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Kuma Kode
2010-03-29, 02:48 PM
http://i88.photobucket.com/albums/k185/kuma_klaw/shadow/ShadowTheoryTitle.png

A game of supernatural, apocalyptic horror for d20 Modern.

Throughout history, there have always been reports of strange, horrific creatures hiding in the darkness that surrounds our society. Stories of magic and unearthly powers abound through our collective consciousness. From where, however, do these ideas come? Why do we instinctively fear the dark? Darkness is a doorway, but it is one that we cannot open. Without the key, we begin to consider the darkness as a wall, a permanent, immovable fixture of our world, but our subconscious mind still recognizes the doorway's true purpose. We instinctively know that something, somewhere, has the key.

Outside our perception, beyond the veil of shadow and reality, is another world, one that overlays our own in a twisted mockery only glimpsed in the most fevered dreams of the clinically insane. The denizens of this Otherworld occasionally breach the barrier when the stars are right, wreaking havoc in our world and seeding stories of crazed beasts that disembowel children who disobey their parents. These intrusions are quickly dealt with by the rare few who have the knowledge and courage to battle the darkness. Throughout the ages, these heroic individuals are all that stood between our peaceful existence and mind-bending horror. Until now.

On November 18th, 2010, the unthinkable happened. The wall between the two worlds melted away, allowing the corrosive, alien essence of the Otherworld to bleed into our reality, corrupting and warping everything it touched. Humans became monsters within seconds of exposure, and began to seek the flesh of their former acquaintances. Not out of a need for sustenance, but out of an overwhelming desire for raw materials to fuel their own transformation. Indescribable entities from the Otherworld seeped through the shadows, complicating the already horrific event. The embodiment of nightmares crawled from beneath beds and devoured children. Gibbering death crept out of closets and alleyways, from the backseats of cars and from within the walls. Unable and unwilling to accept or understand what was happening, human society collapsed in a single, fateful night.

Those who managed to survive did so not through strength or charm, or even skill or intellect, but through sheer luck and random circumstances. These survivors found themselves alone and desperate in a world filled with malice and hostility, populated by sinister beings that lurk hungrily in the dark. The only things that protect these rare few are their resourcefulness, their strength of will, and light. As the sun rose on that blood-soaked dawn, the entities retreated to the shadowy corners of the now-desolate cities. They fear the light.

And now, more than ever, we fear the dark.

This is a custom campaign setting for d20 Modern, and is very heavily a Work-In-Progress. Suggestions, opinions, and comments are welcome.

What Is Shadow Theory?
Shadow Theory is a custom addition to the d20 Modern system to aid in the creation of campaigns and scenarios of the survival horror or action horror genres. It draws primarily on zombie horror and can be used to run a strictly zombie campaign, but Shadow Theory also offers Lovecraftian monsters and motifs of the cosmic horror genre. Without modification, the standard Shadow Theory rules lend themselves to a campaign that players have described as a mixture of I Am Legend and Silent Hill.

The ruleset is intended to be as modular as possible, allowing a GM to alter the rules to fit their campaign with minimal fuss. The reanimation rules can be ignored or modified should you prefer zombies that stay dead, or that remain dead only when finished off. The Entities can be ignored wholesale if you do not like the cosmic horror they embody, or the Tainted can be ignored if you prefer a more Call of Cthulhu or Silent Hill type of game. Don't want magick? Ignore the Shadow Sorcery chapter.

However, some modules are so ingrained in the game that removing them will require across-the-board modifications. Some monsters depend on the Sanity rules, such as the Psychic Vampire or the Haruspex and its evolutions, for their abilities to function, and removing them would require the GM to come up with other means for these abilities to function. The Vitality and Wound rules, likewise, are ingrained in many of the monsters and would require some modification to them. These modifications, however, will not be an extensive overhaul, and care has been taken to make forming Shadow Theory to your particular brand of horror a relatively simple process.

What Makes Shadow Theory Different?
Mechanically, Shadow Theory isn't terribly different from most other games. Spells have a cost, zombies are vulnerable to repeated bludgeoning or gunshots, and a variety of opponents keeps heroes thinking of new tactics. The difference, however, lies in the themes that went into the design.

Typical zombie horror focuses on gore for its scares. Bloody claws, mutilated corpses, and jump-out-and-get-you are common. The moral of the story, however, is almost invariably "WE are the real monsters," with the apocalyptic backdrop amplifying the inter-party conflict until the inevitable betrayal. The story teaches you that very few people can be trusted, and that most are consumed with self-interest and will abandon you to the claws of monsters if it suits them. In fact, many characters in zombie horror appear to be sociopaths.

Shadow Theory is based on a very different premise: Humans are basically good. They may get scared, and do stupid or cowardly things when they're scared, but at their heart, humans in Shadow Theory are wired for varying degrees of altruism. Humans are social creatures. Though we fear the "every-man-for-himself" mentality in life-threatening situations, sociological studies indicate the opposite is true: when humans are faced with a crisis that threatens every individual, the affected individuals band together. Instead of a clash of self-interest, the identity fades away and merges into a single, group entity that works as one to overcome the problem. When a plane crashed into a frozen river, the survivors did not clamber out as fast as possible and walk off once they were safe. Instead, they risked their own lives to form a human chain to assist others who were still trapped in the wreckage. These individuals gained nothing from helping to save the lives of others. They were not paid, they were not rewarded with favors, and they were not given great positions within their occupation. They did it because most of us are wired to help others.

This theme is reflected in the Sanity rules. Overcoming the adversity of the Otherworld and saving the lives of other survivors is rewarded with Sanity, a very precious commodity. Likewise, saving one's self at the cost of another is penalized with an automatic loss. This is not to force players to play altruistic saints and paragons of humanity, or space marines who fear nothing. Quite the contrary. Even if a character is selfish, they understand on a deeper level that a life is more important than social stigmas and personal wealth. They understand that they need other people as much as others need them. If they don't, the ever-present pall of the Otherworld's malice will soon make it apparent.

Official: Alpha Version PDF Available (Revision 5) (http://dl.dropbox.com/u/1467555/d20%20Horror/Shadow%20Theory.pdf) This version is the latest, containing complete and properly formatted information.

Experimental: Shadow Theory (Latest) (http://dl.dropbox.com/u/1467555/d20%20Horror/Shadow%20Theory%20%28Latest%29.pdf) Note that this is renewed after every single one of my updates, and may contain formatting errors, incomplete data, and other artifacts.

New Rules

Sanity
Vitality and Wound Points
Welcome to Silent Hill

Advanced Classes

Templar
Occultist

Building Characters

Shadow Theory Character Record Sheet (http://dl.dropbox.com/u/1467555/d20%20Horror/Shadow%20Theory%20Character%20Record%20Sheet.pdf)
Container Sheet (http://dl.dropbox.com/u/1467555/d20%20Horror/Container%20Sheet.pdf)
New Talent Trees
New and Modified Skills
New Feats
Equipment

Of Light and Darkness

The Survivors
The Lost
The Tainted

Zombies and Intelligence

The Entities
The Fallen

The New World

The Otherworld
Gods of the Otherworld
Arkham

Pickman Air Force Base
Miskatonic University
St. Mary's Hospital


Magick

Shadow Sorcery
Tomes
Whispers
Murmurs
Utterances
Formulas

Kuma Kode
2010-03-29, 02:51 PM
http://i88.photobucket.com/albums/k185/kuma_klaw/shadow/610_088190_592.jpg

Sanity

Deep into that darkness peering... long I stood there, wondering, fearing, doubting...

~ Edgar Allen Poe, "The Raven" ~

Sanity is the natural mental state of ordinary life. Normal mental balance is endangered when characters confront the horrors of the Otherworld - their entities and activities are shocking, unnatural, and bewildering. Such encounters cause characters to lose Sanity points, which in turn risks temporary, indefinite, or permanent insanity. Mental stability and lost Sanity points may be restored, up to a point, but mental scars may remain.

Insanity occurs if too many Sanity points are lost in too short a time. Insanity does not necessarily occur if Sanity points are low, but a lower Sanity point total makes some forms of insanity more likely to occur after an emotional shock occurs. The character's Sanity may be regained after a few minutes, recovered after a few months, or lost forever.

A character may regain Sanity points, and even increase her Sanity point maximum. However, an increase in a character's Forbidden Lore skill always lowers her potential maximum Sanity by an equal amount.

Loss of Sanity
Conflict, abuse, or any other strong personal experience inflicts emotional scars. Additionally, some knowledge can permanently fracture the human psyche. The revelation that the laws of space and time that we believe to be universal and immutable are only locally valid, and only partly true, is more painful and destructive to the human mind than any other experience, and it is one from which we cannot walk away.

Outside our perception, alien powers wait with hostility. Many have begun to encroach on our world. The true universe is one with no joy or comfort. It is driven by mind-bending forces to which our existence holds no significance, and our desires and needs matter not at all. Human insanity confirms these horrific realizations, and is often caused by them. Through madness, we glimpse the dark and boding truths at the heart of reality.

Sanity is ordinarily lost in a few specific ways.

Learning the Truth
Knowledge is dangerous, and none more dangerous than knowledge of the Otherworld - the true face of reality in the universe. No amount of drugs or therapy can remove the danger of self-transformation from such knowledge.

Using Spells
Magic relies on the physics of the Otherworld. By learning and casting spells, characters visualize the unimaginable, warping their minds to follow alien ways of thought. These wound the mind. Such traumas are ones for which the casters volunteer, it is true, but they are shocks all the same.

Reading Forbidden Tomes
Forbidden tomes add ranks to a survivor's Forbidden Lore skill and teach magic. Studying and comprehending forbidden tomes causes all that we know to become like shadows. The whispers of the Otherworld haunts our every waking moment. Whether we try to retreat from the experience or hunger greedily for more, it destroys our confidence in what we once believed.

Encountering the Unimaginable
When people perceive the creatures and entities of the Otherworld, it costs them some portion of their minds, as such creatures are intrinsically discomforting and repellent. We never lose awareness of their obscene, alien nature. This instinctive reaction is an intrinsic aspect of every human being.

Severe Shocks
Mundane shocks can also cost Sanity. This includes witnessing untimely or violent death, experiencing personal mutilation, loss of social position, treachery, the failure of love, or whatever else the Gamemaster decides is sufficiently extreme.

Sanity Points
Sanity points measure the stability of a character's mind. This trait provides a way to display the sanity inherent in a character, the most stability a character can ever have, and the current level of sane rationality that a character still preserves, even after numerous shocks and horrid revelations.

Sanity is measured in three ways: starting Sanity (5 times the character's Wisdom score), maximum Sanity (99 minus Forbidden Lore ranks), and current Sanity.

Starting Sanity
Starting Sanity equals a character's Wisdom score multiplied by 5. This score represents a starting character's current Sanity points, as well as the upper limit of Sanity that can be restored by therapy. After creation, a character's current Sanity score often fluctuates considerably and might never again match starting Sanity. A change in a character's Wisdom score changes the starting Sanity score in regard to what therapy can restore. Current Sanity, however, does not change if Wisdom rises or falls.

Maximum Sanity
The Forbidden Lore skill simulates character comprehension of aspects of the Otherworld. Once gained, this horrible knowledge is never forgotten, and the character consequently surrenders mental equilibrium. A character's Sanity weakens as his comprehension of the Otherworld increases. Such is the way of the universe.

A character's current Sanity can never be higher than 99 minus the modifier the character has in the Forbidden Lore skill. This number is the character's maximum Sanity.

Current Sanity
A character's current Sanity points fluctuate almost as often (and sometimes much more often) than hit points.

Making a Sanity Check
When a character encounters a gruesome, unnatural, or supernatural situation, the GM may require a player to make a Sanity check with a percentile dice (d%). The check succeeds if the result is equal to or less than the character's current Sanity.

On a successful check, the character either loses no Sanity or only loses a minimal amount. Potential Sanity loss is usually shown as two numbers or dice rolls separated by a slash, such as 0/1d4. The number before the slash indicates the number of Sanity points lost if the Sanity check succeeds (in this case, none); the number after the slash indicates the number of Sanity points lost if the Sanity check fails (in this case, between 1 and 4 points).

A character's current Sanity is also at risk when the character reads certain books, learns the spells contained within, and attempts to cast them. These losses are usually automatic (no Sanity check is involved) – the character who chooses to undertake that activity forfeits the required Sanity points.

For the most part, a new Sanity-shaking confrontation requires a new Sanity check. However, the GM always gets to decide when characters make Sanity checks. Confronting several horribly mangled corpses at one time or in rapid succession may call for just one Sanity check, while the same encounters at intervals of several game hours may require separate checks.

Going Insane
Losing more than a few Sanity points may also cause the character to go insane, as described below. If a character's Sanity points drop to 0, she begins the quick slide into permanent insanity. Each round, the character loses another point of Sanity. Once a character reaches -10 Sanity points, she is hopelessly, incurably insane. See the Psychotherapy skill for information on stabilizing a character on the threshold of permanent insanity.

Desensitization
Never underestimate the ability of the human mind to adapt, even to the most horrific experiences. Reading and rereading the same bit of disturbing text or seeing the same horrible image over and over eventually provokes no further loss. Within a reasonable interval of play, usually a single night of the game, characters should not lose more Sanity points for seeing monsters of a particular sort than the maximum possible points a character could lose for seeing one such monster. For instance, the Sanity loss for seeing a single forsaken husk is 1/1d6. Thus, in the same game day or in the same play session, no character should lose more than 6 Sanity points total for seeing any number of forsaken husks. Keep in mind that the interpretation of “reasonable interval” must vary by GM and situation. When it feels right, the GM should rule that the horror is renewed and points must be lost again.

Learning or casting spells never becomes a normal thing to do. No matter how many times a character casts a spell, no matter what the time interval between castings may be, the Sanity loss is always the same. This is true of anything that a character does willingly. For example, if brutally murdering a friend costs 2/2d10 Sanity, this loss is incurred each time, even if the character loses the maximum possible points after the first or even the second murder.

Insanity
Character insanity is induced by a swift succession of shocking experiences or ghastly revelations, events usually connected with the Otherworld. The type of insanity incurred depends on the proportion of Sanity points lost. The duration of insanity varies as well.

Horrifying encounters can result in three states of mental unbalance. Two of them, temporary and indefinite insanity, can be cured. The third, permanent insanity, results when a character's Sanity is reduced to -10 or below and by definition, cannot be cured.

Temporary Insanity
Whenever a character loses Sanity points greater than or equal to one-half her Wisdom score from a single roll, she has suffered enough shock that the GM must ask for another Sanity check. If the check fails, then the character realizes the full significance of what she saw or experienced and goes temporarily insane. If the check succeeds, the character does not go mad, but in consequence, she may not clearly remember what she experienced – a trick the mind plays to protect itself.

Temporary insanity might last for a few minutes or a few days. Perhaps the character acquires a phobia or fetish befitting the situation, faints, becomes hysterical, or suffers nervous twitches, but she can still respond well enough to run away or hide.

The character remains in this state for the length of time rolled by the GM. The GM must describe the insanity so that the player can roleplay it accordingly. Anyone can create new insanities as appropriate – though for the shortest extents, simple characterization will do, such as “lies on the ground and twitches,” “runs shrieking into the night,” or “drools and squeaks like a baby.” The character is overwhelmed by fear or horror, incapacitated, and then recovers quickly.

Successful application of the Psychotherapy skill or Treat Injury skill may alleviate or erase temporary insanity.

Temporary insanity concludes when the duration of game time rolled has elapsed, or when the GM feels the end to be appropriate. The intent of temporary insanity is forcing a character's behavior to noticeably change for a limited time. Whether this means that the character is babbling in some corner, running away in a panic, or attacking anything and everything within reach is up to the creativity and inspiration of the player and the GM.

After the temporary insanity ends, traces or even profound evidence of the experience should remain. No reason exists that a phobia, for instance, should depart from someone's mind as quickly as a train pulls out of a station. What remains behind after the brief episode of insanity should exert a pervasive influence on the character. The character may still be a bit batty, but her conscious mind once again runs the show.

Indefinite Insanity
If a character loses 20% (one-fifth) or more of her current Sanity points in 1 game hour, she goes indefinitely insane. The GM judges when the impact of events calls for such a measure. Some GM's never apply the concept to more than the result of a single die roll, since this state can remove characters from play for extended periods. Beginning immediately, indefinite insanity lasts 1d6 game months (or as the GM indicates). Symptoms of indefinite insanity may not be immediately apparent. This may give the GM additional time to decide what the effects of the bout of insanity might be.

The state of indefinite insanity is encompassing and incapacitating. For instance, a schizophrenic may be able to walk the streets babbling and gesticulating, find rudimentary shelter, and be able to scrounge for enough food to survive, but most of the business of the mind has departed into itself: She cannot fully interact with friends, family, and acquaintances. Conversation, cooperation, and personal regard have vanished.

It is possible for characters with indefinite insanity to continue to be played as active characters, depending on the form their madness takes. The character may still be able to stumble madly through the rest of the adventure. However, with her weakened grasp on reality, she is a danger to herself and others.

For the most part, indefinitely insane characters should be removed from active play until they recover. That player might be able to use a temporary character until the end of the story, usually an NPC survivor the party has contact with. The victim of insanity may be able to alleviate their symptoms through use of psychiatric medication (see below), allowing them to continue to be played despite their psychotic break.

If a character goes mad near the end of an adventure, the GM may decide to set the beginning of the next adventure after the insane character recovers.

The indefinitely insane are in limbo, unable to help themselves or others. The psychoanalysis skill can be used to restore Sanity points during this period, but the underlying insanity remains.

After recovery, the victim retains definite traces of madness. For example, he might hesitate to step out onto a bridge for fear that “gravity will get him,” even though he knows rationally that the bridge will not collapse. The character is in control, but the experience has changed him, perhaps forever.

Gaining the Forbidden Lore Skill
A character's first instance of Otherworld-related insanity bestows 2 ranks of the Forbidden Lore skill, thereby lowering maximum Sanity by 2 points. Each time a character fails a Sanity check and endures another Otherworld-related episode of insanity (that is, temporary or indefinite insanity), he gains an additional rank in Forbidden Lore. No maximum rank exists for a character's Forbidden Lore skill.

For example, Jesse has 1 rank of Forbidden Lore after reading a strange manuscript. She then steps outside, sees a psychic vampire, and goes indefinitely insane, her raving mind failing to understand the unearthly manifestation. Since she has never gone mad before, her player adds two ranks of Forbidden Lore to Jesse's character sheet. Now Jesse's maximum Sanity is 96 (99 minus 3 ranks of Forbidden Lore).

Permanent Insanity
Characters who reach -10 Sanity go permanently insane. The character becomes an NPC under the control of the GM. A character with -10 Sanity points may be reduced to a raving lunatic or may be outwardly indistinguishable from a normal person, but inwardly corrupted by the pursuit of knowledge and power. Some of the most dangerous enemies are characters who have gone completely insane, been corrupted by the Otherworld, and “gone over to the other side.”

A character who has gone permanently insane can never be normal again. She is forever lost in her own world. This need not mean a lifetime in a padded cell, merely that the character has retreated so far from reality that sanity can never be restored. She might be able to lead, within restricted bounds, a more or less normal life if kept away from the things that trigger strong responses in her individual case. Yet a relapse may come quickly. Her calm façade can be destroyed in seconds if her fragile equilibrium is disturbed by even the smallest reminder of whatever it was that drove her mad.

Characters in the Shadow Theory campaign setting who reach -10 Sanity become either one of the Lost, or one of the Fallen.

Recovering Sanity
A character's Sanity score can increase during the events of a campaign. Although a character's Sanity score can never exceed 99 minus her Forbidden Lore skill modifier, her current Sanity and maximum Sanity can exceed starting Sanity.

Mental Therapy
To give useful therapy, the therapist must have the Psychotherapy skill. Intensive therapy can return Sanity points to a troubled character. However, Sanity points restored can never exceed the patient's starting Sanity. Psychotherapy can restore but never improve the character. A character can have only one therapist at a time.

Psychotherapy can also be used to help a character snap out of temporary insanity. It does not speed recovery from indefinite insanity, but it can strengthen the character by adding Sanity points.

Recovery from indefinite insanity only comes with time (typically 1d6 months). It is not dependent upon the character's total Sanity points and is not connected with them. A character can be sane with 24 Sanity points and insane while possessing 77 Sanity points.

Psychiatric Medications
As long as a character can find a psychiatric medication and is able to take it, the symptoms of indefinite insanity can be ignored. Taking such drugs does not make a character immune or even particularly resistant to further Sanity losses. A Knowledge (earth and life sciences) check against DC 15 is needed to accurately prescribe the correct medications and dosage.

A 50% chance exists that a given drug will have either a physical or mental side effect. If the side effects are physical, the character suffers a -1 penalty to all attack rolls, Fortitude and Reflex saves, and Strength-, Constitution-, and Dexterity-based skill checks. If the side effects are mental, the patient suffers a -1 penalty to Will saves and to Intelligence-, Wisdom-, and Charisma-based skill checks. If more than one medication is taken due to multiple symptoms, the character will automatically have side effects and has a 50% chance for both mental and physical side effects. Side effects last for as long as the medication is taken. The die roll is made one time, upon the first instance of a particular character's taking a particular drug.

Long-term drug therapy can restore lost Sanity, just as use of the Psychotherapy skill can. For each month the character takes an accurately prescribed psychiatric medication, she regains 1d3 Sanity points. As with Psychotherapy, long-term drug therapy can never raise a character's current Sanity above starting Sanity.

A character can benefit from both Psychotherapy and drug therapy in the same month.

Level Gains
When a character gains a level, she gains Sanity. This gain comes from the satisfaction of improving yourself and gaining experience.

Since levels are gained as a result of experience points, and experience points are earned by overcoming threats and challenges, a character who gains levels realizes that while fantastic horrors assail our world, they can be bested – or at least driven off for a time.

Each time a character rises to a new level, roll 1d6 and add the result to the character's current Sanity. Points gained from advancing in level are not subject to the restriction of starting Sanity. They can raise current Sanity to any total equal to or less than maximum Sanity.

Completing Missions
In a world dominated by supernatural horrors, mere survival is difficult enough. When the characters complete an adventure and acquire desperately needed supplies, a more secure living space, or a weapons cache despite the presence of Otherworld influence, they have done what many would consider impossible. They have helped themselves despite the overwhelming odds, and this knowledge bolsters them in the face of the Otherworld entities.

At the end of a successful mission in which the party was in mortal danger due to the Otherworld's influence, they should be awarded 1d6 points of Sanity, or more if they foiled a powerful or dangerous entity. Like points gained from advancing in level, this increase is not subject to the restriction of starting Sanity. It can raise current Sanity to any total equal to or less than maximum Sanity.

Preserving the Human Race
Humans are social creatures. We desire and need each other for support and companionship, and there is no time this interdependency is more obvious than when the world crumbles under the power of alien entities.

Whenever the characters save a previously unknown survivor from Otherworldly peril, they should be awarded with 1d6 Sanity points. Like points gained from advancing in level, this increase is not subject to the restriction of starting Sanity. It can raise current Sanity to any total equal to or less than maximum Sanity. Note that failing to do so will almost certainly result in Sanity loss as the victim is disemboweled by horrific beings. Allowing another person to fall into monstrous clutches, however, carries an even greater cost to one's psyche. Intentionally abandoning another survivor to a horrific fate, even if it's to save one's self, causes the individual to automatically fail the resulting Sanity check. The survivor will always be haunted by the thoughts of what they could have done differently.

Kuma Kode
2010-03-29, 02:52 PM
http://i88.photobucket.com/albums/k185/kuma_klaw/shadow/93832_CN2.jpg

Vitality and Wound Points


It is uncommon to fire all six shots of a revolver with great suddenness when one would probably be sufficient, but many things in the life of Herbert West were uncommon.

~ H.P. Lovecraft, "Herbert West -- Reanimator" ~

The vitality and wound points system was originally developed as a more cinematic method of handling damage than the traditional hit point system. The system allows for characters to improve the amount of punishment they can withstand as they go up in level, while still allowing for a single lucky attack to take down a character.

Vitality Points
Vitality points are a measure of a character’s ability to turn a direct hit into a graze or a glancing blow with no serious consequences. Like hit points in the standard d20 rules, vitality points go up with level, giving high-level characters more ability to shrug off attacks. Most types of damage reduce vitality points.

Characters gain vitality points as they gain levels. Just as with hit points in the standard d20 rules, at each level a character rolls a vitality die and adds his Constitution modifier, adding the total to his vitality point total. (And, just as with hit points, a character always gains at least 1 vitality point per level, regardless of his roll or Constitution modifier.) A 1st-level character gets the maximum vitality die result rather than rolling. The vitality die of a character class is the same as the standard hit point die granted by that class.

Wound Points
Wound points measure how much true physical damage a character can withstand. Damage reduces wound points only after all vitality points are gone, or when a character is struck by a critical hit. A character has a number of wound points equal to her current Constitution score.

Critical Hits

A critical hit deals the same amount of damage as a normal hit, but that damage is deducted from wound points rather than from vitality points. Critical hits do not deal extra damage; for that reason, no weapon in this system has a damage multiplier for its critical hits.

Any critical hit automatically overcomes a creature’s damage reduction, regardless of whether or not the attack could normally do so.

Most weapons retain their normal critical threat range. If a weapon normally has a critical multiplier greater than ×2, the weapon’s threat range expands by 1 point per additional multiplier, as indicated on the table.

{table=head] Multiplier | New Threat Range
×3 | 19-20
×4 | 18-20
×5 | 17-20 [/table]

Injury And Death
Vitality and wound points together measure how hard a character is to hurt and kill. The damage from each successful attack and each fight accumulates, dropping a character’s vitality point or wound point total until he runs out of points.

Nonlethal Damage
Attacks that deal nonlethal damage reduce vitality just like lethal damage, but they do not deal actual wound damage. However, whenever a character would normally have sustained wound damage, he must succeed on a Fortitude saving thow (DC 5 + number of wound points that would have been lost from the attack) or be knocked unconscious for 1d4 rounds.

For example, a character has 3 vitality remaining, and 13 wound points. He suffers an attack from a martial artist that deals 6 points of nonlethal damage. He now has 0 vitality and 13 wound points, and must make a Fortitude save against a DC 8 (5 plus the 3 wound damage he would have suffered if the attack had dealt lethal damage) or be knocked unconscious.

0 Vitality Points
At 0 vitality points, a character can no longer avoid taking real physical damage. Any additional damage he receives reduces his wound points.

Taking Wound Damage
The first time a character takes wound damage—even a single point—he becomes fatigued. A fatigued character can’t run or charge and takes a -2 penalty to Strength and Dexterity until he has rested for 8 hours (or until the wound damage is healed, if that occurs first). Additional wound damage doesn’t make the character exhausted.

In addition, any time an attack deals wound damage to a character, he must succeed on a Fortitude saving thow (DC 5 + number of wound points lost from the attack) or be stunned for 1d4 rounds. (During that time, any other character can take a standard action to help the stunned character recover; doing so ends the stunned condition.)

0 Wound Points
Wound points cannot drop below 0; any damage that would cause a character’s wound point total to drop below 0 simply causes the character to have 0 wound points. At 0 wound points, a character is disabled and must attempt a DC 15 Fortitude save. If he succeeds on the save, he is merely disabled. If he fails, he falls unconscious and begins dying.

Any wound damage sustained by a disabled character immediately reduces him to dying, and any wound damage sustained by a dying character immediately kills him.

Disabled
A disabled character is conscious, but can only take a single move or standard action each turn (but not both, nor can she take full-round actions). She moves at half speed. Taking move actions doesn’t risk further injury, but performing any standard action (or any other action the GM deems strenuous, including some free actions such as casting a quickened spell) worsen the character’s condition to dying (unless it involved healing; see below).

Dying
A dying character is unconscious and near death. Each round on his turn, a dying character must make a Fortitude save (DC 10, +1 per turn after the first) to become stable.

If the character fails the save, he dies.

If the character succeeds on the save by less than 5, he does not die but does not improve. He is still dying and must continue to make Fortitude saves every round.

If the character succeeds on the save by 5 or more but by less than 10, he becomes stable but remains unconscious.

If the character succeeds on the save by 10 or more, he becomes conscious and disabled.

Another character can make a dying character stable by succeeding on a DC 15 Treat Injury check as a standard action (which provokes attacks of opportunity).

Stable Characters and Recovery
A stable character is unconscious. Every hour, a stable character must succeed on a Fortitude save (DC 10, +1 per hour after the first) to remain stable.

If the character fails the save, he becomes dying.

If the character succeeds on the save by less than 5, he does not get any worse, but does not improve. He is still stable and unconscious, and must continue to make Fortitude saves every hour. If the character succeeds on the save by 5 or more, he becomes conscious and disabled.

An unaided stable, conscious character at 0 wound points has a 10% chance to start recovering wound points naturally that day.
Once an unaided character starts recovering wound points naturally, he is no longer in danger of dying.

Recovering with Help
A dying character can be made stable with a DC 15 Treat Injury check (a standard action that provokes attacks of opportunity). One hour after a tended, dying character becomes stable, roll d%. He has a 10% chance of regaining consciousness, at which point he becomes disabled. If he remains unconscious, he has the same chance to regain consciousness every hour. Even while unconscious, he recovers wound points naturally, becoming conscious and able to resume normal activity when his wound points rise to 1 or higher.

Special Damage Situations
The vitality point system changes the way some special damage effects work.

Coup de Grace
A coup de grace functions normally in that it automatically hits and scores a critical hit (and thus the damage dealt is applied to the target’s wound points). If the defender survives the damage, he must make a Fortitude save (DC 10 + the amount of damage dealt) or die.

Massive Damage
The massive damage rule does not apply under this system.

Healing
After taking damage, a character can recover vitality and wound points through natural healing (over the course of hours or days), or through assistance. In any case, a character can’t regain vitality points or wound points above his full normal totals.

Natural Healing
Characters recover vitality points at a rate of one vitality point per hour per character level.

With a full night’s rest, a character recovers 1 wound point, or 2 with complete bed rest for 24 hours. Any significant interruption during the rest period prevents the character from healing that night.

Assisted Healing
A character who provides long-term care doubles the rate at which a wounded character recovers lost vitality and wound points, just like with hit points.

Any talents, skills, special abilities, or spells that restore hit points work somewhat differently under the vitality and wound system. Amounts of healing determined by a die roll are added to vitality, while static healing is directed at wound points. For instance, the tough hero's second wind talent restores a number of wound points equal to his constitution modifier. The first aid use of treat injury, conversely, restores 1d4 vitality. The exception to this is surgery, which always restores 1d6 wound points, regardless of character level.

Healing that is a combination of a die roll and a static modifier, such as first aid used by a dedicated hero with the healing touch talents or by most healing spells, apply separately to either pool. A paramedic with the healing touch I talent restores 1d4 vitality and 2 wound points.

NPCs And Monsters

Vitality points are only granted to heroic characters. Ordinaries have no vitality points (either at 1st level or thereafter). Such characters have wound points equal to their Constitution score. Thus, a typical 1st-level police officer has no vitality points and 12 wound points. All damage dealt to such creatures is applied to their wound points.

Most monsters, on the other hand, have both wound points and vitality points. For Small, Medium and Large creatures, a monster’s wound point total is equal to its current Constitution score. Creatures smaller or larger than that have their wound point total multiplied by a factor based on their size, as indicated on the table.

{table=head] Size | Wound Point Multiplier
Fine | ×1/8
Diminutive | ×1/4
Tiny | ×1/2
Small | ×1
Medium | ×1
Large | ×1
Huge | ×2
Gargantuan | ×4
Colossal | ×8 [/table]

A monster’s vitality point total is equal to the number of hit points it would normally have, based on its type and Constitution score. The GM may choose not to assign vitality points to creatures that pose little or no threat to PCs, such as domesticated herd animals.

Creatures without Constitution Scores
Some creatures, such as undead and constructs, do not have Constitution scores. If a creature has no Constitution score, it has no vitality points. Instead, it has wound points equal to the number of vitality points it would have based on its HD and type. Such creatures are never fatigued or stunned by wound damage.

Bonus Hit Points
If a creature would have bonus hit points based on its type, these are treated as bonus wound points. (For example, a Medium construct gets 20 bonus wound points.) The same holds true for any permanent effect that increases a character’s hit point total (such as the Toughness feat, which adds 3 to the character’s wound point total).

Damage Reduction
Damage reduction functions normally, reducing damage dealt by attacks. However, any critical hit automatically overcomes a creature’s damage reduction, regardless of whether the attack could normally do so. For example, a critical hit against a skeleton (DR 5/bludgeoning) overcomes the creature’s damage reduction even if it was hit with a weapon that does not deal bludgeoning damage.

Fast Healing
Creatures with fast healing regain vitality points at an exceptionally fast rate, usually 1 or more vitality points per round, as given in the creature’s description (for example, a vampire has fast healing 5).

If a creature with fast healing has no Constitution score, fast healing restores lost wound points instead. The same doesn’t apply to creatures that have no vitality points but do have a Constitution score (such as a human warrior or domestic animal). Such creatures gain no benefit from fast healing.

Regeneration
All damage dealt to creatures with regeneration is vitality point damage, even in the case of critical hits. The creature automatically heals vitality point damage at a fixed rate per round, as given in the entry (for example, a troll has regeneration 5). A regenerating creature that runs out of vitality points becomes fatigued just as if it had taken wound point damage. Excess damage, however, does not reduce its wound points. Certain attack forms, typically fire and acid, automatically deal wound damage to a regenerating creature, though it may attempt a Fortitude save (DC 10 + damage dealt) to convert this to vitality damage, which it can regenerate normally. Otherwise, regeneration functions as described in the standard rules and in individual monster descriptions.

Kuma Kode
2010-03-29, 02:55 PM
http://i88.photobucket.com/albums/k185/kuma_klaw/shadow/499552.jpg

New and Modified Skills

Among the agonies of these after days is that chief of torments -- inarticulateness.

~ H.P. Lovecraft, "Hypnos" ~

The Shadow Theory campaign introduces and modifies the standard d20 Modern skills, as described below.

New Skill Uses
Some previous skills gain new uses in Shadow Theory.

Treat Injury (Wis)
In addition to its standard uses, a Treat Injury check may be used to provide immediate care to an individual suffering from temporary insanity, just like the Psychotherapy skill. If the individual has neither skill, this is simply an untrained Treat Injury check. A roll of 1 on a Treat Injury check to provide immediate care indicates that the attempt has failed disastrously. The patient's Sanity loss doubles, possibly pushing him into indefinite insanity.

New Skills
Some skills in Shadow Theory are completely new. They are described below.

Forbidden Lore (None)
You know things that Should Not Be Known. You have had horrible supernatural experiences and read forbidden tomes, learning truly dark secrets that have challenged everything you thought you knew. Since these revelations defy logic or commonly accepted fact, it does not matter how intelligent or wise you are when using this skill – only how much exposure to this dark knowledge itself you have experienced.

Check: You can recall or access knowledge pertaining to the Otherworld, particularly details about monsters, spells, or phenomena pertaining directly to them or the effects they have had on history. You may have insights or speculations about events you are experiencing for the first time.

Special: You cannot gain ranks in this skill through spending skill points. You may only gain ranks through reading forbidden tomes or through experience with the Otherworld itself. Each rank you add to this skill permanently reduces your maximum Sanity by 1 point. The more you know about the horrible truths underlying reality, the less capable you are of leading a normal life.

You cannot take Forbidden Lore during character creation, nor can it become a class skill through any means. However, there is no maximum rank; your level does not limit the number of ranks in Forbidden Lore you can acquire.

Psychic Focus (Wis)(Trained Only)
Use this skill to focus your willpower to perform amazing psychic feats. This skill is only useful to characters with specific psychic feats. If a power is sensory (or extrasensory), the GM may roll for you secretly so that you don't know whether you succeeded.

Retry: Yes, but each try has a cost involved that depends on the feat.

Psychotherapy (Wis)(Trained Only)
Use this skill to help another person after a bad fright or a terrible shock.

Check: The DC and effect depend on the task you attempt.

Immediate Care: When someone suffers an episode of temporary insanity, you can bring him out of it – calming his terror, snapping him out of his stupor, or whatever else is needed to restore the person to the state he was in before the temporary insanity. This is a full-round action with a DC of 15.

Long-Term Care: Providing long-term care means treating a mentally disturbed person for a day or more. This requires you to spend 1d4 hours per day doing nothing but talking to the patient. If successful, the patient recovers 1 Sanity point. You can tend up to six patients at a time; each extra patient beyond the first adds 1 hour to the total time devoted to therapy. You need a place to talk quietly, away from stress and distractions. The check must be made each day for each patient. A roll of 1 on a Psychotherapy check indicates that the patient loses a point of Sanity that day, as she regresses mentally due to horrors suddenly remembered. The DC for the check is 20.

You cannot give long-term care to yourself.

Spellcraft (Int)(Trained Only)
Use this skill to identify utterances as they are used or ones already in place.

Check: You can identify sorcery and supernatural effects already in place, provided that you know or have deciphered the component whispers. Speculating about utterances and whispers you do not know requires a Forbidden Lore check, instead.

{table=head]DC | Task
15 | Identify an utterance being used. You must be able to see and hear the utterance's manifested display, and you must know or have deciphered the component whispers. No retry.
15 | Create a new utterance from whispers you know through experimentation. A retry is allowed, but each attempt drains Sanity (see Shadow Sorcery for details).
20 | Identify an utterance or supernatural manifestation already in place. You must be able to see or detect the effects, and you must know the component whispers. No retry.
25 | Decipher and understand a whisper without learning it. Each attempt requires 8 hours of study.
30 | Understand a strange or unique supernatural effect. No retry.[/table]

Retry: See the table above.

Synergy: If you have 5 or more ranks in Forbidden Lore, you gain a +2 bonus on Spellcraft checks.

Kuma Kode
2010-03-29, 02:59 PM
http://i88.photobucket.com/albums/k185/kuma_klaw/shadow/90356.jpg

Equipment

Some items are new, or require special attention in Shadow Theory.

Shotguns
These weapons are exceptionally powerful at close range, but their power tapers off dramatically. Shotguns lose 1 die of damage per range increment beyond the first. If the damage has already been reduced to one die, every range increment afterward instead imposes a -1 penalty to damage. When used against an adjacent foe, however, the shotgun deals an extra die of damage beyond what is listed. Such a shot still suffers a -4 penalty for using a longarm in melee and provokes an attack of opportunity, as normal for firearms.

In exchange for this very limited range, shotguns tend to be more powerful than their bullet-based counterparts.

This supersedes the rules for shotguns in the d20 Modern Core Rulebook. Shotguns should be modified to deal three dice of base damage instead of two. The die type remains the same.

A Browning BPS (10 gauge shotgun), for example, deals 3d10 damage to anything within 30 feet, 2d10 to anything between 30 and 60 feet away, 1d10 to anything 60 to 90 feet away, and suffers a -1 penalty for every 30 feet beyond that.

If the shotgun is used against an adjacent foe, it provokes an attack of opportunity and suffers a -4 penalty to its attack roll, but would deal 4d10 damage.

Weapons
{table=head]Weapon|Damage|Critical|Damage Type|Range Increment|Rate of Fire|Magazine|Size|Weight|Purchase DC|TU|Restriction
Flare Gun (Simple)|1d8|20|Fire|30 ft.|1|1 int.|Small|2 lb.|11|6|-[/table]

Flare Gun: Not designed for use as a weapon, a flare gun is nevertheless capable of dealing bad burns and lighting up an area. Many survivors, however, assume the flare gun would be a powerful weapon against creatures of the darkness; this is false. The red light created by typical flares is not harmful to Tainted Ones and Entities.

A blue, green, or purple flare, while rarer, is much more effective. These special flares deal 1d8 untyped damage to all Tainted Ones within 30 ft. of the target. Entities within this range suffer 1d12 damage. If such a creature is shot with the flare, it takes the fire damage in addition to the damage caused by the light.

Otherworld denizens harmed by a green, blue, or purple flare must succeed at a Fortitude save (DC 15) or be blinded for 1 round and dazzled for 1 minute after.

{table=head]Weapon|Damage|Critical|Damage Type|Burst Radius|Reflex DC|Range Increment|Size|Weight|Purchase DC|TU|Restriction
Flashbang|See text|-|See text|20|12|10 ft.|Tiny|1 lb.|15|10|Military (+3)[/table]

Flashbang: As the name implies, these grenades emit an intense flash of light and loud bang that can disorient and temporarily blind humans. Any living creature within the blast radius that fails its Reflex save is blinded for 1d4+1 rounds and stunned for 1d6 rounds. Regardless of success or failure, the victim is dazzled for 1 minute.

Creatures of the Otherworld, however, are physically harmed by the intense radiation. Tainted Ones caught within the blast radius suffer 6d6 points of damage, with a Reflex save (DC 15) for half damage. Entities suffer 6d8 damage instead.

If the flashbang detonates in a square occupied by one of these creatures, however, the victim must succeed on a Fortitude save (DC 12). If it fails, the Black is instantly ripped out of it, slaying the creature. The creature may reanimate, as its own powers dictate.

Remember that the Trade Units price is for a single flashbang.

Batteries
When the power grid fails, batteries, flash lights, and portable generators become important tools for survival. Batteries come in varying shapes, sizes, and chemistries for various applications.

In Shadow Theory, batteries are not an unlimited power supply that only needs to be changed when the plot demands it; they are an important and precious resource. They have a type, a chemistry, and a capacity. A battery's type determines what kinds of devices it can power, such as AA, 9-Volt, or C. The chemistry of a battery determines whether or not it can be recharged, as well as its capacity.

Energy usage is measured in an abstract point system called EP (Electrical Points). Batteries contain a certain amount of EP, and devices drain EP while in use. When the battery is reduced to 0 EP, it contains no more power and fails. Because of the nature of serialized cells and voltage, a device cannot run with fewer batteries than it demands (a walkie talkie cannot be run with one AA battery, even if the battery is fully charged, for instance). If one battery in a set fails, the entire device loses power.

With a DC 15 Craft (Electronics) check, a battery can be rigged to operate a device into which it is not designed to fit.

Generally, primary batteries have longer lives and are single-use, while rechargeable batteries have shorter lives but can be reused. A player cannot know how much power a newly scavenged battery contains, but they could potentially track a freshly charged reusable one.

{table=head]Type | Chemistry | Electrical Power Capacity | Purchase DC | Trade Units
AAA | Alkaline | 1,200 EP | 2 (pack of 4) | 1
AAA | Carbon-Zinc | 540 EP | 2 (pack of 4) | 1
AAA | Nickel-Metal Hydride | 900 EP (Rechargeable) | 3 (pack of 4) | 2
AA | Alkaline | 2,500 EP | 2 (pack of 4) | 3
AA | Nickel+Cadmium | 800 EP (Rechargeable) | 2 (pack of 4) | 1
AA | Nickel-Metal Hydride | 2,100 EP (Rechargeable) | 4 (pack of 4) | 3
AA | Lithium | 3,000 EP | 3 (pack of 4) | 4
C | Alkaline | 8,000 EP | 2 (pack of 2) | 1
C | Carbon-Zinc | 3,800 EP | 3 (pack of 8) | 1
C | Nickel-Metal Hydride | 5,000 EP (Rechargeable) | 3 (pack of 2) | 2
D | Alkaline | 12,000 EP | 3 (pack of 2) | 2
D | Carbon-Zinc | 8,000 EP | 3 (pack of 8) | 1
D | Nickel-Metal Hydride | 10,000 EP (Rechargeable) | 3 (pack of 2) | 2
9 Volt | Alkaline | 560 EP | 3 (Pack of 4) | 1
9 Volt | Nickel-Metal Hydride | 300 EP | 3 | 1
9 Volt | Lithium | 800 EP | 3 | 1
Button | Lithium | 150 EP | 2 (pack of 6) | 1
Laptop | Lithium | 18,000 EP (Rechargeable) | 6 | 6
Automotive | Lead-Acid | 20,000 EP (Rechargeable) | 12 | 5
[/table]

AAA Battery: These batteries are small and common. They frequently power toys, TV remotes, and other small electronic devices. They can substitute for a AA, C, or D battery with a successful check, though their low capacity makes them a poor substitute.

AA Battery: One of the most common battery types available, the AA battery is found in most portable electronics and will power most of a survivor's gear. It can substitute for a AAA, C, or D battery with a successful check.

C Battery: C batteries are typically used in higher-drain toys and musical instruments, where power drain is a primary concern. They can substitute for a AAA, AA, or D battery with a successful check.

D Battery: These batteries are uncommon, and are used in high-drain devices such as boomboxes, heavy-duty flashlights, geiger counters, and toys with motors. It can substitute for a AAA, AA, or C battery with a successful check. Its high capacity makes it a precious resource.

9 Volt: The 9 volt battery is a common rectangular battery used in many toys and power tools. It is equivalent to six AA batteries for substitution.

Button Battery: Button batteries are tiny, silver discs used to power low-drain electronics like hearing aids, wristwatches, and computer motherboards. They can be rigged to replace, and be replaced by, a AAA, AA, C, or D battery, but the results will not be pretty. Button batteries will drain at an alarmingly fast rate, and batteries used in their place will usually be as large as, or larger, than the device they're powering.

Laptop Battery: The king of consumer batteries and sought after by survivors, laptop batteries have a very high capacity and are rechargeable. One laptop battery is equivalent to fourteen AA batteries for purposes of substitution. High performance laptop batteries are instead equivalent to twenty-two AA batteries and have an EP capacity of 27,000 EP.

Automotive Battery: A common power source, car batteries can be found in any parking lot and in abundance in towns and cities, in varying levels of discharge. While easy to find and extremely powerful, they are heavy, frequently weighing around 15 pounds, and limited in utility for this reason. They are equivalent to eight AA batteries for substitution purposes.

Equipment
{table=head]Item | Size | Weight | Purchase DC | Trade Units
{colsp=5}
Consumer Electronics|
Cell Phone | Dim | - | 9 | 1
Digital Audio Recorder | Tiny | 1 lb. | 10 | 3
Digital Camera | Tiny | 0.5 lb. | 14 | 4
Notebook Computer | Med | 5 lb. | 23 | 7
Personal Data Assistant | Tiny | 0.5 lb. | 16 | 5
Walkie Talkie (Basic) | Tiny | 1 lb. | 7 | 2
Walkie Talkie (Professional) | Tiny | 1 lb. | 15 | 4
{colsp=5}
Professional Electronics|
Metal Detector | Small | 2 lbs. | 11 | 4
Portable High Intensity UV Lamp¹ | Med | 4 lbs. | 16 | 6
{colsp=5}
Survival Gear|
Flood Flashlight | Small | 2 lb. | 6 | 2
Night Vision Goggles | Small | 3 lb. | 17 | 11
Penlight Flashlight | Dim | 0.5 lb. | 3 | 1
Standard Flashlight | Tiny | 1 lb. | 4 | 1
{colsp=5}
Weapon Accessories|
Chest Sheath | Tiny | 1 lb. | 7 | 2
{colsp=5}Laser Sights|
------ Green Laser Sight¹ | Tiny | 0.5 lb. | 13 | 7
------ Red Laser Sight | Tiny | 0.5 lb. | 11 | 5
------ Ultraviolet Laser Sight¹ | Tiny | 0.5 lb. | 15 | 12
[/table]¹ This item is new.

Computers and Consumer Electronics
Most electronic items become difficult to utilize in Shadow Theory due to a lack of readily available power. Depending on how successful the heroes are in establishing themselves, however, they may find some use for the items listed below.

Cell Phone: Cell phones cease to be particularly useful after the Event, as they can no longer be used for communication. Some cell phones store files, however, and they can detect the presence of an Otherworld aura just like a radio if the GM is using the Welcome to Silent Hill rules. The phone interprets the aura as a static-filled recieved call from 000-000-0000. A cell phone uses its own internal battery that contains 1,300 EP and can be recharged. The phone consumes only 1 EP every two minutes when on standby, however, allowing it to last for roughly 36 hours before it's dry.

If the GM is using the Welcome to Silent Hill rule, the cell phone becomes more valuable, and its TU increases to 2.

Digital Audio Recorder: These tiny recorders (about the size of a deck of playing cards) can record up to eight hours of audio and can be connected to a computer to download the digital recording. Digital audio recorders don’t have extremely sensitive microphones; they only pick up sounds within 10 feet. It uses two AAA batteries and consumes 2 EP per minute of use (1 from each battery).

Digital Camera: Digital cameras come in all shapes and sizes. Because film development is a rare opportunity at best, they are the only cameras that retain any usefulness after the Event. A cheap consumer digital camera uses four AA batteries and consumes 48 EP (12 EP per battery) with every shot, regardless of whether or not the picture was saved.

Notebook Computer: Laptops are relatively light-weight, portable computers that retain some utility even when the power grid fails. They require a laptop battery, and drain 150 EP per minute of use. If the computer has been upgraded to grant a bonus to Computer Use checks, it instead consumes 200 EP.

Some laptops are netbooks: small, extremely efficient computers designed for light activity. They impose a -4 penalty on all Computer Use checks, but are much more eco-friendly. Netbooks consume only 35 EP per minute of use.

Personal Data Assistant: Most modern characters will combine their cell phone and PDA needs by buying a smartphone instead of carrying two devices. A smartphone uses its own internal battery that contains 1,300 EP and can be recharged. The phone consumes only 1 EP every two minutes when on standby, however, allowing it to last for roughly 36 hours before it's dry.

Walkie Talkie (Basic): This dime-store communications device has only a few channels. Anyone else using a similar walkie-talkie within range can listen in on the character’s conversations. It has a range of 2 miles and takes two AA batteries to operate. It drains 4 EP per minute of use, or 2 EP from each battery.

If the GM is using the Welcome to Silent Hill rule, the walkie talkie becomes more valuable, and its TU increases to 3.

Walkie Talkie (Professional): This high-end civilian model allows a character to program in twenty different frequencies from thousands of choices—making it likely that the character can find a frequency that’s not being used by anyone else within range. The device can be used with or without a voice-activated headset (included). It has a range of 15 miles.

Professional walkie talkies might use AA batteries like the dime store version, but most use a built-in rechargeable battery. The battery holds 1,300 EP and can be recharged. The walkie-talkie consumes 2 EP per minute. If the GM is using the Welcome to Silent Hill rule, the walkie talkie becomes more valuable, and its TU increases to 5.

Professional Electronics
This category is a catch-all for available technology that is not typically used by the public. These items are much rarer than their price would indicate, and are usually only found in use by hobbyists or special companies.

Metal Detector: This handheld device provides a +10 equipment bonus on all Search checks involving metal objects. It requires two 9 volt batteries but only drains 2 EP per minute (1 from each battery).

Portable High Intensity UV Lamp: This bulky, professional LED lantern emits a 10 ft. cone of intense ultraviolet radiation. Blood and many otherwise invisible chemicals glow when exposed to UV light, granting a +4 equipment bonus to Search checks involving blood, chemicals, or fire accelerants. UV light is dangerous, however, and humans within this area without protective eyewear are dazzled. Tainted ones suffer 1d6 points of damage per round they remain within the area (Reflex DC 15 for half damage). Entities suffer 1d8 damage instead.

The UV lamp comes with its own, device-specific battery equivalent to eight AA batteries and with an EP capacity of 4,000. It drains 35 EP per minute of use. The battery itself is essentially a miniature car battery, and weighs three pounds (already included in the item's weight).

Survival Gear
These items can help survivors get along in their environment.

Flood Flashlight: Practically a handheld spotlight, this item projects a bright beam 100 feet long and 50 feet across at its end. The device typically takes four D batteries, and consumes an impressive 320 EP (80 EP per battery) per minute of use.

Night Vision Goggles: Night vision goggles use passive light gathering to improve vision in near-dark conditions. They grant the user the ability to see in darkness, also called darkvision (range 120 ft.)—but because of the restricted field of view and lack of depth perception these goggles provide, they impose a –4 penalty on all Spot and Search checks made by someone wearing them.

Night vision goggles must have at least a little light to operate. A cloudy night provides sufficient ambient light, but a pitch-black cave or a sealed room doesn’t. For situations of total darkness, the goggles come with an infrared illuminator that, when switched on, operates like a standard flashlight whose light is visible only to the wearer (or anyone else wearing night vision goggles).

Night vision goggles typically use a lithium battery equivalent to two AA batteries that contains 1,500 EP and cannot be recharged. The device consumes 2 EP per minute of use.

Pen Flashlight: This small flashlight can be carried on a key ring. It projects a beam of light 10 feet long and 5 feet wide at its end. It uses a single AAA battery and consumes 5 EP per minute of use.

Standard Flashlight: This durable, portable flashlight can be found in nearly any home and projects a beam 30 feet long and 15 feet across at its end. It uses two D batteries and drains 50 EP per minute, or 25 EP from each battery. LED versions are rarer, but use two AA batteries instead and drain only 16 EP per minute (8 from each battery).

Weapon Accessories
Certain non-weapon items are meant to attach to weapons, augmenting them and making them better at what they do, more convenient, or giving them new abilities.

Chest Sheath: Designed for when combat is inevitable, this sturdy leather sheath keeps a character's combat knife readily accessible on their chest or shoulder. A knife so sheathed cannot be concealed, and is in fact quite obvious, but the knife can be drawn as a free action as though the character possessed the Quick Draw feat.

Green Laser Sight: The green laser sight is a more powerful version of the red laser sight that is used by the military. It grants a +1 equipment bonus on all attack rolls made against targets no farther than 30 feet away, but can function during the daytime. The green beam is painfully obvious, and grants a +6 bonus on Spot checks to locate the shooter using it.

It uses a button battery and drains 1 EP for every 10 rounds it is used.

Red Laser Sight: This small laser mounts on a firearm, and projects a tiny red dot on the weapon’s target. A laser sight grants a +1 equipment bonus on all attack rolls made against targets no farther than 30 feet away. However, a laser sight can’t be used outdoors during the daytime. The beam is relatively obvious, however, and grants a +4 bonus on Spot checks to locate the shooter.

It uses a button battery and drains 1 EP for every 10 rounds it is used.

Ultraviolet Laser Sight: Invisible to the human eye, the ultraviolet laser sight causes only the target to fluoresce, granting no bonuses to find the shooter. It grants a +1 equipment bonus on all attack rolls made against targets no farther than 30 feet away. It is visible in bright light, however, and agitates creatures of the Otherworld.

Whenever you attack a creature of the Otherworld with a weapon equipped with an ultraviolet laser sight, the creature suffers a -1 circumstance penalty to attack rolls for one round. You may aim the laser at the creature without actually firing in order to hinder it in such a way, but doing so still takes an attack action.

Creatures of the Otherworld gain a +10 bonus to spot the shooter, however, as they can perceive the normally invisible light.

It uses a button battery and drains 1 EP for every 5 rounds it is used.

Kuma Kode
2010-03-29, 03:03 PM
http://i88.photobucket.com/albums/k185/kuma_klaw/shadow/216172.jpg

Occultist


That Crawford Tillinghast should ever have studied science and philosophy was a mistake. These things should be left to the frigid and impersonal investigator, for they offer two equally tragic alternatives to the man of feeling and action; despair if he fail in his quest, and terrors unutterable and unimaginable if he succeed.
~ H.P. Lovecraft, "From Beyond" ~

The Occultist walks a fine line between mad obsession and dangerous curiosity. An occultist isn't content to simply survive the Otherworld intrusion; he wants to understand it. Whether his intentions are malicious or pure, the occultist learns to manipulate the raw, corrosive energy of the Otherworld and shape it to his desires, often with a high cost upon his body and mind. The occultist knows that should his concentration ever slip, should he give the dark powers access to his body and mind and cease to control it, even for a second, he may not survive the experience.

Still, the power the darkness offers is too alluring for some to resist, and these rare few seek it out. They dig through musty tomes and indecipherable journals looking for shreds of evidence or glimmers of insight from earlier encounters with the Otherworld, eager and desperate to know more about the threat they face.

Take this class if you wish for your character to walk the fine line between our world and the Otherworld, and to learn to harness shadow sorcery in a more efficient manner.

Requirements
To qualify to become an Occultist, the character must meet the following criteria.
Skills: Decipher Script 6 ranks, Forbidden Lore 1 rank, Knowledge (Arcane Lore) 6 ranks, Research 6 ranks.
Feats: Studious, Educated

Class Information
The following information pertains to the Occultist advanced class.

Hit Die
The Occultist gains 1d6 hit points per level. The character's Constitution modifier applies.

Action Points
The Occultist gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.

Class Skills
The Occultist's class skills are as follows.
Concentration (Con), Craft (Visual arts, writing)(Int), Decipher Script (Int), Drive (Dex), Escape Artist (Dex), Forgery (Int), Investigate (Int), Knowledge (arcane lore, history, theology and philosophy)(Int), Profession (Wis), Read/Write Language (None), Research (Int), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int).
Skill Points at Each Level: 5 + Int modifier.

The Occultist
{table=head]
Level|
Base Attack
Bonus|
Fort
Save|
Ref
Save|
Will
Save|
Class Features|
Defense
Bonus|
Reputation
Bonus

1st|
+0|
+0|
+0|
+1|Spell Resistance|
+0|
+0

2nd|
+1|
+0|
+0|
+2|Shadow Aspect|
+1|
+0

3rd|
+1|
+1|
+1|
+2|Bonus Feat|
+1|
+1

4th|
+2|
+1|
+1|
+2|Sanity Resistance 1|
+1|
+1

5th|
+2|
+1|
+1|
+3|Black Binding I|
+2|
+1

6th|
+3|
+2|
+2|
+3|Bonus Feat|
+2|
+2

7th|
+3|
+2|
+2|
+4|Black Binding II|
+2|
+2

8th|
+4|
+2|
+2|
+4|Sanity Resistance 2|
+3|
+2

9th|
+4|
+3|
+3|
+4|Bonus Feat|
+3|
+3

10th|
+5|
+3|
+3|
+5|Annulment|
+3|
+3[/table]

Spell Resistance (Su): At 1st level, an Occultist becomes resistant to the Otherworld's energies due to his familiarity. He gains Spell Resistance equal to 5 + His Occultist level. This ability never interferes with his own use of utterances and can be voluntarily lowered at any time.

Shadow Aspect: As he grows in power and understanding, the Occultist learns to exert more and more influence over the Otherworld's forces. At 2rd level, he gains the Shadow Aspect psionic feat, even if he doesn't meet the prerequisites. He may use Spellcraft instead of Psychic Focus for this feat.

Bonus Feats: At 3rd, 6th, and 9th level, the Occultist gets a bonus feat. The bonus feat must be selected from the following list, and the Occultist must meet all the prerequisites of the feat to select it.

Alertness, Archaic Weapons Proficiency, Attentive, Confident, Defensive Martial Arts, Focused, Frightful Presence, Iron Will, Personal Firearms Proficiency, Point Blank Shot.

Sanity Resistance (Ex): At 4th level, the Occultist's familiarity with the Otherworld affords him a modicum of psychological protection against it. Sanity loss caused by the Otherworld, such as encountering horrific creatures, reading tomes, or casting spells, is reduced by 1 point, to a minimum of 0. At 8th level, this reduction increases to 2 points. Sanity loss caused by mundane shocks, including the Lost and disturbing acts committed by Entities, is not affected.

Black Binding I: At 5th level, the Occultist's power grows to allow mastery over a creature infested by the Black. If he so chooses, the Occultist can spend one day to summon a Corrupted and bind it to his will. The Corrupted must be a 1 hit die ordinary, but may have any basic class level the Occultist chooses. It follows his commands to the letter, with an outward attitude of Helpful. Inwardly, the creature resents the Occultist and will try to pervert the Occultist's commands.

The creature called is a random individual from the local population, and arrives in 1d6+1 days sometime during the night. When the summoned being is encountered, the occultist instinctively knows the creature is under his or her control.

Should this creature ever be slain, it will rise again during the Reanimation, just like all other Tainted ones. It will remain under the Occultist's control if this occurs.

The creature itself does not cause Sanity loss for the Occultist, but it may frighten his companions. Occultists typically dress up their "pets" in heavy, concealing clothes to make them less frightening, as well as protect them from sunlight.

Black Binding II: At 7th level, the Occultist's mastery over the creatures of the Black improves. He may summon and bind a Stage 2 Tainted (Bruiser, Edward, Roughneck, Wight, Haruspex, or Harpy) instead. This ability otherwise remains the same. Corrupted gained from this ability never know whispers of their own, though they can be taught them.

Annulment (Su): At 10th level, an Occultist is the master of the Black. By spending 1 action point and an attack action, the Occultist can attempt to rip apart the Black that composes an Entity or powers a Tainted one. The monster must be within 60 feet, and gets a Will save (DC 10 + 1/2 Occultist’s level + Occultist’s Cha modifier). If the save fails, the Otherworld essence is torn into its component energies, completely and truly destroying the creature. The Entity or Tainted One does not rise again during the Reanimation.

If the save succeeds, the creature is still stunned for 1d4+1 rounds as it struggles to hold itself together.

This is a supernatural ability.

Kuma Kode
2010-03-30, 05:41 PM
http://i88.photobucket.com/albums/k185/kuma_klaw/shadow/21197433200dark_hallway2.jpg

The Otherworld

When the stars were right, They could plunge from world to world through the sky; but when the stars were wrong, They could not live. But although They no longer lived, They would never really die.

~ H.P. Lovecraft, "The Call of Cthulhu" ~

The Otherworld is a terrifying and alien reality where nightmares are made real. For unknown and possibly unfathomable reasons, the veil between their and our realities has broken, allowing the Otherworld to bleed into our universe and contaminate the very foundation of our reality.

The Reanimation
The apocalyptic breaching of the veil is signaled by a sudden, violent, and brief bout of eldritch green thunder that threads its way across the sky before vanishing. It is a repeating phenomena that occurs every night from the initial invasion onward. It signals a reconnection with the Otherworld and prompts the mass manifestation of Entities. Additionally, tainted ones who were slain during the previous day reanimate immediately and simultaneously.

Manifestation
Darkness acts as a doorway for the entities of the alternate reality, allowing them to seep through the veil and transfer themselves bodily to our plane of existence. Any sufficiently dark location large enough to contain the forming entity could potentially act as an intrusion point. Survivors who are aware of the manifestation ability of the entities should remove cabinet doors and box lids, and empty the closets of their safehouse, or they might unwittingly invite a guest.

Interestingly, entities never manifest while observed. It is not known whether a present observer actually prevents them from doing so, or if they simply choose a more dramatic entry. It is not uncommon for an entity to rise up from behind a low wall or other obstruction that covers their manifestation. Even more strangely, cameras, video recorders, and other electronic surveillance measures also seem to prevent manifestation, as if they were a real observer.

To manifest, an entity must be in a location dark enough to grant concealment, and must also succeed on a Hide check against any observers (if applicable). Treat casual observers as taking 10 on their Spot checks. Red and orange light does not interfere with manifestation, but higher frequencies of light do (all colors except red and orange). If it is not dark enough or if they fail their Hide check, they cannot manifest in that location.

Tainted ones cannot manifest.

The Black
From the depths of attics and sewers, where the light of day dares not go, emerged a dark and corrosive energy of the Otherworld. Some survivors simply call it The Black, or The Darkness. The energy itself is invisible, but its presence is heralded by a thick, black frost that forms instantly on any physical object The Black moves near or over, but vanishes as soon as the Black moves away. This gives the visual sensation of a living carpet of utter darkness that creeps along floors and walls, constantly growing and shrinking as the invisible essence ebbs and flows. This frost can coat whole floors or walls if The Black is pervasive enough.

The Black bestows two negative levels per round on any creature who comes into contact with it. Any creature slain by the Black arises as a tainted one 1d4+1 rounds later (witnessing such a transformation causes 1/1d4+1 Sanity loss). Entities or tainted ones who stand in a square filled with the Black gain fast healing 2. If the creature is not slain, the negative levels disappear after one hour and never result in actual level loss.

Like the entities, the Black is destroyed by ultraviolet light, but it will quickly grow back if darkness again overtakes the area. The Black cannot grow into areas filled with visible light, such as those areas lit by electric lights or sunlight through a glass window, but it will not be pushed back if it was already there.

Jota
2010-04-02, 01:43 AM
Reminds me a little of Don't Rest Your Head, but will follow progress with interest.

Miyako
2010-04-02, 07:51 AM
Keep going. You are on to something.

Lord Loss
2010-04-02, 08:51 AM
This is awesome. D20 Modern Meets Don't Rest Your head with a little CoC thrown in for kicks. Keep up the good work. Will most likely provide a critique in the future.

Kuma Kode
2010-04-02, 07:05 PM
http://i88.photobucket.com/albums/k185/kuma_klaw/shadow/reaver_s_5.jpg

The Lost

Humankind cannot bear very much reality.

~ T.S. Eliot ~

The Lost are pathetic, ravenous creatures who survived the Otherworld invasion, but only in body. Their minds were unable to handle the trauma they experienced that night. When they came face-to-face with a darkness few could have even imagined, their only choice was to become it. While physically unharmed by the Black, the Lost mimic the single-minded murderous behavior of the Tainted, because that is all that is left of them. Who they are, and who they once were, the culmination of all of their hopes, fears, and dreams, is gone. Only overwhelming, primal horror remains.

Because they are not afflicted by the Otherworld, the Lost can venture into the daylight, making them a constant threat to the survivors. They lack the supernatural abilities of the Tainted or the Entities, but they make up for it with sheer rage and a disturbing inability, or perhaps overwhelming desire, to feel pain.

The Lost can usually be found roaming the streets in small bands, cannibalizing corpses and devouring trash to feed themselves. They maintain enough self-awareness to eat when they are hungry and take shelter when it rains but their instinctive avoidance of dark areas reigns above any other urge.

Weak Reaver
{table=width="100%"]|Medium Humanoid (Human) |Medium Humanoid (Human)
|Smart Ordinary 1 / Charismatic Ordinary 1 |Strong Ordinary 1 / Tough Ordinary 1
Vitality Dice: | 1d6+2+1d6+2 (11 VP) | 1d8+4+1d10+4 (17 VP)
Wound Points: | 17 | 22
Initiative: | +1 | +1
Speed: | 30 ft. | 30 ft.
Defense: | 11 (+1 Dex, +0 Class) | 13 (+1 Dex, +2 Class)
Base Attack/Grapple: | +0 / +1 | +1 / +5
Attack: | Slam +1 melee (1d4+1) | Slam +5 melee (1d4+6)
Full Attack: | Slam +1 melee (1d4+1) | Slam +5 melee (1d4+6)
Space/Reach: | 5 ft. / 5 ft. | 5 ft. / 5 ft.
Allegiances: | The Lost | The Lost
Special Attacks: | Ravage | Ravage
Special Qualities: | Shattered Mind | Shattered Mind
Action Points: | 0 | 0
Reputation: | +0 | +0
Saves: | Fort +1, Ref +2, Will +2 | Fort +6, Ref +1, Will +0
Abilities: | Str 12, Dex 12, Con 14, Int -, Wis 13, Cha 15 | Str 18, Dex 12, Con 19, Int -, Wis 10, Cha 8
Sanity: | -10 | -10
Sanity Drain: | 0/1 | 0/1
Occupation: | White Collar | Blue Collar
Skills: | None | None
Feats: | Simple Weapon Proficiency, Toughness | Simple Weapon Proficiency, Toughness
Challenge Rating: | 1 | 1[/table]
Reavers are humans completely overcome by a psychotic rage. They wear the same clothes they did when they lost their minds, usually torn and smeared with blood, dirt, and their own filth. They are locked in a constant state of adrenaline high, causing their skin to flush and their veins to bulge. Their vacant eyes are wide with horror, rarely, if ever, blinking, and they drool like a hungry animal when they catch sight of living prey.

