at +2
• Electronics
• Knowledge – General
• Knowledge - Select 1
• Mathematics at +2
• Science at +2
• Select 5 other skills (2 of which must be
Knowledge based skills)
• Select Computer skills, Mathematics or Science.
You gain Advantage on that skill.
• +2 to the Mental save stat.

Starting Gear
Home computer, home chemistry set, library card, hall
pass, access to the school computer lab & chemistry lab
(the teacher trusts you), bicycle, part of a homemade robot,
4d6 dollars, a sack of illegal fireworks, flashlight, Thomas
Dolby albums.

50
Level Kid Scientist Level Progression
2 +2 to two different Knowledge based skills.
Advantage on checks against illusions. +2 to
Spot & Listen checks.
3 +1 to INT. Gain Advantage on a Knowledge
based skill of your choice.
4 +1 to all Knowledge based skill checks. +1 to
two different save stats.
5 Gain Outsmart. You may use an extra SUR
point on a failed Knowledge based skill check
or saving throw.
6 +1 to INT. +3 extra skill points.
7 Gain Advantage on Knowledge – General. +1
extra action per round.
8 +1 to any attribute. You may use an extra SUR
point on any failed roll.
9 Gain Fearless. Gain Advantage on a Knowledge
based skill of your choice.
10 +1 to two different attributes.

51
Metal Head
Slayer is a way of life! Its more than a band or a cool phrase
to chant at others of your kind. Your classmates look at you
like you are some sort of demon, or monster, and you kinda
like it. The more you jam metal, the more you feel a
powerful presence. Maybe Pat Robertson was right about
heavy metal and Dungeons & Dragons?

“Not about to see your light, but if you wanna find Hell
with me. I can show you what it's like ‘til you're
bleeding.” Mother, Danzig

Requirements
Metal Heads have no attribute prerequisites. They cannot
have a Good alignment.

Skill Training
• Art & Music at +1
• Fighting: Basic (you may upgrade for 1 or 2 skill
points)
• Knowledge: Magic or Paranormal
• Performance
• Select 3 other skills
• -2 to all social interactions with authority figures
• Select 1 Metal Power.
• +3 to the Magic save stat.

Starting Equipment
Guitar & amp, metal shirts, ripped jeans, jean jacket with
d6 patches, books about the occult, 4d6 dollars, sweet
record/ tape collection, pocket knife, bicycle or skateboard

52
Level Metal Head Level Progression
2 Select 2 Metal Powers.
3 +1 to any attribute. +2 to Performance.
4 Select 1 Metal Power. +1 to any save stat.
5 Select 1 Metal Power. You may use an extra
SUR point on a failed roll.
6 Select 2 Metal Powers. +1 extra action per
round.
7 Advantage on Performance checks. +1 to any
attribute.
8 Select 1 Metal Power. Toughness: Shadow +3.
9 Select 2 Metal Powers.
10 +1 to two different attributes.

Metal Powers
Each power can be activated as a Free Action, unless it has
a Performance check or says otherwise. Each power may
only be selected once.

Battery You get +2 to melee attacks, +2 melee damage & -1


to your Armor Class against anyone that successfully hit
you in the last 24 hours (does not stack)
Black Magic Must be at least 6th level. You can cast spells.
Gain 4 Minor Spells & 1 Major Spell, plus 1 of each at 8th &
10th levels.

Can I Play with Madness? Must be at least 4th Level


Immunity to Telepathy, Suggestion & Mind Control. +1 to
WIS, +2 to Courage save stat & -1 to CHA.

Crazy Train Must be at least 6th Level Gain Toughness +2,


+2 to STR & +5 Move. -1 to Mental save stat.

Darkness Descends Must be at least 4th Level You gain +1


STR, +1 CON, -1 CHA, Toughness: Shadow +10 and
Weakness: Light. You may go into sunlight, but you dislike
it (-1 to all attacks and damage in bright light). You have
Dark Vision and your eyes take on a purple tint.

53
54
Demon Bell You gain +1 to Courage save stat, Toughness:
Shadow +3, once per day you can summon a Lesser Demon
to do your bidding for 2d6 minutes.

Die by the Sword Must be at least 6th Level You gain +3


with any attack with a sword. Twice a day you may
summon a Demonic Sword (d8+1 Magic damage) that lasts
20 minutes. At 10th Level, you may summon the sword at
will.

Eyes of a Stranger (x3/ day) You can magically assume the


form of another human & their clothing (within +/- 1’ of
your height). It lasts up to 2 hours. True Sight can see
through this ability.

Fast as a Shark Advantage on Initiative, +5 Move

Fire in the Hole Gain Toughness: Fire & Heat +4 & two
times a day you can shoot fire (Range: 100’, d6+1 damage).
You can create and snuff simple fire within 20’ at will.

Hot Rockin’ Advantage on Performance checks & +1 to


CHA

In My Darkest Hour Must be at least 4th Level +1 SUR, you


regain 1 extra Survival point each gaming session & you
gain Advantage on the first Critical or Death save you
attempt each day.

Inner Self You are immune to Mind Control, Intimidation &


Persuasion. You have Advantage on any Fear or Terror
check. You gain +2 to the Mental save stat.

Night Train (x2/ day) +2 to all attacks, +2 to melee damage


& +2 to Initiative. Lasts d6 x 10 minutes

55
Now It’s Dark Must be at least 3rd Level You can always see
in the dark. Twice a day you can create darkness 60’
around you. It blocks all-natural sunlight. Those unable to
see are considered Blind.

Number of the Beast Must be at least 6th Level (x1/ day)


Make a Performance check (DC: 15) to summon a Minor
Demon to do your bidding . If the demon dies, it returns to
the Otherside and you must wait 24 hours to summon
another. Each demon is unique (roll d6 to see what demon
is summoned). 1 demon may be active at a time.

Roll Appearance Special Powers


1 Slimy, Green No legs (1/2 Move speed), Stink
Turd Monster Cloud: (30’ radius/ lasts d4 minutes)
Everyone besides demons and their
controllers must make a CON check
each round in the cloud or take d4
damage and become Sickened for 1
minute.
2 Reptilian, +3 AC & Explodes at death doing d8
Gremlin like damage to all within 30' (DEX check
halves damage).
3 Hairy, Wolf- +6 Move, Leap attack (does d6+2
Like damage)
4 Shadow with Can fly (Move 12), incorporeal, its
Purple Eyes successful physical attacks do not
do damage, but drains 2 from a
random attribute for d4 hours.
5 One-legged Bite does +2 more damage & is
Bird with poisonous (Make a Poison save or
sharp teeth in lose 1 STR for 1 hour), -2 to Move
its beak
6 Imp Can see in the dark (will warn
master), Toughness +1, can shot
fireballs (d6+1 damage), can fly
(Move 9)

56
Rise and Fall Make your next roll automatically a 20 (x1/
day). Re-roll the result of any dice roll (x1/ day).

Shake the Foundations +2 to AC against Range attacks


(you look slightly blurry at a distance). You can create
minor tremors and move small amounts of earth at will.
(x3/ day you can do one of the following as an Action):
Shake- Make up to 2 targets within 30’ attempt a DEX
check at Disadvantage. If they fail, they fall Prone.
Shockwave- (30’ Range) does d6+1 damage up to 2 targets
within 5’ of each other. Bring It Down- You can concentrate
for a full 3 rounds to crumble a small structure (shack
size).

Toxic Waltz Advantage on Dancing checks & Toughness +1

Trip at the Brain Any attempt at Mind Control or


Telepathy on you is done at Disadvantage and the Psion
immediately takes 1 point of Magic damage. Any Outsmart
or Persuasion attempt on you is done at -3. You are odd
and quirky (-2 CHA), but are adept at seeing things that
normal people are oblivious to (+1 INT & +1 WIS).

The Unknown Knows +1 to WIS, +2 on all Knowledge


based skill checks & Gain Outsmart

57
Monster Hunter
You know they are out there. They are all over the place,
hiding in the dark corners and in plain sight. You have seen
them, and you hope to one day prove all of the doubters
wrong by bringing a dead monster's corpse, or at least some
video footage, to a TV station or a police station. To say that
you are obsessed with cryptozoology is an understatement.

“Monsters on my right and cobwebs on my left, scary


man standing in front of me.” Scared, Dangerous Toys

Requirements
Monster Hunters require a minimum SUR of at least 9.

Skill Training
• Basic Athletics
• Fighting – Basic (you may upgrade for 1 or 2 skill
points)
• Knowledge – Select 1 at +1
• Outdoorsmanship at +2
• Paranormal at +1
• Photography
• Ranged Weapons
• Weapon Master
• +3 to the Courage save stat.
• Select 1 other skill.
• Select a Favored Monster type that you specialize
in hunting. You get a +1 to attack, to damage & to
Track that type. You gain a +1 to AC and
Initiative against that type.

Monster Types
Alien (Otherworldly creatures)
Aquatic (Water based or amphibious creatures)
Beasts (Dire animals, were-beasts, Chupacabra, etc.)
Bipedal (Bigfoot, Pope Lick Monster, Yeti, humans, etc.)

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Starting Gear
Survival/hunter's clothes, hunting rifle/ 100 rounds of
ammo, camera, film, survival knife, pocket knife,
camping/survival gear, maps of the area, books on the
paranormal, bug out bag, binoculars, mountain bike, 5d6
dollars.

Level Monster Hunter Level Progression


2 +1 to Initiative. +2 to Paranormal or
Outdoorsmanship.
3 +1 to SUR. Your Favored Monster bonuses are
now +2.
4 Toughness +1. +1 to all attacks. Advantage on
all Courage & Terror checks.
5 You may use an extra SUR point on a failed
skill check or attack. +1 extra action per
round.
6 You gain Outsmart against your Favored
Monster Type. Your Favored Monster bonus is
now +3.
7 You gain all other listed Monster types as a
secondary Favored Monster Type at +1. +1 to
all save stats.
8 Your Favored Monster Type bonus is now +4.
+1 to Initiative. +2 skill points.
9 Gain Fearless. Seize the Moment +1.
10 +1 to two different attributes.

59
Most Excellent Dude/ Dudette
You are the poster-child for the California Cool way of life.
You enjoy spending your days at the beach, surfing the
waves, catching some rays, and find this a most-excellent
use of your time. Your overly optimistic and casual way of
life annoys every adult you meet. The thought of getting a
job or growing old is what you find most-bogus. You would
rather be gnarly, and you fight authority every step of the
way. Some say you are a ditz or a dunce, but you know you
are totally tubular, despite what others say. Also, you say
dude way too much.
“I’m gonna have a good time tonight. Rock and roll
music gonna play all night. Come on, baby. It won’t
take long.” Good Times, INXS & Jimmy Barnes
Requirements
The Most Excellent Dude/ Dudette requires a CHA of at
least 9.
SkillTraining
• Art & Music
• Dancing at +1
• Knowledge: Local
• Knowledge: Pop Culture at +2
• Street Smart
• Video Games at +1
• Select 3 other skills.
• Advantage on any attempt to find or start up a
party or hangout.
• Advantage on any skill or attribute check
involving partying (Booze, drugs, stamina, etc.).
Starting Gear
Stash of booze and/ or drugs, 10d6 dollars, several pair of
sunglasses, cool clothing, ironic clothing, bicycle, book of
connections, a proper fake ID, pocket knife, toga, boom box
& some cassettes (Beastie Boys, INXS, Iron Maiden, Prince,
etc.).
60
Level Most Excellent Dude/ Dudette Level
Progression
2 +1 to all save stats. All allies within 60’ gain +1
to each save stat (can stack up to 3 times).
3 +1 to CHA. Advantage on all CON and Poison
checks involving drugs or alcohol.
4 Gain Fearless. Add your CHA modifier to your
AC.
5 You may use an extra SUR point on a failed
skill check or saving throw. +1 to CHA or SUR
(your Max CHA is 20).
6 Immunity to Telepathy and mind control
effects. Your attacks are Outsmarted at
Disadvantage.
7 +1 extra action per round. +1 to CHA or SUR.
+2 HP.
8 Advantage on Art & Music or Street Smart
checks. All allies within 60’ gain Advantage on
Courage and Terror checks.
9 You may use an extra SUR point on a failed
skill check or saving throw. +2 to any save
stat.
10 +1 to two different attributes.

61
The Nerd
You have always been picked on for being different, and for
being smarter than everyone else. You find it difficult to get
along with others that do not share your enthusiasm for
knowledge or, at least, for things unusual. Within those
“nerd” circles, you are able to make friends and be yourself.

“It won’t be long so mark words ‘cause time has come


for the Revenge of The Nerds.” - Revenge of The Nerds,
The Rubinoos

Requirements
The Nerd requires an INT of at least 13.

SkillTraining
• Knowledge – General at +3
• Knowledge – Select 2
• Language – Select 1 Unusual language (Klingon,
Orc, Elvish, etc.)
• Science at +1
• Select 5 other skills (3 of which must be
Knowledge based skills)
• +2 to the Mental save stat.

Starting Gear
Home computer, home library, library card, bicycle, nerd
clothes, Dune poster, 4d6 dollars, flashlight, Revenge of the
Nerds on VHS.

62
Level The Nerd Level Progression
2 +1 to all Knowledge based skill checks. +2 to
the Courage save stat.
3 +1 to INT. Gain Advantage on Knowledge –
General.
4 +4 extra skill points. Gain Advantage on a
Knowledge based skill.
5 Gain Outsmart. You may use an extra SUR
point on a failed Knowledge based skill check
or saving throw.
6 +1 to INT. +2 to the Courage save stat.
7 +2 to your Outsmart checks. +1 extra action
per round.
8 +1 to any attribute. +1 to all Knowledge based
skill checks.
9 +1 to the Mental save stat. Gain Advantage on
a Knowledge based skill.
10 +1 to two different attributes.

63
Nullifier
Ghosts, psychics and magic are all malarkey. People that
believe in that monkey crap are just dummies. This is the
typical view of a Nullifier. You think all of the talk about
such things paranormal is a waste of time. You just live
your life and never see any evidence of magic or psychic
phenomenon. Unbeknownst to you, you were born with the
ability to negate magic and psychic powers and are
completely immune to their effects.

“Null and void of any care is where the answer lies.”


Overkill – E.vil N.ever D.ies

Requirements
None.

Skill Training
• Select 6 skills.
• Nullifier – You are immune to all ghost, psychic
and magical effects. You exude a 5' aura that
dampens the effects of ghost, magic and psychic
powers. All continual area effects within that
aura are negated. All effects & damage attached
to a character or creature are halved, rounded up,
in effect and duration.

When Ghost, Magic and Psychic phenomenon


occurs around you, you have a knack of turning
your head or sneezing when it happens. You just
never see anything. Game Masters feel free to be
inventive with ideas on why the Nullifier never
sees any magic or psychic occurrences. You are at
-2 on all Spot checks. Nullifiers cannot see or go
to the Otherside.

64
Starting Gear
8d10 dollars, moderate to nice clothing, small tent, sleeping
bag, bicycle or skateboard, pocket knife, sunglasses,
flashlight, various items associated with skill selections
(GM's choice).

Level Nullifier Level Progression


2 +2 to a skill of your choice. +2 to a save stat.
3 +1 to any attribute. +5’ Nullifier Field aura.
Fearless.
4 You may re-roll a failed save once per day. -1
to Spot checks. +2 skill points.
5 You may use an extra SUR point on a failed
roll. All Activate Psionic power attempts in
your aura are done at Disadvantage.
6 +1 extra action per round. All spells used
within your aura cost an extra CON to cast. +5’
Nullifier Field aura.
7 +1 to any attribute. Advantage on a skill of
your choice.
8 +2 skill points. +2 to a save stat. +2 HP.
9 +5’ Nullifier Field aura. Advantage on a skill of
your choice.
10 +1 to two different attributes.

65
Parapsychologist
You have always been drawn to the lure of The Otherside and
the idea of life after death. When most people hear things
that go bump in the night they run away, you run towards
the noises with your camera. The idea of spending the night
in a “haunted house” would terrify most, but you get excited
thinking about what gear you should take.

“If there's something weird and it don't look good.


Who you gonna call? Ghostbusters!” Ghostbusters, Ray
Parker, Jr.

Requirements
Parapsychologists require an INT of at least 9.

Skill Training
• Electronics
• Investigation at +2
• Knowledge: Psychic Phenomenon
• Knowledge: Religion
• Paranormal at +3
• Photography
• Science at +1
• Select 4 other skills
• +2 to the Courage save stat.
• You may re-roll one failed Terror check each
day.

Starting Gear
6d10 dollars, subscription to Fortean Times, telescope,
books about ghosts & religion, bicycle or skateboard,
library card, iron bar (d6-1 damage), local ghost hunters
membership card, a high-quality flashlight, a tent,
sunglasses, nice camera, several rolls of film, files of
photographs, Ghost Hunter's Investigator's Kit, several
notepads full of sightings and information.

66
Level Parapsychologist Level Progression
2 Keen Senses: +2 to Spot & Listen checks. +2
skill points.
3 +1 to INT. +2 to Paranormal or Science. +2 to
the Courage save stat. You can see Ghosts.
4 +2 to Investigation. Advantage on Paranormal.
5 You may use an extra SUR point on a failed
Knowledge based skill check or saving throw.
Gain Outsmart.
6 +1 extra action per round. Advantage on
Courage & Terror checks. Attuned to The
Otherside.
7 +1 to any attribute. Advantage on
Investigation. +2 skill points.
8 +1 to INT or WIS. +2 to Spot & Listen checks.
+2 HP.
9 +2 skill points. Advantage on a Knowledge
skill. +1 to two different save stats.
10 +1 to two different attributes.

67
Party Animal
You are always the life of the party. Whenever you show up
at any event, or at anyone's house, things always get more
interesting. Even though you are a kid, you somehow have
access to drugs & alcohol, and you have the uncanny
ability to hit the parties of kids much older than you
without anyone kicking you out. You cannot wait to see
what college frat parties are like.

“You didn't invite us and that's okay and I don't think


we're gonna leave.” Party Animal, M.O.D.

Requirements
The Party Animal requires a minimum of 12 CHA & 10
CON.

SkillTraining
• Art & Music
• Persuasion at +1
• Street Smart at +1
• Select 3 other skills.
• -1 to all interactions with authority figures
• You may re-roll the first failed Poison save or CON
check each day.
• +2 to the Poison save stat.

Starting Gear
Stash of booze and/ or drugs, 100d6 dollars, several pair of
sunglasses, cool clothing, ironic clothing, bicycle, book of
connections, a good fake ID, pocket knife, toga, boom box &
some cassettes (Weird Al, Slayer, Prince, Iron Maiden,
Whitney Houston, etc.)

68
Level Party Animal Level Progression
2 +2 to the Poison save stat. Immune to
Telepathy and Mind Control.
3 +1 to CHA & CON, and -1 to INT or WIS. +2 to
Street Smart. +2 HP.
4 Fearless. Advantage on Poison saves. All allies
within 30’ gain +1 to their Courage save stat
(does not stack with other Party Animals).
5 You may use an extra SUR point on a failed
CON check or saving throw. Advantage on
Street Smart or Persuasion. Allies within 60’
gain +2 to the Courage save stat.
6 +1 to CHA & CON, and -1 to INT or WIS. +2 HP.
Toughness +1.
7 +1 extra action per round. Your actions cannot
be Outsmarted.
8 Any ability or SUR re-roll you attempt is made
at Advantage. Advantage on Out of Action
rolls. +2 HP.
9 Advantage on Mental saves. Toughness +1.
10 +1 to two different attributes. -1 to INT or WIS.

69
The Performer
Since you were a small child, you have been able to perform
for groups of smiling people. Whether it be by song, dance,
the playing of a musical instrument or acting, you know
how to enthrall a crowd. You are a showstopper.

“All the world's indeed a stage and we are merely


players, performers and portrayers. Each another's
audience outside the gilded cage.” Limelight, Rush

Requirements
The Performer requires a CHA of at least 13.

SkillTraining
• Art & Music
• Dancing
• Fashion
• Performance at +2
• Persuasion
• Theater
• Select 2 other skills.
• Select 2 of your starting skills, you gain +3 to
each of those checks.
• Add your CHA modifier to your AC.
• +2 to the Courage save stat.

Starting Gear
Choose a musical instrument of your choice, dancing gear
and clothes or acting/ stage books (based on each talent).
100D6 dollars, nice clothing, full length body mirror,
sunglasses, bicycle, videos and recordings of their
performances, pocket knife, good music or movie collection.

70
Level The Performer’s Level Progression
2 Golden Aura I: All allied characters within 30'
of you get a +1 to all save stats and +1 to AC. If
you are attacked, the attacker must make a
Mental save (add your CHA modifier to their
roll). If they fail, they must attack another
target in the area. This does not apply if you
are the only option within 30'. +1 to all save
stats.
3 +1 to CHA (Your Max CHA is now 21). +2 to two
different skills of your choice.
4 Golden Aura II: The aura extends to 60’ and all
allies within the aura heal 1 extra HP when
they heal. Advantage on Performance checks.
5 You may use an extra SUR point on a failed
skill check or saving throw. Advantage on a
skill of your choice (except Performance).
6 Showstopper: Perform an action and make a
skill check in Art & Music, Dancing or Theater
(DC: 15) to make a showstopping performance.
If you make the check, all friendly characters
within 60' of you gain +1 to AC, +1d6 to HP, +1
to attack, +1 to damage, +1 to all skill checks
& +1 to all save stats for 1 hour. Does not
stack.
7 +1 extra action per round. Golden Aura III: All
allies within 60’ add your CHA modifier to each
of their save stats. Does not stack.
8 Advantage on a skill of your choice that you do
not already have Advantage in. +2 skill points.
+1 to Initiative.
9 Golden Aura IV: All allies within 60’ gain +3 to
Move and +1 to Initiative. +3 to Move.
10 +1 to two different attributes.

71
Preppy
The world belongs to you, as long as daddy's money never
runs out. You turn your nose up at the hoi-pollio at school
and prefer to be around others of your own kind. Why do
these poor people stay so poor?

“Everybody wants to rule the world.” Everybody Wants


to Rule the World, Tears for Fears

Requirements
The Preppy requires a CHA of 10 or higher and a disdain for
lower life forms.

Skill Training
• Basic Athletics
• Dancing at +1
• Driving
• Fashion at +3
• Persuasion
• Select 3 other skills
• Daddy’s Money: Whenever you get in trouble with
the authority, your dad will get you out of it
(unless you do something really horrible, well
then again . . .) GM’s degression

Starting Gear
Car (if 16 or older), nicest clothes possible, shoes, food, etc.
Golf clubs, 1000d6 dollars, home computer, jet ski, boat,
membership in the country club, in home servants

72
Level Preppy Level Progression
2 Healthy: +1 to each save stat. Advantage on
Fashion or Dancing.
3 +1 to CHA. +2 to Persuasion checks. Daddy’s
Credit Card: $5000 limit credit card.
4 +2 to all interactions with authority.
Advantage on Fashion or Dancing.
5 You may use an extra SUR point on a failed
skill check or saving throw. Healthy: +1 to
each save stat.
6 +1 to CHA. Gain a bodyguard or an expensive
item.
7 Advantage on Persuasion. +1 to AC.
8 +1 extra action per round. Daddy’s Credit Card
II: $10,000 limit credit card.
9 Healthy: +1 to each save stat. +2 to Fashion
checks.
10 +1 to two different attributes.

73
Princess
You always draw a crowd and everyone’s eyes when you
walk down the hall. The whole world revolves around you
and you absolutely love and exploit it. You almost always
get your way, and will throw a fit if you do not.

