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  1. - Top - End - #241
    Bugbear in the Playground
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    Default Re: Shadow Theory (d20 Modern Horror)

    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.

  2. - Top - End - #242
    Bugbear in the Playground
     
    radmelon's Avatar

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    Default Re: Shadow Theory (d20 Modern Horror)

    They're still only level 3 though, gotta build things up somewhat. Thanks for the advice though.
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    Quote Originally Posted by A Friend Of Mine
    Bloody Mess: The gift that keeps on gibbing.
    Fatigue makes me wax philosophic and/or babble. If I've posted something strange and tangential, that is probably the cause. This entry would be an example.

  3. - Top - End - #243
    Bugbear in the Playground
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    Default Utterance : Light Echo

    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.
    Last edited by Kuma Kode; 2011-07-03 at 12:57 PM.

  4. - Top - End - #244
    Bugbear in the Playground
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    Default Voiceless

    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.

  5. - Top - End - #245
    Bugbear in the Playground
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    Default Re: Shadow Theory (d20 Modern Horror)

    Forgot to post that monster that my players liked.

    I'm currently running a d20 Past version of Shadow Theory called The Sacrament, 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.

  6. - Top - End - #246
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    Default Re: Shadow Theory (d20 Modern Horror)

    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!

  7. - Top - End - #247
    Bugbear in the Playground
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    Default Re: Shadow Theory (d20 Modern Horror)

    The current pdf is linked in the first post. I figured that would be easier than leaving this weird bread-crumb trail through the comments.

    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....

  8. - Top - End - #248
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    Thumbs up Re: Shadow Theory (d20 Modern Horror)

    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! : )

    Tired of looking up detailed rules?
    Looking for a simple universal system that doesn't sacrifice creativity?
    Always wanted vaguely art-deco character sheets?

    [Try 2d6]

  9. - Top - End - #249
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    Default Jumping Jackal

    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.

  10. - Top - End - #250
    Bugbear in the Playground
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    Default Re: Shadow Theory (d20 Modern Horror)

    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.
    Last edited by Kuma Kode; 2011-07-23 at 12:26 AM.

  11. - Top - End - #251
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    Default Corpse Flower

    Corpse Flower
    Huge Plant (Entity)

    Vitality Dice: 9d8+72 (112 VP)
    Wound Points: 52
    Initiative: -5
    Speed: 5 ft.
    Defense: 3 (-5 Dexterity, -2 Size)
    Base Attack/Grapple: +6 / +23
    Attack: Vine whip +9 melee (1d8+5)
    Full Attack: 8 vine whips +9 melee (1d8+5)
    Space/Reach: 15 ft. by 15 ft. / 15 ft.
    Special Attacks: Improved Grab, Vampirism, Create Spawn, Constrict
    Special Qualities: Entity traits, Plant traits, Regeneration 10, Electricity Vulnerability, Acid Immunity
    Allegiances: The Otherworld
    Action Points: -
    Reputation: +0
    Saves: Fort +14, Reflex -2, Will +2
    Abilities: Str 20, Dex 1, Con 26, Int 1, Wis 8, Cha 1
    Sanity Drain: 1/1d10
    Skills: -
    Feats: -
    Talents: -
    Challenge Rating: 11
    The corpse flower is a massive plant with a main body twelve feet wide and equally tall, with a shape vaguely reminiscent of an onion. Every part of the plant, from its massive petals to is bulb and roots, is porcelain white. While this makes the creature look like an elegant white lotus, it makes it difficult to discern the plant's more maligned qualities.

    The bottom of the wide, flat bulb that serves as the plant's body possesses hundreds of small, spider-like legs that allow it to slowly move along the ground to find a better hunting spot. When it finds a suitable, dark location, it roots and awaits prey. Any uncorrupted creature who dares stray too close is attacked by thick, thorned vines that rake and grapple the victim. The victim is then pulled into the center of the plant where it is encased in a multitude of thin, silk-like vines. These thin vines are, in fact, roots, and dig deep into the victim like mold in bread to extract nutrients. The victim usually suffocates in the plant's bulb if they were not already killed, but the roots do not release until the body has completely decayed and no further nutrients can be harvested.

    The stench of decomposition that constantly swirls around the monster gives the corpse flower its name.