Some reavers kick, flail, roar and swear even when by themselves, but most fume quietly until they see a potential target for their hatred.

A reaver is not much more disturbing than a particularly violent and frenzied mental patient, and should only force a sanity check if it startles the characters or if it is particularly gruesome in appearance (covered in fresh blood or physically mutilated, for instance).

Combat
Reavers are unimaginitive and straightforward combatants. Their seething rage causes them to charge forward in an effort to deal as much damage as quickly as possible, usually by tackling a victim then beating their head against the floor until they stop struggling.

Ravage (Ex): A weak reaver that wins a grapple check violently pounds its foe against the floor, walls, or other such features of the environment, automatically dealing damage equal to that dealt by its slam attack.

Shattered Mind (Ex): A reaver is immune to all mind-affecting attacks.

Bone Collector
Medium Humanoid (Human)
Strong Ordinary 3 / Tough Ordinary 3
Vitality Dice: - (- VP)
Wound Points: 18
Initiative: +1
Speed: 30 ft.
Defense: 16 (+1 Dex, +4 class, +1 leather jacket)
Base Attack/Grapple: +5 / +7
Attack: Unarmed strike +7 melee (1d6+2 nonlethal) or knife +7 melee (1d4+2) or Browning BPS +6 ranged (3d10) or Remington 700 +6 ranged (2d10)
Full Attack: Unarmed strike +7 melee (1d6+2 nonlethal) or knife +7 melee (1d4+2) or Browning BPS +6 ranged (3d10) or Remington 700 +6 ranged (2d10)
Space/Reach: 5 ft. / 5 ft.
Allegiances: Corrupted Loved One
Special Attacks: -
Special Qualities: -
Action Points: 0
Reputation: +1
Saves: Fort +6, Ref +3, Will +2
Abilities: Str 15, Dex 12, Con 15, Int 13, Wis 10, Cha 8
Sanity: -10
Sanity Drain: 0/1
Occupation: Rural
Skills: None
Feats: Simple Weapon Proficiency, Personal Firearm Proficiency, Toughness, Brawl
Challenge Rating: 3

Bone collectors result from the lengths people will go to for love. A bone collector is insane, but still lucid. They are capable of making plans, interacting with other humans, and building and maintaining shelter. They are still vulnerable to attacks by the Corrupted and plan appropriately. They will fight and destroy any monsters that come their way, with one exception: the bone collector is fiercely dedicated to their loved ones, even though they have been lost to the darkness. Chained in their basements, locked in their children's rooms, or strapped to a hospital bed are the undead remains of the bone collector's life.

Unwilling to accept that the people they loved and built their lives around have been lost, the bone collector continues to care for them despite their "illness," and will go so far as to murder other survivors, prepare them, and feed them to the undead creature they love.

A bone collector is not much more disturbing than a twitchy guy who sits in the corner at parties, and should only force a sanity check if it startles the characters or if it is particularly gruesome in appearance (covered in fresh blood or physically mutilated, for instance).

Bone Collectors use the same statistics they possessed before going insane; the one above is merely an example.

Combat
Bone collectors function like serial killers, although they feel empathy and experience emotional turmoil whenever they feel they need to kill. Bone collectors who find a potential target will either befriend it or stalk it until it is alone, and then kill it as efficiently as possible. Firearms are a bone collector's favored weapons.

Kuma Kode
2010-04-02, 07:07 PM
Ya know, I've never actually even heard of Don't Rest Your Head until now. I'll check into it. Sounds pretty cool.

Kuma Kode
2010-04-03, 02:31 PM
http://i88.photobucket.com/albums/k185/kuma_klaw/shadow/cthulhu.jpg

Shadow Sorcery


To see the world in a grain of sand
and Heaven in a wild flower
To hold infinity in the palm of your hand
and eternity in an hour.
~ William Blake, "Auguries of Innocence" ~

The Otherworld is a realm constantly in flux. Monolithic forces craft and warp energy into shapes that match nothing seen in the material world, only to destroy them moments later leaving nothing but a scream. These chaotic forces are sensitive to thoughts and certain states of mind, allowing one who is knowledgeable and crazy enough to manipulate the raw forces of the Otherworld, then pull the resulting manifestation through the veil into our world. This manifestation is, for all intents and purposes, magickal in nature.

Doing so is extremely dangerous. Even when done correctly, the Otherworld devours a part of the caster's mind, body, or soul in the process, as it is the anathema of who and what we are.

A character of any class can learn shadow sorcery, but the occultist learns to do it well. Unlike casters in Urban Arcana, characters in Shadow Theory need not prepare their magick ahead of time, nor is there a hard limit to how many times per day they can cast. Since each use carries a vicious cost, however, few will be careless with their magick, and even fewer will live to tell the tale.

The Components of Sorcery
Learning to manipulate the raw force of the Otherworld is a complicated process involving the acquisition and understanding of several pieces of information. These components can often be found in forbidden tomes, written by those who have been graced by the Otherworld in eons past.

Whisper: A single, alien state of mind that forms a small psychic connection to the Otherworld is called a whisper. They do nothing by themselves, but can create amazing supernatural effects when combined. They are usually only shared by those who are completely insane, and are not always found with the appropriate lexicon.

Whispers are either a "verb" or a "noun," which affects how they can be combined.

By default, a character who has learned a whisper knows how to connect their mind to the Otherworld using that particular set of meditations, but they do not know what this can achieve. They do not know the name or meaning of the whisper, but can still blindly experiment with it in hopes of finding a combination it can be used in. An intelligent individual may be able to deduce a whisper's meaning through observing the other whispers with which it can interact.

Lexicon: A lexicon categorizes the whispers and explains their meaning and history. A lexicon is usually written by a more academically minded individual who may not even personally know the whisper they write about.

A character with a whisper but not the associated lexicon does not know the whisper's meaning or name. A character with a lexicon but not the whisper itself knows the whisper's name, meaning, and symbol but not how to perform it. They can identify utterances using the whisper with Spellcraft, but they cannot use an utterance that requires the whisper as a component.

Murmur: Some whispers have no apparent meaning, and cannot be used to create utterances. They are called murmurs. Murmurs can be attached to an utterance, in which case they can increase the power, range, or other aspect it. They are essentially meta-whispers.

Murmurs are completely optional. They have associated lexicons just like normal whispers.

Utterance: A pairing of two whispers that creates a supernatural effect is called an utterance, and is the main goal of shadow sorcery. An utterance is a complete, packaged magickal effect that can be used round after round, but consumes a part of the caster in the process. They are composed of a "verb" whisper and a "noun" one.

A character who has combined two whispers successfully learns that they can create a magickal effect, and can use the utterance from then on, but does not know what this effect is. Obviously, the character will get a good idea of the utterance after a few castings.

Sorcerous Scroll: A scroll is similar to a lexicon in that it is an academic explanation of the Otherworld phenomena. A sorcerous scroll usually indicates which two whispers can be combined to create an utterance, and then explains the utterance itself in detail.

A character with a scroll learns the details of the utterance, such as range, number of possible targets, maximum damage, and various other miscellanea. Without the component whispers, the utterance still cannot be cast. Without a lexicon identifying the whispers, the formula for the utterance, which is simply the names of the two components, is useless.

Using an Utterance
Unless otherwise noted, using an utterance follows the same rules for casting a spell, as stated in the d20 Modern Core Rulebook.

Counterspell
Using a counterspell requires a Spellcraft check, as normal. If successful, the counterspeller can cast the spell in reverse, creating a backwash of Otherworld energy and shorting out the enemy spell. Murmurs have no effect on whether an utterance can be countered, and using a counterspell does not carry a corruption cost.

Spell Information
An utterance has no school or level. Instead, it has a corruption cost, which indicates the sacrifice the Otherworld demands in exchange for its energies. The cost is paid immediately upon finishing the spell. If the cost would damage an ability score below 0, the ability instead drops to 0, and the spell fails (except in the case of Constitution, where the spell continues as normal despite killing the caster).

Creatures with -10 Sanity, like the Fallen, or who lack Sanity scores, such as the Tainted or Entities, never suffer Sanity loss for casting spells. They do, however, pay the ability score cost as normal.

Caster Level
For every level of Occultist the character has, their caster level increases by 1. For every level of another class, the character's caster level increases by ½ (round down, minimum 1).

A Tainted One has a caster level equal to half its Hit Die, unless otherwise noted, while an Entity's caster level is equal to its Hit Die.

Saving Throw
The save DC of an utterance, if it allows one, is 10 + 1 per echelon above one + the ability modifier of the score the spell consumes (before consumption). Some spells may have higher DCs, as noted in their description. Most often, these are spells that do not also have an increasing effect, such as Bind.

Light and Darkness
Because magick involves a connection with the Otherworld, it can be disrupted by light. Bright light, such as from spotlights or the sun, prevent a character from using an utterance unless than can find a shadowed spot through which to channel (sticking your hand into a dark cabinet or shadow of a building will suffice). A channeler cannot use their own shadow, but they can use a friend's.

Friends of the caster may find this constant need for darkness to be eerily reminiscent of the Entities.

Learning an Utterance
Utterances can be learned through experimentation or through deliberate and careful study. Experimentation allows the character to learn utterances they would otherwise not know, but is difficult and hazardous.

Learning Through Experimentation
Christina has been an avid reader of dark tomes ever since the Event took place. After spending weeks reading one such tome, written in archaic french, she uncovers the meditations required to use a whisper hidden in the disjointed prose. Her GM tells her to write Whisper 13 on her character sheet. The book did not tell her what these meditations achieve, only how to do them. She adds them to the two she already knows, Whisper 7 and Whisper 8.

Confident she has enough for at least one utterance, she begins to experiment, channeling the whispers and observing how they interact with each other. First, she tries Whisper 7 and Whisper 8. Her GM secretly rolls a Spellcraft check for her (DC 15). She observes that the whispers do not connect or meld together at all, and she decides they must be unable to go together. She suffers 1d4 points of Sanity loss for a failed attempt at experimentation. Even though she did not actually cast anything, she still connected her mind with the Otherworld, which exacts a psychological toll. She rolls a 1, and decides to keep going. Next she tries Whisper 7 and Whisper 13. After another secret Spellcraft check, her GM tells her that the two whispers mesh together when she channels them, indicating that the two form an utterance together. She suffers 1d6 points of Sanity loss for successfully combining two whispers into an utterance.

Christina still does not know what this utterance does, but she's happy to write Utterance 5 on her magick notes sheet. She simply knows that Whisper 7 and Whisper 13 make Utterance 5. Now all she needs to do is weigh the pros and cons of casting a mystery spell in the confines of her safe house, possibly endangering her friends if the spell is of the offensive variety.

Learning Through Study
Like Christina, Marco became extremely interested in forbidden tomes after the Event, as he was eager to learn more about what was or will be happening to him and his friends. Unlike Christina, he is extremely cautious when dealing with the Otherworld. Marco learned the same whispers she did, but he also sought out lexicons before attempting anything. He knows that Whisper 7 is Joudemak (Creature) and Whisper 8 is Vuru, the Deaf murmur.

Through reading an old french journal, Marco learns Whisper 13. He doesn't know what it does, and decides to remain on the safe side and not try to combine it with Joudemak. He checks the two scrolls he has, and finds that both Pi'loi and Ythiak can be combined with Joudemak. One creates a summoning spell, the other is a kind of mind control spell.

Later on, after an encounter with one of the Fallen, Marco acquires a strange manuscript. Again, he pours over it, eventually finding three lexicons buried in the text. He learns of two whispers he does not personally know (but can now identify through Spellcraft), and finds that Whisper 13 is, in fact, Pi'loi (Summon).

Without any experimentation or Sanity loss, he now knows the Summon Monster utterance, and because of the scroll's detailed description of the spell's effects, he knows that the creature remains even when his control is broken. Good thing he didn't cast it in the safehouse.

Spell-Like Abilities
Some creatures possess spell-like abilities, the innate capacity to generate effects that mimic certain spells. A spell-like ability is not actually a spell; they are not composed of whispers, nor can they be modified by murmurs. A creature need not know the component whispers of the spell they're replicating, nor does knowledge of a spell-like ability allow the creature to cast the spell or use the whispers that compose it.

Spell-like abilities have no visual or auditory manifestations, and so cannot be identified. A creature with access to a higher echelon for its spell-like ability must spend extra time casting, just like a spellcaster with the Orbo murmur.

Creatures never pay a corruption cost for their spell-like abilities.

Kuma Kode
2010-04-07, 03:42 PM
Whispers

Whispers either possess a verb or noun nature, and cannot be combined with another whisper of the same type (all utterances are composed of a verb+noun pair: there are no verb+verb or noun+noun utterances).

A character who learns a whisper automatically knows the associated symbol. A lexicon contains the symbol, name, and meaning, but not how to use the whisper. Scrolls contain the names, but not the symbols or meanings, of the two whispers needed to cast that utterance.

A GM is encouraged to create new whispers to add to their Shadow Theory game.


{table="width=80%"]
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Arlo-molegh
Reveal |
Yg-laa
Project |
Bogtene
Protect |
Lalenol
Summon |
Halot-Labo
Absorb


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Ngthlh-ddh
Dispel |
Ort-ehoglh
Dominate |
Rtathu-bog
Decieve |
Ystharnotag
Restore |
E'migubbor
Imbue


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Lot-aug
Corrode |
Nanyothua
Shadow |
Otharsaz
Mind |
Uggot
Self |
Ith-ys
Object


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Chaugorhac
Creature |
Yghaz-legh
Electricity |
Iqubony
Fire |
Phu-ug
Area |
Phakel
Soul


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Degachabo
Death |
Bbhothigug
Body |
A'nacatugh
Light | |
[/table]

Kuma Kode
2010-04-07, 04:45 PM
Murmurs

Murmurs are learned and identified just like whispers, but they cannot be used to create new spells, as they lack a verb or noun nature. However, they can be attached to an utterance to augment it.

Attaching an murmur increases the casting time, however. A casting time of a standard action increases to 1-round, and each additional murmur increases the casting time by another round. For example, an echelon 3 Asklepios utterance with the Lo murmur has a casting time of 3 rounds, taking effect at the beginning of the caster's turn on the 4th round (Standard action becomes 1 round with Lo, plus one additional round for each of the two Or-bos required to reach echelon 3).

The number of murmurs a caster may attach to a spell depends on their caster level.

{table=head]Caster Level | Maximum Number of Murmurs
1st - 3rd | None - Cannot use murmurs at this level.
4th - 6th | 1 Murmur
7th - 9th | 2 Murmurs
10th - 12th | 3 Murmurs
13th - 15th | 4 Murmurs
16th - 18th | 5 Murmurs
19th - 21th | 6 Murmurs
+3 Caster Levels | +1 Murmur[/table]

There is theoretically no limit to how many murmurs can be applied, and Entities may even be able to cast Echelon 6 or higher utterances, but because of the caster level limits, non-epic survivors are limited to 4 or fewer murmurs.

Unless otherwise noted, a murmur can only be applied once to an utterance.

{table]http://i88.photobucket.com/albums/k185/kuma_klaw/shadow/time.gif | Es
TimeAdding this murmur to a spell doubles the duration. A spell with a duration of Instantaneous, Permanent, or Concentration is unaffected by Es.
http://i88.photobucket.com/albums/k185/kuma_klaw/shadow/grasp.gif | Lo
GraspAdding this murmur to a spell doubles the range. A spell with a range of Personal is unaffected by Lo.
http://i88.photobucket.com/albums/k185/kuma_klaw/shadow/blind.gif | Orvo
BlindAdding this murmur to a spell causes it to lack a visual manifestation, increasing the Spellcraft DC to identify it by +5. If combined with Vuru, the Deaf murmur, the utterance cannot be identified during casting and therefore cannot be countered.
http://i88.photobucket.com/albums/k185/kuma_klaw/shadow/deaf.gif | Vuru
DeafAdding this murmur to a spell causes it to lack an auditory manifestation, increasing the Spellcraft DC to identify it by +5. If combined with Orvo, the Blind murmur, the utterance cannot be identified during casting and therefore cannot be countered.
http://i88.photobucket.com/albums/k185/kuma_klaw/shadow/power.gif | Or-bo
PowerOr-bo increases the spell's power level by one echelon, making it deal more damage, harder to resist, or have additional or different effects. Unlike most other murmurs, Or-bo can be attached multiple times to an utterance, increasing the spell's echelon and casting time each use.[/table]

Kuma Kode
2010-04-08, 02:30 AM
http://i88.photobucket.com/albums/k185/kuma_klaw/shadow/Aleksi_Zombies_boxcover_600_600.jpg

The Tainted

When I was a kid, my father told me there was no such thing as monsters; my nightmares were just figments of my imagination. As I got older, I had to wonder, was he lying to me... or just wrong?

~ Harry Dresden, from "The Dresden Files" ~

When the Black slays a human being, it transforms and reanimates their dead body with the sinister power of the Otherworld. Their features twist and reshape, becoming more feral and frightening, while their mind becomes evil and inhuman. Tainted ones hunger for the flesh of the uncorrupted, but not because they need sustenance. They devour other humans to use as raw materials for their own transformations. The more humans a tainted one eats, the more skin, bones, and muscles it can incorporate into its own, rapidly changing form.

The Children of the Black come in various stages, depending on the amount of mutation they have undergone. Freshly corrupted Tainted ones are largely human, though more sinister in appearance and possessing murderous and inhuman desires. As they devour more flesh, they evolve into new shapes and gain strange powers reminiscent of those possessed by the Entities.

While the Tainted retain no knowledge or abilities of their former life, it is believed that who the person used to be will influence their evolutionary path. A man who worked as a bouncer, for instance, will likely take the path of the Bruiser, while a woman who did parkour as a hobby will likely take the path of the Edward. This also influences their hunger: the bruiser will devour muscle tissue and skin, while the Edward will benefit from the consumption of tendons and bones.

Ecology
The Tainted Ones fear the light. It burns the Otherworld essence from them, leaving a dead husk, but the essence will return if the corpse is once again exposed to darkness. A tainted one exposed to direct sunlight loses a third of its wound points each round, collapsing in death at the end of the third round.

Because of this hatred of the light, the Tainted "sleep" during the day, huddling in darkened corners of lightless rooms and entering a trance-like state in which they stare blankly, muttering and groaning to themselves for hours. They are not unconscious, however, and may still hear or spot a careless survivor who stumbles into their den, though they do suffer a -4 penalty to Spot and Listen checks made during their altered state. Survivors who have stumbled into a tainted one's den during this period have reported that the creatures seem to cluster together when they "sleep," hinting that the monsters might retain some vestigial social nature.

If an entity has manifested, the tainted ones will instead huddle around it during the day, fawning over and worshiping the otherworldly horror while it hibernates. While it does not technically cause Sanity loss, survivors who have seen this practice find it to be a deeply disturbing sight.

At night, however, the tainted ones set out and roam the streets in bands. They will attack any living creatures they see, whether they be animals, survivors, or one of the Lost, and consume their flesh. Interestingly, they ignore the Fallen, appearing to be able to sense them instinctively.

They do not fight together, and have no concern for their dead. The tainted appear to only group up because it makes them more dangerous. However, they may be aware that they cannot truly die, and therefore do not fear destruction or mourn the temporary demise of their comrades. Every night, at the instant the Otherworld comes crashing against our world like an unholy wave, the Tainted ones are restored beneath an eldritch green storm. During the Reanimation, all tainted ones are restored to full wound and vitality points, cured of all ability damage, and even physically reassembled if they were missing limbs or were hacked to pieces. This even reanimates tainted ones who have fallen to 0 wound and perished.

It is said there are ways to permanently destroy a tainted one, but this may simply be wishful thinking on the part of desperate and hopeless survivors.

Defilement
Tainted Ones are compelled on an instinctive level to seek out and consume the flesh of living creatures, regardless of whether the source is living or dead. During the feeding process, some of the Black within the Tainted One is transfered to the corpse, which rapidly begins to spread and infect the dead body. 1d4+1 rounds after the feeding began, regardless of whether it was interrupted, the corpse rises as a Corrupted as if it had been slain by the Black.

Once the corpse reanimates, any and all Tainted cease feeding on it, indicating that they perceive their own kind as inedible much like humans do.

It is important to note that any mostly intact corpse can be defiled, and the Tainted need not have killed it to defile and reanimate it. Victims of accidental death, suicide, homicide, starvation, or any other causes can be defiled in this way.

Tainted Subtype
Tainted beings are normal creatures, frequently humans, who have become corrupted by the Otherworld's power. Though they vary in appearance and abilities, they all share some similar traits.

Child of the Black (Ex): A Tainted One is immune to the negative effects of the Black, and instead gains fast healing 2 when exposed to it.

Cold Immunity: Tainted Ones are immune to cold, unless otherwise noted.

Sunlight Vulnerability: When a Tainted One is exposed to intense ultraviolet light, such as that from the sun, it rapidly begins to die; it looses one third of its Wound points at the beginning of its turn for as long as it remains within the light. If it does not flee the light by the time it drops to 0 Wound, it perishes.

Darksight (Su): Tainted Ones can see in darkness as easily as a human can see in light. They cannot distinguish color under these circumstances.

Stage 1 Animiasis
Animiasis (literally "corruption of life") is the name given to the process through which the Black alters and mutates an affected creature's mind and body. Upon initial corruption, only rudimentary and cosmetic changes occur, such as a blackening of the hair and whitening of skin and eyes, as well as strengthening of the muscle and sinew. Stage 1 Corrupted are statistically similar to what they once were; use the following template or generic Corrupted for Stage 1.

All of the Stage 1 Tainted Ones are level 1 Ordinaries.

Corrupted - Ordinary Template: A template and generic humans to cover all low-level zombies.

Stage 2 Animiasis
As the Corrupted devours more flesh, the animiasis creates new growths and mutations that grant the affected creature new abilities beyond its previous abilities. They still appear much like they were in life and in Stage 1, but at this level they begin to differentiate into distinct types.

All of the Stage 2 Tainted Ones are level 2.

Bruiser - Medium Humanoid (Tainted) [Strong]: The musclebound evolution of a Corrupted with Strong levels.
Edward - Medium Humanoid (Tainted) [Fast]: The clawed evolution of a Corrupted with Fast levels.
Roughneck - Medium Humanoid (Tainted) [Tough]: The infectious evolution of a Corrupted with Tough levels.
Wight - Medium Humanoid (Tainted) [Smart]: The sinister evolution of a Corrupted with Smart levels.
Haruspex - Medium Humanoid (Tainted) [Dedicated]: The psychic evolution of a Corrupted with Dedicated levels.
Harpy - Medium Humanoid (Tainted) [Charismatic]: The painfully loud evolution of a Corrupted with Charismatic levels.

Stage 3 Animiasis
After achieving stage 2, the corrupted continue to consume more flesh. Some continue along the same path they began, improving the abilities they already possess, while some others begin to branch out, mixing the powers of their original form with the powers of another and creating terrible crossbreeds.

All of the Stage 3 Tainted Ones are level 5.

Brute - Large Humanoid (Tainted) [Strong/Strong]: A walking mountain of corrupted muscles, the brute is a frighteningly powerful evolution of the Bruiser.
Tyrant - Medium Humanoid (Tainted) [Strong/Fast]: Combining the muscles of a Bruiser and the razor-sharp claws of an Edward, the Tyrant is a terrifying combatant capable of shredding unaware survivors.
Tank - Medium Humanoid (Tainted) [Strong/Tough]: The rock-solid evolution of a Roughneck and a Bruiser.
Strangler - Medium Humanoid (Tainted) [Strong/Smart]: A sadistic, muscular Corrupted who enjoys choking its victims again and again and again...
Tormented - Medium Humanoid (Tainted) [Strong/Dedicated]: Rage and pain are all this Corrupted knows, and it wants to share as much of it as possible.
Wailer - Medium Humanoid (Tainted) [Strong/Charismatic]: A powerful Tainted creature who can knock its opponents down with its voice.
Stalker - Medium Humanoid (Tainted) [Fast/Fast]: A deadly assassin capable of fading into the darkness.
Assembler - Medium Humanoid (Tainted) [Fast/Tough]: A vile, lightning-fast zombie possessing the abilities of both the Edward and the Roughneck, capable of coating its natural weapons in putrid bile.
Crawler - Medium Humanoid (Tainted) [Fast/Smart]: A tactical Tainted One who attacks with knife-like shards of bone.
Ghost - Medium Humanoid (Tainted) [Fast/Dedicated]: A chilling former-human who uses its ability to alter perception to "vanish."
Bullet-Chaser - Medium Humanoid (Tainted) [Fast/Charismatic]: - A quick and stealthy zombie who possesses a strange fascination with high speeds.
Blight - Medium Humanoid (Tainted) [Tough/Tough]: A disgusting spreader of Otherworldly disease who prefers to inject his victims directly.
Vampire - Medium Humanoid (Tainted) [Tough/Smart]: - A durable monster who focuses on consuming the life of its victims to heal itself.
Inevitable - Medium Humanoid (Tainted) [Tough/Dedicated]: A determined foe, it never ceases its hunt for its chosen victim.
Hummer - Medium Humanoid (Tainted) [Tough/Charismatic]: A tough Tainted whose subsonic droning can wreak havoc with a party of desperate survivors.
Demiliche - Medium Humanoid (Tainted) [Smart/Smart]: A powerful sorcerer evolved from the Wight, capable of reanimating dead Corrupted.
Monk - Medium Humanoid (Tainted) [Smart/Dedicated]: Transcendent and psychic, the monk can lay waste to an opponent's mind, carving deep scars that will never fully heal. Evolves from a Wight and a Haruspex.
Persona - Medium Humanoid (Tainted) [Smart/Charismatic]: A deceptive creature capable of assuming the appearance of a dead survivor and mimicking environmental noises.
Medusa - Medium Humanoid (Tainted) [Dedicated/Dedicated]: A psychic zombie with a paralyzing gaze that evolves from a Haruspex.
Wraith - Medium Humanoid (Tainted) [Dedicated/Charismatic]: A zombie whose supernatural wails are as dangerous to magick as it is to survivors.
Siren - Medium Humanoid (Tainted) [Charismatic/Charismatic]: A sonorous zombie whose bone-shattering screams pale in comparison to the threat posed by its words.

Stage 4 Animiasis
Few Tainted ever reach Stage 4 of their evolution due to the incredible amount of time and resources required. Those who do, however, are widely feared and become local legends, whispered about by survivors who still cling to life within their domain.

Many creatures of this stage have overt supernatural abilities or non-human physical features, revealing the corruption that has taken hold deep within their being.

All of the Stage 4 Tainted Ones are level 10.

See Predecessor - Large Humanoid (Tainted) [Strong/Strong]: -
See Predecessor - Medium Humanoid (Tainted) [Strong/Fast]: -
See Predecessor - Medium Humanoid (Tainted) [Strong/Tough]: -
See Predecessor - Medium Humanoid (Tainted) [Strong/Smart]: -
See Predecessor - Medium Humanoid (Tainted) [Strong/Dedicated]: -
See Predecessor - Medium Humanoid (Tainted) [Strong/Charismatic]: -
See Predecessor - Medium Humanoid (Tainted) [Fast/Fast]: -
See Predecessor - Medium Humanoid (Tainted) [Fast/Tough]: -
See Predecessor - Medium Humanoid (Tainted) [Fast/Smart]: -
See Predecessor - Medium Humanoid (Tainted) [Fast/Dedicated]: -
See Predecessor - Medium Humanoid (Tainted) [Fast/Charismatic]: -
See Predecessor - Medium Humanoid (Tainted) [Tough/Tough]: -
See Predecessor - Medium Humanoid (Tainted) [Tough/Smart]: -
See Predecessor - Medium Humanoid (Tainted) [Tough/Dedicated]: -
See Predecessor - Medium Humanoid (Tainted) [Tough/Charismatic]: -
See Predecessor - Medium Humanoid (Tainted) [Smart/Smart]: -
See Predecessor - Medium Humanoid (Tainted) [Smart/Dedicated]: -
See Predecessor - Medium Humanoid (Tainted) [Smart/Charismatic]: -
See Predecessor - Medium Humanoid (Tainted) [Dedicated/Dedicated]: -
See Predecessor - Medium Humanoid (Tainted) [Dedicated/Charismatic]: -
See Predecessor - Medium Humanoid (Tainted) [Charismatic/Charismatic]: -

Stage 5 Animiasis
Believed to be the final stage of a Tainted One's evolution, Stage 5 corruption is extremely rare. Very few Corrupted are successful enough to reach this stage, and even then it took them years, possibly decades to achieve. Thankfully, their rarity means these creatures will almost always be solitary, never appearing with others of their caliber. Barely human, these creatures terrorize the countryside they inhabit, possibly for centuries after the apocalypse, and their power is known far and wide.

All of the Stage 5 Tainted Ones are level 15. At this point, the difference between Tainted and Entity is academic, and for this reason there are no more stages. These beings will soon shed their mortal shell and transcend the veil between realities as a new Entity.

See Predecessor - Large Humanoid (Tainted) [Strong/Strong]: -
See Predecessor - Medium Humanoid (Tainted) [Strong/Fast]: -
See Predecessor - Medium Humanoid (Tainted) [Strong/Tough]: -
See Predecessor - Medium Humanoid (Tainted) [Strong/Smart]: -
See Predecessor - Medium Humanoid (Tainted) [Strong/Dedicated]: -
See Predecessor - Medium Humanoid (Tainted) [Strong/Charismatic]: -
See Predecessor - Medium Humanoid (Tainted) [Fast/Fast]: -
See Predecessor - Medium Humanoid (Tainted) [Fast/Tough]: -
See Predecessor - Medium Humanoid (Tainted) [Fast/Smart]: -
See Predecessor - Medium Humanoid (Tainted) [Fast/Dedicated]: -
See Predecessor - Medium Humanoid (Tainted) [Fast/Charismatic]: -
See Predecessor - Medium Humanoid (Tainted) [Tough/Tough]: -
See Predecessor - Medium Humanoid (Tainted) [Tough/Smart]: -
See Predecessor - Medium Humanoid (Tainted) [Tough/Dedicated]: -
See Predecessor - Medium Humanoid (Tainted) [Tough/Charismatic]: -
See Predecessor - Medium Humanoid (Tainted) [Smart/Smart]: -
See Predecessor - Medium Humanoid (Tainted) [Smart/Dedicated]: -
See Predecessor - Medium Humanoid (Tainted) [Smart/Charismatic]: -
See Predecessor - Medium Humanoid (Tainted) [Dedicated/Dedicated]: -
See Predecessor - Medium Humanoid (Tainted) [Dedicated/Charismatic]: -
See Predecessor - Medium Humanoid (Tainted) [Charismatic/Charismatic]: -

Kuma Kode
2010-04-10, 06:06 PM
Utterances

Utterances are created when two whispers are combined by a knowledgeable caster. Not all combinations of verb and noun whispers will create an utterance, and no two scrolls will call an utterance by the same name. Animate Dead found in one scroll may be found as Black Binding or Putrid Puppet in another.

This area will be filled as progress is made in creating new spells. It is heavily a work-in-progress.

{table=width=100%]|
Reveal |
Project |
Protect |
Summon |
Absorb |
Dispel |
Dominate |
Deceive |
Restore |
Imbue |
Corrode
Shadow |
Detect Corruption |
- |
- |
Sight Unseen |
- |
Dispel Magick |
- |
- |
- |
- |
Dissolution
Mind |
- |
Grip of Fear |
- |
- |
- |
- |
- |
Phantom |
- |
Assurance |
-
Self |
- |
- |
Life Shield |
- |
- |
Shadow Body |
- |
- |
- |
- |
-
Object |
- |
- |
- |
- |
Venom |
- |
- |
- |
- |
Enchant Item |
Unmake
Creature |
- |
- |
Bind |
Summon Monster |
- |
- |
Puppetmaster |
- |
- |
- |
-
Electricity |
- |
- |
- |
Arc |
Shock Therapy |
Blackout |
- |
- |
- |
- |
-
Fire |
- |
- |
- |
- |
Dead of Winter |
- |
Firedance |
- |
- |
Cleanse the Sin |
-
Area |
See The Unseen |
- |
Seal of Tora / Eibon |
- |
- |
- |
- |
- |
- |
- |
Void
Soul |
- |
Black Bolt |
- |
- |
- |
- |
- |
- |
Black Lazarus |
- |
-
Death |
Echo from the Grave |
- |
- |
- |
Animate Dead |
- |
- |
- |
Vampiric Touch |
- |
-
Body |
- |
Vestibule |
- |
- |
- |
- |
- |
A Thousand Faces |
Asklepios |
- |
-
Light |
- |
- |
- |
- |
- |
- |
Solar Puppeteer |
- |
- |
Light Echo |
-
[/table]

Kuma Kode
2010-04-10, 06:45 PM
Summon Monster
Lalenol + Chaugorhac
Corruption Cost: 2 Strength damage and 1d4 Sanity
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft./ 2 levels)
Target, Area, or Effect: One monster
Duration: Permanent (D)
Saving Throw: None
Spell Resistance: No

This ancient incantation summons a denizen from the Black, and binds it to your will. This embodiment of evil may be commanded to rend your foes asunder, or to destroy the very foundations of the world, but this wicked power is not to be commanded lightly, for the toll on a mortal mind is dreadful, indeed.

This spell summons a creature of the Otherworld (either a tainted one or an entity) and binds it to your command. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. You may telepathically command the creature as a free action, redirecting its attacks or perhaps having it perform other tasks, as you see fit. This spell is permanent, but can be broken as a standard action.

In addition to the corruption cost, the summoned creature itself may force a Sanity check.

Unfortunately, the telepathic link forged by this spell is particularly harmful to mortal psyches, giving them access to a sinister, alien mind. While this spell is in effect, the caster loses 1 Sanity point per round, ending when they reach 0 Sanity or spend a standard action to dismiss the summoning. If more than one Summon Monster spell is in effect, the loss is 1 Sanity point per spell per round, and they must be dismissed individually.

Dismissing Summon Monster breaks the link, but does not send the creature back to its home plane. Most denizens of the Black resent being controlled and will use their newfound freedom to enact vengeance upon their former master.

A creature must be summoned in an area dark enough for manifestation, but may be within line of sight.

Echelon 1: This spell summons a Stage 1 Tainted One.
Echelon 2: This spell summons a Stage 2 Tainted One.
Echelon 3: This spell summons a Stage 3 Tainted One.
Echelon 4: This spell summons a Stage 4 Tainted One.
Echelon 5: This spell summons a Stage 5 Tainted One.

Kuma Kode
2010-04-11, 12:47 AM
http://i88.photobucket.com/albums/k185/kuma_klaw/shadow/ViktorKoen_CuthuluRising.png

The Entities


Sometimes, fear is the appropriate response.
~ 1, from "9" ~

The Entities. The mysterious, supernatural beings who ripped humanity from its stagnation. The demons wrought of the Otherworld, sent to Earth to devour the souls of the wicked. The alien intruders who lurk in the dark. However you look at them, the Entities are some of the most feared creatures in all of existence.

Composed of the very essence of darkness, Entities come in all shapes and sizes. They are not a unified race like humans, but a mixture of various creatures who have their own ecosystems, habits, and powers. Only their fear of light and their hatred of those who live within it bind them together as a coherent whole.

Where Tainted Ones are monsters that arise when our world is contaminated by the Otherworld, the Entities are those that arise when the Otherworld is contaminated by our own. They are the result of an Otherworld denizen being compressed and conformed to fit into our world, our physics, our rules. Like a man's shadow is a two-dimensional projection of a three-dimensional creature, so to is an Entity merely a three-dimensional projection of something more.

Ecology
Entities fear the light, even more so than a Tainted One, because they have no native component. They are composed completely of Otherworld essence. An entity brought into direct sunlight is disabled, able to take only a single move or standard action that round. It is utterly destroyed on the next round if it was unable to escape the light.

Shadows are the Entity's home, and they are also its threshold. Entities can materialize out of thin air, an eerie act called manifestation. When this happens appears to be random, and may not be intentional on the part of the intruder, adding a confusing layer of uncertainty to an already terrifying phenomenon. People who survive the apocalypse quickly learn to fear the dark in all of its obscure places, and for good reason.

During the day, Entities who have manifested lie dormant. It is not known whether they actually need sleep like humans do, or if they are simply conserving energy. An entity goes into a trance during the day, usually at sunrise, and remains this way until sundown, unless disturbed. A dormant entity suffers a -10 penalty on Listen and Spot checks. Tainted ones accompanying the entity will "sleep" with it, gathering around and trancing with it. This may be a kind of defensive instinct, since the tainted ones have a significantly higher awareness during their trance than an entity. If they are disturbed, they will awaken their patron.

The most terrifying aspect of the entities, which makes survivors fear them regardless of their size or strength, is their complete indestructibility. An entity that falls to 0 wound drops to the floor and lays motionless. Its aura dims, and it is for all intents and purposes dead, but death is merely a temporary condition for a creature composed of the Black. 1d4+1 rounds after its apparent death (12 to 30 seconds), an entity rises once again, recovering all lost wound, vitality, and ability points. Even limbs severed from the creature are reformed from the darkness. Survivors facing entities usually don't waste ammunition or time on such creatures, as the practice of fighting an entity is futile, and merely buys a short respite before the creature resumes the assault once again.

It is said there are ways to permanently destroy an entity, but this may simply be wishful thinking on the part of desperate and hopeless survivors.

Entity Subtype
Entities are a particular kind of creature born from the Otherworld's energies. They are horrific beings that vary wildly in appearance and power, but they all possess a few traits shared by all Entities.

Child of the Black (Ex): An entity is immune to the negative effects of the Black, and instead gains fast healing 5 when exposed to it.

Cold Immunity: Entities are immune to cold, unless otherwise noted.

Reanimation (Su): When slain, an entity remains dead for 1d4+1 rounds. After this time, it reanimates with full hit points and even regenerates lost body parts. Damage sustained while dead does not affect this ability or increase the time it takes to reanimate.

Darksight (Su): Entities can see in darkness as easily as a human can see in light. They cannot distinguish color under these circumstances. However, they cannot see in light.

Dim light, such as the area illuminated by a standard flashlight, grant one-tenths concealment against Entities (10% miss chance).

Bright artificial light (such as that created by a floodlight, searchlight, or installed lighting like fluorescent lights) grants one-half concealment (20% miss chance).

Indirect sunlight (such as on an overcast day) grants nine-tenths concealment (40% miss chance).

Direct sunlight grants total concealment, and Entities cannot see into it (50% miss chance and must guess who square the survivor is in).

Sunlight Vulnerability: When an entity is exposed to intense ultraviolet light, such as that from the sun, they are immediately disabled and may take only a single standard or move action in the first round of exposure. If they do not successfully flee the light, they are instantly destroyed on the next round. They will not reanimate until exposed to darkness.

The Entities
The most common manifestations of the Otherworld have the Entity subtype.
Shattered Promise - Tiny Undead (Entity): The faceless ghost of a child who never lived.
Forsaken Husk - Medium Undead (Entity): A terrifying but weak manifestation of the Otherworld.
Lurker - Small Aberration (Entity): A disturbing creature that wears humans like a skin.
Corpse Flower - Huge Plant (Entity): White petals and the stench of death.
Floral Spectre - Medium Plant (Entity): Quasi-undead plants trapped in servitude to the corpse flower who took their life.
Tindalos - Huge Aberration (Entity): A powerful, trap-like creature that grabs prey and drags them bodily into the Otherworld.
Eleos - Large Outsider (Entity): An angelic Entity whose claws are capable of causing uncontrollable bleeding.
Whisper In the Dark - Huge Undead (Incorporeal, Entity, Swarm): A powerful and destructive embodiment of the Otherworld's malice, appearing as a sentient mass of the Black.
Golanac - Large Monstrous Humanoid (Entity): A burly, four-armed monster capable of burrowing through solid stone to reach its prey.
Jumping Jackal - Medium Monstrous Humanoid (Entity): Boing. Boing.
Heartseeker - Medium Vermin (Entity): A venomous stalker of the night skies.
Psychic Vampire - Medium Abberation (Entity): A spider-like entity who literally feeds on fear.
Hollow Man - Small Undead (Entity): The fractured soul of a person who never lived, filled with resentment and Otherworldly power.
Nak'Tar - Tiny Magickal Beast (Entity): Small, carnivorous, spider-like insects of the Otherworld.
Nak'Tar Spiderling Swarm - Fine Magickal Beast (Entity, Swarm): A seething carpet of legs and hunger.
Nak'Tar Hivewalker - Medium Undead (Entity): An animated corpse infested by a nak'tar collective and given an unholy hive mind.
Voiceless - Medium Construct (Entity): Corpses stitched shut and filled with arcane powers, forced into a mockery of life but a vile spellcaster.

The Others
Some supernatural creatures lack the Entity subtype, and do not share their allegiances. It is unknown if these creatures come from somewhere else, or if they are simply a different kind of Entity.
Chitterer - Diminutive Magickal Beast: A harmless but extremely annoying specimen of Otherworld wildlife.
Gatekeeper - Large Outsider: A non-euclidean keeper of passageways.
Being from Beyond - Small Aberration (Incorporeal): A terrifying predator from another dimension.

Unique Entities
Like humans, entities likewise have unique individuals within their numbers with unusual statistics or notable circumstances.
The Heart of Darkness - Colossal Undead (Entity, Incorporeal, Swarm): An ancient Whisper in the Dark that has grown to apocalyptic proportions. Resides within the Bermuda Triangle.
Horror - Large to Colossal Outsider (Entity): The embodiment of a city's soul.

Kuma Kode
2010-04-11, 07:07 PM
http://i88.photobucket.com/albums/k185/kuma_klaw/shadow/211442.jpg

New Feats


These feats from the d20 Modern Core Rulebook are not used in Shadow Theory.

Low Profile
Renown
Windfall


Mentalist
You have studied the ways of the mind, and know how they work.
Benefit: You gain a +2 bonus to all Psychotherapy and Psychic Focus checks.
Special: Remember that Psychotherapy cannot be used untrained.

Psionic Feats
Shadow Theory introduces a new kind of feat, the Psionic feat. Psionic feats are bought and function just like normal feats, but grant the user abilities of a paranormal nature. Some Psionic feats require a Psychic Focus check to activate, and many come with a price. The ectenic cost of a feat is the price paid, usually in terms of Sanity or Wisdom, to power the paranormal ability.

All psychic feats require a high Wisdom. Those that involve projection, rather than simply receiving, also require a high Charisma.

Astral Projection [Psionic]
You are capable of detaching your psyche from your body, allowing you to visit other places and see into other realities without moving.

Prerequisites: Wisdom 15+, Charisma 15+, Sixth Sense, Second Sight

Benefit: Astral projection has many benefits. By spending one minute to enter into a meditative state and succeeding on a Psychic Focus check, you gain the ability to project your mind to another place and see it as if you were there. You need not know the place in question, but you must either give directional information (three miles north) or have a photograph or extremely detailed description. The DC depends on various factors, as indicated on the table. You may also target an object or person known to you. Once projected to your chosen spot, you may float in three dimensions, unaffected by gravity, at a speed of 60 feet. You may wander and inspect things in this disembodied state for as long as you dare, but you cannot interact physically with anything. This prevents you from moving or triggering devices, but you can also move through floors, ceilings, and walls. Gruesome sights, such as monsters or mundane shocks, still cause Sanity loss if you see them.

{table=head]Circumstance | DC
100 feet away or less | 10
1,000 feet away or less | 15
up to 1 mile away | 30
up to 100 miles away | 40
up to 1,000 miles away | 45
Farther | 50
Centered on known person | -2
Area familiar to you | -2
Atunned to person in area | -5
Atunned to area | -5[/table]

Anything with the Sixth Sense feat can sense your presence, and those that possess Second Sight can see you. You are considered incorporeal, so if they possess a weapon with at least a +1 enhancement bonus, know certain spells, or are incorporeal themselves, they can attack you, too.

If you spend an hour meditating with a person or location, you can attune yourself to them, making it easier to astrally visit the person or place later. You remain attuned so long as you visit or touch the place or person at least once a week. Modifiers due to a person and location are cumulative. If you are familiar with both the person and the area, the DC drops by -4. If you are attuned to both the area and a person in it, such as a friend back at your safehouse, the DC drops by -10. Because you must be familiar with a person or place to attune to it, familiarity with a person or place and attunement to it do not stack.

Action: Entering into the meditative state requires one minute and a successful Psychic Focus check. Leaving the state is a full-round action.

Ectenic Cost: 2 Wisdom and 1 Sanity upon success, 1 on a failure. Additionally, you lose 1 point of Sanity for every round you spend astrally projecting.

Bilocation [Psionic]
By focusing your will, you can project it into a quasi-real duplicate of yourself that can move and act independently of you.

Prerequisites: Wisdom 15+, Charisma 15+, Sixth Sense, Second Sight, Astral Projection, Shadow Aspect

Benefit: You may create a quasi-real double of yourself as a full-round action. The duplicate is solid and moves naturally, just like you do. It is, in fact, controlled by your subconscious. The duplicate may speak and perform actions just like you, though it may profess different opinions or offer different suggestions (these suggestions and opinions are your own). Even if it disagrees, it is always allied to you, as you and it are the same individual.
You are constantly aware of what the duplicate thinks, feels, and experiences as if you were the duplicate (because you are). If it experiences Sanity loss, you both do. If it spots a monster hiding in the rafters, you both see it.

In combat, the duplicate acts on your turn and can take any actions you could, though any Sanity loss, ability score damage, negative levels, or other unsavory effects afflict both of you equally. None of your equipment is duplicated, so you will need to give it weapons if you plan on using it in combat.

While either of you is casting or concentrating on a spell, the other one cannot cast. Likewise, only one of you can be using a psychic feat at any given time (not including bilocation, which neither of you can use while the duplicate lives).

Both you and your duplicate possess the same health pool. If either of you takes damage, you both do. If your duplicate is killed, it vanishes, and you collapse with 0 Wound points as normal.

You and your duplicate must both spend a full-round action to dissolve the duplicate and reintegrate yourself. Doing so provokes attacks of opportunity for both of you. You need not be near each other to dissolve your duplicate, and because you know exactly what the other one thinks, feels, hears, and sees, you know when the other wants to reintegrate (possibly even to save you both, if the duplicate faces impending death).

Action: Creating or dissolving the double is a full-round action that provokes attacks of opportunity.

Ectenic Cost: Creating the duplicate causes 1 point of Wisdom damage and 1 point of Charisma damage, as well as 1d6 Sanity loss. You suffer an additional 1 point of Sanity loss per round you bilocate.

Empathy [Psionic]
You are sensitive to psychic emanations and can sift through the waste psychic energy of living beings, prying into their thoughts.
Prerequisites: Wisdom 15+, Sixth Sense
Benefit: You can read the minds of others. Doing so requires a Psychic Focus check. The DC depends on circumstances, primarily the distance between you and your target. If you succeed, you can listen in on their surface thoughts for as long as you concentrate. Only the conscious thoughts are heard, not memories or secrets (unless the target is actively thinking about the memory or secret).

You can also sense emotions that your target is currently feeling.

If your target does not think in words, such as an animal or a person who had been deaf from birth, you get feelings, impressions, and images.

If your target has the Entity subtype, you suffer Sanity loss equal to that of a failed check for seeing the monster and you receive nothing.

{table=head]Circumstance|DC
Touching target|5
30 feet away or less|10
100 feet away or less|15
1,000 feet away or less|20
up to 1 mile away|25
up to 100 miles away|30
up to 1,000 miles away|35
Farther|40
Target is known to you|-2
Target has the Sixth Sense feat|-2
Target has the Telepathy feat|-5
Target willing|-5
Target unwilling|+2[/table]

Action: Both attempting to read a mind and sustaining the mind reading is a standard action that provokes attacks of opportunity.
Ectenic Cost: 1 Sanity on failure, 1 Wisdom damage and 1d4 Sanity on success.

Premonition [Psionic]
Whether intentional or not, you gain insights into the future.
Prerequisites: Wisdom 15+, Sixth Sense
Benefit: You may make a Psychic Focus check (DC 15). If successful, you may propose a single course of action (such as opening the locked door in front of you or proceeding down the left staircase), and receive either a Weal (Good), Woe (Bad), or Nothing (Neutral) answer. The visions you receive are too incoherent and symbolic to divulge any details, but through them you can generally gauge how successful your proposed action will be. You have a 70% chance of receiving a correct answer, +5% per psionic feat you possess; otherwise, you receive the Nothing answer. You cannot tell whether a Nothing answer is the result of a failed premonition or not.
Action: Full round action that provokes attacks of opportunity.
Ectenic Cost: Dependent upon the Psychic Focus check: 1 Wisdom damage and 1d4 Sanity loss on success, 1 Sanity loss on failure.

Psychometry [Psionic]
Through simple contact you can grasp visions of the past associated with an object.
Prerequisites: Wisdom 15+, Sixth Sense, Premonition, Empathy
Benefit: You can receive information about an object or place's past in the form of fragments or readings.

Fragments: A fragment is a brief bit of sound, conversation, or thought that remains with the object or place in the form of a disembodied psychic impression. They are very weak and usually only remain in association with traumatic or otherwise pivotal life experiences. They require no action on your part to receive; merely touching or interacting with the object is enough to unlock its fragments.

Whether or not an object or place contains a fragment, and what the fragment relates to, is up to your GM. Most objects have no fragments.

Reading: By concentrating with a touched object for one minute, you can attempt a psychic focus check to discern a single piece of information or brief scene relating to the object touched. The DC depends on what you're attempting to discern and when it happened. Multiple owners overwrite the previous owner's psychic impressions, making it difficult to dig up past information. Likewise, even an abandoned object has its psychic impressions worn away.

Complete visions are three-dimensional and all-consuming; the psychic loses sight of where they are and is immersed completely in the past scene as a silent observer.

{table=head]Circumstance | DC
Surface fact about previous owner (name, mood, view of the object) | 10
Deep fact about previous owner (beliefs, important historical facts) | 15
Complete Vision of a pivotal scene involving the object | 20
Reading back one owner¹ | +5
Abandoned for more than one month¹ | +5
Abandoned for more than one year¹ | +5
Abandoned for more than a decade¹ | +5
Abandoned for more than a century¹ | +5
Abandoned for more than a millennium¹ | +10
Abandoned for more than a million years¹ | +10[/table]
¹ Cumulative. Apply for every owner between the previous one and the one you're reading, or apply for every time period abandoned. Learning the name of the previous owner of an item abandoned for 20 years, for instance, has a DC of 25. Learning the name of the owner before that is DC 30 (10 for simple fact, +5 for owner before previous, +5 for being abandoned more than one month, +5 for being abandoned more than one year, and +5 for being abandoned more than a decade).

Action: Receiving a fragment takes no action at all. Reading an object intentionally takes at least 1 minute.
Ectenic Cost: Fragments cost nothing to receive. Readings cause 1 point of Wisdom damage and 1d4 points of Sanity damage on a successful read, and 1 point of Sanity loss on a failure. Note that what you see in the vision may also cause further Sanity loss.

Second Sight [Psionic]
You perceive the world around you not only with your eyes and ears, but with your mind as well.
Prerequisites: Wisdom 15+, Sixth Sense
Benefit: This feat grants multiple perceptive abilities.
First, you can perceive supernaturally invisible creatures and objects, regardless of whether they are innately invisible, using a spell, or using a special ability. You still cannot see naturally invisible phenomena, like infrared light or air.
Second, you can perceive the Black, and need not rely on the black frost it casts to tell you where it is or what space it occupies.
Third, you may use Psychic Focus instead of Spot or Listen to detect a Tainted One or Entity.
Action: None. This ability functions continuously.
Ectenic Cost: None.

Sixth Sense [Psionic]
You are sensitive to the Otherworld. Whether because you come from a long line of psychics and witches, or because you had a traumatic, near-death experience, you are intimately familiar with the metaphysical side of the universe.
Prerequisites: Wisdom 15+
Benefit: You may take other Psionic feats. Additionally, you may sense the presence or absence of an Otherworld aura just like a radio using the Welcome to Silent Hill variant, except your GM need not be using that variant for this ability to function.
Action: None. This ability functions continuously.
Ectenic Cost: None.

Shadow Aspect [Psionic]
You are aware of your own dark side. Unlike most people, who run from and deny it, you have embraced it, and accepted it for what it is. Because of this, your darker thoughts and emotions do not control you.
Prerequisites: Charisma 15+, Wisdom 15+, Sixth Sense
Benefit: You are immune to the corruptive influence of the Black, and do not lose levels when in contact with it. Furthermore, you may make a Psychic Focus check (DC 20) against an adjacent square occupied by it (If you have the Second Sight psionic feat, you gain a +2 bonus on this check). On success, you may disperse one 5 ft. cube of the Black, rendering it harmless. It returns 1d4+1 rounds afterwards, however.
Action: Resisting the Black takes no action. Dispersing it is a standard action that provokes an attack of opportunity.
Ectenic Cost: Resisting the Black has no cost. Dispersing the Black costs 1d4 points of Sanity on a successful Psychic Focus check, 1 point of Sanity on a failure.

Subtle Psionics [Psionic]
Your powers, while strong, often go unnoticed.
Prerequisites: Wisdom 15+, Sixth Sense
Benefit: You are only considered psionic when it benefits you. Abilities that have greater affects on characters with certain psionic feats or psionic feats in general treat you as if you possessed no psionic feats.
Action: None. This ability functions continuously.
Ectenic Cost: None.

Telekinesis [Psionic]
You are capable of exerting your will in a literal sense, moving and manipulating objects and creatures with your thoughts.
Prerequisites: Charisma 15+, Wisdom 15+, Sixth Sense
Benefit: You may manipulate objects and creatures from a distance with a Psychic Focus check. The DC depends primarily upon the target's weight, but also on the distance between you. You can exert influence in different ways, as follows.

Sustained Force: You can lift an object and move it up to 20 feet per round. Creatures are allowed a Will save (DC 10 + 1/2 your character level + your Charisma modifier) to negate the force; if they succeed, you suffer Sanity loss as if you had failed the check. You must concentrate and make checks every round to maintain the effect, but only the initial check causes Sanity loss.

Maneuver: You can attempt a trip, disarm, bull rush, or grapple (including pin) against another creature. The DC is 15, modified by distance. The target's weight does not matter, only the target's size. For every size category above Medium your target is, the DC increases by +4. For every size category below, the DC decreases by -4. If you succeed on the check, you use the result in the opposed ability or grapple checks.

Violent Force: You can instead expend all your energy to throw an object or creature a certain distance. You need not use all your weight allowance on one object; total the weight of all objects being thrown to determine the DC, up to a maximum of one object per rank you have in Psychic Focus.

Weapons deal their normal damage, but with a +1 strength modifier per 10 feet thrown. Note that crossbow bolts and arrows deal damage as daggers, and bullets deal no damage when used in this way.

Soft objects deal 1 damage for every 30 pounds thrown, while hard, dense objects deal 1d6 points for every 30 pounds. Creatures thrown against a solid object, such as a wall, sustain 1d6 damage per 10 feet moved.

{table=head]Circumstance|DC
Target within 5 feet|0
Target within 10 feet|5
Target within 25 feet|10
Target within 60 feet|15
Target within 120 feet|20
Target within 250 feet|25
Every 50 feet farther|+5
Every 15 pounds of weight|+2
Every 10 feet thrown|+5[/table]

Action: Sustained Force and Violent Force are standard actions. Maneuver is a full-round action. All uses provoke attacks of opportunity.
Ectenic Cost: 1 Sanity on failure, 1 Charisma damage and 1d4 Sanity on success.

Telepathy [Psionic]
You have a strong psychic presence, and can project your thoughts into the minds of others.
Prerequisites: Wisdom 15+, Charisma 15+, Sixth Sense
Benefit: You can send short psychic messages to others, who hear your message spoken in your voice in their mind. Emotion and dull physical sensations can be sent as well. You must make a Psychic Focus check to send the message, with a DC dependent on several factors (primarily distance).

The message must be 25 words or less. Longer messages require multiple checks.

Your message is simply that; a message. You have no control or special privileges in regards to the creature you message. You need not have a language in common, but creatures who are not capable of complex language (such as animals and most monsters) will not understand the message.

{table=head]Circumstance|DC
Touching target|5
30 feet away or less|10
100 feet away or less|15
1,000 feet away or less|20
up to 1 mile away|25
up to 100 miles away|30
up to 1,000 miles away|35
Farther|40
Target is known to you|-2
Target has the Sixth Sense feat|-2
Target has the Empathy feat|-5[/table]

Action: Sending a message is a standard action that provokes attacks of opportunity.
Ectenic Cost: 1 Sanity on failure, 1d4 on success.

Kuma Kode
2010-04-11, 10:18 PM
Wow, the magic of using someone else's computer... I did not know the whisper runes appear like BLACK BOXES instead of runes when using Internet Explorer. I forgot IE does not support transparent PNGs, only GIFs, so I'll change that soon.

EDIT: Whisper runes should appear as intended now.

Kuma Kode
2010-04-13, 02:07 AM
Added the Bruiser and Edward (Tainted Ones) and the Lurker (Entity), as well as Premonition and Shadow Aspect (Psionic Feat).

If anyone has any idea what Challenge Rating the monsters should have, please let me know. I'm a terrible judge of such things.

Also, spell ideas would be sweet.

Rappy
2010-04-13, 10:02 AM
This is a fascinating thread, indeed. D20 Modern doesn't get nearly enough love as I feel it should...so I'll take a look at your monsters, maybe give them a little playtest if I have the spare time, and see what Challenge Ratings I can come up with for you.

Kuma Kode
2010-04-13, 02:08 PM
That was actually the reason I decided to work on Shadow Theory instead of a floating islands campaign setting for D&D. I figured if I do the fantasy setting, it would just be yet another D&D 3.5 setting, but no one ever seems to do anything with d20 Modern, so I chose to work on it instead. Also, horror is just fun. :smallsmile:

Thanks in advance for the Challenge Ratings. I think the Bruiser, Edward, and Forsaken Husk are all CR 1-2, while the Lurker is probably in the 6-8 range.

Kuma Kode
2010-04-13, 03:54 PM
Asklepios
Ystharnotag + Bbhothigug
Corruption Cost: 2 Wisdom damage and 1d4 Sanity
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft./ 2 levels)
Target, Area, or Effect: One creature
Duration: Instantaneous
Saving Throw: Will half (harmless)
Spell Resistance: Yes

This incantation calls upon ambient ethereal energies to repair the physical form. Paradoxically, however, some things simply work better in disrepair.

This utterance calls upon ambient life energy, restoring 1d8 hit points, +1 per caster level (max +5) to the target creature. The Asklepios utterance cannot raise a creature's hit points beyond their normal maximum, and any extra restoration is ignored. Creatures of the Undead type, however, are damaged by this spell. They receive a Will save for half damage.

Echelon 1: The spell restores 1d8+1/level hit points (Max +5).
Echelon 2: The spell restores 2d8+1/level hit points (Max +10).
Echelon 3: The spell restores 3d8+1/level hit points (Max +15).
Echelon 4: The spell restores 4d8+1/level hit points (Max +20).
Echelon 5: The spell restores 10 damage/caster level. Wound points are healed first, then Vitality.

Kuma Kode
2010-04-15, 01:59 AM
Animate Dead
Halot-Labo + Degachabo
Corruption Cost: 2 Constitution (Permanent) and 1d6 Sanity
Casting Time: 1 standard action
Range: Touch
Target, Area, or Effect: One Corpse
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This sinister magick conjures the dark essence of the Otherworld and binds it to a dead body, prodding the corpse into a mockery of life to do your will. Those who would dare utter this incantation may never know peace in the afterlife... but if you are reading this scroll you are likely damned, anyway.

This utterance conjures the Black and forces it into the corpse touched, animating the dead body as a Forsaken Husk. The creature is under your complete control and responds to your commands to the best of its abilities. It does so without hesitation, but because of its rudimentary intelligence, commands must be simple and short.

The creature remains under your control indefinitely. If it is slain, it will rise again just like a normal Entity. The creature is permanently destroyed by sunlight, however.

Entities and Tainted Ones can tell that the Forsaken Husk animated by this spell is not one of them, and will treat it just as they would the caster (they'll usually attack).

Echelon 1: The corpse becomes a Forsaken Husk with 2 HD.
Echelon 2: The corpse becomes an advanced Forsaken Husk with 4 HD.
Echelon 3: The corpse becomes an advanced Forsaken Husk with 6 HD.
Echelon 4: The corpse becomes an advanced Forsaken Husk with 8 HD.
Echelon 5: The corpse becomes an advanced Forsaken Husk with 10 HD.

Kuma Kode
2010-04-15, 02:22 AM
Enchant Item
E'migubbor + Ith-ys
Corruption Cost: 2 Intelligence damage and 1d4 Sanity
Casting Time: 1 standard action
Range: Touch
Target, Area, or Effect: Touched object
Duration: Instantaneous or 1 Minute/Level (see text)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

Scars of the past are forgotten, and that which is old is made new once again. Such is the power of enchantment.

This spell has a wide range of outcomes, depending on the nature of the target object. Regardless of the ultimate effects of the utterance, Enchant Item restores 1d8 hit points to the touched object in addition to the other benefits. This effect is instantaneous.

Broken Object: An object that has been destroyed (reduced to 0 hit points) is mended, but with a single hit point. Further castings of the spell can erase the remaining damage. This effect is instantaneous.

Weapon: A weapon, regardless of whether it is melee or ranged, gains a +1 enhancement bonus to attack and damage rolls while the utterance is in effect. Ranged weapons so enchanted bestow their enchantment to their ammunition. This lasts for 1 minute per caster level.

Armor: The touched armor gains a +1 enhancement bonus to Defense. The object must grant an equipment bonus to Defense to be considered armor; otherwise, it is just an object. This effect lasts for 1 minute per caster level.

Battery: The battery becomes fully charged. This effect is instantaneous.

Powered Device: The device receives power from an unknown source, allowing it to operate while the spell lasts even in the absence of a proper power supply. This effect lasts for 1 minute per caster level.

Other Object: An object that does not fall under any of the other categories simply gains +5 hardness and +10 hit points, as well as Spell Resistance 10. The benefits do not transfer to the wearer or holder, however, so a character wearing an enchanted amulet does not gain Spell Resistance, and someone wearing an enchanted jacket does not gain Damage Reduction 5/-. This does protect the object itself from attacks directed at it, however. This effect lasts for 1 minute per caster level.

Echelon 1: As above.
Echelon 2: As above, but the enhancement bonuses are +2 and the spell restores 2d8 hit points. Spell Resistance becomes 12.
Echelon 3: As above, but the enhancement bonuses are +3 and the spell restores 3d8 hit points. Spell Resistance becomes 14.
Echelon 4: As above, but the enhancement bonuses are +4 and the spell restores 4d8 hit points. Spell Resistance becomes 16.
Echelon 5: As above, but the enhancement bonuses are +5 and the spell completely repairs the object. Spell Resistance becomes 18.

Kuma Kode
2010-04-15, 02:41 AM
I am considering a Speed murmur, which offsets the time cost of the other murmurs and reduces the casting time by one step, but increases the Corruption cost, probably by 50% each use. If applied to a vanilla echelon 1 utterance, it would act like quicken, reducing the casting time to a free action. Does that sound reasonable?

Any comments or suggestions on the workability of the whisper-based magick system would be great, particularly about the murmurs and their mechanics.

Rappy
2010-04-15, 09:42 AM
While I haven't had a chance to actually playtest them, comparing them to otherm onsters, I can say that you're probably right on the CR marks.

Forsaken Husk is probably CR 1; it's unpleasant and creepy, but its relatively low ability scores and special qualities (or lack thereof) render it a lower level encounter.

Bruisers and Edwards should be CR 2, due to the fact that...well....they have two class levels, and that's how things tend to work. They don't really have any major notes to elevate them above that.

The Lurker I'd pin at CR 6. In a fight, it'll probably get smacked around fairly nastily by a matching-level group of heroes, but its Body Thief elevates its fear factor.

Surrealistik
2010-04-15, 10:08 AM
Definitely would suggest you allow Wis 15+ as an alternative or even a substitute for the Cha 15+ psionic feat prerequisites, given that this is the attribute most closely associated with awareness.

Kuma Kode
2010-04-15, 10:39 AM
Forsaken Husk is probably CR 1;
Bruisers and Edwards should be CR 2,
The Lurker I'd pin at CR 6.
Awesome. That's exactly how I figured it, and Vorpal Tribble's challenge rating calculation method turned out a 6.8 for the Lurker, so I'm pretty confident now to actually write that into their stat blocks.


Definitely would suggest you allow Wis 15+ as an alternative or even a substitute for the Cha 15+ psionic feat prerequisites, given that this is the attribute most closely associated with awareness.
Right. I considered making the required stat Wisdom, since it, like you said, is associated with awareness, as well as powering Sanity, which the feats consume. I guess I chose Charisma instinctively due to the D&D penchant for assigning innate magic to Charisma. I changed the required score to Wisdom, making psionics a SAD ability. Also, making charisma even less useful in the post-apocalyptic world (which I suspect it would be, anyway).

Interestingly, this means Premonition can fry your psychic abilities temporarily, lowering your Wisdom below the requirement and therefore suppressing the feats. I kind of like that, actually.

Surrealistik
2010-04-15, 05:56 PM
Couple of other things.

I recommend that players get the chance to reduce Sanity loss via a Will save when casting magic; perhaps the loss cannot be entirely negated, but it should be reducible.

Also, what of sociopaths when it comes to abandoning others to monsters? Most people would certainly feel guilt, but there's always that soulless 1%. Perhaps this is a trait you can introduce which would feature benefits and penalties.

EDIT: You might also consider adding a 'Taint' or 'Corruption' score, which reflects literal damage to the soul, that exhibits ever worsening effects as it's accumulated. Spikes of it can cause possession by the Otherworld, in much the same way spikes of sanity loss can cause indefinite insanity. Once the score gets too high, the character is irreversibly damned, and probably mutates into something horrible (like a Tainted).

Kuma Kode
2010-04-15, 10:30 PM
I recommend that players get the chance to reduce Sanity loss via a Will save when casting magic; perhaps the loss cannot be entirely negated, but it should be reducible.
Not sure. Generally, I wanted magic that was accessible to any class but wouldn't get overpowered or turn the game into Wizards and Warlocks, so the standard spell system was right out. I stumbled onto Call of Cthulhu, which is built pretty much classless, and that spell system relied on the spell devouring ability scores and Sanity, which I liked; everyone can cast a spell, but no one really wants to. Call of Cthulhu does not allow for the Sanity loss to be mitigated, and I didn't plan for it either. Characters who are interested in spellcasting should probably take the Occultist advanced class to get the benefits of Sanity resistance.

Though the spell system obviously hasn't been playtested, so I suspect I'll have to tweak the spells quite a bit to balance their costs.