“Because the boy with the cold hard cash is always Mr.
Right.” - Material Girl, Madonna

Requirements
A Princess requires a CHA of at least 10.

SkillTraining
• Art & Music
• Dancing at +2
• Driving
• Fashion at +3
• Persuasion
• Select 3 other skills.
• Aura of Persuasion: You gain +2 to all checks
involving authority figures or those attracted to
you.
• Temper Tantrum: (x1/ day) As an Action, make
your next Persuasion check a 20.

Starting Gear
A car (if 16 or older), nice clothes, shoes, etc. 100d6 dollars,
shoe box full of love notes from admires, diamond earrings
and a home computer.

74
Level Princess Level Progression
2 +2 to Persuasion checks. +1 to two different
save stats.
3 +1 to CHA. Advantage on Dancing or Art &
Music checks.
4 Aura of Style: Advantage on Fashion checks &
you may reroll a failed Fashion check once per
day. +1 to any save stat.
5 You may use an extra SUR point on a failed
skill check or saving throw. Gain an extra
Temper Tantrum.
6 +1 to CHA. +2 to a save stat.
7 Aura of Importance: Add your CHA modifier to
your AC. Advantage on Persuasion checks.
8 +1 extra action per round. Aura of Persuasion:
the bonus becomes +4.
9 Gain a valuable item. Gain an extra Temper
Tantrum.
10 +1 to two different attributes.

75
Punk Rocker
Hey! Ho! Let’s go! Punk’s not dead, it’s in Shain's bed. What
you wear is not a costume, it’s a way of life! You do not get
along well with authorities, as well as the general student
body.

“Drinking beer, driving fast, this party is their last.”


Party Time, 45 Grave (Zombie Version)

Requirements
Punk Rockers require a SUR of at least 9.

Skill Training
• Art & Music
• Fighting – Brawling (you may upgrade for 1 or 2
skill points)
• Intimidation at +1
• Knowledge – Select 1
• Street Smart at +1
• Select 4 other skills.
• +2 to the Courage save stat.
• Attitude: +2 to social interactions with other
Punk Rockers and -2 to social interactions with
authority figures.

Starting Gear
Punk clothes, leather jacket covered with patches, 3d6
dollars, pocket knife, switchblade, punk rock handbook.

76
Level Punk Rocker Level Progression
2 +1 to each save stat. +1 to all attacks.
3 +1 to SUR. +1 to AC.
4 Advantage on Street Smart or Intimidation
checks. +2 to Courage checks.
5 You may use an extra SUR point on any failed
roll. Attitude II: all enemies within 60’ are at -2
to any skill check.
6 +1 extra action per round. +1 to all attacks or
+1 to AC.
7 +1 to any attribute. +2 skill points. +3 to Move.
8 Attitude III: (x2/ day) Gain Terror: 12 for d6
minutes. +3 HP. +1 to all attacks.
9 Gain Fearless. Seize the Moment +1.
10 +1 to two different attributes.

77
Revenant
(Young/ Dark Places & Demogorgons version)
You have recently been brought back from the dead to
avenge a terrible wrong inflicted upon you and one of your
loved ones, close friends or something you cared about.
When you awaken, your purpose is made clear. You know
who you must vanquish to set your soul at rest. Perhaps
you must kill them, or maybe just bringing them to justice
will work. You may roll on the charts below to determine
your purpose & primary enemies, or you may select your
own idea. This class is slightly altered from the We Die
Young version, making it more playable as a teen.

“Running, on our way. Hiding, you will pay. Dying, one


thousand deaths. Searching, seek and destroy.” Seek
& Destroy, Metallica

Requirements
The Revenant requires a SUR of at least 9. You cannot play
a previously Undead race.

SKILL TRAINING
• Basic Athletics
• Fighting: select 1
• Intimidation
• Investigation
• Knowledge: Local
• Ranged Weapons
• Stealth at +1
• Select 2 other skills.
• Run at x3 your Move
• Immunity to Exorcism
• Toughness +1
• +4 to the Death save stat.
• Undead Abilities: You are undead, but you are not
rotting and do not smell bad. You do not breathe,

78
eat, drink, sleep or feel physical pain (except from
your Weakness). You cannot be healed by normal
means; in fact, you take damage from psionic and
magical healing. You regenerate 1 HP each round
and you can reassemble or regrow lost body parts
in a short time. You are immune to Shadow
damage, which actually heals you (1/2 rate of
damage). You are also immune to poisons,
diseases, stuns, Sickening effects, critical hits &
radiation. Unlike other Undead, you are
susceptible to mind-affecting effects.
• Any time you are knocked Out of Action, you are
returned to the fray after d4 rounds, with d10 HP.
If this happens twice by damage that is your
Weakness, you will not return from Out of Action
the next time your Weakness does lethal damage
to you.
• All Revenants have a Weakness that causes them
great harm (double damage) and is the only thing
that can permanently kill them. Roll or select
from below.

Roll Weakness Roll Weakness


1 Fire & Heat 6 Psionics
2 Ice & Cold 7 Magic
3 Electrical 8 Metal
4 A type of animal or 9 Wood
monster
5 Water 10 Glass

STARTING GEAR
Set of black clothes.

79
Level Revenant Level Progression
2 +1 to AC, +2 to Stealth & Advantage on skill
checks or save attempts against your Primary
Enemy
3 +2 to attack your Primary Enemy. Ignore
Falling damage 100’ or less.
4 Gain Fearless. Advantage on Intimidation. +1
to any attribute.
5 +1 extra action per round. +1 to Toughness.
6 You may use an extra SUR point on any failed
roll. Seize the Moment +1. Toughness +1
against your Primary Enemy.
7 Avenging Will: Gain +1 to all save stats & you
can go to -10 HP before being considered Out
of Action.
8 +1 to any attribute & +2 to Initiative.
9 +2 to all attacks & you can Fall 300’ before
taking damage.
10 You may use a second SUR point on any failed
roll. +1 to any attribute.

Revenant’s Purpose
What you need to do, or crime to expose, to rest in peace.
Avenge your murder & . . . (d20)
Roll Purpose Roll Purpose
1 Expose a secret 11 Rescue several people/
animals
2 Steal money back 12 Clear false accusations
(Murder)
3 Avenge death of 13 Clear false accusations
parents (Friend or Family)
4 Avenge death of 14 Clear false accusation
significant other (Burned the school
down)
5 Avenge death of a 15 Clear false accusation
pet (Theft)

80
6 Avenge 16 Clear false Accusation
destruction of (Other)
community
7 Avenge 17 Gathering of several
destruction of important lost or stolen
environment items
8 Expose corrupt 18 Avenge death of a best
teachers friend or partner
9 Atonement for a 19 Avenge the death of a
wrong doing sibling
10 Free someone 20 Hard luck! (re-roll twice,
falsely imprisoned ignoring this result in the
future).

Revenant’s Primary Enemies (d20)


What, or who, is responsible for your death. Primary
Enemies are those listed and that are working for the
enemy.
Roll Enemy Roll Enemy
1 Dirty Cops 11 Crooked Justice System
2 Street Gang 12 School Clique
3 Corrupt Teachers 13 School Bully
4 Aliens 14 The Undead
5 Schoolmates 15 Were-beasts or a
Monster
6 Former Best 16 Ghosts (your physical
Friend attacks damage Ghosts)
7 Your Family 17 Corrupt Church
8 Witches or 18 Cult
Warlocks
9 Corrupt 19 Local Criminals
Corporation
10 Corrupt 20 Conspiracy (re-roll twice,
Government ignoring this result in
Agency the future).

81
The Rocker
You practice all day to be the best rocker in town. You
always daydream of being the next big rockstar to make it
on MTV. But that Heavy Metal Satan crap is not for you,
nor is that lame pop rock. You wish to follow in the
footsteps of the legends. The Who, Rush, Led Zeppelin and
Big Star are your gods, and you worship at those alters
daily.

“Let me give you some good advice, young man. You


better learn to play guitar.” Play Guitar, John Cougar-
Mellencamp

Requirements
The Rocker requires a CHA of at least 10.

Skill Training
• Art & Music at +2
• Intimidation or Persuasion
• Performance at +2
• Select 4 other skills.
• Toughness: Sonic +1
• +2 to the Courage save stat.
• +2 to Listen checks.

Starting Gear
Rocker wardrobe, work clothes, guitar (or instrument of
your choice), walkman, small tape and record collection,
pocket knife, bicycle, 5d6 dollars, book of phone numbers.

82
Level Rocker Level Progression
2 Advantage on Performance checks. +1 to AC &
attacks if listening to music you enjoy.
3 +1 to CHA. Any ally within 60’ may subtract
your CHA modifier from any save attempt.
4 The Touch: Advantage on SUR re-rolls.
Advantage on Art & Music checks.
5 You may use an extra SUR point on a failed
skill check or saving throw. Advantage on
Listen checks.
6 Select 2:
-Grace Under Pressure: Seize the Moment +1 &
+2 to Performance checks.
-Better Days: +1 to SUR, +1 to CHA.
-Tough Enough: +1 to AC, Toughness +1, +2 HP
-Kickstart My Heart: Advantage on Death &
Poison saves.
-Dance Dance Dance: Advantage on Dancing
checks & +2 Move.
7 +1 extra action per round. +1 to AC & attacks
when listening to music you enjoy.
8 +1 to any attribute. +2 to Move
9 Toughness: Sonic +5. Any ally within 60’ gains
Toughness: Sonic +1. Select 1 different ability
from 6th level.
10 +1 to two different attributes.

83
ROTC Cadet
Discipline and order are your friends. Practice and routine
give your life meaning. Standing up for and defending
America from the godless heathens gives you pride. You feel
sorry for all of those weirdo freaks at school that are
wasting their lives fighting for nothing. They should go to
Russia and be with all the other losers. You are an
American. You are a winner.

“Soldier boy, made of clay. Now an empty shell.


Twenty-one, only son, but he served us well.”
Disposable Heroes, Metallica

Requirements
ROTC Cadets require an at least a 9 in CON & STR.

Skill Training
• Basic Athletics at +1
• Fighting – ROTC Training
• First Aid
• Knowledge – Military at +2
• Outdoorsmanship
• Ranged Weapons
• Select 2 other skills.
• +1 to attacks, Initiative & AC
• +2 to social interactions with authority figures.
• +2 to the Courage & Critical save stats.
• You can Run at x3 your Move.

Starting Gear
10d6 dollars, ROTC dress uniform x2, military field
uniform, preppy or simple clothes, combat boots, basic bug
out bag, machete, Swiss Army Knife, mountain bike,
sunglasses, 2 rifles, 100 ammo (rifle), small handgun, 20
ammo (pistol), baseball bat or hockey stick, subscription to
Soldier of Fortune.

84
Level ROTC Cadet Level Progression
2 +2 to First Aid. +1 to Initiative. +2 HP.
3 +1 to CON or STR. Toughness +1.
4 Advantage on social interactions with
authority figures.
5 You may use an extra SUR point on a failed
roll. +1 extra action per round. +1 to melee
attacks.
6 +1 to Ranged attacks. +1 to Initiative. +2 HP.
7 Gain Fearless. +2 skill points. +1 to AC.
8 +1 to CON or STR. You can Run at x4 your
Move.
9 +1 to three different save stats. +1 to melee
attacks.
10 +1 to two different attributes.

85
Snoop
You possess an insatiable curiosity to solve mysteries and
discover truths that others could not care less about. You
hone your keen intellect by searching for the truth on a
daily basis. Be careful not to stick your nose in the wrong
place, you just might lose it.

“I still haven’t found what I am looking for.” I Still


Haven’t Found What I Am Looking For, U2

Requirements
A Snoop requires an INT of at least 9.

Skill Training
• Investigation at +3
• Knowledge: General
• Stealth
• Select 5 other skills.
• +2 to Spot & Listen checks.
• +2 to the Courage save stat.
• The Source: x1/ day per level, you may add your
INT modifier to a Knowledge based skill roll.
Select after the roll has been made.

Starting Gear
Basic clothes, trench coat, bicycle, backpack, notepad,
several pens, magnifying glass, binoculars, disguises,
pocket knife, small tape recorder (with extra tapes).

86
Level Snoop Level Progression
2 +2 skill points. +2 to a skill of your choice.
3 +1 to INT. Advantage on Investigation checks.
+1 to Initiative.
4 Gain Outsmart. +2 to Stealth.
5 You may use an extra SUR point on a failed
skill check or saving throw. +1 to INT. +1 to
Initiative.
6 Advantage on Spot & Listen checks. +1 extra
action per round.
7 +1 to any attribute. +1 to Outsmart attempts.
+1 to any two save stats.
8 When successfully Stealthed, add your INT to
your AC. +1 to Initiative. +2 HP.
9 +3 skill points. Advantage on Knowledge:
General.
10 +1 to two different attributes.

87
The Source
You are Nancy Reagan’s worst enemy. You deal drugs to the
youth, and some adults, of America, corrupting their minds
and bodies. Whatever they need, you can get it for them.
Weed and beer are no problem, but the harder stuff might
take some time, but you will get it for them. Fake IDs?
Stolen test answers? Weapons? Need to hire some muscle?
You can help with that too.

“We are the people that can find whatever you may
need. If you got the money, honey, we got your
disease.” Welcome to the Jungle, Guns N’ Roses

Prerequisites
The Source has no attribute requirements, but they cannot
have a Good alignment.

Skill Training
• Cooking or Intimidation
• Fighting: Basic (you may upgrade for 1 or 2 skill
points)
• Knowledge: Local
• Knowledge: Drugs at +1
• Persuasion at +3
• Sleight of Hand
• Stealth
• Street Smart at +4
• Select 3 other skills.
• You can use knives, brass knuckles and your bare
fists/ feet.
• You can Run at x3 your Move.
• Sense Weakness: You can tell what a person is
asking for, before they come out and say it. Make
a Persuasion check (DC: the target’s Mental save
stat.), if you succeed, you have Advantage against
that person in social interactions for d10
minutes. Does not work on the Fearless.

88
Starting Gear
Nice clothes, popular clothes, bicycle, little black book,
sunglasses, knife, brass knuckles, gold chain ($50), $20 in
cigarettes, $25 in booze, $20 in weed, fake IDs, 2d6 x100
dollars and dope shoes. Plus, a long line of connections.

Level The Source Level Progression


2 +2 to Stealth or Knowledge: Drugs. +2 skill
points.
3 +1 to any attribute. +2 to Sleight of Hand or
Persuasion. +2 to AC when fleeing.
4 +2 to the Poison save stat. +1 to AC.
Finder: You have a greater than average ability
to find almost anything. Gain Advantage on
any check to find items or to negotiate a deal.
5 You may use an extra SUR point on a failed
skill check or saving throw. Advantage on
Sense Weakness checks. Advantage on Street
Smart.
6 You can Run at x4 your Move. +2 to a skill of
your choice. +2 to attacks.
7 +1 to any attribute. +1 extra action per round.
Sleight of Hand attempts against you are done
at Disadvantage.
8 Toughness +1. Gain Fearless. +2 HP.
9 +1 to attacks.
Distraction: As a Free Action, attempt to make
someone attack you this round. They must
make a Mental save, adding your CHA modifier
to their roll, or they turn their attention
towards you.
10 +1 to two different attributes.

89
Soviet Spy
Since you were a toddler in the Soviet Union, you have been
trained on how to behave like decadent, American scum.
However, you are Russian through and through. You have
been sent to retrieve information about the U.S.A (perhaps
you are an exchange student, or maybe your whole family
are Soviet spies?). You must keep your mission a secret
from everyone, even your friends.

“Dance into the fire, to fatal sounds of broken


dreams.” A View to a Kill, Duran Duran

Requirements
All attributes are important to the Soviet Spy. They require
at least an 8 in each attribute.

Skill Training
• Basic Athletics at +1
• Computer Skills
• Escape Artist at +1
• Fighting -Any 1
• First Aid
• Investigation at +1
• Knowledge – America at +2
• Knowledge – Pop Culture
• Language – English (Russian is your native
language)
• Photography
• Ranged Weapons
• Stealth or Sleight of Hand
• +3 to the Courage save stat.
• You can Run at x3 your Move.
Starting Gear
Nice clothing, 100d6 dollars, fake ID, fake passport, $200
in spy gadgets, cyanide capsule, 2 oz. of gold, first aid kit,
good quality Swiss army knife, bicycle or skateboard, small
tape recorder, small camera w/ film.
90
Level Soviet Spy Level Progression
2 +2 skill points. +1 to Initiative. +2 to Move.
3 +1 to any attribute. +1 to AC. +1 to attacks.
4 Gain Outsmart. +2 to Investigation.
5 You may use an extra SUR point on a failed
roll. +1 extra action per round.
6 +1 to attacks and Select 1:
Escape Master (+1 to DEX, +2 to Basic
Athletics, re-roll the first failed escape attempt
each day, +4 to Escape Artist)
Hacker (+1 to INT, +4 to Computer Skills, +2 to
Investigation, re-roll the first failed Computer
Skills attempt each day)
7 Seize the Moment +1. You can Run at x4 your
Move.
8 +1 to any attribute. +1 to two different save
stats.
9 Gain Fearless. +2 to Initiative.
10 +1 to two different attributes.

91
Spy in Training
Since you were a toddler in America, you have been trained
on how to behave like a godless, commie heathen, or a
person from whatever country we will be at war with next
week, or sometimes even as a cherished ally (you never
know or you may be being trained to work with them).
However, you are an American through and through. You
are being trained by the government and this your final test
to see if you can trick Americans into thinking that you are
a kid from a certain country. You must keep your mission a
secret from everyone, even your friends. Once you graduate
you will be off to the country of your expertise to help
secretly defend democracy and the American way of life.
“We don't know the meaning of fear. We play every
minute by ear.” Paul McCartney, Spies Like Us
Requirements
All attributes are important to the Spy. They require at least
an 8 in each attribute.
Skill Training
• Select or roll a Regional Expertise
• Basic Athletics at +1
• Escape Artist at +1
• Fighting – Any Boxing or Martial Arts
• First Aid
• Investigation at +1
• Knowledge – Your region of expertise at +2
• Ranged Weapons
• Stealth or Sleight of Hand
• +3 to the Courage save stat.
• You can Run x3 your Move.
Starting Gear
Regional clothing, 300d6 dollars, fake ID, fake passport,
$400 in spy gadgets, 2 oz. of gold, first aid kit, good quality
Swiss army knife, small tape recorder, bicycle or
skateboard, small camera w/ film.
92
# Region of Expertise*
1-5 Soviet Union (Gain Language- Russian, Intimidation &
Street Smart)
6 The United Kingdom or an English-speaking country
(Gain Arts & Music, Driving at +2, Language – select 1 &
Theater)
7 China (Gain Language – Mandarin Chinese, Mathematics
& Science)
8 Southeast Asia (Gain Languages – Select 3 from Chinese,
French, Malay, Tagalog, Thai & Vietnamese)
9 Japan (Gain Language – Japanese, Electronics & Video
Games at +2)
10 Korea (Gain Language - Korean & Computer Skills at +1)
11 Middle East (Select 2 Languages from Arabic, Farsi/
Persian and Turkish. Gain Street Smart at +1)
12 Africa (Select 2 Languages from Arabic, French, Swahili
or a regional language. Gain Street Smart at +1)
13 Scandinavia (Language – Select 1 Scandinavian language
& Russian. Gain Outdoorsmanship at +1)
14 The Caribbean (Language – Select 2 from Dutch, French
or Spanish. Gain Advantage on Swim checks.)
15 South America (Language – Spanish. Select 1 –
Outdoorsmanship at +1 or Street Smart at +1.)
16 Western Europe (Select 2 Languages from Dutch, French,
German, Italian and Spanish. Gain fashion at +2.)
17-20 Eastern Europe (Language – Russian and 1 other Eastern
European language. Gain Street Smart.)
*If you gain a duplicate skill from your expertise, it becomes a +1
bonus to the existing skill.
Level Spy Level Progression
2 +2 skill points. +1 to Initiative. +2 to Move.
3 +1 to any attribute. +1 to AC. +1 to attacks.
4 Gain Outsmart. +2 to Investigation.
5 You may use an extra SUR point on a failed roll. +1 extra
action per round.
6 +1 to attacks and Select 1: Escape Master (+1 to DEX, +2
to Basic Athletics, re-roll the first failed escape attempt
each day, +4 to Escape Artist). Hacker (+1 to INT, +4 to
Computer Skills, +2 to Investigation, re-roll the first
failed Computer Skills attempt each day)
7 Seize the Moment +1. You can Run at x4 your Move.
8 +1 to any attribute. +1 to two different save stats.
9 Gain Fearless. +2 to Initiative.
10 +1 to two different attributes.

93
Street Tough
All of your life you have been treated poorly, or just ignored,
by all the adults and other authorities in your life. After
spending time on the streets, or with a group of local
undesirables, you have discovered the missing comradery
you have longed for with other outcasts. Usually, runaways
head to the big city, but you have either stuck around town
to live with a friend or with a group of squatters, or you
have come here for some
reason.

“I'm out on the streets alone tonight. Looking for you,


it don't seem right.” Out on the Streets, Savatage

Requirements
Street Toughs require a minimum of 9 SUR.

Skill Training
• Fighting: Brawling (you may upgrade for 1 or 2
skill points)
• Intimidation or Stealth at +2
• First Aid or Sleight of Hand at +1
• Street Smart at +3
• Select 3 other skills.
• Streetwise: Heal 1 HP when you use a SUR to re-
roll.
• +2 to the Courage save stat.
• You generally have problems with authority (-2 to
social interactions with them).

Starting Gear
The clothes on your back, 2d6 dollars, backpack,
sunglasses, flashlight, large knife, pocket knife, slapjack,
skateboard

94
Level Street Tough Level Progression
2 Toughness +1. Select 2: +2 to First Aid,
Intimidation, Sleight of Hand or Stealth.
3 +1 to any attribute. +1 to Initiative. Can Run at x3
your Move.
4 +2 to Street Smart. +1 to attacks. +2 HP. +2 skill
points.
5 You may use an extra SUR point on a failed roll. +1
extra action per round. Streetwise II: Heal 1 HP
when you pass a saving throw.
6 +1 extra action per round. Advantage on the skill of
your choice.
7 +1 to Initiative. Streetwise III: Every time you use a
SUR point, you have a 25% chance to immediately
regain it.
8 Seize the Moment +1. Toughness +1.
9 Advantage on a skill of your choice & Initiative. +1
to AC.
10 +1 to two different attributes.

95
Survivalist
Your dad is always saying that one day “Crazy Ivan is
gonna let loose with his nukes and destroy the world”. Who
the Hell is Crazy Ivan? Well, at least you and your family
will be well prepared for the end of the world. Before you
could walk, you knew how to hold build a fire and hold a
gun. Your family may seem nuts, but they have prepared
you for things that most people would never be able to
handle.

“Overflow, population, common group. But it'll do, save


yourself, serve yourself. World serves its own needs,
listen to your heart bleed.” The End of the World as We
Know it (and I Feel Fine), R.E.M

Requirements
Survivalists require a minimum SUR of 10 and a CON of 8.

Skill Training
• Basic Athletics
• Cooking or Mechanics at +1
• Driving or Horsemanship
• Fighting – Select 1
• First Aid
• Knowledge- Local
• Outdoorsmanship at +4
• Ranged Weapons
• Select 2 other skills.
• +2 to Spot & Listen checks.
• +2 to the Courage and Death save stats.