    It is believed that the corpse flower has some connection with the similar, but smaller and benign ghost lotus that began to appear in shadowed areas a few weeks before the apocalypse. The nature of this connection is unknown. Some believe that ghost lotuses are simply larval corpse flowers, while others believe they are related species and still others theorize the corpse flower is simply mimicking the appearance of a harmless species to deceive prey.

    A radio does not detect the presence of the Corpse Flower under the Welcome to Silent Hill variant.

    Combat
    A corpse flower is not a creative combatant. It simply grabs at victims and attempts to "eat" them.

    Improved Grab: Whenever the corpse flower strikes a creature at least one size category smaller than itself with its vine whip, it can attempt to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it may constrict.

    Vampirism: Whenever a corpse flower successfully deals damage with its constrict ability, it recovers half of the damage it deals. The damage must be the same kind (dealing Vitality damage heals Vitality; dealing Wound damage heals Wound).

    Create Spawn: Anyone slain and devoured by a corpse flower returns as a floral spectre one month later. The floral spectre retains no statistics from its previous form and possesses only the rudimentary memories and appearance of its dead self.

    Constrict: A corpse flower that establishes or maintains a hold in a grapple may deal 1d8+7 points of damage as a free action.

    Regeneration 10: The corpse flower counters its immobility with an immense capacity to recover damage. All damage, except Fire and Electric, automatically deal Vitality damage, even on a critical hit. The corpse flower regenerates 10 points of Vitality every round. Fire and Electric damage automatically deal Wound damage regardless of the amount of Vitality the corpse flower has, though the creature is entitled to a Fortitude save (DC 1- + damage dealt) to convert the fire or electric damage to Vitality, which it can heal normally.

    Electricity Vulnerability: All electric damage taken by a corpse flower is multiplied by 1.5.

    Acid Immunity: Corpse flowers ignore damage from acid, regardless of its source.

  12. - Top - End - #252
    Bugbear in the Playground
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    Default Floral Spectre

    Floral Spectre
    Medium Plant (Entity)

    Vitality Dice: 2d8-2 (7 VP)
    Wound Points: 8
    Initiative: +1
    Speed: 30 ft.
    Defense: 11 (+1 Dexterity)
    Base Attack/Grapple: +1 / +7
    Attack: Vines +3 melee (1d4+1)
    Full Attack: 4 vines +3 melee (1d4+1)
    Space/Reach: 5 ft. by 5 ft. / 10 ft.
    Special Attacks: Improved Grab
    Special Qualities: Entity traits, Plant traits, Electricity Vulnerability, Acid Immunity, Ballistic Immunity
    Allegiances: Corpse Flower master
    Action Points: -
    Reputation: +0
    Saves: Fort +2, Reflex +1, Will -2
    Abilities: Str 14, Dex 12, Con 8, Int 1, Wis 6, Cha 1
    Sanity Drain: 1/1d4
    Skills: Hide +9
    Feats: -
    Talents: -
    Challenge Rating: 1
    A floral spectre is a humanoid mass of what appears to be porcelain white ivy, decorated with lotus-like flowers. They move with a bounding grace and can distort and reform their bodies as needed, though these changes are generally cosmetic. They are, in fact, the residual psyches of a corpse flower's victims, trapped in the vines and flowers that grow around their master.

    They retain vague memories of who they once were, but their allegiance to their master and its need to feed is absolute.

    A radio can detect the presence of a floral spectre under the Welcome to Silent Hill variant.

    Combat
    Floral spectres live to serve their master, frequently lying in wait as harmless vines before leaping up to enter the fray. In combat, they grapple victims and attempt to bring them closer or hold them still for the corpse flower. If encountered away from a corpse flower, they are typically scavenging for food to bring back and will flee if attacked.

    Improved Grab: Whenever the floral spectre strikes a creature no more than one size category larger than itself with its vines, it can attempt to start a grapple as a free action without provoking an attack of opportunity.

    Electricity Vulnerability: All electric damage taken by a floral spectre is multiplied by 1.5.

    Acid Immunity: Floral spectres ignore damage from acid, regardless of its source.

    Ballistic Immunity: The pliable, porous body of a floral spectre renders firearms useless against it. The floral spectre ignores ballistic damage.