Also, what of sociopaths when it comes to abandoning others to monsters? Most people would certainly feel guilt, but there's always that soulless 1%. Perhaps this is a trait you can introduce which would feature benefits and penalties.
Psychopathy is essentially an inability to feel emotion. That would protect the character from most of the setting's theme. I considered a psychopath character after the House M.D. episode about such a condition, and decided that it's most likely a variety of permanent insanity. The psychopath would be immune to practically all Sanity loss because they cannot experience fear, and can't be psychologically traumatized by the horrors they witness.

A psychopath would make for a very interesting NPC survivor traveling with the group, especially since the psychopath would merely act in his/her own best interest, which will usually be to act in accordance with the group (safety in numbers). The psychopath should be treated as having -10 Sanity and should not be available as player character.

Also, more on this when I get around to posting The Fallen.

You might also consider adding a 'Taint' or 'Corruption' score, which reflects literal damage to the soul, that exhibits ever worsening effects as it's accumulated. Spikes of it can cause possession by the Otherworld, in much the same way spikes of sanity loss can cause indefinite insanity. Once the score gets too high, the character is irreversibly damned, and probably mutates into something horrible (like a Tainted).
When I made the Black, I considered a Corruption score that would likely follow the same rules as Taint does in Heroes of Horror. Casting spells could alternatively add to the Corruption instead of dealing normal ability damage, but I also worried that Shadow Theory already introduces the Sanity mechanics to d20 Modern, and I'm not sure if I want to add in a whole new stat with its own mechanics on top of the already game-changing Sanity.

Surrealistik
2010-04-15, 10:46 PM
Call of Cthulhu does not allow for the Sanity loss to be mitigated, and I didn't plan for it either. Characters who are interested in spellcasting should probably take the Occultist advanced class to get the benefits of Sanity resistance.

I'm not suggesting outright mitigation so much as that the loss can be halved or somehow reduced, with the difficulty of the Will Save, and the height of the consequences probably scaling with the power of the spell.


Psychopathy is essentially an inability to feel emotion. That would protect the character from most of the setting's theme. I considered a psychopath character after the House M.D. episode about such a condition, and decided that it's most likely a variety of permanent insanity. The psychopath would be immune to practically all Sanity loss because they cannot experience fear, and can't be psychologically traumatized by the horrors they witness.


It's not that they are completely devoid of emotion so much as they cannot empathize with others, thus they can still be terrified and traumatized, though their behaviour will be largely selfish and amoral.


Casting spells could alternatively add to the Corruption instead of dealing normal ability damage, but I also worried that Shadow Theory already introduces the Sanity mechanics to d20 Modern, and I'm not sure if I want to add in a whole new stat with its own mechanics on top of the already game-changing Sanity.

I think it would be an excellent addition. I really like how this sort of thing has been done in Dark Heresy and Rogue Trader as a direct example.

Callos_DeTerran
2010-04-15, 10:47 PM
This is a fascinating thread, truly, and I will be keeping a sharp eye on it. A couple questions though...

Do you have the d20 Apocalypse book? The trade point system would be immeasurably valuable for a game like this, as would some of the feats and the advanced classes in it.

Do you have a reason in mind for why the rift happened? You don't need to share it, but it's always a good thing to keep in mind. :smallwink:

Kuma Kode
2010-04-16, 12:14 AM
http://i88.photobucket.com/albums/k185/kuma_klaw/shadow/Cultist_by_Ahlia77.jpg

The Fallen

They are the darkness that lurks in the light.
They are the Entities with a friendly face.
They could be right beside you, but you wouldn't know it.

When faced with the horrors of the Otherworld, humans can cope in several different ways. First off, they might simply not cope at all. The person's mind snaps, shatters, or crumbles irrevocably as it struggles and fails to understand the Otherworld, leaving an empty shell known as the Lost. Secondly, a person may rationalize or forget the details of their experiences using helpful, instinctive psychological defense mechanisms. These lucky few usually become Survivors, whose brains simply shut out the Otherworld and the true reality of the universe. Finally, there are those whose minds struggle to understand... and succeed. Their psyches twist and warp to accommodate information and beings that it was never meant to, and could never accept in its previous incarnation. These damned souls become the Fallen.

The Fallen may very well be the greatest danger to the Survivors. The Fallen are humans, physically uncorrupted by the Black, who have been transformed psychologically by the knowledge of the Otherworld. Knowledge is power, and power corrupts. Interestingly, the Fallen possess the eerie ability to appear normal, a capacity sometimes referred to as the mask of sanity. They will even fake fear when confronted by the Entities, but this emotional reaction is not authentic. Inwardly, they worship, or at least swear allegiance to, the very creature they pretend to fight.

Entities and Tainted Ones can sense the internal corruption of the Fallen and will not attack them unless the Fallen is fighting with Survivors, in which case the Entities will engage as normal. This battle is simply a charade; even unintelligent entities appear to understand the Fallen's ability to blend into human society and will assist in continuing the illusion. They may even injure, but never kill or maim, the Fallen in question.

Somewhat amusingly, Fallen cannot instinctively sense each other, and it is not unheard of for two to infiltrate the same group and be completely unaware of the other one's true nature.

The Mask of Sanity
A Fallen behaves normally, showing no outward symptoms of psychosis. They are, however, permanently insane, and have a Sanity score of -10. Because of this, they never suffer Sanity loss.

Fallen who attempt to join a Survivor group usually need not make Bluff, Disguise, or Perform (Acting) check unless the survivors are aware of the existence of the Fallen. Still, Fallen who expect to spend a long period of time infiltrating a group would do well to invest at least a few ranks into Perform (Acting) to give their "fear" a more convincing feel.

Ecology
The Fallen typically serve Entities, running daylight errands for them, scouting out terrain with which they are unfamiliar, or infiltrating survivor groups to pick off or capture the pests that disrupt their sleep.

When encountered, they are usually running an errand or picking up supplies for themselves.

Many Fallen know whispers, possibly taught to them by the Entities themselves. Additionally, Fallen are likely to possess or know the location of a forbidden tome, which they typically try to keep from the survivors who may use it to gain more insight into the unfolding apocalypse and the plans of the Otherworld denizens.

Unlike the Lost and the Tainted Ones, Fallen should never be generic mooks; they should always be unique, heroic characters with their own personality and skill set.

Christina Harold - Smart Hero 2 / Fast Hero 1 / Occultist 2 - A capable and charismatic wielder of Otherworld magic.

Kuma Kode
2010-04-16, 12:42 AM
I'm not suggesting outright mitigation so much as that the loss can be halved or somehow reduced, with the difficulty of the Will Save, and the height of the consequences probably scaling with the power of the spell.
Hmm. I'll consider it, but right now I'll see how it goes this way. If it seems the Sanity loss from spellcasting is too restrictive, I'll probably implement that. The problem with the Sanity rules is that for an actual campaign in Call of Cthulhu, monster encounters are relatively rare. Otherwise, the characters will go insane too quickly. I tried to compensate for the higher presence of monsters using the Desensitization mechanic and having Sanity be easier to recover through Psychotherapy and accomplishments. If that's not enough, spells would be suicidal acts, and I'd have to incorporate a way to cut the costs.

Thanks, I'll keep the idea on the backburner until I see how the spells work in an actual playtest.

It's not that they are completely devoid of emotion so much as they cannot empathize with others, thus they can still be terrified and traumatized, though their behaviour will be largely selfish and amoral. You're correct; my comment was rather oversimplified. Still, a true psychopath is aberrant enough psychologically to fall under the category of "insane," and should probably be disallowed as a player character. At least, personally, I would prefer to have one of the characters secretly be a Fallen instead of a psychopath.

Obviously, they wouldn't suffer the guilt penalty, regardless of how you ultimately treat them.


I think it would be an excellent addition. I really like how this sort of thing has been done in Dark Heresy and Rogue Trader as a direct example. I haven't actually seen those. Really, I'm pretty much only familiar with D&D 3.0, 3.5, and d20 Modern/Future. I have passing familiarity with Serenity and Call of Cthulhu. Otherwise, I'm pretty newbish when it comes to gaming systems. I'll check them out, though, and might implement a Corruption mechanic.

Thanks for the questions and suggestions, though! Input is always great, as it starts new ideas.


This is a fascinating thread, truly, and I will be keeping a sharp eye on it. A couple questions though...

Do you have the d20 Apocalypse book? The trade point system would be immeasurably valuable for a game like this, as would some of the feats and the advanced classes in it.

Do you have a reason in mind for why the rift happened? You don't need to share it, but it's always a good thing to keep in mind. :smallwink:

Hilariously, I saw d20 Apocalypse and thought, "That would be perfect!" Then when I flipped through it I discovered that, with the exception of the scavenging rules and perhaps the TU, it's pretty much useless. It seemed to me that the book assumes a period of time in which humanity has started to stabilize, even if it's just in tribe-style groups. While you could play Shadow Theory that way, the game is primarily designed with the immediate aftermath in mind, as in the first adventure is the night the Event took place and the others explore how the characters deal with the change. Compared with the mortality/corruption/insanity rates I had initially envisioned, humans don't really do a lot of trading. If two groups encounter each other, they will likely merge for mutual safety, not trade and then be on their separate ways.

Granted, I'm sure there's stuff I missed like feats and such, but a cursory examination didn't really reveal anything I figured I could incorporate, with the exception of the scavenging rules.

However, you're right... I should probably revamp the equipment to use TUs and not Purchase DCs to make Shadow Theory's time frame a bit more flexible....

The Event was something I never really pegged down. I had a few possibilities, but nothing I decided would be "canon." Possible ideas include:
Evil cultists who actually succeeded in their doomsday spell instead of being slain by PCs at an appropriately dramatic time.
A bleed caused by an experimental attempt to access an alternate dimension for travel purposes (like Event Horizon).
Completely natural event. Essentially a cosmic "ice age."

I wanted to leave it open enough that a GM could use their own cause with minimal fuss, though I think the underlying assumption I'm building for is "cosmic ice age."

Kuma Kode
2010-04-18, 04:09 PM
Added the Haruspex [Tainted]. Banshee will be up, soon, too.

Harpy is up, as well.

Decided I will probably use a Corruption mechanic, just gotta make it.

Kuma Kode
2010-04-19, 06:23 PM
Added the Tindalos [Entities]. Suggestions as to what Challenge Rating it is would be awesomesauce. I am thinking CR ~12.

Will also work on two other entities soon: an invisible spellcaster and a creature that feeds on Sanity loss.

Kuma Kode
2010-04-20, 12:24 AM
Sight Unseen
Lalenol + Nanyothua
Corruption Cost: 2 Wisdom damage and 1d6 Sanity
Casting Time: 1 standard action
Range: Touch
Target, Area, or Effect: One creature
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

The shadows conceal, confusing truth and muddying the mind. That which is obvious becomes difficult to discern, and the eyes can be trusted no more.

This utterance causes the target to vanish from sight, impossible to perceive through normal means. Any objects carried or worn by the target also become invisible, up to their maximum load. This affects any kind of visual sense, but does not hide the target from non-visual senses, such as touch, smell, or sound. Creatures with blindsense or tremorsense may still locate the concealed creature.

If the subject attacks or even bumps against another creature, the spell immediately ends.

Even if the target cannot be seen, others may be able to deduce their location through other clues, such as footprints in a puddle or snow.

This spell is foiled by the See the Unseen utterance and the Second Sight psionic feat.

Echelon 1: As above.
Echelon 2: The spell lasts 1 minute/level.
Echelon 3: The spell lasts 1 minute/level and does not end if you bump against another creature.
Echelon 4: As Echelon 1, but Target becomes 1 creature/2 levels.
Echelon 5: As Echelon 3, but Target becomes 1 creature/2 levels.

Kuma Kode
2010-04-20, 12:41 AM
Dispel Magick
Ngthlh-ddh + Nanyothua
Corruption Cost: 2 Charisma and 1d6 Sanity
Casting Time: 1 standard action
Target, Area, or Effect: 60 foot burst, centered on caster
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

For every problem, there is a solution.

This powerful incantation unravels Otherworld energies, restoring them to their ambient state and destroying any constructs of these energies.

Any spells with a non-instantaneous duration in the area of effect, whether friendly or hostile, are attacked by this spell. Any spells of a lower echelon than Dispel Magick end immediately, as if their duration had expired. Any spells of the same echelon as Dispel Magick end immediately if the caster level of the target utterance is less than that of Dispel Magick. If it is higher, the dispeller must make a caster level check (1d20 + their caster level) against the target spell (DC 10 + the opposing caster's level). On success, the spell ends. If the dispel fails, the target remains and endures Dispel Magick's ravages, as does any utterances of a higher echelon.

Unfortunately, Dispel Magick is completely indiscriminate. It targets its own caster and any beneficial spells they carry, as well as all other spells within 60 feet, whether carried by an ally or enemy. A poorly timed Dispel Magick can be even more disastrous for the survivors than for their opponents.

A secondary version of the utterance allows it to target a forming Shadow construct, disrupting an utterance currently being cast as if using a counterspell. Unlike a true counterspell, however, Dispel Magick carries a corruption cost as normal and doesn't always succeed. A caster level check against the forming utterance's caster is required. On failure, the utterance continues as if uninterrupted. On success, the spell is interrupted successfully and fails. Like with counterspelling, use of murmurs does not affect whether or not Dispel Magick can interrupt the utterance.

Echelon 1: This spell can dispel echelon 1 utterances with a successful caster level check.
Echelon 2: This spell can dispel echelon 1 utterances automatically, and can dispel echelon 2 utterances with a successful caster level check. Counterspelling gain a +4 bonus on caster level checks.
Echelon 3: This spell can dispel echelon 1 and 2 utterances automatically, and can dispel echelon 3 utterances with a successful caster level check. Counterspelling gain a +8 bonus on caster level checks.
Echelon 4: This spell can dispel echelon 1, 2, and 3 utterances automatically, and can dispel echelon 4 utterances with a successful caster level check. Counterspelling gain a +12 bonus on caster level checks.
Echelon 5: This spell can dispel echelon 1, 2, 3, and 4 utterances automatically, and can dispel echelon 5 utterances with a successful caster level check. Counterspelling gain a +16 bonus on caster level checks.

Kuma Kode
2010-04-23, 01:30 AM
Vampiric Touch
Ystharnotag + Degachabo
Corruption Cost: 2 Strength damage and 1d4 Sanity
Casting Time: 1 standard action
Range: Touch
Target, Area, or Effect: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Spiritual energies envigorate the user of this incantation, healing their wounds and restoring their vigor. Nothing comes from nowhere, however, and the life you gain, another must lose.

You must succeed at a melee touch attack against your chosen donor. If you succeed, your touch deals 1d6 points of damage, +1 per caster level. You recover as many hit points as your victim loses. You can never gain more hit points than your victim has to give, however.

If you cast this spell on a construct, it does nothing. If you accidentally cast the spell on an undead creature, it works in reverse, damaging you and healing your target.

Echelon 1: The utterance works as above.
Echelon 2: The utterance deals 2d6 damage, +1 per caster level.
Echelon 3: The utterance deals 3d6 damage, +1 per caster level.
Echelon 4: The utterance deals 4d6 damage, +1 per caster level.
Echelon 5: The utterance deals 5d6 damage, +1 per caster level.

Kuma Kode
2010-04-23, 11:59 AM
Seal of Tora / Eibon
Bogtene + Phu-ug
Corruption Cost: 4 Intelligence damage and 1d6 Sanity
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft./ 2 levels)
Target, Area, or Effect: cylinder of force 5 ft. wide and 10 ft. tall
Duration: 1 hour/level or until destroyed (D)
Saving Throw: None
Spell Resistance: No

The eldritch sign of Tora has the power to ward a location against the Darkness, providing a temporary shelter against the growing storm. Take care, however, for like all shelters, the Seal may only withstand so much damage before it crumbles to dust around you.

The Seal of Tora creates a glowing, eldritch sigil on the floor, illuminating the area like a torch and preventing the Otherworld from passing through the protected area. Entities and Tainted Ones attempting to enter the warded area encounter a smooth, glass-like wall composed of pure energy that glows softly when touched. Tainted Ones suffer 1 point of damage while adjacent to the Seal, and Entities sustain 1d4 points of damage. This damage is caused by the supernatural light and cannot be negated by damage reduction. Humans and objects may pass through the ward without hinderance or damage. Spells and supernatural abilities, except for psionics, do not function through the Seal, whether from inside out or from outside in. Utterances cannot be used within the Seal. Magickal effects already present are supressed within the Seal, but their duration continues to count down.

The Seal is completely impenetrable to Entities, regardless of their protective abilities or their ability to manifest. They can damage the Seal, however, by attacking the glowing wall itself. The Seal of Tora has a hardness of 1 and 200 hit points, and fails completely when it reaches 0 hit points.

Entities and Tainted Ones cast a slightly different version called the Seal of Eibon. It functions identically, except that it blocks psionics instead of utterances and it wards against humans and non-contaminated objects instead of Entities and Tainted Ones. It darkens the warded area and deals 1 point of damage to humans. Psionic characters take 1d4 points of damage, instead.

Echelon 1: The spell works as above.
Echelon 2: The utterance creates a 5 ft. seal with 400 hit points or a 10 ft. wide seal with 200 hit points.
Echelon 3: The utterance creates a 5 ft. seal with 600 hit points, a 10 ft. wide seal with 400 hit points, or a 15 ft. wide seal with 200 hit points.
Echelon 4: The utterance creates a 5 ft. seal with 800 hit points, a 10 ft. wide seal with 600 hit points, a 15 ft. wide seal with 400 hit points, or a 20 ft. wide seal with 200 hit points.
Echelon 5: The utterance creates a 5 ft. seal with 1,000 hit points, a 10 ft. wide seal with 800 hit points, a 15 ft. wide seal with 600 hit points, a 20 ft. wide seal with 400 hit points, or a 25 ft. wide seal with 200 hit points.

Kuma Kode
2010-04-25, 02:53 AM
Added the Roughneck and Wight [Tainted], thereby completing the Stage 2 Corruptions. There is now one Tainted for every class. Next comes Stage 3, which includes more mutated forms of the six we have here, plus additional mutations resulting from multiclassed monsters.

Also more entities are on the way, as well as the city of Arkham, in which all of this goes down.

Kuma Kode
2010-04-27, 01:31 AM
Forbidden Tomes

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents.

~ H.P. Lovecraft, "The Call of Cthulhu" ~

The Otherworld has invaded our plane of existence before, and left its mark on the hearts and minds of those who fought against it. Some of them buried the information they gathered, hoping and praying that no other humans need experience the horrors they did, but a few others, whether driven by madness, a desire to understand, or pure malice, seek to share their terror with others. These few are the authors of what are known as Forbidden Tomes, books and manuscripts that detail the creatures and phenomena of the Otherworld.

Reading these books can give a survivor much-needed insight into the events that are unfolding around them, and can even teach them how to manipulate the Otherworld to achieve magickal effects, but they always carry a dangerous psychological cost.

Reading the Tome
Encountering, studying, and understanding a tome is a fairly step-by-step process.

Initial Contact
Finding a tome usually isn't terrifying in its own right, and a survivor may not even identify the book's true nature. A survivor must give the tome attention to have any interactions with it. Whenever a character picks up and inspects the tome in any meaningful way, such as flipping through the pages, they trigger the Initial Contact. Most of the time, this manifests as initial Sanity loss from the disturbing images and text in the tome, but it could also include a supernatural effect such as ability damage or the summoning of a guardian Entity.

Examination Period
If the character continues to study the tome after the initial contact, they can attempt to understand it. The Examination Period, the time required to read and understand the tome, varies wildly depending upon the book and its particular translation.

A character must spend several hours each day studying the tome, but it need not be undisturbed or all at once. A survivor interested in a forbidden tome will likely carry it with them and read it while they walk or wait for another character to complete an action.

If a survivor is kept away from the tome or does not spend time with it for several days, they will need to make an Intelligence check (DC 15) to pick up where they left off. If they fail, they will need to restart the examination period from the beginning.

Study DC
Once the examination period has ended and the character has read the book, they must make a Decipher Script check against the tome's Study DC. This represents how difficult the tome is to understand. Characters without ranks in Decipher Script may use an Intelligence check instead. If the character fails, they must redo the examination period, but gain a +1 bonus on the Study check per previous failure.

If a character cannot read the language in which the forbidden tome is written, they cannot make Study checks. Tomes are sporadic, unorganized, and lack context or a logical progression of ideas; abilities or skills that allow a character to glean information written in a language they do not know are insufficient. Only a fluent reader has any hope of reading the tome successfully.

Completion
If the character succeeds on the Study check, they have successfully read and understood the tome. They suffer additional Sanity loss, as well as gaining one or more ranks in Forbidden Lore (and reducing their maximum Sanity by the same amount). Furthermore, they may attempt to learn whispers or extract scrolls and lexicons from the text, if they exist.

A tome does not become useless when it is completed; characters may wish to keep forbidden tomes around as a sort of dreadful reference library. Spending 1d4 hours rereading a forbidden tome allows the character to make a Forbidden Lore check, even if he had previously failed, with a bonus equal to the number of Forbidden Lore ranks the book offers. If you fail, you may not use that book again for that bit of information, but you could check other tomes you have.

Learning Magick
Once the character finishes reading a tome, they learn how many whispers, lexicons, and scrolls the book contains. They may extract a lexicon or scroll with 1d3 days of work, but a whisper takes longer to master. To master a whisper, the character must spend 1d3 weeks practicing it. At the end of the period, the character immediately knows the whisper, lexicon, or utterance scroll, no check required.

Lexicons, whispers, and scrolls are not learned upon completion of the tome, nor can they be learned during the tome's examination period. They require additional time above and beyond the time the tome itself requires.

To randomly determine the contents of the tome, roll on the table below. This table can be used to determine a lexicon or whisper.

{table]01 - 04 | Reveal | 55 - 58 | Object
05 - 08 | Project | 59 - 63 | Creature
09 - 13 | Protect | 64 - 65 | Electricity
14 - 17 | Summon | 66 - 67 | Fire
18 - 19 | Absorb | 68 - 70 | Area
20 - 22 | Dispel | 71 - 72 | Soul
23 - 25 | Dominate | 73 - 75 | Death
26 - 27 | Deceive | 76 - 80 | Body
28 - 32 | Restore | 81 - 82 | Light
33 - 36 | Imbue | 83 - 84 | Time [Murmur]
37 - 41 | Corrode | 85 - 86 | Grasp [Murmur]
42 - 44 | Shadow | 87 - 89 | Blind [Murmur]
45 - 49 | Mind | 90 - 92 | Deaf [Murmur]
50 - 54 | Self | 93 - 100 | Power [Murmur][/table]

Forbidden Tomes
The tomes that follow are unique books. Each one is presented with its title first, then the author and date of publication. Other notable information about the tome, including which language it is written in, is also included. The statistics block ends with relevant game information, including the examination period and study DC, the number of magick components included, the initial Sanity loss, the Sanity loss upon completion, and the number of Forbidden Lore ranks gained upon understanding the tome.

The Black Book. Written by the medieval sorcerer Adrian Lim in 1269. Contains information about the spiritual world garnered through his divinations for various nobles and kings. Original in French, translated copies exist in German and English. Large tome published with a glossy, black leather cover.
Examination Period: 1d8+2 weeks (DC 23). Magick: Contains 1d4 Whispers, 1 Lexicon, and 1d4 Scrolls. Sanity Loss: 1d8 initial and 2d8 upon completion. Forbidden Lore: +2 ranks.

The Diary of Darren Crowley. Contains notes of a Native American tribe in the Canadian wilderness who worship their ancestors who inhabit a nearby cave. The exploration goes awry and Dr. Crowley inadvertently provides a detailed account of the Corrupted. Leather bound, handwritten diary in English. Reproduced in a limited number as small pamphlets.
Examination Period: 1 week (DC 20). Magick: Contains no magick. Sanity Loss: 1 initial and 1d4 upon completion. Forbidden Lore: +1 ranks.

Shards of the Gate. Originally written to combat confirmation bias surrounding near-death-experiences, in which people typically mention and remember NDEs that support their own religious beliefs and ignore contradictory experiences. The writer discovered a small subset of people who were traumatized by their experience and describe disturbingly similar hellishness that fits no current religion or philosophy, and hints that the afterlife may not be as reassuring and friendly as we like to think. Professional paperback publishing in English. Translated to Spanish. Inadvertently provides information on the Otherworld.
Examination Period: 1d3 weeks (DC 20). Magick: Contains 1 whisper and 1 scroll. Sanity Loss: 1d4 initial and 1d8 upon completion. Forbidden Lore: +1 ranks.

The Yongjing Manuscripts. This strange essay was written by a young woman in Yongjing, China. It is very well thought out and extremely rational, unlike other tomes, but horrific lore exposing the dangers and infinite evil of the Otherworld lurks nestled within the well-structured arguments. The arguments are so convincing, in fact, that many who read it kill themselves, just as the mysterious writer did moments after completing the manuscript. Written in Chinese. Copied via chain letters into nearly all other modern languages.
Examination Period: 1 week (DC 20). Magick: Contains 1d3 whispers, 1d3 lexicons and 1d4 scrolls. Initial Contact: Obsession. If the reader fails a Will save (DC 15), they cannot willing stop reading the book until they complete it or until they are dead. Additional Effects: Deals 2 Charisma damage per day of reading. This heals normally, resulting in a net 1 point per day loss. If the reader reaches 0 Charisma, they attempt to kill themselves. Sanity Loss: 1d8 initial and 1d10 upon completion. Forbidden Lore: +2 ranks.

The Eleanora Letters. Written in 1864. This collection of love letters from a mysterious woman only known by her pen name Eleanora is extremely explicit. In her letters, Eleanora describes in disturbing detail the sexual acts she fantasizes about having with her unknown and unnamed lover. As the reader digs deeper, it can be discerned that the object of Eleanora's explicit and profane sexual fantasies is not human. Written in Latin. Rarely translated.
Examination Period: 1d3 weeks (DC 20). Magick: Contains 1 whisper and 1d2 scrolls. Sanity Loss: 1d6 initial and 2d6 upon completion. Forbidden Lore: +2 ranks.

The En'Gha Fragments. Written in 1903 by August Merrell and his associates. This book contains the translations and history of a set of stone tablets. These tablets tell the history of a prehistoric city in what is now Rhode Island, as well as its fall at the hands of inhuman horrors rising from the caves beneath. Written in English.
Examination Period: 1d3 weeks (DC 23). Magick: 1 whisper and 1d2 lexicons. Sanity Loss: 1d3 initial and 1d8 upon completion. Forbidden Lore: +2 ranks.

The Life and Death of Dr. Roah. First appeared in 1487. Author unknown. This book appears to be a biography detailing the life and untimely death of Dr. Roah. The events of this individual's life and even their personality traits are often perceived as mirroring those of the reader, making Dr. Roah's death after reading a strange manuscript all the more disturbing. Copies in English, Russian, Chinese, German, and French.
Examination Period: 1d6 weeks (DC 23). Magick: 1d4 lexicons, 1d4 scrolls. Sanity Loss: 1d6 initial and 1d10 upon completion. Forbidden Lore: +2 ranks.

Testament of Tora. Discovered by a traveler in India in 1337. The testament's cover is crafted of an extinct wood, and bound in human skin. It details a journey through the Otherworld, ultimately ending with an encounter with an Elder God, named Ephatharth. Only one is believed to exist, and is kept in the National Library if India in a secret room devoted to occult lore.
Examination Period: 2d6 weeks (DC 26). Magick: 1d6 whispers, 1d8 lexicons, 1d10 scrolls. Sanity Loss: 2d6 initial and 3d10 upon completion.

Necronomicon. The Necronomicon is a famed and legendary occult book with murky origins. Copies varying from near-flawless translations to useless novelty knock-offs, but the original has been lost, possibly even destroyed. The original tome is believed to be bound and paged with human skin, written with blood, and clasped with bones, though it is suspected that this description is an exaggeration.

What is known is that the book contains many detailed descriptions of the Otherworld's denizens and workings, accompanied by illustrations and formulas. The contents are haphazard, completely unorganized, and difficult to decode, and appears to be written by an individual not fluent in the language in which they wrote. Otherworld scholars believe that the original Necronomicon was, in fact, written by an entity, possibly a lurker.

Copies exist, though they are believed to be inferior to the original manuscript. One such copy is sealed in Miskatonic's library, in the rare book's section within a display case. It is never lent out, having been deemed far too valuable.

Copy: Examination Period: 3d8 weeks (DC 32). Magick: 2d4+1 whispers, no lexicons, no scrolls. Sanity Loss: 1d10 initial and 3d8 upon completion. Forbidden Lore: +4 ranks.

Original: Examination Period: 3d12 weeks (DC 36). Magick: 3d4+2 whispers, no lexicons, no scrolls. Sanity Loss: 2d8 initial and 3d12 upon completion. Forbidden Lore: +5 ranks.

Kuma Kode
2010-04-30, 05:43 PM
Added the Chitterer [Entities]. Also, after running a session of Shadow Theory, I realized that premade Corrupted would be awesomesauce, so there are now 6 generic zombies in the Tainted, beneath the Corrupted template spoiler.

As you might guess, powerlifter zombies are the scariest (Strong Ordinary), while supermodel zombies (Charismatic Ordinary) are what you use when you want to be nice to your survivors.

Kuma Kode
2010-05-05, 03:42 AM
An Example of Play
What follows is a notes-style review of a real session, to provide an idea of how a largely player-driven survivor game plays out.

Day 2 - 8:00 AM
St. Mary's Hospital - Ambulance Bay
The group begins by discussing their plans for the day. They decide to head to Miskatonic University to gather information and to stop at a shopping mall along the way to gather supplies.

Weaponry changes hands to better fit the situation, and Fox decides to tape a flashlight to his shotgun. It is somewhat awkward, but provides convenient hands-free lighting. Before leaving, he heads out to grab the metal baton they used to jam a door the previous night, but, eerily, it is nowhere to be found. Marna, the group's mechanic, drives the group's salvaged ambulance through the streets while Fox keeps his eyes out for cop cars.

Soon the group encounters an abandoned police vehicle, so they stop, but keep the ambulance running in case an emergency retreat is needed. Terrence, a student of Miskatonic, accompanies Fox to the car, keeping their eyes out for anything suspicious. Terrence notices that while there are a few dead bodies in the streets, bloody drag marks indicate that some corpses had been dragged into a nearby building. They check the car, and take food and ammunition from the trunk. They decide to check the building.

Inside the bank, they see nothing remarkable, and decide to head in while Kazumi and Marna wait in the ambulance, watching. As they enter the lobby, Terrence's radio begins to emit a ghostly, warbling static and the duo immediately retreats into the light of day. They turn to see humanoid silhouettes moving within the building, which soon reveal themselves to be Corrupted bank tellers. One of them, however, appears to have once been a SWAT officer and is equipped with body armor.

Kazumi yells "What are you doing?!" to her companions, but they ignore her and discuss the idea of taking on the zombies for the armor. Eventually, Fox, a police officer, decides the armor is probably too heavy and will slow him down more than he's comfortable with (He lacks proficiency with medium armor). The group takes this encounter as confirmation that the monsters hate light.

They continue on their way, but later encounter what appears to be a person digging in an alley's dumpster. They quickly stop and pull back. The person lacks the tell-tale white skin and black hair of the zombies, so the group decides to talk to him. Terrence and Fox again hop out and head into the alley. The man turns, sees the duo, and immediately charges at them in a blind rage. Terrence yells "Stop," but the man does not respond and the two attempt to subdue their deranged attacker with nonlethal force. He flails and screams, attacking with no regard for his own personal safety. As the battle continues, with little result as the man appears to be ignoring much of the pain, Kazumi fills a syringe with sedative and hops out. She hurries to help them, and forcefully administers the drug (Charge plus a melee attack). He quickly falls unconscious (Fortitude save failed). Without even knowing the man's weight, Kazumi correctly guessed the proper amount of drug required (Treat Injury check to avoid accidental euthanasia = Natural 20 = 32 [Success]).

The group decides that he's not a monster, and might just need some TLC, so they take him inside and cuff him to the gurney.

Langley Shopping Center
Jim’s Sporting Goods
Approx 8:30 AM
The party drives around the shopping center until they find the sporting goods store. Happily, they file out and set up in the light. The radio is silent. Because of the angle of the sun, no direct light is entering the store, so it's pretty dark. Marna and Fox set up a floodlight just outside the door and toss in a couple of flares. When they are pleased with the illumination, Terrence and Fox turn on their flashlights and check the store.

Fox hears something tapping on the floor. Terrence and Fox circle around on opposite sides and discover a small, vaguely insectoid three-legged creature equipped with a stinger. Fox moves in to smash it. It senses him and immediately begins to shriek and chitter while waiving its tail in a threatening manner. Both Fox and Terrence begin to stomp at it, but the creature manages to evade two attempts before finally ending its life beneath Fox's boot.

Kazumi sticks her head in and calls, “You both still alive? What the hell was that?”

“Not now.” Comes Terrence's snappy response.

The group heads in and begins to round up hunting rifles when a deep, angry wailing sound erupts from deeper within the mall. Terrence and Fox hurry to the chain gate that blocks the interior mall access, but it is jammed and damaged from the store clerk's panicked usage. From around the corner, down the interior halls, comes charging four Corrupted. The group suspects they heard the chitterer.

The survivors panic as they struggle with the damaged gate. Kazumi and Marna continue to grab as many supplies as they can in a haphazard manner, stuffing ammunition and camping supplies into dufflebags.

Within moments, the zombies have reached the glass and punched their way through, grabbing at the survivors. Terrence continues to yank on the gate while Fox levels his shotgun at the most dangerous-looking zombie (one wearing camo pants and a red Tapout shirt). He tries to shoot but the zombie knocks his gun to the side.

Kazumi shakes her head, and decides to take more direct action. She loads a Remington rifle and takes aim just as Terrence successfully unjams the gate. Despite the odds, she manages to get off a solid shot and takes off part of Mr. Tapout's head (-4 Nonproficiency penalty, -4 penalty for firing into melee, Corrupted +4 cover bonus to defense from Fox).

Terrence and Fox yell at Kazumi for such a dangerous shot and snag the gun from her. She seems a little annoyed but continues to feel that she made the right choice, even if it was pretty reckless. Marna continues making runs back and forth, but spots a humanoid shape crouched in one of the aisles. Marna yells for Fox, and the creature stands. It is much like an Incan mummy, with withered brown flesh, no eyes, a mouth full of needle-like teeth and an expression of utter horror. It screams and charges.

Fox tears through the store, leaping over displays and vaulting over shelves to protect Marna, while Kazumi grabs her gun back from Terrence. The creature swings its claws at Marna, but Fox manages to take the brunt of the assault. Marna, bolstered by the aid of her friends, pulls the largest wrench she has from her toolbelt and swings it at the creature, cracking its jaw. Before it can recover, Fox shatters its ribs with the butt of his shotgun, while Terrence comes up from behind and shatters its legs. The creature collapses to the floor, where the trio pound it to make sure it is dead.

Kazumi notices that the zombies outside have lost interest and left, or are looking for a way around (there doesn't appear to be any).

Happy about their successes, the group cheerfully continues to grap rope, guns, ammunitions, and batteries. Less than 30 seconds later, they hear a hiss and find that the creature has risen. The survivors promptly flip out. Marna flees from the creature, by who she was still standing very close, and the skeleton gives chase. It stops at the edge of the light when she exits the store, and Fox sees his chance. He roars like an animal and tackles the creature into the parking lot. It shrieks in agony and begins to sizzle in the light. Fox and Marna continue to beat it while it fries, soon ceasing to move. The radio falls silent.

Marna and Fox take a moment to relax after smashing the monster to snortable levels. The mechanic grabs a few baseball bats and camping supplies while Kazumi takes samples of the creature. She tries to tend to Fox's claw wounds, but he waves her away and tells her that he needs a minute to process what just happened.

The doctor proceeds to organize the new supplies into the ambulance's cupboards. While Fox spaces out. Kazumi and he bicker but eventually he lets her tend to his wounds.

The group sorts out their weapons. They acquired 3 Winchesters and 8 boxes of appropriate ammunition, 2 Remingtons and 8 boxes of ammo, 5 boxes of 9mm ammo for Fox's glock, and 3 Mossbergs with 5 boxes of buckshot. Additionally, the group has a vast assortment of camping gear, bags, and clothing, as well as some improvised melee weapons.

They decide to keep one fully loaded shotgun above the windshield, to provide quick and easy access to self defense for the driver. Fox contemplates heading to Sears for a chainsaw, but Marna isn't a fan of the additional noise and fuel consumption.

After taking a moment to relax, smoke, and organize, the group heads down the lot.

Langley Shopping Center
Sears
Approx 9:30 AM
The survivors head to Sears, and park the ambulance in such a way to allow the headlights to illuminate the area beyond the entrance.

Fox suggests that he go in alone and just grab what the group needs, since he's a faster runner (Improved Speed talent) and could get out if things go bad. The group agrees, but waits just outside with their weapons in case something goes wrong. It's dark, but Fox keeps the light off. He grabs expensive tools from near the entrance, and brings them out to Marna, essentially upgrading her already-owned mechanical toolkit to a deluxe one.

He goes in deeper, looking for thick leather or denim clothing that could be used to piece together some rudimentary armor. He finds some leather aprons and begins to grab as much as he can. He hears a cough and some mumbling from a few aisles down. He grabs a few more aprons and decides to sneak a peek. He discovers the same four zombies they encountered in the sporting goods store, huddled around one of the mummy-like creatures. They appear to be caressing and mumbling to it. Two of the zombies spot Fox, who immediately takes off towards the light. The monsters give chase, but he outruns most of them.

One of them, a creature with long, bony claws, keeps up with him, moving with a speed that rivals Fox's. He manages to reach the light, and the monsters stop chasing at the entrance. Fox stands with his back turned to the monsters, not wanting to see anymore of them, while Marna and Kazumi load the supplies into the ambulance. The Corrupted retreat into the darkness, while the Edward snags a wrench from a nearby display and chucks it at Fox, cracking him in the back of the head. Angered, he shoots the creature in the shoulder. It retreats into the darkness.

The group decides to head to Miskatonic and stop at a gas station for supplies.
Gas Station
10:00 AM
Marna and Kazumi begin work on leather armor, which will take 12 hours of work, while Terrence and Fox scavenge for food. They discuss supplies and the university, as well as tactics. Kazumi informs the group that she wants to get a zombie to autopsy. The survivors mull over the idea and begin to formulate a plan to get one, delaying their visit to Miskatonic until tomorrow. They begin their plan by looking for a small building, likely to contain only one or two zombies.

Flower Shop
11:00 AM
The survivors find a small, unassuming flower shop crammed between two much larger buildings, and decide to try it out. As Fox and Terrence approach, the radio begins to make static. "Oh good," Fox says, "There's one in here." He shakes his head. "I can't believe I just said that."

Marna stands by with rope. While Fox kicks in the door and Terrence holds the shotgun at the ready. Sure enough, the sounds of an enraged Tainted reverberate through the store. A monster with long, bony claws barrels through the flower shope, pouncing at Fox and slicing into his stomach. Terrence tries to strike it in melee, but its thick skin protects it. Fox goes into a full defensive mode and tells everyone to get outside.

The Edward begins to attack Terrence, and manages to claw him quite badly. Marna rushes in, grabs her wounded comrade, and pulls him into the sunlight. Fox steps back slowly and shoots the creature. Fox continues to battle it as Kazumi takes care of Terrence outside. Marna attempts to lasso the bladed beast but it barely evades her.

Fox manages to back into the light, and the creature claws him. It shrieks as its hand sizzles a bit in the sun. Fox drops to the ground and shoots the Edward, allowing the rest of the team to unload on it. Unfortunately, it evades their attacks and ducks behind the wall of the flower shop, beside the entrance door.

Fox snarls and heads in after it, but finds that it is not around the corner. He is startled when the creature slashes him from above, and finds the white-eyed monster clinging to the ceiling like a gecko. He steps back out of the shop and fires again into the creature's throat, dropping it to the floor where it lays. The survivors tie up the Tainted One, cover it with a blanket, and strap it to the gurney. They rope their other sedated captive and place him in the passenger seat.

With it secured, Kazumi begins to examine it for the next few hours.

Findings: Heart and lungs larger than normal, blood is black like tar, internal organs necrotic. Claws are integrated into hand and arm, new muscle tissue and tendons with new bones. Other strange growths made of tendons, teeth are elongated, skin is tougher. Judging by cancerous growths it was exposed to a mutagenic, possibly a virus or bio-weapon. Claws indicate design and imply bio-weapon. Creature recently consumed human body parts. Brain is also necrotic, particularly the frontal lobe, mushy. Nervous system is intact. Muscles are intact. The organs that the creature does not appear to need are necrotic.

Marna vomits outside the ambulance as it fills with the stench of rot, then hops into the driver's seat and directs the ambulance to a nearby park to stay the night.

Thomas Park
7:00 PM
Marna parks the vehicle for the night, while Fox and Kazumi toss the Edward's corpse outside. Kazumi and Terrence bleach and disinfect the entire rear compartment. Fox and Marna have a smoke outside and lament the lack of alcohol. Terrence sets up in the front of the ambulance to meditate while Kazumi sees to the party's wounds.

As night falls, a thunderous roar echoes through the city, shaking the windows and the sides of the ambulance as arches of green lighting shoot through the sky. Within moments, Terrence and Marna see the terrifying visage of a zombie right outside the passenger door. It is cut up and its guts are hanging out: It is the very same monster they just finished dissecting a few hours prior.

It stabs its claws straight through the window and slashes Terrence. Marna freaks out and jumps into the driver's seat, turns the ignition, and slams on the gas. Fox and Kazumi wonder what just happened. Terrence informs them rather calmly that it got back up. “Just run it over, like 100 times," Fox suggests. "Just smash it.”

Marna turns completely around and slams on the gas. She flashes the Edward with the high beams and runs it over. The group hears a satisfying thud. Marna backs over it to make sure it won't rise again before driving down the road a few blocks to park elsewhere.

Kazumi and Marna stay up and work on the armor while Fox and Terrence rest. They have to go to Miskatonic tomorrow, and no one knows what horrors it may hold for them.

Kuma Kode
2010-05-05, 03:56 AM
Zombies and Intelligence
The Corrupted, colloquially called Zombies, are driven by an overwhelming desire to destroy uncorrupted creatures. Like zombies in movies, they are largely uncreative and single-minded in their pursuit of flesh. The Corruption overcomes any other desire or thoughts the affected individual had, and even wipes their memories. All these creatures know is their need to feed.

Seemingly to the contrary of this vermin-like mentality, many of the Corrupted possess human-like mental ability scores. Despite this, they lack any knowledge gained from their former lives and in fact know no languages, though they may mutter meaningless phrases they once knew. Corrupted may learn new information, however.

The Intelligence of a Corrupted does not necessarily reflect its tactical mind. Of the Stage 1 and Stage 2 varieties of Tainted Ones, only the wight is lucid and capable of complex plans. All others are driven by overwhelming desire to feed or, in the case of the haruspex, relieve their pain. Intelligence does reflect a Corrupted's ability to think and learn, however. While they may be driven by their zombie-needs, an intelligent Corrupted is more capable of circumventing obstacles to their goal or remembering survivor tactics, as well as making up their own creative means of attack. A roughneck (Intelligence 4) May be as creative and tactical as an extra in Night of the Living Dead, but an Edward (Intelligence 14) may duck around a corner, only to climb onto the ceiling and pounce on a survivor who is unprepared for three-dimensional combat.

PersonMan
2010-05-06, 08:45 AM
I like the fusion of generic zombies and intelligent zombies. This is pretty interesting...

Kuma Kode
2010-05-06, 05:46 PM
Corrupted
Template
“Corrupted” is an acquired template that can be added to any living corporeal creature (referred to hereafter as the base creature). A corrupted uses all the base creature’s statistics except as noted here.

Challenge Rating: As base creature.

Size and Type: The creature's size and type remains unchanged, but it gains the (Tainted) subtype.

Hit Dice: The corrupted loses all but its first class level. Racial hit dice remain unchanged. A corrupted may continue to take class levels after its transformation, however.

Defense: A corrupted creature's flesh thickens and stiffens, granting it a +2 natural armor bonus to Defense.

Attacks: A corrupted retains all the natural attacks of the base creature. A creature with hands gains one claw attack per hand; the corrupted can strike with all of them at its full attack bonus. (If the base creature already had claw attacks, it can use the corrupted claw attack and damage, if they’re better.)

Damage: Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the corrupted’s size (use the base creature’s claw damage if it’s greater): Diminutive or Fine 1, Tiny 1d2, Small 1d3, Medium-size 1d4, Large 1d6, Huge 1d8, Gargantuan 2d6, Colossal 2d8.

Special Qualities: A corrupted retains all the special qualities of the base creature, as well as gaining those granted by the Tainted subtype.

Allegiances: A corrupted loses any previous allegiances and adopts a new allegiance to the Otherworld. This allegiance cannot be broken.

Action Points: A corrupted does not acquire or amass action points. It loses any action points possessed by the base creature.

Reputation Bonus: A corrupted has a +0 Reputation bonus.

Ability Scores: A corrupted gains the following ability score increase: Str +2, Dexterity +2, Constitution +4, Wisdom -2. In addition, a corrupted has a charisma of 1.

Skills: A corrupted loses all skills acquired during its former life.

Feats: A corrupted loses all feats except those that do not require knowledge or psychological training (such as Toughness and Great Fortitude).

Sanity Drain: A human corrupted's Sanity drain becomes 0/1d4.

Strong Corrupted
Medium Humanoid (Tainted) Strong Ordinary 1
Vitality Dice: 1d8+4 (- VP)
Wound Points: 18
Initiative: +2
Speed: 30 ft.
Defense: 15 (+1 Class, +2 natural, +2 Dexterity)
Base Attack/Grapple: +1 / +5
Attack: Claw +5 melee (1d4+4)
Full Attack: 2 claws +5 melee (1d4+4)
Space/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: -
Special Qualities: Tainted traits
Allegiances: The Otherworld
Action Points: -
Reputation: +0
Saves: Fort +5, Reflex +2, Will +0
Abilities: Str 17, Dex 15, Con 18, Int 10, Wis 10, Cha 1
Sanity Drain: 0/1d4
Skills: -
Feats: -
Talents: -
Challenge Rating: ½

Fast Corrupted
Medium Humanoid (Tainted) Fast Ordinary 1
Vitality Dice: 1d8+3 (- VP)
Wound Points: 17
Initiative: +3
Speed: 30 ft.
Defense: 19 (+4 Class, +3 Dexterity, +2 Natural)
Base Attack/Grapple: +0 / +3
Attack: Claw +3 melee (1d4+3)
Full Attack: 2 claws +3 melee (1d4+3)
Space/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: -
Special Qualities: Tainted traits
Allegiances: The Otherworld
Action Points: -
Reputation: +0
Saves: Fort +3, Reflex +4, Will -2
Abilities: Str 16, Dex 17, Con 17, Int 12, Wis 6, Cha 1
Sanity Drain: 0/1d4
Skills: -
Feats: -
Talents: -
Challenge Rating: ½

Tough Corrupted
Medium Humanoid (Tainted) Tough Ordinary 1
Vitality Dice: 1d10+4 (- VP)
Wound Points: 22
Initiative: +1
Speed: 30 ft.
Defense: 14 (+1 Class, +1 Dexterity, +2 Natural)
Base Attack/Grapple: +0 / +3
Attack: Claw +3 melee (1d4+3)
Full Attack: 2 claws +3 melee (1d4+3)
Space/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: -
Special Qualities: Tainted traits
Allegiances: The Otherworld
Action Points: -
Reputation: +0
Saves: Fort +5, Reflex +1, Will +0
Abilities: Str 16, Dex 12, Con 19, Int 8, Wis 11, Cha 1
Sanity Drain: 0/1d4
Skills: -
Feats: Toughness
Talents: -
Challenge Rating: ½

Smart Corrupted
Medium Humanoid (Tainted) Smart Ordinary 1
Vitality Dice: 1d6+1 (- VP)
Wound Points: 12
Initiative: +2
Speed: 30 ft.
Defense: 15 (+3 Dexterity, +2 Natural)
Base Attack/Grapple: +0 / +2
Attack: Claw +2 melee (1d4+2)
Full Attack: 2 claws +2 melee (1d4+2)
Space/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: -
Special Qualities: Tainted traits
Allegiances: The Otherworld
Action Points: -
Reputation: +0
Saves: Fort +1, Reflex +3, Will +1
Abilities: Str 15, Dex 16, Con 12, Int 15, Wis 10, Cha 1
Sanity Drain: 0/1d4
Skills: -
Feats: -
Talents: -
Challenge Rating: ½

Dedicated Corrupted
Medium Humanoid (Tainted) Dedicated Ordinary 1
Vitality Dice: 1d6+4 (- VP)
Wound Points: 18
Initiative: +1
Speed: 30 ft.
Defense: 14 (+1 Class, +1 Dexterity, +2 Natural)
Base Attack/Grapple: +0 / +2
Attack: Claw +2 melee (1d4+2)
Full Attack: 2 claws +2 melee (1d4+2)
Space/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: -
Special Qualities: Tainted traits
Allegiances: The Otherworld
Action Points: -
Reputation: +0
Saves: Fort +5, Reflex +1, Will +2
Abilities: Str 15, Dex 12, Con 18, Int 12, Wis 13, Cha 1
Sanity Drain: 0/1d4
Skills: -
Feats: -
Talents: -
Challenge Rating: ½

Charismatic Corrupted
Medium Humanoid (Tainted) Charismatic Ordinary 1
Vitality Dice: 1d6+3 (- VP)
Wound Points: 16
Initiative: +1
Speed: 30 ft.
Defense: 13 (+1 Dexterity, +2 Natural)
Base Attack/Grapple: +0 / +0
Attack: Claw +0 melee (1d4)
Full Attack: 2 claws +0 melee (1d4)
Space/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: -
Special Qualities: Tainted traits
Allegiances: The Otherworld
Action Points: -
Reputation: +0
Saves: Fort +4, Reflex +2, Will +1
Abilities: Str 10, Dex 12, Con 16, Int 13, Wis 12, Cha 1
Sanity Drain: 0/1d4
Skills: -
Feats: -
Talents: -
Challenge Rating: ½

Corrupted Mob
Gargantuan Humanoid (Tainted) Mob of 48 Corrupted Humans
Vitality Dice: - (- VP)
Wound Points: 30d8+90 (225 WP)
Initiative: +0
Speed: 20 ft.
Defense: 11 (+1 class, +2 Dexterity, +2 Natural, -4 size)
Base Attack/Grapple: +22 / +36
Attack: Mob (5d6)
Full Attack: Mob (5d6)
Space/Reach: 20 ft. by 20 ft. / 0 ft.
Special Attacks: Expert Grappler, Trample
Special Qualities: Mob Anatomy, Tainted traits
Allegiances: The Otherworld
Action Points: -
Reputation: +0
Saves: Fort +11, Reflex +19, Will +9
Abilities: Str 15, Dex 14, Con 16, Int 10, Wis 10, Cha 1
Sanity Drain: 2/2d6
Skills: -
Feats: Improved Bullrush (B), Improved Overrun (B)
Talents: -
Challenge Rating: 8

Expert Grappler (Ex): A mob can maintain a grapple without penalty and still make attacks against other targets (normally, attacking other targets while grappling imposes a –20 penalty on grapple checks). A mob is never considered flat-footed while grappling.

Trample (Ex): A mob that simply moves over a creature and doesn’t end its movement with that creature in one of its occupied squares can trample the creature. A trampled creature takes 2d6+3 points of damage. The victim can either make an attack of opportunity against the mob or make a Reflex save (DC 27) to take half damage.

Mob Anatomy (Ex): A mob has no clear front or back and no discernible anatomy, so it is not subject to critical hits or sneak attacks. A mob cannot be flanked, tripped, grappled, or bull rushed.

Unlike standard swarms, mobs are made up of relatively small numbers of individual creatures, so spells or effects that target specific numbers of creatures can have an effect on a mob. Each specific creature that is slain, disabled, or otherwise incapacitated by spells or effects that target specific creatures bestows two negative levels on the mob. A mob that gains negative levels equal to its Hit Dice breaks up as if reduced to 0 hit points. Negative levels gained in this manner are not the result of the Black (and thus cannot be blocked by spells or restored), but never result in permanent level loss. A mob takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and some spells.

Although mobs are treated as one creature, it sometimes becomes necessary to determine the fate of a specific individual caught up in the mob. If a mob is dispersed by nonlethal attacks, there are no casualties. If the mob is dispersed by lethal attacks, assume that 30% of its number are slain and 30% are reduced to 0 hit points. To determine a specific individual’s fate, simply roll d%: a result of 01–30 indicates death, 31–60 indicates the victim is reduced to 0 hit points, and a roll of 61–100 indicates the victim escapes relatively unscathed.

Kuma Kode
2010-05-06, 05:47 PM
Bruiser
Medium Humanoid (Tainted) Strong Hero 2
Vitality Dice: 2d8+8 (17 VP)
Wound Points: 18
Initiative: +1
Speed: 30 ft.
Defense: 15 (+2 class, +2 natural, +1 dexterity)
Base Attack/Grapple: +2 / +6
Attack: Slam +6 melee (1d6+7) or slam +4 melee (1d6+9)
Full Attack: Slam +6 melee (1d6+7) or slam +4 melee (1d6+9)
Space/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: -
Special Qualities: Tainted traits
Allegiances: The Otherworld
Action Points: 1
Reputation: +0
Saves: Fort +6, Reflex +1, Will -1
Abilities: Str 19, Dex 12, Con 18, Int 10, Wis 8, Cha 3
Sanity Drain: 0/1d4
Skills: Climb +7, Jump +9, Swim +6
Feats: Simple Weapon Proficiency, Power Attack, Cleave
Talents: Melee Smash
Challenge Rating: 2
Bruisers are the hulking, musclebound mutations that some corrupted undergo when they have consumed large amounts of skin and meat. They are powerful creatures, with unnatural, massive muscles and veins that bulge beneath their pale, somewhat transparent skin. Bruisers are frequently misshapen with torn flesh and grotesque, distorted features caused by their body's inability to compensate for their rapid muscular growth.

They can be detected with a radio if the GM is using the Welcome to Silent Hill variant (see the Equipment section).

Combat
Bruisers are the frontline fighters of the Tainted ones. They rush ahead, seeking to deal as much damage as they can in the least amount of time. Despite their size, they are smart enough to ignore enemies who are hard to hit and power attack those whose defenses are weak.

If they are accompanied by other Tainted ones, they will often grapple a foe and hold it still while the others kill and devour it.

Kuma Kode
2010-05-06, 05:48 PM
Edward
Medium Humanoid (Tainted) Fast Hero 2
Vitality Dice: 2d8+4 (13 VP)
Wound Points: 14
Initiative: +4
Speed: 35 ft., climb 20 ft.
Defense: 20 (+4 class, +4 dexterity, +2 natural)
Base Attack/Grapple: +1 / +2
Attack: Claw +5 melee (1d6+1/19-20)
Full Attack: 2 claws +5 melee (1d6+1/19-20)
Space/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Pounce
Special Qualities: Tainted traits
Allegiances: The Otherworld
Action Points: 1
Reputation: +0
Saves: Fort +2, Ref +6, Will -2
Abilities: Str 13, Dex 19, Con 14, Int 14, Wis 6, Cha 3
Sanity Drain: 0/1d4
Skills: Balance +9, Climb +17, Escape Artist +9, Hide +9, Jump +13, Move Silently +9, Tumble +11
Feats: Simple Weapon Proficiency, Acrobatic, Weapon Finesse
Talents: Increased Speed
Challenge Rating: 2
This gaunt, nearly skeletal creatures have sunken eyes and a distended jaw, and its fingers end in long, boney protrusions that have been sharpened to a razor's edge. The creature moves jerkily, with the awkward motion of a puppet on a string, but its coordination is undeniable as it scampers up the wall like a ghostly spider.

Edwards are named such because of the long, seemingly cumbersome claws that end their fingers, combined with the pale flesh and dark hair, make them appear to be nightmarish versions of Edward Scissorhands. Indeed, they can mince flesh quite quickly, and their penchant for stealth makes them a dangerous opponent.

Thankfully, if the GM decides to use the Welcome to Silent Hill variant (See the Equipment section), the radio detects the presence of an Edward.

Combat
Edwards typically climb around on walls and ledges, then leap onto their foes when they can be caught unaware and claw them viciously.

Pounce (Ex): If an Edward charges a foe, it can make a full attack, even though it has already moved.

Skills: An Edward uses its Dexterity instead of its Strength for Climb and Jump checks. Additionally, they gain a +2 racial bonus on Jump checks.

Kuma Kode
2010-05-06, 05:49 PM
Roughneck
Medium Humanoid (Tainted) Tough Hero 2
Vitality Dice: 2d10+10 (21 VP)
Wound Points: 23
Initiative: +0
Speed: 30 ft.
Defense: 18 (+2 class, +4 natural, +1 dexterity, +1 leather jacket)
Base Attack/Grapple: +1 / +3
Attack: Bite +3 melee (1d8+3 and putrescence) or vomit +2 ranged touch (2d4 acid and putrescence)
Full Attack: Bite +3 melee (1d8+3 and putrescence) or vomit +2 ranged touch (2d4 acid and putrescence)
Space/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Vomit, Putrescence
Special Qualities: Acid Immunity, Tainted traits
Allegiances: The Otherworld
Action Points: 1
Reputation: +0
Saves: Fort +7, Reflex +0, Will +1
Abilities: Str 15, Dex 12, Con 20, Int 4, Wis 13, Cha 1
Sanity Drain: 0/1d4
Skills: Concentration +10
Feats: Simple Weapon Proficiency, Armor Proficiency (Light), Toughness
Talents: Second Wind
Challenge Rating: 2
Roughnecks are the remains of individuals with a near-unbreakable body. They are typically muscled and athletic, sometimes with tattoos, with vacant white eyes and mottled, grey flesh like that of a drowned corpse. Their flesh is hard and feels like fingernails despite their soft appearance. The most tell-tale feature of a roughneck is their mouths, unhinged and toothy, that constantly drip a foul-smelling, greenish-yellow liquid. Additionally, their breath reeks of decay, a stench that can be detected at a surprising distance. This would normally be a dead give-away, except that such an odor is depressingly common in the post-apocalyptic streets these foul beasts roam.

Like most Tainted, roughnecks set off a radio under the Welcome to Silent Hill variant.

Combat
Roughnecks typically rush into combat, vomiting half-rotten flesh and stomach acids onto their targets in an attempt to soften them up and make them easier to digest. These disgusting creatures have been known to wait for several days before eating their kill, apparently because they enjoy the taste of rot. This practice is sometimes referred to as "pickling" their prey.

Vomit (Ex): The unused internal organs of a Tainted begin to rot and putrify, and a roughneck knows how to use the resulting necrotic fluids in combat. As a standard action, a roughneck may vomit a gout of putrid bile at a foe within 10 feet. To hit, the roughneck must hit with a ranged touch attack. On success, the vomit deals 2d4 points of acid damage and the victim becomes subject to putrescence. The roughneck may vomit a number of times per day equal to his Constitution modifier.

Putrescence (Ex): The bacterial life that deconstructs dead matter is usually relatively harmless, but the roughneck's body contains an altered form of bacteria contaminated by the corrupted flesh it devours. Anyone bitten by the roughneck must succeed at a Fortitude save (DC 16) or contract a vicious bacteria similar to necrotizing faciitis. The Tainted bacteria differs in that the Fortitude DC is 16 instead of 13, and that it has an incubation period of 1 day.

If the victim is at risk due to the roughneck's vomit attack, they may avoid infection by exposing themselves to sunlight within 1d4 rounds of exposure, which destroys the corrupted microbes on their skin just as it destroys any other Tainted one. If the victim was bitten, or if too much time elapses after the vomit attack, the bacteria enters the victim's bloodstream and can no longer be reached and destroyed by sunlight.

Acid Immunity: Roughnecks are immune to damage from acid, regardless of its source.

Kuma Kode
2010-05-06, 05:50 PM
Wight
Medium Humanoid (Tainted) Smart Hero 2
Vitality Dice: 2d6+2 (9 VP)
Wound Points: 12
Initiative: +3
Speed: 30 ft.
Defense: 16 (+1 class, +2 natural, +3 dexterity)
Base Attack/Grapple: +1 / +0
Attack: Tendril bites +4 melee (1d6-1)
Full Attack: 2 claws +4 melee (1d4-1), bite +2 melee (1d6-1), tendril bites +2 melee (1d6-1)
Space/Reach: 5 ft. by 5 ft. / 5 ft. (10 ft. with tendril bites)
Special Attacks: Lifetap, Dark Magician
Special Qualities: Tainted traits
Allegiances: The Otherworld
Action Points: 1
Reputation: +0
Saves: Fort +1, Reflex +3, Will +3
Abilities: Str 8, Dex 17, Con 12, Int 18, Wis 12, Cha 11
Sanity Drain: 0/1d4
Skills: Craft (chemical) +9, Craft (electronic) +9, Craft (mechanical) +9, Decipher Script +9, Disable Device +9, Forbidden Lore +6, Knowledge (Arcane Lore) +9, Knowledge (Tactics) +9, Navigate +11, Read/Write English, Read/Write Spanish, Read/Write French, Read/Write Mandarin, Read/Write German, Read/Write Russian, Repair +9, Search +9, Speak English, Speak Spanish, Speak French, Speak Mandarin, Speak German, Speak Russian
Feats: Simple Weapon Proficiency, Weapon Finesse (B), Multiattack, Combat Expertise
Talents: Savant (Navigate)
Challenge Rating: 2
The wight is a very rare, but terrifying mutation of the Corrupted. They are withered, nearly skeletal creatures with sunken eyes and vicious, feral features. Their stomaches are shredded and torn open, and their intenstines have mutated into an array of prehensile tendrils with leech-like mouths. Unlike their cousins, wights retain a twisted sentience and are capable of rational thought and complex plans. In fact, they are frighteningly intelligent. Wights can often order and direct other Tainted, acting as a kind of squad leader. The presence of a haruspex and harpy in close proximity, for example, almost always indicates the presence of a wight.

Even worse, wights cannot be detected by a radio under the Welcome to Silent Hill variant.

Combat
Wights prefer to hide during combat, since they are rather ineffective combatants. They direct other Tainted to maximize their capabilities and listen to the survivors to learn of any plans they may have. If they have any spells, they will sit back and cast them from a safe distance. If attacked directly, wights usually flee. They will fight back if cornered, however, and their array of natural attacks, enhanced range, and ability to heal themselves vampiricly is enough to surprise and deter most survivors.

The fact that they flee, despite being essentially immortal, leads some to believe wights can feel pain. If so, they are likely attempting to avoid that unpleasant experience, and not their fleetingly temporary demise.

Lifetap (Su): Whenever a wight hits with a natural attack, they attempt to drain life from their victim. Unless their target succeeds on a Fortitude save (DC 15), the wight gains a number of hit points equal to the damage it just dealt. Any excess is gained as temporary hit points that last for 1 hour. This save is Intelligence based, and is made per attack.

Dark Magician: Wights begin with knowledge of 1d4 whispers and any utterances they can cast with them. Additionally wights have a caster level equal to their hit die.

Kuma Kode
2010-05-06, 05:51 PM
Haruspex
Medium Humanoid (Tainted) Dedicated Hero 2
Vitality Dice: 2d6-2 (5 VP)
Wound Points: 8
Initiative: +2
Speed: 30 ft.
Defense: 16 (+2 class, +2 Dexterity, +2 natural)
Base Attack/Grapple: +1 / +2
Attack: Claw +2 melee (1d4+1 and Live My Nightmare) or hand +2 melee touch (Live My Nightmare)
Full Attack: 2 claws +2 melee (1d4+1 and Live My Nightmare) or 2 hands +2 melee touch (Live My Nightmare)
Space/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Live My Nightmare
Special Qualities: Tainted traits
Allegiances: The Otherworld
Action Points: 1
Reputation: +1
Saves: Fort +1, Ref +2, Will +5
Abilities: Str 12, Dex 14, Con 8, Int 12, Wis 16, Cha 15
Sanity Drain: 0/1d4
Skills: Listen +10, Sense Motive +8, Spot +10, Survival +8, Psychic Focus +8
Feats: Simple Weapon Proficiency, Sixth Sense, Alertness
Talents: Empathy
Challenge Rating: 2
A haruspex appears much as it did in life, except withered and pale with ragged black hair and inhuman claws. Their eyes literally glow with a white-hot malice. They are easy to detect; haruspex constantly scream and weep as if in unbearable agony, because they are.

This pitiful creature is the result of psychic being corrupted by the Black. The constant battle between the corruption and their own psychic powers creates a torturous psychological agony. They are constantly plagued by pain and a flood of emotions, coupled with horrific visions that no human mind should ever see.

A haruspex can sense purity with her Sixth Sense feat, just as a normal character can sense corruption. Treat the human or animal as a Tainted of the same hit dice.

Under the Welcome to Silent Hill variant, a haruspex can be detected by a radio, but can usually detect the survivors at this point, as well.

Combat
The haruspex quickly and mindlessly attacks any uncorrupted creatures nearby, seeking solace through their Live My Nightmare ability. They retain enough of their intellect to use touch attacks against armored opponents and to ignore opponents who are too hard for them to hit.

Live My Nightmare (Su): Haruspexes possess a rudimentary form of telepathy that allows them to transfer thoughts and feelings to creatures in physical contact. They use this ability to siphon off their psychological torment to another creature, granting them a brief moment of calm to which they quickly become addicted, seeking this respite over all other needs.

When the haruspex touches a non-Tainted non-Entity, she transfers her agony and visions to the victim, dealing 1d6 points of Sanity damage. The victim is allowed a Will save (DC 14) to halve the damage. The DC is Wisdom based. A character with the Sixth Sense feat suffers a -5 penalty to this save. If they also have the Empathy feat, they suffer an additional -5 penalty. Psionic characters are more sensitive to the metaphysical and find it harder to block out the senses they receive.

Physical contact with the haruspex is enough to trigger her Live My Nightmare ability, including grappling and unarmed strikes directed at the haruspex. An individual grappling the haruspex is automatically struck with both hand attacks, suffering the effect twice.

Kuma Kode
2010-05-06, 05:52 PM
Harpy
Medium Humanoid (Tainted) Charismatic Hero 2
Vitality Dice: 2d6+4 (11 VP)
Wound Points: 14
Initiative: +1
Speed: 30 ft.
Defense: 14 (+1 class, +1 Dexterity, +2 natural)
Base Attack/Grapple: +1 / +0
Attack: Bite +0 melee (1d6-1)
Full Attack: Bite +0 melee (1d6-1)
Space/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Shriek
Special Qualities: Tainted traits
Allegiances: The Otherworld
Action Points: 1
Reputation: +2
Saves: Fort +4, Ref +3, Will -1
Abilities: Str 9, Dex 13, Con 14, Int 13, Wis 8, Cha 16
Sanity Drain: 0/1d4
Skills: Bluff +8, Diplomacy +8, Disguise +8, Intimidate +8, Perform (Act) +8, Perform (Dance) +10, Perform (Sing) +10
Feats: Simple Weapon Proficiency, Creative (Perform [Sing], Perform [Dance]), Dodge
Talents: Coordinate
Challenge Rating: 2
A harpy looks like an attractive human, with a pleasantly shaped body and soft, friendly features, except that it shows the typical signs of Otherworld corruption. The harpy can be mistaken for a common Corrupted at first glance, only revealing its true nature when it rolls back its head at an inhuman angle and reveals a toothy, alien mouth bisecting its windpipe. Through this strange apparatus the creature emits a variety of horrific, and yet disturbingly beautiful noises, as if singing.