Starting Gear
Farm (with large garden, stock animals, a cistern, etc.),
access to a fully stocked, survival bunker (food, gear,
weapons, water), gas mask, radiation sickness pills, guns,
knives, survival gear, basic clothing (but a warm coat and
strong boots), flashlight, mountain bike, ATV, a bug out bag
(fully stocked), some Babe Winkleman VHS tapes.
96
Level Survivalist Level Progression
2 Survivor: Your max SUR is now 20. You heal 1
HP when you use a SUR point to re-roll.
Toughness +1.
3 +1 to any attribute. +2 to Ranged attacks.
4 Advantage on Outdoorsmanship. +2 to any save
stat. +2 skill points.
5 You may use an extra SUR point on a failed
roll. +1 extra action per round. +2 to Spot &
Listen checks.
6 Gain Outsmart or Fearless. +2 to Initiative.
7 +1 to any attribute. Survivor II: Advantage on
all save rolls. Toughness +1. Regain an extra
SUR point at the start of each gaming session.
8 Gain Outsmart or Fearless. Gain Seize the
Moment +1. +2 HP.
9 Survivor III: You can Run at x3 your Move &
you ignore hindering terrain. Toughness +1.
You may +1 or -1 any SUR re-roll you make.
10 +1 to any two attributes.

97
Sweet Baby
Everyone grew up knowing that kid that was not allowed to
do much of anything, that was not totally wholesome. Their
parents would not let them see Teen Wolf, because it is too
scary. They could not listen to Wham!, because they were
too provocative. They were excused from Sex-Ed classes,
because it will lead to wild, Satanic orgies. These kids
remain sheltered for most of their teens, seemingly being
immune to the ruggedness of the world. Maybe they will
stay sweet until their wedding night, or perhaps they will
fall in with some fun-loving ruffians at school that will taint
their view?
“Remember when the days were long and rolled
beneath a deep blue sky. Didn't have a care in the
world with mommy and daddy standing by.” End of
the Innocence, Don Henley
Requirements
None.
Skill Training
• Art & Music
• Knowledge – Select 1 at +2 (something nice and
sweet)
• Outdoorsmanship (Except Hunting & Skinning
related checks/ Badger Scout member)
• Video Games
• Select 5 other skills
• Advantage on social interactions with authority
figures.
• Disadvantage on any skill or attribute check
involving things that are considered less than
wholesome.
• Cannot attack unless their life is threatened,
pushed to full tilting or cornered into no choice.
• The Hard Life: You usually can get what you want
from your authority figures. They trust you.

98
Starting Gear
Nice clothes, Badger Scout uniform, lots of wholesome
media (video games, Christian rock, Little House on the
Prairie VHS collection, Chronicles of Narnia books), bicycle,
sunglasses, 100d6 dollars & camping gear.

Level Sweet Baby Level Progression


2 Immune to the World: +1 to each save stat, +1
to AC & Toughness +1. You are considered a
non-threat by most you encounter, anything
that attempts to attack you must make a
Mental save, adding your level to the roll, or
they decide to act upon anther in range.
3 +1 to any attribute. Gain a Language or
Knowledge of your choice. Can Run at x3 your
Move.
4 While running, or under a fear effect, you gain
+4 to AC and Advantage on skill checks.
5 You may use an extra SUR point on a failed
roll. Immune to the World II: +1 to AC, +2 HP &
Advantage on a save stat of your choice
(except Courage). You take ½ damage from
Magic & Psionics (rounded down).
6 Advantage on Outdoorsmanship. Hard Life II:
Double your allowance.
7 +1 extra action per round. +1 to any attribute.
Ignore hindering terrain when running away
from things.
8 +2 skill points. +1 to two different save stats.
+1 to SUR.
9 Immune to the World III: +1 to AC, +3 HP &
you take half damage from all sources.
10 +1 to two different attributes.

99
Talking Animal
It is a rare and delightful occurrence for one to encounter an animal
with human intelligence. These animals have the ability to speak,
sometimes to everyone, and other times they can select who can hear
them talk. The origin of these creatures is rarely known to those close
to the animal, and some time to themselves. If you choose to play a
Talking Animal as a character, be careful not to get discovered outside
of your friend group. You never know who may want to own such a
magnificent beast, or would want to do horrible lab experiments upon it
to see how it ticks.
“Don't you know when you're going to shock the monkey. Fox the
fox. Rat the rat.” Shock the Monkey, Peter Gabriel
Requirements
None.
Skill Training
• Basic Athletics at +2
• Outdoorsmanship at +2
• Stealth
• Select 4 other skills.
• Loyalty: When defending or aiding an ally, you gain the following:
+1 to AC, attacks, saving throw stats, and skill checks.
• Choose whether you can speak to those you wish, or if everyone
can hear you talk.
• Have your GM select a secret origin for you. Maybe you are a lab
experiment? Magic? Cursed? A possessed animal? Transferred
intelligence? Reincarnated?
Starting Gear
A collar with your name on it & a secret stash of food.
Level Talking Animal Level Progression
2 +2 to Initiative. All allies within 60’ gain +1 to all save stats*
3 +1 to any attribute. All allies within 60’ gain +1 to all skill
checks and +1 to AC*
4 Your Loyalty bonus is now +2. +2 to Initiative.
5 You may use an extra SUR point on a failed skill check or
saving throw. Telepathy: You can communicate
telepathically with any ally within 200’.
6 All allies within 60’ gain +d4 to HP (This can exceed their
Max HP. When lost, they do not regain the HP for 24
Hours)*. +1 to melee attacks.
7 +1 extra action per round. All allies within 60’ gain +1 to
attacks and damage*
8 Gain Seize the Moment +1. Advantage on Spot & Listen checks.
9 +2 Move. +1 to AC. +1 to Initiative.
10 +1 to two different attributes.

100
*Does not stack with other Talking Animals.

Type of Animal (Choose or Roll d8)


The GM may customize these stats for specific breeds of these
animals.
# Animal Abilities
1 Dog, Move 14. Can Run at x3 Move. +2 to AC, +4 to
Small Spot, Smell & Listen checks, +1 to Courage save
stat. Bite does 1 HP damage. Maximum Attribute
Cap: 6 STR, 14 CON
2 Dog, Move 18. Can Run at x3 Move. +1 to AC, +1 to
Large melee attacks, +3 to Spot, Smell & Listen
checks, +3 to Courage save stat. Bite does d4
damage. Maximum Attribute Cap: 14 STR, 16
CON
3 Cat or Move 18. Can Run at x4 Move. +3 to AC, +3 to
Raccoon Spot, Smell & Listen checks, +4 to Stealth,
Advantage on Climbing checks, Bite or Claws do
1 HP damage. Maximum Attribute Cap: 6 STR,
14 CON
4 Horse Move 12. Can Run at x5 Move. +2 to AC, +2 to
Spot, Smell & Listen checks, Toughness +2. Bite
does 1 HP damage. Kick does d6 damage.
5 Monkey Move: 12 Can Climb at normal Move. +3 to AC,
+2 to Spot, Smell & Listen checks, Advantage on
Climbing checks, Bite or Claws do 1 damage.
Maximum Attribute Cap: 7 STR, 15 CON. You
have a thumb!
6 Wolf Move 16. Can Run at x3 Move. +1 to AC, +2 to
melee attacks, +4 to Spot, Smell & Listen
checks, +1 to Courage save stat, Toughness: Cold
+3. Bite does d4 damage. Maximum Attribute
Cap: 12 STR.
7 Snake Move: 12. Can Climb & Swim at normal Move. +2
to AC, +2 to Spot & Smell checks, Advantage on
Poison saves, +2 to Stealth, +1 to melee attacks.
Bite does d4-1 damage (plus 1 additional Poison
damage unless they make a Poison save).
Maximum Attribute Cap: 4 STR, 12 CON
8 Gerbil/ Move: 6. Can Run at x3 Move. +3 to AC, +3 to
Mouse Spot, Smell & Listen checks, +6 to Stealth.
Maximum Attribute Cap: 4 STR, 11 CON.

101
Teen Chauffeur
Hey! Can I get a ride to school? How about a lift to Tina’s
house? You got your license and car before your buddies, so
you are always stuck driving them around. That seems to
be what your life is all about. At least you have friends and
have become a good driver.

“I'm feelin' okay this mornin' and you know we're on a


road to paradise. Here we go, here we go.” Road to
Nowhere, Talking Heads

Prerequisites
Teen Chauffeurs have no attribute requirements, but they
must be at least 16 (or have a fake driver’s license).

SkillTraining
• Driving at +2
• Knowledge: Local at +1
• Mechanics
• Select 6 other skills.
• +1 to Initiative
• +2 to Spot checks
• Driver Specialist: You may re-roll your first failed
Driving check each day. +2 to skill checks while
driving.
• You have a car, or a have reliable access to one.

Starting Gear
A car (or reliable access to a car), sunglasses, moderate
clothes, bicycle or skateboard, pocket knife, 8d6 dollars, a
box of music tapes & a box of emergency car supplies (road
flares, first aid kit, cat litter, etc.).

102
Level Teen Chauffeur Level Progression
2 +2 skill points. Driver Specialist II: You can
fit more people into a vehicle than normal.
3 +1 to any attribute. Driver Specialist III: You
take half damage from wrecks (rounded
down).
4 Advantage on Driving checks. +2 to the
Critical or Death save stat. +1 to Initiative.
+2 to Spot checks.
5 You may use an extra SUR point on a failed
skill check or saving throw. Driver Specialist
IV: You know all the local short cuts. You can
get from point A to point B 20% faster than
normal.
6 +1 extra action per round. Driver Specialist
V: All people in your vehicle take half
damage from any crash while you are driving
and they are at +2 to skill checks while you
drive.
7 +1 to any attribute. You roll at Advantage on
SUR re-rolls involving driving.
8 Driving Specialist VI: You spend 20% less on
gas (shortcuts) and know the local speed
traps. +2 to Initiative.
9 Advantage on Spot checks. +3 skill points. +3
to Knowledge: Local.
10 +1 to two different attributes.

103
Teenage Runaway
Unlike the Drifter, who seems to wander from place to place
aimlessly, without rhyme or reason, your movements have
been intentional. You are running away from something, or
somebody, and you just want to get as far away as fast as
you can. You are new to this lifestyle and you are not quite
mastered life on the road, but you are learning fast. The
only thing you know for sure is that no matter what
happens, you can never, ever go back.

“Daddy's girl learned fast all those things he couldn't


say.” Runaway, Bon Jovi

Requirements
None.

Skill Training
• First Aid
• Intimidation or Persuasion
• Outdoorsmanship
• Sleight of Hand
• Street Smart at +1
• Select 3 other skills.
• +1 to Move
• +2 to the Courage save stat.
• You gain Advantage on all checks involving
avoiding your past.
• Create a simple back story of what you are
running away from.

Starting Gear
Ragged set of clothes, boots, backpack, pocket knife,
hunting knife, tattered sleeping bag, d10 relish packets and
about 75 cents in change.

104
Level TR Level Progression
2 +1 to Initiative. +1 to three different save
stats.
3 +2 to SUR or +1 to two different attributes. +2
skill points. You can Run x3 your Move.
4 Advantage on the skill of your choice.
Toughness +1.
5 You may use an extra SUR point on a failed
skill check or saving throw. +2 skill points. +2
HP.
6 +1 extra action per round. Advantage on Street
Smart. Your clothing and supplies last a bit
longer than normal. +2 skill points.
7 +1 to AC. +1 to Initiative. +2 to Move.
8 +1 to two different save stats. +1 to all attacks.
9 Advantage on Outdoorsmanship. +2 skill
points. +2 HP.
10 +1 to two different attributes.

105
Teen Heart Throb
In your eyes, everyone wants you or wants to be with you.
Everywhere you go you draw attention. People line up to
give you gifts and indecent proposals, and you love it. Life is
pretty easy for you, on the outside at least.
“Your love is like a tidal wave spinning over my head.”
- Heartbreaker, Pat Benatar

Requirements
A Teen Heart Throb requires a CHA of at least 16.

SkillTraining
• Basic Athletics or Dancing
• Fashion at +2
• Persuasion at +3
• Select 3 other skills.
• Too Hot: Advantage on all Persuasion checks
against those that are attracted to you.
• Attention Magnet: Unless you try to hide or cover
yourself up, you draw attention wherever you go
(people are buying you stuff all of the time and
trying to gain your attention).
• You have a Max CHARISMA of 21.

Starting Gear
Nice clothes, 50d6 dollars, sunglasses, lots of phone
numbers, leather flight jacket or a nice dress.

106
Level Teen Heart Throb Level Progression
2 +1 to all save stats. +2 to Fashion checks.
3 +1 to CHA. +2 skill points.
4 Too Hot II: All Persuasion checks of others
within view of you, are done at Disadvantage.
+1 to AC.
5 You may use an extra SUR point on a failed
skill check or saving throw. +1 to two different
save stats.
6 Too Hot III: You have Double Advantage now.
+1 to CHA.
7 +1 to all save stats. +1 to Persuasion.
8 +1 extra action per round. Advantage on
Fashion checks.
9 Too Hot IV: Any human attacking you, does so
at -2. You may use an extra SUR point on a
failed Fashion or Persuasion check.
10 +1 to two different attributes.

107
Teen Ninja
Being a Ninja is more than a fad based on cool movies and
video games, it’s a way of life. Michael Dudikoff & Leonardo
are your heroes. Stormshadow & Fujibayashi Nagato are
gods to you. One day you hope to be just like them.

“Ninja survive, in dreams I walk by your side.” Ninja,


Europe

Requirements
The Teen Ninja requires a minimum DEX of 12.

Skill Training
• Teen Ninjas cannot take a Fighting skill, Ranged
Weapons or Weapon Master.
• Basic Athletics at +1
• Escape Artist at +1
• First Aid
• Investigation
• Sleight of Hand at +1
• Stealth at +3
• Select 1 other skill.
• +2 to the Mental save stat.
• Way of the Ninja: +2 to AC, +1 to Initiative, +2 to
melee attacks & you are trained in the use of all
melee weapons, bows, thrown weapons & unarmed
attacks. You can use Light armor. Your maximum
DEX is 20.

Starting Gear
Standard clothes, black ninja gi, low quality sword (-1
damage, 5% chance to break with each attack), 5 Shuriken,
2 daggers, nunchaku, tons of ninja magazines & VHS
movies, punching bag, bicycle or skateboard, 6d6 dollars,
small zen garden.

108
Level Teen Ninja Level Progression
2 Select 1 Ninja Ability. +2 to the Courage save stat.
You can Run x3 your Move.
3 Select 2 Ninja Abilities. +1 to any attribute. +1 to
attacks and +1 to melee damage.
4 +1 extra action per round. Advantage on Stealth &
Climbing checks.
5 Select 1 Ninja Ability. You may use an extra SUR
point on a failed attack, skill check or attribute
check.
6 Select 2 Ninja Abilities. +1 to Initiative. +1 to
attacks.
7 Select 1 Ninja Ability. Advantage on Surprise
Attacks.
8 Select 1 Ninja Ability. +1 to attacks. You can Run at
x4 your Move.
9 Select 2 Ninja Abilities. +3 skill points. +2 HP.
10 +1 to two different attributes.

109
Ninja Abilities
BLIND FIGHTER - +2 to Initiative. You ignore Blindness
penalties.

CLIMBING MASTER – Gain Advantage on all Climbing checks.


You may use an extra SUR point on a failed Climbing check.
Gain a pair of Shuko (+4 to Climbing).

DISARMING BLOW – If you make a successful melee hit, you


may negate the damage to disarm the opponent of 1 weapon.

DODGE - +3 to AC. Once a day you may use a SUR point to try
to negate a successful hit on you. Opponent re-rerolls their
attack at Disadvantage.

FEARLESS – Immune to Fear (do not have to roll against


Courage or Terror).

FLYING KICK – Make a Jumping check of DC: 15, then attack at


+1. If both are successful, you deal 2d6 damage, knock the target
down (if possible) and land on your feet. Range 15’.

GREAT LEAPER – Gain Advantage to all Jumping checks. You


can jump further and higher than normal. Leap Attack: You may
Leap Attack anyone within 40'. Add +3 to the attack & damage
on your next attack and -3 to your AC for the next round. Usable
once every 10 minutes.

THE INVESTIGATOR - +4 to Investigation, +2 to Stealth, +3 to


Street Smart. Gain Outsmart at 4th Level.

NINJA VANISH – Throw a vanishing egg down to create a 20'


smoke cloud to escape an area (all enemies within 20' lose their
action and are at -2 to all rolls for the next minute). Gain 10
vanishing eggs.

RANGE MASTER – You can use all Range weapons. You gain +2
to Ranged attacks, gain an extra range attack at 7th level. Gain a
bow, 30 arrows & 30 shuriken.

110
SNEAK – Gain Advantage on Stealth checks, +2 to Climbing
checks, +2 to Jumping checks & +2 to Surprise Attacks.

SWORD MASTER - +1 to AC, +1 to damage with swords, +1 to


attack with swords at each level. Gain a quality Ninja Sword.

THE THIEF - +5 to Sleight of Hand, +3 to Climbing, +2 to


Stealth, +1 to Investigation & +2 to Initiative.

TIDERUNNER – You can run on water (up to 300' or until you


stop running) & +4 to Swimming checks.

WALL RUNNER – +3 to Jumping checks and you can run up and


across walls for short distances (up to 25'). You can fall 30'
without taking damage and take ¼ damage from falling.

WHIRLWIND – When you make a melee attack, you may attack


each target
within arm’s length (5') of you. Gain Seize the Moment +1.

111
Teen Samurai
You are a noble warrior, born into the wrong century and
the wrong part of the world. You dream of being a great
Samurai in Feudal Japan, but you make due with being a
kid in America in the 1980’s. You love training and enjoy
showing off your boss skills with a blade, or at least with a
kendo stick.

“Silent warrior, of the east. Living for a course or to


fight for peace. In your eyes reflects the sun.”
Samurai, Michael Schenker Group

Prerequisites
Teen Samurai require DEX, STR & WIS of at least a 9.

SkillTraining
• Art & Music
• Basic Athletics
• Fighting: Martial Arts Kendo
• First Aid
• Investigation
• Language – Japanese
• Select 2 other skills.
• +2 to Spot & Listen checks.
• Nerves of Steel: Gain +2 to the Courage save stat
& any failed Courage or Terror check results are
halved in effect & duration (rounded down). Your
allies within 50’ gain your WIS modifier to their
Courage save stat.
• Duelist: When fighting one-on-one with
something, you gain +1 to Initiative, AC, to
damage & to attacks.
• You are trained to use all edged & piercing
weapons and Light armor.

112
Starting Gear
Standard clothes, various Japanese books, philosophy
books, 2 kendo sticks, low quality sword (-1 damage, 5%
chance to break with each use), dagger, Samurai Armor (+2
AC & Toughness +1), bicycle or skateboard, Kurosawa VHS
tapes, 10d6 dollars.

Level Teen Samurai Level Progression


2 +2 to attacks with swords. +1 to any two save
stats.
3 +1 to any attribute. +2 to Initiative.
Noble Defense: When wielding a sword, add
your WIS modifier to your AC.
4 +1 extra action per round. +2 extra skill points.
Twice a day, you can negate being knocked
back, or knocked down as a Free Action.
5 You may use an extra SUR point on a failed
attack, skill check or attribute check. +2 to
attack with swords.
6 Gain Seize the Moment +1. Advantage on
Investigation.
7 +1 to any attribute. Gain Fearless. +2 to Spot &
Listen checks.
8 Surgical Strike: x3 a day/ Your sword attacks
ignore X Toughness. X is your WIS modifier +1.
Must declare before attacking. +2 skill points.
9 Duelist bonus is now +2. Advantage on
Initiative.
10 +1 to two different attributes.

113
Thespian
The theater is in your blood. You feel better being someone
else, whether it be on the stage, or the school hallway. Most
of your peers think that you are an oddball, but a small
handful of other oddballs think you are someone to be
cherished.

“Where's the light, turn then on again. One more night


to believe and then, another note for my requiem. A
memory to carry on, the story's over when the crowds
are gone.” When the Crowds are Gone, Savatage

Prerequisites
Thespians require a CHA of at least 12.

Skill Training
• Art & Music
• Dancing
• Fashion at +2
• Imitate Voices at +2
• Performance at +1
• Persuasion
• Theater at +4
• Select 2 other skills.
• Add your CHA modifier to your AC.
• +2 to the Courage save stat.

Starting Gear
Costumes, dancing gear, nice vintage clothes, acting/ stage
books. 12D6 dollars, full length body mirror, sunglasses,
bicycle, videos and recordings of their performances, pocket
knife & movie collection.

114
Level The Performer’s Level Progression
2 +1 to all save stats. All allies within 60’ gain +1
or -1 to all of the SUR re-rolls. Does not stack.
3 +1 to CHA (Your Max CHA is now 20). +2 to two
different skills of your choice. +2 skill points.
4 +3 to Disguise & Imitate Voices related checks.
Advantage on Theater checks.
5 You may use an extra SUR point on a failed
skill check or saving throw. Advantage on
Performance checks. All allies within 60’ gain
+1 to AC. Does not stack.
6 Showstopper: Perform an action and make a
skill check in Theater (DC: 15) to make a
showstopping performance. If you make the
check, all friendly characters within 60' of you
gain +1 to AC, +1d6 to HP, +1 to attack, +1 to
damage, +1 to all skill checks & +1 to all save
stats for 1 hour. Does not stack.
7 +1 extra action per round. Advantage on
Persuasion checks.
8 +2 skill points. Gain Fearless.
Distraction: As a Free Action, make a target
within 60’ turn their attention toward you.
They may make a Mental save, adding your
CHA modifier to the roll, to negate.
9 Add or subtract your CHA modifier form any
SUR re-roll. +1 to three different save stats.
10 +1 to two different attributes.

115
UFO Investigator
Since you were a small kid, you have been fascinated with
unidentified flying objects and aliens. You have studied
science every year in school, read every paranormal book
you can get your hands on and you have watched every
episode of In Search of . . . You want to prove aliens are real,
but you want to do it by the book.

“If you think it's a pack of lies, I saw it with my own


eyes.” Zero Zero UFO, The Ramones

Requirements
UFO Investigators require a minimum INT of 9.

Skill Training
• Computer Skills
• Electronics
• Investigation at +2
• Knowledge: Aliens & UFOs at +4
• Knowledge: Select 1 at +1
• Paranormal
• Photography
• Science at +1
• Select 3 other skills.
• +2 to the Courage save stat.

Starting Gear
6d10 dollars, subscription to UFO Magazine & OMNI,
telescope, books about UFOs & science, bicycle or
skateboard, library card, MUFON membership card, a high-
quality flashlight, a tent, sunglasses, nice camera, several
rolls of film, files of photographs, UFO Investigator's Kit,
several notepads full of sightings and information.

116
Level UFO Investigator Level Progression
2 Keen Senses: +3 to Spot & Listen checks. +2
skill points.
3 +1 to INT. Advantage on Knowledge: Aliens &
UFOs.
4 +2 to Science checks. +2 to the Courage save
stat. +2 to Photography.
5 You may use an extra SUR point on a failed
skill check or save. Advantage on Investigation
checks.
6 +1 extra action per round. Advantage on
Paranormal checks. You can see ghosts. Gain
Outsmart.
7 +1 to INT. Advantage on Courage & Terror
checks.
8 Advantage on Spot & Listen checks. Aliens roll
at Disadvantage when attacking you. +1 to two
different save stats.
9 Advantage on Computer Skills or Electronics.
+1 SUR. +1 to Initiative.
10 +1 to two different attributes.