  13. - Top - End - #253
    Bugbear in the Playground
     
    radmelon's Avatar

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    Default Re: Shadow Theory (d20 Modern Horror)

    I'm just reporting that my shadow theory game is going great. It's much sillier than I believe you intended, but it's all working fine. I've introduced a house rule that witty one-liners increase sanity. That all said however, I do believe that I have the players suitably scared of the dark.
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    Quote Originally Posted by A Friend Of Mine
    Bloody Mess: The gift that keeps on gibbing.
    Fatigue makes me wax philosophic and/or babble. If I've posted something strange and tangential, that is probably the cause. This entry would be an example.

  14. - Top - End - #254
    Bugbear in the Playground
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    Default Re: Shadow Theory (d20 Modern Horror)

    Yeah, Shadow Theory isn't really designed for black humor, but that's cool if you play it that way.

    I updated the PDF with the most recent stuff.

    I lost my laptop a few weeks ago and since then I've been really kinda bummed. Lost a lot of my D&D stuff with that, including some premade characters and the map of Arkham. Still, I'm trying to get back into the swing of things.

  15. - Top - End - #255
    Bugbear in the Playground
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    Default Utterance : Shock Therapy

    Shock Therapy
    Halot-Labo + Yghaz-legh
    Corruption Cost: 6 Dexterity damage and 1d4 Sanity
    Casting Time: 1 standard action
    Range: Touch
    Target, Area, or Effect: One ally
    Duration: Instantaneous
    Saving Throw: Fortitude resists; see text
    Spell Resistance: Yes

    For those consumed with madness, a risky treatment can be the Saint, the hero that saves you when no one else can. For others, it is the rapist of the soul that comes in the night and steals what little you have left.

    This incantation uses electrical power to rewire the target's brain, potentially restoring their Sanity. When cast, you absorb EP from nearby batteries and devices and channel it into your touched ally. The EP must be in your possession and within 5 feet at the time of casting.

    To succeed, you must make a caster level check, to which you add your Intelligence modifier. The DC for this check is 20. For every 2,000 EP you spend, you gain a +1 bonus on this check.

    Success indicates that your ally recovers 1 point of Sanity per 2,000 EP spent, up to their Starting Sanity. Any extra EP spent is lost. If you fail, the treatment does not restore Sanity, but you spend the EP and risk causing permanent damage, regardless.

    Electrocuting your allies to rewire their psyche is a very dangerous game; if your ally fails a Fortitude save (DC 12 + your Intelligence modifier), his or her brain is permanently harmed by the treatment, resulting in a loss of 1 point of Intelligence, Wisdom, and Charisma. This loss is permanent, and cannot be healed by any means. This saving throw must be made even if the target recovers Sanity.

    Echelon 1: This spell works as above.
    Echelon 2: The bonus and recovered Sanity is 1 per 1,500 EP. The base DC to avoid damage is 14.
    Echelon 3: The bonus and recovered Sanity is 1 per 1,000 EP. The base DC to avoid damage is 16.
    Echelon 4: The bonus and recovered Sanity is 1 per 800 EP. The base DC to avoid damage is 18.
    Echelon 5: The bonus and recovered Sanity is 1 per 600 EP. The base DC to avoid damage is 20.
    Last edited by Kuma Kode; 2011-11-05 at 11:56 AM.

  16. - Top - End - #256
    Bugbear in the Playground
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    Default Utterance : Shadow Body

    Shadow Body
    Ngthlh-ddh + Uggot
    Corruption Cost: 2 Constitution damage and 1d8 Sanity
    Casting Time: 1 standard action
    Range: Personal
    Target, Area, or Effect: You
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    The denizens of the Otherworld hold many secrets and wonders, not the least of which is that of the quasi-real body. With this utterance, you may shed your physical form and walk among the shadows as they do, but be warned: just as the light shuns them, so too will the light shun you.

    Upon completing this utterance, your body dissolves gruesomely into nothingness, leaving only your three-dimensional shadow behind. In truth, your body has transformed into living, malleable darkness. While in this shadow form, you gain Damage Reduction 5/+1. You may move through cracks and holes as if you were water. Your senses stretch into the nether, as well; you gain Darkvision out to a range of 60 feet.