A harpy is what becomes of attention-seeking individuals who are corrupted by the Black. When it detects the presence of a survivor, it shrieks to alert the other Tainted. When combined with a haruspex, they can become a near-perfect, if a bit macabre, alarm system.

Under the Welcome to Silent Hill variant, a harpy can be detected by a radio.

Combat
Harpies begin battle by shrieking to call reinforcements, then alternating uses of their Disorientation shriek and Coordinate talent to assist their allies. They prefer to stay back and flee from melee. If alone or pressed into combat, they use their agony shriek to deter attackers.

Shriek (Ex): The mutated voicebox of a harpy is capable of a wide variety of frequencies, each with its own unique effect.

Summon: This high pitch, extremely loud scream is used to alert other Tainted to the presence of food. In addition to this mundane use, there is a 10% chance a Forsaken Husk manifests within 60 feet of the harpy, if a viable area exists, as if summoned from the Otherworld by the harpy's song.

Disorientation: This particular frequencies penetrates deep into a human's skull, causing severe disorientation and confusion. This version of the shriek affects a 60 foot cone in front of the harpy. Anyone struck by the shriek must make a Fortitude save (DC 14). A success leaves the creature dazzled for 1 round. On failure, the victim is stunned for 1 round and shaken for 1d4+1 rounds afterwards. This is a sonic, mind-affecting ability that does not affect Entities, but can affect Tainted Ones.

Agony: Like the Disorientation version, this use affects a 60 foot cone in front of the harpy. This frequency can cause flesh and bone to rupture, physically ripping the victim apart with pounding shockwaves. Victims struck by the shriek suffer 2d4 points of sonic damage, but may make a Fortitude save (DC 14) for half damage.

Kuma Kode
2010-05-06, 06:00 PM
I like the fusion of generic zombies and intelligent zombies. This is pretty interesting...
Glad ya like it; the players have likened it somewhat to the movie I Am Legend, because the streets are safe during the day, but the buildings are not.

It's also different enough that the players won't be too terribly compelled to make zombie jokes.

If you have any suggestions or questions, feel free to post them.

Also, I'm doing a little rearranging with the monster entries...

Kuma Kode
2010-05-06, 06:15 PM
Forsaken Husk
Medium Undead (Entity)
Vitality Dice: -
Wound Points: 2d12 (13 VP)
Initiative: +1
Speed: 30 ft.
Defense: 13 (+1 Dexterity, +2 natural)
Base Attack/Grapple: +1 / +2
Attack: Claw +2 melee (1d4+1)
Full Attack: 2 claws +2 melee (1d4+1), bite -3 melee (1d6)
Space/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: -
Special Qualities: Undead traits, Entity traits, DR 5/bludgeoning
Allegiances: The Otherworld
Action Points: -
Reputation: +0
Saves: Fort +0, Reflex +1, Will +3
Abilities: Str 12, Dex 12, Con -, Int -, Wis 10, Cha 1
Sanity Drain: 1/1d6
Skills: -
Feats: -
Talents: -
Challenge Rating: 1
These withered, dessicated corpses appear as skeletons, wrapped in thin, leathery skin blackened with rot. When disturbed, they scream with a voice of horror, like the victim of a violent murder.

Forsaken husks are a weak manifestation of the Otherworld. They are not difficult to subdue and possess little destructive power. They are a very common entity, however, and they are significantly more terrifying than Tainted ones.

The visceral horror of a shrieking corpse lingers with survivors long after the physical wounds of the battle have healed.

A radio detects the presence of a forsaken husk under the Welcome to Silent Hill variant.

Combat
A forsaken husk rushes headlong into battle wearing an expression of utter horror, shrieking as if in agony. It flenses its victim with its knife-like claws and sharp, elongated teeth, then hungrily devours the remains. Afterwards, Tainted ones will often claw open a forsaken husk and ingest the meat that spills out onto the floor. This practice does not appear to harm the forsaken husk.

Kuma Kode
2010-05-06, 06:17 PM
Lurker
Small Aberration (Entity)
Vitality Dice: 6d8+6 (57 VP)
Wound Points: 12
Initiative: +3
Speed: 20 ft.
Defense: 16 (+3 Dexterity, +1 Size, +2 Natural)
Base Attack/Grapple: +4 / +3
Attack: Tentacle bites +8 melee (1d4-1 and attach)
Full Attack: Tentacle bites +8 melee (1d4-1 and attach), and 2 claws +3 melee (1d3-1)
Space/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Attach, Body Thief, Dark Magician
Special Qualities: Entity traits, Electricity Immunity, DR 10/+1
Allegiances: The Otherworld
Action Points: -
Reputation: +0
Saves: Fort +3, Reflex +5, Will +6
Abilities: Str 8, Dex 16, Con 12, Int 14, Wis 13, Cha 16
Sanity Drain: 1/1d4
Skills: Craft (Visual Art) +4, Bluff +14, Disguise +5, Forbidden Lore +13, Hide +15, Move Silently +12, Perform (Act) +14, Spellcraft +5
Feats: Deceptive, Creative (Perform [Act], Craft [Visual Art]), Improved Grapple
Talents: -
Challenge Rating: 6
This small, dark green humanoid has skin like crinkled leather and sharp, elongated claws on its three-fingered hands and feet. Its head is absent; instead, a lurker possesses a tree-like set of mouthed tentacles between its gaunt shoulders. Small fronds of hair-like filaments rise up from between the tentacles, waving gently in the air as if filtering for the scent of prey.

The creature vocalizes deep clicks or chitters when attacking.

A lurker cannot be detected with a radio under the Welcome to Silent Hill variant.

Combat
A lurker hides, preferring to engage a foe alone so it can latch on and steal their body. If it is pressed into combat, it relies on its damage reduction and any spells it knows to protect it while it tests the party for any weaklings. If it finds an injured character or an ordinary (someone without Vitality), it leaps on them and tries to steal their body.

Attach (Ex): Whenever a lurker hits with its tentacle bites attack, it latches onto the foe, dealing automatic tentacle bite damage every round as well as making its standard two claw attacks. An attached lurker loses its dexterity bonus to Defense, and therefore has a Defense of 13. An attached lurker can be struck with a weapon or grappled itself. To remove the entity through grappling, the opponent must achieve a pin against the creature.

Body Thief (Su): If an attached lurker successfully deals wound damage to its victim, the victim must make a Reflex save (DC 16). Failure indicates the creature has torn open the unfortunate victim's abdomen and climbed inside. On the next round, the lurker situates itself within the rib cage, snaking its tentacles up the victim's neck and into their brain, and assumes control of the body.

Once inside, the lurker typically uses the Asklepios utterance to seal the wound and erase evidence of the attack, then proceeds to wear the victim like a skin. The creature may use its Perform (Acting) skill to pretend to be the person in question. Because a possessing lurker has access to the victim's memories, it gains a +4 bonus on its Perform (Acting) and Bluff checks related to this activity.

For all beneficial purposes, the lurker and the stolen body are considered the same creature. Any spells it casts on itself automatically affect the body as well.

As long as the creature was not dead when the body theft took place, the lurker may remain inside indefinitely, as the body continues to operate despite the alien invader. If the body was dead, it remains dead and continues to decompose, preventing the creature from maintaining the charade after a few hours. It may still remain in the corpse as long as it likes, however. While occupying a host, a lurker is not vulnerable to light unless the host is as well.

A possessed body retains its Strength and Constitution, and uses the Dexterity score of the body or the lurker (whichever is lower). The possessed body uses the mental ability scores of the lurker. It retains none of the host's feats, skills, supernatural abilities, spell-like abilities, or talents. The body retains its Wound points but loses its Vitality points.

If the body is reduced to 0 wound, it immediately dies. The lurker violently bursts forth from the creature's chest, and seeks out a new host. Witnessing such a horrific act drains 1d3/1d10 Sanity, in addition to the Sanity check for seeing the Entity.

Any critical hit on the body also deals a normal hit to the possessing lurker.

When a character with the Sixth Sense feat has a chance to detect the lurker, they must make a Psychic Focus check opposed by a special Hide check using the lurker's Intelligence modifier instead of its Dexterity. If the lurker wins, the psychic fails to detect the lurker for 24 hours. If the psychic wins, they can sense the presence of the Entity, as normal, for the next 24 hours.

Dark Magician: Lurkers automatically know the Ystharnotag (Restore) and Bbhothigug (Body) whispers, as well as the Asklepios utterance. A lurker has a 20% chance to know 1d3 other whispers and any utterances it can learn from them. Lurkers never lose Sanity from spellcasting, since they lack Sanity scores.

Electricity Immunity: A lurker takes no damage from electrical attacks, even magickal ones.

Damage Reduction (Ex): Lurkers are supernaturally resilient, and ignore the first 10 points of damage dealt by a piercing, slashing, bludgeoning, or ballistic attack. Magick weapons with at least a +1 enhancement bonus bypass this ability.

Kuma Kode
2010-05-06, 06:18 PM
Tindalos
Huge Aberration (Entity)
Vitality Dice: 10d8+30 (75 VP)
Wound Points: 32
Initiative: +2
Speed: 0 ft.
Defense: 14 (+2 Dexterity, -2 Size, +4 natural)
Base Attack/Grapple: +7 / +25
Attack: Tentacle bite +11 melee (2d8+9)
Full Attack: Tentacle bite +11 melee (2d8+9)
Space/Reach: 5 ft. by 5 ft. (Special, see text) / 15 ft.
Special Attacks: Improved Grab, Devour
Special Qualities: Manifestation, Entity traits, DR 5/+1, Blindsense 60 ft.
Allegiances: The Otherworld
Action Points: -
Reputation: +0
Saves: Fort +6, Reflex +5, Will +5
Abilities: Str 23, Dex 15, Con 16, Int -, Wis 6, Cha 2
Sanity Drain: 1d4/1d10
Skills: -
Feats: -
Talents: -
Challenge Rating: 12
No one really knows what a tindalos looks like because no one has ever seen the creature and lived to tell the tale. Only a long, red, toothy tentacle protruding from a swirling disk of utter darkness is ever seen of the creature. A tindalos occupies an extradimensional nest, a pocket of the Otherworld, and reaches through into our world to snatch prey and drag them beyond the veil, never to be seen again. The tentacle is massive, nearly twenty feet long and three feet thick, with tough red skin and vicious hooks on the underside. These hooks clamp down into grasped prey, securing and damaging the victim before the tentacle drags them back through the extradimensional hole. If the victim manages to tear itself away, or if it is too big to pass through the portal, the tindalos uses muscular action to pass chunks of meat down the tentacle and into its mouth in the Otherworld.

The presence of a tindalos can be deduced by the smears of blood that drag along the floor, up a wall, and end abruptly near the ceiling with no visible remains.

Because a tindalos is merely an extension of an Otherworld entity, it follows unusual rules for space and reach. When running a combat involving a tindalos, pick a 5 ft. by 5 ft. section of a wall, floor, or ceiling. This is the creature's space, representing the black portal through which the tentacle reaches. Attacking this square is always a viable method of attacking the creature. Alternatively, the creature is considered to be occupying the square adjacent to its previous target and closest to the portal, so individuals hoping to assist a victim of the tindalos may attack either square, whichever is more advantageous.

A tindalos can be detected with a radio under the Welcome to Silent Hill variant only when it has fully manifested. Its closed portal merely gives off a dim aura.

Combat
A tindalos lies in wait in the Otherworld, peering through the veil. When it detects prey, it manifests, tearing open a portal and reaching through.

Improved Grab: To use this ability, the tindalos must hit with its tentacle attack. If it gets a hold, it automatically deals tentacle damage every round it maintains the hold and can attempt to devour the opponent. Unlike with most grapples, the tindalos need not move into its opponents square.

Devour (Ex): Every round the creature maintains a hold, it attempts to drag the victim into the Otherworld. The victim and the tindalos make opposed strength checks. If the creature succeeds, it pulls its victim 5 feet towards itself, plus an additional 5 feet for every 5 points by which it beat the victim. If the victim succeeds, he may break free from the creature's grip, but suffers 2d8 points of damage in the process. Allies may assist in this strength check to tear their companion free.

If the victim is dragged into the tindalos's square by this ability, they are pulled through the veil and devoured by the creature in the Otherworld, becoming irrevocably lost. A final Reflex save (DC 21) allows the victim to grab the edges of the portal and continue making strength checks against the creature on subsequent rounds. The DC of this save is Strength based. A failed strength check while grasping the edges indicates the victim has been torn from their last salvation and drawn into the Otherworld.

Manifestation (Su): A tindalos lives slightly out of phase with our world, never truly entering our plane of existence. While in this ethereal state, the creature cannot be harmed in any way, and only gives off a dim Otherworld aura. It can only detect the environment using its blindsense while so incorporeal. As a standard action, it may tear open the veil between realities and manifest physically. In this mode, it may attack other creatures, but it can be attacked as well, and its normal aura is revealed. As a full-round action, it may disengage from any grapples it is partaking in and withdraw itself through the portal, returning to its disembodied state.

Damage Reduction (Ex): Tindalos are supernaturally resilient, and ignore the first 5 points of damage dealt by a piercing, slashing, bludgeoning, or ballistic attack. Magick weapons with at least a +1 enhancement bonus bypass this ability.

Kuma Kode
2010-05-06, 06:19 PM
Chitterer
Diminutive Magickal Beast
Vitality Dice: ½d10-2 (- VP)
Wound Points: 1
Initiative: +1
Speed: 10 ft., climb 10 ft.
Defense: 16 (+2 Dexterity, +4 size)
Base Attack/Grapple: +0 / -16
Attack: -
Full Attack: -
Space/Reach: 2½ ft. by 2½ ft. / 0 ft.
Special Attacks: Chitter
Special Qualities: Harmless, Blindsense 30 ft., Spiderwalk
Allegiances: The Otherworld
Action Points: -
Reputation: +0
Saves: Fort -2, Reflex +2, Will +1
Abilities: Str 2, Dex 15, Con 6, Int 2, Wis 12, Cha 1
Sanity Drain: -
Skills: Climb +10, Hide +18, Move Silently +6
Feats: -
Talents: -
Challenge Rating: -
Chitterers are tiny, insectoid creatures with three legs. They have a head, but it is disturbingly featureless, having only a surprisingly mammalian mouth. The creature appears to possess a vicious-looking stinger attached to its tail, but this appendage is in fact a sensory organ and is harmless.

When it senses an intruder, it chitters and shrieks angrily. While this could be potentially startling, the creature is not capable of making good its threats. The sound does, however, carry, and monsters know the particular vocal tones of the chitterer that indicate the presence of potential food.

It is important to note that the chitterer does not appear to actually be an Entity, and lacks the traits normally associated with them. Chitterers hate light and will flee from it, but they do not die if exposed to it. If slain, chitterers discorporate into their component energies. They do not reanimate.

A radio does not detect the presence of a chitterer.

Combat
Chitterers shriek and chitter violently when disturbed, but are cowardly and flee if directly attacked.

Chitter (Ex): The chitterer's most notable ability is its penchant for shrieking and clicking when disturbed. If the survivor didn't notice the creature, it will most certainly scare him or her, but the most important aspect is that it acts like a beacon for Otherworld monsters. The DC to hear an angry chitterer is -5, modified by distance and interposing barriers. If a Tainted One or Entity succeeds on the Listen check, it gathers companions and seeks out the chitterer and the nearby food.

Chitterers will chitter whenever they sense another creature within their territory, regardless of its creature type.

Harmless: A chitterer is incapable of dealing appreciable damage, and is not worth experience on its own, though it may augment the difficulty of nearby encounters. Like an ordinary, a chitterer lacks Vitality Points.

Blindsense (Ex): The chitterer senses vibrations using its tail, and automatically pinpoints the square in which a creature resides within the area. Chitterers need not make Listen or Spot checks to detect creatures within this radius. The target still has full concealment, however. Sight Unseen does not function against this ability.

Spiderwalk (Ex): The three-legged creature is capable of climbing on practically any surface capable of supporting its weight. It is even capable of climbing on glass. It need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A chitterer retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

Kuma Kode
2010-05-06, 07:06 PM
Eleos
Large Outsider (Entity)
Vitality Dice: 8d8+40 (76 VP)
Wound Points: 20
Initiative: +1
Speed: 30 ft., fly 60 ft.
Defense: 18 (-1 Size, +1 Dexterity, +2 Deflection, +6 Natural)
Base Attack/Grapple: +8 / +17
Attack: Claw +13 melee (1d6+5 plus Shechita)
Full Attack: 2 claws +13 melee (1d6+5 plus Shechita)
Space/Reach: 10 ft. by 10 ft. / 10 ft.
Special Attacks: Shechita
Special Qualities: Entity traits, immunity to fire and acid, resistance to electricity 5, Spell Resistance 15
Allegiances: The Otherworld
Action Points: -
Reputation: +0
Saves: Fort +11, Reflex +7, Will +10
Abilities: Str 20, Dex 13, Con 20, Int 17, Wis 18, Cha 16
Sanity Drain: 1/1d10
Skills: Craft (Visual Art) +11, Diplomacy +11, Forbidden Lore +12, Handle Animal +11, Intimidate +11, Knowledge (Philosophy and Theology) +11, Move Silently +9, Perform (Sing) +11, Sense Motive +12, Spot +12, Treat Injury +14
Feats: Medical Expert, Weapon Focus (Claw), Defensive Martial Arts
Talents: -
Challenge Rating: 9
The Eleos is a slow, methodical Entity. It is a towering twelve feet tall, but weighs merely two-hundred pounds. Its body is skeletal, and its face is featureless save for its toothless mouth. The creature is constantly draped by its two large, leathery wings, which it wraps around itself like a cloak.

When it notices prey, an eleos begins to sing a haunting melody that many people find unexpectedly soothing. The monster's claws are supernaturally sharp and can cause immense blood loss, such that even those who manage to flee eventually bleed to death. The creature is leisurely in its chase; it knows the impending fate of its victim and does not appear to be terribly concerned that they get away. Once it chooses its target, it does not stop singing or pursuing them until they are dead.

Eleos have an unsettling practice of singing for and holding their victims after they have collapsed, and continue to cradle them gently until they die in the creature's arms. They have even been known to use their wings to shield a victim from rain or wind, possibly because it wants their death to be comfortable.

Some survivors believe that death at the hands of an Eleos is painless due to the unbelievable sharpness of the creature's claws and its apparent concern for the comfort of its victims. After the apocalypse, suicide by Eleos may gain a macabre popularity.

Combat
An eleos engages in combat quite readily, but it becomes more indifferent as it strikes, knowing the blood loss its claws cause will eventually do the deed, even if the creature is not around.

Shechita (Ex): The Eleos's claws are extremely sharp, and slice through flesh effortlessly. The massive blood loss caused by the Eleos deals 1 point of Wound damage every round until the target receives magickal healing or a DC 15 Treat Injury check. Wound damage from multiple strikes stack.

FunnyMattress
2010-05-09, 04:19 PM
Kuma...This is amazing. I simply must use this when the setting is completed!

Kuma Kode
2010-05-13, 02:47 PM
Black Bolt
Yg-laa + Phakel
Corruption Cost: 1 Intelligence damage and 1d4 Sanity
Casting Time: 1 standard action
Range: Medium (100 ft. +10 ft./level)
Target, Area, or Effect: One or more creatures
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

The dark essence of the Otherworld can be commanded to perform any task, or to form your heart's twisted desires, but the life force of the Darkness is much more willing to tear reality asunder.

This spell creates a bolt of pure Otherworld energy that deals 1d4+1 damage to the target creature. For every two caster levels, the spell can create another bolt. These extra bolts can be divided up between multiple targets as the caster chooses. If more than one bolt is aimed at one target, they combine into one larger bolt that deals their combined damage.

These bolts appear as small electrical arcs composed of the Black. To a character without the Second Sight psionic feat, the bolts themselves are invisible, but leave a trail of black frost on the ground in their wake. A psychic with Second Sight can see the bolt itself, but this doesn't provide any benefits.

The bolts of darkness strike unerringly, allowing no save and bypassing damage reduction and energy resistances. They can even harm Tainted ones and Entities, as the power is directed purely at unmaking that which exists.

Black Bolt can damage and destroy objects, and ignores hardness. It also does not suffer a 50% miss chance when used against incorporeal creatures.

Echelon 1: The spell works as above.
Echelon 2: The bolts deal 1d6 damage each.
Echelon 3: The bolts deal 1d6+1 damage each.
Echelon 4: The bolts deal 1d8+1 damage each.
Echelon 5: The bolts deal 1d10+2 damage each.

Kuma Kode
2010-05-13, 02:52 PM
Kuma...This is amazing. I simply must use this when the setting is completed!

Glad ya like it! If you don't mind, what would you like to see more of, so I know what to work on? Right now I'm kinda just working little bits on everything, but if there's something in particular that would keep something from using this as it is, I'd like to know so I can fix that.

Kuma Kode
2010-05-13, 07:53 PM
Life Shield
Bogtene + Uggot
Corruption Cost: 4 Constitution damage
Casting Time: 1 standard action
Range: 30 feet
Target, Area, or Effect: One ally
Duration: 1 hour / Level
Saving Throw: Will negates (Harmless)
Spell Resistance: Yes (Harmless)

Feeling fear lets one know he is still alive. Feeling love lets one know that he is still human.

This odd magick saps life force from the caster, and forms it into a protective shell around his loved ones. Upon casting this spell, the caster sacrifices 25% of his current hit points or vitality, after adjustment from the spell's Corruption cost. This life force creates a barely visible field of energy around the target, wavering light like a heat mirage.

Hit point damage directed against the target damage the force field instead. The field has as many hit points as the caster sacrificed, and cannot be healed. A second casting dispels and replaces one already in place.

If the shield fails, any excess damage is directed at the shielded character. Until then, however, attacks against the shield do not hit the warded character. Attacks that rely on contact, such as poisons, ability drain, the haruspex's Live My Nightmare ability, diseases, energy drain, grapple attempts, trip attempts, disarm attempts, or touch range spells cannot affect the warded creature, nor can the warded creature's actions be interrupted by damage as long as the shield remains.

This spell has a notable weakness against the Black. If the warded creature enters an area filled by the Black, the life shield immediately fails, as if its duration expired. The spell Black Bolt, because it uses raw Black to deal damage, bypasses but does not dispel the life shield.

Echelon 1: The spell works as above.
Echelon 2: The shield has a number of hit points equal to 1.5 times the amount sacrificed.
Echelon 3: The shield has a number of hit points equal to 2 times the amount sacrificed.
Echelon 4: The shield has a number of hit points equal to 2.5 times the amount sacrificed.
Echelon 5: The shield has a number of hit points equal to 3 times the amount sacrificed.

Kuma Kode
2010-05-17, 01:04 AM
Christina Harold
Medium Humanoid Smart Hero 2 / Fast Hero 1 / Occultist 2
Vitality Dice: 2d6+1d8+2d6+10 (34 VP)
Wound Points: 14
Initiative: +2
Speed: 35 ft.
Defense: 17 (+5 class, +2 Dexterity)
Base Attack/Grapple: +2 / +2
Attack: Unarmed strike +2 melee (1d3 nonlethal), or Knife +2 melee (1d4), or Glock 17 +5 ranged (2d6)
Full Attack: Unarmed strike +2 melee (1d3 nonlethal), or Knife +2 melee (1d4), or Glock 17 +5 ranged (2d6)
Space/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: -
Special Qualities: Dark Magician, Spell Resistance 7
Allegiances: The Otherworld
Action Points: 7
Reputation: +1
Saves: Fort +2, Reflex +3, Will +5
Abilities: Str 10, Dex 15, Con 14, Int 15, Wis 13, Cha 16
Sanity: -10
Starting Occupation: Academic (Class skills: Decipher Script, Knowledge [Arcane Lore], Research)
Skills: Concentration +9, Craft (Chemical) +6, Decipher Script +12, Disable Device +6, Drive +4, Forgery +6, Forbidden Lore +6, Investigate +5, Knowledge (Arcane Lore) +10, Knowledge (Behavioral Sciences) +8, Knowledge (Physical Sciences) +6, Research +10, Read/Write English, Read/Write Spanish, Read/Write Latin, Read/Write Arabic, Read/Write French, Read/Write Chinese, Read/Write Japanese, Speak English, Speak Spanish, Speak Latin, Speak Arabic, Speak French, Speak Chinese, Speak Japanese, Spellcraft +10
Feats: Simple Weapon Proficiency, Studious, Personal Firearm Proficiency, Educated (Knowledge [Arcane Lore], Knowledge ), Defensive Martial Arts, Shadow Aspect[B]
Talents: Linguist, Increased Speed
Challenge Rating: 5
Christina Harold is a young and talented graduate student of Miskatonic University. She took a great interest in the ancient secrets it contained and read many tomes. When the Otherworld crashed into our own world, and most humans ran screaming for their lives, Christina embraced the power she had dreamed about for so long. To her, it was a religious experience, and she reveled in the chaos. She spent much of the first night luring survivors into the darkness, where they were slain by the Black and reanimated as monsters, who sensed her internal corruption and did not attack her. She took this as validation that she was the Otherworld's messenger, and that the dark forces that underly reality had a very special plan for her.

She might be right.

Combat
Christina does not suffer Sanity loss for casting spells, and prefers them over any other form of attack. Because of her lack of Sanity, she can maintain a Summon spell indefinitely, and makes liberal use of them, since she doesn't have any particular use for her physical strength and avoids melee at all costs.

She also prefers to use a Seal of Eibon to protect herself. She is damaged by the spell like all uncorrupted creatures, but knows that it blocks humans and nonmagickal bullets while allowing her summoned pets and her own magicks to pass through, and will typically attack or command her minions from behind a Seal, preferably blocking a doorway or hallway to provide complete protection.

If combat goes poorly, she will quickly cover herself with a Sight Unseen and flee the combat, leaving her minions to cover her retreat and commanding them telepathically until they are destroyed.

[B]Dark Magician: Christina has read several tomes and maintains friendly relationships with Entities. Because of this, she knows many whispers. Christina has a caster level of 3.
Whispers Known: Nanyothua (Shadow), Yg-laa (Project), Lalenol (Summon), Bogtene (Protect), Phakel (Soul), Phu-ug (Area), Chaugorhac (Creature)
Murmurs Known: Or-bo (Power), Es (Time)
Utterances Known: Seal of Tora/Eibon, Black Bolt, Sight Unseen, Summon Monster, Bind

Kuma Kode
2010-05-20, 02:36 PM
Bind
Bogtene + Chaugorhac
Corruption Cost: 4 Dexterity damage and 1d8 Sanity
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft./ 2 levels)
Target, Area, or Effect: One creature
Duration: 1 hour/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

Never letting a battle begin is the surest way to win it. This dark magick offers victory.

You target a creature, sealing its thoughts and censoring its mind. If the creature fails a will save (DC 12 + your Charisma modifier), the spell binds to the creature and prevents them from taking any action they know would be harmful to the caster. They may still attack the caster's allies, provided such action does not also harm the caster. For example, a soldier affected by this spell may not shoot the caster, but he could shoot her allies. He could throw a grenade, as well, provided he does not intend for the caster to also be in the blast radius. The action is not prevented if forces beyond the character's control or ability to foresee causes the caster to come to harm, such as if he fails the attack roll and the grenade bounces towards her.

This spell is immediately broken if the caster directly harms the target.

Echelon 1: The spell works as above.
Echelon 2: The spell's DC is 14 + the caster's Charisma modifier.
Echelon 3: The spell's DC is 16 + the caster's Charisma modifier.
Echelon 4: The spell's DC is 18 + the caster's Charisma modifier.
Echelon 5: The spell's DC is 20 + the caster's Charisma modifier.

Kuma Kode
2010-05-20, 02:39 PM
The whispers now have more Lovecraftian names. Go ahead, try to pronounce Ngthlh-ddh.

puppyavenger
2010-05-20, 06:12 PM
This is a really interesting thread! Out of curiosity, what will the stage-three corrupted look like? and how many stages of Animiasis will there be?

Also, what happens to animals? can they be corrupted?

and do Entities manifest underground or underwater? because if they do caverns and any murky water more then a few feet deep must be deadly.

Kuma Kode
2010-05-20, 10:19 PM
Out of curiosity, what will the stage-three corrupted look like?Stage 3 will be more mutated versions of their Stage 2 counterparts, with more obvious changes. Also, some will be the result of multiclassing, and combine the qualities of two of the Stage 2 as well as having unique abilities.


and how many stages of Animiasis will there be? Theoretically, there could be infinite stages of mutation, but I only plan for up to 5. At that point, they're so contaminated by the Black that the line between Tainted One and Entity blurs.


Also, what happens to animals? can they be corrupted? Yes. They acquire the Corrupted template just like humans do, and begin to mutate just like the humans. I have yet to actually write out stats for Tainted animals, but I do plan for some generic dogs and such. Also, Arkham has a zoo, so the players may very well run into a Corrupted tiger or Corrupted grizzly.


and do Entities manifest underground or underwater? because if they do caverns and any murky water more then a few feet deep must be deadly. Yes, they can. They cannot manifest in a location they could not occupy, such as within the ground, but if there is a pocket of air, water, or some other substance that will move out of their way, they can manifest. I should probably specify that the Tainted Ones and Entities do not need to breathe.

Survivors should avoid roads that go through tunnels for this reason, and crossing large bodies of water can be dangerous, particularly at night. Even during the day, monsters can hide in a boat's shadow and attack it directly, seeking to damage the hull. Because spells do not have verbal or somatic components, merely visual or audible manifestations, a monster can even sit at the bottom and cast spells at the survivors from beneath the surface.

puppyavenger
2010-05-20, 10:33 PM
Theoretically, there could be infinite stages of mutation, but I only plan for up to 5. At that point, they're so contaminated by the Black that the line between Tainted One and Entity blurs.
ah okay, so I'm assuming that at stage 5 they barely look human anymore?


Yes. They acquire the Corrupted template just like humans do, and begin to mutate just like the humans. I have yet to actually write out stats for Tainted animals, but I do plan for some generic dogs and such. Also, Arkham has a zoo, so the players may very well run into a Corrupted tiger or Corrupted grizzly.

So can animals get to stage 2+ of animiasis? what does it look like?


Yes, they can. They cannot manifest in a location they could not occupy, such as within the ground, but if there is a pocket of air, water, or some other substance that will move out of their way, they can manifest. I should probably specify that the Tainted Ones and Entities do not need to breathe.

Survivors should avoid roads that go through tunnels for this reason, and crossing large bodies of water can be dangerous, particularly at night. Even during the day, monsters can hide in a boat's shadow and attack it directly, seeking to damage the hull. Because spells do not have verbal or somatic components, merely visual or audible manifestations, a monster can even sit at the bottom and cast spells at the survivors from beneath the surface.

Pity the people on the sub-way.

Kuma Kode
2010-05-26, 11:01 PM
Added a table to randomly determine which whispers or lexicons a forbidden tome contains, as well as added a few more tomes. It is obviously beneficial for an occultist to know more than one language.

Kuma Kode
2010-06-02, 11:25 PM
I am working on a Shadow Slayer class, the melee counterpart to the Occultist, and am considering making it based on Psionics rather than Sorcery. Of course, I could just create a Psionicist class and have the Shadow Slayer also use Sorcery.... thoughts?

Kuma Kode
2010-06-06, 02:03 AM
Void
Lot-aug + Phu-ug
Corruption Cost: 4 Strength damage and 1d8 Sanity
Casting Time: 1 standard action
Range: 30 feet
Target, Area, or Effect: One 5-ft. square
Duration: 1 round / level
Saving Throw: Reflex negates (See text)
Spell Resistance: No

When the sun burns out, and the final star is swallowed by the infinite void, only darkness will remain. Only darkness can truly claim immortality.

This spell summons a small connection with the Otherworld, allowing its corrosive energy to seep through into our world. When cast, the sorcerer must select a 5-ft. square in which to create the connection. If the square is occupied by a creature, they may make a reflex save to move into an adjacent square before the Void appears.

When created, the Void is a small section of the Black, filling only a single square. It absorbs light within 10 ft., creating a field of darkness. Lighted areas become filled with shadowy illumination, and shadowy areas become completely dark. Already pitch-black areas gain no benefit.

Because the connection to the Otherworld is a temporary, forced breach, it quickly collapses, but the darkness it creates can allow manifestation or summoning within its area, as well as healing a creature with the Child of the Black special quality.

If casting a higher echelon, the area must be selected at the start of casting and gradually darkens as the spell nears completion. Characters who notice this may flee the area before the spell takes effect.

Echelon 1: The spell functions as above.
Echelon 2: The Black is 10 ft. square while the darkness it radiates is 20 ft. wide.
Echelon 3: The Black is 15 ft. square while the darkness it radiates is 30 ft. wide.
Echelon 4: As echelon 1, but the spell lasts for 1 minute/level.
Echelon 5: As echelon 2, but the spell lasts for 1 minute/level.

Kuma Kode
2010-06-06, 02:37 AM
Black Lazarus
Ystharnotag + Phakel
Corruption Cost: 20 Constitution damage and 1d10 Sanity
Casting Time: 1 hour
Range: Touch
Target, Area, or Effect: One cremated corpse
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This coveted and sinister incantation tears a soul from the infinite void beyond space and time and forces it back into its former shell. Eternal life and second chances come at a price, however, and the toll the Otherworld demands is high, indeed.

Black Lazarus is a spell coveted by the impure, bawked at by the righteous, but ultimately desired by all. This ironic incantation uses the Otherworld's anathematic energies to restore life to a creature of the material world. Forcing the Black to perform such a contradictory task is extremely difficult and dangerous. Even if successful, it carries its price.

First, the corpse is cremated, reduced to its bones and powdered tissues. Wounds do not matter, but if any part of the body is missing, that part will be missing even after the resurrection. Attempts to resurrect an incomplete body do not automatically fail; the person is restored to life and then might subsequently die from a missing organ. This is a very bad thing to do to friends and it's encouraged that great care is taken to keep the cremated corpse together.

Upon casting this spell, the corpse is physically reassembled, then restored to life by the sinister magick of the Otherworld. Being brought back from nonexistence by the very essence of evil is a traumatic experience: the newly resurrected individual loses 3d6 Sanity. Additionally, the Otherworld consumes a part of who they were, causing the permanent loss of a level and 1d2 points from each of their ability scores. This damage is permanent and cannot be healed by any means. If their level, Sanity score, or any of their ability scores drops to 0 or below as a result of this cost, they are instead transformed into a Tainted One.

The utterance has an obscenely high cost to the caster, requiring a massive amount of life energy. This energy is essentially converted into a new soul for the spell's target. Few humans can manage this spell on their own without inadvertently sacrificing themselves, and so the spell is typically done by three or four people together.

Seeing the results of Black Lazarus deals 1/1d6 points of Sanity loss to anyone who knew of the death, including the casters and any bystanders but excluding the resurrectee.

Being unaware of the spell's casting but then later being startled by a friend you believed to be dead carries a higher cost: 1/1d10. While they may not approve, for this and other obvious reasons it's best to keep allies in the loop.

Unlike other spells, Black Lazarus ignores murmurs and cannot be modified by them.

Echelon 1: The spell works as above.
Echelon 2: Black Lazarus ignores Orbo.
Echelon 3: Black Lazarus ignores Orbo.
Echelon 4: Black Lazarus ignores Orbo.
Echelon 5: Black Lazarus ignores Orbo.

Kuma Kode
2010-06-06, 03:18 AM
While it is not so as written, a GM is perfectly within his or her right to rule that the Sanity loss for Black Lazarus is also permanent. After all, being brought back from the dead is somewhat beyond any conceivable use of Psychotherapy's capabilities.

Therapist: "And how are you feeling today?"
Dead Guy: "I saw.... the end of time. I saw the true face of the universe, and I know what it is like to cease to be..."
Therapist: "Mm hm. So tell me about your mother..."

It also doesn't help that unlike most psychological traumas, the incident isn't in the past: it's in the character's future. They are unfortunate enough to know what is waiting for them on the other side, waiting patiently and hungrily for when they die one final time.

Zeta Kai
2010-06-06, 11:05 AM
The ones in italics are those that I suggest for the spell list. I love the idea of a rune-combo based magick system, like an expanded version of the one in Eternal Darkness: Sanity's Requiem. Good luck, & more power to you.

{table=head]|Reveal|Project|Protect|Summon|Absorb|Dispel|Domin ate|Deceive|Restore|Imbue|Corrode
Shadow|Detect Magick|Magick Blast|Magick Shield|Sight Unseen|Anti-Magick|Dispel Magick|Magick Leash|Silver Tongue|Temporary Healing|Share Magick|Dissolution
Mind|Read Mind|Grip of Fear|Mind Shield|Communion|Mind-Bite|Mind-Wipe|Mastermind|Illusion|Sanitize|Enhance Mind|Mind Burn
Self|Divination|Astral Projection|Life Shield|Teleportation|Soul Jar|Mind Blank|Self-Mastery|Delusion|Regenerate|Enhance Body|Self-Infliction
Object|Locate Object|Copy Object|Ward Object|Summon Object|Internalize|Sunder|Animate Object|Veil Object|Mend Object|Enchant Item|Dissolve Object
Creature|Locate Creature|Monster Image|Bind|Summon Monster|Drain|Banish|Domination|Charm|Heal|Enhance Monster|Acid Blast
Electricity|See Energy|Lightning Touch|Lightning Shield|Call Lightning|Current Absorption|Cancel Lightning|-|-|Healing Bolt|Electric Charge|Volt Burn
Fire|Heat Vision|Fire Hand|Fiery Shield|Summon Flames|Fire Eater|Extinguish Flames|-|Illusory Flames|Healing Flames|Burning Spirit|Searing Flames
Area|See The Unseen|Area Blast|Seal of Tora / Eibon|Summoning Circle|Draw Power|Disjunction Zone|Zone of Dominance|Mirage|Entropic Reversal|Magick Zone|Void
Soul|Locate Spirit|Black Bolt|Soul Shield|Spirit Calling|Soul-Steal|Expunge Soul|Soul-Liege|Believe the Lie|Black Lazarus|Spirit Charge|Corruption
Death|Spirit Vision|Death Blast|Death Ward|Deadly Summons|Animate Dead|Reanimate|Death Master|False Life|Vampiric Touch|Doom|Rapid Decay
Body|Health Vision|Body Blast|Damage Reduction|Far-Calling|Consume|Flesh Rending|Puppetmaster|-|Asklepios|Enhance Ability|Dissolve Flesh
Light|Light the World|Light Blast|Shield of Light|Lightbringer|Light-Void|Utter Darkness|-|Hallucination|Sunrise|Light Infusion|Burning Light
[/table]

Riva
2010-06-06, 02:29 PM
Wow, this is a really cool project! I don't have anything insightful to say, just wanted you to know that if I get the chance to use this setting I will in a heartbeat!

Preferably, without the players knowing whats in store, just for kicks =)

Kuma Kode
2010-06-13, 08:53 PM
Dissolution
Lot-aug + Nanyothua
Corruption Cost: 2 Charisma damage and 1d6 Sanity
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft. / 2 levels)
Target, Area, or Effect: One creature
Duration: Instantaneous
Saving Throw: Fortitude half (see text)
Spell Resistance: Yes

Like the matter that ebbs and flows in our own world, so too is the Otherworld composed of smaller pieces. Just as matter ceases to be that which it was when broken down, so too can the Black be decomposed.

When cast, this spell tears the Otherworld energy that animates a Tainted One or composes an Entity into its component energies, rendering it harmless and ineffective.

When cast on a Tainted One, the spell deals 1d4 points of damage per caster level. The Tainted One may make a fortitude saving throw (DC 12 + the caster's Charisma modifier) to reduce the damage by half. Entities sustain 1d6 points of damage per level, and are likewise entitled to a fortitude save.

This spell's primary use, however, is revealed when it is cast on a Tainted One or Entity that has been reduced to 0 Wound points and gone dormant. If cast on such a creature, the spell instantly destroys the Otherworld energy within them, permanently deanimating a Tainted One or disintegrating an Entity. This effect only functions if the creature's original Otherworld aura is weak enough.

Echelon 1: The spell deals 1d4 points of damage per caster level to a Tainted One and 1d6 points of damage per caster level to an Entity. It can permanently destroy fallen monsters that had a Faint aura, but the creature is entitled to a fortitude save to resist.
Echelon 2: The spell deals 1d6 points of damage per caster level to a Tainted One and 1d8 points of damage per caster level to an Entity. It can permanently destroy fallen monsters that had a Faint aura.
Echelon 3: The spell deals 1d8 points of damage per caster level to a Tainted One and 1d10 points of damage per caster level to an Entity. It can permanently destroy fallen monsters that had a Moderate aura.
Echelon 4: The spell deals 1d10 points of damage per caster level to a Tainted One and 1d12 points of damage per caster level to an Entity. It can permanently destroy fallen monsters that had a Strong aura.
Echelon 5: The spell deals 1d12 points of damage per caster level to a Tainted One and 2d8 points of damage per caster level to an Entity. It can permanently destroy fallen monsters that had an Overwhelming aura.

HeartlessXIII
2010-06-30, 03:53 AM
kuma kode this is an amazing homebrew add-on to d20 modern i was wandering if you could possibly combine this all together into a download file that would make it more ordered and easier to look through :smallsmile:

Kuma Kode
2010-07-02, 02:39 AM
This project isn't dead, I've just been going through some drama, including a failed hard drive. BUT, I'm back, and progress will begin anew!

Yes, I plan on compiling this into a PDF when I get more content.

Also, thanks to Roland St. Jude for NOT locking this thread even though that was technically thread necromancy. I have been without a computer for a while and coming back to find a red post on my project would make me :smallfrown:.

Kuma Kode
2010-07-03, 07:49 PM
Gatekeeper
Large Outsider
Vitality Dice: 10d8+20 (65 VP)
Wound Points: 14
Initiative: -2
Speed: Fly 20 ft. (Perfect)
Defense: 14 (-1 Size, +2 Deflection, +5 Natural, -2 Dexterity)
Base Attack/Grapple: +10 / +20
Attack: Tentacle claw +15 melee (1d4+6)
Full Attack: 6 Tentacle claws +15 melee (1d4+6)
Space/Reach: 10 ft. by 10 ft. / 10 ft.
Special Attacks: Seal of the Other, Dark Magician
Special Qualities: Body of the Beyond, Darkvision 60 ft., Immunity to Cold and Electricity, Acid Resistance 10
Allegiances: The Others
Action Points: -
Reputation: -
Saves: Fort +9, Reflex +5, Will +13
Abilities: Str 22, Dex 7, Con 14, Int 17, Wis 23, Cha 15
Sanity Drain: 1d3/2d6
Skills: Concentration +15, Escape Artist +11, Forbidden Lore +21, Hide +7, Knowledge (Physical Sciences) +16, Knowledge (Earth and Life Sciences) +16, Psychic Focus +19, Listen +19, Search +16, Sleight of Hand +11, Spot +19
Feats: Sixth Sense, Second Sight, Shadow Aspect
Talents: -
Challenge Rating: 15
Gatekeepers are large, tentacled monstrosities of mind-bending geometry. They are horrific to view, as their grey, leathery, inexplicably moist flesh ebbs and flows with sensory organs and vestigial appendages, many of which have no earthly analog. They appear to be a floating mass of toothy tentacles, which inexplicably warp and disintegrate at random only to reappear elsewhere. Strangely, this vanishing may only happen to a certain chunk of their eldritch body, causing a tentacle to appear to hover, detached, despite the creature still being able to move and utilize it.

They constantly emit a low-frequency, electrical hum that some older humans cannot hear.

Gatekeepers are not Entities, and share no love of them. They are skittish and dubiously threatening of humans, but violently attack Entities and Tainted Ones. It is believed that Gatekeepers hail from a plane of existence that lays between our world and the Otherworld, and that the Gatekeeper's world has been caught between. It is possible that they see the Otherworlders as the "aggressors" in this planar war and seek to push them back into their own world.

While these abominations do not immediately attack humans, they are easily spooked and, because of their alien minds, are nearly impossible to communicate with. Even simple concepts of "I'm just passing through" cannot be grasped, so it is important to stay away from the creature and avoid any kind of threatening behavior.

Gatekeepers are not called such because of their theoretical position as the occupants of a world between ours and the Otherworld. They are called such because of their unusual penchant to block halls, doorways, and other portals. They do so by casting a unique version of the Seal of Tora, called the Seal of the Other, in the location and then hovering within the protective field. No one knows why they do this.

Gatekeepers do not set off a radio, nor can they be sensed by a psychic. When slain, they discorporate into their component energies and do not reanimate.

Combat
Gatekeepers are mostly solitary creatures, preferring to set up a kind of nest in an abandoned location and remain there, hovering peacefully in their supernatural ward. If the creature is attacked or feels that its Seal is in danger, it will lash out, attacking from cover or its Seal if possible. Despite their extradimensional abilities, they do not flee. It is possible that, like the Entities, death means something different to them than it does to humans.

Seal of the Other (Sp): This special power functions similarly to Seal of Tora, except that it blocks both corrupted and uncorrupted creatures and objects as well as both psionics and magick. It essentially functions as both a Seal of Tora and a Seal of Eibon, whichever is least beneficial to the trespasser. The Gatekeeper can summon these at will, but may only have one Seal at a time. They appear much like the Seal of Tora except with a greenish glow and a different, unidentifiable sigil.

The echelon of the Seal depends on how long the creature spends casting, up to its caster level maximum of Echelon 4. The action required is identical to the one needed to cast a Seal of Tora of the chosen echelon.

Dark Magician: Gatekeepers know Lot-aug (Corrode), Nanyothua (Shadow), and 2d4 other whispers and any utterances they can learn from them. They have a caster level equal to their Hit Dice. They make frequent use of Dissolution, making them invaluable to survivors who know how to utilize these alien creatures.

Body of the Beyond (Ex): A gatekeeper's strange body and warped physics are due to the fact that it occupies more than three dimensions at any given time, causing its appendages and parts of its body to appear to vanish into the other dimension. In much the same way that a two-dimensional creature would see humans as a frightening cross-section or a ring as two separate ovals, so too do we see an incomplete, warped image of the creature's true self.

Gatekeepers enjoy a 50% miss chance against attacks. If an attacker can see invisible creatures (such as with the Second Sight feat) or attack incorporeal creatures, the miss chance is only 20%. If the attacker can both see invisible creatures and strike incorporeal creatures, they do not suffer a miss chance against Gatekeepers. Gatekeepers do not suffer a chance to miss their own targets.

An individually targeted spell has a 50% chance to miss the Gatekeeper unless the spell can strike invisible, incorporeal creatures (Such as Black Bolt). The creature takes only half damage from area effects unless they can affect incorporeal creatures.

These eldritch monsters may also move through solid matter, shifting into higher dimensions to bypass the object in much the same way that an artist can lift her pen to get inside a circle without breaching the edge. This appears to require a bit of "squeezing", however, and the creature only moves at half speed while doing so.

Surrealistik
2010-07-03, 09:28 PM
Good to see you're still working on this! It just keeps getting better and better.

I've an entity idea; something like an awakened, semi-sentient incorporeal roiling mass of the Black that seeks to possess, corrupt and consume any it comes across, becoming more and more powerful as it devours the life force, sanity and souls of those it possesses, leaving behind dessicated husks that in turn become Corrupted.

It would obviously proficiently cast Black based spells like Black Bolt and the like, and would probably absorb spells and abilities predicated on such energy.

Kuma Kode
2010-07-04, 12:25 AM
I actually had an idea for something like that which I called the Whisperer in Darkness, but ended up kinda forgetting about it as I worked on spells and zombies. Thanks for reminding me, and for ability suggestions! Now you've sparked a series of ideas that I'm going to have to pursue. :smallbiggrin:

HeartlessXIII
2010-07-05, 09:36 PM
im really glad that you have started working on this again i cant wait till its done ive just recently got into D20 modern and i have wanted to do a horror setting but this just sets the entire stage good luck:smallbiggrin:

Kuma Kode
2010-07-07, 07:42 PM
Whisper In The Dark
Huge Undead (Incorporeal, Entity, Swarm)
Vitality Dice: -
Wound Points: 13d12 (85 WP)
Initiative: -2
Speed: Fly 30 ft. (Good)
Defense: 6 (-2 Size, -2 Dexterity)
Base Attack/Grapple: +6 / -
Attack: Swarm (Consumption, Undoing)
Full Attack: Swarm (Consumption, Undoing)
Space/Reach: 15 ft. by 15 ft. / 0 ft.
Special Attacks: Summon Human, Consumption, Undoing, Create Spawn, Magicka Cariosa
Special Qualities: Incorporeal, Entity traits, Undead traits, Swarm traits, Sunlight Powerlessness, Darkvision 320 ft., Magick Immunity, Psionic Vulnerability
Allegiances: The Otherworld
Action Points: -
Reputation: -
Saves: Fort +4, Reflex +2, Will +7
Abilities: Str -, Dex 6, Con -, Int -, Wis 8, Cha 1
Sanity Drain: 1/1d10
Skills: -
Feats: -
Talents: -
Challenge Rating: Undecided
A whisper in the dark is a semi-sentient cloud of the Black, the embodiment of the will of the Otherworld. The creature, like the Black of which it is composed, is naturally invisible, but creates a coating of supernatural black frost on any objects nearby, revealing its location. Survivors may mistake it for a relatively docile section of the Otherworldly environment, and its true nature is not usually revealed until it attacks. A psionic character with the Second Sight feat can discern the unusual qualities of the cloud, however. Anyone who can see the Whisper itself notices skeletal, quasi-human shapes roiling in the cloud, reaching, screaming, and begging for release.

A chill wind always blows through an area in which a Whisper in the Dark nests, regardless of the outside weather. Characters who have encountered a Whisper before may recognize the unearthly air and prepare accordingly. Anyone who possesses the Sixth Sense feat can also discern unintelligible whispers carried on the wind, rising to screams when the ghostly breeze gusts.

Combat
Whispers in the Dark typically lay low, hiding in nooks or closets or pretending to be puddles in sufficiently dark areas. When they sense a life force, they either abruptly move to smother it in their ethereal grasp or call it to them with their supernatural powers.

Whispers in the Dark are frequently accompanied by their spawn, and serve as nearly religious icons for the Otherworldly creatures. The Fallen often visit them and pray as if the creature were a tabernacle.

Summon Human (Sp): At will, as a standard action, the Whisper in the Dark may attempt to enthrall a humanoid creature. The affected individual must make a Will save DC 16 or be overtaken by a tranquil, meditative state in which they attempt to wade into the Whisper, suffering 1d4 points of Sanity loss for every round they remain within the Whisper's psychic grip. The wading and bathing behavior is eerily reminiscent of baptism in a river. It is decidedly worse for one's soul, however. A creature so enthralled may save again after 1d4+1 rounds, repeating this save every 1d4+1 rounds until they break free or are slain. A creature who successfully saves against a Whisper's Summon Human ability cannot be affected by that Whisper's call for 24 hours.

Consumption (Su): Unlike the Black, the Whisper in the Dark consumes the body, mind, and soul of creatures it contacts. Every creature that occupies the same square or hex as a Whisper at the end of the Whisper's turn suffers 1d4 points of damage to each of its ability scores. A Fortitude save DC 16 cuts damage to Strength, Dexterity, and Constitution in half (minimum of 1), while a Will save DC 16 cuts damage to Intelligence, Wisdom, and Charisma by half (minimum 1). All damage dealt is added to the creature's magicka pool (see Magicka Cariosa, below). If any of the victim's ability scores are reduced to 0, they are slain, and all of their remaining ability scores are absorbed.

Undoing (Su): Because the Whisper is composed of the Black, it absorbs uncorrupted life force. Every time a creature is affected by the Whisper's swarm attack, they gain 1 negative level. A creature with the Shadow Aspect feat is immune to this attack, but not to Consumption. If a creature is slain by the Whisper's Undoing, it is slain and all of its ability scores are absorbed by the Whisper into its magicka pool.

Create Spawn (Su): Any creature slain by a Whisper rises as a Corrupted 1d4 rounds later, under the control of the Whisper in the Dark.

Magicka Cariosa: The Whisper is capable of casting any spell, with no need to track what whispers or utterances it knows, but cannot pay the ability score costs to fuel it, usually because the Whisper in the Dark lacks the needed ability score. Instead, the creature pays the cost with ability scores it has consumed. These ability scores do not actually add to the creature's own; they are used strictly to power magick.

For instance, a hypothetical Whisper begins a battle with no absorbed ability scores. It cannot cast spells. On its turn, it moves into a square occupied by a survivor and absorbs 3 Strength. It absorbed other ability scores, but for simplicity we only care about the Strength. When its turn comes up again, the creature can cast a spell, Summon Monster for instance, burning 2 Strength, leaving it with 1 Strength and other odd points in the other scores. It needs to absorb more if it wants to cast again. Luckily, the creature summoned a Bruiser to grapple survivors for its master, so it shouldn't have any trouble getting some more fuel for its magick.

Swarm Traits: Whispers have no attacks, they simply surround and absorb their victims like a kind of swarm. They are not, however, technically a swarm, as they are a single entity. A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. It takes normal damage from weapons (assuming they can bypass its incorporeality). Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many spells. A whisper has no other traits of a swarm.

Sunlight Powerlessness (Ex): A Whisper in the Dark, in addition to the normal vulnerability to sunlight shared by all Entities, is powerless in sunlight. While affected by sunlight, Undoing, Consumption, Create Spawn, and Magicka Cariosa do not function, rendering the creature harmless. As one might guess, Whispers avoid sunlight at all cost.

Magick Immunity (Ex): Because it is composed of the essence of the Otherworld, a Whisper is extremely resistant to magick, just as a fire elemental is resistant to fire. Spells that directly affect a target, such as Black Bolt or Bind, simply fail to harm or affect the Whisper. Vampiric touch functions normally, however, sapping hit points from the caster and healing the monster.

Spells that do not directly affect the Whisper, such as Summon Monster, Enchant Item, or Seal of Tora, function normally.

Dissolution deals double damage against a Whisper in the Dark.

Psionic Vulnerability (Ex): A creature with Shadow Aspect may play havoc with the Whisper in the Dark, attempting to move or disperse the creature with a Psychic Focus check from an adjacent square. The creature opposes this with a level check, plus 1 per every level it has consumed from its victims. If the psychic wins, they may move the Whisper 5 ft., plus 5 ft. for every 5 points by which they beat the Whisper in the Dark. If they fail, the creature slides towards them, immediately subjecting them to Consumption.

Dispersing deals damage as if the creature was struck by Dissolution, but the damage is not doubled as it is with the magick version. For every 5 points by which the psychic beats the Whisper, the effective echelon increases, up to the standard maximum for the psychic's caster level. Again, failure attracts the creature, shifting it towards the psychic and immediately subjecting them to Consumption.

It is important to remember that if the Whisper damages the psychic's Wisdom or Charisma below 15, Shadow Aspect ceases to function, and the creature may affect them with Undoing.

Kuma Kode
2010-07-16, 09:56 PM
Brute
Large Humanoid (Tainted) Strong Hero 5
Vitality Dice: 5d8+30 (53 VP)
Wound Points: 22
Initiative: +0
Speed: 30 ft.
Defense: 16 (+4 natural, -1 size, +3 class)
Base Attack/Grapple: +5 / +22
Attack: Slam +13 melee (1d8+15) or slam +8 melee (1d8+20)
Full Attack: Slam +13 melee (1d8+15) or slam +8 melee (1d8+20)
Space/Reach: 10 ft. by 10 ft. / 10 ft.
Special Attacks: Improved Grab, Bear Hug
Special Qualities: Tainted traits
Allegiances: The Otherworld
Action Points: 2
Reputation: +1
Saves: Fort +9, Reflex +1, Will +0
Abilities: Str 28, Dex 10, Con 22, Int 10, Wis 8, Cha 3
Sanity Drain: 0/1d6
Skills: Climb +12, Jump +14, Swim +11
Feats: Simple Weapon Proficiency, Power Attack, Cleave, Improved Grapple, Great Cleave
Talents: Melee Smash, Improved Melee Smash, Extreme Effort
Challenge Rating: 6
A brute is the terrifying result of a bruiser who continues along its evolutionary path. A vascular, nine-foot tall wall of solid muscle and Otherworldly rage, this creature is feared by survivors for its sheer destructive power, capable of leveling whole teams or destroying most domestic structures in just a few swings of its massive, rock-solid fists.

Combat
Brutes learn nothing from their evolution, rushing into combat much as their earlier forms do. Because of their inhuman size and dense muscles, a brute's smash-and-smash-some-more behavior allows it to kill uncorrupted humans with the same ease as a human could kill a small kitten.

Improved Grab: To use this ability, a brute must strike a creature at least one size-category smaller than itself with its slam attack. If it gets a hold, it deals automatic slam damage every round and bear hugs the victim.

Bear Hug (Ex): Brutes like to bludgeon their food, then pick it up and squeeze it against their chests with their powerful arms. Unfortunately, because of their extreme strength, this can prove lethal. Every other round a victim spends grappled by the brute, they must make a Fortitude save (DC 21). On failure, the victim is physically crushed. Their ribcage collapses, their spine breaks, and their internal organs are obliterated by the sheer force of the squeeze. As one might guess, the victim does not survive the trauma. The DC is Strength based.

Kuma Kode
2010-07-16, 10:38 PM
Assembler
Medium Humanoid (Tainted) Fast Hero 2, Tough Hero 3
Vitality Dice: 2d8+3d10+25 (51 VP)
Wound Points: 23
Initiative: +4
Speed: 35 ft., climb 20 ft.
Defense: 24 (+6 class, +4 dexterity, +4 natural)
Base Attack/Grapple: +3 / +5
Attack: Claw +9 melee (1d6+2 / 19-20) or bite +9 melee (1d8+2 and putrescence), or vomit +9 ranged (3d4 acid and putrescence)
Full Attack: 2 claws +9 melee (1d6+2 / 19-20) and bite +9 melee (1d8+1 and putrescence), or vomit +9 ranged (3d4 acid and putresence)
Space/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Pounce, Vomit, Putrescence
Special Qualities: Tainted traits, Acid Immunity, Fast Healing 5
Allegiances: The Otherworld
Action Points: 2
Reputation: +1
Saves: Fort +7, Reflex +5, Will +2
Abilities: Str 15, Dex 19, Con 20, Int 14, Wis 13, Cha 3
Sanity Drain: 0/1d4
Skills: (Edward) Balance +9, Climb +17, Concentration +7, Escape Artist +9, Hide +9, Jump +13, Move Silently +9, Tumble +11, Spot +11
OR

(Roughneck) Concentration +12, Climb +16, Hide +8, Move Silently +7, Spot +6
Feats: Simple Weapon Proficiency, Armor Proficiency (Light), Toughness, Acrobatic, Weapon Finesse
Talents: Second Wind, Improved Speed, Damage Reduction 1/-
Challenge Rating: 6
Assemblers are lean, sinewy creatures with razor-sharp bony claws and a disgusting, rotted face incapable of displaying emotions. The assembler is the merging of an Edward's and a Roughneck's evolutions, and may have originated as either one. They are named for the rapid healing they undergo, essentially being "reassembled" by the microbial unlife they carry.

Even more noticable than the stench of necrosis that follows in their wake is the eerie clicks they make, similar to a bat. It is unknown why they do this, as neither origin exhibits this behavior nor does the creature seem to possess echolocation.

Unlike their roughneck counterparts, Assemblers are relatively intelligent, and have been known to cover their own stench with chemicals such as perfumes and even household cleaners if they realize their victims can smell them. Because of this, survivors are encouraged to stay away from any strong smell.

Combat
Assemblers climb along walls and ceilings, vomiting on their foes to soften them up from a safe distance. If forced into melee combat, an assembler will vomit on itself, making its already-dangerous claws highly infectious.

Pounce (Ex): If an assembler charges a foe, it can make a full attack, even though it has already moved.

Skills: An assembler uses its Dexterity instead of its Strength for Climb and Jump checks. Additionally, they gain a +2 racial bonus on Jump checks.

Vomit (Ex): The unused internal organs of a Tainted begin to rot and putrify, and an assembler knows how to use the resulting necrotic fluids in combat. As a standard action, an assembler may vomit a gout of putrid bile at a foe within 15 feet. To hit, the assembler must hit with a ranged touch attack. On success, the vomit deals 3d4 points of acid damage and the victim becomes subject to putrescence. The assembler may vomit a number of times per day equal to his Constitution modifier.

Alternatively, an assembler may vomit on its own claws in order to make them more dangerous. Each claw deals an additional 1 point of acid damage and subjects the victim to putrescence. After the claw scores a successful hit, regardless of the result of the fortitude save, the claw loses its virulence and its acidity. Coating itself in such a way uses one of its vomit uses, but covers both claws.

If the assembler is subject to ultraviolet light, even from an artificial source, the putrescence effect is lost, but the acid remains until it scores a hit.

Putrescence (Ex): The bacterial life that deconstructs dead matter is usually relatively harmless, but the assembler's body contains an altered form of bacteria contaminated by the corrupted flesh it devours. Anyone bitten by the assembler must succeed at a Fortitude save (DC 17) or contract a vicious bacteria similar to necrotizing faciitis. The Tainted bacteria differs in that the Fortitude DC is 17 instead of 13, and that it has an incubation period of 1 day.

If the victim is at risk due to the assembler's vomit attack, they may avoid infection by exposing themselves to sunlight within 1d4 rounds of exposure, which destroys the corrupted microbes on their skin just as it destroys any other Tainted one. If the victim was bitten, or if too much time elapses after the vomit attack, the bacteria enters the victim's bloodstream and can no longer be reached and destroyed by sunlight.

Acid Immunity: Assemblers are immune to damage from acid, regardless of its source.

Fast Healing (Ex): An assembler recovers 5 points of Vitality every round. This ability does not function if exposed to ultraviolet light.

Surrealistik
2010-07-16, 10:45 PM
Love the Whisper In The Dark entry, though I think it should have a progression, perhaps growing in size and hit dice keyed to the number of souls it has consumed?

Kuma Kode
2010-07-16, 10:51 PM
You're right, I probably should add in an advancement... doesn't the Vasuthant have something like that?

Anyway, I was going to work on a story-arc or possibly campaign finale version called the Heart of Darkness, a whisper that has existed in the bermuda triangle for millenium and has grown to collossal size. Fighting this big cloud of evil during a storm on a ship just has this epic feel to it, especially with the corrupted bodies of the sailors it has slain throughout the centuries swimming below and climbing on board.

Surrealistik
2010-07-16, 11:03 PM
You're right, I probably should add in an advancement... doesn't the Vasuthant have something like that?

Anyway, I was going to work on a story-arc or possibly campaign finale version called the Heart of Darkness, a whisper that has existed in the bermuda triangle for millenium and has grown to collossal size. Fighting this big cloud of evil during a storm on a ship just has this epic feel to it, especially with the corrupted bodies of the sailors it has slain throughout the centuries swimming below and climbing on board.

Oh man, that does sound epic. Deadly too; definitely going to take some pretty twinked out characters and arcana to deal with a situation like that.

Reminds me of the B-17 segment from the movie Heavy Metal. Worth a look if you haven't seen it: http://www.youtube.com/watch?v=f9UfNaTcDpM

Kuma Kode
2010-07-23, 02:26 AM
Siren
Medium Humanoid (Tainted) Charismatic Hero 5
Vitality Dice: 5d6+10 (28 VP)
Wound Points: 14
Initiative: +2
Speed: 30 ft.
Defense: 16 (+2 class, +2 dexterity, +2 natural)
Base Attack/Grapple: +2 / +2
Attack: Bite +2 melee (1d6)
Full Attack: Bite +2 melee (1d6)
Space/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Shriek, Memetic Malady
Special Qualities: Blindsight 60 ft., Tainted traits, Wordsight
Allegiances: The Otherworld
Action Points: 3
Reputation: +3
Saves: Fort +5, Ref +5, Will +2
Abilities: Str 11, Dex 14, Con 14, Int 13, Wis 12, Cha 18
Sanity Drain: 0/1d4
Skills: Bluff +12, Diplomacy +12, Disguise +12, Intimidate +12, Perform (Act) +12, Perform (Dance) +14, Perform (Sing) +14
Feats: Simple Weapon Proficiency, Creative (Perform [Sing], Perform [Dance]), Dodge
Talents: Coordinate, Inspiration, Greater Inspiration
Challenge Rating: 6
Sirens are often shapely and attractive creatures, moving with a predatory and oddly sexual sway. The head of this Corrupted has been completely bent back to allow the mutated voicebox room for its growth. The creature's neck sports a massive, toothed maw that appears to open to its wind pipe, with two smaller mouth slits just above the collarbone. The siren's head hangs expressionless behind the shoulders, slowly beginning to rot away.

Sirens are known for their hypnotic vocalization of speech-like syllables that emanates from the two smaller mouths. In some conditions, this indecipherable façade of speech could be mistaken for a survivor. Care must be taken when listening to a siren, however, as hidden within their seemingly innocuous utterances lies a destructive pathogen.

Combat
Sirens seek out sound, particularly creatures who speak. Like harpies, they begin battle by shrieking to call reinforcements, then alternating uses of destructive shrieks and supporting their allies with their charismatic talents, all the while muttering in alien tongues.

Shriek (Ex): The mutated voicebox of a siren is capable of a wide variety of frequencies, each with its own unique effect.

Summon: This high pitch, extremely loud scream is used to alert other Tainted to the presence of food. In addition to this mundane use, there is a 20% chance a Forsaken Husk manifests within 60 feet of the siren, if a viable area exists, as if summoned from the Otherworld by the siren's song.

Disorientation: This particular frequencies penetrates deep into a human's skull, causing severe disorientation and confusion. This version of the shriek affects a 60 foot cone in front of the siren. Anyone struck by the shriek must make a Fortitude save (DC 16). A success leaves the creature dazzled for 1 round. On failure, the victim is stunned for 1 round and shaken for 1d4+1 rounds afterwards. This is a sonic, mind-affecting ability that does not affect Entities, but can affect Tainted Ones.

Agony: Like the Disorientation version, this use affects a 60 foot cone in front of the siren. This frequency can cause flesh and bone to rupture, physically ripping the victim apart with pounding shockwaves. Victims struck by the shriek suffer 2d6 points of sonic damage, but may make a Fortitude save (DC 16) for half damage.

Blindsight (Ex): A siren's head is vestigial, and no longer needed. Instead, the creature observes its surroundings through sound, essentially granting it perfect sight out to 60 ft.

Memetic Malady (Su): The indecipherable language of the siren carries a bizarre effect best described as a pathogenic meme; a literal mind-virus. The babble implants a thought in a survivor's mind, which begins to expand and overwrite their thoughts and memories like a computer virus wipes an electronic system. Anyone who hears the siren is at risk of becoming infected by the meme, though prolonged exposure increases the odds of infection.

Every thirty seconds (five rounds) a survivor spends listening to the siren, they must make a Will save (DC 16, +1 per previous save). If they have spoken during this exposure, they suffer a -4 penalty to the save. If the survivor is within 60 ft. of the siren, the save must be made every round.