117
Undead Hunter
You know your town is full of undead. Whether it be
bloodsuckers, ghastly ghouls, brain-eating zombies, or
those mummy dummies, you and your fellow Undead
Hunters are the only ones that can stop them from taking
over the world.

“Here comes the night, the bedroom in shadows.


Candle lights, I don't know where it's coming from. But
I, I keep moving on.” Lost in the Shadows, Lou Gramm

Requirements
Undead Hunters require a SUR of at least 9.

Skill Training
• Basic Athletics
• Fighting- Basic (you may upgrade for 1 or 2 skill
points)
• Knowledge – Select 1 at +1
• Outdoorsmanship
• Paranormal at +2
• Ranged Weapons
• Weapon Master
• Select 1 other skill.
• +3 to the Courage save stat.
• Sense Undead 20’.
• You can use Light & Medium weapons and Light
armor.

Starting Gear
Survival/hunter's clothes, hunting rifle/ 100 rounds of
ammo, survival knife, pocket knife, silver knife,
camping/survival gear, maps of the area, books on the
undead, bug out (survival) bag, binoculars, mountain bike,
5d6 dollars.

118
Level Undead Hunter Progression
2 Undead Hunter: +1 to attacks, to damage & to
track the Undead. You gain +1 to AC and
Toughness +1 against the Undead.
3 +1 to SUR. Advantage on any Knowledge skill
check involving the Undead. +1 to any save
stat. You can see ghosts. Ignore the first failed
Courage or Terror check each day. Immunity
to magical diseases & curses.
4 +1 extra action per round. Your Undead Hunter
bonus is now a +2. Your melee attacks act as
silver against the Undead.
5 You may use an extra SUR point on a failed
skill check or attack. Gain Fearless. Sense
Undead can tell what type of Undead &
increases to 50’.
6 Your Undead Hunter bonus is now +3. +1 to
any attribute.
7 Seize the Moment +1. Advantage Tracking
Undead.
8 Sense Undead is now 100’ and can sense the
Hit Dice of the Undead. +1 to Initiative.
9 Your Undead Hunter bonus is now +4.
Immunity to all diseases.
10 +1 to two different attributes.

119
Wuxia Martial Artist
You have started your training in the ancient Chinese
Martial Art known as Wushu. However, you quickly
discover that you can do more than a normal student. Your
teachers have sent you off to a secret Master that has
started you down the path of harnessing these abilities,
with hopes that you will become an enlightened warrior.
“It's the eye of the tiger, it's the thrill of the fight.
Rising up to the challenge of our rival” – Eye of the
Tiger, Survivor
Prerequisites
The Wuxia Martial Artist requires at least 9 in all attributes,
except CHA. You follow the path of charity and the
unburdened, meaning you cannot own more than a few
simple items. You can own magic weapons, items & armor.
You cannot be Evil. Your maximum attribute scores are
now 20.

Skill Training
• Acrobatics
• Basic Athletics at +2
• Dancing
• Knowledge: Philosophy
• Performance
• Stealth at +2
• Select 2 other skills. One of which, must be a
Knowledge based skill.
• You cannot take a Fighting skill. You know how to
use any martial weapon and your fists & feet. You
can use Light armor.
• Toughness +1
• +1 to Melee attacks & +1 to AC.
• Select 1 Wuxia skill.

Starting Gear
Simple clothing, a beat-up bicycle or skateboard, staff & $5.

120
Level Wuxia MA Level Progression
2 Select 2 Wuxia skills. +1 to all save stats.
3 +1 to any attribute. +1 to AC & +1 to Melee
attacks.
4 Select 2 Wuxia skills. +1 extra action per
round.
5 Select 2 Wuxia skills. You may use an extra
SUR point on any failed roll. +1 to melee
attacks & +1 Initiative.
6 Select 3 Wuxia skills. Seize the Moment +1.
7 Select 3 Wuxia skills. +1 to AC. +1 to Melee
attacks. +1 to any two attributes.
8 Select 2 Wuxia skill. +2 to any skill of your
choice.
9 Select 1 Wuxia skill. +1 to two different save
stats.
10 +1 to any two attributes.

WUXIA SKILS
CHI FOCUSED Gain +1 SUR. You recover an extra SUR
point at the start of each game session. You occasionally
recover SUR points for legendarily heroic deeds.

CHI HEALING Gain +1 CON. Once a day, you can heal


yourself d4 HP. You heal twice as fast as a normal person.

DODGER +1 DEX, +2 to AC, once a day you may use a SUR


point to try to negate a successful hit on you. Opponent re-
reroll their attack.

ESCAPE MASTER Advantage on Escape Artist checks.


Grab attacks against you are made at Disadvantage.

FEARLESS Immune to Fear (do not have to roll against


Courage or Terror) & exude an aura of 50’ that gives all
allies +1 to their Courage save stat.

121
FLYING KICK Make a Jumping check of DC: 12, then attack at +1.
If both are successful, you deal 2d6 damage, knock the target down
(if possible) and land on your feet.

IRON WILL Gain +1 WIS and your Mental save is 19.

KUNG FU MASTER Requires at least 4th Level Gain +3 to AC, +3 to


Melee attacks, +1 to Melee damage, Advantage on Trips & Throws
and +1 to all save stats.

MONKEY LEAP Gain Advantage and +8 to all Jumping checks. You


can jump further and higher than normal. Leap Attack: You may
Leap Attack anyone within 40'. Add +3 to attack & damage on your
next attack and -2 to your AC for 30 seconds. Usable once every 2
minutes.

MY MIND IS DANGEROUS Requires at least 3rd Level Gain +1 INT


and Outsmart.
NEILI Requires at least 4th Level The ability to focus Chi to your
advantage in a miraculous manner. Gain +3 SUR (maximum
becomes 22). As an action, use a SUR point. Gain one of the
following for d6 minutes. These can stack and you gain a slight
glow.
• +1 to each attribute, except SUR
• +2 to Melee damage & you can touch and see spirits
• +2 to AC & Toughness +1
• Heal d6 HP, remove a curse, a poison effect & a disease
• Hold your breath (lasts 3d6 minutes)
• Double your Move
• +5 Toughness against a specific type of damage (Air, Cold,
Fire, Light, Lightning, Magic, Metal, Psionics, Shadow, Sonic
or Water)
• Be able to shoot an Energy Blast (100’ Range) doing d6+3
damage. You use this power 3 times within the time rolled.
ONE WITH THE TREE Gain Advantage & +6 on all Climbing
checks. Toughness: Falling +4.
PARALYZING STRIKE Requires at least 4th Level You can strike the
pressure points of a living target with hopes of paralyzing them.
Make a Melee attack that does no damage, if it hits the target must
make a Critical save at Disadvantage or they become paralyzed for
d4 minutes.
122
THE PHILOSOPHER +2 WIS, +6 to Knowledge- Philosophy and
learn 2 new Languages.

POWER OF CHI Gain +1 STR. Any Grab, Throw or Trip attempts


against you are done at Disadvantage.

QUICK REFLEXES Advantage on Initiative, +1 to attacks & +1 to


AC.

QUINGGONG For short bursts, you can run on the air. You may Air
Walk 100’ per level, per day. You may use a SUR point to walk an
additional 100’.

RANGE MASTER may use bows & throwing weapons at +2, gain an
extra range attack at 6th level. Gain a bow, 30 arrows & 30
shuriken.

SNEAK Gain Advantage and +6 to Stealth, +2 to Climbing & +2 to


Jumping.

SPEED OF THE WIND: +5 to Move. You can Run x4 your Move.

STAFF MASTER +1 to damage with staves. +1 to attack with staves


at each level. Gain an extra staff attack at 6th level.

TIDERUNNER Can run on water (up to 400' or until you stop


running), +4 to Swimming.
TRUE VISION You can see through any illusion and can see in the
dark, or if Blinded.

TOUGH AS NAILS Gain Toughness +1 and you have Advantage on


all CON checks, Critical saves & Death saves.

WALL RUNNER +3 to Jumping and you can run up and across


walls for short distances (up to 25'). You can fall 40' without taking
damage and take ¼ damage from falling.

WHIRLWIND When you make a Melee attack, you roll to hit each
enemy within arm’s length (5') of you.

123
124
Magic Classes
Black Witch
Mechano-Mage
Mystical Ghost Hunter
Nature Witch
Teen Wizard
Voodoo Practitioner
White Witch

125
Black Witch
The darkness has always called to you and you have never
been too shy to answer its allure. Some delve into the
darkness for influence over others, some to destroy their
enemies and others still just like the darkness and hold no
grudges against anyone in particular.

“Under his spell. Blinding my eyes. Twisting my mind.


Fight to resist the evil inside.” - Black Magic, Slayer

Requirements
Black Witches require at least a 10 in CON & WIS. They
cannot have a Good alignment or cast LIGHT spells.

Skill Training
• Botany
• Knowledge: Magic at +4
• Paranormal at +1
• Select 2 other skills.
• Create Darkness: Create a cloud of Darkness in up
to a 60’ area.
• Prestidigitation: You can perform minor magic
tricks at will.
• Select a familiar.
• Select 1 Minor Spell.
• +3 to the Magic save stat.
• Detect Magic: Any source of Magic within 30’, is
visible to you with a Knowledge: Magic check (DC
is based on how warded it is).
Starting Gear
Lots of black clothing, black make-up, lots of jewelry, 4d6
dollars, pocket knife, bicycle or skateboard, library card,
spellbook, charms, Magical Charm (choose 1 effect: +1 to a
save of your choice, +1 to any Knowledge based skill check
or you regenerate Survival points at double the normal
rate).

126
Level Black Witch Level Progression
2 Select 2 Minor Spells. Toughness: Magic +1, +2
to Knowledge: Magic.
Hidden Spell: Use a SUR point to make your
next spell be invisible when cast.
3 +1 to CON. Darkvision 60’. Select 2 Minor
Spells. Detect Magic is now 50’.
4 Your Max CON & WIS scores are now 20. Pick 1
Minor Spell. Advantage on Knowledge: Magic
checks. Add your WIS modifier to any Magic
save against your spells.
5 You may use an extra SUR point on a failed
skill or save check. Select 2 Minor Spells & 1
Major Spell. Gain Create Potions (p. 144).
6 +1 to WIS. Gain Terror: 8 when casting a spell.
Gain Fearless. +2 to Botany. +1 extra action
per round. You are Attuned to The Otherside.
7 +1 to CON. Your Max CON & WIS scores are
now 21. Select 1 Minor & Major spell.
Misdirection Spell: Use a SUR point to make
your next spell look like it came from
somewhere else within 60’.
8 Select 1 Major Spell. Your DARK spells have
double range, duration and deal 1 additional
damage. Detect Magic is 60’.
Curse Potion Master: Add 3 to the Magic save
roll against your potions & +5 to the DC of the
identify them.
9 Select 1 Minor & Major Spell. Your Terror
becomes 12. Fork Spell: Use a SUR to make
your next spell target an additional person
within the spell’s range.
Tainter: Your Curse potion effects become
permanent if the drinker rolls a natural 20 on
their save.
10 +1 to two different attributes.

127
Mechano-Mage
Technology has always bewitched you. You love to tinker
with gadgets and feel an odd kinship with machines and
computers. You also study the magical arts, and are
curious about combining their powers with your machines.
“My heart is human, my blood is boiling, my brain
IBM.” Mr. Roboto, Styx
Requirements
The Mechano-Mage requires a minimum INT of 10.
Skill Training
• Computer Skills
• Driving
• Electronics at +3
• Knowledge: Magic at +1
• Mathematics
• Mechanics at +1
• Video Games at +1
• You may attempt to use electronics you are
unfamiliar with without penalty.
• Electro-Touch: You can communicate with &
short out simple machines by touch.
• Prestidigitation: You can perform minor magic
tricks at will.
• Toughness: Electricity +2
• +1 to the Magic save stat.
• Detect Magic: Any source of Magic within 30’, is
visible to you with a Knowledge: Magic check (DC
is based on how warded it is).
Starting Gear
Specific style of clothing (greaser, steam punk, cyber punk,
leather goth, nerd, etc.), a subscription to Popular
Mechanics, 10d6 dollars, pocket knife, flashlight, note
books, tech manuals, Transformers collection, tons of spare
parts, bicycle, latest video game system and games.

128
Level Mechano-Mage Level Progression
2 Shocking Touch: Make a melee attack at +1. If
successful, it does a d4 Electric damage, then
the target makes a Critical save or they pass
out for d4 rounds. Select 1 Minor Spell.
3 +1 to any attribute. Gain Advantage on any
skill check involving machines and electronics.
+1 to Ranged attacks. Prestidigitation: You can
perform minor magic tricks at will.
4 Gain Outsmart. Electro-Touch II: You can
communicate with, control & short out most
machines by range (60’). Detect Magic is now
50’.
5 You may use an extra SUR point on a failed
skill or save check. Select 2 Minor Spells.
Shocking Touch deals a d6 Electric damage
now & has a 10’ range.
6 +1 extra action per round. Electro-Touch III:
Range increases to 120’ & Immunity to
Electric damage. +1 extra action per round.
7 +1 to any attribute. Select 1 Major & Minor
Spell. Detect Magic is now 60’.
8 +1 to Ranged attacks. +1 to two different save
stats. Shocking Touch now does a d8 Electric
damage & has a 20’ range.
9 Select 1 Minor Spell & 1 Major Spell.
Toughness: Metal +1.
10 +1 to two different attributes.

129
Mystical Ghost Hunter
To you, ghosts undoubtedly exist and they need to be sent
back to The Otherside, friendly or not. You study the
mystic arts in an attempt to find the best way to track and
dispose of apparitions and visitors from The Otherside.
“The bedroom was ice cold, but the fire was burning
still. The blinding light, the family ghost had risen
again...the ghost.” The Family Ghost, King Diamond
Requirements
Mystical Ghost Hunters require a minimum of 8 WIS &
CON.
Skill Training
• Investigation at +1
• Knowledge: Religion
• Knowledge: Magic at +2
• Paranormal at +2
• Stealth
• Select 2 other skills.
• +2 to the Courage & Magic save stat.
• Ghost Hunter: You can see ghosts. +1 to attack, to
damage, to track, to Initiative & skill checks
involving ghosts. +1 AC against ghosts.
• Ghost Toucher: Spend 1 CON to make your attacks
harm ghosts for d4 minutes.
• You can use Light weapons & armor.
• Select 1 Minor Spell.
• Detect Magic: Any source of Magic within 30’, is
visible to you with a Knowledge: Magic check (DC is
based on how warded it is).

Starting Gear
6d10 dollars, moderate clothing, small tent, sleeping bag,
bicycle or skateboard, hunting knife, iron bar (d6-1
damage), sunglasses, Ghost Hunters Investigator's Kit,
subscription to Fortean Times, large collection of
paranormal books & movies.

130
Level Mystical Ghost Hunter Level Progression
2 Door to The Otherside: (x6 a day) You can briefly
open a one-way door to The Otherside to dispose
of ghosts, entities or items. It lasts up to 1
minute per level and can only be seen by psions,
magic users, creatures from The Otherside or
those with Knowledge: Magic 6+. You may use a
SUR point to keep it open twice as long (as a Free
Action).
Tether Ghosts: Ghosts within 50’ of you cannot
teleport or blink out.
3 +1 to any attribute. +2 to a Knowledge skill.
Attuned to The Otherside.
Expel Ghosts: (1 per day, per level) Range &
Radius: 50' + 10' per level. You can expel ghosts
from this realm. Roll a d20 and add your expel
bonuses & Wisdom modifier. All ghosts within
range roll a d20 and add their hit dice to the roll.
If you cannot see a ghost, or if their hit dice are
4+ higher than your level, they get a +8 to their
roll. Any ghost that rolled lower than your expel
roll are frozen for 1 minute. If there is a door to
The Otherside nearby (200'), they are expelled.
An expelled Ghost cannot return for 1 month.
4 Select 1 Minor Spell. Advantage on Courage &
Terror checks. +1 to Expel Ghosts. Ghost Hunter
bonus is now +2. Detect Magic is now 50’.
5 You may use an extra SUR point on a failed roll.
+1 extra action per round. You are attuned to
this world & the Otherside.
6 +2 to Expel Ghosts. Select 1 spell. +2 to the
Magic save stat.
7 +1 to any attribute. Ghost Hunter bonus is now
+3. Detect Magic is now 60’.
8 Select 1 Major Spell or 2 Minor Spells. +1 to
Expel Ghosts.
9 Ghost Hunter bonus is now +4. Advantage on a
skill of your choice. Select 1 Spell.
10 +1 to two different attributes.

131
Nature Witch
The natural world is beautiful place that needs protection
from the modern evils of the world; mechanization,
pollution, deforestation, etc. You have devoted your life to
protecting the land and the animals from those evils. Man
has destroyed enough. Now you will draw power from the
very land you protect to defeat your enemies and save the
world. Nature Witches tend to dislike shoes and tend to
only wear them when forced to.

“Come hear the moon is calling, the witching hour


draws near” Witching Hour, Venom

Requirements
Nature Witches require a CON & WIS of at least 10. You
cannot cast DARK spells.

Skill Training
• Botany at +3
• Dancing
• First Aid
• Knowledge: Magic at +2
• Outdoorsmanship at +1
• Paranormal
• Select 1 other skill.
• Nature Attuned: You leave no trace & cannot be
tracked. Advantage on Poison saves. Toughness:
Nature & Weather +2. Once per day, you can
return home from The Otherside.
• Prestidigitation: You can perform minor magic
tricks at will.
• Select 1 Minor Spell.
• Select a familiar.
• +3 to the Magic save stat.

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• Your feet have Toughness +1. +2 to Move while
barefooted. You ignore hindering terrain on
natural ground.
• Detect Magic: Any source of Magic within 30’, is
visible to you with a Knowledge: Magic check (DC
is based on how warded it is).
Starting Gear
Lots of natural clothing, hemp jewelry, 5d6 dollars, pocket
knife, bicycle or skateboard, library card, spellbook,
charms, sun glasses, lots of pets, books about plants and
magic, Magical Charm (choose 1 effect: +1 to Create
Potions, +1 to any Knowledge skill check or +3 save vs.
Poison saves).

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Level Nature Witch Level Progression
2 Create Potions. Select 1 Minor Spell. +1 to AC.
Animal Lover: Empathy with animals. You can
speak with animals.
3 Control Animals (p. 135). +1 to CON or WIS.
Detect Magic is now 50’. Select 1 Minor Spell.
Advantage on Climbing & Swimming checks.
Prestidigitation: You can perform minor
magic tricks at will.
4 Advantage on Botany checks. Double Move
when barefoot & touching the natural ground.
Your spells deal double damage to machines.
Select 1 Minor Spell.
5 You may use an extra SUR point on a failed
skill or save check. Water Walking (if barefoot).
Immunity to Poisons and Radiation. Heal &
Resurrect animals & plant life.
6 Select 1 Major Spell & 2 Minor Spells. Gain
Fearless. +1 extra action per round.
7 +1 to any attribute. Select 2 Spells. Detect
Magic is now 60’.
8 Transform: Transform into an animal x2 + your
WIS modifier a day (takes 1 round, lasts d4
hours). If the animal form goes to 0 HP, you
return to yourself at ½ base HP. You retain
your mind while as an animal and can talk.
Advantage on Potion related checks.
9 Select 2 Spells.
Path of Pure: You are invisible to technology.
Attacks made against you made with
technology is done at Disadvantage.
10 +1 to any two attributes.

134
Control Animals Table
Range: 200' + 15' per level. Roll on the chart below. If you
succeed, you may attempt to control 1 animal for each WIS
attribute modifier plus one (your familiar does not count
towards this number). You can make the animal perform
simple commands and you can see from its eyes. The
control lasts d4 hours or until the animal goes out of
range. You cannot attempt to control an animal that you
have failed to control in the past 10 minutes. You cannot
command the animal to intentional harm itself. You cannot
control an animal with more base hit points than you, or
other people’s familiars.

Roll Control Animals Table


1 Failure. Nothing happens.
2 Failure. The animal runs away in fright (50%)
or it briefly attacks the nearest thing (50%)
3 Success. Control lasts ½ of regular duration.
4 Success. You briefly take on some behavioral
characteristics of the animal you control (Lasts
d4 hours).
5 Success. Your eyes become animalistic and
your teeth slightly sharpen. You gain +1 to
CHA, you can see in the dark and get +1 to
Initiative (Lasts d4 hours). Does not stack.
6 Success. The animal will follow you double the
duration and you.

Heal and Resurrect Animals and Plant Life


Your touch Heals d4 HP or resurrects a creature that has
only died less than an hour ago. Lose 1 CON or SUR point
per touch used (drain lasts 1 hour). Resurrection can only
effect creatures with less than half of your base hit points.
You may do this X times a day. X is your level + your WIS
modifier.

135
Teen Wizard
You have started down the path of magic and have
embraced the arcane. No mystical knowledge is taboo, or
off limits, in your quest for power. You collect tomes, scrolls
and seek information from others that practice this secret
power. Just be careful about casting spells in public.

“You have to believe we are magic. Nothing can stand


in our way.” – Magic, Olivia Newton-John

Requirements
Teen Wizards require a CON of at least 11 and an INT& WIS
of at least 8.

Skill Training
• Botany
• Knowledge: Select 2 at +1
• Knowledge: Magic at +3
• Language: Select 1
• Sleight of Hand
• Select 2 other skills.
• Prestidigitation: You can perform minor magic
tricks at will.
• Select a Familiar.
• Select 2 Minor Spells.
• Toughness: Magic +1.
• Detect Magic: Any source of Magic within 30’, is
visible to you with a Knowledge: Magic check (DC
is based on how warded it is).

Starting Gear
Moderate clothes (you generally have a specific style), lots of
jewelry, 8d6 dollars, pocket knife, bicycle or skateboard,
library card, spellbook, charms, wand, small cauldron, sun
glasses, books about plants and magic, Magical Charm
(choose 1 effect: +1 to AC or +1 to all save stats).

136
Level Teen Wizard Level Progression
2 Select 1 Minor Spell. Create Potions.
3 +1 to any attribute. Advantage on Knowledge:
Magic checks. Select 1 Minor Spell. Detect
Magic is now 50’.
4 +2 to the Mental & Magic save stats.
Select 1:
Knowledge Master: Advantage on 2 Knowledge
based skills. +1 to INT. +3 skill points.
Pet Master: You have 2 familiars with +2 to
their AC & double starting HP. +1 to CHA.
Their effect range is now 1000’.
Potion Master: Advantage on Create Potion. +1
to WIS. Your potions cost ¼ less to create.
Spell Master: Select 2 Spells. +1 to CON. Your
spells are Countered at Disadvantage. +20’ to
Detect Magic range.
5 You may use an extra SUR point on a failed
roll. Gain Outsmart. Select 2 spells.
Misdirection Spell: Use a SUR point to make
your next spell look like it came from
somewhere else within 60’.
6 +1 extra action per round. Your targets ad
your INT modifier to their Magic save
attempts. Select 1 spell. Attuned to The
Otherside.
7 +1 to any attribute. Detect Magic is now 60’.
Select a different Master ability from Level 3.
You know all Minor Spells.
8 Select 1 Major Spell. +2 to a skill of your
choice. Toughness: Magic +1.
9 Detect Magic is now 80’. Select 2 Major Spells.
10 +1 to two different attributes.