Upon failure, the meme has been transmitted. This functions just like a disease, except that it requires a Will save DC 16 instead of a Fortitude save, and that it deals 1d6 Charisma damage per day. If the victim has spoken during that day, they suffer a -4 penalty to the save.

The meme begins in the location of the brain responsible for language, and expands from there. Speaking words and sentences increases the damage it does because the chance an "infected" word will be spoken is increased. Infected words are noticeable because the victim will often become stuck on them, repeating them obsessively. If a character speaks during a game day, it is assumed that they accidentally stumbled upon at least one infected word, hence the save penalty.

Unfortunately, the meme is contagious, and hearing an infected word from an infected individual forces a save from those who hear him or her, though these secondary victims gain a +4 bonus on their save. This bonus is negated if they have spoken directly to the infected individual.

When a creature reaches 0 Charisma, they become catatonic and constantly mutter infected words. Their Sanity drops to -10, and they become one of the Lost, spreading the meme to all who hears their pathetic voice.

Wordsight (Su): Sirens possess a keen and not fully understood connection to language. Whenever another creature speaks, regardless of the distance, a Siren can perceive it as if the creature were a light source equivalent to a torch. This "light" fades thirty seconds after a creature stops speaking. Like light and sound, a siren needs line of sight to see the words, though it may be able to perceive their "echo" on the surrounding environment.

This replaces the Darksight ability granted by the Tainted subtype.

This ability makes them valuable to intelligent entities as they can perceive the words of survivors like stars twinkling in the distance.

Zeta Kai
2010-07-23, 07:19 AM
1) It's great that you're still working on this, in addition to your awesome campaign setting. Kudos.

2) Are you getting any mileage out of my spell suggestions?

3) Are there any plans to collect this into a PDF when it's complete?

Kuma Kode
2010-07-26, 11:09 PM
http://i88.photobucket.com/albums/k185/kuma_klaw/shadow/survivors.jpg

The Survivors

It is not the strongest of the species that survives, nor the most intelligent that survives. It is the one that is the most adaptable to change.

~ Charles Darwin ~

Whether by fate or misfortune, some humans survived the initial Otherworld incursion. They now find themselves struggling to survive in a familiar world populated by unfamiliar and unfathomable horrors. Some people have a foundation on which to build: survivalists, outdoorsmen and women, and military individuals all have skills which prove invaluable in their fight against the growing tide of darkness. Others know nothing more than computer screens, databases, subways and cafe lattes. As what little remains of the human race slowly disappears into the darkness, only to reemerge as soulless monsters feeding on the flesh of their former companions, one thing is clear: Every human being, no matter their occupation, gender, sexuality, or ethnicity, is valuable.

Every human life must be protected, or they will all be extinguished.

Survivors come from many different walks of life. Because the Event was unforeseen and alien, survival was not a matter of skill, strength, or intellect so much as luck. Therefore, survivors can be found of all different skillsets: police officers, ex-military, chefs, gas station attendants, nurses, taxi drivers, and unemployed teenagers all manage to escape the swarm of confusion and violence.

How It Happens
Regardless of the initial state of the world, there are a few key points that some survivors may be aware of, but all will come to realize in time. During the Event, the Black begins to seep through into our world through areas that remain untouched by light; basements, subways, and sewers become deadly voids of Otherworld energy. Anyone slain by the Black rises as a Corrupted, which begins to seek out flesh. At first, no one notices. It appears as random assaults in subways and businesses, but it quickly spreads. Within hours of the initial Event, confusion has flooded out into the streets, with groups of Corrupted mobbing up and slaying humans in the roads, in their homes and in public places.

After four hours, entities begin to appear. Forsaken husks clamber from beneath beds and devour children, whose parents flee in terror only to be consumed by the Black which seeps from the hallway closet. Brothers devour their sisters, and a blind panic ensues. No one understands, but everyone knows something horrible is happening.

Six hours into the night, the roads are jammed with traffic attempting to flee the cities. Car accidents and vehicular homicide are common sights, made all the more horrific by the zombies dragging screaming mothers from their cars and devouring them in front of their children, only to perform the same bloody ritual to the trapped and horrified offspring. During this time, eventual survivors are likely to be on foot simply because they are more maneuverable and less likely to be trapped.

This process continues until morning, when the entities and Corrupted flee into the abandoned buildings and huddle in the safety of the darkened basements. By now, most humans are converted or dead, either through homicide, suicide, or the monsters.

Without humans to maintain it, the infrastructure of our modern lives quickly fails. Electric lights will only function for roughly 24 hours after the apocalypse. Without human intervention, electric grids will fail regardless of the power plant's capabilities; Even nuclear power plants, which can theoretically provide power for hundreds or even thousands of years, require humans to monitor it and keep it running.

Running water will also fail if the water plant requires pumps to transport it. Locations fed by a water tower, like many small towns, will continue to have running water until it is expended, as the pipes utilize gravity to transport the water.

Some may get the idea to live through hunting and fishing, but this is unfortunately not a decent option. Most of the world has been too heavily colonized that animals and edible plants are so sparse that living completely off the land is extremely difficult, if not simply impossible in some locations. Some wilderness areas could support a group of skilled survivors, but they would have to compete with the Corrupted and Entities who feed on uncorrupted flesh as well, making this an unnecessarily difficult option.

What Are We Supposed to Do Now?
For most survivors, the question arrives soon after the realization that everything they know and love, everything they've worked so hard to achieve, has crumbled into ash. "What now?"

The answer to that question is as unique as the person asking it. Some humans choose to end their lives with a bullet rather than die at the hands of the monsters. Others choose to fight.

Some seek to band together, and attempt to rebuild something that looks like a civilization. Others seek simply to survive.

For the most part, humans in Shadow Theory are friendly, even helpful, as our innate social nature overrides most of our trained reservations against trusting others; there's simply no reason to screw over another survivor when bonding with them is so much more beneficial. Survivors are glad to see others who have also survived, and doing so gives them hope for themselves.

When they encounter one-another, survivor groups will typically merge if it is conceivable to do so, since a greater number also means greater safety for each individual. Even if the groups are going in completely different ways, such as passing each other on the way to check on respective family members, they will likely exchange information and resources.

Some groups, particularly those with martial training like military squads or police officers, are more likely to group up with those who they feel similar to, and might be violently opposed to others. While rare, roving bands of rogue soldiers who forcibly take resources from civilian survivors are not unheard of.

Ultimately, what the players decide to do is largely up to them. They can aim to simply survive another day, to find their families, to survive as bandits, to reunite the human race, or perhaps one then another; only the Otherworld's opposition is certain.

How Far We'd Go Just to Matter Again
Just because Shadow Theory is largely a game of survival does not mean it does not have plot. The saga of who we are and how far we'd go to survive is a story told many times throughout history, and it continues now.

The Sanctuary
Through combined efforts and a cascade effect of merging survivor groups, a dedicated and capable mixture of military personnel, survivors from various occupations and a creative and heroic businesswoman named Clarissa Waters, a location known as the Sanctuary has appeared. Built around a revitalized hydroelectric plant, the Sanctuary is a small, compact town with full-time guards, running water, and electric lights rigged up to illuminate every possible location. Whispers of this veritable paradise eventually spread across the continent, powered by ghostly and warbled radio transmissions.

Capable survivors who arrive at the Sanctuary may be enlisted as scouting parties, who delve into Otherworld-controlled territories and retrieve equipment and supplies for the growing town.

Unfortunately, such a beacon of hope attracts the attention of intelligent zombies like wights, who plot the downfall of the Sanctuary. Though corrupted often rush the gates only to be gunned down by the trained professionals, this is only a feint; the greatest danger to the survival of mankind's greatest hope is already deeply nestled in the heart of the Sanctuary.

One of Clarissa's closest associates is Fallen.

Kuma Kode
2010-07-27, 12:12 AM
Vincent
Medium Humanoid (Tainted) Smart Hero 3
Vitality Dice: 3d6-3 (6 VP)
Wound Points: 8
Initiative: +2
Speed: 30 ft.
Defense: 15 (+1 class, +2 natural, +2 dexterity)
Base Attack/Grapple: +1 / +1
Attack: Tendril bites +3 melee (1d6)
Full Attack: 2 claws +3 melee (1d4), bite +1 melee (1d6), tendril bites +1 melee (1d6)
Space/Reach: 5 ft. by 5 ft. / 5 ft. (10 ft. with tendril bites)
Special Attacks: Lifetap, Dark Magician
Special Qualities: Child of the Black
Allegiances: The Otherworld
Action Points: 6
Reputation: +0
Saves: Fort +0, Reflex +3, Will +3
Abilities: Str 10, Dex 14, Con 8, Int 22, Wis 13, Cha 14
Sanity Drain: 0/1d4
Skills: Craft (Electronic) +11, Craft (Mechanical) +11, Decipher Script +11, Disable Device +11, Forbidden Lore +12, Knowledge (Arcane Lore) +11, Knowledge (Earth and Life Sciences) +11, Knowledge (Theology and Philosophy) +11, Navigate +11, Read/Write English, Read/Write Spanish, Read/Write Japanese, Read/Write French, Read/Write Russian, Read/Write German, Read/Write Latin, Repair +13, Research +11, Search +11, Speak English, Speak Spanish, Speak Japanese, Speak French, Speak Russian, Speak German, Speak Latin
Feats: Simple Weapon Proficiency, Weapon Finesse (B), Multiattack, Gearhead
Talents: Savant (Repair), Plan
Challenge Rating: 3
Vincent is the name given to a unique wight believed to originate from Boston. Unlike normal wights, it is not hostile; it desires contact with humans who it believes can help it achieve its dreams. It stalks promising survivors and listens to their conversations on the radio, sometimes following them and observing them from a distance while wrapped head-to-toe in heavy clothing to protect itself from sunlight. Survivors may notice it several blocks down the street, standing and staring at them.

Once it makes certain that its target group is aware of its presence and its unusually non-hostile nature, it will attempt to arrange a meeting. Usually this is done by placing a mannequin outside the door to their safehouse, in plain view, with a note attached to it, beckoning one of them to come alone to a nearby warehouse or building. There, Vincent waits.

Though this sounds like a bad idea, it really is not: Vincent truly wants to meet and discuss its ideas with humans who may be able to make them real.

Vincent claims that the Otherworld and its denizens are here to stay, and that both can benefit from mutual cohabitation of Earth. Humans, it says, may have the day, and its kind will rule the night. Because Corrupted require humans to reproduce and evolve, it has theorized that a new society could be set up in which humans sacrifice their old, their sick, and their criminals to the Otherworld, and both races will grow stronger through the transaction.

It is aware, however, that humans will not trust it, and so Vincent is prepared to start small. If the survivors agree to attempt a relationship with it, it will acquire items for them from places that are too dangerous for them to venture into.... in exchange for tomes. Vincent has a fixation on forbidden tomes, and is quite willing to aid humanity to get them. He does, however, appear to dislike second-hand books; the value of a tome drops dramatically if Vincent thinks the survivors have already read it. This desire to keep humans in the dark about the workings of the Otherworld may hint at a malicious intent behind Vincent's sweet and rotten words.

Vincent, however, has one undeniable use to the survivors, which he is quite willing to capitalize on; he can sense Fallen. If the party has been infiltrated, he might hint that he has information that could save lives, and then demand a powerful tome in return. If they accept, Vincent will gladly reveal the identity of the Fallen.

It is possible Vincent's trade relations are a step to soften humans to him to make them more likely to assist in future requests. He mentions occasionally that he has a need for the survivor's cooperation, but that the request is "quite big" and so he's willing to simply help for now. Whatever it is, it's in Mexico, and that's a long way from Arkham.

Combat
Vincent hates combat, and prefers to use other Corrupted and its magick to protect itself. If violence becomes a reality, Vincent will likely flee to plot another day.

Lifetap (Su): Whenever Vincent hits with a natural attack, it attempts to drain life from its victim. Unless its target succeeds on a Fortitude save (DC 15), Vincent gains a number of hit points equal to the damage it just dealt. Any excess is gained as temporary hit points that last for 1 hour. This save is Intelligence based, and is made per attack.

Dark Magician: Vincent begins with knowledge of Lalenol (Summon), Ystharnotag (Restore), Yg-laa (Project), Bbhothigug (Body), Phakel (Soul), and Chaugorhac (Creature). It can learn more through research.

Child of the Black (Ex): Vincent is immune to the negative effects of the Black, and instead gains fast healing 2 when exposed to it. Additionally, Vincent is immune to cold.

Kuma Kode
2010-07-27, 12:15 AM
It is a good idea to incorporate Vincent after the party has been infiltrated by a Fallen, possibly Christina, to make use of his ability to sense them. If they trust the monster and sacrifice a powerful tome, they'll find out about Christina. If they don't, they will have to do battle with her later on her own terms, such as when they're all getting ready to bed down for the night, and it is likely that they can lose their safehouse, equipment, or a fellow survivor in the ensuing confusion.

With Vincent, everything is a sacrifice.

Strudel110
2010-07-27, 03:52 PM
This is great! I have been looking for a good horror setting for sometime and this one takes the cake. I'm loving the spell system but it could use more spells, and maybe some that have less drastic costs (though not by much, I love dangerous power) I propose a variant, where rather than a worldwide event the darkness starts small, with a town, or city, or even one room in one house (ala Silent Hill) This could make the horror more personal in that the heroes family and friends will most likely be implicated, and the heroes will have a set goal, escaping the city/town/house, this can be harder than one would expect not only because of monsters, but because laws of physics and logic are now thrown out of the window where dark magicks are involved.(CoC) In this variant you could wander the same few rooms for hours, as entering any door seems to bring you back to the same group of rooms (which can be radically different everytime like SilentHill4)
Over time the darkness would spread, so that by the time the heroes escape the town they will find that the darkness is still ahead of them.(roll for SAN)

Kuma Kode
2010-07-27, 04:13 PM
I'm trying to keep the game scalable, so the DM has more leeway as to the spread of the darkness. It doesn't even really need to be apocalyptic; the zombies can be re-fluffed and used in nearly any horror campaign. There will be a few more Silent-Hill style monsters in the future, such as the Shattered Promise. I've also played with the idea of Psyches, creatures that are created when the Otherworld corrupts a human thought or idea and makes it manifest.

But yeah, I'm really glad people are liking this. I'm trying to keep it as modular as possible so you can take what ideas you like and discard the rest, or transplant the monsters or magick system into D&D or something.

Speaking of, I need to work on some more spells. That magick table is looking pretty sparse.

EDIT: I like the trapped in a sinister building idea, and in fact that is how Shadow Theory began. Invited to a mansion by an elderly man who wished to find someone to take care of his estate and fortune after he passes away, he is soon murdered and with his dying breath, tells them to get to the safe in the basement. They finally crack it open and begin a paper trail of letters and clues written by the old man leading them throughout the house as darkness takes hold and monsters begin to appear. When my players, who I had been DMing for off and on for years, told me that single adventure was the best one they had ever played, I ran with it.

Strudel110
2010-07-27, 08:29 PM
I like the idea of Psyches it should really ramp up the disturbing factor, some emotions to consider, hate, fear, joy (creepy smile + painful rape, mind or literal depending on how serious your campaign is), desperation, and paranoia. For Silent Hill monsters half of the fear they produce is because they look terrifying the other half is that they represent scary things. Example, Pyramid Head. PH is seen doing truly horrible things to other monsters, things that would be terrible if a normal person did them, but PH isn't normal he's an eight foot tall, invincible, murder machine.

Surrealistik
2010-07-27, 11:28 PM
Psyches? As in WH40k Daemons?

Kuma Kode
2010-07-27, 11:31 PM
Never heard of them in Warhammer context, mostly because I only have a passing idea of what Warhammer actually is.

Surrealistik
2010-07-28, 12:04 AM
Daemons are basically living nightmares and emotions made physically manifest. Mentioning them is not done with the intent to accuse you of plagiarism or a lack of creativity btw (in fact it's quite likely GW 'borrowed' the concept from elsewhere), so much as to efficiently summarize the idea.

Strudel110
2010-07-29, 05:04 PM
Daemons are basically living nightmares and emotions made physically manifest. Mentioning them is not done with the intent to accuse you of plagiarism or a lack of creativity btw (in fact it's quite likely GW 'borrowed' the concept from elsewhere), so much as to efficiently summarize the idea.

Oh wow I know tons about W40k and I forgot that, well I think that part of the concept would be the same, but they won't look similar at all (W40k daemons aren't really scary)

Kuma Kode
2010-07-30, 02:56 AM
Shattered Promise
Tiny Undead (Entity)
Vitality Dice: -
Wound Points: ½d12 (3 WP)
Initiative: -1
Speed: 10 ft.
Defense: 14 (+4 size, -1 dexterity, +1 natural)
Base Attack/Grapple: +0 / -12
Attack: Touch -2 melee (Vicarious Actuality)
Full Attack: Touch -2 melee (Vicarious Actuality)
Space/Reach: 2.5 ft. by 2.5 ft. / 0 ft.
Special Attacks: Vicarious Actuality, Haunting Visage
Special Qualities: Undead traits, Entity traits, Vile Potential
Allegiances: The Otherworld
Action Points: -
Reputation: +0
Saves: Fort +0, Reflex -1, Will +0
Abilities: Str 2, Dex 8, Con -, Int -, Wis 6, Cha 1
Sanity Drain: 1/1d6
Skills: -
Feats: -
Talents: -
Challenge Rating: 1
A Shattered Promise is a manifestation that appears as a diminutive, withered humanoid with grey flesh and a blank, featureless plane where a face should be. The body size, proportions, and stumbling gait of a Shattered Promise is suggestive of a toddler.

Shattered Promises are thought to be the embodiment of an abortion or miscarriage, harboring the soul of the dead child. Never having a chance to form an identity, the creature carries no identifying features and longs for the experiences of life it was denied. Though they are small, they wield debilitating supernatural powers and often come in groups or swarms.

Hospitals usually harbor Shattered Promises.

A radio detects the presence of a Shattered Promise under the Welcome to Silent Hill variant. Instead of static, a baby's cry is heard.

Combat
These creatures are uncreative and hungrily stumble towards a living individual, touching and climbing on adults like a child begging for its parent's attention.

Vicarious Actuality (Su): One of the most dangerous powers of the Otherworld lurks within the diminutive frame of a Shattered Promise. Through their touch, these creatures can sap away a person's life experiences, leaving their victim featureless and blank. Whenever a victim is touched by a Shattered Promise, they must make a Will save (DC 8). If this save fails, the character permanently loses one level. If this loss drops the victim to level 0, they die.

Haunting Visage (Su): The blank face of a Shattered Promise is a canvas upon which one's mind can paint whatever it dares. Should a character who has lost a child (such as through an abortion, miscarriage, adoption, accidental death, murder, or possibly the apocalypse itself) gaze upon the Shattered Promise, they see in their mind's eye their own child, trapped in this state of undeath. Such an individual suffers 1d6 points of Sanity loss, in addition to the standard amount lost for the entity. If they fail a Will save (DC 8), they are shaken for the duration of the encounter and for 1 minute afterward.

Vile Potential (Ex): If a Shattered Promise slays a human through its Vicarious Actuality, it amasses enough experiences to construct a macabre, false life for itself, and no longer suffers its curse. It finds a quiet, dark place, and vanishes, emerging 24 hours later as a Forsaken Husk, wearing the distorted, undead face of its victim.

Strudel110
2010-07-31, 10:59 PM
Ooh nice and creepy! can't wait for this to get finished.

Kuma Kode
2010-08-06, 12:49 AM
Monk
Medium Humanoid (Tainted) Smart Hero 3 / Dedicated Hero 2
Vitality Dice: 5d6+5 (23 VP)
Wound Points: 12
Initiative: +3
Speed: 30 ft.
Defense: 18 (+3 class, +2 natural, +3 dexterity)
Base Attack/Grapple: +2 / +3
Attack: Tendril bites +5 melee (1d6+1 and Live My Nightmare)
Full Attack: 2 claws +5 melee (1d4+1 and Live My Nightmare), bite +3 melee (1d6+1 and Live My Nightmare), tendril bites +3 melee (1d6+1 and Live My Nightmare)
Space/Reach: 5 ft. by 5 ft. / 5 ft. (10 ft. with tendril bites)
Special Attacks: Terror Transfusion, Dark Magician, Live My Nightmare
Special Qualities: Abhorrent Aegis, Tainted traits
Allegiances: The Otherworld
Action Points: 2
Reputation: +0
Saves: Fort +4, Reflex +4, Will +7
Abilities: Str 12, Dex 17, Con 12, Int 18, Wis 16, Cha 15
Sanity Drain: 0/1d4
Skills: (Wight) Craft (chemical) +10, Craft (electronic) +10, Craft (mechanical) +10, Decipher Script +10, Disable Device +10, Forbidden Lore +7, Knowledge (Arcane Lore) +10, Knowledge (Tactics) +10, Listen +13, Navigate +13, Read/Write English, Read/Write Spanish, Read/Write French, Read/Write Mandarin, Read/Write German, Read/Write Russian, Read/Write Arabic, Repair +10, Search +10, Speak English, Speak Spanish, Speak French, Speak Mandarin, Speak German, Speak Russian, Speak Arabic, Spot +13, Psychic Focus +5
OR
(Haruspex) Disable Device +12, Knowledge (Tactics) +11, Listen +10, Navigate +15, Read/Write English, Read/Write Spanish, Read/Write French, Read/Write Mandarin, Read/Write German, Read/Write Russian, Read/Write Arabic, Read/Write Akkadian, Sense Motive +8, Speak English, Speak Spanish, Speak French, Speak Mandarin, Speak German, Speak Russian, Speak Arabic, Speak Akkadian,Spot +10, Survival +8, Psychic Focus +8
Feats: Simple Weapon Proficiency, Weapon Finesse (B), Multiattack, Combat Expertise, Alertness, Sixth Sense
Talents: Savant (Navigate), Empathy, Plan
Challenge Rating: 6
Monks are a powerful and feared evolution of the Otherworld's powers, possessing both the psychic torment of the haruspex and the lucid malice of the wight. These beings have transcended pain, and are often found meditating on their agony in a lotus pose. They look much like a wight, except that their eyes and mouths glow with a pale blue light. Even the mouths on the ends of their tendrils glow, swaying like serene fireflies in the haunted darkness of Arkham.

Monks are feared primarily for their ability to attack one's mind. Their sanity shattering psychic transference coupled with their multitude of natural attacks inherited from the wight allows them to lay waste to a victim's mind within moments.

Under the Welcome to Silent Hill variant, a monk cannot be detected by a radio. A psychic, however, can detect them at 150% the normal distance.

Combat
Monks do not fear combat, and in fact fear nothing at all. They do not appear to be phased by pain and merely laugh at their own destruction. They prefer to single out one foe and perform full attacks to better paralyze the foe's psychic defenses.

Live My Nightmare (Su): Monks possess a rudimentary form of telepathy that allows them to transfer thoughts and feelings to creatures in physical contact. They use this ability to siphon off their psychological agony to another creature so that they too may become "Enlightened."

When the monk touches a non-Tainted non-Entity, she transfers her agony and visions to the victim, dealing 1d6 points of Sanity damage. The victim is allowed a Will save (DC 15) to halve the damage. The DC is Wisdom based. A character with the Sixth Sense feat suffers a -5 penalty to this save. If they also have the Empathy feat, they suffer an additional -5 penalty. Psionic characters are more sensitive to the metaphysical and find it harder to block out the senses they receive.

Physical contact with the monk is enough to trigger her Live My Nightmare ability, including grappling and unarmed strikes directed at the monk. An individual grappling the monk is automatically struck with both hand attacks and the tendrils, suffering the effect three times simultaneously.

Abhorrent Aegis (Su): A powerful psychic shield constantly surrounds the monk, protecting it from physical harm. This functions like the utterance Life Shield, except it is constant and can be recharged (See Terror Transfusion, below). If it drops to 0 hit points, it remains dormant until recharged.

Terror Transfusion (Su): Whenever a monk hits with a natural attack, it steals psychic energy from its victim to power a psionic shield. Whenever the monk deals Sanity damage with its Live My Nightmare ability, its Abhorrent Aegis gains a number of hit points equal to the Sanity drained. There is no limit to how many hit points the Aegis may acquire.

Dark Magician: Monks begin with knowledge of 1d4 whispers and any utterances they can cast with them. Additionally monks have a caster level equal to their hit die.

Kuma Kode
2010-08-06, 12:50 AM
Who said monks were underpowered? :smallamused:

OM NOM NOM YUR SANITY HAS A FLAVUR.

FunnyMattress
2010-08-13, 03:29 PM
Good to see this is being added on to! Game settings I read have a nasty habit of being dead for a few months once I find them again.

Arbane
2010-08-13, 11:41 PM
Some very cool ideas in here. Subscribed!

(As soon as I read the description of the Whisper In The Dark, it immediately got nicknamed "the Katamari". I worry about myself sometimes...)

Surrealistik
2010-08-13, 11:59 PM
Would like to see an amorphous T-1000 like monstrosity which regenerates so fast as to be essentially indestructible; it'd be a sort of eldritch horror, with countless tentacles and maws.

Kuma Kode
2010-08-14, 10:14 AM
Vestibule
Yg-laa + Bbhothigug
Corruption Cost: 6 Wisdom damage (Divided among the participants) and 1d8 Sanity (each participant takes this damage).
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft. / level)
Target, Area, or Effect: Self, plus one willing participant per level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Darkness is a doorway, but only Those Who Dwell Beyond have the key. With this incantation, one may borrow that power to step through the obsidian halls of the Otherworld, and to find themselves wherever their heart may dare.

This utterance allows instantaneous teleportation between two locations in the Material World. Participants must be willing, therefore no saving throw or spell resistance is allowed or needed, and they must share the damage the utterance inflicts. Both the beginning and end points of Vestibule must be dark enough to grant concealment. The caster and all targets must join hands into a circle and concentrate on the desired location.

The primary caster must imagine a location they want to be. Vestibule never truly fails; it will transport its casters/victims to the closest approximation it can find within range. The chances that this happens increases or decreases depending upon the primary caster's familiarity with the target location. Roll a d% to determine the success rate.

An area that is "Very Familiar" is a location the caster is intimately familiar with. It may be their home, their safe house, or their favorite diner. The character could likely give an extremely detailed review of not only the size and layout of the location, but also what objects it contains and where.

"Studied Carefully" indicates a location that the character does not have a strong connection to, but is a place they have spent considerable time and know the layout well. This could be a new safehouse, an old place of employment, or even a location in which the caster has never been but possesses detailed photographs and maps.

An area that has been "Seen Casually" is a place that the character is familiar with, but only in passing. It could be a fast food restaurant they stop into once or twice a month or a friend's house they've visited a couple of times. It could also indicate a location they character has never been, but has a thorough description through a diary.

An area that has been "Viewed Once" is a location that the caster has only visited once or twice, and even then has not lingered or cared to examine the surroundings. This could be an airport the caster had visited or a government office the caster to which the caster had to go for a license. It could also indicate a cursory description gleened from a letter or other written medium, or blurry photos.

"Does Not Exist", as one might guess, indicates a location that does not actually exist. It may have existed before, or it may really exist but lay outside the spell's area. Regardless, Vestibule will locate the closest approximation and deposit the travelers there, often with an additional member.

{table=head] Familiarity | On Target | Similar Area | On Target + Visitation | Similar Area + Visitation
Very Familiar |1-75|76-85|86-95|96-100
Studied Carefully | 1-50 | 51-70 | 71-90 | 91-100
Seen Casually | 1-35 | 36-60 | 61-85 | 86-100
Viewed Once | 1-15 | 16-45 | 46-75 | 76-100
Does Not Exist |-| 1-45 |-|46-100[/table]

Our world and the Otherworld are not in point-to-point contact; a location in one world does not correlate to a location in another. Instead, all points on one plane of existence are in contact with all points in the other plane, provided both locations are dark. This strange spacetime dynamic is what allows entities to transport themselves into darkness from anywhere in their world. It is also this mechanism which Vestibule exploits.

This utterance transports the participants from any dark location in our world, to a random point in the Otherworld, then back again to the desired location. Traversing the Otherworld, even for a meaningless fraction of time, is not without its risks.

If a visitation is rolled on the above table, the circle of participants gains an additional member, and two unlucky people (or perhaps just one) find themselves holding the hand, tentacle, or unidentifiable appendage of an Otherworld denizen.

Up to 800 feet: A nak'tar joins the circle.
Up to 1 mile: A forsaken husk joins the circle.
Up to 10 miles: A lurker joins the circle.
Up to 100 miles: An eleos joins the circle.
Up to 1,000 miles: A tindalos joins the circle.
Beyond: A whisper in the dark appears at the center of the circle.

Echelon 1: The spell functions as above.
Echelon 2: The spell's range is 1 mile per level.
Echelon 3: The spell's range is 10 miles per level.
Echelon 4: The spell's range is 100 miles per level.
Echelon 5: The spell no longer has a range limit.

Kuma Kode
2010-08-14, 10:16 AM
Would like to see an amorphous T-1000 like monstrosity which regenerates so fast as to be essentially indestructible; it'd be a sort of eldritch horror, with countless tentacles and maws. The Assembler has Fast Healing 5... it's only gonna get worse from there. :smallbiggrin:

FunnyMattress
2010-08-14, 11:04 AM
I'm liking Vestibule. I can see sooooo many possible applications for it.

"Alright! Here we are! Tell me, what can be safer than Fort Knox?"

"Jack, have you been over-applying lotion to your hands again?"

"No, Jessica, I haven't touched your lotion."

"...Then why's your hand slimy?"

"Why's yours?....Oh, Hell....."

Kuma Kode
2010-08-14, 01:45 PM
Dead of Winter
Halot-Labo + Iqubony
Corruption Cost: 6 Dexterity damage and 1d4 Sanity
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. / 2 levels)
Target, Area, or Effect: Hemispherical burst radiating from caster out to the extent of the range
Duration: Instantaneous
Saving Throw: Reflex negates (see text)
Spell Resistance: Yes

The cold and lightless void is yours to command with this invocation, solidifying all in an eternal state of blissful torment. Blissful, indeed, for the void ultimately awaits all.

The Dead of Winter utterance creates a blast of utter cold, nullifying nearly all thermal energy within the area of effect. This results in a flash-freeze, dealing 1d8 points of cold damage per caster level to everything within the affected area. Snow spontaneously forms in the area, composed of water and frozen carbon dioxide, and water condenses to form ice on anything it touches. If a target fails a Reflex save (DC 12 + the caster's Charisma modifier)., they are encased in the forming ice and bonded to the floor or themselves, requiring a Strength check (DC 10) and a full-round action to break free. This affect occurs even if the target itself is immune to cold damage (such as is the case with most Corrupted and Entities). For 1 round per level afterward, all inanimate objects affected by the spell, including the floor, are coated with ice. A balance check with a DC equal to that of the strength check is required to move. Failure indicates the target fumbles and cannot move that round. Failure by 5 or more indicates the creature has fallen.

Though most monsters are immune to the damage it inflicts, Dead of Winter is useful against the Fallen, the Lost, and to cover an escape from Entities or Corrupted.

Echelon 1: The spell functions as above.
Echelon 2: The spell has a range of Medium (100 ft. + 10 ft. / level), the base save DC is 14 and requires a DC 12 strength check.
Echelon 3: The spell has a range of Medium (100 ft. + 10 ft. / level), the base save DC is 16 and requires a DC 15 strength check. It deals 1d10 damage per caster level.
Echelon 4: The spell has a range of Long (400 ft. + 40 ft. / level), the base save DC is 18 and requires a DC 20 strength check. It deals 1d10 damage per caster level.
Echelon 5: The spell has a range of Long (400 ft. + 40 ft. / level), the base save DC is 20 and requires a DC 25 strength check. It deals 1d12 damage per caster level. The spell's area of effect is so cold at this power that it initiates quantum changes that only occur on the threshold of absolute zero, threatening to alter the fundamental nature of the area and those within. Echelon 5 Dead of Winter harms creatures who are normally immune to cold.

Arbane
2010-08-16, 01:17 AM
One random and petty quibble - calling a type of undead monster "Edward (http://tvtropes.org/pmwiki/pmwiki.php/Main/Twilight)", no matter how grotesque it is, is just asking for mood-shattering jokes. How about calling them something else? Stalkers, Slashers, Creepers...?

Edit: Also, how well-organized are the monsters supposed to be? Is there some intelligence directing them all? (If so, humanity is probably screwed.) Or is it just an alien and extremely hostile ecosystem colliding with ours?

Kuma Kode
2010-08-16, 01:28 AM
That was actually the center of a quote when I ran this game...

The DM complains that the wireless is acting up and he needs it to look up the stats for the zombies with foot-long claws, named Edwards because they look like horrific version of Edward Scissorhands.
Terrence (OOC): Wait, you have all your information online? So I could do a google search and find out all your monster stats?
DM: Uh... Yup... Good luck googling Edward, though.
Kazumi (OOC): Twilight fanfics. The perfect defense.

Of course, the players are going to find any name for the monsters to reduce the fear. It's a coping mechanism. They called the roughnecks "Boomers" because they puke on you. I growled and said "YOUR NAMING SCHEME IS FLAWED ON A FUNDAMENTAL LEVEL, THEY DO NOT BLOW UP" but it didn't matter.

I guess it's up to the DM... the designators I've set out are mostly for the DM; the players will likely have to make up their own names for the monsters, and if they choose something funny, it's fitting. Mocking something we fear is a defense mechanism. It only shows how much psychological power the creature holds over them.

When I ran Shadow Theory, it was generally an alien ecosystem colliding with ours, kinda like The Mist by Stephen King. Both sides kind of have to figure out what they're doing, but there were cells of zombies led by wights. That's kinda the horror factor behind the wight; they're conscious, and able to think, plan, and coordinate. That's also the idea behind Vincent; the question of whether or not he's actually serving humanity or seeks to annihilate it in some roundabout way is a question the players will need to struggle with if they decide to pursue friendly relations with him.

FunnyMattress
2010-08-16, 05:38 AM
All the more reason I need to run a game of this once it's done.

Also, is that a Wight avatar I spy? Awesome!

Kuma Kode
2010-09-17, 03:47 PM
Assurance
E'migubbor + Otharsaz
Corruption Cost: 4 Wisdom damage
Casting Time: 1 standard action
Range: Touch
Target, Area, or Effect: One ally
Duration: 1 hour / Level
Saving Throw: Will negates (Harmless)
Spell Resistance: Yes (Harmless)

Sometimes, to stand strong and tall at the gates of Hell, all you need is a friend to stand beside you.

This invocation allows the caster to uphold and reassure their allies in the face of darkness. Assurance transfers psychic energy, consuming an amount of the caster's Sanity and creating a psychological buffer in the target. The amount sacrificed is up to the caster, but it cannot be more than 25% of the caster's current Sanity. Sanity lost in this way never results in insanity.

These points are imbued in the target's mind for 1 hour per caster level as temporary Sanity. When forced to make a Sanity check, the target uses their current Sanity plus the Sanity afforded by Assurance. Unlike with normal Sanity, this number can be over 99; Sanity checks made in such cases always succeed. If Sanity is lost, the temporary points are lost first. Any extra damage is removed from the target's normal Sanity.

Losing temporary Sanity never results in insanity, though Assurance does not negate or heal psychological trauma already sustained. Any unused points at the end of the spell's duration vanish, and do not return to the caster.

Echelon 1: The spell works as above.
Echelon 2: The buffer has a number of Sanity points equal to 1.5 times the amount sacrificed.
Echelon 3: The buffer has a number of Sanity points equal to 2 times the amount sacrificed.
Echelon 4: The buffer has a number of Sanity points equal to 2.5 times the amount sacrificed.
Echelon 5: The buffer has a number of Sanity points equal to 3 times the amount sacrificed.

Kuma Kode
2010-09-17, 04:42 PM
Arc
Lalenol + Yghaz-legh
Corruption Cost: 2 Intelligence damage and 1d6 Sanity
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft./ 2 levels)
Target, Area, or Effect: One creature, object, or corpse
Duration: Instantaneous
Saving Throw: Fortitude half or None (See Text)
Spell Resistance: Yes

Believed by some to be the essence of life, the power of the skies, and all of its myriad uses and dangers, is yours to command with this invocation.

Arc creates a powerful, nearly instantaneous stroke of electricity that can be molded and shaped in ways conventional electricity cannot. The bolt has myriad uses, as outlined below.

Bolt: The spell can be used to create a sudden bolt of lightning that can be used as an attack. This spell strikes the targeted creature or object without fail, dealing 1d6 points of electricity damage per caster level. The spell my be directed to jump to a secondary target, dealing half the damage the first target took (round down). The secondary target must be within Close range of the initial target, but need not be within Close range to you. A creature who has been targeted by Arc cannot be targeted again by that casting; otherwise, Arc can continue to jump indefinitely until it runs out of damage to deal. Each target is entitled to a Fortitude save to reduce the damage by half (DC 12 + caster's Intelligence modifier), also reducing the damage subsequent targets will take in the process.

If a creature is not within 5 feet of the earth or a solid, earth-connected structure (like a wall or tree), they are not considered grounded, and this spell deals no damage. It can still use such a creature as a jumping point, however.

Recharge: The bolt can also be subdivided into smaller, non-damaging bolts in order to recharge an array of batteries or other electrical devices. Roll damage as above; for every point of damage the spell could deal, it may recharge 500 EP. This utterance can target and recharge any number of batteries within range, with energy divided as the caster sees fit.

Defibrillate: Arc may also be used to restore life to a recently deceased corpse, provided certain conditions are met. The corpse must be touched, and the spell has a 70% chance to work, +1% per two caster levels. If successful, the target is revived, but at -9 hit points and unstable. A Treat Injury check must be performed immediately to prevent them from slipping back into the void.

To revive the target, these conditions apply:

The target cannot have been dead for more than 1 minute. Each additional minute reduces the success rate by 10%. After 10 minutes, the corpse cannot be revived by Arc.
The target must be reasonably intact: arc does not heal damage, so any damage sustained previously still applies.
The target cannot have been slain by a bleed effect or Constitution damage. Such damage destroys the body's ability to function at a basic level, and arc merely restores a heart beat.
The target cannot have been slain by the Black or a supernatural death effect. Such attacks damage the spiritual energy, not the body.

Echelon 1: This spell works as above.
Echelon 2: Arc deals 1d8 points of damage.
Echelon 3: As Echelon 2, but the base DC is 15 and the spell has an 85% base chance to revive a corpse.
Echelon 4: As Echelon 3, but deals 1d10 points of damage.
Echelon 5: As Echelon 3, but the base DC is 20 and the spell has a 100% base chance to revive a corpse.

Kuma Kode
2010-09-23, 10:54 PM
Tyrant
Medium Humanoid (Tainted) Strong Hero 3 / Fast Hero 2
Vitality Dice: 5d8+20 (43 VP)
Wound Points: 18
Initiative: +4
Speed: 35 ft., climb 20 ft.
Defense: 22 (+6 class, +2 natural, +4 dexterity)
Base Attack/Grapple: +4 / +8
Attack: Claw +8 melee (1d6+8/19-20) or claw +4 melee (1d6+12/19-20)
Full Attack: 2 claws +8 melee (1d6+8/19-20) or 2 claws +4 melee (1d6+12/19-20)
Space/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Pounce
Special Qualities: Tainted traits
Allegiances: The Otherworld
Action Points: 2
Reputation: +0
Saves: Fort +7, Reflex +7, Will +1
Abilities: Str 19, Dex 19, Con 18, Int 14, Wis 8, Cha 3
Sanity Drain: 0/1d4
Skills: (Bruiser) Climb +9, Hide +11, Jump +16, Swim +6, Move Silently +11, Tumble +6
OR
(Edward) Balance +9, Climb +20, Escape Artist +9, Hide +9, Jump +16, Move Silently +9½, Swim, +12, Tumble +11
Feats: Simple Weapon Proficiency, Power Attack, Cleave, Acrobatic, Weapon Finesse
Talents: Melee Smash, Increased Speed, Improved Melee Smash
Challenge Rating: 6
Muscular and pale, a tyrant can be mistaken for a bruiser under some circumstances, but their true nature quickly comes to light when their foot-long claws are revealed. Possessing bone claws like Edwards, but powerful muscles like a Bruiser, tyrants wield the best of both. Tyrants are capable of rending a survivor party to shreds in moments, and few can escape it due to its surprising speed and supernatural ability to climb on walls.

They can be detected with a radio if the GM is using the Welcome to Silent Hill variant (see the Equipment section).

Combat
Tyrants are less sneaky than Edwards, and are much like Bruisers in the way they initiate combat; they rush headlong at survivors and attempt to obliterate them with their razor-sharp claws.

Pounce (Ex): When a tyrant charges, it may make a full-attack even though it has moved that round.

Skills: A tyrant may use its Strength or its Dexterity for Climb and Jump checks, whichever it prefers. Additionally, it gains a +2 racial bonus on Jump checks.

Kuma Kode
2010-09-24, 06:07 PM
Nak'Tar
Tiny Magickal Beast (Entity)
Vitality Dice: (- VP)
Wound Points: 6
Initiative: +3
Speed: 20 ft., climb 20 ft.
Defense: 15 (+2 Size, +3 Dexterity)
Base Attack/Grapple: +0 / -10
Attack: Bite +5 melee (1d4-2 plus 1 acid)
Full Attack: Bite +5 melee (1d4-2 plus 1 acid)
Space/Reach: 2.5 ft. by 2.5 ft. / 0 ft.
Special Attacks: Poison, Corrosion
Special Qualities: Entity traits, immunity to acid, cannon-fodder
Allegiances: The Otherworld
Action Points: -
Reputation: +0
Saves: Fort +1, Reflex +3, Will +2
Abilities: Str 6, Dex 16, Con 12, Int -, Wis 14, Cha 1
Sanity Drain: 0/1
Skills: -
Feats: Weapon Finesse (B)
Talents: -
Challenge Rating: ½

Nak'tar are small, four-legged insects native to the Otherworld. Their blue carapace shimmers with a variety of colors, much like an opal, and their multitude of featureless eyes adorning the top of their body are bright red like berries. They are symmetrical, and possess no clear front or back. Hidden on the underside of the creature's main body, however, is a set of powerful mandibles and miniature, spiked tentacles, revealing the nak'tar's carnivorous nature.

These creatures behave much like hunting spiders from our world, lurking in the shadows, making nests, and paralyzing prey for later consumption. What makes them so terrifying, and dangerous to survivors, is their hive mentality. While they hunt like spiders, the nak'tar socialize like ants, and work as a team to bring down large prey.

The nak'tar are surprisingly powerful for their size, and are capable of dragging immobilized cattle with their silk threads. Once a victim is secured, they are suspended in the nak'tar den, wrapped in nearly unbreakable silk, and used as food or hatching pods.

Nak'tar venom binds to certain nerves, but not others. A creature paralyzed by their poison cannot move or speak, but can still see, hear, and feel pain.

Nak'tar silk threads have a hardness of 10, 1 hit point, and a break DC of 30.

Combat

Nak'tar leap onto their foes using swarm tactics, tearing flesh and injecting poison at every opportunity. They fight fearlessly and will give chase, even through sunlight, if they see that they still have a chance to defeat their victim.

Poison (Ex): The bite of a nak'tar carries a debilitating poison that deals 1d4 points of Dexterity damage as its primary and secondary effects. A creature reduced to 0 Dexterity by nak'tar poison is paralyzed. The Fortitude DC to resist the effect is 11, and is Constitution based.

Corrosion (Ex): The blood and saliva of a nak'tar is a powerful acid to creatures from our world. Only stone and metal are safe; the acid destroys organic compounds and plastics. The bite of a nak'tar deals additional acid damage, and any melee weapon that successfully deals damage to the creature suffers acid damage, as well as any armor worn by a character bitten by it. Only armor that includes plastic, such as football pads, or leather, such as nearly all archaic or improvised armors, suffer this damage.

Cannon-Fodder: Nak'tar are fragile creatures who rely on superior numbers to bring down prey. Individual nak'tar are considered ordinaries and do not posses vitality points.

Kuma Kode
2010-09-24, 10:43 PM
Nak'Tar Hivewalker
Medium Undead (Entity)
Vitality Dice: - (- VP)
Wound Points: 10d12 (65 WP)
Initiative: +1
Speed: 30 ft., climb 20 ft.
Defense: 21 (+1 Dexterity, +10 Natural)
Base Attack/Grapple: +5 / +8
Attack: Bite +8 melee (1d8+3 plus 3d4 acid and Poison)
Full Attack: 2 claws +8 melee (1d6+3 plus 2d4 acid plus Poison) and bite +3 melee (1d8+1 plus 3d4 acid plus Poison)
Space/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Poison, Corrosion, Spell-Like Abilities, Necrotic Cocoon
Special Qualities: Undead traits, Entity traits, We Are Legion, Fast Healing 5, acid immunity, concussive resistance 5, electricity resistance 10, fire vulnerability
Allegiances: The Otherworld
Action Points: -
Reputation: +0
Saves: Fort +3, Reflex +4, Will +6
Abilities: Str 16, Dex 12, Con -, Int 15, Wis 8, Cha 16
Sanity Drain: 1/1d6
Skills: -
Feats: -
Talents: -
Challenge Rating: -

The Nak'Tar Hivewalker is a disturbing creature related to the Forsaken Husk. Withered and desicated, the hivewalker's flesh is torn and ragged. Threads and webs of what appears to be spider silk holds it together, and Nak'Tar spiders can be glimpsed through the webs, clambering through tunnels carved in the hivewalker's flesh. This creature is essentially a mobile hive, animated through its own dark energies and infested by Otherworldly insects.

Their close proximity and the magick that flows through the hivewalker grant the collection a kind of hive mind, granting them an intelligence and supernatural powers that individual nak'tar bear no hint of possessing. It is unknown whether the hivewalker itself is responsible for this, or even if the hivewalker has a mind of its own. Otherworld scholars debate on whether it is a sentient companion of the hive or merely a puppeteered corpse.

Hivewalkers normally serve as the queen of a hive, and are typically nestled deep within the den, tending to eggs and the living beings who will become their food. When dawn arrives, the hivewalker climbs into webbing and dangles in a crucifixion pose. The component creatures that rest within it scamper out, and begin maintenance on their den.

Combat

A hivewalker is a powerful avatar of the nak'tar species, bringing to bear the strength and cunning of an entire collective of spider-like creatures. While the hivewalker is itself a dangerous combatant, it is almost always accompanied by exterior swarms of nak'tar, making an assault on such a creature near-suicidal.

Poison (Ex): The hivewalker is filled with poisonous, spider-like creatures who reach out and bite whenever the hivewalker makes an attack. Like the nak'tar bites, this poison deals 1d4 points of Dexterity damage as its primary and secondary effect. The DC to resist it is 18. This save is Charisma based.

Corrosion (Ex): The nak'tar that infest a hivewalker possess acidic blood and saliva, and this dangerous ichor flows through their puppet as well. In addition to dealing extra acid damage on every attack, any successful strike against a hivewalker with a melee weapon deals 1d4 acid damage to the weapon. Carrying corruptive Otherworld essence, this acid can harm metals, stone, or plastics, in addition to organic materials.

Spell-Like Abilities: 1/day - Dead of Winter. 1/minute - Dispel Magick. Cast at caster level 10, Echelon 1 or 2 available.

Necrotic Cocoon (Ex): When accosted by many survivors, a hivewalker may tear open its lower abdomen, freeing the thousands of tiny nak'tar spiderlings that incubate within it. The nak'tar spiderling swarm may appear in any adjacent square, and remains until destroyed or until it returns to the hivewalker. If the swarm is destroyed, the hivewalker may not summon another one for 72 hours. Furthermore, its Fast Healing drops to 2 until it recovers the spiderlings.

Releasing or recovering the swarm is a full-round action that does not provoke attacks of opportunity.

We Are Legion (Ex): When affected by a spell or special effect that targets a certain number of creatures, a hivewalker is counted as a number of creatures equal to its Hit Die. Any spell or effect that cannot target that many creatures fails to affect the hivewalker.

For instance, Jessica finds herself cornered by the hivewalker. She casts Bind in the hopes of preventing it from attacking her, but it only affects one creature. Because the hivewalker counts as 10 creatures, her spell fails to stop the hivewalker's attacks, and she soon becomes food for the growing hive.

Spell or effects that target an area, or otherwise function regardless of number of targets, is unaffected by this ability.

Fast Healing (Su): The nak'tar that infest the hivewalker's shriveled form constantly repair and patch the creature from the inside, allowing it to recover 5 wound points per round.

Fire Vulnerability (Ex): Covered in flammable threads and dry, paper-like skin, the hivewalker is extremely vulnerable to fire. It takes half again as much damage from a fire attack.

Zeta Kai
2010-09-25, 01:18 AM
You're a sick man, KK. And that's why we love you. :smallcool:

Kuma Kode
2010-09-28, 09:01 PM
Me? Sick? Psssh. Naw.

Kuma Kode
2010-09-28, 09:03 PM
Nak'Tar Spiderling Swarm
Fine Magickal Beast (Entity, Swarm)
Vitality Dice: 6d8 (27 VP)
Wound Points: 1
Initiative: +2
Speed: 20 ft., climb 20 ft.
Defense: 15 (+8 Size, +3 Dexterity)
Base Attack/Grapple: +0 / -
Attack: Swarm (2d6 plus 1d6 acid plus Poison)
Full Attack: Swarm (2d6 plus 1d6 acid plus Poison)
Space/Reach: 10 ft. by 10 ft. / 0 ft.
Special Attacks: Poison, Corrosion
Special Qualities: Entity traits, Swarm traits, immunity to acid
Allegiances: The Otherworld
Action Points: -
Reputation: +0
Saves: Fort +5, Reflex +8, Will +1
Abilities: Str 1, Dex 17, Con 10, Int -, Wis 8, Cha 1
Sanity Drain: 0/1d4
Skills: -
Feats: -
Talents: -
Challenge Rating: 4

The hatchlings of the nak'tar species are voracious hunters who devour anything and everything they encounter, including each other.They are unpredictable and insatiable, and these qualities only become more terrifying when the breeding behavior of a nak'tar is considered. Like spiders, nak'tar lay large masses of what appears to be foam, but what is in fact hundreds of thousands of eggs. While they will occasionally place these egg sacs in pipes, on ceilings, or in small bundles in their den, their favorite location is within a still-living creature. These pitiable creatures are forced to dangle within the nak'tar lair, conscious but immobile, until the eggs hatch and burst forth from the creature's body. The spiderlings emerge hungry, and begin a feeding frenzy that dwindles their numbers from millions to thousands.

Lucky hatching pods die before the spiderlings begin consuming them from the inside out, but this is not always the case.

When agitated, the spiderlings will seek out and devour anything that threatens their hive, and are often released as a defensive mechanism of the hivewalker (See Necrotic Cocoon, above).

Nak'tar spiderlings are pure white orbs, suspended upon four hair-like legs. They are roughly an inch tall with a legspan of two to three inches. Their main body, however, is approximately the size of a peanut.

Combat

A spiderling swarm surges forward in an attempt to surround and consume uncorrupted flesh. They have no survival instinct at this stage of life, and will surge through danger such as fire or sunlight to reach prey.

Poison (Ex): Each bite of a spiderling delivers a small amount of weak poison. While a single spiderling is barely enough to cause swelling, the swarm as a whole can prove lethal within moments. A spiderling swarm delivers a neurotoxin that deals 1d4 points of Dexterity damage as its primary and secondary effect. The DC to resist is 13 and is Constitution based.

Entity Traits: Unlike most entities, spiderlings decay when slain, like a chitterer. The swarm does not revive when destroyed.

Swarm Traits: Immune to flanking, critical hits, weapon damage, and spells or effects that target a specific number of creatures. Vulnerable to high winds and area effects.

Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 13) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

Kuma Kode
2010-09-28, 09:04 PM
Nak'Tar Spiderling Swarm Okay, maybe a little sick.

Kuma Kode
2010-10-08, 06:45 PM
Medusa
Medium Humanoid (Tainted) Dedicated Hero 5
Vitality Dice: 5d6-5 (13 VP)
Wound Points: 8
Initiative: +2
Speed: 30 ft.
Defense: 17 (+3 class, +2 Dexterity, +2 natural)
Base Attack/Grapple: +3 / +4
Attack: Claw +4 melee (1d4+1 and Live My Nightmare) or hand +4 melee touch (Live My Nightmare)
Full Attack: 2 claws +4 melee (1d4+1 and Live My Nightmare) or 2 hands +4 melee touch (Live My Nightmare)
Space/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Live My Nightmare, Chilling Gaze
Special Qualities: Tainted traits
Allegiances: The Otherworld
Action Points: 6
Reputation: +2
Saves: Fort +2, Ref +1, Will +6
Abilities: Str 12, Dex 14, Con 8, Int 12, Wis 16, Cha 15
Sanity Drain: 0/1d4
Skills: Listen +13, Sense Motive +11, Spot +16, Survival +11, Psychic Focus +11
Feats: Simple Weapon Proficiency, Sixth Sense, Alertness, Track, Ability Focus (Chilling Gaze)
Talents: Empathy, Skill Emphasis (Spot), Aware
Challenge Rating: 6

Medusas are ragged Corrupted covered in scratches and adorned with mangled hair. They are created from a being who once possessed psychic abilities, and the corruption they carry has amplified that power into a maddening torment. Unlike haruspex, medusas never scream or cry; in fact, they make no vocal noises whatsoever. Only their footsteps and their empty stare reveals their presence.

What identifies medusa are their eyes, which glow with an eerie inner light. Nearly all medusa have a green ocular luminescence, but reports abound of rare individuals whose eyes glow red or blue. It is unknown whether this color has any significance or what causes the variations.

A medusa can sense purity with her Sixth Sense feat, just as a normal character can sense corruption. Treat the human or animal as a Tainted of the same hit dice. If the creature has the Sixth Sense feat, it is treated as an Entity instead.

Medusa can be detected by a radio under the Welcome to Silent Hill variant.

Combat

When a survivor is located, a medusa hangs back, letting its sinister gaze do the heavy work. When the victim is immobilized, the medusa approaches at a leisurely pace and begins to devour their victim while they are still alive, conscious, but unable to move or vocalize their distress.

Medusa often integrate themselves into groups of normal Corrupted to shield themselves as well as hide their presence.

Live My Nightmare (Su): Medusas possess a rudimentary form of telepathy that allows them to transfer thoughts and feelings to creatures in physical contact. They use this ability to siphon off their psychological torment to another creature, granting them a brief moment of calm to which they quickly become addicted, seeking this respite over all other needs.

When the medusa touches a non-Tainted non-Entity, she transfers her agony and visions to the victim, dealing 2d4 points of Sanity damage. The victim is allowed a Will save (DC 15) to halve the damage. The DC is Wisdom based. A character with the Sixth Sense feat suffers a -5 penalty to this save. If they also have the Empathy feat, they suffer an additional -5 penalty. Psionic characters are more sensitive to the metaphysical and find it harder to block out the senses they receive.

Physical contact with the medusa is enough to trigger her Live My Nightmare ability, including grappling and unarmed strikes directed at the medusa. An individual grappling the medusa is automatically struck with both hand attacks, suffering the effect twice.

Chilling Gaze (Su): A medusa's glowing eyes are dangerous to look upon. Anyone within 30 feet must make a Fortitude save (DC 17) every round, on the beginning of his or her turn, to avoid being affected. Failure causes the target to become paralyzed for 3d4 rounds, unable to move or vocalize but still conscious and aware. Such creatures become stiff but not rigid; the victim will collapse but maintain some evidence of their previous posture.

As a standard action, a medusa may focus its gaze and force an additional save. If the creature is already affected by the gaze, the effect's duration simply does not decrease for that round (no save). Medusa will often paralyze a victim then maintain the gaze while they approach, ensuring their food lays in helpless terror as their death slowly draws nearer.

The save DC is Wisdom based and includes a +2 bonus for Ability Focus.

^Graff
2010-10-08, 09:01 PM
Have you decided what a straight evolution of the Edward might be? Perhaps an ambush-oriented creature with sneak attack?

Kuma Kode
2010-10-09, 07:28 PM
Spikes, sneak attack, and ranged abilities are all possibilities.

It's the Wight's evolution path that stumps me.

^Graff
2010-10-10, 07:34 PM
Since one of its schticks is its ability to coordinate other tainted, how about giving nearby tainted the hivemind ability? Or a command aura like the Marshal?

Visually, you could have the tentacles grow longer and stronger, while the body grows even weaker, requiring the Wight to use its tentacles for mobility, Doctor-Octopus-style.

Kuma Kode
2010-10-16, 02:54 PM
Demiliche
Medium Humanoid (Tainted) Smart Hero 5
Vitality Dice: 5d6+5 (23 VP)
Wound Points: 12
Initiative: +3
Speed: 30 ft.
Defense: 17 (+2 class, +2 natural, +3 Dexterity)
Base Attack/Grapple: +2 / +2
Attack: Tendril bites +5 melee (1d6) or Glock 17 +5 ranged (2d6)
Full Attack: 2 claws +5 melee (1d4) and bite +3 melee (1d6) and tendril bites +3 melee (1d6), or Glock 17 +5 ranged (2d6)
Space/Reach: 5 ft. by 5 ft. / 5 ft. (10 ft. with tendril bites)
Special Attacks: Black Lotus, Lifetap, Dark Magician
Special Qualities: Spell Resistance 15, Tainted traits
Allegiances: The Otherworld
Action Points: 6
Reputation: +2
Saves: Fort +2, Reflex +4, Will +5
Abilities: Str 10, Dex 17, Con 12, Int 20, Wis 14, Cha 13
Sanity Drain: 0/1d4
Skills: Computer Use +8, Craft (chemical) +13, Craft (electronic) +13, Craft (mechanical) +13, Decipher Script +13, Disable Device +13, Forbidden Lore +16, Knowledge (Arcane Lore) +13, Knowledge (Tactics) +13, Navigate +18, Read/Write English, Read/Write Spanish, Read/Write French, Read/Write Mandarin, Read/Write German, Read/Write Russian, Read/Write Gaelic, Read/Write Farsi, Read/Write Akkadian, Read/Write Arabic, Repair +13, Search +13, Speak English, Speak Spanish, Speak French, Speak Mandarin, Speak German, Speak Russian, Speak Gaelic, Speak Farsi, Speak Akkadian, Speak Arabic
Feats: Simple Weapon Proficiency, Weapon Finesse (B), Multiattack, Combat Expertise, Improved Disarm, Personal Firearm Proficiency
Talents: Savant (Navigate), Exploit Weakness, Plan
Challenge Rating: 6
Possessing a mind that rivals Hawking in its complexity and Hitler in its evil, the demiliche is a powerful wielder of arcane magick. So much so, in fact, that its body seems to have a mind of its own. Its intestines have long since torn their way free from the demiliche's torso, sporting alien mouths that drip putrid bile. Even their pale flesh has torn loose, animating as thin tendrils around their neck, elbows, and ankles that wave gently like anemones. Their skull, arms, and feet are merely exposed sinew and skeletal structures that somehow remain mobile.

Demiliches cannot be detected by a radio under the Welcome to Silent Hill variant.

Combat
Demiliches hate participating in combat, and instead direct their allies, set traps, or use guns and magick to protect themselves. When pressed into melee, a demiliche typically prefers to disarm their enemy, attempting with each natural attack until they succeed or manage to flee.

Only when the battle starts to turn against them, and they need extra firepower, do demiliches reveal their true power: Black Lotus.

Black Lotus (Sp): Within the vile cavity of a demiliche's torso is darkness, and darkness is a gateway to the Otherworld. Demiliches may enter a trance to open up this portal, allowing a black, spiny tentacle to curl out from their gut. This tentacle is not like the others and does not exist when the demiliche is autopsied, giving evidence that it is, in fact, a manifestation of the Otherworld.The tentacle can stretch to a maximum length of 10 feet.

When this tentacle touches the fallen body of a Corrupted, it re-infuses the fallen monster with the Black, reanimating it with half each of Vitality and Wound points, though it is not fatigued.


Reanimating an ally is a full-round action that provokes attacks of opportunity.

The fact that the new tentacle appears from the center, and the intestinal tendrils wave about it like petals gives this ability its name.


There is no limit to the number of Corrupted a demiliche can reanimate, and they can reanimate other demiliches, as well. It is for this reason that Survivors must synchronize their damage if more than one demiliche is present to ensure that all are destroyed at the same time.

Lifetap (Su): Whenever a demiliche hits with a natural attack, they attempt to drain life from their victim. Unless their target succeeds on a Fortitude save (DC 17), the demiliche gains a number of hit points equal to the damage it just dealt. Any excess is gained as temporary hit points that last for 1 hour. This save is Intelligence based, and is made per attack.

Dark Magician: Demiliches begin with knowledge of 2d4 whispers and any utterances they can cast with them. Additionally demiliches have a caster level equal to their hit die.

Kuma Kode
2010-10-21, 03:55 AM
Blight
Medium Humanoid (Tainted) Tough Hero 5
Vitality Dice: 5d10+30 (58 VP)
Wound Points: 25
Initiative: +1
Speed: 30 ft.
Defense: 21 (+3 class, +4 natural, +1 dexterity, +3 undercover vest)
Base Attack/Grapple: +3 / +6
Attack: Bite +6 melee (1d8+3 and putrescence) or vomit +4 ranged touch (3d4 acid and putrescence)
Full Attack: Bite +6 melee (1d8+3 and putrescence) or vomit +4 ranged touch (3d4 acid and putrescence)
Space/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Vomit, Putrescence, Improved Grab, Lethal Injection
Special Qualities: Regeneration 5, Acid Immunity, Tainted traits
Allegiances: The Otherworld
Action Points: 6
Reputation: +0
Saves: Fort +9, Reflex +2, Will +2
Abilities: Str 17, Dex 12, Con 22, Int 4, Wis 13, Cha 3
Sanity Drain: 1/1d4
Skills: Concentration +14
Feats: Simple Weapon Proficiency, Armor Proficiency (Light), Toughness, Power Attack, Improved Bull Rush
Talents: Second Wind, Damage Reduction 1/-, Damage Reduction 2/-
Challenge Rating: 6
A blight is a stocky, hunched creature whose skin and clothes are blackened with rot and chemical burns. Their once-white skin has turned a deep grey, and their hair has fallen out. Very little differentiates them physically from their previous incarnation as a roughneck, as most of the changes are psychological and internal. Only a feral air and an abundance of bile hints at their superior nature.

Combat
Unlike roughnecks, blights prefer to charge into melee. They have lost their caution and patience of their previous form and join their breathren on the frontlines, slicing and biting at survivors with abandon. When unable to reach their target, a blight will spit forth its bile, but it prefers to dispense such an attack at closer range.

Vomit (Ex): The unused internal organs of a Tainted begin to rot and putrify, and a blight knows how to use the resulting necrotic fluids in combat. As a standard action, a blight may vomit a gout of putrid bile at a foe within 10 feet. To hit, the blight must hit with a ranged touch attack. On success, the vomit deals 3d4 points of acid damage and the victim becomes subject to putrescence. The blight may vomit a number of times per day equal to his Constitution modifier.

Putrescence (Ex): The bacterial life that deconstructs dead matter is usually relatively harmless, but the blight's body contains an altered form of bacteria contaminated by the corrupted flesh it devours. Anyone bitten by the blight must succeed at a Fortitude save (DC 18) or contract a vicious bacteria similar to necrotizing faciitis. The Tainted bacteria differs in that the Fortitude DC is 18 instead of 13, and that it has an incubation period of 1 day.

If the victim is at risk due to the blight's vomit attack, they may avoid infection by exposing themselves to sunlight within 1d4 rounds of exposure, which destroys the corrupted microbes on their skin just as it destroys any other Tainted one. If the victim was bitten, or if too much time elapses after the vomit attack, the bacteria enters the victim's bloodstream and can no longer be reached and destroyed by sunlight.

Improved Grab: Whenever a blight successfully bites a victim, he may initiate a grapple as a free action without provoking an attack of opportunity. If he gets a hold, he deals automatic bite damage every round and may vomit into the wound (see below).

Lethal Injection (Ex): A blight who has successfully maintained a hold on a survivor with his teeth may vomit directly into the wound while he's still biting, automatically hitting with a vomit attack in addition to the automatic bite damage. Both effects require separate saves against putrescence, and the vomit's disease effect cannot be nullified by exposure to light.

Regeneration 5: The supernatural durability of a blight combined with the regenerative capacities of their corrupted viral companions makes killing a blight nearly impossible. All damage dealt to a blight is Vitality damage, which heals at a rate of 5 points per round. Electricity and fire, however, deal Wound damage automatically, which does not regenerate. A blight is entitled to a Fortitude save (DC 10 + the damage dealt) to convert this to Vitality damage, which regenerates normally.

Acid Immunity: Blights are immune to damage from acid, regardless of its source.

Korias
2010-10-21, 03:57 PM
This... is all kinds of cool. Very well thought out, and exceedingly well detailed. How long have you been working on this?

A few little things that seem to be off though. It's been bugging me ever since I finished reading through all of this.


Spell Casting From what it sounds like, Spell casting is one of the more powerful ways to combat the Fallen/Lost/Forsaken/Entities/What-have-you, and yet the cost for doing so is almost disproportionately steep.

Let me explain. In order to cast a spell, you need to take Sanity damage. What's more, is that your Sanity can be drained in a plethora of ways beyond spellcasting - Seeing any sort of grotesque flavor text could reduce your characters sanity by a substantial amount, especially if your sanity happens to be derived from an average Wisdom score: Even with 15 Wisdom, you are limited to 75 Sanity, and at the rate at which you lose sanity (in the form of d6s and d8s, I have yet to see a d4 sanity loss crop up anywhere, or even a d2), you can't use any Utterances simply because you don't have the Sanity to spare, especially if you're going into a high-danger area. What's more, is that a successful Sanity Check will most likely produce a sanity loss: I haven't seen any 0/XdY instances. While Desensitization does provide a buffer, it's a very vague one that could expire the moment where you need it.

Desensitization could be reworked, enabling a character to preserve their "Desensitized" nature for longer periods of time to maintain their sanity levels for other things. This is especially true of common foes like Forsaken Husks: after a certain amount of time, People will simply accept that they exist and they need to be taken out. What's more, this will vary from character to character, as a mechanic who has no familiarity with the Other World will be more likely to become sensitized than somebody who is used to seeing graphic images, such as a Soldier who was recently in a war or someone who has played a rather large amount of Killing Floor. Would it be up to the DM to determine whether a character would be desensitized to such events, or would such characters be inherently lower on the Sanity scale?

While being an Occultist would alleviate the penalties, it doesn't do much: A permanent reduction is nice, but it's still going to take it's toll: Some of the higher level stuff is REALLY going to take a bite out of your sanity, with our without Sanity Resistance. What's more, this ability only comes in at a possible character level of six (2 Intelligent / 4 Occultist, If I remember correctly), meaning that only a higher level character will have access to it. If I wanted to play a character that was able to cast spells from the start, such as a student who was familiar with the Dark Tomes and read two of them prior to the game starting, I would probably also be insane, as the campaign starts out directly from the onset of the Event.