137
Voodoo Practitioner
You have recently moved to this new, unusual place. You
miss home and you miss your people. Perhaps you can
make the best of bad situation, besides this town seems to
have a lot of weird energy about it. You can always play on
the fear of the locals to empower yourself.
“Cause I'm caught in your magic spell. It's such a
spooky romance. It's voodoo.” - Voo Doo, Rachel Sweet
Requirements
The Voodoo Practitioner requires a minimum of 10 in SUR.
They cannot have a Good alignment.
Skill Training
• Botany
• Intimidation at +1
• Knowledge: Magic at +2
• Language: Creole or French
• Persuasion
• Select 2 other skills.
• Voodoo Magic: You use SUR in the place of CON to cast
spells. You regain an additional SUR point at the start of
each day. Anyone that has failed a Courage or Terror
check in the past 10 minutes are at Disadvantage against
Magic saves.
• Select 1 Minor Spell.
• Select a Familiar.
• Fearless.
• +2 to the Magic & Poison save stats.
• Prestidigitation: You can perform minor magic tricks at
will.
• Detect Magic: Any source of Magic within 30’, is visible
to you with a Knowledge: Magic check (DC is based on
how warded it is).

Starting Gear
Moderate & regional clothes, charms, various powders,
collection of knives, an altar, robe, flower press, books on
voodoo & witchcraft, spellbook, small garden, bicycle or
skateboard, library card, Mojo Bag (+1 to all save stats).
138
Level Voodoo Practitioner Level Progression
2 Create Potions. Select 2 Minor Spells. Gain
Terror: 8 when casting (if you choose). Terror
Curse: Those that fail a Curse or Terror check
against you are at -1 to each save stat for 10
minutes (stacks up to 3 times).
3 +1 to SUR. +2 to Knowledge: Magic & Botany
checks. Select 1 Minor Spell. Terror Curse II:
Those that fail a Curse or Terror check against
you are at -1 to all attack and skill rolls for 10
minutes (stacks up to 3 times). Attuned to The
Otherside.
4 Select 1 Major & Minor Spells. Survivor: As long
as your SUR is at least 10, you gain +1 to AC, +1
to Initiative, +1 to Terror & +1 to attacks.
Curse Potion Master: Add 3 to the Magic save roll
against your potions & +5 to the DC of the
identify them.
5 You may use an extra SUR point on a failed roll.
Select 1: Advantage on Intimidation or
Persuasion checks. +1 to Terror. Detect Magic is
now 50’.
6 +1 extra action per round. Select 2 Spells. Terror
Curse III: Heal a d4 HP when anyone fails a
Courage or Terror check within 30’.
7 +1 to SUR. Survivor II: As long as your SUR is at
least 10, your targets add 2 to their Magic save
attempts and you gain +1 to all save stats. You
may re-roll one failed SUR re-roll per day without
losing a SUR point.
8 Terror Curse IV: Your targets make their Courage
and Terror checks at Disadvantage. Select 2
spells.
Tainter: Your Curse potion effects become
permanent if the drinker rolls a natural 20 on
their save.
9 Advantage on Create Potion checks. Select 1
Major Spell or 3 Minor Spells. Detect Magic is
now 60’.
10 +1 to two different attributes.

139
White Witch
You have always been drawn to the forces of magic, but you
have always wanted to use it for the good of others, and not
just for your own benefit. Something otherworldly compels
you to this calling to aid your fellow man.

“Danger is great joy; dark is bright as fire. Happy is


our family, lonely is the ward” Witches' Song,
Marianne Faithfull

Requirements
A White Witch requires a minimum CON & WIS of at least
10. You cannot cast DARK spells and you cannot be Evil.

Skill Training
• Botany
• Knowledge: Magic at +1
• Paranormal
• Persuasion
• Select 2 other skills.
• Likable Aura: +1 to CHA, Toughness: Evil +1, +1 to
AC & all allies within 40’ gain +1 to their Courage
save stat.
• Healing Touch: X times a day you can heal 1 HP
by touch. X is your WIS modifier + 1. You heal at
double the normal rate and gain double the HP
from magic healing. Your touch does 1 Light
damage to Undead.
• Prestidigitation: You can perform minor magic
tricks at will.
• Select a Familiar.
• Select 1 Minor Spell.
• +2 to the Courage & Magic save stats.
• Detect Magic: Any source of Magic within 30’, is
visible to you with a Knowledge: Magic check (DC
is based on how warded it is).

140
Starting Gear
Moderate clothing (any style is applicable, but an unusual
style is most common to them & you prefer light or pastel
colors), jewelry, 4d6 dollars, spellbook, charms, botany
books, vials, mirror, flower press, Protection Charm (+1 AC
& +1 Death save), library card, silver pocket knife, small
garden at home, bicycle or skateboard.

Level White Witch Level Progression


2 Select 1 Minor Spell. You can create Light
within 60’ of yourself at will (does not Blind).
Prestidigitation: You can perform minor magic
tricks at will.
3 +1 to any attribute. Select 2 Minor Spells.
Advantage on all saving throws. Cannot be
Blinded & Darkvision 30’. Immunity to all
normal diseases & the effects of The Otherside.
Detect Magic is now 50’.
4 Healing Touch II: Now heals a d4 and has a 30’
Range. This can be used 3 more times per day.
Gain Fearless. Select 1 Spell.
5 Create Potions. You may use an extra SUR
point on a failed roll. You have empathy with
and can speak to animals. Detect Magic is now
60’.
6 +1 extra action per round. Select 1 Major &
Minor Spell. Advantage on Death saves.
Toughness: Evil +1. Immunity to all diseases,
curses and negative area effects from abilities.
7 Select 1 Spell. Your Light Spells have double
the duration & range. Healing Touch III: Now
heals a d6 and a 60’ Range.
8 +1 to CHA, CON & WIS. Add your CHA modifier
to your AC.
9 You have access to all Minor Spells. Select 1
Major Spell.
10 +1 to two different attributes.

141
Familiars
Most spellcasters have a familiar, a special animal that is
their sidekick and is bonded to their soul. Casters can cast
spells from their familiar's location. They can also see
through the familiar's eyes and hear through its ears.
Familiars can be called at will by the caster or sent back
home instantly. If a familiar is about to die, it is teleported
home instantly, healed and cannot be summoned again for
d10 minutes. Spellcasters gain bonuses listed if the familiar
is within 300' of them. Once chosen, the bond between
familiar and master is permanent. In the rare case the
familiar dies, you lose 1 CON permanently, the familiar
becomes the Ghost Familiar, and you may select a new
familiar as well.

D20 Familiar Chart Animal (AC/ HP) Buffs


1 Wildcat (14/6, you get +3 to Jumping or
Climbing checks, +1 to Stealth, +2/-2 to SUR re-
rolls)
2 Bat (14/4, Darkvision 40’, +1 to all saves, +2 to
Listen checks)
3 Dog (13/7, can see Ghosts, +1 STR, +2 to
Courage save stat)
4 Squirrel (16/4, +2 to Sleight of Hand, +2 to
Climb, +1 to Initiative)
5 Rat/ Mouse (14/4, +2 to Critical & Death Saves,
+2 to Stealth)
6 Spider (14/2, +4 to Climb, +4 to Poison saves,
+2 to Create Potions)
7 Owl (13/5, 1 extra skill point per level & gain
Outsmart)
8 Hawk (14/5, +4 to all Spot checks, +2 to
Outdoorsmanship)
9 Snake (13/4, +1 to Initiative, +2 to Persuasion,
Advantage on Poison save)
10 Cat (14/5, Advantage on all Critical & Death
saves, +1 to DEX, +1 to Stealth)

142
11 Toad (12/3, +2 to CON, may re-roll 1 failed save
a day)
12 Frog (14/3, +6 to Swim checks, breath
underwater for 1d20 minutes x2 a day, +4 to
Jumping)
13 Ferret (14/3, +1 to DEX, +2 to Sleight of Hand,
+1 to Escape Artist checks)
14 Raven (13/4, +1 to Knowledge: Magic, gain
Outsmart)
15 Hedgehog or Porcupine (14/4, +1 to AC,
Toughness +1)
16 Lizard (13/4, +1 HP per level, +3 to Climb,
Jumping & Swim)
17 Parrot (13/4, +1 additional language known, +4
to Imitate Voices, +1 to Magic Range attacks)
18 Wolf (13/8, Advantage on all Courage saves,
Toughness +1)
19 Fox (15/ 6, +2 to Initiative, +4 to
Outdoorsmanship skill, Toughness: Cold & Ice
+1)
20 Ghost Animal (16/6, +1 to AC, can touch
incorporeal beings, can cast spells Minor Spells
without visibly casting)

143
Create Potion
For those that have the Create Potion skill, they may
attempt to gather the necessary materials and mix them in
the proper proportions to create a usable potion. Botany
and Knowledge: Magic are all skills that will make creating
potions much easier. Botany is helpful in acquiring the rare
plants needed to create the potion (Outdoorsmanship will
do as well, but is less helpful because it encompasses much
more activities than plant collecting). Knowledge: Magic is
useful because it helps you research the proper ways to
actual brew and create the potion, as well as helping you
determine whether your creation attempt was successful.
When you acquire the required materials (buy purchase or
collecting), you may roll to create a potion. Roll a d20. If you
roll a 1, the attempt fails no matter the bonuses. Add your
WIS modifier to your roll. For every +3 you have in Botany
and Knowledge: Magic (including skill points & bonuses)
add a +1 to your potion roll.

New Potions
(Average cost in raw materials to create/or Botany DC: +5
required to pick)
All potions, even the ones that are successfully created,
have a 10% chance of doing nothing when drank (unless
another % is noted). Each potion has one use and takes 1
action to use, unless otherwise noted. They tend to retail at
double the listed component cost, if you can find a place
that sells them. Potions of the same type do not stack.
Other potions can be found on p. 44 of The Player’s Options
GM’s Guide.

144
D20 Create Potions Table
1 Failure, all ingredients are ruined. Your potion
making supplies are damaged. Until you spend
$10 fix them or acquire new equipment, all of
your potion making attempts are at a -3 roll.
2 Failure, all ingredients are ruined. The remnants
get all over you. For the next few days, you have
an odd smell about you and any other person that
can create potions will know that you know the
magic
arts.
3-4 Failure, all ingredients are ruined.
5-6 Failure, half of the ingredients are ruined.
7-10 Failure, but some Magic remains. If you put the
remaining liquid in your next potion making
attempt, add +2 to that roll.
11- 50/50 Brew: When drank the potion has a 50%
13 chance of doing nothing. If the potion fails, the
drinker gets -1 to a random attribute for 1 hour.
14- Success. Weak batch. Potion has a 30% chance to
15 do nothing when used.
16 Success. Fair batch. Potion has a 15% chance to
do nothing when used.
17 Success. Extra sip. Potion has 2 uses, but both
uses have a 25% chance to do nothing when used.
18 Success. Strong batch. Potion has a 5% chance to
do nothing when used.
19 Success. Power batch. When used, the potion
gives the user +1 to all attributes for 1 hour, in
addition to other benefits or potion failure rolls.
20+ Success. Double batch. Creates an extra potion of
the same type.

145
CURSE POTIONS
Curse potions bestow a negative effect on the drinker.
Anyone drinking a Curse potion gets a Magic save when
imbibed. If they pass, they are Sickened for d4 rounds, but
ignore the potion’s effect.

Curse potions always work (no failure chance). Anyone with


at least a 5 in Arcana or Knowledge: Magic have a chance to
detect a Curse potion by smell (DC:16). Curses last 24
hours.

CURSE OF ANIMALS ($5) Animals treat you as hostile


(does not work on Familiars or intelligent animals)

CURSE OF ATTRIBUTES I ($10) -1 to all attributes

CURSE OF ATTRIBUTES II ($14) -2 to all attributes

CURSE OF CHARISMA ($7) -1 to CHA

CURSE OF COLORS ($3) Your hair changes to a bright


color

CURSE OF CONSTITUTION ($7) -1 to CON

CURSE OF DEXTERITY ($7) -1 to DEX

CURSE OF INTELLIGENCE ($7) -1 to INT

CURSE OF LIFE ($6) -1 to each save stat

CURSE OF STRENGTH ($7) -1 to STR

CURSE OF SURVIVAL ($7) -2/+2 on SUR re-rolls


(whichever hinders)

CURSE OF WISDOM ($7) -1 to WIS

146
CURSE OF WITS ($9) Your Outsmart attempts are made at
Disadvantage

PAIN CURSE ($6) You feel a dull pain. -1 to all skill checks
& -1 to attacks

SLOW CURSE ($9) -2 to Move & -3 to Initiative

SOFT CURSE ($7) -1 to AC & -1 to Toughness (normal)

SWIRL OF ACID ($10) Does a d4 Magic damage and you


heal at ½ rate (rounded down).

WEAKNESS ($20) Select a Weakness when the potion is


created. The drinker gains the Weakness against the select
style of damage. Select from Acid, Air, Dark, Electricity,
Fire, Ice, Light, Magic, Poison, Psionics & Water.

147
148
Spells
Each time you cast a spell you temporarily lose CON points.
That is the cost of dabbling in the unknown and the dark
arts. When you cast a LIGHT spell, you have a 25% chance
to instantly regain a CON point (this does not include class
specific special abilities). Every time you cast a DARK spell,
you have a 25% chance to drain a CON, SUR point or 1 HP
off of another random creature within 60' (choose at
random, cannot kill a creature, does not work on class
specific abilities). The CON points will recover at the rate of
1 per night of sleep (25% chance to regain 2 per night). You
cannot cast spells if your CON is 3 or less. All damaging
spells have the Magic type in addition to any other
mentioned types. Other spells can be found on p. 36 of The
Player’s Options GM’s Guide.

New Spells
Here is a list of brand-new spells for use in the Dark Places
& Demogorgons game.

149
MINOR SPELLS
AGAINST ALL ODDS (1 CON) Gain Advantage on your next
attack, skill check or save attempt. If successful, heal 1 HP.

BEAT IT (1 CON) You and up to 6 friendly targets within


60’ gain +5 Move and can Run at x3 their Move for up to 5
minutes. You may not cast this on the same target during
the spell’s duration.

CALL ME (0 CON) You send out a signal to another single


person within 1 Mile per your level. If they are friendly
towards you, they receive a short message from you. If they
are neutral or negative toward you, or do not know you,
they receive a Magic save to ignore the contact.

CHERRY BOMB (1 CON) For the next 10 minutes you can


create explosive bombs that make loud noises and bright
colors, but do no damage or harm. They can be thrown or
summoned up to 100’ away.

FIGHT THE POWER (1 CON) You or a friendly target gain


the following against direct authority figures (teachers,
police, military, parents, etc.) for 10 minutes; +2 to AC, +4
to skill checks, +2 to attacks and Toughness +1. Lasts 30
minutes.

FOOTLOOSE (1 CON) A willing target gains +2 to DEX, +2


Move and Advantage on Dancing skill checks for 1 hour.
You may not cast this on the same target during the spell’s
duration.

I CAN’T GO FOR THAT (1 CON) You and a willing target


gain +1 to all save stats for 1 hour and you both gain
Advantage on their next save attempt. You may not cast
this on the same target during the spell’s duration.

150
MADHOUSE (1CON) You and all allies within 40’ gain +3 to
the Mental and Courage save stats for d6 rounds. Cannot
stack.

OPEN YOUR HEART (1 CON) Heal all targets 1 HP within


100’. Anyone Out of Action returns to normal without
rolling and goes to d6 HP.

PARTY TIME (0 CON) You and everyone within 40’, gain


Advantage on all attribute and save checks against drugs or
alcohol for 2 hours. Can only be cast once every 6 hours.

PHYSICAL (1 CON) A willing target within 20’ gains a +1 to


STR, DEX & CON for 1 hour. You may not cast this on the
same target during the spell’s duration.

PRIVATE EYES (1 CON) You cast a set of invisible eyes that


will follow a target, or stay at a single location, for up to 2
hours. You can see through those eyes as long as you are
within 5 miles of them. The eyes have 10 HP and can be
seen by those that can see the invisible.

RAIN ON THE SCARECROW (1 CON) It begins to rain


within ¼ mile of you. It lasts up to 15 minutes. You may
concentrate to make it rain lighter or harder during the
duration.

SLEDGEHAMMER (1 CON) You call forth an invisible force


to strike a target within 40’ + 5’ per level. To hit, make a
Range attack, adding your INT modifier to the roll. If you
hit, it does a d4 Magic damage and knocks the target 5’ in
the direction of your choice. The hammer is invisible and
lasts 1 round per your level.

START ME UP (1 CON) You and all allies within 40’ gain +2


to Initiative and may re-roll their Initiative at the start of the
next round for the next minute.

151
SWEET DREAMS (0 CON) You implant a dream of your
choice into a sleeping person. You must touch them and it
cannot be a nightmare.

VENUS (1 CON) A willing target gains +2 to CHA, +1 to AC


and Advantage on Persuasion checks for 1 hour. You may
not cast this on the same target during the spell’s duration.

WALKING ON SUNSHINE (1 CON) You or a friendly target


gains +5 Move and they ignore hindering terrain for 10
minutes.

MAJOR SPELLS
BAD MEDICINE (1 CON) Dark. All enemies within 100’ are
at -2 to all save stats and heal at ½ rate, rounded down, for
1 hour. All Undead in range gain Toughness: Light +2. Does
not stack with other Bad Medicine spells.

DO YOU REALLY WANT TO HURT ME? (1 CON) You gain


+1 to AC and Toughness +2 for 10 minutes. Does not stack.

EYE OF THE TIGER (1 CON) A willing target within 20’


gains +3 to melee attacks, +1 to melee damage, +5 Move, +1
to AC & Reach 5’ for 2d6 rounds. You may not cast this on
the same target during the spell’s duration.

LIVE TO TELL (1 CON) A willing target within 40’ gains +3


to the Death & Courage save stat. The first time they are
knocked Out of Action during this spell’s duration, they do
not need to roll on the OOA Chart and return with 2d6 HP.
Lasts 2 hours.

PEACE SELLS (1 CON) Speak the word “Peace”, for the next
5 minutes, no living thing within 50’ of you may attack or
attempt to harm another.

152
ROCK YOU LIKE A HURRICANE (1 CON) 2 Actions to cast.
For the next minute you are surrounded by a gust of wind,
giving you Fly at 12 Move, +3 to AC against range attacks,
Toughness: Air +10 and you can blast Air (d6 Air Magic
damage, Range: 40’, anyone hit must make a Magic save at
Disadvantage or be knocked back 20’). Does not stack.

THRILLER (1 CON) DARK. You gain Terror 10 + X. X is


your level. Lasts for 1 hour.

THE TIDE IS HIGH (1 CON) You or a willing target


becomes adapted to the water. The target can breathe
underwater, Swim 24 Move, gains +2 AC underwater & can
walk on water. Duration: 1 hour.

TIME AFTER TIME (2 CON) You reverse time to the start of


this round, or the previous round (for 3 CON). You and the
target of your choice gain the highest Initiative and start the
round over, ignoring the effects of the previous round.
However, all allies will remember the results of the previous
round.

UNDER PRESSURE (2 CON) Cast only after you have been


hit for damage within the past minute. You gain an extra
action this round, heal a d8 HP, re-roll your Initiative at
+10 and are Invulnerable to non-magic damage until the
end of this round. For the next minute you gain +5 to Move,
Advantage on all save rolls and +3 to AC. You may cast this
spell once per day.

ZOMBIE RITUAL (1 CON) DARK Create a zombie that


follows your command for 1 week. You may only have 1
zombie from this spell active at a time. p. 44 Core Book
(As Ghoul without Paralyzing)

153
154
Psions
A staple of the 1980’s movies that inspired this setting is
the character gifted, and often tormented, with powers of
the mind. These uniquely talented individuals are called
Psions. Below you will find rules for these optional classes
that can be included in your game if permitted by the GM.

Anytime you are required to Activate Psionic Power, you


must spend an action and you roll on the Psionic Activation
Chart below. The rolled number effect takes effect. On a
fizzle, the ability fails and the Psion loses their action. If you
fizzle on 3 straight rolls in one day, you lose 1 point of CON
PERMANENTLY. Toughness cannot reduce HP loss to the
activating Psion when Activating Psionic Powers.

Psionic attacks use the WIS modifier unless otherwise


noted. Targets of Psionic attacks & actions may make a
Mental saving throw attempt to negate the action, unless
noted.

155
Roll Activate Psionic Power Chart
1 Fizzle. Lose 1 HP.
2 Success. Lose 1 HP.
3 Success. Lose 2 HP.
4 Fizzle. You are stunned for d4 rounds. You cannot
attack and are at -2 to AC and all skill rolls for that
duration.
5 Success. No negative effect.
6 Fizzle. Every other humanoid within 60’ loses 1 HP
Psionic damage.
7 Success. However, the damage & duration of the
ability is halved (Rounded up).
8 Success. Lose d4 HP, cannot go below 1 HP.
9 Fizzle. Lose 1d4 HP, cannot go below 1 HP.
10 Success. Double the damage & duration of the
ability. Lose 1 HP.
11 Fizzle. No negative effects. Gain +3 to your Initiative
next round.
12 Success. Double the damage & duration of the ability
but after you pass out for d4 rounds.
13 Success. In addition to the success, everything
within 60’ takes 1 HP of Psionic damage.
14 Fizzle. Your ability is successful but targets a
different target than intended within 60’ (but not
the Psion).
15 Success. Your target is knocked back 20’ taking
another 1 HP of damage. They may make a STR
check, at Disadvantage, to prevent the knockback.
16 Fizzle. Lose 1 HP. You phase to The Otherside for d4
rounds. P. 200
17 Success. The effects of the ability effect everything
within 60’.
18 Success. Lose 1 HP. Double the damage & duration
of the ability. Your next Activate Psionic Power does
not require a roll and add 4 to any Mental save
attempt against that action.
19 Fizzle. All others within 60’ make a Courage save
attempt. If they fail, they roll on p17 Core Book. The
original target rolls the save at Disadvantage.
20 Success. Add 3 to any Mental save attempt against
that action.

156
Psion Classes
Animal Wrangler
Clairvoyant
Experiment X
Phantasmagon
Pyro
Telekinetic
Telepath

157
Animal Wrangler
You have harnessed your psychic powers to speak to, and
control, animals. This makes them flock to you for
assistance and companionship. Most Animal Wranglers love
animals and seek to be their protectors, while a small
minority will sacrifice their animal companions for the
psychic’s selfish benefits.
“C'mon and build me an ark and if you're coming, jump
because we're leaving with the big sky.” The Big Sky,
Kate Bush
Requirements
An Animal Wrangler requires a minimum CHA & WIS OF
10.
Skill Training
• Animal Handling at +4
• First Aid (can apply to animals as normal)
• Knowledge: Animals at +3
• Outdoorsmanship
• Select 4 other skills.
• Animal Empathy: You are empathic with & can speak to
animals within 200’.
• Select a Familiar with its buffs (p. 142), but none of the
other information. If they die, you can select a new one in
d6 days.
• Animal Control: 200’. Animals that you are closest to can be
given basic commands, but they cannot purposely harm the
animals. You can control X animals at one time (X is your
CHA modifier & level). You may Activate Psionic Power to
double this amount for 1 hour if successful (does not stack).
You cannot attempt to steal control of an animal from
another unless it is being mistreated, or you have a close
relationship with it. If the animal is contested, both
controllers must roll a d20, adding their WIS modifier and
level to the roll. The highest roll wins control. A tie will
release the animal from control for a d6 rounds.
• *You cannot control animals that weigh more than you,
have an INT of 4+ or have more starting HP than you. For
this class “animals” does not include humans.

158
Starting Gear
Standard clothes, animal rights shirts, sandals, 6d10
dollars, books about animals, bicycle or skateboard, sack of
birdfeed & some cat food.

Level Animal Wrangler Level Progression


2 +2 skill points. Advantage on Knowledge:
Animals. Animals within 200’ add your CHA
modifier to their AC.
3 +1 to WIS & CHA (you have a maximum of 21
in each now). Animal Control II: You can give
more complicated commands & your control
range expands to 500’.
4 You may use a SUR point on a failed roll of an
animal under your control.
Aura of Life: All animals within 60’ have
Toughness +1, Advantage on all saves (except
against you) and heal 1 HP every minute.
5 You may use an extra SUR point on a failed
roll. Animal Control III: You can now control
animals larger than you & with more starting
HP. Those x4+ your weight require an Activate
Psionic Power roll.
Advantage on First Aid to animals.
6 Animals gain Fearless within 200’ & can Run
at x3 Move for 4 rounds. You can send
messages telepathically to others through
animals within 2 + your WIS modifier miles.
7 +1 to any attribute. +1 to each save stat.
8 Gain Fearless. Advantage on Mental saves.
9 You can see animal ghosts and speak to dead
animals. +3 skill points. Your Animal Empathy
range is now 600’.
10 +1 to two different attributes.

159
Clairvoyant
You have always been lucky. You see flashes of images of
the future in your mind's eye. Those images have become
clearer the older you have gotten and your luck has
increased as the images have sharpened. The more you
meditate and focus, the more you see. How do you wish to
use these gifts?
“Just by looking through your eyes he could see the
future penetrating right in through your mind. See the
truth and see your lies, but for all his power couldn't
foresee his own demise.” The Clairvoyant, Iron Maiden
Requirements
Clairvoyants require a WIS of at least 11.
Skill Training
• Investigation
• Knowledge: Select 2
• Knowledge: Psychic Phenomenon at +2
• Language: Select 1
• Paranormal at +1
• Select 3 other skills.
• +3 to the Mental save stat.
• You can see ghosts.
• Precognition – You can see brief flashes of the future and
other places (GM's discretion). You gain Advantage on
Initiative, +3 to AC & +1 to attacks. You can spend an
action concentrating on an item, location or person you can
see, or are familiar with. For your next action, roll a d20
and add your Wisdom modifier. If it is higher than 10, you
gleam some info about that thing's near future or current
status if far away. The higher the roll, the clearer the
information.

Starting Gear
D10 x 100 dollars, books about psychic phenomena & the
paranormal, moderate clothing, small tent, sleeping bag, bicycle or
skateboard, hunting knife, sunglasses, small bag of salt,
subscription to Fortean Times, large collection of paranormal books
& movies. Choose 1 of these to start with: Lucky Charm (+1 to AC),
Ring of Sight (You may re-roll one of your Precognition or Retro-
cognition rolls per day) or Enchanted Earring (+2 to Mental save
stat).
160
Level Clairvoyant Level Progression
2 Retro-cognition: You can briefly see flashes of
the past of an item or being. You can spend an
action concentrating on the item or being that
you can see or touch. For your next action, roll a
d20 and add your Wisdom modifier. If it is
higher than 10, you gleam some info about that
thing's past. The higher the roll, the clearer the
information. You can briefly see and speak to a
nearby ghost that owned, or was very familiar
with, the object you are concentrating on. You
are Fearless against ghosts.
3 +1 to WIS. +2 to Knowledge: Psychic
Phenomenon & Paranormal.
Implant False Images: Activate Psionic Powers at
Advantage. If successful, you may implant false
images of clairvoyance into another’s mind. The
target saves at Disadvantage.
4 +2 to Initiative. +2 to Investigation. You can
share your psychic visions with others by touch.
5 You may use an extra SUR point on a failed roll.
True Sight: You see things how they truly are &
can see spirits in any realm. You can see through
illusions, holograms, etc.
6 Advantage on Mental saves. You can triple your
Precognition & Retro-cognition range by
Activating Psionic Powers.
7 +1 extra action per round. Anyone attacking you
does so at Disadvantage.
8 +1 to WIS. +2 to a skill of your choice. +1 to
attacks.
Illusion: Activate Psionic powers. Create an
illusion you can control. Range: 100’.
9 Transparent Eyes: Use an action and Activate
Psionic Powers to see through walls (30’ thick) for
5 minutes. +2 to Move. +1 to AC.
10 +1 to two different attributes.

161
Experiment X
All you remember is images of being locked in a cage for
what felt like weeks at a time. You have blocked out most of
everything. Maybe you will remember one day, but you
hope for the sake of your sanity and the safety of your new-
found friends that you never do.

"I've used up all my weapons and I'm helpless and


bereaved." - Veteran of the Psychic Wars, Blue Oyster
Cult

Requirements
Experiment X subjects require a CON & WIS of at least a
12. Experiment X does not roll for background during
character creation. The GM may choose a background and
reveal it through roleplaying.

Skill Training
• No skills, including any INT modifier at 1st level.
You start with amnesia, but you slowly remember
bits of your life and quickly learn what you need
to survive. You can speak & read.
• +3 to the Mental save stat.
• Add 1 to any Mental save attempt against your
powers.
• Psionic Attack: Activate Psionic Power. Range:
60’. Up to 3 targets make a Mental save. If they
fail, they take d4 Psionic damage.
• Anytime you successfully Activate Psionic Power,
you can see and communicate with The Otherside
& ghosts.
• You are Attuned to The Otherside.

Starting Gear
A dirty medical gown.

162
Level Experiment X Level Progression
2 Gain 3 extra skill points. +1 to Initiative.
Psionic Fear: Range: 60’. Activate Psionic Powers.
Up to 3 targets make a Mental save. If they fail,
they run away for d6 rounds.
3 Gain 2 extra skill points. +1 to WIS. Add 1 to any
Mental save attempt against your powers.
Psionic Flee: Activate Psionic Powers. You and all
allies within 60’ Move at double Move for d6
minutes (not in a car).
4 Gain 2 extra skill points. +1 to SUR. Advantage on
Mental Saves.
Psionic Hold: Range: 60’. Activate Psionic Powers.
Up to 3 targets make a Mental save. If they fail,
they pass out for d4 rounds.
5 Gain 2 extra skill points. You may use an extra SUR
point on a failed roll.
Phasing: Activate Psionic Power twice (any fizzle
negates, but both side effects occur). If successful,
it lasts d6 minutes. As an action, you may enter or
leave The Otherside. You may put someone into
The Otherside or pull someone out (if they do not
cooperate, they may a Mental save to negate).
Those on The Otherside return at the end of the
duration.
6 Gain 1 extra skill point. +1 extra action per round.
Gain Outsmart, if you have a positive INT modifier.
7 +1 to WIS. Add 1 to any Mental save attempt
against your powers. +1 to Initiative.
8 Gain 2 extra skill points.
Mind Drain. Activate Psionic Powers. If you fizzle
or the target saves, they take 1d6-1 damage. If
successful, they take 4d6 damage, but they cannot
go below 1 HP. If they go to 1 HP they pass out for
d6 rounds and are at half save stats and half INT
for 1 hour. You heal d6 hit points.
9 Gain 1 extra skill point. Advantage on the first
Activate Psionic Power roll per day.
True Vision: 60’. You can see through illusions and
darkness. You cannot be Blinded.
10 +1 to each attribute!

163
The Forgotten
What ever happened to that odd Johnny kid? You mean the
one sitting in the corner? Your classmates, and sometimes
your teachers, forget that you are there. Even if you are
trying to fit in and be like the normal kids, they seem to pay
you no mind most of the time. Maybe you are just too
weird? Maybe there is a more supernatural reason?

“Dreams unfulfilled, graduate unskilled. It beats


pickin' cotton and waitin' to be forgotten.” Bastards of
Young, The Replacements

Requirements
The Forgotten are required to have a WIS of at least 11, and
their CHA cannot exceed 11. If their CHA increases above
11, it is returned to 11.

SkillTraining
• Knowledge: Select 1 at +1
• Knowledge: Psychic Phenomenon at +2
• Paranormal
• Stealth at +2
• Select 5 other skills.
• Blurred: +2 to AC. Range attacks beyond 30’ are
at Disadvantage against you.
• I’m Not There: Anyone that looks at you must
make a Mental save, adding your WIS modifier to
their roll. If they pass, they see you as normal for
5 minutes. If they fail, they no longer notice you
for d4 rounds. If they are friends of yours, they
roll at Advantage.
• *Forgetting You: If anyone has forgotten you by
effect, the effect breaks if you make an action
toward those them, but after the action occurs.
You gain a +3 on Surprise Attacks.

164
Starting Gear
Dark clothes, sunglasses, small library of paranormal
books, 4d6 dollars, pocket knife, bicycle or skateboard, The
Smiths & The Cure tape collection, a bag of stuff (food,
medicine, clothes, etc.) prepacked so you can disappear
anytime you need.

Level The Forgotten Level Progression


2 +2 to a skill of your choice. +1 to each save
stat.
3 +1 to WIS.
Forget About It: Activate Psionic Power. If
successful, target within 60’ forgets about you
and a small amount of information for 2d6
minutes.
4 +1 to AC. +1 damage on Surprise Attacks. You
are Tracked at Disadvantage.
5 You may use an extra SUR point on a failed roll.
Tech-Blind: Activate Psionic Power. If successful,
electronic surveillance screens do not register your
presence for 1 hour.
6 Add you WIS modifier to your AC. +2 skill
points. +1 to any two save stats. Advantage on
Stealth.
7 +1 to any attribute. Forget About It can now
effect up to 8 targets with 60’.
Invisible Aura: Activate Psionic Power. If
successful, you and up to 3 allies become
forgotten (I’m Not There) for 5 minutes.
8 Gain Fearless. You can see ghosts. You leave
no trace when moving.
9 Advantage on Surprise Attacks. Blur range is
now 10’ or beyond.
10 +1 to any two attributes.

165
Phantasmagon
You were born with a dark, rare, psionic powers that makes
you a dangerous and extremely destructive. You developed
your powers on your own and relish in your abilities, but
you also fear that if discovered, you would be a prize to the
military on Earth. Most Phantasmagons tend to be loners
that hate their powers, some seek friendship in groups
using their powers for good and still others love their
powers and use them in a reckless manner.
“Nightmares are coming all the time. Nightmares will
give me piece of mind.” Still Life, Iron Maiden

Requirements
Phantasmagons require a WIS of at least 11.

Skill Training
• First Aid
• Intimidation or Persuasion at +1
• Paranormal at +1
• Stealth
• Select 2 other skills.
• +1 to AC
• +3 to the Mental save stat.
• Advantage on Courage, Terror & Intimidation checks
• Sense Fears (100'): Target makes a Mental save roll, if
they fail you know what they fear the most and gain
+1 to AC, +1 to skill rolls, +1 to any attack & +1
damage against them for 1 day. Does not stack.
• Pain Glare: Activate Psionic Power. If the target fails
their Mental save, they take 1 HP Psionic damage and
are at -1 to their Mental save stat for 10 minutes.

Starting Gear
Moderate clothes (usually black, outsider style), sunglasses,
a copy of Catcher in the Rye, 4d6 dollars, pocket knife, bike
or a skateboard, boombox, small tape collection, books on
psychic phenomenon.

166
Level Phantasmagon Level Progression
2 Manipulate Fear (100'): Activate Psionic Power. If the
target fails their Mental save, they gain a new fear (p.
70 Player’s Guide) and are at Disadvantage on all
Mental saves for 1 hour.
Fear (100'): Activate Psionic power. If successful, the
target may attempt a Courage or Mental save (they
pick). If they fail, they roll on the Failed Courage
Chart (p. 17 Core Book).
3 +1 to WIS (your maximum WIS is now 21). Toughness:
Psionics +1. +1 to your target’s Mental save rolls. +1
to AC.
Dark Shadows: Activate Psionic power. You can see in
the dark (60’), gain Toughness +1 and gain +5 to
Stealth for d6 minutes. Your eyes turn jet black.
4 Mental Horror: Activate Psionic Power. If the target
fails their Mental save, they pass out for d4 minutes,
losing 1 HP every 30 seconds (cannot be lethal). When
they awaken, they regain HP and attributes at a
normal rate and gain a permanent, new fear (p.70
Player’s Guide). +2 to a skill of your choice. +1 to
your target’s Mental save rolls.
5 You may use an extra SUR point on a failed roll.
Advantage on Mental saves. Gain Fearless.
6 +1 extra action per round. Advantage on your Activate
Psionic Powers rolls.
7 Mass Panic: Activate Psionic Power. Every living thing
within 200' must make a Courage or Mental save (they
choose & all those you consider friendly gain
Advantage on their roll). Everything that fails must
roll on the Failed Courage Chart (p. 17 Core Book).
8 Vanish: Activate Psionic Power. You disappear and
instantly reappear anywhere within 200’. If you have
any other actions that round, they are made at
Disadvantage. You can do this X times a day (X is your
WIS modifier +1). You gain Initiative in the next
round.
9 The Annihilator: Activate Psionic Power. Use all
actions for the round. If the target fails their Mental
save, they take a d8 Psionic damage and you heal 1
HP. If you hit the same target with this power twice
within 5 minutes, they become Stunned for a d4
rounds.
10 +1 to two different attributes.

167
Pyro
You have always been drawn to the allure of a flickering
fire. One day you swear the flame moved when you
thought hard about it. Over time you realized that you can
control fire. Maybe if you keep concentrating you will be
able to do whatever you want with the thing you are most
drawn to. Too bad your hobby causes so much collateral
damage.

"People on their way to work and baby what did you


except. Gonna burst into flame." - Burning Down the
House, The Talking Heads

Requirements
A Pyro must have at least a 1o WIS and a love of the open
flame.

SkillTraining
• Intimidation
• Paranormal
• Photography
• Stealth at +2
• Select 3 other skills.
• Pyrotechnics: Activate Psionic Powers (lasts d6
minutes). While active, you may perform minor
tricks and move an active flame up to 10'. You
may try to blind a target with a Ranged Attack, if
you hit, they are Blinded for d6 rounds (Critical
save negates).
• Snuff: You can snuff fires at will within 60’.

Starting Gear
Bicycle, 2 lighters, box of matches, bottle of butane, a
cheap camera, 2 rolls of film, basic clothes, backpack, 4d6
dollars.

168
Level Pyro Level Progression
2 Toughness: Fire & Heat +2. +2 skill points.
Pyro Attack: (100’) Activate Psionic Powers. If
successful, make a Ranged Psionic attack with a
fireball (must have an open flame). It does d6 +1 Fire
damage and combusts the target (they take 1 Fire
damage every turn until extinguished). No save.
3 +1 to WIS. +2 to Psionic Ranged attacks.
Pyromancy: Activate Psionic Power. If successful,
you may look into a fire to gain insights and to see
and communicate with The Otherside. Lasts d6
minutes.
4 Immunity to Fire & Heat (includes your clothes and
items).
Intensify: Take an action to make an existing flame
intensify and/ or double in size (each time add +1
damage and it grows until snuffed. It can possibly
spread to other things).
5 You may use an extra SUR point on a failed roll. Add
your WIS modifier to your Psionic Ranged attacks.
Advantage on a skill of your choice.
6 +1 extra action per round.
Spontaneous Combustion: Use two actions. Activate
Psionic Powers twice (if either fail, the attack fails but
both side effects happen). If both rolls succeed, the
target ignites in flames (d4 damage each round). Next
round they make a CON check or they explode in a
fiery death. If the target is already on fire, you may
re-roll one of the Activate rolls. Only effects those
with less starting HP than you have and not player
characters.
7 +1 to any attribute (your maximum WIS is now 20).
Add you WIS modifier to your AC when within 30’ of
an active fire.
8 Fireball: Activate Psionic Powers. If successful,
everything in a 10'x 60' area in front of you takes 4d6
Fire damage & they Ignite. They can make a DEX
check to negate ½ of the damage and not Ignite. Then
they can make a Death save to negate ½ of that
damage (round both up).
9 +1 to Initiative. +2 to Psionic Ranged attacks. Snuff
range is now 200’.
10 +1 to two different attributes.

169
Telekinetic
Being picked on by the rest of the kids was a normal part of
the day, until one day you had enough and screamed at the
bullies to leave you be. The bullies all fell to the ground
and ran off. Now they avoid you like the plague. What
made that happen? Maybe you are something special?

"Let's toast the hero with blood in his eyes. The scars
on his mind took so many lives." Die Hard the Hunter,
Def Leppard

Requirements
A Telekinetic requires a WIS of at least 11.

Skill Training
• Intimidation
• Knowledge: Psychic Phenomenon at +2
• Paranormal at +1
• Select 3 other skills.
• Telekinesis: (60’) Activate Psionic Powers. If
successful, it activates for 2d6 rounds. While
active you gain Push Power: Knock the target
back 20’ & they take 1 damage (cannot be lethal).
Throw Power: You can throw items at targets.
Make a Ranged Telekinetic attack to hit. Damage
varies by item. No saves against these actions.

Starting Gear
Bicycle, basic clothes, backpack, 4d6 dollars, a pocket full
of change & rocks, a journal & a pen.

Level Telekinetic Level Progression


2 +2 to Intimidation or Paranormal. Anytime you are
knocked back, ½ the distance (rounded up).
Psionic Holding: (60’) Activate Psionic Powers. Target
must make a Mental save or they are frozen in place for
d6 rounds. While frozen, the target cannot see of feel
anything. If they take damage, the hold breaks.

170
3 +1 to WIS (your maximum WIS is now 20). +2 to
Telekinetic Ranged attacks.
Wall of Force. Activate Psionic Powers. If successful you
create a wall of force (10' x 10') anywhere within 60'. It
blocks all physical attacks. It can be suspended, climbed
or made into a boat. It lasts d6 minutes.
4 Telekinetic Defenses: +3 to AC, Toughness +1, +1 to
Initiative & Advantage on Mental saves. You may re-roll 1
Activate Psionic power roll per day.
5 You may use an extra SUR point on a failed roll.
Advantage on a skill of your choice.
6 +1 extra action per round. +1 to two different save stats.
Psi-Cage: Activate Psionic Powers. Make a Ranged
Telekinetic attack on a target. If successful, the target is
trapped in an invisible force cage for d6 rounds (cage has
75 HP). No save.
7 +1 to any attribute. Range Master: +2 to Telekinetic
Range attacks and add 40’ to the Range of your
Telekinetic attacks.
8 Telekinetic Defenses II: Toughness +1, +3 to AC against
Ranged attacks & Spot checks against you while moving
are made at Disadvantage.
Levitation: Activate Psionic Powers. If successful, it lasts
1 hour. You can Levitate up to 30’, walk on walls, water
and ceilings.
9 +2 skill points. +1 to WIS (your maximum WIS is now 22).
Psi-Armor: Activate Psionic Powers. If successful, you
can create an invisible armor of psionic force to protect
you.
• The armor is air tight and water proof. No gases
or radiation can bypass it. Pressure does not affect
the wearer. It has 1 hour of oxygen.
• The wearer gains +4 to AC. If they take damage,
the armor takes it instead. The armor can absorb
20 damage.
10 +1 to two different attributes.

Levels Maximum Weight Max. People/ Weight


Thrown You Can Push at Once
1-2 10 lbs. (d4 damage) 1 (200 lbs.)
3-4 25 lbs. (d6 damage) 2 (400 lbs.)
5-6 50 lbs. (d8 damage) 3 (600 lbs.)
7-8 75 lbs. (d10 damage) 4 (800 lbs.)
9-10 100 lbs. (d12 5 (1000 lbs.)
damage)

171
Telepath
Your powers are a blessing and a curse. Everywhere you go the
thoughts of the hoi polloi course through your mind. It took years for
you to train your mind enough to hold those thoughts at bay, so you
can focus on the information that you wish to receive. Some telepaths
will hone their talents to control the minds of others, while others will
use their powers to glean information to use for their benefit or
amusement. Telepaths are psionic.
“My weaknesses. You know each and every one (it frightens me).”
A Question of Lust, Depeche Mode
Requirements
Telepaths require a minimum WIS of 11.
Skill Training
• Investigation at +1
• Knowledge – Psychic Phenomenon at +3
• Paranormal
• Stealth
• Select 1 other skill.
• +4 to the Mental save stat.
• Psionic Mind: +2 to Initiative, +1 to AC, Surprise Attacks lose
positive bonuses against you. Add 1 to any Mental save attempt
against your powers. Your Max WIS is now 20.
• Outsmart at Disadvantage.
• Calm Mind: Activate Psionic Power at Advantage. If the target fails
their Mental save, they become calm and lose all hostility for 2
rounds. Can be used on animals and monsters. While calm, they
may only attack those that are hostile. Range: 10’ per level.
• Glean Information: Activate Psionic Power at Advantage. If the
target fails their Mental save, you can glean basic information from
their mind for 1 minute. If you read for more than one minute, the
target becomes aware that someone is in their head and gets
another save attempt each minute. You may use this on animals
and monsters as well. Range: 10’ per level.
• Psychometry: You can touch a non-living item to obtain memories
and basic information about the recent history of the item (1 day
per level). Make an Investigation check to reach further back in
time (DC based on how far back you wish to go).
• Telepathy: You can speak to others with your mind. The target
may try to expel you from their mind by making a Mental save. If
successful, you are blocked for d6 rounds. Range: 30’ + 10’ per
level. You may target 1 person per level at the same time.
Starting Gear
Moderate clothes, bicycle or skateboard, 100d6 dollars, back pack, a journal, a
pocket knife, books on psychics and paranormal

172
Level Telepath Level Progression
2 +2 skill points.
Remote Viewing: Activate Psionic Power. Make a WIS check,
adding 3 to the roll per extra 100 miles, if successful you can
remote view a target within 100 miles + 100 miles per level.
You may use a SUR point to double the range. Lasts d20
minutes. You must have a personal item of the target. If the
target has psionic powers, roll at Disadvantage.
3 +1 to WIS. +1 to Initiative. +2 to the Mental save stat.
Suggestion: Activate Psionic Power. If the target fails their
Mental save, you briefly gain control of their mind. You can
make up to 2 simple three word or less suggestions to the
target within 30 seconds. They must follow if possible. May
use on animals and monsters. If the target has psionic
powers, roll Activate Psionic Power at Disadvantage.
4 You no longer Outsmart at Disadvantage. You cannot be
Surprised. You may re-roll 1 Activate Psionic Power roll per
day.
5 You may use an extra SUR point on a failed roll. Add 1 to
Mental saves against your powers.
Mind Block: You are immune to unwanted telepathy and
remote detection, and gain Advantage on all Mental,
Intimidation and Persuasion saves.
6 You always have Initiative. +1 to WIS. Advantage on
Investigation checks. Add your WIS modifier to the Mental
saves against your powers.
7 Mass Control: Activate Psionic Power. Target up to 6
creatures within 100'. Those that fail their Mental save
freeze in place for d6 rounds, or until they take damage. You
control the target as Suggestion. Once suggestions are made
the control breaks 1 minute later. May use on creatures and
monsters.
8 Fade Away: Activate Psionic Power. Anyone that would see
you makes a Mental save. If they fail, you are treated as
invisible to them until you make a hostile action toward
them. This lasts up to 10 minutes. Add 1 to Mental saves
against your powers.
9 +1 to AC. You heal 1 HP when a target fails a Mental save
against you. (Max per day equal to your level).
Slow the World: Activate Psionic power. All hostile targets
within 100’ make a Mental save. If they fail, they are at
Disadvantage on all attacks and skill checks for 4 rounds.
10 +1 to any two attributes.