One solution would be to offer Sanity Resistance as a feat instead of solely as a class ability, Allowing it to be gained multiple times. Another solution would be to offer a variant such as Sanity Resilience, that reduces Sanity Loss to a minimum of one. Another would be to offer a feat at the end of the Psychic Feat Tree, enabling you to have an effective sanity of -10 for the purposes of Spellcasting or such. I'm not sure which way would be best, but it's something to consider if you wanted to go with a character that could bend and warp the otherworld in a more practical manner than controlling it directly in the way that the Occultist does.


Vincent
I love the intention behind Vincent, but there is one thing that seems off about him: Why is he the only one that has come up with this idea? Is it because he is a Whight, or because he is fundamentally different than other foes? Could this nature be transfered over to other forms of the Forsaken? As you state in the Medusa Flavor Text...

What identifies medusa are their eyes, which glow with an eerie inner light. Nearly all medusa have a green ocular luminescence, but reports abound of rare individuals whose eyes glow red or blue. It is unknown whether this color has any significance or what causes the variations. (Emphasis Mine)

What exactly makes a Whight intelligent like Vincent? And if it's something that can be applied to other creatures like a Medusa?

The Fallen
Because Fallen have an "Internal Corruption" that the Black can sense, is a Fallen Character going to be damaged when passing through the black? How does this "Internal Corruption" manifest to begin with? Are they ever able to communicate with Entities and work directly for them?

Electrohydra
2010-10-21, 10:39 PM
I just have to say, this is an awesome looking setting, I can't wait to see it finished.

Kuma Kode
2010-10-22, 12:25 AM
Spell Casting
What's more, is that your Sanity can be drained in a plethora of ways beyond spellcasting - Seeing any sort of grotesque flavor text could reduce your characters sanity by a substantial amount, especially if your sanity happens to be derived from an average Wisdom score: Even with 15 Wisdom, you are limited to 75 Sanity, and at the rate at which you lose sanity (in the form of d6s and d8s, I have yet to see a d4 sanity loss crop up anywhere, or even a d2), you can't use any Utterances simply because you don't have the Sanity to spare, especially if you're going into a high-danger area. What's more, is that a successful Sanity Check will most likely produce a sanity loss: I haven't seen any 0/XdY instances. While Desensitization does provide a buffer, it's a very vague one that could expire the moment where you need it.All Stage 1 and Stage 2 Corrupted have 0/1d4 Sanity drain. I have not extensively playtested spellcasting, but I have run Shadow Theory. Sanity loss is surprisingly uncommon, and at early levels is easily offset by the benefits of level increases and completing missions (which can increase you above Starting Sanity). The game progressed generally balanced; One character maintained about her starting sanity, one character actually gained Sanity and reached 99, one character had a slow, downward spiraling, and another was maintaining his sanity until a failed check and a max roll against a sanity heavy-hitter (the Tindalos). Both the losing characters were the tome-readers, so I must concede the Occultist is probably getting screwed on Sanity.

In exchange, I tried to make the spells more powerful than the standard d20 Modern and even D&D spells. I'll tinker with the magic system and maybe run some math to figure out how balanced the spells really are.


Desensitization could be reworked, enabling a character to preserve their "Desensitized" nature for longer periods of time to maintain their sanity levels for other things. This is especially true of common foes like Forsaken Husks: after a certain amount of time, People will simply accept that they exist and they need to be taken out. Generally, the creatures are based on the Lovecraft mythos. The Otherworld and its denizens are inherently unthinkable. They violate the laws of nature our brains take for granted and that our perception of the world around us is based on. "Accepting" them takes such a huge rewiring of our perception that to do so transforms you into a Fallen.

However, you're right, particularly with children born after the apocalypse. Perhaps an innate Sanity Resistance for characters born after the Event?


What's more, this will vary from character to character, as a mechanic who has no familiarity with the Other World will be more likely to become sensitized than somebody who is used to seeing graphic images, such as a Soldier who was recently in a war or someone who has played a rather large amount of Killing Floor. Would it be up to the DM to determine whether a character would be desensitized to such events, or would such characters be inherently lower on the Sanity scale? Both, probably. To become desensitized, you first need to be traumatized. However, I don't think modern society is as desensitized by video games and movies as much as we think. We watch people die fictional, gruesome deaths on a near-daily basis. Soldiers play Call of Duty nearly constantly in their downtime, and yet many come back with psychological scars and PTSD, real psychological trauma, from events we have seen fictionalized quite commonly. This is before we even include the supernatural.


Stuff about the Occultist While having to struggle with Sanity is pretty much in the Occultist's job description, without thorough playtesting I really can't comment on how effective the Sanity Resistance really is. It's primarily intended to help alleviate the day-to-day zombies and minor spells the Occultist will cast. High Sanity draining monsters will still take their toll, but they will be rare, unless your DM is out to get you, in which case it's not the system's fault.

Also, the overall assumption is that players cannot start with Tomes pre-read, since the mechanics of it are heavily time-based. There's nothing that technically would stop a character from starting with a whisper or two under his belt, however, it's just that the design assumes characters start experimenting with magick around level 3.


One solution would be to offer Sanity Resistance as a feat instead of solely as a class ability, Allowing it to be gained multiple times. Another solution would be to offer a variant such as Sanity Resilience, that reduces Sanity Loss to a minimum of one. Another would be to offer a feat at the end of the Psychic Feat Tree, enabling you to have an effective sanity of -10 for the purposes of Spellcasting or such. I'm not sure which way would be best, but it's something to consider if you wanted to go with a character that could bend and warp the otherworld in a more practical manner than controlling it directly in the way that the Occultist does. Hmmm. I may just see about making some Spell-related psychic feats based on the Shadow Aspect tree.


Vincent
I love the intention behind Vincent, but there is one thing that seems off about him: Why is he the only one that has come up with this idea? Is it because he is a Whight, or because he is fundamentally different than other foes? Could this nature be transfered over to other forms of the Forsaken? Honestly, that's primarily for the DM to decide how and why Vincent is the way he is. All Wights are intelligent and self-aware, but this doesn't mean they're particularly motivated. Most serve the Otherworld and feed their Zombie-like behavior, though it's possible they are running errands for a greater (Cthulhu-esque?) being. Vincent has dreams and goals beyond the day-to-day life of zombie-kind, and is very much like a PC of the Otherworld.


What exactly makes a Whight intelligent like Vincent? And if it's something that can be applied to other creatures like a Medusa? It's what they once were. The Black amplifies a corrupted human's most emphasized trait and destroys everything else. People who emphasized their physical strength get stronger, but lose all other parts of who they were. Harpies emphasize their need for attention and interaction. Wights had a particularly rational mind in life, and the power of thought and learning are the only things they retain.

An intelligent non-wight might be interesting, but the assumption is that the vast majority of zombies possess no true sense of self or consciousness. They can think and learn, but only in how it can help them reach their ultimate goal of feeding. A game in which intelligence is a common trait for zombies would be better titled "You're Screwed."


The Fallen
Because Fallen have an "Internal Corruption" that the Black can sense, is a Fallen Character going to be damaged when passing through the black? The corruption is not actually precipitated by the Otherworld, it's caused by knowledge OF the Otherworld and is actually just a rewiring of the brain. Fallen are physically uncorrupted and suffer the effects of the Black just like normal survivors.


How does this "Internal Corruption" manifest to begin with? Are they ever able to communicate with Entities and work directly for them? As said above, the corruption is actually a rewiring of the psyche. Their minds begin to function differently on a fundamental level from normal humans, in much the same way as a sociopath is psychologically aberrant. The fact that Entities and Corrupted can discern this implies that they can, at least on a rudimentary level, sense or read minds.

Fallen can communicate with and work with Entities and Corrupted, assuming the two sides can vocalize and understand one-another. If not, it becomes a game a charades.

Korias
2010-10-22, 01:02 AM
All Stage 1 and Stage 2 Corrupted have 0/1d4 Sanity drain. I have not extensively playtested spellcasting, but I have run Shadow Theory. Sanity loss is surprisingly uncommon, and at early levels is easily offset by the benefits of level increases and completing missions (which can increase you above Starting Sanity). The game progressed generally balanced; One character maintained about her starting sanity, one character actually gained Sanity and reached 99, one character had a slow, downward spiraling, and another was maintaining his sanity until a failed check and a max roll against a sanity heavy-hitter (the Tindalos). Both the losing characters were the tome-readers, so I must concede the Occultist is probably getting screwed on Sanity.

In exchange, I tried to make the spells more powerful than the standard d20 Modern and even D&D spells. I'll tinker with the magic system and maybe run some math to figure out how balanced the spells really are.

Ahh. That does balance it out somewhat. If you ever run a Shadow Theory game here, let me know and I'll gladly push the spellcasting to the limit.

On the flip side, I'll probably take your stuff here and mix it with Zeta's RED20 stuff for a campaign idea that's cropped up in my head. I'll let you know how things go.



Generally, the creatures are based on the Lovecraft mythos. The Otherworld and its denizens are inherently unthinkable. They violate the laws of nature our brains take for granted and that our perception of the world around us is based on. "Accepting" them takes such a huge rewiring of our perception that to do so transforms you into a Fallen.

However, you're right, particularly with children born after the apocalypse. Perhaps an innate Sanity Resistance for characters born after the Event?

Both, probably. To become desensitized, you first need to be traumatized. However, I don't think modern society is as desensitized by video games and movies as much as we think. We watch people die fictional, gruesome deaths on a near-daily basis. Soldiers play Call of Duty nearly constantly in their downtime, and yet many come back with psychological scars and PTSD, real psychological trauma, from events we have seen fictionalized quite commonly. This is before we even include the supernatural.

Well, here's the thing I'm trying to get at: Let's say we have a character who is inherently insane: For instance, they perceive things as if the world was actually some sort of game like WoW. For him, he might be able to somewhat understand and have a resistance to sanity loss, despite his already low sanity.

On the flipside, you could have someone like Constantine (from the movie, the character played by Keanu), who is completely used to witnessing otherworld beings on a near daily basis, but is rather sane and logical. To others, he may seem insane, but in reality he isnt.

This is a tangential question though: Both characters would probably be approaching "Fallen" territory, so the bigger question is whether a Fallen need be an inherently antagonistic individual.



While having to struggle with Sanity is pretty much in the Occultist's job description, without thorough playtesting I really can't comment on how effective the Sanity Resistance really is. It's primarily intended to help alleviate the day-to-day zombies and minor spells the Occultist will cast. High Sanity draining monsters will still take their toll, but they will be rare, unless your DM is out to get you, in which case it's not the system's fault.
:smallwink:



Also, the overall assumption is that players cannot start with Tomes pre-read, since the mechanics of it are heavily time-based. There's nothing that technically would stop a character from starting with a whisper or two under his belt, however, it's just that the design assumes characters start experimenting with magick around level 3.

So, if you were to play a game at the start of the Event, should characters start at level one or three? Additionally, how could you figure out how many whispers a character should start with at higher levels? Can you learn Whispers from other characters?




Hmmm. I may just see about making some Spell-related psychic feats based on the Shadow Aspect tree.

I've got a couple ideas I could PM you if you'd like, I used to do a TON of homebrewing back in the day so writing up these ideas was rather nostalgic of me.
I'm assuming that when running such a campaign, you should also avoid any instances of high-magic, correct? How would certain feats that are "Psychic" interact with say, a Psion (Or similar class) taking it?
Tangential Question: How would you handle running such a campaign in a futuristic setting, or Industrial Era setting?


Honestly, that's primarily for the DM to decide how and why Vincent is the way he is. All Wights are intelligent and self-aware, but this doesn't mean they're particularly motivated. Most serve the Otherworld and feed their Zombie-like behavior, though it's possible they are running errands for a greater (Cthulhu-esque?) being. Vincent has dreams and goals beyond the day-to-day life of zombie-kind, and is very much like a PC of the Otherworld.

So, there are multiple "Entity+" things out there, governing and ordering the Wights?



An intelligent non-wight might be interesting, but the assumption is that the vast majority of zombies possess no true sense of self or consciousness. They can think and learn, but only in how it can help them reach their ultimate goal of feeding. A game in which intelligence is a common trait for zombies would be better titled "You're Screwed."

If that's the case, how can Vincent's plan take effect in any feasible form? Unless the zombies possess some sort of ability to be commanded, then there's no way for them to pull back from assaulting humanity.



The corruption is not actually precipitated by the Otherworld, it's caused by knowledge OF the Otherworld and is actually just a rewiring of the brain. Fallen are physically uncorrupted and suffer the effects of the Black just like normal survivors.

As said above, the corruption is actually a rewiring of the psyche. Their minds begin to function differently on a fundamental level from normal humans, in much the same way as a sociopath is psychologically aberrant. The fact that Entities and Corrupted can discern this implies that they can, at least on a rudimentary level, sense or read minds.

Fallen can communicate with and work with Entities and Corrupted, assuming the two sides can vocalize and understand one-another. If not, it becomes a game a charades.

Well, that begs the question of whether it's possible to trick the Black into thinking you're corrupted. In a similar way that Bill Murray tricked the Zombies in Zombieland, is it possible with enough Bluff/Perform/Psychotherapy to make yourself temporarily permanently insane as to trick the black into thinking that you're really Fallen?

puppyavenger
2010-10-22, 02:28 AM
Wow, I love the nak'tar, and the new corrupted are nice too.

So do you know what the harpy-wight and harpy-haurspex evolutions will be?

Also, do the "mental" and "physical" evolutions overlap at all, a wight-bruiser, or harpy-Edward f.ex?

Surrealistik
2010-10-22, 02:42 PM
You should make an entity that acts as a manifestation of the Otherworld's malice and hatred; the more a character hinders or interferes with the Otherworld, the more powerful that manifestation. It acts as sort of the setting's twisted equivalent of an 'inevitable', a direct agent and avatar of the Otherworld's agenda tasked with slaying the most prolific and effective opposition. Mercifully there are only a few regions where the veil between the real world and the Otherworld are thin enough to allow such an entity to transition.

These entities would be able to transition between corporeality and incorporeality, and would have tremendously powerful telepathic and telekinetic abilities, while the most powerful can warp and twist reality with the merest thought, as if bringing a pocket of the Otherworld with them. As long as the overlay between the Otherworld and the real world exists, such manifestations can never be completely defeated, only weakened and banished for a time. Certain powers may be able to dissipate a manifestation entirely, but if the Otherworld deems that the threat persists, it will merely send another.

Kuma Kode
2010-10-24, 02:19 AM
Ahh. That does balance it out somewhat. If you ever run a Shadow Theory game here, let me know and I'll gladly push the spellcasting to the limit.

On the flip side, I'll probably take your stuff here and mix it with Zeta's RED20 stuff for a campaign idea that's cropped up in my head. I'll let you know how things go. Zeta's horror stuff is quite compatible with mine; All you'll need to do is assign sanity costs to the monsters and you should be set.


Well, here's the thing I'm trying to get at: Let's say we have a character who is inherently insane Let's stop right there for a second. Playing a character who is inherently insane undermines the Sanity rules. It's possible, but the cosmic horror genre tends to be based around everyday people. Shadow Theory itself assumes somewhat exceptional people who live relatively ordinary lives, doctors, cops, taxi drivers and construction workers. In much the same way that wanting to play some Marcus Fenix space marine who doesn't feel fear doesn't fit with the genre, so too does playing an inherently insane character not jive with the setting. It'll be up to a DM how to handle psychologically aberrant characters.

In the Sanity rules, insanity is crippling and prevents the person from functioning in life. Viewing the world as a video game would likely fall in that category, so the character may simply have -10 Sanity or be suffering from indefinite insanity, depending on whether the delusion could be broken. Like a patient in a ward, such a character would constantly need to be babysat by the other characters to make sure he doesn't do something harmful, like trying to respawn.


On the flipside, you could have someone like Constantine (from the movie, the character played by Keanu), who is completely used to witnessing otherworld beings on a near daily basis, but is rather sane and logical. To others, he may seem insane, but in reality he isnt. Constantine falls better under the Urban Arcana campaign model than it does Shadow Theory. However, there is a difference in how characters may react to Sanity loss. Constantine is an example of a character who rolls well, and either maintains his current sanity or actually gains some. A character in Shadow Theory may not fundamentally "accept" the creatures, but he can learn to deal with their presence. Or perhaps he always acts collected and calm, but only because he's slowly losing hope.

How Sanity loss is roleplayed varies greatly from person to person, just like how different people react to fear in unique ways.


So, if you were to play a game at the start of the Event, should characters start at level one or three? I always start at 1 or 2. Whispers take a while to accrue due to the in-game time needed for tome reading.
Additionally, how could you figure out how many whispers a character should start with at higher levels? Haven't quite figured out the whisper progression for levels yet.
Can you learn Whispers from other characters? Indeed.


I'm assuming that when running such a campaign, you should also avoid any instances of high-magic, correct? Yup.


How would certain feats that are "Psychic" interact with say, a Psion (Or similar class) taking it? They shouldn't ever have the chance. Just like the Telepath, Mage, and Acolyte should not be mixed into a Shadow Chasers game, so to do classes from other campaign models have no place in Shadow Theory.

If such a campaign does use them, they would technically work as written.


Tangential Question: How would you handle running such a campaign in a futuristic setting, or Industrial Era setting? D20 Past or D20 Future. Industrial era would be much more like the Cthulhu mythos, while d20 Future could explore the cosmic horror genre a bit better.


So, there are multiple "Entity+" things out there, governing and ordering the Wights? One of these days I will get around to writing the article about the Gods of the Otherworld. But yes, there are behind-the-scenes forces.


If that's the case, how can Vincent's plan take effect in any feasible form? Unless the zombies possess some sort of ability to be commanded, then there's no way for them to pull back from assaulting humanity. The zombies are at the beck and call of higher powered creatures. Wights can command zombies. It's just in a fluff way and not in a hard-and-fast supernatural ability way, like a general commanding troops.


Well, that begs the question of whether it's possible to trick the Black into thinking you're corrupted. In a similar way that Bill Murray tricked the Zombies in Zombieland, is it possible with enough Bluff/Perform/Psychotherapy to make yourself temporarily permanently insane as to trick the black into thinking that you're really Fallen? Perhaps that's another Shadow Aspect feat I need to work with...

Surrealistik: I like the inevitable idea. I think I might tie that into a Gods of the Otherworld thing...

Puppyavenger: I want them to but holy crap that's a ton of different combos...

Korias
2010-10-25, 01:39 PM
In the Sanity rules, insanity is crippling and prevents the person from functioning in life. Viewing the world as a video game would likely fall in that category, so the character may simply have -10 Sanity or be suffering from indefinite insanity, depending on whether the delusion could be broken. Like a patient in a ward, such a character would constantly need to be babysat by the other characters to make sure he doesn't do something harmful, like trying to respawn.
That would make for a rather interesting Wight though, one that sees the PCs as "Points" :smalltongue:



Constantine falls better under the Urban Arcana campaign model than it does Shadow Theory. However, there is a difference in how characters may react to Sanity loss. Constantine is an example of a character who rolls well, and either maintains his current sanity or actually gains some. A character in Shadow Theory may not fundamentally "accept" the creatures, but he can learn to deal with their presence. Or perhaps he always acts collected and calm, but only because he's slowly losing hope.
What do you mean by "learn to deal with their presence"? Do you mean that in the way that one of your players had his back turned so as to not view the Edward in your RP description, or in the way that the player has grown used to the screeching noises of the husks and the Lost?


How Sanity loss is roleplayed varies greatly from person to person, just like how different people react to fear in unique ways.
Then, depending on the roleplay, would it be prudent to award Sanity in lieu of RPXP? For example, if a character encounters a forsaken husk, loses sanity, then the next time he sees it he steels himself and destroys it, should he gain sanity for confronting his fear of the creature?



Perhaps that's another Shadow Aspect feat I need to work with...
As I said, I've got a number of feats ideas I've written down if you want me to send them your way.

Korias
2010-11-01, 06:30 PM
A couple of additional questions regarding the Event. The Event is a world spanning crisis, correct? It's not localized to a specific area in any way and simply spreading from there? Is it possible that it, and subsequently, The Black, could operate in such a way?

apocalypsePast2
2010-11-01, 09:11 PM
Just checking this out, and DAMN its awesome. Gonna try and set this up for my group next week, just got to persuade them to leave killing Grazz't and Tiamat:smalleek:

puppyavenger
2010-11-04, 06:59 PM
So, do you have any idea what Bruiser-Roughneck or Harpy-others
would evolve to?

an idea for the Bruiser-Roughneck would be a boomer, unholy muscle and bone being all that's left, everything else decayed toa pool of disease that explodes to when the tainted dies.

For Harpy-Haurspex..spellsinger? a tortured soul, multiple mouths constantly muttering reality-warping phrases in a doomed attempted to purge itself of the nightmarish pain.

For Harpy-wight,: leader? a strategist that order the other zombies around? iunno, couldn't think of anything else.

Zeta Kai
2010-11-08, 08:22 AM
You know, Kuma, it doesn't count when you make an extended signature if you don't link to it (http://www.giantitp.com/forums/showpost.php?p=9720020&postcount=89) from your normal signature. :smallwink:

Kuma Kode
2010-11-08, 11:26 AM
You know, Kuma, it doesn't count when you make an extended signature if you don't link to it (http://www.giantitp.com/forums/showpost.php?p=9720020&postcount=89) from your normal signature. :smallwink:

I did! It's just a small, humble link on my first post. I hide my signature in my own threads.

But yeah, as my signature stated, other projects are on hiatus right now. Got some real-life things to work on, and the time I have to work on gaming has been taken up by my habit to obsessively devote time to one project.

I will continue updating Shadow Theory to give my brain a break from fantasy. I just need to figure out how these zombies are going to evolve. Once my group gets done with it, I'll post up the adventure It's My Party and I'll Die If I Want To.

apocalypsePast2
2010-11-08, 08:45 PM
Count me in for that campaign. Is it a campaign to play outside the internet or a Pbp?

apocalypsePast2
2010-11-28, 11:18 PM
How dead is this thread? On a scale of 1-10? Did Kuma just let all his homebrew rot?

Kuma Kode
2010-11-29, 03:04 PM
But yeah, as my signature stated, other projects are on hiatus right now. Got some real-life things to work on, and the time I have to work on gaming has been taken up by my habit to obsessively devote time to one project.

See above.

apocalypsePast2
2010-11-29, 08:49 PM
Kuma Lives!

Kuma Kode
2010-12-30, 03:43 AM
Solar Puppeteer
Ort-ehoglh + A'nacatugh
Corruption Cost: 2 Wisdom damage and 1d6 Sanity
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft./ 2 levels)
Target, Area, or Effect: One 5 ft. square of light.
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

The sun's light warms and shields the oblivious masses. But for those who tread the darkness, it provides little comfort... if only you could take it with you.

Solar Puppeteer allows the spellcaster to redirect a stream of light, whether to illuminate a dark place or to shroud a lit location in darkness. The utterance must be used on an object or section of the ground that is currently illuminated by sunlight. This 5 ft. section of light may then be relocated anywhere within range and within line of sight of the lit square.

The square the light originally struck becomes dark as night, and the redirected light illuminates another square.

The light has all the effects it normally would when falling on its previous location, including diffusely lighting nearby squares (if applicable) and damaging Tainted or Entities (again, if applicable). The previous location becomes dark, as if it were outside on a moonless, cloudy night.

Echelon 1: The spell works as above.
Echelon 2: The affected area increases to 2 squares. They need not be contiguous and may be directed separately.
Echelon 3: The affected area increases to 4 squares. They need not be contiguous and may be directed separately.
Echelon 4: As Echelon 3, but the range is 100 ft. + 10 ft./level.
Echelon 5: As Echelon 4, but the affected area increases to 8 squares. They need not be contiguous and may be directed separately.

Kuma Kode
2010-12-30, 03:47 AM
Back to work, I guess.


List of Jobs I Need to Do
Stage 3 Zombies (Work down the list) (11/21)
Finish undone-but-reserved utterances
Look up some psychic phenomena for Psionic feats
Possibly non-psionic feats?
Add new utterances to fill in the empty runes
Convert Lovecraft's arcana into Forbidden Tomes
Items???!!>!!?!1
Post up premade Survivors maybe?
Post up premade adventures maybe?
Stage 4 Zombies (Work down the list) (0/21)
Stage 5 Zombies (Work down the list) (0/21)

Kuma Kode
2010-12-30, 04:41 AM
Tank
Medium Humanoid (Tainted) Strong Hero 3/Tough Hero 2
Vitality Dice: 3d8+2d10+25 (50 VP)
Wound Points: 23
Initiative: +1
Speed: 30 ft.
Defense: 20 (+4 class, +4 natural, +1 dexterity, +1 leather jacket)
Base Attack/Grapple: +4 / +9
Attack: Slam +9 melee (1d6+9) or slam +5 melee (1d6+13) or bite +9 melee (1d8+4 and putrescence) or vomit +5 ranged touch (2d4 acid and putrescence)
Full Attack: Slam +9 melee (1d6+9) and bite +4 melee (1d8+4 and putrescence) or slam +5 melee (1d6+13) and bite +0 melee (1d8+8 and putrescence) or vomit +5 ranged touch (2d4 acid and putrescence)
Space/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Heavy Hitter, Vomit, Putrescence
Special Qualities: Tainted traits
Allegiances: The Otherworld
Action Points: 2
Reputation: +0
Saves: Fort +2, Reflex +1, Will +1
Abilities: Str 20, Dex 12, Con 20, Int 10, Wis 13, Cha 3
Sanity Drain: 0/1d4
Skills: (Bruiser) Climb +8, Concentration +11, Jump +10, Swim +7
OR
(Roughneck) Climb +8, Concentration +10, Jump +8, Swim +8
Feats: Simple Weapon Proficiency, Power Attack, Cleave, Armor Proficiency (Light), Toughness
Talents: Melee Smash, Improved Melee Smash, Second Wind
Challenge Rating: 6
Tanks are fearsome, ravenously aggressive Corrupted possessing inhumanly large muscles as hard as rock. Not only is the aptly-named tank capable of dealing out damage more than lethal to most humans, it can also take it. Tanks can take shotgun blasts to the chest without dieing or even slowing down in their search for pure flesh.

Some tanks were previously police officers in life. 25% of tanks are equipped with an undercover vest stretched over their massive torsos instead of a leather jacket. These ex-officers have a Defense of 22 instead of 20.

They can be detected with a radio if the GM is using the Welcome to Silent Hill variant (see the Equipment section).

Combat
Tanks are aggressive and prefer to rush into melee, grapple their foes and vomit on them in between bites and bludgeoning strikes.

Heavy Hitter: A tank may treat its slam attack as a two-handed weapon, even though it is not the tank's sole natural attack.

Vomit (Ex): The unused internal organs of a Tainted begin to rot and putrify, and a tank knows how to use the resulting necrotic fluids in combat. As a standard action, a tank may vomit a gout of putrid bile at a foe within 30 feet. To hit, the tank must hit with a ranged touch attack. On success, the vomit deals 2d4 points of acid damage and the victim becomes subject to putrescence. The tank may vomit a number of times per day equal to his Constitution modifier.

Putrescence (Ex): The bacterial life that deconstructs dead matter is usually relatively harmless, but the tank's body contains an altered form of bacteria contaminated by the corrupted flesh it devours. Anyone bitten by the tank must succeed at a Fortitude save (DC 17) or contract a vicious bacteria similar to necrotizing faciitis. The Tainted bacteria differs in that the Fortitude DC is 17 instead of 13, and that it has an incubation period of 1 day.

If the victim is at risk due to the tank's vomit attack, they may avoid infection by exposing themselves to sunlight within 1d4 rounds of exposure, which destroys the corrupted microbes on their skin just as it destroys any other Tainted one. If the victim was bitten, or if too much time elapses after the vomit attack, the bacteria enters the victim's bloodstream and can no longer be reached and destroyed by sunlight.

Acid Immunity: Tanks are immune to damage from acid, regardless of its source.

Kuma Kode
2010-12-30, 05:49 AM
Strangler
Medium Humanoid (Tainted) Strong Hero 3/Smart Hero 2
Vitality Dice: 3d8+2d6+20 (40 VP)
Wound Points: 18
Initiative: +3
Speed: 30 ft.
Defense: 18 (+3 class, +2 natural, +3 dexterity)
Base Attack/Grapple: +4 / +17
Attack: Tendril bites +9 melee (1d6+7)
Full Attack: 2 slams +9 melee (1d6+7), bite +4 melee (1d6+4), tendril bites +4 melee (1d6+4)
Space/Reach: 5 ft. by 5 ft. / 5 ft. (10 ft. with tendril bites)
Special Attacks: Lifetap, Dark Magician, Improved Grab, Choke
Special Qualities: Tainted traits
Allegiances: The Otherworld
Action Points: 2
Reputation: +1
Saves: Fort +6, Reflex +4, Will +4
Abilities: Str 20, Dex 17, Con 18, Int 18, Wis 12, Cha 11
Sanity Drain: 0/1d4
Skills: (Bruiser) Climb +8, Disable Device +12, Intimidate +4, Jump +10, Knowledge (Tactics) +12, Navigate +14, Swim +7
OR
(Wight) Climb +12, Craft (chemical) +9, Craft (electronic) +9, Craft (mechanical) +9, Decipher Script +9, Disable Device +9, Forbidden Lore +6, Intimidate +7, Jump +12, Knowledge (Arcane Lore) +9, Knowledge (Tactics) +9, Navigate +11, Read/Write English, Read/Write Spanish, Read/Write French, Read/Write Chinese, Read/Write German, Read/Write Russian, Repair +9, Search +9, Speak English, Speak Spanish, Speak French, Speak Chinese, Speak German, Speak Russian
Feats: Simple Weapon Proficiency, Weapon Finesse (B), Multiattack, Combat Expertise, Power Attack, Cleave, Improved Grapple (B)
Talents: Savant (Navigate), Melee Smash, Improved Melee Smash
Challenge Rating: 6
Stranglers are a perverse form of Corrupted. They possess frightening intelligence and a psychopathic lack of empathy paired with a twisted fixation on domination and the strength to act upon it. They are heavily muscled, often covered in tattoos, and frequently sport typical tough-guy hair styles. Unlike with wights, the stomach-tendrils of a strangler are thick and muscular, capable of lifting small humans and dragging around larger prey. In life, they were womanizers or sadists, who viewed others as either objects to be possessed or competition to be beaten. In death, this anti-social obsession with power is all that remains.

Stranglers, as their name suggest, use their tentacles and thick, meaty arms to choke prey into submission. They derive pleasure from the struggles, the squirming, the look on their victim's faces and the final twitches before the body shuts down. While they will do this during battle to kill survivors who may threaten them, they prefer not to kill their victims... at least, not once.

A victim who succumbs to the strangler is not slain, but dragged away. The strangler is known to continue to intermittently choke their victims to keep them unconscious until they arrive at the strangler's den.

Once they awake, they are beaten savagely, strangled, and even drowned in tubs or puddles again and again, each time pulled back from the brink of death. Particularly perverse stranglers have been known to use their tentacles to violate their prey in unspeakable ways. Even if such means are used, it is important to note that it is not about sexual attraction; a strangler seeks to wield power over another creature, and will entertain this need in all conceivable ways, with controlling the victim's life and ability to breathe being the most common means.

Unless the victim is rescued or manages to escape, the strangler will continue to kill the victim again and again until it finally fails to revive them. Only then does it perform its last act of domination and control: it eats its victim.

A strangler cannot be detected by a radio under the Welcome to Silent Hill variant.

Combat
Stranglers lean back and observe a battle if possible, picking out strategic choices. They will employ hit and run tactics to subdue an individual and drag them off. If forced into direct combat, a strangler will either attempt to blood choke the strongest-looking survivor to remove him or her from the battle, or air choke the weakest member while it uses its remaining natural weapons to stave off any rescuers.

Few survivors expect such a physically imposing creature to possess spells, and this incongruity is one that the strangler will take advantage of, should it have any useful utterances known.

Lifetap (Su): Whenever a strangler hits with a natural attack, they attempt to drain life from their victim. Unless their target succeeds on a Fortitude save (DC 16), the strangler gains a number of hit points equal to the damage it just dealt. Any excess is gained as temporary hit points that last for 1 hour. This save is Intelligence based, and is made per attack.

Dark Magician: Stranglers begin with knowledge of 1d4 whispers and any utterances they can cast with them. Additionally stranglers have a caster level equal to their hit die.

Improved Grab: When a strangler hits with a tendril bites attack, it can start a grapple as a free action that does not provoke attacks of opportunity. If it gets a hold, it begins to choke its prey (see below).

Choke (Ex): A strangler has two types of choke at its disposal, an air choke or the much more dangerous blood choke. It can only perform one on any particular victim at a time, and they require different levels of focus for the strangler.

Breaking free of a choke requires a successful grapple check against the strangler.

Air Choke: An air choke is simply as it sounds; the strangler uses its tentacles to cut off a victim's air supply until it suffocates, possibly several minutes later. This only keeps the tentacles occupied: a strangler performing an air choke on a victim can use its slam attacks against other opponents as well as move around, so long as it keeps its tentacles attached to its victim. It is not considered grappled, though its victim is. Should one attempt to move away from the other, a strength check ensues. The loser must stay within the winner's reach.

Aside from the obvious effects of a tentacle crushing the victim's neck, such as inability to vocalize, an air choke causes the victim to suffocate. The victim must make a constitution check, with the result being the amount of rounds of air they have remaining.

Every round that passes reduces the amount of air by one round. Every round spent struggling reduces this amount by one additional round, for two rounds consumed.

For every two rounds lost, the victim's grapple checks suffer a -1 morale penalty as panic sets in and the body's natural, inefficient reflexes begin to take over the victim's rational tactics.

When the rounds reach 0, the victim loses consciousness, though their body will continue to twitch and sieze. On the round following, they drop to 0 Wound. On the third round, they die.

Blood Choke: A more demanding but lethal attack, the blood choke focuses its force on the victim's arteries and cuts off blood flow to the brain, causing a rapid loss of consciousness. This requires the strangler's full attention, and it is considered grappled along with its victim, including moving into its victim's square.

Every round the hold is maintained, the victim must make a Fortitude save (DC 17). If he succeeds, he can continue to struggle and hopefully break free. If he fails, he falls unconscious. The next round, he drops to 0 Wound. On the third round, his brain starves of oxygen and dies.

Should an ally free him after he loses consciousness but before he dies, he reawakens in 1d3 rounds, though he is considered dazed for 1d4 minutes afterwards.

Kuma Kode
2010-12-30, 05:55 AM
It wouldn't be Silent Hill-esque without a rape monster, eh?

Zeta Kai
2010-12-30, 07:30 AM
It wouldn't be Silent Hill-esque without a rape monster, eh?

Wow, the Strangler is just wrong. And it can't be detected by radio? Damn...

I really like its MO; & by that I mean I hate it & want them all purged from the earth.

It's nice to see that you're still working on this, BTW.

apocalypsePast2
2010-12-30, 07:50 PM
Well stranglers seem to be the monster that, if one of your players is late or missing... you have their character get dragged off by this thing and then have it repeatedly molested until the rest of the party rescues them hours later.

Note: It is important that the player be present before they are rescued, just so you can enforce the fact that they should never be late or miss a session.:smalltongue:

Thanks for keeping my players on time Kuma!:smalltongue:

And its chill to see some life on here.

Kuma Kode
2010-12-30, 09:52 PM
It's nice to see that you're still working on this, BTW. Yeah. I was spurred in that I did a search for "Kuma Kode" on the forums, and notice my name in two forums that I did not post in. I found out you plugged Shadow Theory in the thread Best Horror System? and it made me feel good inside. Now my hiatus is over, I'm working on completing the projects I started before moving on to others.


Well stranglers seem to be the monster that, if one of your players is late or missing... you have their character get dragged off by this thing and then have it repeatedly molested until the rest of the party rescues them hours later. Sounds like you fall into the "DM out to get you" category I mentioned in a discussion earlier. :P

apocalypsePast2
2010-12-31, 04:41 AM
I just create... incentives, for my group. My DMing philosophy comes straight from the top, Gabe shows us how it's done. (http://www.penny-arcade.com/comic/2010/3/29/)

Kuma Kode
2011-01-07, 04:19 AM
Tormented
Medium Humanoid (Tainted) Strong Hero 3/Dedicated Hero 2
Vitality Dice: 3d8+2d6+20 (42 VP)
Wound Points: 18
Initiative: +2
Speed: 30 ft.
Defense: 18 (+4 class, +2 natural, +2 Dexterity)
Base Attack/Grapple: +4 / +8
Attack: Claw +8 melee (1d6+6 plus 1d4 fire and Live My Nightmare) or claw +4 melee (1d6+10 plus 1d4 fire and Live My Nightmare)
Full Attack: 2 claws +8 melee (1d6+6 plus 1d4 fire and Live My Nightmare) or 2 claws +4 melee (1d6+10 plus 1d4 fire and Live My Nightmare)
Space/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Live My Nightmare, Shared Pain
Special Qualities: Tainted traits, Fire Immunity, Electricity Resistance 5, Cold Vulnerability
Allegiances: The Otherworld
Action Points: 2
Reputation: +1
Saves: Fort +8, Reflex +3, Will +6
Abilities: Str 19, Dex 14, Con 18, Int 12, Wis 16, Cha 16
Sanity Drain: 1/1d6
Skills: (Bruiser) Climb +8, Jump +10, Swim +7, Psychic Focus +4, Listen +9, Spot +9
OR
(Haruspex) Climb +8, Jump +8, Swim +8, Listen +10, Sense Motive +8, Spot +10, Survival +8, Psychic Focus +8
Feats: Simple Weapon Proficiency, Power Attack, Cleave, Sixth Sense, Alertness
Talents: Melee Smash, Improved Melee Smash, Empathy
Challenge Rating: 6
Tormented are the remains of individuals who possessed latent psychic powers and poor coping mechanisms. The Otherworld's constant presence in their minds creates a psychic backlash which fills their mind with wracking pain and unearthly visions, and the tormented have turned to self-harm as a strange form of escape from their prison of pain.

Tormented appear much like Haruspex, in that they have luminescent, empty eyes and inhuman claws. A tormented's muscle tissue is typically exposed, however, and drips a black, steaming ichor heated by their psionic rage. The exposed sinew and innards of a tormented show claw marks and evidence of picking behavior.

During the day, tormented claw and pick at their skin, often tearing it away in sheets or layers. This behavior helps to calm them when no potential target for their touch is nearby, as well as allowing an inner fire fueled by pent-up rage to boil to the surface. Only when this self-mutilation has been completed is a tormented willing to endure their undiluted pain to go in search of relief. When the eldritch thunder restores their flesh to its original state, the cycle repeats.

They can be detected with a radio if the GM is using the Welcome to Silent Hill variant (see the Equipment section).

Combat
A tormented carries both the obsessive need for contact of the haruspex and the brute force of the bruiser, making them dangerous in close quarters. A tormented attempts to grapple its foes to siphon its pain, but will claw foes it thinks are defenseless enough to ensure a hit.

Live My Nightmare (Su): Tormented possess a rudimentary form of telepathy that allows them to transfer thoughts and feelings to creatures in physical contact. They use this ability to siphon off their psychological torment to another creature, granting them a brief moment of calm to which they quickly become addicted, seeking this respite over all other needs.

When the tormented touches a non-Tainted non-Entity, she transfers her agony and visions to the victim, dealing 1d6 points of Sanity damage. The victim is allowed a Will save (DC 15) to halve the damage. The DC is Wisdom based. A character with the Sixth Sense feat suffers a -5 penalty to this save. If they also have the Empathy feat, they suffer an additional -5 penalty. Psionic characters are more sensitive to the metaphysical and find it harder to block out the senses they receive.

Physical contact with the tormented is enough to trigger her Live My Nightmare ability, including grappling and unarmed strikes directed at the haruspex. An individual grappling the tormented is automatically struck with both hand attacks, suffering the effect twice.

Shared Pain (Su): The psychic link forged from contact with a tormented never fully breaks. Whenever a character fails a Will save against a tormented's Live My Nightmare ability, they must make a second saving throw against the same DC. If they fail, the link remains even when contact is broken, and the agony of the tormented's existence filters into them.

Every time a tormented is dealt hit point damage, the human linked to it also suffers damage, but half as much as the tormented did. Killing either one breaks the link, as does a Dispel Magick. The link breaks after 24 hours.

There is no limit to how many people can be linked to a tormented at any time.

Fire Immunity: A tormented is immune to damage from fire, including supernatural fire.

Cold Vulnerability: A tormented always takes 25% more damage from a cold attack, regardless of a failed or successful save. Unlike most Tainted, tormented are not immune to cold.

Kuma Kode
2011-01-07, 04:32 AM
See the Unseen
Arlo-molegh + Phu-ug
Corruption Cost: 1 Wisdom damage and 1d4 Sanity
Casting Time: 1 standard action
Range: Personal or Touch
Target, Area, or Effect: Self or One creature
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

The layers of illusion are peeled aside, and your eyes open for the first time. With this utterance of dark magick, you may see reality as it really is... but be warned: some things are hidden for a reason.

This utterance alters the target's sight to allow them to see what is not normally seen. It has several effects.

Anything that is invisible through supernatural means, whether through a spell, a magick item, or an innate supernatural ability, becomes plainly visible, as if the target possessed the feat Second Sight.

Whispers themselves become visible as glowing symbols hanging in the air, allowing a character to make Spot or Search checks to detect spells. A Spellcraft check can be used to identify the utterance as if it were currently being cast.

Finally, the Otherworld becomes vaguely visible, allowing the character to catch ghostly glimpses of shadowy beings around them, as well as large, mountain-sized shadows moving on the horizon. A character under the affects of Sight Unseen can uses these shadows to notice Entities moving into position to manifest on the round prior to manifestation, and can potentially stop them by ensuring line of sight.

Echelon 1: As above.
Echelon 2: The spell lasts 1 minute/level.
Echelon 3: The spell lasts 1 minute/level and grants Darkvision out to 60 feet.
Echelon 4: As Echelon 2, but Target becomes 1 creature/2 levels.
Echelon 5: As Echelon 3, but Target becomes 1 creature/2 levels.

Hazzardevil
2011-01-16, 11:35 AM
I wouldn't mind trying a game of this it seems intersting.
The tainted to me seem very similer to the dark seekers from I am legend, IE:dropping dead in teh light and getting smarter.

Worira
2011-01-16, 11:09 PM
First: I love this setting. It is heck of spooky. I do have one issue, though: The Siren's Memetic Malady. It doesn't make any sense, and not in a "dark secrets men were not meant to know" way. It's just goofy as all get-out. Currently, it makes people obsessively say, for instance, "potato", slowly overwriting their brain. Okay, fine. But then anyway who hears them somehow contracts the potato-saying virus, from the sheer force of its wordliciousness. It's less Ringu, and more Rickroll. I'd probably suggest just dropping the contagion factor entirely, or perhaps having a minor sanity check for people who hear it to avoid being disturbed by the nature of the thing.

Secondly, I think it might be worth considering some spells that closely follow the meaning of two whispers for better or for worse, rather than having them be useful, gameplay-relevant spells loosely related to the meanings of the whispers that compose them. For example, Ystharnotag Yghaz-legh [Restore Electricity] could take over the device-powering function of Enchant Item, or be used to recharge batteries, while experimentally combining Lot-aug and Uggot [Corrode Self] could be a very bad idea.

Kuma Kode
2011-02-15, 05:33 PM
A Thousand Faces
Rtathu-bog + Bbhothigug
Corruption Cost: 2 Charisma damage and 1d4 Sanity
Casting Time: 1 standard action
Range: Touch
Target, Area, or Effect: One creature
Duration: 1 hour/level
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: Yes (harmless)

Those who wear masks one day forget the face beneath.

When you cast this utterance, you sculpt an appearance and apply it to the creature you touch. The changes are cosmetic and must be relatively minor. You can make yourself appear to be another creature of your species, or a member of a different species of the same creature type. You can appear taller or shorter, thinner or wider, up to two feet.

Features of the new appearance, such as hair color, hair style, skin color, tattoos, or other cosmetic traits can be determined with precision or left to the magick to randomly determine.

You gain no new powers of your new form, and the changes are, in fact, illusory. The illusion attempts to react realistically to its environment, but is unable to exert force. The illusion is capable of making false sounds, such as illusory hair brushing against a leather jacket.

The utterance alters the appearance of equipment carried, if you so choose. It cannot hide equipment, but you can make your handgun look like a PDA or your rifle a hockey stick.

This spell grants a +10 circumstance bonus to Disguise checks.

While the illusion is in effect, the subject may sculpt itself a new form as a full-round action. The new appearance is restricted just like the original.

Echelon 1: The utterance functions as above.
Echelon 2: As echelon 1, and the utterance alters sounds within similar limitations.
Echelon 3: As echelon 2, but the utterance also creates the illusion of force and temperature.
Echelon 4: As echelon 1, but lasts 1 day/level.
Echelon 5: As echelon 2, but lasts 1 day/level.

Kuma Kode
2011-02-15, 06:09 PM
Detect Corruption
Arlo-molegh + Nanyothua
Corruption Cost: 2 Wisdom damage
Casting Time: 1 standard action
Range: 60 feet
Target, Area, or Effect: cone-shaped emanation to the extreme of the range
Duration: Concentration, up to 1 minute/level
Saving Throw: None
Spell Resistance: No

Blood calls to blood. You need only learn to listen.

This utterance scans for the Otherworld's energies and returns to the caster with information. The amount of information returned depends upon how long a particular object, creature, or area has been scanned.

Corrupted, entities, the Black, magick items, and spells can be detected.

In the first round, the spell merely returns with the presence or absence of corruption within the scanned area.

In the second round, the number of auras and the strength of the strongest one is revealed.

In the third round, the exact locations of the auras are revealed.

These rounds are tracked individually for each scanned aura, and the caster is aware of any changes, though the details are limited by how many rounds the caster scans.

For instance, Jesse uses Detect Corruption through a door unaware that there is a group of three zombies huddled with an entity. On the first round he senses the presence of auras. On the second round, a new zombie moves into the area from another room. He senses that there are four auras, that the strongest is moderate, and that there is one or more new auras this round. On the third round, he learns the exact locations of the four previously detected auras, and that there is one other aura somewhere in the area that is faint.

Aura strengths are discussed in the variant Welcome to Silent Hill, in the equipment section.

Echelon 1: The spell works as above.
Echelon 2: As echelon 1, but the spell's area is a 60 foot hemisphere, instead of a cone.
Echelon 3: As echelon 1, but the spell's area is a 60 foot sphere, instead of a cone.
Echelon 4: As echelon 1, but the spell grants information instantly.
Echelon 5: As echelon 2, but the spell grants information instantly.

Kuma Kode
2011-02-15, 06:23 PM
First: I love this setting. It is heck of spooky. I do have one issue, though: The Siren's Memetic Malady. It doesn't make any sense, and not in a "dark secrets men were not meant to know" way. It's just goofy as all get-out. Currently, it makes people obsessively say, for instance, "potato", slowly overwriting their brain. Okay, fine. But then anyway who hears them somehow contracts the potato-saying virus, from the sheer force of its wordliciousness. It's less Ringu, and more Rickroll. I'd probably suggest just dropping the contagion factor entirely, or perhaps having a minor sanity check for people who hear it to avoid being disturbed by the nature of the thing.

The suggestion to drop the contagion factor indicates you may not be familiar with what a meme is...

From wikipedia...

A meme acts as a unit for carrying cultural ideas symbols or practices, which can be transmitted from one mind to another through writing, speech, gestures, rituals or other imitable phenomena. Supporters of the concept regard memes as cultural analogues to genes, in that they self-replicate, mutate and respond to selective pressures.

Life-forms can transmit information both vertically (from parent to child, via replication of genes) and horizontally (through viruses and other means). Malcolm Gladwell wrote, "A meme is an idea that behaves like a virus--that moves through a population, taking hold in each person it infects." Memes can replicate vertically or horizontally within a single biological generation. They may also lie dormant for long periods of time. Memes spread by the behaviors that they generate in their hosts. Imitation counts as an important characteristic in the propagation of memes.

That concept is what the memetic malady is based on, the concept of ideas spreading like a virus and contaminating the way their host thinks and behaves, and that these changes in behavior can cause others to pick up the idea.

Dropping the contagion aspect pretty much destroys the concept.


Secondly, I think it might be worth considering some spells that closely follow the meaning of two whispers for better or for worse, rather than having them be useful, gameplay-relevant spells loosely related to the meanings of the whispers that compose them. For example, Ystharnotag Yghaz-legh [Restore Electricity] could take over the device-powering function of Enchant Item, or be used to recharge batteries, while experimentally combining Lot-aug and Uggot [Corrode Self] could be a very bad idea. Don't get me wrong, your suggestion makes perfect sense, and I've thought of it before.

Quite simply, I'm lazy, and that's just not the kind of horror I like to run. It's hard enough turning it into a semi-functional magick system... I really don't feel like spending my time writing up 'gotcha' death-traps. If the DM wants that kind of thing in his or her game, he/she is welcome to just assume any "wrong" combination instead reveals a self-destructive spell.

I do not plan on filling every grid square; I expect every rune is only going to participate in four or five spells when I'm done. There will be a lot of empty slots to spit back "nope" during experimentation, so whether or not the DM wants to fill them with 'useless' spells, like self-destructive ones or ones with an inane effect, is up to him or her.

Kuma Kode
2011-02-25, 06:56 PM
http://i88.photobucket.com/albums/k185/kuma_klaw/shadow/50007.jpg
Templar


"He has honor if he holds himself to an ideal of conduct though it is inconvenient, unprofitable, or dangerous to do so."
~ Walter Lippman ~

The templars are members of a secretive organization that spans the world. Shrouded in legends and deceptive rumors, they battle the dark forces that lurk beyond the edges of our reality. Though believed by modern minds to be disbanded, the Knights Templar have been going strong for centuries, adapting to the changes in social climate and utilizing technology both new and old. Only one thing remains constant throughout the years: their unwavering march to find the Holy Grail, a weapon capable of truly destroying the creatures of the Otherworld.

Take this class if you want your character to fight with a sense of dedication and chivalry, powered by his or her unwavering devotion to humanity.

The fastest path to this advanced class is through the Strong hero basic class, but other paths are possible.

Requirements
To qualify to become a Templar, the character must meet the following criteria.

Base Attack Bonus: +3
Skills: Diplomacy 3 ranks, Knowledge (Theology and Philosophy) 3 ranks.
Feats: Archaic Weapon Proficiency, Sixth Sense

Class Information
The following information pertains to the Templar advanced class.

Hit Die
The Templar gains 1d10 hit points per level. The character's Constitution modifier applies.

Action Points
The Templar gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.

Class Skills
The Templar's class skills are as follows.
Climb (Str), Diplomacy (Cha), Gather Information (Cha), Jump (Str), Knowledge (theology and philosophy) (Int), Listen (Wis), Profession (Wis), Psychic Focus (Wis), Psychotherapy (Wis), Read/Write Language (none), Sense Motive (Wis), Speak Language (none), Spot (Wis), Treat Injury (Wis).
Skill Points at Each Level: 3 + Int modifier.

The Templar
{table=head;width=100%]
Level|
Base Attack
Bonus|
Fort
Save|
Ref
Save|
Will
Save|
Class Features|
Defense
Bonus|
Reputation
Bonus

1st|
+1|
+1|
+0|
+1|Holy Smite|
+1|
+0

2nd|
+2|
+2|
+0|
+2|Shield of Faith|
+1|
+0

3rd|
+3|
+2|
+1|
+2|Bonus Feat|
+2|
+0

4th|
+4|
+2|
+1|
+2|Sword of Faith|
+2|
+0

5th|
+5|
+3|
+1|
+3|Inquisition|
+3|
+1

6th|
+6|
+3|
+2|
+3|Bonus Feat|
+3|
+1

7th|
+7|
+4|
+2|
+4|Dedication|
+4|
+1

8th|
+8|
+4|
+2|
+4|Armor of Faith|
+4|
+1

9th|
+9|
+4|
+3|
+4|Bonus Feat|
+5|
+2

10th|
+10|
+5|
+3|
+5|True Inquisitor|
+5|
+2[/table]

Holy Smite: Whenever the templar uses an action point to augment his melee attack, he gains an additional bonus to his attack roll equal to his Charisma bonus and a bonus to damage equal to his templar level. This damage is holy and bypasses damage reduction, even if the attack itself does not.

Shield of Faith: A templar of 2nd level or higher adds his Charisma bonus to any saving throw made against the special abilities of any creature with the Tainted or Entity subtype. This ability also applies to magick, regardless of the caster's subtype.

Bonus Feats: At 3rd, 6th, and 9th level, the Templar gets a bonus feat. The bonus feat must be selected from the following list, and the Templar must meet all the prerequisites of the feat to select it.

Alertness, Advanced Combat Martial Arts, Cleave, Combat Reflexes, Defensive Martial Arts, Endurance, Exotic Weapon Proficiency, Great Cleave, Power Attack, Premonition, Second Sight, Weapon Focus.

Sword of Faith: At 4th level, The strength of a templar's faith is strong enough to guide his blade in times of need. As a full-round action, a templar may pray or meditate to focus his faith into his weapon, granting it an enhancement bonus equal to half his templar level (round down). This bonus is added to all attack rolls and damage rolls made with the weapon and can allow it to bypass the damage reduction certain monsters possess.

The enhancement bonus lasts for one round per templar level.

Inquisition: A 5th level templar is well-trained in sensing the presence of evils that others might miss. The templar is entitled to a Psychic Focus check (DC 15 + the monster's HD) to sense an Otherworld aura that is not normally detectable by the Sixth Sense feat. If the aura is one that is capable of hiding itself, such as a lurker, the templar gets a +4 bonus on his opposed Psychic Focus checks.

Regardless of the results of the check, the templar cannot check again against that particular aura for 24 hours.

Dedication: Upon reaching 7th level, the templar's dedication to his cause becomes absolute. He becomes immune to supernatural fear effects, as well as the crippling effects of temporary or indefinite insanity. The templar still checks for insanity and gains Forbidden Lore ranks as normal, but he is not crippled by the affliction and can continue to be played normally (though the player of the disturbed templar is perfectly within his or her rights to roleplay the mental trauma as seen fit).

This ability does not protect against sanity loss, and a templar who reaches 0 Sanity is still vulnerable to Permanent Insanity.

Armor of Faith: At 8th level, the inner fire of the templar wards off attacks by creatures of the Darkness. The templar gains Damage Reduction equal to half his templar level, but only against the natural attacks or physical special attacks of creatures with the Tainted or Entity subtypes.

This damage reduction is treated as x/-, with x being the amount of damage reduction offered. If the character already has DR x/-, such as from Tough hero talents, the damage reduction stacks.

True Inquisitor: At 10th level, the templar may see the demon beneath the mask. Fallen are treated as if they had the Tainted subtype for all purposes in regards to the templar, including detecting them with Sixth Sense. Doing so requires a Psychic Focus check as is normal for auras the feat is not normally able to detect.

If the Fallen has one or more levels in Occultist, they are treated as an Entity instead.

Surrealistik
2011-02-26, 03:36 PM
I definitely feel that the templar should gain resistance to ability damage/drain (if only specific to Otherword creatures/sources), and sanity loss.

Kuma Kode
2011-02-27, 07:59 PM
I definitely feel that the templar should gain resistance to ability damage/drain (if only specific to Otherword creatures/sources), and sanity loss.

If the resistance to ability damage functioned against the corruption cost of spells, this would actually make them a better spellcaster than the occultist.

Occultists gain Sanity Resistance because not only are they going up against the same psychological horrors as the rest of the party, their primary abilities are also consuming Sanity. Templars have no backlash from their powers other than a few needing action points. Giving them Sanity Resistance would be very useful for them, but my main concern is that it would step on the Occultist too much. Templars would be just as good at mitigating the damage they take from spells, except that the Templar has other options for when they don't feel like casting spells, while the Occultist does not.

I decided that making them immune to the crippling effects of insanity instead of sanity loss itself would sidestep the Occultist overlap issue while still giving them a strong-will kind of ability.

If the resistance to ability damage doesn't work against spells, it drops dramatically in value since most monsters don't do ability damage that doesn't also allow a save, so most of it would already be covered by Shield of Faith.

Generally the templar is offensive, with abilities to increase damage, bypass DR, and seek out the monsters. Only three abilities are defensive, mostly because the templar's offensive powers require melee, where the monsters themselves tend to shine. The Occultist is defensively oriented, intent upon mitigating damage caused by their behavior and avoiding some spell effects outright, while possessing minions to use as decoys or scouts. Only Annulment is outright offensive, though Black Binding certainly has utility in combat depending on the zombie selected.

Surrealistik
2011-02-27, 11:33 PM
Just make an exception that the Templar's protections are forfeit/impeded if they deign to meddle with Otherworld sorcery (as in if they actively use it), or perhaps they even suffer additional penalties if you want to go that far. Prohibiting/penalizing use of magic could act as a counterbalance to their improved defenses.

Templars/Divine Warrior types are traditionally gifted with extraordinary resistance to the things they specifically train to confront.

Kuma Kode
2011-02-28, 02:36 AM
I didn't want to lock them out of magick like a paladin's code, as part of the allure of the system is that it's fighting fire with fire. Spells like Seal of Tora and Life Shield, not to mention Dissolution, are extremely useful for a templar to learn and use. It would seem kind of stupid for the templars to let humanity be wiped out just because they refused to use certain, effective options on principle.

Kuma Kode
2011-02-28, 03:16 AM
Also, added a few new tomes and a Defilement clause to the Tainted info. After considering the apocalypse some more, I realized that the Black needed to be ludicrously pervasive for it to convert enough people to even count as an apocalypse. So, since this goes against some of the Black's mysterious flavor, I added in the ability to convert corpses into Tainted Ones through feeding, as is traditional for zombie movies.

This also helps to place a pacing limit on undead evolution, as they're only getting a few bites of raw materials per kill before the corpse animates and their aversion to cannibalism kicks in.

Surrealistik
2011-02-28, 10:19 AM
I didn't want to lock them out of magick like a paladin's code, as part of the allure of the system is that it's fighting fire with fire. Spells like Seal of Tora and Life Shield, not to mention Dissolution, are extremely useful for a templar to learn and use. It would seem kind of stupid for the templars to let humanity be wiped out just because they refused to use certain, effective options on principle.

You could impose penalties, allowing them to use magic, albeit discouraging the use of it even more than usual, so they'd only ever employ it in truly desperate circumstances (as is fitting).

The idea is that the holy wards/powers the Templar gains is enough to compensate for these penalties.

Kuma Kode
2011-03-03, 01:09 AM
Stalker
Medium Humanoid (Tainted) Fast Hero 5
Vitality Dice: 5d8+10 (33 VP)
Wound Points: 14
Initiative: +6
Speed: 45 ft., climb 35 ft.
Defense: 23 (+5 class, +6 dexterity, +2 natural)
Base Attack/Grapple: +3 / +5
Attack: Claw +9 melee (1d6+2/19-20)
Full Attack: 2 claws +9 melee (1d6+2/19-20)
Space/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Pounce, Sneak Attack +2d6
Special Qualities: Tainted traits, Shroud
Allegiances: The Otherworld
Action Points: 2
Reputation: +1
Saves: Fort +3, Ref +9, Will +2
Abilities: Str 14, Dex 22, Con 14, Int 14, Wis 12, Cha 3
Sanity Drain: 0/1d4
Skills: Balance +13, Climb +21, Escape Artist +13, Hide +13, Jump +17, Move Silently +13, Tumble +15
Feats: Simple Weapon Proficiency, Acrobatic, Weapon Finesse, Defensive Martial Arts, Elusive Target
Talents: Increased Speed, Improved Increased Speed, Advanced Increased Speed
Challenge Rating: 6
Stalkers are gaunt creatures with elongated limbs and distended jaws reminiscent of that of spiders. They are exceptionally fast and capable of three dimensional movement, which most survivors do not expect.

More potent than their razor sharp claws is their ability to fade into darkness, becoming dark and wavering shadows of themselves. This blurring is exaggerated by their movements, leading some to believe that stalkers can teleport short distances. While this is not technically true, keeping track of a moving stalker is nearly impossible in combat conditions.

Mercifully, stalkers set off radios in their vicinity under the Welcome to Silent Hill variant.

Combat
Stalkers focus on hit and run tactics, using their superior speed to wreak havoc against unaware victims. If a stalker loses the element of surprise or finds that its initial attacks were insufficient to bring down its prey, it is not averse to running away and trying again at a later time.

Pounce (Ex): If a stalker charges a foe, it can make a full attack, even though it has already moved.

Sneak Attack (Ex): Stalkers rely on striking a foe when they are unaware, and have adapted their tactics to take advantage of such situations. Whenever a stalker strikes a foe who has been denied their Dexterity bonus to Defense, whether it be due to immobility, grappling, or the flat-footed condition, it deals an additional 2d6 points of damage.

Shroud (Su): Darkness swirls around the stalker and conceals it against attacks. Whenever a stalker is in anything less than direct illumination, such as from a sunlight or the area illuminated by a flashlight, stalkers appear as blurred and distorted silhouettes.

Attacks against a shrouded stalker suffer a 20% chance to miss, and the stalker does not provoke attacks of opportunity when it moves. Direct light burns away the shroud instantly, but it returns if the stalker moves out of the light.

While shrouded, a stalker also gains a +4 bonus to Hide and Move Silently checks.

Skills: A stalker uses its Dexterity instead of its Strength for Climb and Jump checks. Additionally, they gain a +2 racial bonus on Jump checks.

Kuma Kode
2011-03-03, 02:14 AM
Wailer
Medium Humanoid (Tainted) Charismatic Hero 2/Strong Hero 3
Vitality Dice: 2d6+8+3d8+12 (41 VP)
Wound Points: 18
Initiative: +2
Speed: 30 ft.
Defense: 17 (+2 dexterity, +3 class, +2 natural)
Base Attack/Grapple: +4 / +8
Attack: Bite +8 melee (1d6+8) or bite +4 melee (1d6+12)
Full Attack: Bite +8 melee (1d6+8) or bite +4 melee (1d6+12)
Space/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Shriek
Special Qualities: Tainted traits
Allegiances: The Otherworld
Action Points: 2
Reputation: +2
Saves: Fort +8, Ref +5, Will +0
Abilities: Str 19, Dex 14, Con 18, Int 13, Wis 8, Cha 16
Sanity Drain: 0/1d4
Skills: (Bruiser) Climb +7, Intimidate +11, Jump +9, Perform (Dance) +5, Perform (Sing) +13, Swim +6
OR
(Harpy) Bluff +8, Climb +8, Diplomacy +8, Disguise +8, Intimidate +8, Jump +8, Perform (Act) +8, Perform (Dance) +10, Perform (Sing) +10, Swim +8
Feats: Simple Weapon Proficiency, Creative (Perform [Sing], Perform [Dance]), Dodge, Power Attack, Cleave
Talents: Coordinate, Melee Smash, Improved Melee Smash
Challenge Rating: 6
Wailers look much like bruisers, having strong muscles and a lumbering gait. Their nature is only revealed when they pull back their head and reveal a disgusting, sideways mouth in their neck through which they scream.

Unlike a harpy, the wailer's songs are not beautiful; they sound pained and betrayed.

Wailers can be detected by a radio under the Welcome to Silent Hill variant.

Combat
Wailers tend to stay away from melee, and use their powers to coordinate their allies and control their enemies. If forced into melee, the wailer will usually attempt to push attackers away with its roar. If the opponent resists, or if it's surrounded, it will begin biting savagely.

Shriek (Ex): The mutated voicebox of a wailer is capable of a wide variety of frequencies, each with its own unique effect.

Summon: This high pitch, extremely loud scream is used to alert other Tainted to the presence of food. In addition to this mundane use, there is a 10% chance a Forsaken Husk manifests within 60 feet of the wailer, if a viable area exists, as if summoned from the Otherworld by the wailer's song.

Disorientation: This particular frequencies penetrates deep into a human's skull, causing severe disorientation and confusion. This version of the shriek affects a 60 foot cone in front of the wailer. Anyone struck by the shriek must make a Fortitude save (DC 15). A success leaves the creature dazzled for 1 round. On failure, the victim is stunned for 1 round and shaken for 1d4+1 rounds afterwards. This is a sonic, mind-affecting ability that does not affect Entities, but can affect Tainted Ones.

Agony: Like the Disorientation version, this use affects a 60 foot cone in front of the wailer. This frequency can cause flesh and bone to rupture, physically ripping the victim apart with pounding shockwaves. Victims struck by the shriek suffer 2d6 points of sonic damage, but may make a Fortitude save (DC 15) for half damage.

Roar: The roar is a powerful blast of air unique to the wailer and its evolutions. All creatures and objects within a 60 foot cone are subject to a bull rush attempt by the wailer, though it need not move to push its opponents.

Kuma Kode
2011-03-03, 02:43 AM
Bullet-Chaser
Medium Humanoid (Tainted) Charismatic Hero 2/Fast Hero 3
Vitality Dice: 2d6+4+3d8+6 (31 VP)
Wound Points: 14
Initiative: +5
Speed: 40 ft., climb 25 ft.
Defense: 22 (+5 class, +5 Dexterity, +2 natural)
Base Attack/Grapple: +3 / +4
Attack: Claw +8 melee (1d6+1/19-20)
Full Attack: 2 claws +8 melee (1d6+1/19-20) and bite +3 melee (1d6+1)
Space/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Shriek, Pounce
Special Qualities: Tainted traits, Bullet-Time
Allegiances: The Otherworld
Action Points: 2
Reputation: +3
Saves: Fort +5, Ref +9, Will +0
Abilities: Str 13, Dex 20, Con 14, Int 14, Wis 8, Cha 16
Sanity Drain: 0/1d4
Skills: (Edward) Balance +10, Climb +18, Disguise +5, Escape Artist +10, Hide +10, Jump +14, Move Silently +10, Perform (Dance) +13, Perform (Sing) +13, Tumble +12
OR
(Harpy) Bluff +8, Climb +12, Diplomacy +8, Disguise +8, Intimidate +8, Jump +16, Perform (Act) +8, Perform (Dance) +10, Perform (Sing) +10, Tumble +14
Feats: Simple Weapon Proficiency, Creative (Perform [Sing], Perform [Dance]), Dodge, Acrobatic, Weapon Finesse
Talents: Coordinate, Increased Speed, Improved Increased Speed
Challenge Rating: 6
Nearly skeletal bodies with disjointed, sporadic movement are the calling card of the bullet-chaser, strange creatures who are fascinated by extremely high speeds. They constantly hum through the mutated mouth in their throat, and the hum rises to a scream when a firearm is fired nearby. They become excited and often leap into the line of fire, giving them their name.

For most survivors, firearms are the only things they carry that will trigger a bullet-chaser's deadly fascination, but certain machinery and even fans on a high setting can trigger their frenzy.

Bullet-chasers set off radios under the Welcome to Silent Hill variant, which emit static-riddled hums similar to that of the monster itself.

Combat
Bullet-chasers hide in dark corners or on ledges and leap down on their foes. If the element of surprise fails them, they will cover their retreat with shrieks. Bullet-chasers attack people who use firearms preferentially.

Shriek (Ex): The mutated voicebox of a bullet-chaser is capable of a wide variety of frequencies, each with its own unique effect.

Summon: This high pitch, extremely loud scream is used to alert other Tainted to the presence of food. In addition to this mundane use, there is a 10% chance a Forsaken Husk manifests within 60 feet of the bullet-chaser, if a viable area exists, as if summoned from the Otherworld by the bullet-chaser's song.