*While using any telepathic ability, you cannot do anything else but Move. If
your concentration is broken, the effect stops. Telepaths can understand the
thoughts of creatures and people that speak other languages, or none at all.

173
Skills (Updated)
Each character gains skills based on their class and gains
an additional 1 skill point per INT modifier. Each time your
character levels up, they get 2 more skill points + their INT
modifier (1 minimum). The maximum Skill Points you can
assign to a particular skill is your character's level. For
each point in the skill, you get to add 1 to any roll for that
skill check, and add, or subtract, the Attribute modifiers &
other bonuses to the roll as well. Some skills require more
than 1 point to learn.

For example: If you are 2nd level and have 2 ranks in First
Aid and you attempt a First Aid skill check, you would roll
the d20 and add 2 for your ranks, 1 for your class bonus
and 3 more for your WIS modifier (6 total).

Types of Skills: Fighting, Knowledge, Performance &


Physical. Some skills count as multiple types. Apply the
appropriate type based on how they are using the skill.

*Combat Training is not used in Dark Place & Demogorgons.


A character’s ability to use Light, Medium or Heavy gear is
included in their Fighting, skills or Class. A character may
only have 1 Fighting skill & they do not gain ranks.

174
Acrobatics (DEX) Paranormal (INT)
Animal Handling (WIS) Performance (CHA)
Art & Music (INT) Persuasion (CHA)
Basic Athletics (DEX or Photography (WIS)
STR) Ranged Weapons (DEX)
Botany (INT) Science (INT)
Computer skills (INT) Sleight of Hand (DEX)
Cooking (WIS) Stealth (DEX)
Dancing (DEX) Street Smart (INT)
Driving (DEX) Theater (CHA)
Electronics (INT) Trick Riding – Bicycles,
Escape Artist (DEX) Skateboards or Surfboards
Fashion (CHA) (DEX) 3 points
Fighting (*see below) Video Games (DEX)
First Aid (WIS) Weapon Master (STR)
Horsemanship (DEX)
Imitate Voices (CHA) Fighting Skills*
Intimidation (STR) Basic
Investigation (WIS) Boxing 3 points
Knowledge – Select 1 (INT) Brawling 2 points
Knowledge – General (INT) Martial Arts (all 3 points)
Knowledge - History (INT) Core
Knowledge – Literature Aikido
(INT) Brazilian Jiu-Jitsu
Knowledge- Local (INT) Dragon-strike (Hapkido)
Knowledge – Magic (INT) Jeet Kune Do
Knowledge - Pop Culture Kendo
(INT) Kickboxing
Knowledge – Psychics (INT) Killer Cobra
Language (INT) Mongoose
Mathematics (INT) Sambo
Mechanics (INT) Sumo
Outdoorsmanship (DEX or ROTC Training 2 points
WIS) Wrestling 2 points

175
Acrobatics
Physical skill (DEX) Requires Basic Athletics & at least 2nd Level.
you excel at rolling, flipping, tumbling and keeping your
balance. Taking this skill gives you a one-time +1 to DEX &
increases your maximum DEX to 20.

Animal Handling
Knowledge skill (WIS) you are able to train and work with
tamed animals. You may attempt to work with wild
animals, but it is more difficult. You are able to ride a
horse.

Art & Music


Knowledge or Performance skill (INT) the knowledge of basic
art & music, and your ability to perform music and to
create art.

Basic Athletics
Physical skill (DEX or STR) you are trained in basic
physical activities and are proficient at running (DEX),
climbing (STR), jumping (STR) & swimming (STR). Taking
this skill gives you a one-time bonus of +1 to CON, DEX or
STR.

Botany
Knowledge Skill (INT) you have a green thumb and a knack
for identifying plants.

Computer Skills
Knowledge skill (INT) you know how to use a computer.

Cooking
Knowledge skill (WIS) you know how to cook & bake

Dancing
Performing or Physical skill (DEX) you know how to dance.
Taking this skill gives you a one-time bonus of +1 to DEX

176
Driving
Physical skill (DEX) you are able to drive basic vehicles,
including stick shift. Additionally, Driving checks can be
applied to basic bicycle riding, basic horseback riding,
water based vehicles and simple farm & construction
machinery.

Electronics
Knowledge skill (INT) you are knowledgeable on basic and
home electronics.

Escape Artist
Physical skill (DEX) You are highly trained at escaping from
sticky situations. You are knowledgeable in the art of tying
and untying knots. You have some skill at picking basic
locks.

Fashion
Knowledge skill (CHA) you know style and know how to set
trends. You have basic mending and sewing skills.

First Aid
Knowledge skill (WIS) You have a basic ability to identify
minor and take care of minor ailments and wounds. At the
GM's discretion, after combat, a Character can attempt to
mend basic wounds on another person, restoring a d4 HP.
This requires 1 minute of uninterrupted concentration to
perform and can only be done 3 times a day. Note: A
Character can only perform simple First Aid on themselves.
*This can be applied to an animal at Disadvantage.

Horsemanship
Physical skill (DEX) you are highly skilled at horseback
riding and training. You also know how to care for (minor
first aid) and groom horses. You may try to ride bareback
with a -4 penalty (-8 if not trained).

Imitate Voices
Knowledge Skill (CHA) You are skilled at throwing your
voice and making it sound like someone else.
177
Intimidation
Physical skill (STR) you are able to intimidate people for
your personal gain. You may use your charisma bonus
instead of strength if you choose.

Investigation
Knowledge skill (WIS) you are able to gather information
from sources that most people ignore or miss.

Knowledge – Select any field of specific knowledge


Knowledge skill (INT) you are well versed in this field of
knowledge.

Knowledge – General
Knowledge skill (INT) you have a strong base of general
knowledge. You may make a knowledge roll to see if you
have information on any subject.

Language
Knowledge skill (INT) you learn to read, speak & write in a
language each time you take this. You cannot use more
than 1 skill point on each language.

Random Language Table


01-03 American Sign Language
04 Czech
05-06 Bosnian, Croatian or Serbian
07-15 Spanish
16-22 Russian
23-28 German
29-32 Vietnamese
33 Norwegian
34 Finnish
35 Bengali or Tamil
36 Persian
37 Ukrainian
38–39 Irish
40-43 Mandarin Chinese
44-48 Japanese
49 Thai
178
50 Danish
51-57 French
58 Scottish or Welsh
59-63 Arabic
64-68 Korean
69-72 Dutch
73-74 Swedish
75 American Braille
76-79 Portuguese
80-82 Hebrew
83-84 Romanian
85 Hindi or Urdu
86-90 Italian
91-92 Polish
93 Esperanto
94 Swahili
95 Greek
96 Turkish
97-98 Tagalog
99 Icelandic
00 Oddity (Klingon, Elvish, a made-up language, etc.)
Mathematics
Knowledge skill (INT) you have a knowledge of basic, and
some advanced, mathematics
Mechanics
Knowledge skill (INT) you have the knowledge of basic
mechanics and have the ability to fix them.
Outdoorsmanship
Physical skill (DEX or WIS) you are able to hunt, fish, track
& survive in the wild with basic proficiency. You are able to
use knives, simple weapons, basic firearms & bows with no
penalty. You can create arrows. You get a +2 on any
wilderness related survival checks.
Paranormal
Knowledge skill (DEX) you have a good knowledge of the
world of the paranormal (aliens, cryptozoology, ghosts,
UFOs, vampires, etc.)

179
Performance
Performing skill (CHA) you are a natural performing in front
of a crowd.

Persuasion
Knowledge skill (CHA) you are able to get people to do
things for you with a wink or a few words.

Photography
Knowledge skill (WIS) you have an eye for the camera and
know how to use a darkroom. You have basic knowledge of
video recording equipment.

Ranged Weapons
Physical skill (DEX) you know how to use basic firearms,
thrown weapons, bows & rifles. You are trained in the
usage of Light Ranged weapons, Medium at 4 skill points
and Heavy at 7 skill points. You get a +1 to all Ranged
attacks for each other skill point.

Science
Knowledge skill (INT) you have a basic knowledge of science
(astronomy, biology, chemistry, geology, physics, etc.).

Sleight of Hand
Physical skill (DEX) you remarkably quick hands and have
mastered the art of making distractions. This includes
attempts to pick locks and pockets. You get a +1 Initiative
bonus when you take this skill.

Stealth
Physical skill (DEX) you are adept at moving silently,
passing with a trace and hiding, sometimes in plain sight.

Street Smart
Knowledge skill (INT) you know how to track down
information through informal channels and know where to
track down drugs and items on the street. You know how
things are on the street and know how to take of yourself.

180
Theater
Performance skill (CHA) you know the ends and outs of the
theater. You know how to help set up the stage, prepare
wardrobe, act and write plays.

Trick Riding -Bicycle, Skateboard or Surfboard


Physical skill (DEX, 3 skill points) you excel at riding a bike,
skateboard or a surfboard (select one when you choose this
skill). You can race and perform tricks on your selected
vehicle. When attacking on your vehicle or performing a
riding skill check, add your skill level and Dexterity bonus
to that roll. When riding on your vehicle add +1 to damage
and +2 to your AC.

Video Games
Physical skill (DEX) you are awesome at video games &
pinball you play.

Weapon Master
Physical skill (STR) you know how to use basic melee
weapons. You are trained in the usage of Light melee
weapons, Medium at 4 skill points and Heavy at 7 skill
points. You get a +1 to all melee attacks for each other skill
point.

181
Fighting Skills
Each character may have only 1 Fighting skill, unless
otherwise noted. Fighting Skills do not advance in rank. If
you upgrade a Fighting skill, you lose all of the previous
Fighting bonuses and abilities.

Basic
Fighting skill (1 skill point) you are proficient in the
simplest forms of fighting. You are trained in the usage of
clubs, sticks and unarmed attacks.

Brawling
Fighting skill (2 skill points) you are proficient in basic
schoolyard fighting. You are trained in the usage of blunt
weapons, brass knuckles, unarmed attacks & light
weapons. You gain +1 to unarmed attacks, +1 to any
Intimidation check & Toughness +1 at 1st, 4th & 8th levels.

Boxing
Fighting skill (3 skill points) you are extremely proficient in
fighting with your bare knuckles and avoiding being hit.
You are trained in the usage of unarmed attacks & brass
knuckles. You gain +1 to unarmed melee attacks at 1st, 3rd,
6th, 8th & 9th levels. You gain +1 to AC at 1st, 4th & 8th levels.
You gain +2 to the Critical save stat, +1 to any Intimidation
check & Toughness +1.

Martial Arts (Core Book Version)


Fighting skill (2 skill points) you are skilled in the Martial
Arts. You are a general artist, focusing on many styles, but
mastering none. You gain +1 to all save stats and a +2 to
AC. You can choose to not attack in a round and add an
additional +2 to your AC for that round. You can do a back
flip. You are trained in the usage of light melee weapons
and unarmed attacks. If you are a Black Belt, your melee
damage bypasses up to 2 Toughness. You gain +1 to melee
attacks & AC at 3rd, 7th & 9th levels.

182
Martial Arts (Aikido Style)
Fighting skill (3 skill points) you are a practitioner of the
style of Aikido, a modern defensive style of martial arts that
incorporates many throws.
You gain +1 to AC, +3 to Grabs, +3 to Trips and +1 to the
Critical save stat. When an opponent attacks you, and the
roll would hit, you may use your next action, to make a
melee attack (adding your DEX bonus) vs the number of the
attack total your opponent rolled. If you roll equal to or
higher than that number, you use your opponent’s
momentum against them and flip them over and onto the
ground, doing 1 damage to them and knocking them Prone.
You are trained in the usage of unarmed attacks. If you are
a Black Belt, you may use a SUR point instead of an action
to attempt your special throw. You gain +1 to melee
attacks & AC at 3rd, 7th & 9th levels.

Martial Arts (Brazilian Jiu-Jitsu)


Fighting skill (3 skill points) you are a practitioner of a
Brazilian Jiu-Jitsu, a form of Judo that emphasizes
grapples and ground fighting that first appeared in South
America in 1909.
You gain Advantage to melee attacks if your opponent is
Prone, or on the ground. You gain +1 AC, Toughness +1, +1
to Grabs, Throws and Trips & you are only at -1 AC when
Prone. You may make a Throw attack, if successful you
land on top of the target. You are trained in the usage of
unarmed attacks. If you are a Black Belt, on an unarmed
hit of a natural 19-20 you knockout an opponent out (they
pass out for d6 minutes). This only works if the opponent
has no more than 2 Hit Dice/ levels than you. You gain +1
to melee attacks & AC at 3rd, 7th & 9th levels.

183
Martial Arts (Dragonstrike Style)
Fighting skill (3 skill points) you are a practitioner of the
Dragonstrike School of Martial Arts (a style of Korean
Hapkido that is known for joint manipulation).
You gain +1 to AC and +1 to unarmed attacks. You are
skilled in the Hapkido art of joint manipulation. As an
action, you may make an unarmed attack, adding your STR
bonus. If you hit, you successfully begin to manipulate one
of your opponent’s joints (wrist, elbow, knee, etc.) and
immobilize them. They may make an opposed STR check
against you every round to try and escape. At the end of
any round, if they are still immobilized, they take damage
equal to your level. You are trained in the usage of unarmed
attacks. If you are a Black Belt and your opponent is not,
they are at Disadvantage on their opposed STR checks
against you. You gain +1 to melee attacks & AC at 3rd, 7th &
9th levels.

Martial Arts (Jeet Kune Do Style)


Fighting skill (3 skill points) you are a practitioner of Bruce
Lee’s Jeet Kune Do, a formless “form” of Martial Arts, that
Lee described as fighting without fighting.
You gain +1 to Melee Attacks, +1 to Melee Damage,
Toughness +1 and +3 to the Mental save stat. Once per day,
you can do a Flurry attack (you gain 1 additional attack
that round and if you hit with all of your attacks that
round, you gain an additional attack next round). You are
trained in the usage of unarmed attacks and light melee
weapons. If you are a Black Belt, you gain One-Inch Punch.
You make an unarmed attack, adding your level to the roll.
If the attack roll is successful by 10 or more, it does double
damage and knocks the target back 10’ and Prone. You
may do this once per fight. You may only use One-Inch
Punch if it is your only attack of that round. You gain +1 to
melee attacks & AC at 3rd, 7th & 9th levels.

184
Martial Arts (Kendo)
Fighting skill (3 skill points) you are skilled in fighting with
swords in melee. You gain +1 to AC, +1 to melee attacks
with weapons, Toughness +1 & +2 to the Courage save stat.
Anticipation: when using swords or kendo sticks, you may
apply your WIS or INT modifier +1 to your Initiative. You are
trained in the usage of swords, clubs and Light weapons
and armor. If you are a Black Belt, you may apply your
Anticipation bonus at all times. You gain +1 to melee
attacks & AC at 3rd, 7th & 9th levels.

Martial Arts (Kickboxing)


Fighting skill (3 skill points) you are a practitioner of the
ancient Thai art of Kickboxing. You gain +1 AC, +3 to
unarmed attacks and Toughness +1. When you make a
successful, unarmed attack, that hits the target by more
than 5 points, you do an extra 2 damage on that attack.
You are trained in the usage of unarmed attacks. If you are
a Black Belt, you knock out opponents on a natural 20
unless they make a Critical save adding the damage you did
to their save roll. You gain +1 to melee attacks & AC at 3rd,
7th & 9th levels.

Martial Arts (Killer Cobra Style)


Fighting skill (3 skill points) you are a practitioner of the
Killer Cobra style of Karate, an extremely aggressive form of
Martial Arts invented in Southern California in the late
1970’s.
You gain -1 to AC, +2 to Intimidate, +1 to unarmed attacks
and +1 to Melee Damage. Once per day, you can choose to
add your ranks in Intimidation to your damage on a
successful unarmed attack. You must declare your use of
this ability before making the attack. If you are a Black
Belt, you may do this twice a day. You are trained in the
usage of unarmed attacks and light weapons. You gain +1
to melee attacks & AC at 3rd, 7th & 9th levels.

185
Martial Arts (Mongoose Style)
Fighting skill (3 skill points) you are a practitioner of the
Mongoose style of Karate, a slippery, super defensive form
of Martial Arts. You gain +1 to AC, +1 DEX & +1 unarmed
attacks. Once per day you may add 1 + WIS bonus (min 1)
to your Armor Class for a number of rounds equal to your
level. If you are a Black Belt, you may instead add your
WIS modifier to your Armor Class at all times. You are
trained in the usage of unarmed attacks and light weapons.
You gain +1 to melee attacks & AC at 3rd, 7th & 9th levels.

Martial Arts (Sambo)


Fighting skill (3 skill points) you are a practitioner of
Sambo, a weaponless form of Russian fighting developed in
the early 20th Century.
You gain Toughness +1, +1 AC & +1 STR. As a Sambo
student, you can take a lot of hits as you seek your
opponent’s weakness. During a fight, you gain +1 to
unarmed attacks against and Toughness +1 against anyone
that has successfully hit you in this Melee. If you have a
Black Belt, you attack at Advantage against anyone that
has dealt you damage during the current combat. You are
trained in the usage of unarmed attacks. You gain +1 to
melee attacks & AC at 3rd, 7th & 9th levels.

Martial Arts (Sumo)


Fighting skill (3 skill points) you are a practitioner of Sumo,
an ancient form of wrestling. You gain +1 to AC, +2 to STR,
Toughness +1 & opponents Trip, Throw and Grab at
Disadvantage against you. Once per day, you may use a
SUR point to negate a Melee Attack against you. If you are a
Black Belt, you can do this once per day without using a
SUR point and may use the ability again as normal. You
are much larger than other people. You are trained in the
usage of unarmed attacks. You gain +1 to melee attacks &
AC at 3rd, 7th & 9th levels.

186
MARTIAL ARTS STYLES
Style 1st Level Bonuses Special Ability Black Belt
Special
Core Basic +2 AC, +1 to all Defensive Bypass
Save stats Toughness
Aikido +1 AC, +1 Crit Special Throw Special Throw
save, +3 to
Throws
Brazilian Jiu- Adv vs Prone, +1 Special Throw/ Choke Out
Jitsu AC, +1 Ground Attack
Toughness, +1 to
Throws & Trips,
less Prone
Dragon-strike +1 AC, +1 melee Joint STR
(Hapkido) attacks Manipulation Advantage
Jeet Kune Do +1 to melee Flurry Attack One Inch
Attacks, +1 to Punch
melee Damage, +1
Toughness and +3
to the Mental
save.
Kendo +1 to AC, +1 to Anticipation Anticipation
melee attacks always active
with weapons,
Toughness +1 &
+2 to the Courage
save stat.
Kickboxing +1 AC, +3 to Overkill Knockout
melee attacks, +1 Blow
Toughness
Killer Cobra -1 to AC, +2 to Intimidating Extra IA
Intimidate, +1 to Attack
melee Attacks &
+1 to melee
Damage
Mongoose +1 to AC, +1 DEX Wise Defense Great Defense
& +1 melee Attack
Sambo +1 STR, +1 Seek Weakness Weakness
Toughness, +1 AC Found
Sumo +1 AC, +2 STR, +1 Negate Attack Negate Attack
Toughness &
Opponents trip,
throw or grapple
at Disadvantage
against you

187
ROTC
Fighting skill (2 skill points) you are trained in a military-
style of combat. You gain Toughness +1, +1 to melee
damage & +1 CON. You are trained in the usage of
unarmed attacks and light weapons & armor. You gain
Toughness +1 at 5th & 9th levels. You gain +1 to melee
attacks & AC at 4th & 8th levels.

Wrestling
Fighting skill (2 skill points) you are well trained in the art
of grappling. You are trained in the usage of unarmed
attacks. You gain +1 to melee attacks, Advantage on Grab
attacks and Toughness +1. You gain +1 to AC and to melee
attacks at 1st, 4th & 7th levels.

188
Martial Arts Belt Color Progression
When you achieve the minimum level for a belt & have the
previous belt, you may attempt to acquire a new belt by
fulfilling the requirements listed below. When you acquire
the new belt, you gain the bonus listed (bonuses are
accumulative). A character must have a Martial Arts skill
to progress on this chart. Even though different karate
styles use different belt systems, for this game use this
chart for any of the Martial Arts styles.

Belt Min. Requirements Bonus


Color Level
White 1st Starting Level None
Yellow 1st Perform Kata DC: 10. +1 to Courage save
Defeat a Yellow Belt stat
Orange 2nd Perform Kata DC: 12. +1 to melee attacks
Defeat an Orange Belt
Green 2nd Perform Kata DC: 13. +1 to Armor Class
Defeat a Green Belt
Blue 3rd Perform Kata DC: 14. +1 to WIS & +1 to
Defeat a Blue Belt Initiative
Purple 3rd Perform Kata DC: 15. Toughness +1
Defeat a Purple Belt
Brown 4th Perform Kata DC: 16. +1 to melee attacks
Defeat a Brown Belt
Red 4th Perform Kata DC: 18. Advantage on
Defeat a Red Belt Courage Saves
Black 5th Perform Kata DC: 20. +1 to WIS, +1 Armor
Defeat a Black Belt Class & you are
never Prone if
conscious

Kata
Kata are the forms of practice for karate and one way you
will be tested to rise to a new belt color. When you attempt
to gain a new belt, you must show your proficiency in that
level of kata before you fight. To make the check, roll a d20
and add your level & WIS modifier to the roll. If your roll
meets, or accedes, the DC of the Kata, you pass. If you fail,
you may try again at another time. You gain Advantage on
each future attempt on any Kata test you have failed at the
current level.

189
Updated Gear List
This is updated list of gear for DP&D, including new armor,
weapons and gear. Armor pieces & weapons come in Light,
Medium & Heavy. If no type is listed, then it does not matter
and anyone can wear the item without penalty.

Armor Toughness absorbs physical damage equal to its


Toughness bonus. You may only wear one suit of armor at a
time and use one belt, shield & helmet. Armors with HP lose
their special abilities (Environmental, etc.) when they reach
0 HP until they are repaired. However, they do maintain their
Armor Class & Toughness bonuses after reaching 0 HP.