Disorientation: This particular frequencies penetrates deep into a human's skull, causing severe disorientation and confusion. This version of the shriek affects a 60 foot cone in front of the bullet-chaser. Anyone struck by the shriek must make a Fortitude save (DC 15). A success leaves the creature dazzled for 1 round. On failure, the victim is stunned for 1 round and shaken for 1d4+1 rounds afterwards. This is a sonic, mind-affecting ability that does not affect Entities, but can affect Tainted Ones.

Agony: Like the Disorientation version, this use affects a 60 foot cone in front of the bullet-chaser. This frequency can cause flesh and bone to rupture, physically ripping the victim apart with pounding shockwaves. Victims struck by the shriek suffer 2d4 points of sonic damage, but may make a Fortitude save (DC 15) for half damage.

Pounce (Ex): If a bullet-chaser charges a foe, it can make a full attack, even though it has already moved.

Bullet-Time (Su): The bullet-chaser has an affinity for high speeds, such as that of sound, that is poorly understood. They have a heightened, almost precognitive awareness of things that move quickly; attacks with firearms made against a bullet-chaser suffer a 50% miss chance.

Melee attacks, thrown weapons, and silenced firearms do not suffer this miss chance.

If subjected to an attack by a firearm, even if it is silenced, the bullet-chaser gains a +1 morale bonus to attack rolls, damage rolls, defense, saves, and checks for one minute. This effect stacks with itself, up to a maximum of +5 or the creature's HD, whichever is higher.

Kuma Kode
2011-03-04, 12:17 AM
Added the Telekinesis, Empathy and Telepathy psionic feats.

Added rules for shotguns to make them less sucky compared to rifles (same damage but smaller magazines and shorter range... wtf?), and more in line with how shotguns are portrayed in zombie horror films and video games.

Worira
2011-03-05, 12:24 AM
OK, time for a bunch of stuff.

I'll start out by saying that I don't really like the feel of the templar. I feel like it lightens the setting a bit too much. I don't expect you to agree, and I don't have any constructive advice on how to change it, so I'll move on to the next thing.

Both new spells look fine, nothing to add there.

Telepathy, Empathy, and Telekinesis all seem a bit powerful for feats. Perhaps consider adding a point or two of Wisdom or damage as a consequence for using them.

Stalker looks good. Not quite sure why it has simple weapon proficiency, though.

Wailers look fine, nothing to say here.

Bullet-Time makes the Bullet-chaser nearly immune to attacks with firearms. A party of four all attacking it with firearms are going to give it a +4 or more bonus to a number of things, including defenses, in the first round. At that point, a character shooting at it with a +10 attack bonus has a 1 in 10 chance of hitting it, dropping with each attack. If you want it to be difficult, but possible, to kill with firearms, I'd suggest either dropping the 50% miss chance to 20% or even removing it entirely (it may be fast enough to dodge bullets, but it's counteracted by its habit of leaping into the line of fire), or putting a cap on the bonuses granted by Bullet-Time (after a certain point, it's moving as fast as it's going to). If, on the other hand, you want to to be functionally immune to being shot, I suggest making that very clear to players, because otherwise this could be a recipe for a quick TPK.

I like the shotgun houserules, they definitely make shotguns act a lot closer to how they should. Fun fact, the guy who made the rules for shotguns in d20 Modern explicitly stated that he made them deliberately underpowered compared to rifles because he didn't like them.

Kuma Kode
2011-03-05, 12:48 AM
That was a concern of mine with the Templar, as well. I want something like it in the setting, but I'm not sure how to really do it.

Empathy and Telekinesis could do with some Wisdom damage, though I'm not really expecting players to think 25 words is worth 1d4 sanity loss, especially since the receiver cannot reply.

Stalkers have Simple Weapon Proficiency because they all should. It's granted by all basic classes. The fact that some don't is an oversight.

Bullet-chasers are intended to be pretty much immune to firearms. Perhaps I should cap it at +5 (the creature's HD).

Really, he did? I find it hard to believe designers would be intentionally malicious (such as intentionally designing monks or the Toughness feat as "traps" as was suggested in another thread), but after seeing the shotgun rules, I find it difficult to rule that out. Do you have a source on that?

Worira
2011-03-05, 12:57 AM
Hmm... I don't remember the exact source, but he basically said that shotguns were deliberately made inferior to rifles because they're less useful in combat in real life, ignoring the fact that most fights in real life don't happen between people who are capable of taking multiple gunshot wounds to the torso without being overly concerned.

Kuma Kode
2011-03-05, 01:12 AM
He must have been thinking of military skirmishes or something that happen over relatively long distances. When clearing a building, there's nothing better than a handy shotgun.

Kuma Kode
2011-03-07, 11:49 PM
Vampire
Medium Humanoid (Tainted) Smart Hero 2 / Tough Hero 3
Vitality Dice: 2d6+10+3d10+15 (49 VP)
Wound Points: 23
Initiative: +3
Speed: 30 ft.
Defense: 21 (+3 class, +2 natural, +3 dexterity, +3 undercover vest)
Base Attack/Grapple: +3 / +6
Attack: Tendril bites +6 melee (1d6+3 and putrescence) or vomit +6 ranged (2d4 acid plus putrescence)
Full Attack: 2 claws +6 melee (1d4+3), bite +4 melee (1d8+1 and putrescence), tendril bites +4 melee (1d6+1 and putrescence), or vomit +6 ranged (2d4 acid plus putrescence)
Space/Reach: 5 ft. by 5 ft. / 5 ft. (10 ft. with tendril bites)
Special Attacks: Vomit, Putrescence, Lifetap, Dark Magician
Special Qualities: Acid Immunity, Tainted traits
Allegiances: The Otherworld
Action Points: 2
Reputation: +2
Saves: Fort +7, Reflex +4, Will +4
Abilities: Str 16, Dex 17, Con 20, Int 18, Wis 13, Cha 11
Sanity Drain: 0/1d4
Skills: Skills: (Roughneck) Concentration +13, Disable Device +12, Knowledge (Tactics) +12, Navigate +14, Read/Write English, Read/Write German, Read/Write Mandarin, Read/Write Russian, Speak English, Speak German, Read/Write Mandarin, Speak Russian
OR
(Wight) Concentration +8, Craft (chemical) +9, Craft (electronic) +9, Craft (mechanical) +12, Decipher Script +9, Disable Device +9, Drive +8, Forbidden Lore +6, Knowledge (Arcane Lore) +9, Knowledge (Tactics) +9, Navigate +11, Read/Write English, Read/Write Spanish, Read/Write French, Read/Write Mandarin, Read/Write German, Read/Write Russian, Read/Write Arabic, Repair +9, Search +9, Speak English, Speak Spanish, Speak French, Speak Mandarin, Speak German, Speak Russian, Speak Arabic
Feats: Simple Weapon Proficiency, Weapon Finesse (B), Multiattack, Combat Expertise, Armor Proficiency (Light), Toughness
Talents: Savant (Navigate), Second Wind, Damage Reduction 1/-
Challenge Rating: 6
Most commonly arising from mechanics and other technically-minded individuals with physical jobs, the vampire is a foe that drains the life from its victims. Vampires are Tainted with unhinged, distended jaws filled with shark-like teeth and a ruptured stomach cavity inhabited by waving, ebony tentacles. Previously intestines, these tentacles have tiny, leech-like mouths on the ends that drip necrotic bile.

Vampires are named for their habit of taking live prisoners to feed on at a later time. If pressed into combat and damaged, the vampire will bite the throat of these prisoners, killing them and extracting life essence.

They act as enforcers of the Otherworld, as they are tough and durable but capable of thought and complex planning. they cannot be detected by a radio under the Welcome to Silent Hill variant.

Combat
Vampires typically rush into melee if possible, intent upon bringing their life-draining abilities to bear. If they cannot engage a foe at close range, or if they are concerned about being outnumbered, they will take cover and utilize firearms.

Vampires are smart enough to gather armor, and frequently sport either salvaged police vests or makeshift armor they crafted themselves. In combat, a vampire will typically coup de grace a prisoner with its bite attack, allowing it to consume the hit points a critical hit would grant.

Lifetap (Su): Whenever a vampire hits with a natural attack, they attempt to drain life from their victim. Unless their target succeeds on a Fortitude save (DC 17), the vampire gains a number of hit points equal to the damage it just dealt. Any excess is gained as temporary hit points that last for 1 hour. This save is Constitution based, and is made per attack.

A creature who suffers from putrescence takes a -4 penalty to the save.

Dark Magician: Vampires begin with knowledge of 1d4 whispers and any utterances they can cast with them. Additionally vampires have a caster level equal to their hit die.

Vomit (Ex): The unused internal organs of a Tainted begin to rot and putrify, and a vampire knows how to use the resulting necrotic fluids in combat. As a standard action, a vampire may vomit a gout of putrid bile at a foe within 20 feet. To hit, the vampire must hit with a ranged touch attack. On success, the vomit deals 2d4 points of acid damage and the victim becomes subject to putrescence. The vampire may vomit a number of times per day equal to his Constitution modifier.

Putrescence (Ex): The bacterial life that deconstructs dead matter is usually relatively harmless, but the vampire's body contains an altered form of bacteria contaminated by the corrupted flesh it devours. Anyone bitten by the vampire must succeed at a Fortitude save (DC 16) or contract a vicious bacteria similar to necrotizing faciitis. The Tainted bacteria differs in that the Fortitude DC is 16 instead of 13, and that it has an incubation period of 1 day.

If the victim is at risk due to the vampire's vomit attack, they may avoid infection by exposing themselves to sunlight within 1d4 rounds of exposure, which destroys the corrupted microbes on their skin just as it destroys any other Tainted one. If the victim was bitten, or if too much time elapses after the vomit attack, the bacteria enters the victim's bloodstream and can no longer be reached and destroyed by sunlight.

Acid Immunity: Vampires are immune to damage from acid, regardless of its source.

Kuma Kode
2011-03-08, 12:15 AM
Grip of Fear
Yg-laa + Otharsaz
Corruption Cost: 2 Charisma damage and 1d4 Sanity
Casting Time: 1 standard action
Range: Touch
Target, Area, or Effect: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

Everyone is afraid of something.

When you use this utterance, you imbue in the mind of one creature pure, unfiltered terror. If the creature fails its save, it is treated as panicked and suffers 1 point of Sanity loss for 1 round for every caster level you have. The cumulative Sanity damage is considered to be the result of one check for purposes of determining temporary insanity.

If the creature succeeds, it is merely shaken, and suffers 1 point of Sanity loss.

Creatures without Sanity scores (such as the Tainted or Entities) or with -10 Sanity (such as the Lost or the Fallen) are still panicked for the duration.

If multiple creatures can be effected, such as when using a higher echelon version, you may choose which creatures are affected.

Echelon 1: This spell works as above.
Echelon 2: The spell targets one creature per level in a 15 foot cone.
Echelon 3: The spell targets one creature per level in a 30 foot cone.
Echelon 4: The spell targets one creature per level in a 60 foot cone.
Echelon 5: This spell targets one creature per level within 60 feet.

Kuma Kode
2011-03-08, 12:43 AM
Blackout
Ngthlh-ddh + Yghaz-legh
Corruption Cost: 2 Charisma and 1d6 Sanity
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Target, Area, or Effect: 60 foot burst centered on caster, 60 foot emanation, or one creature
Duration: Instantaneous or 10 minute/level.
Saving Throw: Will negates
Spell Resistance: Yes

With the dark magicks at your command, even the natural world shies away. This utterance allows you to rebuke the will of the Gods, and to chill the blood of the modern world.

Blackout alters electrical conduction in its area. It has a multitude of uses, depending on how it is cast and what it is cast upon.

Fry: In fry mode, blackout allows electricity to flow at speeds and volumes beyond normal capacity. All electrical devices take 1d6 points of damage per caster level. If the damage destroys the device, it melts or bursts, as appropriate. This use of the utterance is Instantaneous, and effects everything with 60 feet of the caster.

Rolling Blackout: The rolling blackout radiates from a creature, object, or point in space targeted out to a range of 60 feet. Any electrical device that enters the area immediately ceases to function. If it leaves the area, it begins functioning again.

Special abilities or spells that deal electricity damage or otherwise use electricity cannot be cast within the area, nor can they pass through the area.

The blackout lasts for 10 minutes per caster level.

Lightning Rod: The lightning rod mode can be cast on a creature, and reduces its resistance to electricity dramatically. If the creature fails a Will save, all electricity damage sustained is increased by 25% for 10 minutes per caster level.

Similarly, anyone using a electricity-based spell or ability must succeed at a Will save or have their ability redirect itself at the lightning rod or such that the lightning rod is within its area.

This power is used in combat to increase the effectiveness of electrical attacks while simultaneously discouraging an enemy's use of electricity-based abilities.

Echelon 1: The spell works as above.
Echelon 2: As echelon 1, but Fry increases to 80 feet in range. Blackout increases to 80 feet in range. Lightning rod is 50%.
Echelon 3: As echelon 2, but Fry deals 1d8 damage per caster level. Blackout lasts for 15 minutes per caster level. Lightning rod is 75%.
Echelon 4: As echelon 3, but Fry deals 1d10 damage per caster level. Blackout lasts for 20 minutes per caster level. Lightning rod is 100%.
Echelon 5: As echelon 4, but Fry deals 1d12 damage per caster level. Blackout increases to 120 feet in range. Lightning rod is 125%.

Kuma Kode
2011-03-09, 02:36 AM
Heart of Darkness
Colossal Undead (Incorporeal, Entity, Swarm)
Vitality Dice: -
Wound Points: 36d12 (234 WP)
Initiative: -2
Speed: Fly 60 ft. (Good)
Defense: 0 (-8 Size, -2 Dexterity)
Base Attack/Grapple: +18 / -
Attack: Swarm (Consumption, Undoing)
Full Attack: Swarm (Consumption, Undoing)
Space/Reach: 60 ft. by 60 ft. / 0 ft.
Special Attacks: Summon Human, Consumption, Undoing, Create Spawn, Magicka Cariosa
Special Qualities: Incorporeal, Entity traits, Undead traits, Swarm traits, Sunlight Powerlessness, Darkvision 320 ft., Magick Absorption, Psionic Vulnerability, The Gate and the Key
Allegiances: The Otherworld
Action Points: -
Reputation: -
Saves: Fort +12, Reflex +10, Will +20
Abilities: Str -, Dex 6, Con -, Int -, Wis 13, Cha 1
Sanity Drain: 1d10/3d10
Skills: -
Feats: -
Talents: -
Challenge Rating: 26
The Heart of Darkness is the result of the first incursion of the Otherworld, a fluke of cosmic proportions that has had a permanent effect on the universe. Originally a mass of the black, the creature became semi-sentient and began to feed on life in all its forms. Throughout the eons it has grown to immense proportions, becoming an apocalyptic force in its own right.

As long as the Heart of Darkness remains, our world will always maintain a connection to the Otherworld. If humanity is to survive and end the apocalypse, we must cut out and destroy the Heart of Darkness.

The Heart currently resides deep beneath the waves of the Bermuda Triangle, feeding on all those who have been lost in that cursed place. Attended to by swarms of Tainted Ones, ranging in form from Neanderthals to modern humans, its influence can be felt far and wide.

Within the area of the Heart's influence, the ocean is in a state of constant flux. Storms swirl and boil in the coal-grey clouds and the dark waters seethe and foam. The Heart rests within the center of it all, manifesting as a black stain in the waters like a massive, writhing ink cloud.

Those who possess the Second Sight psionic feat can see the Heart for what it is; a black tornado, swirling with ghostly bodies and screaming souls who remain trapped within it. Barely visible within the center of the tornado, floating serenely, is a jet-black, tentacled orb that reflects no light.

Characters who possess the Sixth Sense feat hear whispers and screams carried on the wind, some from creatures long since extinct from the Earth. The Empathy feat allows a character to hear words: creatures begging to be freed, voices telling them to flee and save themselves, and possibly helpful advice as to how to destroy the Heart. They also hear the Heart as well. The Heart, lacking a human-like mind and no personality of its own, weaves together words and phrases spoken by its victims in the past to create cacophonous roars of epithets and cruel threats.

Those who lack psionic abilities merely hear the roar of the unearthly wind.

A character need not see the Heart's true form to suffer the Sanity loss, the hints of its presence and its supernatural aura are sufficient to chill the blood.

It is possible the Heart of Darkness is not unique, and others came through during the first incursion. Thankfully, they do not appear to be anywhere near Earth, and are likely floating between the stars, still in vestigial states and unable to truly cause harm. They could cause problems for a star-faring humanity, should the human race survive. Whether they can keep the connection to the Otherworld open in such a dormant state is unknown.

Combat
The Heart is not afraid of combat, nor does it care if it is seen. It rests in the waves and attempts to enthrall humans. Meanwhile, the hoards of Tainted Ones it has slain through the eons attack in any way they can. If they cannot reach the survivors, such as if they are in a plane or helicopter, the will rely on their spellcasters or their master. Though it lacks anything that humans would recognize as a mind, it is capable of utilizing spells and abilities to its advantage, such as frying electrical systems within range with Blackout or destroying enemy enchantments with Dispel Magick.

Summon Human (Sp): At will, as a standard action, the Heart of Darkness may attempt to enthrall a humanoid creature. The affected individual must make a Will save DC 29 or be overtaken by a tranquil, meditative state in which they attempt to wade into the Heart, suffering 1d4 points of Sanity loss for every round they remain within the Heart's psychic grip. The wading and bathing behavior is eerily reminiscent of baptism in a river. It is decidedly worse for one's soul, however. A creature so enthralled may save again after 1d4+1 rounds, repeating this save every 1d4+1 rounds until they break free or are slain. A creature who successfully saves against the Heart's Summon Human ability cannot be affected by the Heart's call for 24 hours.

Consumption (Su): Unlike the Black, the Heart of Darkness consumes the body, mind, and soul of creatures it contacts. Every creature that occupies the same square or hex as the Heart at the end of the Heart's turn suffers 1d8 points of damage to each of its ability scores. A Fortitude save DC 29 cuts damage to Strength, Dexterity, and Constitution in half (minimum of 1), while a Will save DC 29 cuts damage to Intelligence, Wisdom, and Charisma by half (minimum 1). All damage dealt is added to the Heart's magicka pool (see Magicka Cariosa, below). If any of the victim's ability scores are reduced to 0, they are slain, and all of their remaining ability scores are absorbed.

The Heart begins with 20d100 points of each ability score already absorbed.

Undoing (Su): Because the Heart is composed of the Black, it absorbs uncorrupted life force. Every time a creature is affected by the Heart's swarm attack, they gain 4 negative levels. A creature with the Shadow Aspect feat is immune to this attack, but not to Consumption. If a creature is slain by the Heart's Undoing, it is slain and all of its ability scores are absorbed by the Heart into its magicka pool.

Create Spawn (Su): Any creature slain by the Heart rises as a Corrupted instantly, under the control of the Heart of Darkness.

Magicka Cariosa: The Heart is capable of casting any spell, with no need to track what whispers or utterances it knows, but cannot pay the ability score costs to fuel it, usually because the Heart of Darkness lacks the needed ability score. Instead, the creature pays the cost with ability scores it has consumed. These ability scores do not actually add to the creature's own; they are used strictly to power magick.

For instance, a hypothetical Heart begins a battle with no absorbed ability scores (this is unlikely, the Heart has been around for eons and has many points to spare). It cannot cast spells. On its turn, it moves into a square occupied by a survivor and absorbs 6 Strength. It absorbed other ability scores, but for simplicity we only care about the Strength. When its turn comes up again, the creature can cast a spell, Summon Monster for instance, burning 2 Strength, leaving it with 4 Strength and other odd points in the other scores. It can cast that spell twice more before it needs to absorb more points.

Swarm Traits: The Heart has no attacks, it simply surrounds and absorbs its victims like a kind of swarm. It is not, however, technically a swarm, as it is a single entity. A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. It takes normal damage from weapons (assuming they can bypass its incorporeality). Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many spells. The Heart has no other traits of a swarm.

Magick Absorption (Ex): Because it is composed of the essence of the Otherworld, the Heart consumes magick. Spells that directly affect a target, such as Black Bolt or Bind, not only fail to affect the Heart, but transfer the spent ability points into its magicka pool. If Christina casts Black Bolt at the Heart, she sacrifices 1 point of Intelligence to power the spell, which the Heart absorbs and adds to its pool, possibly using it to send Black Bolt back at her.

Only two exceptions exist. Vampiric touch functions normally, sapping hit points from the caster and healing the Heart, while Dissolution deals double damage against the Heart of Darkness.

Spells that do not directly affect the Heart, such as Summon Monster, Enchant Item, or Seal of Tora, function normally.

Psionic Vulnerability (Ex): A creature with Shadow Aspect may play havoc with the Heart of Darkness, attempting to move or disperse the creature with a Psychic Focus check from an adjacent square. The creature opposes this with a level check, plus 1 per every level it has consumed from its victims. If the psychic wins, they may move the Heart 5 ft., plus 5 ft. for every 5 points by which they beat the Heart of Darkness. If they fail, the creature slides towards them, immediately subjecting them to Consumption.

Dispersing deals damage as if the creature was struck by Dissolution, but the damage is not doubled as it is with the magick version. For every 5 points by which the psychic beats the Whisper, the effective echelon increases, up to the standard maximum for the psychic's caster level. Again, failure attracts the creature, shifting it towards the psychic and immediately subjecting them to Consumption.

It is important to remember that if the Heart damages the psychic's Wisdom or Charisma below 15, Shadow Aspect ceases to function, and the creature may affect them with Undoing.

The Gate and the Key (Su): The Heart of Darkness is the embodiment of the Otherworld in the physical realm, and acts as a gateway. Its presence keeps the Otherworld connected to ours, and as long as it remains, the eldritch green thunder will return again and again.

The power it radiates warps the world around it, turning everything within 10 miles into a nightmarish landscape. Storm clouds boil and seethe in the sky, mirroring the savage waves beneath them. Should it approach land, plants drain of color and quiver as if animated by unearthly minds. Small animals and insects die spontaneously, rising as Corrupted versions of themselves several minutes later.

Within this area, it is always considered night, and sunlight never breaks the clouds. The temperature never rises above bitter cold (http://d20resources.com/modern.d20.srd/environment.hazards/heat.cold.php).

Kuma Kode
2011-03-09, 08:43 PM
Hummer
Medium Humanoid (Tainted) Charismatic Hero 2 / Tough Hero 3
Vitality Dice: 2d6+10+3d10+15 (49 VP)
Wound Points: 23
Initiative: +1
Speed: 30 ft.
Defense: 17 (+3 class, +1 Dexterity, +2 natural, +1 leather jacket)
Base Attack/Grapple: +3 / +5
Attack: Bite +5 melee (1d8+3 and putrescence) or vomit +4 ranged (2d4 acid plus putrescence)
Full Attack: Bite +5 melee (1d8+3 and putrescence) or vomit +4 ranged (2d4 acid plus putrescence)
Space/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Shriek, Vomit, Putrescence
Special Qualities: Acid Immunity, Tainted traits
Allegiances: The Otherworld
Action Points: 2
Reputation: +2
Saves: Fort +9, Ref +4, Will +2
Abilities: Str 15, Dex 13, Con 20, Int 13, Wis 13, Cha 16
Sanity Drain: 0/1d4
Skills: (Roughneck) Concentration +13, Intimidate +4, Perform (Dance) +13, Perform (Sing) +13
OR
(Harpy) Bluff +8, Climb +3, Concentration +13, Diplomacy +8, Disguise +8, Intimidate +11, Perform (Act) +8, Perform (Dance) +10, Perform (Sing) +10
Feats: Simple Weapon Proficiency, Creative (Perform [Sing], Perform [Dance]), Dodge, Armor Proficiency (Light), Toughness
Talents: Coordinate, Second Wind, Damage Reduction 1/-
Challenge Rating: 6
Hummer are typically squat, sturdy and attractively formed humanoids, except for their china-white skin, jet-black hair and nails, and crooked jaw that drips necrotic fluids. They constantly shamble and emit a low groan, similar to that of a person enduring blunt but pervasive pain. They are typically muscular and sometimes tattooed. They are frequently dressed in durable clothing that functions like improvised armor.

Unlike a harpy and its other evolutions, hummers do not have a second mouth; their unusual vocal apparatus dangles visibly in their throat like a swollen tumor.

Under the Welcome to Silent Hill variant, a hummer can be detected by a radio.

Combat
Hummers begin combat by calling for allies with its shriek, then wading into battle with its drone and relying on acid sprays when it encounters groups of survivors.

Vomit (Ex): The unused internal organs of a Tainted begin to rot and putrify, and a hummer knows how to use the resulting necrotic fluids in combat. As a standard action, a hummer may vomit a gout of putrid bile at a foe within 10 feet. To hit, the hummer must hit with a ranged touch attack. On success, the vomit deals 2d4 points of acid damage and the victim becomes subject to putrescence. The hummer may vomit a number of times per day equal to his Constitution modifier.

Shriek (Ex): The mutated voicebox of a hummer is capable of a wide variety of frequencies, each with its own unique effect. Unless otherwise stated, shrieking is a standard action.

Summon: This high pitch, extremely loud scream is used to alert other Tainted to the presence of food. In addition to this mundane use, there is a 10% chance a Forsaken Husk manifests within 60 feet of the hummer if a viable area exists, as if summoned from the Otherworld by the hummer's song.

Disorientation: This particular frequencies penetrates deep into a human's skull, causing severe disorientation and confusion. This version of the shriek affects a 60 foot cone in front of the hummer. Anyone struck by the shriek must make a Fortitude save (DC 15). A success leaves the creature dazzled for 1 round. On failure, the victim is stunned for 1 round and shaken for 1d4+1 rounds afterwards. This is a sonic, mind-affecting ability that does not affect Entities, but can affect Tainted Ones.

Agony: Like the Disorientation version, this use affects a 60 foot cone in front of the hummer. This frequency can cause flesh and bone to rupture, physically ripping the victim apart with pounding shockwaves. Victims struck by the shriek suffer 2d4 points of sonic damage, but may make a Fortitude save (DC 15) for half damage.

Drone: Hummers are named for their dull, subsonic groaning that penetrates deep into organic matter. Any creature within 30 feet must succeed on a Fortitude save (DC 15) or be sickened while in the area. A sickened character takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. A character checks only for the first instance of entering any particular hummer's drone area within a 24 hour period; if a character leaves and then reenters, the previous effect resumes without a second save.

Droning is a free action, not a standard one, and can be taken even in a round in which the hummer uses another shriek.

Acid Spray: A hummer can instead use its voicebox to help project its vomit to a greater distance and area. Acid spray is a 30 foot cone, and all creatures within the area must make a Reflex save (DC 15). On failure, the character sustains 1d4 points of acid damage and is vulnerable to putrescence. Doing this consumes two uses of the hummer's vomit ability.

Putrescence (Ex): The bacterial life that deconstructs dead matter is usually relatively harmless, but the hummer's body contains an altered form of bacteria contaminated by the corrupted flesh it devours. Anyone bitten by the hummer must succeed at a Fortitude save (DC 16) or contract a vicious bacteria similar to necrotizing faciitis. The Tainted bacteria differs in that the Fortitude DC is 16 instead of 13, and that it has an incubation period of 1 day.

If the victim is at risk due to the hummer's vomit attack, they may avoid infection by exposing themselves to sunlight within 1d4 rounds of exposure, which destroys the corrupted microbes on their skin just as it destroys any other Tainted one. If the victim was bitten, or if too much time elapses after the vomit attack, the bacteria enters the victim's bloodstream and can no longer be reached and destroyed by sunlight.

Acid Immunity: Hummers are immune to damage from acid, regardless of its source.

Kuma Kode
2011-03-14, 02:09 PM
Crawler
Medium Humanoid (Tainted) Smart Hero 2 / Fast Hero 3
Vitality Dice: 2d6+4+2d8+4 (29 VP)
Wound Points: 14
Initiative: +5
Speed: 35 ft., Climb 20 ft.
Defense: 22 (+5 class, +2 natural, +5 dexterity)
Base Attack/Grapple: +3 / +4
Attack: Claw +8 melee (1d6+1/19-20) or tendril bites +8 melee (1d6+1) or bone spur +8 ranged (1d8+1/19-20)
Full Attack: 2 claws +8 melee (1d6+1/19-20) and bite +6 melee (1d6) and tendril bites +6 melee (1d6) or tendril bites +6 melee (1d6+1) or bone spur +8 ranged (1d8+1/19-20)
Space/Reach: 5 ft. by 5 ft. / 5 ft. (10 ft. with tendril bites)
Special Attacks: Pounce, Lifetap, Dark Magician, Bone Spur, Greater Spur
Special Qualities: Tainted traits
Allegiances: The Otherworld
Action Points: 2
Reputation: +1
Saves: Fort +3, Reflex +6, Will +4
Abilities: Str 13, Dex 20, Con 14, Int 18, Wis 12, Cha 11
Sanity Drain: 0/1d4
Skills: (Edward) Balance +9, Climb +17, Disable Device +12, Escape Artist +9, Hide +9, Jump +13, Knowledge (Tactics) +12, Move Silently +9, Read/Write English, Read/Write Spanish, Read/Write French, Read/Write Mandarin, Read/Write German, Speak English, Speak Spanish, Speak French, Speak Mandarin, Speak German,Tumble +11
OR
(Wight) Climb +12, Craft (chemical) +9, Craft (electronic) +9, Craft (mechanical) +9, Decipher Script +9, Disable Device +9, Forbidden Lore +6, Hide +12, Jump +14, Knowledge (Arcane Lore) +9, Knowledge (Tactics) +9, Move Silently +12, Navigate +11, Read/Write English, Read/Write Spanish, Read/Write French, Read/Write Mandarin, Read/Write German, Read/Write Russian, Repair +9, Search +9, Speak English, Speak Spanish, Speak French, Speak Mandarin, Speak German, Speak Russian, Tumble +9
Feats: Simple Weapon Proficiency, Weapon Finesse (B), Multiattack, Combat Expertise, Acrobatic, Point Blank Shot
Talents: Savant (Navigate), Increased Speed, Evasion
Challenge Rating: 6
Crawlers combine the worst of the wight and the edward, hiding in the darkness of rafters and skittering along walls like fiendish spiders. Crawlers are lithe, disgustingly thin humanoids with sunken, feral eyes and claws usually seen only in the darkest nightmares of children. Crawlers are masters of ambush and prefer to cling to ceilings and lofts. They whisper orders to other Tainted but usually stay quiet.

The intestines of a crawler can spit bony, barbed shards into their victims from a distance. These barbs, like the crawler itself, are corrupted by darkness and can move and shift in the wound, presenting a serious medical emergency.

Crawlers cannot be detected by a radio under the Welcome to Silent Hill variant.

Combat
Crawlers prefer to ambush their opponents and fight only on their terms. They are not opposed to fleeing, and will leave other Tainted to be destroyed to save themselves. Crawlers usually open with a greater spur, causing confusion and horror while they hide to shoot from a different position.

They almost never engage in melee unless they feel the need to consume life force and can do so safely.

Crawlers may or may not have useful magick.

Pounce (Ex): If a crawler charges a foe, it can make a full attack, even though it has already moved.

Lifetap (Su): Whenever a crawler hits with a melee natural attack, they attempt to drain life from their victim. Unless their target succeeds on a Fortitude save (DC 16), the crawler gains a number of hit points equal to the damage it just dealt. Any excess is gained as temporary hit points that last for 1 hour. This save is Intelligence based, and is made per attack.

Bone Spur (Ex): Crawlers can fire long, thin shards of bone that deal 1d8 points of damage, plus the crawler's strength modifier. This functions just as if they were using a thrown weapon with a range increment of 30 feet.

Greater Spur (Su): By investing a portion of its animating energy into a spur, a crawler can create a more powerful projectile. A crawler may sacrifice five Vitality points to fire a spur that wriggles and twists in the target's wound, burrowing deeper. This vitality cannot come from temporary hit points, such as those gained from Lifetap, but the damage can be healed normally (such as through Lifetap). A greater spur deals an additional point of Wound damage every round until it is removed with a successful Treat Injury check (DC 20).

Spurs that have been removed will wiggle and flail with thin tentacles of corrupted muscles for up to ten minutes before they finally die.

Dark Magician: Crawlers begin with knowledge of 1d4 whispers and any utterances they can cast with them. Additionally crawlers have a caster level equal to their hit die.

Skills: A crawler uses its Dexterity instead of its Strength for Climb and Jump checks. Additionally, they gain a +2 racial bonus on Jump checks.

Kuma Kode
2011-03-14, 05:33 PM
Doing a little cleanup. Wrapped up the common traits into the Tainted subtype rather than repost it in every zombie's statblock. Dunno why I did it that way originally.

Also corrected some typos and clarified a few abilities, as well as corrected oversights. All zombies now have Simple Weapon Proficiency (as they should since they have class levels) and now, finally, after all this time....

Are actually able to see in the dark better than humans. :smallannoyed:

Yeah, I forgot about that entirely. Not even darkvision or low-light vision. And no one called me out on it, either.

Anyway, I'm slowly trudging through these monsters. The multiclassed ones aren't as interesting primarily because they benefit from versatility. The single-classed ones gain new abilities, while the multiclassed ones gain powers from both types, with a few token capabilities from combination but primarily just being versatile or combining the best of both worlds. Strong/Fast, for instance, was perfectly good just combining the ludicrous damage output of the Strong with the higher crit rate and pounce ability of the Fast. No need to add something new. Generally, only if the original powers have a complete and utter lack of synergy will a completely new ability emerge (Strong/Smart, for instance).

I am slowly putting together a map of Arkham. The work-in-progress version can be found here (http://dl.dropbox.com/u/1467555/Arkham%20Map.jpg). I feel that, with all these monsters, it's about time I write up the setting they'll appear in. Otherwise this thread will just become a bunch of monsters that are all embarrassingly similar.

Also added Wisdom damage to Telepathy, Empathy, and Telekinesis.

Will soon add special rules for flares and a flare gun.

LOTRfan
2011-03-14, 05:37 PM
Will soon add special rules for flares and a flare gun.

This sounds promising. :smallsmile:

Kuma Kode
2011-03-14, 05:43 PM
This sounds promising. :smallsmile:

Well, Urban Arcana already has rules for flares and such as weapons, but considering everything in this setting HATES light, it needs some extra effects.

radmelon
2011-03-14, 06:16 PM
I've decided to finally post n this thread after following raptly for months, and I must say, this looks great. I'm actually considering running a campaign using this setting. It should start in a few months, if all goes well. What I'm going to use to make it special is make it set in my hometown, be completely freeform in scope, and use google maps and streetview to map out anywhere that the players want to go.

Kuma Kode
2011-03-14, 08:16 PM
Ghost
Medium Humanoid (Tainted) Dedicated Hero 2 / Fast Hero 3
Vitality Dice: 2d6+4+3d8+4 (29 VP)
Wound Points: 14
Initiative: +5
Speed: 35 ft., climb 20 ft.
Defense: 23 (+6 class, +5 Dexterity, +2 natural)
Base Attack/Grapple: +3 / +4
Attack: Claw +8 melee (1d6+1/19-20 and Live My Nightmare) or hand +8 melee touch (Live My Nightmare)
Full Attack: 2 claws +8 melee (1d6+1/19-20 and Live My Nightmare) or 2 hands +8 melee touch (Live My Nightmare)
Space/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Pounce, Live My Nightmare
Special Qualities: Tainted traits, Selective Perception
Allegiances: The Otherworld
Action Points: 2
Reputation: +2
Saves: Fort +5, Ref +7, Will +6
Abilities: Str 13, Dex 20, Con 14, Int 14, Wis 16, Cha 15
Sanity Drain: 0/1d4
Skills: (Edward) Balance +10, Climb +18, Escape Artist +10, Hide +10, Jump +14, Listen +12, Move Silently +10, Spot +12, Tumble +12
OR
(Haruspex) Climb +20, Hide +9, Jump +16, Listen +10, Move Silently +8, Sense Motive +8, Spot +10, Survival +8, Tumble +7, Psychic Focus +8
Feats: Simple Weapon Proficiency, Sixth Sense, Alertness, Acrobatic, Weapon Finesse
Talents: Empathy, Increased Speed, Improved Increased Speed
Challenge Rating: 6
Ghosts are gaunt, graceful creatures of the night. Their pale skin, luminous white eyes and habit for vanishing around corners gives them their name. Ghosts stalk their prey from rooftops and balconies with seemingly no concern for concealment. They enjoy instilling fear and uncertainty as they stare with their hollow eyes at survivors in the streets below, motionless, only turning their heads to watch like some chilling mannequin. If attacked, the ghost flees without a sound, never to be found when pursued, even into dead-ends.

Ghosts prefer to torment their victims with cat and mouse games. It is believed they enjoy consuming fear, and seek a rapturous terror over a quick release of their psychic pain. Essentially, ghosts prefer quality over quantity of psychic assaults.

A ghost can sense purity with her Sixth Sense feat, just as a normal character can sense corruption. Treat the human or animal as a Tainted of the same hit dice. If the human possesses the Sixth Sense feat, they have an aura like an Entity instead.

Under the Welcome to Silent Hill variant, a ghost can be detected by a radio, but can usually detect the survivors at this point, as well.

Combat
Ghosts play with their food, and will stalk a group of survivors for days before finally making an attack. When it does, it strikes with touch attacks and relies on its ability to alter a target's perception to hide itself until it strikes again.

Pounce (Ex): If a ghost charges a foe, it can make a full attack, even though it has already moved.

Live My Nightmare (Su): Ghosts possess a rudimentary form of telepathy that allows them to transfer thoughts and feelings to creatures in physical contact. They use this ability to siphon off their psychological torment to another creature, granting them a brief moment of calm to which they quickly become addicted, seeking this respite over all other needs.

When the ghost touches a non-Tainted non-Entity, she transfers her agony and visions to the victim, dealing 1d6 points of Sanity damage. The victim is allowed a Will save (DC 14) to halve the damage. The DC is Wisdom based. A character with the Sixth Sense feat suffers a -5 penalty to this save. If they also have the Empathy feat, they suffer an additional -5 penalty. Psionic characters are more sensitive to the metaphysical and find it harder to block out the senses they receive.

Physical contact with the ghost is enough to trigger her Live My Nightmare ability, including grappling and unarmed strikes directed at the ghost. An individual grappling the ghost is automatically struck with both hand attacks, suffering the effect twice.

Selective Perception (Su): Ghosts radiate telepathic static that can disrupt a human's brain and alter their perception. Whenever a ghost enters line of sight to a survivor, such as when it first appears or when they chase it around a corner, the character must succeed on a Will save (DC 15). If the character fails, they do not perceive the ghost for what it is.

The ghost does not become invisible to them, so Second Sight or Sight Unseen will not reveal it. The creature simply fails to recognize the ghost as an Otherworldly being; the ghost inflicts a kind of visual agnosia. The creature can see the ghost, but their brain fails to interpret the visual information properly. It simply becomes part of the scenery.

Survivors who fall victim to the creature's psychic powers have been known to stare at it as they walk past, aware of the unusual glowing eyes and the humanoid shape but unable to recognize the thing before them as a threat.

Ghosts heavily rely on this power to stalk their prey unnoticed and to cover their hit-and-run tactics. The character gains a second Will save if the ghost approaches within 5 ft. (this does not apply if the character moves into this range, only when the ghost is the aggressor). If the character fails both saves, or if the character never is entitled to a second save because it approached too closely, they are considered flat-footed against the ghost.

Any attack by the ghost breaks the effect, but it can take hold again if the ghost moves out of sight.

Skills: A ghost uses its Dexterity instead of its Strength for Climb and Jump checks. Additionally, they gain a +2 racial bonus on Jump checks.

Kuma Kode
2011-03-14, 08:36 PM
I've decided to finally post n this thread after following raptly for months, and I must say, this looks great. I'm actually considering running a campaign using this setting. It should start in a few months, if all goes well. What I'm going to use to make it special is make it set in my hometown, be completely freeform in scope, and use google maps and streetview to map out anywhere that the players want to go.

That sounds like fun. Just don't tell them where you got it.

Though, actually, now that I check, with just a few words the players could know at the beginning "d20 modern zombie occultist sanity" you can get Shadow Theory to appear on the first page of Google.

Huh. "d20 modern roughneck" shows Shadow Theory as the very first result which is.... probably the last keyword I would think would lead someone here.

If you're going to hand out variant rule/advanced class info packets, you should apparently change the names. You should also tell me how it goes.

Surrealistik
2011-03-14, 09:43 PM
I suggest you take Magick Immunity (Ex) for the Heart of Darkness one step further and make it Magick Absorption (Ex); essentially the HoD absorbs the ability damage required to cast any negated spell cast against it and/or spells that would do any form of damage (Dissolution excepted) instead heal it.

radmelon
2011-03-14, 09:58 PM
That sounds like fun. Just don't tell them where you got it.

Though, actually, now that I check, with just a few words the players could know at the beginning "d20 modern zombie occultist sanity" you can get Shadow Theory to appear on the first page of Google.

Huh. "d20 modern roughneck" shows Shadow Theory as the very first result which is.... probably the last keyword I would think would lead someone here.

If you're going to hand out variant rule/advanced class info packets, you should apparently change the names. You should also tell me how it goes.

Well one of them spends a fair amount of time on this board, so I might tell him what it's called so he won't read it accidently, but tell him not to read it. I think I can trust him.

Kuma Kode
2011-03-17, 04:35 PM
Being from Beyond
Small Aberration (Incorporeal)
Vitality Dice: 2d8+2 (11 VP)
Wound Points: 12
Initiative: +3
Speed: Fly 40 feet (Perfect)
Defense: 14 (+3 Dexterity, +1 Size)
Base Attack/Grapple: +1 / -
Attack: Absorb +4 melee incorporeal touch (1d3 Charisma damage)
Full Attack: Absorb +4 melee incorporeal touch (1d3 Charisma damage)
Space/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Absorption
Special Qualities: Incorporeal traits, Beyond the Veil
Allegiances: -
Action Points: -
Reputation: +0
Saves: Fort +1, Reflex +3, Will +1
Abilities: Str -, Dex 16, Con 12, Int 2, Wis 6, Cha 1
Sanity Drain: 1/1d4
Skills: Spot +2
Feats: -
Talents: -
Challenge Rating: 1
A Being from Beyond is a terrifying creature reminiscent of a flatworm mixed with the most alien traits of a jellyfish. Their black bodies writhe and move through each other, through objects, and even through themselves as if made of some multidimensional ink. They float effortlessly in the air, ignoring gravity.

Beings from Beyond are not related to the Otherworld, though it is through magick that they are most often seen. They exist in a dimension out of phase with our own, and have always been so. Normally, the Being remains in its own dimension and does not interact with humans in any way, but sometimes the veil between realities can be broken and allow the two to collide in a confusing wash of horror and eldritch colors.

Only piles of clothing and jewelry are left behind to tell the tale of the encounter.

Beings from Beyond do not set off a radio, nor can they be detected by the Sixth Sense feat. Second Sight can prove useful against them, as detailed below.

Combat
Beings are merely predator creatures of another world. They drift toward their intended victim and absorb their metaphysical self until nothing remains. If harmed in any way, they will flee.

Absorption (Su): Even when they are inhabiting our reality, Beings are not made of matter. A Being who comes into contact with a human or animal consumes the creature metaphysically, dealing 1d3 points of Charisma damage with every strike.

If the target is damaged to 0 Charisma, the Being pulls its victim through the veil where they are consumed, leaving only their clothing and equipment behind. To one who cannot see the Being, it appears as though the victim fades chromatically and suddenly vanishes.

Beyond the Veil (Su): Even when brought into our reality, Beings from Beyond remain out of phase. They have no physical bodies, and possess the Incorporeal subtype. Only magic weapons or spells have any hope of harming them.

Additionally, they are innately invisible even when attacking. The Second Sight feat allows a character to see the Being, but other means must be found to bypass its bodiless nature.

Kuma Kode
2011-03-17, 04:37 PM
Formula

Popular culture is full of references to magic. Magicians peddle their trade, children's tales claim that everything will turn out perfectly if one just believes, and books found in alternative stores claim to change lives through prayer, the power of positive thinking, or elaborate incantations and love potions.

Most of it is utterly bogus, but buried in a rare few texts are authentic insights. When pieced together, often from unrelated sources, this information can reveal truths as to the real universe and how it can be affected. By noticing patterns in the false texts and hints in ancient mythology, a character can piece together a formula to weave a real supernatural effect into an object or creature.

Formulas allow characters to create permanent magick items through complicated rituals. No feat is required to make them, only the formula and the knowledge to properly apply it.

Discovering Formulas
Formulas can be found in forbidden tomes in place of a scroll. Additionally, with access to a library of occult books not directly related to the Otherworld, a character can discover a formula with a Research check with a DC equal to the Knowledge (Arcane Lore) check required by the formula. Discovering that a formula might exist is even easier; the DC is equal to that of the formula -10 instead.

Using Formulas
Formulas are vast and varied, but they have a few components in their descriptions that they share.

Skill Checks
All formulas require skill checks. They are exact and intolerant of errors, often requiring interpretation or judgment where the formula is vague. Formulas require a successful Knowledge (Arcane Lore) check against a DC set by the formula, and this must often be repeated throughout the ritual.

Depending on the formula, it may require other checks, frequently a Craft check or Knowledge check. These checks need not be all made by the same person. A student of the occult could have her military-trained companion make the Craft checks for a weapon, for example, while she makes the required Knowledge checks.

Such checks cannot be made ahead of time, and can only be made by a willing participant sharing the corruption cost.

A multiplier next to the skill check indicates how many successful checks of that type must be made. Failed checks do not contribute to this total.

Requirements
Some formulas have additional requirements, such as being performed under the full moon or by a particular gender.

If the formula requires materials, these are consumed completely by the formula regardless of whether it ultimately succeeds or fails.

Corruption Cost
Like utterances, formulas carry costs, though they tend to be much higher. Additional participants, while not required, are frequently used to help carry the burden. If the formula consumes ability scores or experience points, the cost is split amongst the participants. Sanity loss is not shared, however. Every participant suffers the full Sanity loss.

The Corruption cost is paid at the completion of the formula, regardless of whether it was ultimately a success or failure.

Botched Formulas
As long as the skill checks succeed, a formula goes perfectly according to plan. Even if one fails, the formula can be salvaged by the next check. The participants notice their previous mistake and correct it. If two skill checks fail in a row, however, the formula is ruined.

A failed non-Knowledge check (such as Craft) immediately ruins the formula.

Formulas have very subtle effects, and their success or failure is not immediately noticeable. Only by attempting to use the device created will the result be known.

Most formulas simply have no effect if failed, leaving the subject with an normal blade instead of an enchanted one or disgusting flask of blood and herbs instead of an elixir of life. If the formula has special effects when it fails, the formula will say so; otherwise, the result simply lacks magick.

Formulas
Below are formulas for magick items. More may exist.

The Elder Sign
Skill Checks: Knowledge (Arcane Lore) DC 36 ×6, Craft (Visual Art) DC 36 ×1.
Requirements: 2 lbs. of gold
Corruption Cost: 30 Constitution damage, 1d6 Sanity, 500 Experience

The Elder Sign is a five-pronged symbol abhorrent to denizens of the Otherworld. The specifics of the symbol are exact, with particular proportions and angles that must be honored. If any of the angles or dimensions are incorrect, even if only slightly, the symbol ceases to be the Elder Sign and loses all power.

This formula requires the Sign to be inscribed on a solid object, such as a stone or plank of wood, with a specially prepared tool. Once the symbol is inscribed, it must be filled with a mixture of two pounds of molten gold and three cups of human blood.

An incantation must be chanted over the gold for three hours, during which it cools.

When placed over an opening, such as a door, window, or crawlspace, the Elder Sign prevents any being with the Tainted or Entity subtypes from passing through. The creature cannot reach through, nor can it throw itself or be thrown through; the doorway is impenetrable. This does not prevent the creature from bypassing the portal, such as by busting through the wall or finding a different, unprotected opening.

Such creatures cannot interact with the Sign in any way; they may not touch the Sign, attack it, or attempt to move it even if using an object to do so. Spells cannot be aimed through or pass through the Sign. Dispel Magick does not affect the Sign.

The Sign only guards one opening; if multiple entrances exist, multiple Elder Signs must be placed. If the Sign sustains even a single point of damage, it ceases to be the Elder Sign and loses all power until repaired.

The Elder Sign prepared in this way only prevents passage through a doorway or other opening; if carried or worn, the Elder Sign provides no benefit.

The Elder Sign has a hardness of 5 and 10 hit points.

Crawford's Device
Skill Checks: Knowledge (Arcane Lore) DC 31 ×4, Knowledge (Physical Sciences) DC 31 ×2, Craft (Mechanical) DC 31 ×1, Craft (Electronic) DC 31 ×1.
Requirements: 4 Mechanical parts, 16 electrical parts, car battery
Corruption Cost: 16 Intelligence damage, 1d10 Sanity, 300 Experience

Appearing as a small, jumbled mess of electrical and optical devices, Crawford's device is nevertheless useful to those who would fight the Otherworld's horrors. When powered on, the device radiates a glow of an unidentifiable color or mix of colors and causes the world to appear layered, like an onion. In fact, Crawford's device allows humans near it to see into other dimensions.

All characters within 60 feet of the device temporarily gain the Second Sight feat. This allows them to see invisible things, including that which is naturally invisible like ultraviolet radiation and air. If the character already possesses Second Sight, they become attuned bodily to other dimensions. They treat creatures with the Incorporeal subtype as solid, whether or not it is beneficial to them.

Unfortunately, Crawford's device makes its users more visible as well; every minute it remains active, there's a 20% chance 1d4 Beings from Beyond appear and attack the users sometime during that minute. If the users are already under attack from Beings from Beyond summoned by Crawford's device, more show up anyway.

Crawford's device has a hardness of 5 and 10 hit points.

Blade of Blood
Skill Checks: Knowledge (Arcane Lore) DC 30 ×4, Craft (Mechanical) DC 16 ×1, Treat Injury DC 20 ×1.
Requirements: Knife (Or other weapon to be enchanted).
Corruption Cost: 15 Strength damage, 1d8 Sanity, 500 Experience

This formula allows a knowledgeable individual to craft a weapon that carries a permanent enchantment. The knife, which must have been used to take the life of humanoid or animal, is melted down, then poured into a specially formed crevice in a living human. The molten steel is then allowed to solidify in this macabre mold while the caster chants a vile incantation over it. Creating the mold and pouring in the molten steel deals 2d4 Wound damage to the victim, who, obviously, must be either willing or rendered helpless.

When removed and refined, the blade gains a +1 enhancement bonus to melee attack rolls and melee damage rolls. The blade is darkly tinged with the burned blood of its mold and glows a very dim red, visible only in near-total darkness.

Though it is macabre, the weapon's requirements can be met by a socially conscientious person such as a templar; such an individual will typically use themselves as the weapon's mold, which adds a personal touch to their weaponry.

Originally intended for sacrificial knives, the formula can be modified to create different kinds of weapon. Creating a suitable mold from a living victim for anything much larger can prove difficult; every size category the weapon is larger than a knife, the Wound damage increases in die type and the Treat Injury DC increases by 5.

If the mold reaches o Wound points, it dies immediately, and the formula fails. Experience, Strength, and Sanity are consumed as is normal for a failed formula.

Ranged weapons cannot be enchanted by this formula.

Damian's Satchel
Skill Checks: Knowledge (Arcane Lore) DC 28 ×2, Craft (Pharmaceutical) DC 28 ×1.
Requirements: First Aid Kit
Corruption Cost: 10 Constitution damage, 1d4 Sanity, 25 Experience

Imbued with supernatural essence and a piece of the creator's life force, Damian's satchel is a powerful ally in the fight against the Otherworld. Though it can take many forms, the Satchel is typically a small, utilitarian bag filled with herbs, tools, and premade poultices necessary for the treatment of wounds. Though it functions just like a typical first aid kit, the bandages and ointments release their power when applied to an injured victim. If the healer succeeds at a Treat Injury check when using the Satchel, the patient instantly recovers 1d8 Vitality points and 1 Wound point, exactly as if they had been targeted by an Askelpios I utterance.

If the check is failed, the Satchel's contents were not correctly applied and the patient does not recover Vitality or Wound points. Regardless of the success or failure of the check, the Satchel can be used only once, just like a standard first aid kit.

Kuma Kode
2011-03-18, 03:04 PM
Wraith
Medium Humanoid (Tainted) Charismatic Hero 2 / Dedicated Hero 3
Vitality Dice: 2d6+4+3d6+6 (28 VP)
Wound Points: 14
Initiative: +2
Speed: 30 ft.
Defense: 17 (+3 class, +2 Dexterity, +2 natural)
Base Attack/Grapple: +3 / +4
Attack: Bite +4 melee (1d6+1 and Live My Nightmare)
Full Attack: 2 claws +4 melee (1d4+1 and Live My Nightmare) and Bite -1 melee (1d6 and Live My Nightmare) or 2 touches +4 melee touch (Live My Nightmare)
Space/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Shriek, Spell-Like Abilities, Ruination, Live My Nightmare
Special Qualities: Tainted traits
Allegiances: The Otherworld
Action Points: 2
Reputation: +3
Saves: Fort +6, Ref +5, Will +5
Abilities: Str 12, Dex 14, Con 14, Int 13, Wis 17, Cha 16
Sanity Drain: 0/1d4
Skills: (From Harpy) Bluff +8, Diplomacy +8, Disguise +8, Intimidate +8, Listen +11, Perform (Act) +8, Perform (Dance) +10, Perform (Sing) +10, Psychic Focus +11, Spot +9
OR
(From Haruspex) Disguise +11, Intimidate +11, Listen +11, Sense Motive +9, Spot +11, Survival +9, Psychic Focus +9
Feats: Simple Weapon Proficiency, Creative (Perform [Sing], Perform [Dance]), Dodge, Sixth Sense, Alertness
Talents: Coordinate, Empathy, Improved Aid Another
Challenge Rating: 6
Black hair, marble skin, and luminous eyes might trick survivors into believing a wraith is simply a haruspex. When the creature leans back it head at an inhuman angle, revealing its sideways mouth lined with tiny glowing eyes of alien origin, it reveals its true nature.

A wraith evolves from the combination of a haruspex and a harpy, possessing the powers of both. The scream of a wraith, however, takes on a supernatural power that allows it to tear away magick and its hollow, expressionless eyes are enough to send many people running for their lives.

Like the haruspex from which it evolves, wraiths constantly scream and wail, but their voices carry sorrow instead of pain. Their cries echo throughout the city at night, constantly reminding the survivors of what lurks nearby.

A wraith can sense purity with her Sixth Sense feat, just as a normal character can sense corruption. Treat the human or animal as a Tainted of the same hit dice. If the creature has the Sixth Sense feat, it is treated as an Entity instead.

Under the Welcome to Silent Hill variant, a wraith can be detected by a radio, but can usually detect the survivors at this point, as well.

Combat
Wraiths hang back, shrieking to disable potential prey. Once they've discerned the most capable combatants, they use their spell-like abilities to send them running to be slain later.

Shriek (Ex): The mutated voicebox of a wraith is capable of a wide variety of frequencies, each with its own unique effect.

Summon: This high pitch, extremely loud scream is used to alert other Tainted to the presence of food. In addition to this mundane use, there is a 10% chance a Forsaken Husk manifests within 60 feet of the wraith, if a viable area exists, as if summoned from the Otherworld by the wraith's song.

Disorientation: This particular frequencies penetrates deep into a human's skull, causing severe disorientation and confusion. This version of the shriek affects a 60 foot cone in front of the wraith. Anyone struck by the shriek must make a Fortitude save (DC 15). A success leaves the creature dazzled for 1 round. On failure, the victim is stunned for 1 round and shaken for 1d4+1 rounds afterwards. This is a sonic, mind-affecting ability that does not affect Entities, but can affect Tainted Ones.

Agony: Like the Disorientation version, this use affects a 60 foot cone in front of the wraith. This frequency can cause flesh and bone to rupture, physically ripping the victim apart with pounding shockwaves. Victims struck by the shriek suffer 2d4 points of sonic damage, but may make a Fortitude save (DC 15) for half damage.

Spell-Like Abilities: 3/day - Grip of Fear [Echelon 1 and 2 available] (DC 13 or 14).

Ruination (Su): The scream of a wraith carries powerful energies, capable of destroying magickal effects. Whenever a wraith uses the disorientation or agony shriek, it also affects the area as if it were an echelon 2 dispel magick cast by the wraith, except that the area is the 60 foot cone instead of a 60 foot burst. The wraith's caster level for this effect is equal to its hit die.

Live My Nightmare (Su): Wraiths possess a rudimentary form of telepathy that allows them to transfer thoughts and feelings to creatures in physical contact. They use this ability to siphon off their psychological torment to another creature, granting them a brief moment of calm to which they quickly become addicted, seeking this respite over all other needs.

When the wraith touches a non-Tainted non-Entity, she transfers her agony and visions to the victim, dealing 1d6 points of Sanity damage. The victim is allowed a Will save (DC 15) to halve the damage. The DC is Wisdom based. A character with the Sixth Sense feat suffers a -5 penalty to this save. If they also have the Empathy feat, they suffer an additional -5 penalty. Psionic characters are more sensitive to the metaphysical and find it harder to block out the senses they receive.

Physical contact with the wraith is enough to trigger her Live My Nightmare ability, including grappling and unarmed strikes directed at the wraith. An individual grappling the wraith is automatically struck with both hand attacks, suffering the effect twice.

Kuma Kode
2011-03-23, 09:07 PM
Horror
A horror is a projection of the history and inhabitants of the location it haunts: a vile genius loci. They are the physical incarnation of every dream, every hope, every fear, and every thought that has ever occurred in their home. Every act of violence and every tearful reunion is locked away within the creature's form.

Though they contain many positive ideas, they are borne of the Otherworld, and this darkness has corrupted every aspect of what they are. These virtues may still be expressed, but always in a perverted or inhuman manner.

Every city is different. Every place has its own feel, its own atmosphere, and its own cultural mixture. Likewise, every horror is different. Their appearance and abilities are typically expressions of defining moments in the history of their location, events or people who changed the way the location feels forever. Their power, however, is usually tied to population, area, or frequency of events.

Building a Horror
What follows are guidelines for building your own horrors. Before building a horror, however, you must know the location from which it will extract power, and any borders that may involve, such as whether or not a city's suburbs count.

{table=head]Population | Hit Die | Size | Tentacle Damage
Up to 5,000 | 1 HD per 500 people. | Large | 2d8
5,001 to 50,000 | 10 HD +1 per 10,000 people. | Huge |4d6
50,001 to 1,000,000 | 15 HD +1 per 125,000 people. | Gargantuan | 4d8
1,000,000 or more | 23 HD +1 per 500,000 people. | Colossal | 8d6[/table]

Type: All horrors are Outsiders, and possess the Entity subtype. The creature's size is a function of the population of its area, as indicated on the table above.

Hit Die: Hit die is a function of the area's population, as indicated on the table. Hit die is used to determine many of the horror's other abilities. Horrors always have maximum hit points.

Defense: A horror has a +2 natural armor bonus, +1 per 2 HD.

Speed: A horror usually has 20 foot speed, but may have higher speeds depending on their form.

Attacks: Horrors wield tentacles, bites, claws, or even more obscure body parts with which it attacks. Horrors possess one natural attack, plus one for every 4 HD it has.

Damage: Regardless of their nature, all horror natural attacks deal the same damage, dependent on size. The damage can be found on the table above.

Special Attacks: Horrors frequently possess at least one special attack, though some may possess other abilities.

Breath Weapon: Every 1d4 rounds, the horror may release a 15-foot cone of energy (fire, acid, cold, sonic, or electricity) that deals 1d6 damage for every two hit die the horror possesses. Affected creatures can make a Reflex save (DC 10 + 1/2 the horror's hit die + the horror's Constitution modifier).

Poison: The horror injects a points with tiny barbs on every attack. A creature struck by a natural weapon of the horror must succeed on a Fortitude save (DC 10 + 1/2 the horror's hit die + the horror's Constitution modifier) or be injected with poison. The poison deals either 1d6 Strength or Dexterity, 1d3 Constitution, or 1d4 Intelligence, Wisdom, or Charisma as its initial and secondary damage.

Destructive Ichor: Whenever the horror is struck with a slashing, piercing, or ballistic weapon, its blood sprays out in a 5 foot cone, dealing 1d4 points of damage per 5 hit die of the horror (no saving throw). The damage type is selected from the following list and cannot be changed: fire, cold, electricity, acid, or sonic.

Horrific Appearance: A horror with this special attack deals Sanity damage as if it were one size category larger. If the horror is already Colossal, its Sanity loss becomes 1d8/2d12.

Aura of Darkness: This horror radiates evil, and all adjacent squares are filled with the Black. If the Black is destroyed, such as by ultraviolet light, a psychic with the Shadow Aspect feat, or an Occultist with annulment, the Black returns at the beginning of the horror's turn.

The Black generated by this power follows all normal rules for the Black, including being unable to enter a square filled with light. Should the horror move into bright light, the aura is left behind and dissipates one round later.

Spells: The horror knows a number of Whispers equal to its Hit Die, and any spells it may cast from them.

Special Qualities: Horrors have many special qualities and quirks unique to each individual, but horrors share many common traits.

Defilement: Any living creature slain within 120 feet of the horror rises as a Corrupted 1d4+1 rounds later.

Spell Resistance: Horrors have spell resistance equal to 5 + their Hit Die.

Resistances: A horror is resistant to any two of the following: fire, electricity, cold, sonic, or acid. The amount is equal to 5 +5 for every 4 hit die the horror possesses.

Damage Reduction: Horrors are supernaturally resilient and take less damage from weapons that lack a sufficiently strong enchantment. Horrors possess damage reduction equal to 5 + 5 for every eight hit die the horror has. Magick weapons with a +1 enchantment for every 5 hit die the horror has bypasses this damage reduction.

Fast Healing: A horror heals one point of damage per round for every three hit die it has.

Immunities: Horrors are immune to one of the five energy types, mind-affecting attacks, fear, and any form-altering effects such as polymorphing or petrification. They do not suffer ability damage or drain, even from spellcasting.

Allegiances: Horrors have an allegiance to the Otherworld.

Action Points: Horrors have no action points.

Reputation Bonus: A horror has a +0 Reputation bonus.

Ability Scores: Horrors utilize the elite array. Furthermore, two ability scores gain +10. One gains +6. One increases by +4. The others increase by +2.

Skills: A horror gains skill points just as a normal Outsider would. They have ranks in Forbidden Lore equal to 5 + their hit die.

They gain Read/Write Language and Speak Language for free with any native languages spoken in their area.

Feats: Horrors gain feats just as Outsiders do.

Sanity Drain: Large horrors cause 1/1d10, Huge horrors cause 1d4/1d12, Gargantuan horrors cause 1d6/2d8, and Colossal horrors deal 1d8/2d10.

Arkham Horror
Gargantuan Outsider (Entity)
Vitality Dice: 16d8+96 (224 VP)
Wound Points: 88
Initiative: +4
Speed: 20 feet
Defense: 24 (+4 Dexterity, -4 Size, +10 natural)
Base Attack/Grapple: +16 / +37
Attack: Leg rake +18 melee (4d8+5)
Full Attack: 5 leg rakes +18 melee (4d8+5)
Space/Reach: 20 ft. by 20 ft. / 20 ft.
Special Attacks: Aura of Darkness, Spells
Special Qualities: Defilement, Entity traits, Spell Resistance 21, Fire Resistance 25, Acid Resistance 25, Damage Reduction 15/+3, Immunities
Allegiances: The Otherworld
Action Points: -
Reputation: +0
Saves: Fort +16, Reflex +14, Will +10
Abilities: Str 20, Dex 18, Con 22, Int 28, Wis 10, Cha 12
Sanity Drain: 1d6/2d8
Skills: Concentration +25, Craft (Visual Art) +22, Decipher Script +30, Forbidden Lore +30, Knowledge (Physical Sciences) +28, Knowledge (Theology and Philosophy) +28, Knowledge (Arcane Lore) +28, Knowledge (Earth and Life Sciences) +28, Listen +19, Navigate +28, Read/Write English, Read/Write Spanish, Read/Write German, Read/Write Akkadian, Read/Write Ancient Hebrew, Read/Write Arabic, Read/Write Aramaic, Read/Write Hebrew, Read/Write Farsi, Read/Write Pashto, Read/Write Sanskrit, Read/Write French, Read/Write Italian, Read/Write Latin, Read/Write Mandarin, Read/Write Japanese, Read/Write Hindi, Read/Write Gaelic (Irish), Read/Write Gaelic (Scots), Read/Write Swedish, Research +30, Search +28, Sense Motive +19, Speak English, Speak Spanish, Speak German, Speak Akkadian, Speak Ancient Hebrew, Speak Arabic, Speak Aramaic, Speak Hebrew, Speak Farsi, Speak Pashto, Speak Sanskrit, Speak French, Speak Italian, Speak Latin, Speak Mandarin, Speak Japanese, Speak Hindi, Speak Gaelic (Irish), Speak Gaelic (Irish), Speak Swedish, Spot +19, Treat Injury +19
Feats: Surgery, Weapon Focus (Tentacle), Defensive Martial Arts, Heroic Surge, Studious
Talents: -
Challenge Rating: 21
Living in secret chambers in the forgotten labyrinth of catacombs beneath Miskatonic University is the being known as the Arkham Horror. It plots in darkness against the humans who still cling to life in the city, empowered by the dread knowledge secreted away in the library above it.

The Arkham Horror is a mass of red tentacles, lined with unblinking, featureless white eyes, that protrudes above and below a central ring of five segmented, spider-like legs. The tentacles wrap around themselves, giving the creature a worm-like shape. The Arkham Horror typically sits on a set of tentacles, allowing it to use its leg-like appendages as arms to manipulate the world around it or to attack its foes.

The Horror is not capable of speaking. Instead, when it attempts to vocalize, all corpses within one hundred and twenty feet speak simultaneously, acting as a macabre translator for the Horror.

Combat
The Arkham Horror is far more intelligent than any human being. It prefers to set traps and send minions to do its work. Its intelligence presents a difficult encounter for the GM; it is best to leave the encounter flexible and prepare pieces of it after the players have already set up their plan to account for its exceptional ability to plan ahead and anticipate the survivors.

Aura of Darkness: This horror radiates evil, and all adjacent squares are filled with the Black. If the Black is destroyed, such as by ultraviolet light, a psychic with the Shadow Aspect feat, or an Occultist with annulment, the Black returns at the beginning of the horror's turn.

The Black generated by this power follows all normal rules for the Black, including being unable to enter a square filled with light. Should the horror move into bright light, the aura is left behind and dissipates one round later.

Spells: The Arkham Horror knows sixteen whispers.
Whispers Known: Verb - Ystharnotag [Restore], Lot-aug [Corrode], Yg-laa [Project], Lalenol [Summon], Ngthlh-ddh [Dispel], Bogtene [Protect], E'migubbor [Imbue]
Noun - Bbhothigug [Body], Phu-ug [Area], Yghaz-legh [Electricity], Phakel [Soul], Chaugorhac [Creature], Ith-ys [Object], Nanyothua [Shadow]
Murmurs Known: Lo [Grasp], Orbo [Power]
Utterances Known: Bind, Seal of Eibon, Sight Unseen, Summon Monster, Arc, Black Bolt, Vestibule, Animate Dead, Dispel Magick, Blackout, Black Lazarus, Vampiric Touch, Asklepios, Enchant Item, Dissolution, Void

Defilement: Any living creature slain within 120 feet of the horror rises as a Corrupted 1d4+1 rounds later.

Damage Reduction: The Arkham horror is supernaturally tough. It ignores the first 15 points of damage dealt to it by all ballistic, piercing, slashing, or bludgeoning weapons unless the weapon carries at least a +3 magickal enhancement.

Fast Healing: The Arkham Horror regenerates five points of Vitality damage every round.

Immunities: The Arkham Horror is immune to electricity, mind-affecting attacks, fear, and any form-altering effects such as polymorphing or petrification. It does not suffer ability damage or drain, even from spellcasting.

Surrealistik
2011-03-23, 09:32 PM
Heart of Darkness should definitely inflict more sanity drain than even the largest horror, both on a success and failure.

Kuma Kode
2011-03-24, 11:07 PM
Inevitable
Medium Humanoid (Tainted) Dedicated Hero 2 / Tough Hero 3
Vitality Dice: 3d10+15+2d6+10 (49 VP)
Wound Points: 23
Initiative: +2
Speed: 30 ft.
Defense: 23 (+4 class, +4 natural, +2 dexterity, +3 undercover vest)
Base Attack/Grapple: +3 / +6
Attack: Bite +6 melee (1d8+3 and putrescence and Live My Nightmare) or touch +6 melee touch (Live My Nightmare) or vomit +5 ranged touch (2d4 acid and putrescence)
Full Attack: Bite +6 melee (1d8+3 and putrescence and Live My Nightmare) and 2 claws +1 melee (1d4+1 and Live My Nightmare) or 2 touches +6 melee touch (Live My Nightmare) or vomit +2 ranged touch (2d4 acid and putrescence)
Space/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Vomit, Putrescence, Live My Nightmare, Shared Destiny
Special Qualities: Acid Immunity, Tainted traits
Allegiances: The Otherworld
Action Points: 2
Reputation: +2
Saves: Fort +9, Reflex +3, Will +6
Abilities: Str 16, Dex 14, Con 20, Int 12, Wis 16, Cha 15
Sanity Drain: 0/1d4
Skills: (Roughneck) Concentration +13, Psychic Focus +6, Survival +11, Listen +7, Spot +8
OR
(Haruspex) Concentration +12, Listen +11, Sense Motive +8, Spot +11, Survival +11, Psychic Focus +8
Feats: Simple Weapon Proficiency, Armor Proficiency (Light), Toughness, Sixth Sense, Alertness
Talents: Second Wind, Empathy, Damage Reduction 1/-
Challenge Rating: 6
Mottled grey skin, snake-like jaws filled with jagged teeth and luminous white eyes are the features of the inevitable. Their face is a mask, displaying no emotion. Their glowing eyes stare straight forward, with their jaw slack and dripping bile, as they clamber over cars and rubble toward their prey. Once they find a target, their grim determination prevents them from seeking anything else. They pursue single-mindedly, until they or their victims are destroyed.

Inevitables arise primarily from police officers, and still wear their uniforms. Others were outcasts, thugs who never knew the latent psychic powers they possessed. 40% of inevitables lack the undercover armor of their police kin, whether because they are not police or because they were not on duty. Instead, they have a leather jacket, and their Defense drops by 2.

An inevitable can sense purity with his Sixth Sense feat, just as a normal character can sense corruption. Treat the human or animal as a Tainted of the same hit dice. If the character is psionic, treat it as an Entity instead.

Under the Welcome to Silent Hill variant, an inevitable can be detected by a radio, but can usually detect the survivors at this point, as well.

Combat
When not sharing destiny, an inevitable fights much like a haruspex would. They run into melee, blinding clawing and biting until they taste flesh. Once they have successfully struck and traumatized a survivor, they continue to attack that individual regardless of obstacle or other attackers.

Inevitables prefer to grapple their prey, pin them to the ground, and vomit onto them. Only when they have lost their mind and begun to putrify will the inevitable consume them.

Should the victim get away, the inevitable will continue to walk after them until it has found them again, and it will continue the battle anew.

Vomit (Ex): The unused internal organs of a Tainted begin to rot and putrify, and an inevitable knows how to use the resulting necrotic fluids in combat. As a standard action, an inevitable may vomit a gout of putrid bile at a foe within 10 feet. To hit, the inevitable must hit with a ranged touch attack. On success, the vomit deals 2d4 points of acid damage and the victim becomes subject to putrescence. The inevitable may vomit a number of times per day equal to his Constitution modifier.

Putrescence (Ex): The bacterial life that deconstructs dead matter is usually relatively harmless, but the inevitable's body contains an altered form of bacteria contaminated by the corrupted flesh it devours. Anyone bitten by the inevitable must succeed at a Fortitude save (DC 16) or contract a vicious bacteria similar to necrotizing faciitis. The Tainted bacteria differs in that the Fortitude DC is 16 instead of 13, and that it has an incubation period of 1 day.

If the victim is at risk due to the inevitable's vomit attack, they may avoid infection by exposing themselves to sunlight within 1d4 rounds of exposure, which destroys the corrupted microbes on their skin just as it destroys any other Tainted one. If the victim was bitten, or if too much time elapses after the vomit attack, the bacteria enters the victim's bloodstream and can no longer be reached and destroyed by sunlight.

Live My Nightmare (Su): Inevitables possess a rudimentary form of telepathy that allows them to transfer thoughts and feelings to creatures in physical contact. They use this ability to siphon off their psychological torment to another creature, granting them a brief moment of calm to which they quickly become addicted, seeking this respite over all other needs.

When the inevitable touches a non-Tainted non-Entity, she transfers her agony and visions to the victim, dealing 1d6 points of Sanity damage. The victim is allowed a Will save (DC 15) to halve the damage. The DC is Wisdom based. A character with the Sixth Sense feat suffers a -5 penalty to this save. If they also have the Empathy feat, they suffer an additional -5 penalty. Psionic characters are more sensitive to the metaphysical and find it harder to block out the senses they receive.

Physical contact with the inevitable is enough to trigger her Live My Nightmare ability, including grappling and unarmed strikes directed at the inevitable. An individual grappling the inevitable is automatically struck with both hand attacks, suffering the effect twice.

Shared Destiny: When a human sustains Sanity damage from the inevitable's Live My Nightmare ability, a psychic link is formed. The inevitable seeks not only the solace of contact with the human, but also the human's thoughts, memories, and identity. It becomes permanently focused on them, the determination it had in life becoming a perverted obsession.

The inevitable always knows the direction and distance to its obsession, and single-mindedly seeks them out, only stopping to hide from sunlight. Once formed, the obsession can never be broken, except by the death of its target or by the complete destruction of the inevitable. Reducing the inevitable to 0 Wound is not sufficient; only a brief rest is gained until nightfall when it rises and resumes its hunt.

The link affects the human, as well. Whenever the human sleeps, instead of dreaming he or she begins to see the world through the inevitable's eyes, in real time. This time is not compressed or distorted the way dreams are: if the human sleeps for six hours, those six hours are spent as a silent viewer in the inevitable's body.

Some survivors have watched their inevitable climb over mountains or swim through oceans to find them, serving only to reinforce their fear that it will never stop.

Acid Immunity: Inevitables are immune to damage from acid, regardless of its source.

Kuma Kode
2011-03-25, 06:00 PM
Persona
Medium Humanoid (Tainted) Smart Hero 3 / Charismatic Hero 2
Vitality Dice: 3d6+6+2d6+4 (28 VP)
Wound Points: 14
Initiative: +3
Speed: 30 ft.
Defense: 17 (+2 class, +2 natural, +3 dexterity)
Base Attack/Grapple: +2 / +2
Attack: Tendril bites +5 melee (1d6)
Full Attack: 2 claws +5 melee (1d4), bite +3 melee (1d6), tendril bites +3 melee (1d6)
Space/Reach: 5 ft. by 5 ft. / 5 ft. (10 ft. with tendril bites)
Special Attacks: Lifetap, Dark Magician, Shriek
Special Qualities: Tainted traits, Consume Likeness, Mimicry
Allegiances: The Otherworld
Action Points: 2
Reputation: +3
Saves: Fort +5, Reflex +6, Will +3
Abilities: Str 10, Dex 17, Con 14, Int 18, Wis 12, Cha 16
Sanity Drain: 0/1d4
Skills: (Wight) Bluff +11, Craft (chemical) +10, Craft (electronic) +10, Craft (mechanical) +10, Decipher Script +10, Disable Device +10, Disguise +11, Forbidden Lore +7, Knowledge (Arcane Lore) +10, Knowledge (Tactics) +10, Navigate +13, Perform (Dance) +5, Perform (Sing) +11, Read/Write English, Read/Write Spanish, Read/Write French, Read/Write Mandarin, Read/Write German, Read/Write Russian, Read/Write Arabic, Repair +9, Search +9, Speak English, Speak Spanish, Speak French, Speak Mandarin, Speak German, Speak Russian, Speak Arabic
OR
(Harpy) Bluff +8, Diplomacy +8, Disguise +8, Intimidate +8, Knowledge (Arcane Lore) +12, Knowledge (Tactics) +12, Perform (Act) +8, Perform (Dance) +10, Perform (Sing) +10, Read/Write English, Read/Write Spanish, Read/Write French, Read/Write Mandarin, Read/Write German, Read/Write Russian, Read/Write Arabic, Navigate +15, Speak English, Speak Spanish, Speak French, Speak Mandarin, Speak German, Speak Russian
Feats: Simple Weapon Proficiency, Weapon Finesse (B), Multiattack, Combat Expertise, Creative (Perform [Sing], Perform [Dance]), Dodge
Talents: Savant (Navigate), Coordinate, Plan
Challenge Rating: 6
Personae are disfigured, mutated humanoids. Their flesh is grey and shriveled, and their talons are bloody and black. The voicebox of a personae has swolen, bulging out of its throat, and its intestines have shredded their way through the creature's torso, leaving a gaping hole through which other putrid organs can be seen. It is this horrific, malformed being that possesses the ability to conceal its identity and appear, outwardly, like a living, breathing, and even attractive person. The creature's mutated throat is capable of perfect vocal mimicry of a wide variety of natural and artificial sounds, much like the lyrebird. This would not be as dangerous if it weren't for the monster's superb intellect, allowing it to set traps and "call for help."

Personae have been known to mimic the sound of radio static, gunfire, can openers, human voices swearing, and the starting or idling of vehicles. Others have been known to call out for help with the voice of a woman or child and listen for responses. Over time, personae learn which sounds and voices get better responses, and will even hunt and capture people in order to learn their voice.

Personae cannot be detected by a radio under the Welcome to Silent Hill variant. Psychics can sense their presence, but may not understand it is the persona. The only major clue is the number of faceless dead who wander the streets near a persona's lair.

Combat
Persona disdain combat. They prefer to assume the likeness of a human and pretend to be a survivor, until such time that it can get a real survivor alone and unaware. If found out, the creature will flee, covering its escape with its shrieks.

Alternatively, the creature may instead set up ambushes, using its mimicry to lure unsuspecting survivors into the claws of other Tainted, who will be benefiting from the persona's plan talent. Once the ambush is underway, the persona uses shrieks and coordinate to assist its allies.

Lifetap (Su): Whenever a persona hits with a natural attack, they attempt to drain life from their victim. Unless their target succeeds on a Fortitude save (DC 16), the persona gains a number of hit points equal to the damage it just dealt. Any excess is gained as temporary hit points that last for 1 hour. This save is Intelligence based, and is made per attack.

Dark Magician: Personae begin with knowledge of 1d4 whispers and any utterances they can cast with them. Additionally, personae have a caster level equal to their hit die.

Shriek (Ex): The mutated voicebox of a persona is capable of a wide variety of frequencies, each with its own unique effect.

Summon: This high pitch, extremely loud scream is used to alert other Tainted to the presence of food. In addition to this mundane use, there is a 10% chance a Forsaken Husk manifests within 60 feet of the persona, if a viable area exists, as if summoned from the Otherworld by the persona's song.

Disorientation: This particular frequencies penetrates deep into a human's skull, causing severe disorientation and confusion. This version of the shriek affects a 60 foot cone in front of the persona. Anyone struck by the shriek must make a Fortitude save (DC 15). A success leaves the creature dazzled for 1 round. On failure, the victim is stunned for 1 round and shaken for 1d4+1 rounds afterwards. This is a sonic, mind-affecting ability that does not affect Entities, but can affect Tainted Ones.

Agony: Like the Disorientation version, this use affects a 60 foot cone in front of the persona. This frequency can cause flesh and bone to rupture, physically ripping the victim apart with pounding shockwaves. Victims struck by the shriek suffer 2d4 points of sonic damage, but may make a Fortitude save (DC 15) for half damage.

Consume Likeness (Sp): Personae possess the ability to consume and incorporate not only human flesh, but also a person's identity. A corpse fed upon by a persona withers slightly, and distinguishing features such as scars or tattoos vanish. The body's face becomes featureless and blank. Even if the body reanimates, it remains without a face, having its identity stolen by the persona.

Faceless Tainted ones suffer no penalties. If they evolve, they begin to gain new features, including bite attacks, if their new form grants or requires it. Essentially, the animiasis grants the Tainted one a new identity rather than corrupting its previous one.

Once consumed, the likeness is added to the persona's repertoire. As a standard action, the persona may assume any likeness it has consumed as if using the spell a thousand faces. The effect remains until the persona dismisses it or chooses to assume another.

Mimicry (Ex): Personae possess an eidetic memory of sounds. Once heard, a sound is remembered forever, with perfect accuracy. A persona may choose to, instead of speaking, emit a memorized noise. A successful Listen check opposed by the persona's Perform (Singing) check reveals the sound to be a fraud, but not the exact nature of the deception.

Kuma Kode
2011-03-25, 08:22 PM
With that, Stage 3 is done.

I'm going to enter a cleanup phase now, making sure everything is formatted properly, correcting typos, clarifying things that I may have explained poorly, and incorporating suggestions. This way, I don't compound problems.

I will also likely release an alpha-phase PDF once I'm finished.

It will be art-less because I suck at art.

Kuma Kode
2011-04-05, 08:16 PM
Progress Report

Added a limit of 1 object per Psychic Focus rank to Telekinesis to prevent dagger/violent force abuse.
Corrected a typo in the Occultist's Class Features header.
Clarified that the Templar's Shield of Faith's bonus applies to magick regardless of whether the caster is a Tainted One or Entity.
Added the psychic Starting Occupation.
Added retry limit to Templar's Inquisition ability. The fact it was missing was an oversight.
Added a time to arrive to Occultist's Black Binding. The summoning is not instantaneous.
Added distance limit to the Occultist's Annulment. The fact it was missing was an oversight.
Clarified that the Occultist's Annulment is supernatural.
The Roughneck's bite damage should be 1d8+3, not 1d8+2 (the bite is the roughneck's sole natural attack and therefore is considered two-handed).
Clarified that Decipher Script, as well as other skills and talents, cannot be used to read a tome in a language the character does not actually know.
Increased the amount of Fast Healing an Entity receives from the Child of the Black ability from 2 to 5.
All Stage 2 Tainted ones possess 1 action point, instead of 3.
Stage 3 Tainted possess 2 action points. Other numbers were erroneous.
The Blight's bite damage should be 1d8+4, not 1d8+3. The bite is the sole natural weapon and therefore should be treated as two-handed.
The demiliche's Sanity drain is reduced to 0/1d4.
Clarified the range of the demiliche's Black Lotus and the action required.
Siren's Sanity drain reduced to 0/1d4.
The Tyrant's claw damage has been reduced to 1d6 (the same as the primary attacks of its predecessors).
The Tank's bite damage should be 1d8+4, not 1d8+7 (secondary natural attacks apply half the strength bonus to damage).
Corrected Tyrant and Tank's skills to account for different evolution paths.
Various minor changes.


The alpha-version PDF can be found here:

Shadow Theory PDF (http://pcpanda.linuxd.net/ShadowTheoryI.pdf)

It remains incomplete, as corrections are made during the transfer into the PDF, so adding to it is slower. If you do check it out, please tell me if you like its appearance or if you find any errors.

jojolagger
2011-04-10, 10:22 PM
2 things, both related to electricity.
1, A few more batteries would be nice, even just a few would be nice additions. Plus I'm pretty sure AA and D batteries would have different EP limits, car batteries are quite heavy duty.
2, Seeing as power is important, more than just the standard fuel powered generator would be interesting. Dynamos, Solar panels, waterwheels, windmills.
EDIT: Also this game is d20apocolapse, which uses TU (trade units) in place of Wealth checks.

Note: I'd probably have stuff to say on other things, but a friend of mine is going to DM a game, And as such I'm restricted to the New rules and Building characters sections.

Kuma Kode
2011-04-10, 10:48 PM
2 things, both related to electricity.
1, A few more batteries would be nice, even just a few would be nice additions. Plus I'm pretty sure AA and D batteries would have different EP limits, car batteries are quite heavy duty. Yup. I mean to add a buttload more, but I got distracted by the monsters and spells, which felt more pressing.

2, Seeing as power is important, more than just the standard fuel powered generator would be interesting. Dynamos, Solar panels, waterwheels, windmills. I did not think of that, actually. I'll put that on my to-do-list.


Also this game is d20apocolapse, which uses TU (trade units) in place of Wealth checks. I will be adding a TU column as well as a purchase DC column for my equipment, to make it compatible with both an apocalypse and a subtler or pre-apocalypse game.


Note: I'd probably have stuff to say on other things, but a friend of mine is going to DM a game, And as such I'm restricted to the New rules and Building characters sections. It makes me extremely happy that others have used or plan to use the setting, in part or in whole. Tell me how it goes or if you run into something I need to work on!

jojolagger
2011-04-11, 12:10 AM
Yup. I mean to add a buttload more, but I got distracted by the monsters and spells, which felt more pressing.
I did not think of that, actually. I'll put that on my to-do-list.

:smallbiggrin: Playing a tech guy becomes somewhat saner. I'm a bit worried about the UV lights, 1d6 or 1d8 damage, easy save for half, 10 ft. cone is a bit weak, and UV lights seem to be the main creep repellent.
Might I suggest fading damage like the shotguns?

Also, What would a UV laser do? If a light that dazzles someone does 1d6 or 1d8 damage, what damage would a UV laser capable of causing permanent blindness in miliseconds deal?


It makes me extremely happy that others have used or plan to use the setting, in part or in whole. Tell me how it goes or if you run into something I need to work on!
It seems like a lot of fun. Were still in early character creation (of the 3 or 4 players we have 2 incomplete characters and 1-2 non-existent ones), and I'm already enjoying it.

Kuma Kode
2011-04-11, 12:46 AM
:smallbiggrin: Playing a tech guy becomes somewhat saner. I'm a bit worried about the UV lights, 1d6 or 1d8 damage, easy save for half, 10 ft. cone is a bit weak, and UV lights seem to be the main creep repellent.
Might I suggest fading damage like the shotguns? The UV lights are modeled after those used by crime scene investigators. They are portable, but they have a very limited effective range: This is why the UV light tends to be held very close to the surface being scanned in crime dramas. The main draw of these for a survivor is that they require no attack roll (and therefore cannot miss), can affect multiple monsters, and cause non-physical untyped (and therefore unblockable) damage. Arming your non-combat characters with these and having them focused on the melee character can provide a protective field that harms the monsters round-after-round, rather than missing with their guns most of the time.

The only real drawback to it is that monsters have a tendency to sunder the lamps.


Also, What would a UV laser do? If a light that dazzles someone does 1d6 or 1d8 damage, what damage would a UV laser capable of causing permanent blindness in miliseconds deal? Probably not much more; while the beam may be extremely powerful, it covers a very small area of the target's body, while the UV lamp affects the entire body. It would be up to the DM to determine the specifics, but a ranged touch attack that deals 1d6/1d8 or 1d8/1d10 or more would be reasonable, depending on the laser itself.

Note that many monsters can survive several rounds in direct sunlight, and any potentially portable lamp will pale in comparison to the raw, broad-spectrum radiation of the sun.

radmelon
2011-04-11, 09:02 AM
2 things, both related to electricity.
1, A few more batteries would be nice, even just a few would be nice additions. Plus I'm pretty sure AA and D batteries would have different EP limits, car batteries are quite heavy duty.
2, Seeing as power is important, more than just the standard fuel powered generator would be interesting. Dynamos, Solar panels, waterwheels, windmills.
EDIT: Also this game is d20apocolapse, which uses TU (trade units) in place of Wealth checks.

Note: I'd probably have stuff to say on other things, but a friend of mine is going to DM a game, And as such I'm restricted to the New rules and Building characters sections.

Response to edit: What makes you think that you will find anyone to trade with? That would require other survivors! :smalltongue:

jojolagger
2011-04-11, 10:24 AM
The UV lights are modeled after those used by crime scene investigators. They are portable, but they have a very limited effective range:

Note that many monsters can survive several rounds in direct sunlight, and any potentially portable lamp will pale in comparison to the raw, broad-spectrum radiation of the sun.
Sorry, I was thinking of some high power UV lighting. Like this. (http://www.youtube.com/watch?v=BQe045Doytk&feature=related#t=2m10s)
Not hugely portable, but it would be awesome on the defense, and could still be mounted on a vehicle or wheeled around.

radmelon
2011-04-11, 06:02 PM
Sorry, I was thinking of some high power UV lighting. Like this. (http://www.youtube.com/watch?v=BQe045Doytk&feature=related#t=2m10s)
Not hugely portable, but it would be awesome on the defense, and could still be mounted on a vehicle or wheeled around.

You shouldn't know that much about how useful it would be, unless you had read a section you shouldn't have. Don't make to many assumptions.

jojolagger
2011-04-11, 07:09 PM
You shouldn't know that much about how useful it would be, unless you had read a section you shouldn't have. Don't make to many assumptions.

Oh look, a "Portable High Intensity UV Lamp" hurts them. Assuming the damage is based on intensity and not presence, a more powerful light would be better. Hey look, 5000 watt UV light.

Of course, the 5000 watt light would go through EP amazingly fast. A normal flashlight would be between 1 and 10 watts, so if wee assume 4 watts for the flashlight in the equipment section, the 5000 watt light Draws 20,000 EP per minute. That's Just under 10 million EP for 8 hours of light. That's a lot of batteries.

P.S. If a Flashlight that takes 16 EP/minute is 4 watt, One EP is worth 15 joules. For Science!

Kuma Kode
2011-04-12, 02:32 AM
Shadow Theory PDF Revision II (http://pcpanda.linuxd.net/ShadowTheoryII.pdf)

Progress Report

The benefits of Melee Smash and Improved Melee Smash have been added to the Strangler's damage. The fact it was missing is an oversight.
Tormented's Sanity drain has been reduced to 0/1d4.
Tormented's damage has been reduced by 2. The claws are not the creature's sole natural attack.
Assembler's bite damage is 1d8+1, not 1d8+2. The secondary natural attack uses half strength for damage.
Assembler's saving throws now include the monster's ability modifiers. The fact they were missing was an oversight.
Assembler's Sanity drain reduced to 0/1d4.
References to Chinese have been changed to Mandarin.
Crawler's secondary attacks have had their strength damage removed (half of 1 is rounded to 0.)
The ghost's Live My Nightmare ability has a DC of 15, not 14.
The bullet-chaser's bite damage should be 1d6, not 1d6+1. The bite is a secondary attack.
Removed the glock from the Vampire's attack routine.
Monk's grapple bonus should be +3, not +0.
Wraith's bite damage should be 1d6, not 1d6+1. The bite is a secondary attack.
The chitterer's allegiance to the Otherworld has been removed.
The Eleos loses its darkvision and low-light vision, replaced by the Darksight ability.
The Nak'Tar loses its darkvision and low-light vision, replaced by the Darksight ability.
The Nak'Tar's bite attack bonus should be +5, not +2.
The Hivewalker loses its darkvision and low-light vision, replaced by the Darksight ability.
Clarified the action required by the Hivewalker's Necrotic Cocoon ability.
Removed erroneous references to spell level.
The Nak'Tar Spiderling Swarm loses its darkvision and low-light vision, replaced by the Darksight ability.
The Shattered Promise's abilities have save DCs of 8, not 9.
Reduced the Sanity damage from the Shattered Promise's Haunting Visage to 1d6.
Clarified that Gatekeepers cannot be detected by a psychic or radio.
Removed reference to the Blink spell in the Gatekeeper's description, as it does not exist in d20 Modern.
A psychic attempting to disperse a Whisper in the Dark has a caster level equal to their ranks in Psychic Focus.
The Whisper in the Dark's darkvision has been removed. It has been replaced with the Darksight ability of the Entity subtype.
Animate Dead no longer creates more powerful undead as its echelon increases. Instead, it becomes more efficient, creating more undead for the same cost.
Arc was erroneously keyed to Charisma. It should use Intelligence to determine its DC.
Arc's Echelon 5 should say "As echelon 4," not 3.
Black Bolt's damage has been reduced slightly, with a more even progression.
Dead of Winter uses Dexterity to determine its Save DC, instead of Charisma.
Summon Monster's Sanity damage is reduced to 1d4.
Various minor fixes.
Added utterances to the PDF.
Fixed a multitude of spelling errors.


With that, most of the rules should be converted and cleaned up, with the exception of the equipment section, which needs an overhaul/completion. Not all of these changes have been done to the information on the forum; while I tried my best to update them simultaneously, a few changes, particularly those that were sweeping and non-localized like the change from Chinese to Mandarin, may not be complete. If you happen to notice something that slipped under the radar, please mention it.

Kuma Kode
2011-04-14, 05:06 PM
Welcome to Silent Hill
To add a bit of foreboding and tense mystery to the game, you could allow walkie-talkies and other radio communication devices to detect the presence of the entities and tainted ones. The device emits a warbled, ghostly static like a radio tuned just outside of a station.

This does not significantly increase a survivor's power level. Survivors with a radio will get a bit of warning that a creature of darkness is nearby, but no information about what threat they face or the direction or distance to it. All a survivor knows is that either a very weak evil is breathing down their neck, or a horrifically powerful evil is somewhere in the neighborhood. Since the radio does not reveal the aura strength it is detecting, a survivor can't tell which case it is.

If multiple auras are nearby, the radio simply detects the strongest one. Because of this, strong entities and large patches of the Black have an ugly tendency to mask weaker auras.

The distance a radio can detect an Otherworldly aura varies depending on the aura's strength. See the table below.

{table=head]Strength | Detection Distance
Dim | 20 ft.
Faint | 40 ft.
Moderate | 80 ft.
Strong | 160 ft.
Overwhelming | 320 ft.[/table]

Aura Strength: An aura’s power depends on the type of creature or object that you’re detecting and its HD, caster level, or (in the case of the Black) the number of squares it occupies; see the accompanying table. If an aura falls into more than one strength category, the radio indicates the stronger of the two.

{table=head;width=100%]Creature/Object | Faint aura if... | Moderate aura if... | Strong aura if... | Overwhelming aura if...
Tainted One | 2 HD or less | 3 - 8 HD | 9 - 20 HD | 21 or more HD
Entity | 1 or less | 2 - 4 HD | 5 - 10 HD | 11 or more HD
The Black | 1 or fewer squares | 2 - 4 squares | 5 - 10 squares | 11 or more squares
Shadow Sorcery | Caster Level 2 or less | Caster Level 3 - 8 | Caster Level 9 - 20 | Caster Level 21 or higher[/table]

Lingering Aura: An aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). A radio detects the aura as dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

{table=head]Original Strength | Duration of Dim Aura
Faint | 1d6 rounds
Moderate | 1d6 minutes
Strong | 1d6×10 minutes
Overwhelming | 1d6 days[/table]

When detecting an aura, the radio ignores volume settings and cannot be used to send or receive messages. They simply emit white noise at a constant, middle volume. Unfortunately, the Tainted Ones can hear this static, granting them a +6 bonus on Listen checks made to detect the survivors (assuming the radio is actually making noise).

Strangely, Entities cannot hear the static, and gain no bonus from it.

Kuma Kode
2011-04-14, 05:08 PM
Welcome to Silent Hill is now in its own post.

Added more batteries as well as Purchase DCs and Trade Units. Removed Voltage and instead added a use of the Craft (Electronics) skill to rig batteries to devices not designed to accept them.

Kuma Kode
2011-04-17, 12:35 AM
I'm sure it makes the eyes of any professional or hobbyist electrician bleed, but I have finished adding batteries and converting the battery-powered items from the Core Rulebook into the EP system.

Check the Equipment section.

Surrealistik
2011-04-17, 11:05 AM
I think ST really needs a devoted sorcerer/spellcaster mook (not a unique/named opponent), either a tainted or an entity that focuses about exclusively on spells as a means of killing.

Kuma Kode
2011-04-17, 07:04 PM
I have four entities queued up that I still need to do. I think that since I'm pretty much done with the cleanup I can go about adding more new content.

Kuma Kode
2011-04-18, 07:21 PM
Golanac
Large Monstrous Humanoid (Entity)
Vitality Dice: 6d8+36 (63 VP)
Wound Points: 23
Initiative: +0
Speed: 30 ft., burrow 20 ft.
Defense: 13 (-1 Size, +4 Natural)
Base Attack/Grapple: +6 / +12
Attack: Claw +12 melee (1d8+7) or claw +4 melee (1d8+12)
Full Attack: 4 claws +12 melee (1d8+7) or 4 claws +4 melee (1d8+12)
Space/Reach: 10 ft. by 10 ft. / 10 ft.
Special Attacks: Rend
Special Qualities: Entity traits, Tremorsense 60 ft.
Allegiances: The Otherworld
Action Points: -
Reputation: +0
Saves: Fort +8, Reflex +6, Will +8
Abilities: Str 24, Dex 11, Con 23, Int 3, Wis 14, Cha 6
Sanity Drain: 1/1d6
Skills: Climb +9, Listen +7, Move Silently +2, Survival +8
Feats: Simple Weapon Proficiency, Power Attack
Talents: -
Challenge Rating: 4
Golanacs are blind, subterranean horrors capable of tearing through earth, leaving wide tunnels in their wake. The creature is an eight-foot tall beast covered in coarse, brown or black fur. Its four, muscular arms protruding from its sturdy torso end in four-fingered claws roughly a foot long. It has no eyes or discernable features upon its head; only a toothy, leech-like circular mouth adorns the beast's head. The creature has the general form and behavior of a bear crossed with a mole. The golanac smells strongly of wet earth, and tends to sniff the air through its mouth as if searching desperately for a scent.

It is believed by some Otherworld scholars that the Golanac is the progenitor of myths about burly, vaguely humanoid monsters such as Bigfoot or yetis. The creature is solitary and tends to prefer mountainous or wooded areas, but it can cause serious problems should it find its way into the city, due to its ability to tear through stone foundations.

A radio detects the presence of a Golanac under the Welcome to Silent Hill variant.

Combat
Golanacs eat meat of all kinds, and are not strictly interested in humans. They prefer to surprise their prey by bursting from the ground, quickly tearing their prey to shreds, and receding into the ground to eat in peace.

Burrow (Ex): The claws of a golanac are specially formed to slice through dirt and even stone, allowing the creature to tunnel at the indicated speed. Golanacs leave tunnels unless they specifically try not to, and can take grappled or carried creatures and objects with them. Golanacs burrow through stone at half speed.

Rend (Ex): A golanac that hits the same opponent with two claw attacks on the same round automatically rends the foe, dealing an additional 2d6+14 damage. If all four claw attacks strike a single opponent, this extra damage is automatically Wound damage as if it were a critical hit.

Tremorsense (Ex): Golanacs can sense vibrations in the ground with their feet and hands with pinpoint accuracy. A golanac can "see" anything in contact with the ground or walls within 60 feet. If the creature is standing on something soft, like a couch, or not in contact with the ground, such as if they're hanging from a rope, they are invisible to the Golanac. The creature may still sense muffled vibrations that indicate their presence, however.

This replaces the Entity's Darksight ability. The Sight Unseen utterance does hide the subject from the golanac's tremorsense.

Kuma Kode
2011-04-18, 09:37 PM
Heartseeker
Medium Vermin (Entity)
Vitality Dice: 2d8+2 (10 VP)
Wound Points: 12
Initiative: +3
Speed: 20 ft., fly 40 ft. (Good)
Defense: 17 (+3 Dexterity, +4 Natural)
Base Attack/Grapple: +1 / +2
Attack: Sting +4 melee (1d4+1/18-20 and Venom)
Full Attack: Sting +4 melee (1d4+1/18-20 and Venom)
Space/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Venom
Special Qualities: Entity traits, Mindless, Potent Venom
Allegiances: The Otherworld
Action Points: -
Reputation: +0
Saves: Fort +4, Reflex +3, Will +1
Abilities: Str 13, Dex 16, Con 12, Int -, Wis 13, Cha 1
Sanity Drain: 1/1d6
Skills: Hide +7, Move Silently +7, Spot +4, Listen +4
Feats: -
Talents: -
Challenge Rating: 2
A gentle flutter in the dark air of Arkham is the only warning of a heartseeker. Held aloft by two pairs of wings, this six-legged insectoid creature divebombs its prey from the skies. Its dull-red body is plated in a kind of chitin, and its legs end in tiny, three-pronged claws for grabbing branches. What appears to be the creature's head is in fact an elaborate mouth, a sac of fleshy membranes given shape by an array of chitinous fingers like the wing of a bat that allows the creature to open its mouth to engulf creatures as large as the heartseeker itself. The mouth, however, is harmless in combat. It is the needle of bone six-inches long at the end of the heartseeker's prehensile tail that survivors must fear.

The heartseeker is called such because of its unusual penchant for stabbing its victims in the chest, injecting its venom directly into the core of their bloodstream. The stinger itself is small and sharp and not typically lethal on its own, but the venom it carries is a powerful toxin that causes extreme fatigue and weakness. Several stings typically result in complete paralysis. When a victim is render immobile, the creature lands and engulfs their head in its mouth, suffocating them over the course of a several minutes. Once the victim is dead, the creature dismembers the body with its pincers and consumes the resulting large chunks.

Ironically, heartseekers do not eat hearts, nor any other internal organ.

Radios do not detect the presence of a Heartseeker under the Welcome to Silent Hill variant.

Combat
Heartseekers hide in the darkened skies, using their ability to see perfectly in darkness to spot prey from a distance. Once located, they dive-bomb their victims and stab at them viciously. If the creature encounters resistance, it will flee and wait until it can surprise its foes again.

Venom (Ex): The venom a heartseeker injects with its sting attacks muscle tissue, rendering them fatigued and useless. Unless the victim succeeds at a Fortitude save DC (14) they suffer 1d6 points of Strength damage. One minute later, they must succeed on the save again or suffer an additional 1d6 points of Strength damage. If the heartseeker scores a critical hit, the DC increases by 4 and the poison deals double damage. A victim reduced to 0 Strength is too weak to move, but is conscious and otherwise aware of their surroundings.

Mindless (Ex): Heartseekers are purely instinctive beings and do not possess higher brain functions. They are immune to mind-affecting attacks.

Potent Venom (Ex): Heartseeker venom is stronger than would be expected from such a being. The DC includes a +2 species bonus.

Kuma Kode
2011-04-19, 06:00 PM
Hollow Man
Small Undead (Entity)
Vitality Dice: - (- VP)
Wound Points: 13d12 (85 WP)
Initiative: +2
Speed: 30 ft.
Defense: 17 (+1 size, +2 dexterity, +4 deflection)
Base Attack/Grapple: +6 / +7
Attack: Bite +9 melee (1d4-1)
Full Attack: Bite +9 melee (1d4-1)
Space/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Dark Magician
Special Qualities: Entity traits, Undead traits, Veil, Dark Grace, Spell Resistance 20
Allegiances: The Otherworld
Action Points: -
Reputation: +0
Saves: Fort +8, Reflex +10, Will +15
Abilities: Str 8, Dex 14, Con -, Int 16, Wis 15, Cha 19
Sanity Drain: 1/1d4
Skills: Balance +4, Concentration +20, Forbidden Lore +18, Hide +4, Knowledge (Arcane Lore) +17, Move Silently +19, Spellcraft +19
Feats: Defensive Martial Arts, Dodge, Mobility, Stealthy, Weapon Finesse (Bite), Focused, Unbalance Opponent
Talents: -
Challenge Rating: 13
Hollow men are gaunt, androgynous humanoids the size of a child. They are featureless and pale, with chunks of their decayed flesh missing as if they had been sandblasted. They have only a wide maw filled with rows of teeth where their face should be, but they always appear to be smiling mischievously.

Only certain psychics can see the creature for what it is, as it is naturally invisible. Only the quiet pit-pat of child-like feet running indicate its presence... until a volley of eldritch energy reveals its malicious intent.

Hollow men are creatures of possibility. They are what becomes of a soul who never lived, a possible person who has been denied their chance at existence by time and destiny. Abandoned to the Otherworld, these creatures relish their opportunity to bring destruction on those who have the existence they were denied.

Radios detect the presence of a hollow man if the GM is using the Welcome to Silent Hill rules.

Combat
Hollow men prefer hit-and-run tactics. Though they could cast echeleon 5 spells, they prefer to limit themselves and instead hide their spell's manifestations with Vuru and Orvo, making them almost undetectable. If discovered, the hollow man will lay low until its targets lose track of it. If faced with a character who can perceive it, it will either focus all of its aggression on the target in hope of destroying them, or it will flee and attempt to strike at a time with better concealment, such as the cover of darkness.

Dark Magician: All hollow men enter the material world with knowledge of magick. Hollow men known Yg-laa [Project], Ystharnotag [Restore], Phakel [Soul], and Bbhothigug , as well as 2d4 other whispers. They know Black Bolt, Vestibule, and Asklepios, as well as any other utterances they can cast from their other whispers.

Hollow men know all murmurs.

Hollow men draw upon their infinite possible selves when casting spells; because of this, they have an essentially limitless pool of ability points to draw on. They effectively never lose ability points from casting any number of spells. However, because the hollow men never lived, they have no life force and lack Constitution. Even with an infinite number of themselves, there are no Constitution points to spend, and so the creature can never cast a spell that consumes it.

[B]Veil (Su): Hollow men are naturally invisible, as if constantly under the effect of Sight Unseen. This effect is not broken by contact or by the hollow man's attacks. Dispel magick does not dispel the Veil, but See the Unseen and Second Sight allow the hollow man to be seen.

Dark Grace (Su): The animating force of a hollow man is reinforced by its own supernatural powers. The hollow man adds its Charisma modifier to all of its saving throws as a resistance bonus and to its Defense as a deflection bonus (these adjustments are already accounted for in the statblock).

Kuma Kode
2011-04-21, 03:20 AM
Psychic Vampire
Medium Aberration (Entity)
Vitality Dice: 7d8+21 (53 VP)
Wound Points: 16
Initiative: +4
Speed: 40 ft., climb 20 ft.
Defense: 18 (+4 Dexterity, +4 natural)
Base Attack/Grapple: +5 / +7
Attack: Eye bite +10 melee (1d3+2 and Consume Fear)
Full Attack: 4 eye bites +10 melee (1d3+2 and Consume Fear)
Space/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Consume Fear, Spell-Like Abilities
Special Qualities: Entity traits, Deaf, Sense Sanity, All-Around Vision, Fire resistance 20, Acid resistance 10, Electricity vulnerability, Spiderwalk
Allegiances: The Otherworld
Action Points: -
Reputation: +0
Saves: Fort +5, Reflex +6, Will +8
Abilities: Str 15, Dex 19, Con 16, Int 18, Wis 16, Cha 17
Sanity Drain: 1/1d8
Skills: Hide +16, Move Silently +16, Spot +21, Psychic Focus +13
Feats: Weapon Finesse (Eye Bite), Weapon Focus (Eye Bite), Ability Focus (Consume Fear), Stealthy, Blind-Fight
Talents: -
Challenge Rating: 5
A psychic vampire looks nothing like a mythological vampire. A central egg-shaped mass of pulsing, vascular, yellow-green flesh rimmed by five segmented legs like those of a spider, the body of a psychic vampire is a terrifying sight. The creature's eyes look like obsidian spheres and are located all around its body seemingly at random, nestled deep in layered, toothy maws. These eye-mouths bite and hiss at the air as they drip a viscous, clear fluid, but the creature is otherwise silent as it moves up walls and ceilings on its thin legs.

The number of eyes possessed by a psychic vampire appears to be a random trait and varies from individual to individual, though it is always more than sixteen.

Despite its beastial, alien appearance, the vampire is extremely intelligent and capable of complex thought. It is sadistic in its hunt for prey, but its mouths, because they do not link to a gut, are incapable of actually ingesting or consuming the victim. Instead, the vampire feeds on psychic energy, particularly the pieces of an individual that slough off during trauma. The vampire is empowered by its victim's fear, and will do as much as it can to traumatize them. Vampires have been known to torture and dismember their victims, violate them with their mouths and legs, and even force them to watch their companions be consumed by the Tainted or Entities who usually accompany the vampire just for this purpose.

Radios detect the presence of a psychic vampire if the GM is using the Welcome to Silent Hill rules.

Combat
Psychic vampires are skittish, and do not enjoy direct confrontation. Instead, they will attempt to cause as much Sanity loss in their opponents as possible. They are quick to slay weakened allies to demoralize their victims and frequently travel with other Entities and Tainted ones whose presence causes further loss. Haruspexes and their evolutions are particularly effective companions and a psychic vampire will not abandon one once found.

If the vampire thinks it could do so safely, it will take opportunistic nips and bites at its foes to incite further Sanity drain with its Consume Fear ability.

Consume Fear (Su): The eyes of a psychic vampire possess a piercing stare, and a bite from one of these eyes takes a piece of the victim's mind along with their flesh. Whenever the psychic vampire bites its target, they must succeed on a Will save (DC 18) or suffer 1d8 points of Sanity damage. This damage is added to the Fear pool, which the psychic vampire can spend to cast its spell-like abilities or to hoard and empower itself.

Characters with the Telepathy or Shadow Aspect feat suffer a -5 penalty to their saving throw. If they possess both, the penalty is -10. These characters are used to projecting their psyche and find it more difficult to hold it together when it is pulled away forcibly.

Whenever Sanity is lost within 60 feet of the Psychic Vampire, that loss is also added to the Fear pool, regardless of the source of the Sanity loss. A character with the Second Sight feat can see the consumption as motes of green light drifting from the eyes of character who lost Sanity, only to enter a mouth of the psychic vampire, flare brightly for one last time, and be forever subsumed within the crystalline eyes.

Ever 8 points of Sanity held within the vampire's Fear pool grants it a positive level; the vampire gains a +1 bonus on attack rolls, saving throws, and checks, as well as +1 effective HD for spells and abilities that depend on Hit Die. There is theoretically no limit to the amount of positive levels a psychic vampire can hold.

Sanity points burn away after two hours if they are not used.

Spell-Like Abilities: 1 Sanity - Grip of Fear I [DC 14], Black Bolt I
3 Sanity - Asklepios I (Self-Only), Grip of Fear II [DC 15]
5 Sanity - Asklepios II (Self-Only), Grip of Fear III [DC 16], Black Bolt II
8 Sanity - Seal of Eibon I, Dispel Magick II

All spell-like abilities are cast as a standard action.

Deaf: The psychic vampire has no ears and is incapable of hearing. It automatically fails Listen checks.

Sense Sanity (Su): A psychic vampire can pinpoint the location of any creature within 60 feet that has a Sanity score above 0. It need not make Spot checks to detect these creatures.

All-Around Vision (Ex): Psychic vampires have a multitude of eyes that allow them to see in all directions. This grants them a +8 species bonus to Spot checks, and they cannot be flanked.

Electricity Vulnerability: Psychic vampires suffer 50% more damage when hit with an effect that deals electricity damage. This adjustment occurs regardless of whether or not the effect allows a save or if it is successful.

Spiderwalk (Ex): The legs of a psychic vampire grip to any surface, like a gecko. It can climb on any surface capable of supporting its weight, even glass or marble, and need not make climb checks to do so. It retains its Dexterity modifier to Defense while climbing, but it cannot take the Run action in this situation.

Kuma Kode
2011-04-21, 03:38 AM
I've noticed that my Shadow Theory PDF has made it onto other sites that I had no previous knowledge of, which both flatters me to no end and makes my mind go GRRRK because it's not complete. Also, because I went stupid and didn't even put my name on the thing, redistributing it is technically a copyright violation (Attribution required). :smallannoyed: I'll be sure to put all the legal necessities into the next compiled version to get all my ducks in a row.

Thank you all for being so supportive and helpful! If you use anything I've made, tell me how it went, and if you repost or share it anywhere, send me a message so I can check it out! :smallsmile:

radmelon
2011-04-21, 09:05 AM
I'm still planning the game i'm running, but it is going slow because my computer is being most... unhelpful. :smallfurious:

Kuma Kode
2011-04-21, 09:47 PM
Shadow Theory III (http://dl.dropbox.com/u/1467555/d20%20Horror/ShadowTheoryIII.pdf)

PDF has been updated with legal stuff, batteries, new equipment, and the four new monsters.

Kuma Kode
2011-05-08, 07:07 PM
So, I have some problems right now. I am considering moving Shadow Theory elsewhere.

This is in no way an indication that I'm leaving the boards, or even that I have a problem with these boards; quite the contrary, I respect this establishment quite a bit, which is why I want to make sure I don't cross any lines.

The thing is, Shadow Theory is intended for a more psychological, mature crowd and, despite having zombies, does not actually follow the typical zombie horror formula. It is much more like Silent Hill. The monsters, particularly the entities, are symbolic of emotions and psychological qualities that may not be explorable within the bounds of the forum rules. Indeed, many of the monsters have their inspirational roots in religions, the discussion of which is not allowed here (for good reason).

So, I am trying to find out how I should handle this. If I move the entire project to my personal site, it wouldn't get nearly as much attention (though it would gain the benefit of RSS subscriptions for followers). I could move it to a different forum, as well, one which would allow the setting to blossom into what I want it to be.

Or, I could clone the project, posting in two places at once but skipping the more mature/touchy subjects here.

In fact, thinking back, some of these monsters make me wonder if I'm not already in violation of some of the rules.

Again, this isn't some kind of flounce or complaint, it's the opposite. I really do like this place, and that's why I want to make sure I'm not violating any of the rules.

So what should I do? Is there another forum you frequent that you think would appreciate this project and which could hold it without any rules difficulties?

Surrealistik
2011-05-08, 08:05 PM
Mythweavers might be an option.

LOTRfan
2011-05-08, 08:13 PM
Many people who frequent here also frequent competitor games (http://forum.faxcelestis.net/viewforum.php?f=1&sid=a2e7897c3d4c4530cd7f76f7fc42255a).

Perhaps you can update on both sites simultaneously?

Kallisti
2011-05-08, 11:51 PM
Many people who frequent here also frequent competitor games (http://forum.faxcelestis.net/viewforum.php?f=1&sid=a2e7897c3d4c4530cd7f76f7fc42255a).

Perhaps you can update on both sites simultaneously?

This. Do this. Competitor Games is a really cool idea, and it needs more love.

Kuma Kode
2011-05-15, 03:58 AM
Decided I'll go with Competitor, at least for the time being. The rules are loose enough and the formatting is almost identical to this board, which will ease in transferring this ludicrous amount of text I've created.

I have added the Necronomicon to the Forbidden Tomes, and Blade of Blood and Damian's Satchel to the formulas.

I am currently working on a set of premade characters to serve as examples as well as ready-made characters to drop into the adventures I am also building. So stay tuned.

Kuma Kode
2011-05-20, 10:22 PM
I find it amusing that the Heart of Darkness entry on the main Entities post has been linking to the Chitterer, which is pretty much the polar opposite of the Heart in every conceivable way.

The Competitor version can be found here (http://forum.faxcelestis.net/viewforum.php?f=27), and is much better organized thanks to the subforum dedicated to it.

Surrealistik
2011-05-21, 01:29 AM
Whisper in the Dark needs its Magick Immunity changed over to the Heart of Darkness' Magick Absorption.

Kuma Kode
2011-05-27, 02:10 PM
Puppetmaster
Ort-ehoglh + Chaugorhac
Corruption Cost: 2 Dexterity damage and 1d4 Sanity
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. / 2 levels)
Target, Area, or Effect: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

Allegiances are like the wind; fickle, unpredictable, and destructive.

This utterance establishes a telepathic link between the caster and their victim, which overrides the victim's own motor functions and allows the caster to control them. The victim is well aware of the control and can voice their opinions through the link to the caster, but they are a prisoner in their own body for the duration of the spell.

The caster can give simple commands, such as "Attack my enemies" or "Retrieve the flashlight from the counter and bring it to me," but these commands will be limited by the creature's intelligence. Essentially, the caster manipulates the victim subconsciously.

At the caster's option, however, they can choose to spend a full-round action to directly command their puppet. Once direct command is established, the caster's own body goes dormant, standing or sitting in a trance-like state. The subconscious remains, however, which causes the body to react to stimulus by following moving objects with their eyes and other basic functions which observers may find eerie. While commanding a puppet in this way, the caster sees the world through their puppet's eyes, hears what they hear, and feels what they feel. They may manipulate the creature's body and special abilities as if they were the caster's own.

The caster can suffer Sanity loss and damage to their mental ability scores while in the body of their puppet. Disengaging from this state is also a full-round action. If the puppet dies while inhabited by the puppetmaster, the puppetmaster immediately drops to -10 Sanity and remains in the trance forever, their conscious mind having died with their puppet.

Direct control of an entity causes 1 point of Sanity loss per round it is maintained, caused by the sensations human minds were never meant to feel.

A command to perform suicide, or an attack by the caster or his or her allies, does not necessarily break the link; it turns inside-out. If the caster fails a Will save (DC set as their own spell), the spell reverses, causing the puppetmaster to be controlled by their intended target. If the save succeeds, the link instead breaks.

Echelon 1: The spell has a DC of 12 + the caster's Dexterity modifier.
Echelon 2: The spell has a DC of 14 + the caster's Dexterity modifier.
Echelon 3: The spell has a DC of 16 + the caster's Dexterity modifier.
Echelon 4: The spell has a DC of 18 + the caster's Dexterity modifier.
Echelon 5: The spell has a DC of 20 + the caster's Dexterity modifier.

Kuma Kode
2011-05-27, 02:39 PM
I've been really busy with family stuff recently, but I am working on some new spells and I added a more thorough explanation of the design of Shadow Theory to the introduction page.

Kuma Kode
2011-05-30, 02:41 PM
Firedance
Ort-ehoglh + Iqubony
Corruption Cost: 4 Strength damage and 1d4 Sanity
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft. level)
Target, Area, or Effect: One fire
Duration: Concentration, up to 1 round/level
Saving Throw: Reflex half
Spell Resistance: No

Flames embody the purest form of life; they grow, they consume, and they die, never ceasing their dance of ecstasy for having a chance to be alive.

By using this utterance, the caster may take control of an existing fire and cause it to move and dance through the air. The fire forms a tendril that slithers like a serpent. The tendril is roughly as thick as a human forearm and between six and fifteen feet long, but contains all of the energy of the original fire, and may glow quite brightly. The tendril has a "head" which is brighter and a "tail" which is dimmer and tapers off into nothingness.

The tendril dissipates immediately if the caster loses concentration, but can otherwise be directed to move in any way the caster desires, including up and down as the fire ignores gravity.

Anything that contacts the fire serpent is harmed, but the head deals the most damage. In fact, the serpent is so thin that anyone passing through a square it occupies is not harmed if they are aware it is there. The body follows the head in such a predictable way that dodging it is trivial.

However, the caster can direct the serpent's head to pass through a victim intentionally. The victim is entitled to a Reflex save to halve the damage. The serpent deals damage depending on the original size of the fire.

{table=head]Size|Damage
>1 cu. ft.|1
1-4 cu. ft.|1d4
5 cu. ft.|1d6
+5 cu. ft.|+1d6[/table]

The tendrils glow with the same light as the original fire.

If multiple tendrils are created, they can be controlled individually or merge to deal their combined damage. Merged tendrils can be separated again.

If the tendril passes out of sight, it does not dissipate. It can be controlled just as normal, but attempts to attack with it suffer a 50% miss chance and it must be moved by guesswork, much like driving a remote control car that can't be seen. The tendril will harm anything it is accidentally "driven" against, just like normal fire.

The tendril dissipates if the caster ceases concentration or moves it beyond range.

Echelon 1: The spell creates one tendril.
Echelon 2: The spell creates two tendrils.
Echelon 3: The spell creates three tendrils. The maximum duration increases to 1 minute/level.
Echelon 4: As echelon 3, but the spell creates five tendrils.
Echelon 5: As echelon 3, but the spell creates six tendrils.

Kuma Kode
2011-06-08, 04:43 PM
Unmake
Lot-aug + Ith-ys
Corruption Cost: 2 Strength damage and 1d4 Sanity
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target, Area, or Effect: One object or part of an object, with a volume not exceeding 10 cubic feet; or one construct
Duration: Instantaneous
Saving Throw: Fortitude negates (object); see text
Spell Resistance: Yes (object)

Ashes to ashes, dust to dust.

You send tendrils of anathematic energy into the object you target, dismantling it at the lowest levels of existence. The object sublimates and sizzles as if being destroyed by acid, sustaining 1d4 points of damage per caster level, regardless of hardness. Despite the acidic disappearance, it is safe to hold the object even as it corrodes.

Multiple castings of this utterance can be applied to destroy particularly tough or large objects, such as burning a hole in a concrete wall.

The particular energies used by this spell are destroyed by life energy, preventing it from affecting living creatures and allowing living creatures to "extend" their life force to protect objects in their possession. Objects in the possession of a living creature gain a Fortitude save to negate the damage.

Undead are considered living for purposes of saving throws.

Constructs can be harmed by this spell. They and their carried equipment receive no saving throw if they are nonmagickal (such as robots).

Echelon 1: The spell functions as above.
Echelon 2: The spell deals 1d6 damage per level.
Echelon 3: As echelon 2, but the range increases to Medium (100 ft. + 10 ft./level)
Echelon 4: As echelon 3, but the spell deals 1d8 damage per level.
Echelon 5: As echelon 4, but the spell gains a duration of 1 round/level and continues to deal damage every round. The damage is half that of the previous round.

Kuma Kode
2011-06-08, 06:42 PM
Phantom
Rtathu-bog + Otharsaz
Corruption Cost: 4 Charisma damage and 1d4 Sanity
Casting Time: 1 standard action
Range: Touch
Target, Area, or Effect: 10 ft. by 10 ft. area
Duration: 1 hour/level
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No

If you understand, things are as they are. If you do not understand, things are as they are.

You can paint a three-dimensional image onto the affected area, that moves and behaves as you desire. Any level of detail is possible, and the image can be programmed to behave realistically and even react to its environment, such as a plant bending and waving in the wind. Creatures can be replicated by this spell, and can move and react realistically. The spell draws primarily from subconscious understanding and intuition rather than a conscious reconstruction of the desired object or creature.

It is not possible to render an object or creature invisible; the utterance can only add sensations, not subtract them. It is possible, however, to hide a box under a phantom bush or otherwise conceal by way of addition.

Regardless of what the phantom portrays, the image is not real in any way, shape, or form. Nonliving creatures and objects such as cameras do not perceive the phantom, possibly allowing a savvy individual to use their digital camera's screen to pierce the illusion.

The spell cannot create phantasms of senses other than sight, and the image is confined to its area, possibly ruining the believability of the illusion.

Interacting with the phantom allows a Will save to realize its nature. If a character is faced with undeniable proof that the illusion is false, they automatically succeed. Characters who are aware of the phantom's true nature know it is an illusion but still see it.

Creatures created by the phantom can cause Sanity loss if the character fails their Will save.

The Otherworld aura of the spell is not hidden, nor does it adjust for the creatures depicted, possibly hinting to a psychic that the image is a fraud. A tree in the park that causes the survivor's radio to crackle will certainly be met with suspicion.

Echelon 1: The utterance functions as above.
Echelon 2: The utterance can now create phantom sounds.
Echelon 3: As echelon 2, but the area expands to 20 ft. by 20 ft. and the utterance can create phantom smells and tastes.
Echelon 4: As echelon 3, but the area can create phantom textures and touch sensations. It still does not have a physical presence.
Echelon 5: As echelon 4, but the spell's Otherworld aura changes to match what the phantom depicts.

Kuma Kode
2011-06-09, 12:37 AM
I appear to have gutted the PDF file link quite a while ago. The link has been repaired.

Kuma Kode
2011-07-03, 04:30 AM
Flare guns! (http://www.giantitp.com/forums/showthread.php?p=8178269#post8178269)

Not as useful as you'd think!

Flashbangs! (http://www.giantitp.com/forums/showthread.php?p=8178269#post8178269)

Almost as dangerous to you as it is to them!

Anyways, took a bit of a break to reset my brain. I'll be getting back into this shortly.

radmelon
2011-07-03, 12:01 PM
The game I've been running has been going on pretty well, my players know when to run and when to fight. I may have to turn things up a notch though... :smallwink:

Kuma Kode
2011-07-03, 12:26 PM
That's why I gave them Vincent. Give them an enemy that doesn't confront them physically. Confront them with ethical or moral quandries. That's the kind of encounter that makes a campaign memorable.

radmelon
2011-07-03, 12:34 PM
They're still only level 3 though, gotta build things up somewhat. Thanks for the advice though.

Kuma Kode
2011-07-03, 12:57 PM
Light Echo
E'migubbor + A'nacatugh
Corruption Cost: 1 Charisma damage and 1d4 Sanity
Casting Time: 1 standard action
Range: Touch
Target, Area, or Effect: Touched object
Duration: 1 Hour/Level
Saving Throw: None
Spell Resistance: No

Every child has tried to catch light in a box. A few succeeded.

This utterance causes the touched object to re-emit visible light it has absorbed over the course of its existence. The object radiates light at a 5 ft. range, much like a candle, for the duration of the utterance. No heat is emitted, and the color of the light is red.

Objects affected by light echo are not bright enough to harm Otherworld creatures. Also, remember that red and orange light do not interfere with manifestation, though they can help enhance a survivor's line of sight.

Echelon 1: As above.
Echelon 2: The area of effect is 10 ft., and the light turns orange.
Echelon 3: The area of effect is 20 ft., and the light turns yellow-green.
Echelon 4: The area of effect is 40 ft., and the light turns turquoise.
Echelon 5: The area of effect is 80 ft., and the light turns bright white.

Kuma Kode
2011-07-11, 01:08 PM
Voiceless
Template
Naked, shriveled, doll-like forms with every bodily orifice stitched shut with crude, black thread, Voiceless are disturbing monsters created through the application of black magick. These near-mindless creatures follow the commands of their masters to the letter, never questioning why. They stumble through the darkness until they "see" their victims, glowing like a lamp in an otherwise featureless void, and seek to extinguish their light.

Though they are consumed with destructive desires, they scream and beg in muffled voices as they claw at their victims in a frenzy, like a drowning man would claw at those who try to save him, ultimately condemning them as well.

“Voiceless” is an acquired template that can be added to any living corporeal creature (referred to hereafter as the base creature). A voiceless uses all the base creature’s statistics except as noted here.

Challenge Rating: As base creature.

Size and Type: The creature's size remains unchanged, but it becomes a Construct (Entity).

Hit Dice: The voiceless has as many hit die as it did when it was alive, but they all become Construct hit die.

Defense: The body of a voiceless is a mostly useless and redundant shell, granting it a +2 natural armor bonus to Defense.

Attacks: A voiceless retains all the natural attacks of the base creature, except those that rely on openings like eyes or mouths. A creature with hands gains one claw attack per hand; the voiceless can strike with all of them at its full attack bonus. (If the base creature already had claw attacks, it can use the voiceless claw attack and damage, if they’re better.)

Damage: Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the voiceless' size (use the base creature’s claw damage if it’s greater): Diminutive or Fine 1, Tiny 1d2, Small 1d3, Medium-size 1d4, Large 1d6, Huge 1d8, Gargantuan 2d6, Colossal 2d8.

Special Qualities: A voiceless retains none of the special qualities of its former self, and instead gains the following:

Critical Vulnerability: A voiceless is animated by the dark energy contained within its body. If the body cavity is pierced, this energy can seep out like water from a damaged bag. If a critical hit is scored, such as through a lucky attack roll or a coupe de grace, the voiceless is instantly slain. If killed in this way, it does not reanimate.

Voiceless: As the name implies, a voiceless cannot speak, though it understands the words of its creator.

Sense Life: Voiceless cannot see, due to their stitched-shut eyes. However, they can "see" life force as if the living beings were light sources. Living beings with ¼ Hit Die or more, but less than 1 HIt Die, glow as if they were a candle. Beings 1 Hit Die or more glow as if they were a torch. This illumination is also cast on nearby terrain.

Daywalker: Voiceless are unharmed by light, including sunlight, as long as their orifices remain sealed.

Allegiances: A voiceless loses any previous allegiances and adopts a new allegiance to its master. This allegiance cannot be broken.

Action Points: A voiceless does not acquire or amass action points. It loses any action points possessed by the base creature.

Reputation Bonus: A voiceless has a +0 Reputation bonus.

Ability Scores: A voiceless gains the following ability score increase: Str +4, Dexterity +4. In addition, the voiceless has an Intelligence of 2, a Wisdom of 2, and a Charisma of 1. it does not have a Constitution modifier.

Skills: A voiceless loses all skills acquired during its former life.

Feats: A voiceless loses all feats.

Sanity Drain: A human voiceless' Sanity drain becomes 0/1d4.

Kuma Kode
2011-07-11, 01:11 PM
Forgot to post that monster that my players liked.

I'm currently running a d20 Past version of Shadow Theory called The Sacrament (http://www.giantitp.com/forums/showthread.php?t=204511), though it's more setting specific in how the monsters function and so it's soaking up a lot of my horror time with related but ultimately not useful monsters and puzzles.

When the notes get caught up, I'll be posting some of the monster stats and such there, which might still be useful to someone.

Zeta Kai
2011-07-12, 02:12 PM
Hey, Kuma, great job on this project. I've been watching this for a long time, & I'm continually impressed with your work here. Do you have a link to the current version of the PDF? The last link is dead, & I'd love to have an up-to-date copy of the whole thing. Cheers & Kudos!

Kuma Kode
2011-07-12, 06:52 PM
The current pdf (http://dl.dropbox.com/u/1467555/d20%20Horror/Shadow%20Theory.pdf) is linked in the first post. I figured that would be easier than leaving this weird bread-crumb trail through the comments. :smalltongue:

I appreciate the encouragement, and I always feel kinda sorry I don't work harder on this. Just sometimes I get stuck obsessing about which paths I should take for the zombies and the spells and such, and I end up not doing anything.

I'm thinking about changing gears and working on Arkham for a while, since it's been sitting there in the table of contents for a very long time... that and some premade survivors for a quick game to try out the game....

lothofkalroth
2011-07-14, 10:28 AM
I like the feel of this game. It's an interesting sanity system, though I would say the one potential weak point is that it seems to rely heavily on good RPers to really make the sanity meaningful. Then again, many people who play this style of horror game do it for the RPing, so it's probably no big deal.

Kudos, keep up the good work! : )

Kuma Kode
2011-07-22, 11:11 PM
Jumping Jackal
Medium Monstrous Humanoid (Entity)
Vitality Dice: 4d8+4 (22 VP)
Wound Points: 12
Initiative: +6
Speed: 40 ft.
Defense: 16 (+6 Dexterity)
Base Attack/Grapple: +4 / +9
Attack: Bite +10 melee (1d4+1)
Full Attack: Bite +10 melee (1d4+1) and 2 rakes +5 melee (1d3)
Space/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Attach
Special Qualities: Entity traits, Jumping Jack, Swift Defense
Allegiances: The Otherworld
Action Points: -
Reputation: +0
Saves: Fort +2, Reflex +10, Will +7
Abilities: Str 13, Dex 22, Con 12, Int 2, Wis 16, Cha 1
Sanity Drain: 1/1d6
Skills: Jump +21, Listen +6
Feats: Weapon Finesse (Claw)ᴮ, Weapon Finesse (Bite)ᴮ, Dodge
Talents: -
Challenge Rating: 3
Jumping Jackal is the name given to a species of energetic beings from the Otherworld. Generally humanoid in shape, the jackals have rubbery grey skin, vicious claws, and digitigrade legs like those of a dog. Its head is bestial, with a long muzzle and canine teeth below glowing white eyes. It lacks ears, but retains ear canals which appear like warped holes in the side of its head.

The jackal's bite is surprisingly dangerous considering the relatively small size of its teeth; the jackal can open its jaw up to one-hundred and twenty degrees and its teeth are blunted, causing them to tear flesh as opposed to more conventional piercing. This tearing is extremely painful; like using fingers to make a surgical incision instead of a scalpel.

Jumping Jackals get their name because of their kangaroo-like capacity for hopping. In fact, jumping wildly appears to be the jackal's sole method of locomotion. They can propel themselves great distances with a single leap and have even been observed "climbing" buildings by jumping between two opposing walls in an alley.

A radio detects the presence of a Jumping Jackal under the Welcome to Silent Hill variant.

Combat
When a jumping jackal spots prey, it leaps onto it and begins biting and kicking with its legs. If resisted, the creature leaps about quickly, vaulting off of walls and over obstacles, until it finds a weakness in its victim's guard through which to attack again. This "hit and jump" tactic is particularly effective against survivors who rely on firearms, as they will typically fire at the moving target out of fear, unaware that the creature awaits their attempt to reload.

Once it bites a victim who cannot resist it properly, it latches on and claws them, thrashing its head violently to remove large chunks of their flesh. Despite their savage assaults and deep-piercing teeth, jumping jackals only eat skin.

Attach (Ex): A jumping jackal who successfully bites a victim no more than one size category smaller than itself latches on. The victim is not considered grappled, but the extra weight and constant damage may make some actions difficult, if not impossible. Every round after the first the jackal remains attached, it automatically scores a critical hit with its bite attack, rending its victim's flesh, and may make its rake attacks with an additional +4 circumstance bonus.

While attached, the jackal loses its Dexterity modifier to its Defense.

Jumping Jack (Ex): A jumping jackal is capable of kicking off walls and angled surfaces with enough force to project itself forward. The jackal can use a wall or other vertical surface as if it were a floor, provided it jumps both on and off the wall, but it cannot use the same wall twice in a row. It can, however, jump back and forth between two opposing walls.

Some survivors have reported that the jumping jackal will use particularly sturdy-looking people in this same way.

Swift Defense (Ex): In any round in which it moves but does not attack, the jumping jackal may double its Dexterity modifier to its Defense.

Skills: A jumping jackal uses its Dexterity modifier for Jump checks instead of its Strength. It can always taken ten on Jump checks, even when rushed or threatened, and gains a +8 species bonus to Jump checks.

Kuma Kode
2011-07-22, 11:30 PM
Had a nightmare, so I have more monsters to make.

Now you can pick up emotional fragments and read information about an object's owners with the psychometry psionic feat (http://www.giantitp.com/forums/showthread.php?p=8275917#post8275917).