ARMOR RELATED GEAR


Armor AC Price Notes
Bonus
Catcher’s +1 5 -2 to Spot checks.
Mask
Catcher’s +2 15 -2 to Spot checks & -4 to Stealth
Gear
Cat’s Boots +0 $35 +3 to Stealth rolls
Chain Shirt +3 50 Medium. -3 to Stealth. Rare.
Combat +0 20 Light. Toughness +3 for your feet.
Boots
Football +1 25 Helmet. Toughness +1 for your head.
Helmet -2 to Spot checks.
Football +2 50 Toughness +1. -2 to Spot checks &
Gear -5 to Stealth.
Ghillie Suit +1 50 Light. +4 to Stealth in the wild
Heavy +1 50 Toughness: Cold +2
Weather
Coat
Helmet, +1 15 Toughness: Head +2 in a crash. +2 to
Street Critical
& Death save stats. For Bicycles/
Skateboards.
Helmet, +1 35 Helmet. +1 to Critical & Death save stats
Simple
Helmet, +2 100 Helmet. +2 to Critical & Death save stats,
Heavy -1 to Spot checks
Kevlar Vest +3 400 Medium. Toughness: Range Attacks +1
Leaper’s +0 75 +3 to Jump checks
Boots

190
Leather +2 100 Light
Armor
Leather +1 75
Jacket
Ninja Outfit- +0 40 Light. +4 to Stealth
Black
Padded, +1 25 Light
Light
Padded, +2 50 Light
Heavy
Pads, Street +0 15 +2 to Critical save stat. Toughness:
Falling +2.
Plastic +3 400 Medium. Military. Rare.
Armor
Plastic +2 425 Medium. Military. Rare.
Armor,
Concealed
Poly-Alloy +5 100 Heavy. -3 to Stealth rolls. Government
Combat 0 only.
Armor
Riot Armor +4 500 Heavy. -5 to Stealth. Toughness +1.
Police.
Shield, Riot +2 500 Heavy. Shield.
Shield, +1 20 Shield
Simple
Shield, +1 1 Shield. Each time you block with it,
Trash Can it has a 15% chance to break.
Steel-Toed +0 40 +1 to Kick damage
Boots
Trench +1 500 Light. Rare.
Coat, Bullet
Proof
Trench +1 50 Light
Coat,
Simple

191
WEAPONS
Weapon Damage Range Cost Notes
Axe, Heavy d10 25 75 Heavy. Two-Handed
Axe, Light d6+1 40 30 Medium
Baseball d6 - 25 Light
Bat,
Aluminum
Baseball d4 - 10 Light
Bat, Wooden
Baseball d6+1 - 15 Light
Bat, Wooden
w/ Nails
Brass d6 -- 10 Light. Added to punch
Knuckles damage
Butterfly d6-1 - 12 Light. Looks cool.
Knife
Chain 5’ d6-1 - 5 Light. +2 to Trips
Chain 10’ d6-1 - 10 Light. +2 to Trips. Reach
5’
Chainsaw d8 - 25 Heavy. Bypass 1
Toughness.
Club d6 -- 3 Light
Crowbar d6 10 5 Light. +3/-3 to any
opening DC/ STR check
Dagger d6-1 50 20 Light
Dagger, d6 35 65 Light
Cold Iron
Dagger, d6-1 50 200 Light
Silver
Explosives 3d6/ 20 200/ Requires Demolitions or
charge charge Science skill. Full
damage within 10’ & ½
damage within the next
10’. DEX check to take
½ damage. Ignites
targets
Flail d8 - 200 Medium
Hammer d6 20 5 Light.
Hockey d6 - 50 Light
Stick
Kendo Stick - - 10 Practice sword. Does no
damage, but can bruise
and gash them.
Knife, d6+1 30 30 Medium
Machete
Knife, Small d4-1 50 - Light
192
Knife, d6-1 40 50 Light
Switchblade
Kusari- d8 - 100 Heavy. Reach 5’. +3 to
Gama Blade/ Trips
d4 Ball
Nightstick d4 -- 25 Light
Nunchaku d6-1 - 30 Medium
Pepper Stun -- 20 Light. Stun for 2 rounds
Spray (Poison save negates)
Sai (pair) d6 30 50 Light
Screwdriver d4 - 2 Light
Shovel d4 - 5 Light
Spear d6 15 40 Light
Staff d6 -- 30 Light
Stun Gun Stun -- 35 Light. Stun for d4 rounds
(Critical save negates)
Switchblade d6-1 - 10 Light. Folds in.
Sword, Cold d6+1 - 200 Light.
Iron
Sword, d6+1 - 1000 Medium. +1 to attacks.
Katana
Sword, d6 1 250 Medium. Use DEX
Rapier instead of STR for
attacking.
Sword, d6 -- 150 Medium.
Short
Sword, Long d8 - 300 Medium.
Trident d8 20 150 Medium. +1 to attacks
underwater
War d6+1 30 100 Medium
Hammer
Whip, d6-1 - 15 Medium. Reach 5’
Leather
Wrench d4 - 5 Light.

193
RANGED WEAPONS
Each Range weapon comes with a full clip or ammo.
ROF is Rate of Fire.
Weapon Dmg Rn Am ROF Cost/ Notes
g mo Ammo
Armor +d6 - 10 - 100 (10) Illegal. +2 to hit &
Piercing bypasses 2 Toughness.
Bullets
Arrows, +1 +10 20 - +10 Retrievable.
Plastic/ Metal Bow Bow Ammo
Tip dmg rng cost
Automatic d6+3 150 30 1-3 1000 Heavy
Rifle (40)
Bow, Short d6 60 20 1-2 50 (15) Light
Wood
Bow, Long d8 150 20 1 250 (15) Medium
Plastic
Cold Iron - -20 10 - 100 (10) Adds Cold Iron
Bullets Damage. Bypasses 1
Toughness.
Crossbow, d4+1 80 20 1 150 (15) Medium
Light
Crossbow, d6+1 60 20 1 200 (15) Medium
Heavy
Flame 2d6/ 30 10 1 300 (50) Heavy. Ignites target
Thrower round
Grappling Gun d4-1 200 1 1 300 Shoots a hook and
rope up to 200’
Grenade, EMP - 100 1 1 150 each Does 3d6 to
unprotected
electronics within 25’
Grenade, - 100 1 1 45 each Anyone within 25’
Flash must make a DEX
check at +2 to their
roll or be Blinded for
d4 minutes
Grenade, 2d6 100 1 1 35 Anyone within 20’
Force must make a DEX
check or be knocked
back 10’
Grenade, Frag 4d6 100 1 1 60 each Full Physical damage
within 5’ and ½
damage within the
next 5’. DEX check to
take ½ damage
Grenade, 4d6 100 1 1 120 each Full Fire/Heat damage
Phosphorus within 20’ and ½
damage within the
next 15’. Anyone hit
Ignites.
Grenade, Salt d4 100 1 1 40 each Does an additional d4
damage to spellcasters
within 20’ & they are
at -2 to all save stats
for 2 rounds.

194
Grenade, - 100 1 1 20 each Fills a 25’ area with
Smoke smoke. Creates total
darkness & all within
are at Disadvantage on
CON checks
Grenade, - 100 1 1 20 each Anyone within 25’
Sulfur must make a Poison
save or become
Sickened for d4
minutes
Grenade - 425 1 1 1000 Has a belt that holds 4
Launcher grenades.
Hand Gun/ d6+1 100 6 1 300 (30) Medium.
Pistol
Hunting Rifle 2d6+1 200 15 1 300 (30) Heavy
Javelin d6 40 1 1 25 Light
Lawn Dart d4 30 1 1 5 Bypasses 1 Toughness.
Molotov d6 30 1 1 2 each Fire Damage to a 10’
Cocktail area & it Ignites
anything hit. DEX
check to negate
Rifle Scope - +50 - - 300 +1 to attack on single
shots
Rocket 6d6 1000 1 1 2000 1 use. 10’ area damage
Launcher & 3d6 dmg the next
10’ (DEX check to take
half rounded down)
Semi-Auto 2d6 75 10 1-2 300 (30) Medium
Pistol
Semi-Auto 2d6+2 150 20 1-2 400 (30) Heavy
Rifle
Shotgun 3d6 30 5 1 200 (25) Heavy. Anyone with a
STR below 10 is at -4
to attack
Shuriken d4 50 1 1-2 5 each Light
Sling d4-1 75 1 1 5 (0) Light
Sniper Rifle 3d6 500 10 1 3000 Heavy. +3 to attack if
(100) 100’+ away from target
Sub-Machine 2d6+1 60 20 1-3 900 (50) Heavy. Can shoot w/ 1
Gun hand at -4 attack
Taser Stun 25 15 1 250 Light. Stun for d4
rounds (Critical save
negates)

195
ITEMS
Item Cost Notes
Backpack, 5 +2 Carried Items
Small
Backpack, 10 +4 Carried Items
Large
Binoculars – 8 120’, +1 to Spot
Cheap
Binoculars – 30 300’, +2 to Spot
Hunter’s
Binoculars – 100 1200’, +4 to Spot
Military
Bug Out Bag 50 First Aid (Simple) Kit, Flashlight, 2
sets of extra batteries, pocket knife,
50’ Rope, rain slick, glow sticks (x2),
matches, 6 candles, roll of duct tape,
radio, 1 extra set of batteries, MREs,
roll of toilet paper, 24 oz water bottle
Candles x10 5 20’ of light
Canteen 5 Holds water
Clothes, Fancy 120 Well made, stylish suit or clothes.
Clothes, 20 Shirt, pants, shoes, socks,
Moderate undergarments, etc.
Clothes, 10 Shirt, pants, shoes, socks,
Simple undergarments, etc.
Computer, Millions Large database, system, network, etc.
Data Room
Computer, 1000 Monitor, computer and some discs.
Home
Driving Gloves 10 +1 to Driving skills
EMF Meter 50 +1 to Track ghosts
Energy 3000 Detects one: Electricity, Heat,
Detectors Kinetic, Lack of Heat, Light or
Radiation.
Energy 10000 Detects Electricity, Heat, Kinetic,
Detector Lack of Heat, Light or Radiation.
Prime One at a time.
First Aid Kit, 20 Large variety of Band Aids, lots of
Advanced gauze, tweezers, scissors, aspirin,
burn cream, rubber gloves, wipes,
ice/ heat packs, antibiotic cream,
aloe, first aid book & finger splint. +3
to First Aid checks.
First Aid Kit, 5 Band Aids, gauze, tweezers, scissors,
Simple aspirin, burn cream, rubber gloves &
wipes. +1 to First Aid

196
Flashlight 5 +1 to Spot
Flint & Steel 5
Gas Can 2 Holds 5 gallons of gas.
Gas Mask 30 Helmet. Advantage on all Gas related
saves stats.
Handcuffs 15 5 HP
Lantern 10 30’ of light
Matches (100 2
box)
Medi-Poison 35 Take an action to heal 2 HP and
Pack remove all poison and toxin effects.
Usable 2 times.
Microphone, 20 Amplifies voice.
Portable
Microphone, 120 Amplifies voice.
Portable
Quality
Motion 1000 Detects motion within 300’
Sensors
M.R.E 1 each Just add water to eat.
Parabolic 200 300’ Audio Detection
Microphone
Radio 10
Rations, Fancy 3 1 Days’ worth
Rations, 1 3 Days’ worth
Simple
Rope 50’ 5 +2 to Climb
Shuko 15 Climbing spikes. +4 to Climbing
Swiss Army 5 Versatile tool
Knife
Tent, Small (2 20
Person)
Tent, Large (6 60
person)
UFO 125 Bag, Cheap Binoculars, vials, small
Investigator’s bags, tags, journal, pen, disposable
Kit camera, audio recorder, extra tape,
compass, flashlight, UFO pocket
chart, tape measure, road flares (x2)
Walkie-Talkie 100 2-mile range
(Pair)

197
TRANSPORTATION ITEMS (Average Cost)
Item Cost Properties
Automobile – 4500+
Basic New
-Basic Used 500+
-Luxury 10000+
-Pick Up 4500+
-Sport 6500+
-Van 5000+
Bicycle- Huffy 79
-BMX 199+ +1 to Trick Riding checks
-Mountain 99
Bike Basic
-Mountain 199+
Bike Pro
Boat – Canoe/ 300
Paddle Boat
Boat – 2000
Motorboat
Ice Skates 35+
Motorcycle 2500+
Rollerblades 30
or Roller
Skates
Skateboard – 25
Basic
Skateboard – 80
Good
Skateboard – 199+ +1 to Trick Riding checks
Pro
Surfboard – 50
Basic
Surfboard – 199 +1 to Trick Riding checks
Pro
Trailer – 500
Hauling
Trailer – 2500
Horse
Trailer – 3000+
Camper

198
199
The Otherside
The Otherside co-exists with the regular world, but it is in
another dimension. To those that are alien to the Otherside
they see it as an everchanging landscape that is often alien
to the world that we are accustom to. It always shares
natural landmarks and buildings with our world, but the
rest of the environment can be quite different. The most
striking aspect of the Otherside is that is appears devoid of
life. Only those versed in the mystical arts and those
attuned to the Otherside can see that it is full of ghosts and
other creatures. Most of these ghosts & creatures are
harmless, but some of the denizens of the Otherside will
eagerly attack those that do not belong there.

Attuned to The Otherside


Those characters attuned to The Otherside can see that it
full of ghosts and odd creatures. They are also immune to
the negative effects of crossing over and the shifting
environment, although they do see the changing
environments.

Shifting Environment (d20)


Every time a being goes to the Otherside they must roll on
this table to determine what the environment is. Those on
the Otherside may simultaneously experience different
environments. Note: All natural landmarks and buildings
will be in the same location, but they maybe in a totally
different state.
D20 Shifting Enviroment
1 Dark World (a darker, bleaker, dimly lit version of the
world) Disadvantage on all Spot & Listen checks
2 Frozen Wasteland (at least 20 degrees or lower and high
winds) -2 to all Range Attacks, -3 to Move & -1 to all save
stats.
3 Scorched Wasteland (100+ degrees) Disadvantage on all
CON & Critical checks.
4 Pouring Rain (non-stop rain, but it never floods) All
visibility is halved, -2 to all Spot & Listen checks
5 Black & White World Gothic World (everything is either
black or a shade of grey) -2 on all Mental saves stats & is
full of undead.

200
6 Crystal World (the world is bright and all natural things
are made out of a clear crystal-like substance) Everything
is brittle and dangerous. Any critical failure causes you d6
damage.
7 Black Oil (the world is covered with an oily slime) -2 to all
DEX checks, ground move reduced by half
8 Smoke World (the air is full of smoke, but nothing is on
fire) All visibility is halved, -6 to Spot checks, Disadvantage
on all CON checks
9 Empty Sky (the sky is completely black, no stars, no
satellites, etc.) It is a bit disorienting: -1 to your first d6
attack or skill rolls after crossing over
10 Alien vegetation (the world is covered with unusual plant
life and is somewhat dimly lit) plants are very poisonous
and all ground Move is halved
11 Completely Alien (almost indescribably weird and
incomprehensible) Disadvantage on all skill and attack
rolls
12 Identical (looks just like then normal world, but is empty)
No negative effect
13 World of Screams (a bleak, grey world with a howling wind
that sounds like screams) Disadvantage on all WIS,
Courage & Terror checks.
14 Blood World (a world filled with blood covered ground,
trees, creatures, etc.) You cannot use SUR points for re-
rolls here. All healing is reduced by 1 HP.
15 Meek World (the landscape constantly changes from dull
colors to bright pastels often) All STR checks and physical
attacks are made at Disadvantage.
16 Melancholia Sky (the land is all dull grey and the sky is
covered by a solid grey cloud) Disadvantage on all CHA
checks and Mental saves.
17 A Whole Lot of Monkey (it looks very similar, but its full
of monkeys dressed like people) Disadvantage on Initiative.
18 Laser World (there are constant lasers zipping across the
sky, creating odd patterns and sometimes creating a short
moving picture) All Toughness stats are reduced by 1.
19 Nightmares (the ghosts and monsters are more aggressive
here) All creatures from this world are Fearless & more
aggressive.
20 Snuggle Critters (the world is full of fluffy critters that are
super cute and are happy to see you) No negative effects.

201
Crossing Over
When a living being crosses to the Otherside, they
sometimes suffer brief side-effects. Living beings that are
attuned to the world they normally dwell in, and do not
have to roll for effects when entering that world.

Living Creatures Crossing Over Side Effects (d20)


Make a Death save attempt when they cross over. These
effects last until the being returns to its world or until they
make the CON save (they may re-roll every hour).
D20 Living Creatures Crossing Over Side Effects
1 You feel very anxious. (-1 to all skill checks, attacks &
damage rolls)
2 You feel extremely nauseous. (Disadvantage on all saves)
3 You feel disoriented. (-2 to DEX)
4 You have a splitting headache. (-2 to INT)
5 You feel forgetful. (-2 to WIS)
6 You feel weak. (-2 to STR)
7 You feel sick. (-2 to CON)
8 You feel irritable and angry (-2 to CHA)
9 You feel sluggish. (Anytime you use a SUR point, you
must use 2)
10 You feel heavy. (You move at half your Move, rounded
up)
11 You feel like someone is watching you. (-2 to Initiative)
12 You feel apprehensive. (-2 to Melee attacks)
13 You feel shaky. (-2 to Range attacks)
14 You feel feeble. (-2 to Melee damage)
15 You feel like you have been infected by something. (Lose
1 HP, gain Disadvantage on all Poison related saves &
double the effects of Poison)
16 You feel a shock. (Lose a d6 HP, one-time effect, cannot
be lethal)
17 You take on a greenish glow (-1 to AC & emit light at 30')
18 You cannot speak aloud.
19 You are invisible.
20 Death Clock: Lose 1 HP. Every time you fail any CON
save, lose 1 HP. You do not heal while under the Death
Clock.

202
Undead, Ghosts and Spirits Crossing Over from The
Otherside (d20)
Make a Death save attempt when they cross over. These
effects last until the being returns to its world or until they
make the CON save (they may re-roll every hour).
D20 Undead, Ghosts, and Spirits Cross Over Effects
1 The creature flickers in and out tangibility. (+1 to AC, -1 to
attacks) If attacked, roll d6. If it is 1-3 you are incorporeal. If
it is 4-6 you are tangible.
2 The creature can take damage from silver. Double the
damage if they already had a weakness to it.
3 The creature can take damage from iron. Double the damage
if they already had a weakness to it.
4 The creature can take damage from fire. Double the damage
if they already had a weakness to it.
5 The creature can take damage from magic spells. Double the
damage if they already had a weakness to it.
6 The creature can take damage from magic weapons. Double
the damage if they already had a weakness to it.
7 The creature can take damage from psionics. Double the
damage if they already had a weakness to it.
8 The creature can take damage from cold. Double the damage
if they already had a weakness to it.
9 The creature can take damage from lightning. Double the
damage if they already had a weakness to it.
10 The creature can take damage from physical attacks. Double
the damage if they already had a weakness to it.
11 The creature can take damage from light. Double the damage
if they already had a weakness to it.
12 The creature loses all Special abilities.
13 The creature becomes visible but it is incorporeal.
14 The creature becomes visible and tangible. Can be harmed by
normal attacks.
15 The creature takes on a horrible, sulfuric smell (100' aura). All
living things with a sense of smell within 40’ get -3 to
Initiative.
16 The creature becomes shaky and nervous (-1 to all attacks & -
1 to Initiative).
17 The creature is sluggish (½ Move speed, rounded up).
18 The creature is anchored here for d10 days. No more saves.
19- No ill effects.
20

203
XP & LEVELING UP
Updated XP needed for additional levels.

Level XP
1 0
2 5
3 14
4 26
5 41
6 59
7 80
8 104
9 131
10 162
Optional
For groups that are very heavy into roleplaying and not as
much into combat, it is recommended to give 1 XP per 1 hour
of gameplay. This takes the emphasis off combat-driven play
and still rewards players for playing the game the way they
enjoy it and allows their Characters to progress at a much
more normal rate.

Level Hours
1 0
2 4
3 10
4 20
5 35
6 55
7 80
8 110
9 145
10 185

204
205
INDEX
Activate Psionic Power 156 Mechano-Mage 128
Alien Hunter 8 Medium Gear 190
Alien in Disguise 10 Metal Head 52
Animal Wrangler 158 Monster Hunter 58
Archery Enthusiast 14 Most Excellent 60
Armor 190 Mystical Ghost Hunter130
Attuned 200 Nature Witch 132
Badger Scout 16 New Spells 150
Belt Progression 189 Nullifier 64
Black Witch 126 Parapsychologist 66
Break Dancer 18 Party Animal 68
Bully 20 Performer 70
Character Sheet 205 Phantasmagon 166
Clairvoyant 160 Potions 144
Classes 6 Preppy 72
Conspiracy Theorist 22 Princess 74
Control Animals 135 Psions 155
Create Potion 144 Punk Rocker 76
Crossing Over 202 Pyro 168
Curse Potions 146 Revenant 78
Drifter 24 Rocker 82
Equestrian Rider 26 ROTC Cadet 84
Equestrian Show Rider 28 Shifting Environment 200
Experiment X 162 Skills 174
Extreme Athlete 30 Snoop 86
Familiars 142 Source 88
Fighting Skills 182 Soviet Spy 90
Final Girl 32 Spell Casting 149
Geek 34 Spy in Training 92
Goth 36 Street Tough 94
Heavy Gear 190 Survivalist 96
Hood 40 Sweet Baby 98
Horror Connoisseur 42 Talking Animal 100
Hot Shot 44 Teen Chauffeur 102
Items 196 Teen Heart Throb 106
Jock 46 Teen Ninja 108
Karate Kid 48 Teen Samurai 112
Kata 189 Teen Wizard 136
Kid Scientist 50 Teenage Runaway 104
Language Table 178 Telekinesis 171
Light Gear 190 Telekinetic 170
Martial Arts Chart 187 Telepath 172

206
The Forgotten 164 Undead Hunter 118
The Nerd 62 Voodoo Practioner 138
The Otherside 200 Weapons 192
Thespian 114 White Witch 140
Transportation 198 Wuxia Martial Artist 120
UFO Investigator 116 XP 204

207
DESIGNATION OF PRODUCT IDENTITY "Dark Places & Demogorgons™" and the
"Dark Places & Demogorgons ™" logo are copyright and the Product Identity of
Eric Bloat and Bloat Games, 2017. All art is copyright by the artists and was
licensed for use by Bloat Games.

DESIGNATION OF OPEN CONTENT All other content not designated Product


Identity is open content.
OPEN GAME LICENSE Version 1.0a
The following is the property of Wizards of the Coast, Inc. Copyright 2000 Wizards
of the Coast, Inc. ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners
who have contributed Open Game Content; (b)"Derivative Material" means
copyrighted material including derivative works and translations (including into
other computer languages), potation, modification, correction, addition,
extension, upgrade, improvement, compilation, abridgment or other form in
which an existing work may be recast, transformed or adapted; (c) "Distribute"
means to reproduce, license, rent, lease, sell, broadcast, publicly display,
transmit or otherwise distribute; (d)"Open Game Content" means the game
mechanic and includes the methods, procedures, 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, and means any work covered by this License,
including translations and derivative works under copyright law, but specifically
excludes Product Identity. (e) "Product Identity" means product and product line
names, logos and identifying marks including trade dress; artifacts; creatures;
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logos, symbols, or graphic designs; and any other trademark or registered
trademark clearly identified as Product identity by the owner of the Product
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"Using" means to use, Distribute, copy, edit, format, modify, translate and
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2. The License: This License applies to any Open Game Content that contains a
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acceptance of the terms of this License.
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Contributors grant You a perpetual, worldwide, royalty free, non-exclusive license
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5. Representation of Authority to Contribute: If You are contributing original
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original creation and/or You have sufficient rights to grant the rights conveyed by
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208
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13. Termination: This License will terminate automatically if You fail to comply
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15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of
the Coast, Inc. System Reference Document Copyright 2000-2003, Wizards of the
Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker,
Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff,
Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and
Dave Arneson.
White Lies roleplaying game, Copyright 2015 DwD Studios; Author Bill Logan.
Skyscrapers & Sorcery, Copyright 2015 Sleeping Griffon Productions; Author
Anthony C. Hunter
SURVIVE THIS!! Zombies!, Copyright 2015 Bloat Games; Author Eric Bloat
SURVIVE THIS!! Dark Places Demogorgons Copyright 2017 Bloat Games, Authors
Eric Bloat & Josh Palmer
SURVIVE THIS!! Dark Places Demogorgons The Santa Muerte Setting Guide,
Copyright 2020 Bloat Games, Authors Eric Bloat, Jodie Brandt, Justic Issac &
Josh Palmer
SURVIVE THIS!! Dark Places Demogorgons Class Comdendium, Copyright 2022
Bloat Games, Author Josh Palmer

209

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