    For all its utility and defensive properties, your dark form comes with a price: you are treated as a Tainted One when exposed to light. For example, when exposed to sunlight, you lose ⅓ of your Wound points every round.

    When the spell ends, your body returns to normal, even if it is not properly configured, such as when passing through a small hole. If you are in an area too small to contain your normal body, your disorganized flesh fills the area and reincorporates to the best of its ability, likely killing you.

    Echelon 1: This spell works as above.
    Echelon 2: You gain Damage Reduction 15/+1 and your Darkvision extends to 120 feet.
    Echelon 3: As Echelon 2, and the duration extends to 1 minute/level.
    Echelon 4: As Echelon 2, but you become Incorporeal instead of gaining Damage Reduction. You gain a fly speed equal to your base speed with perfect maneuverability and may pass through solid matter. Light treats you as an Entity instead.
    Echelon 5: As Echelon 4, but the duration extends to 1 minute/level.

  17. - Top - End - #257
    Bugbear in the Playground
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    Default Utterance : Echo from the Grave

    Echo from the Grave
    Arlo-molegh + Degachabo
    Corruption Cost: 6 Charisma damage and 1d6 Sanity
    Casting Time: 1 hour
    Range: 10 feet
    Target, Area, or Effect: One freshly dug hole
    Duration: Until discharged
    Saving Throw: None
    Spell Resistance: No

    Ankou. Anubis. Charun. Hermes. Pinga. Ixtab. Muut. Throughout the ages, it has been called many names and dressed in many costumes, but it has remained as it always was: Death.

    This disturbing ritual creates a gateway into the realm of a being called the Mediator. The true nature of this creature is unknown, but many believe it to be a psychopomp. This guide of souls can, under limited, dire circumstances, be called upon to answer questions.

    The spell is targeted on a hole that must be dug in the ground, six feet in depth. It must be cast at night, in darkness, under the sky. Flashlights and other limited illumination can be available and even in use, but the area must remain as dark as possible. If light brighter than the full moon has ever touched the earth at the bottom of the hole, the spell cannot function (it is possible to simply dig a little deeper to get fresh, uncorrupted earth, however).

    During the ritual, white candles are placed around the hole, and the caster and his or her allies arrange themselves around the hole's edge, sitting or kneeling as they see fit.

    When the spell completes, the hole darkens, as if extending and becoming deeper, until the depth is no longer discernible. From the seemingly endless hole will crawl a form, usually skeleton, arachnoid, or avian, that lurks just at the edge of visible light. This being is the Mediator. All those who see the Mediator suffer 1/1d4 Sanity damage.

    The Mediator rarely introduces itself; most casters end the spell at the sight of its unblinking eyes. You must make the first move and ask it a question. The Mediator has no allegiances to affect its interactions; it answers any question put to it truthfully, but the question must relate to darkness, death, or the lives of mortal beings.

    Be cautious, however, for the words of the Mediator are not meant to be heard with mortal ears. The spell can only safely translate ten words before it dissolves and the connection is severed. The candles blow out as words are spoken, providing a direct visual indicator as to the number of questions remaining (if the number of words and candles differs, the candles equate to a percentage).

    If asked a question about something outside its portfolio, such as the weather or how to build a plane, the Mediator will tell you it doesn't know.

    If asked about the Otherworld, its denizens, or the fate of the caster or those present, the Mediator will tell you that it is not allowed to tell you.

    If asked about itself, the Mediator will begin to recite the names it has been given since the dawn of time; this effectively ends the spell regardless of the echelon (it has thousands of names).

    When the spell ends, the Mediator recedes, and the hole returns to normal. If the caster moves more than 10 feet away from the hole, the spell ends. If light is shone at the Mediator, all those who see it suffer an additional 1/1d10 points of Sanity damage and the spell ends.

    This spell provides no protection against wandering monsters, and, in fact, the light and activity may serve to attract them.

    Increasing the Echelon of the spell by 1 increases the casting time by 1 hour.

    Echelon 1: The Mediator may speak 10 words.
    Echelon 2: The Mediator may speak 25 words.
    Echelon 3: The Mediator may speak 40 words.
    Echelon 4: The Mediator may speak 60 words.
    Echelon 5: The Mediator may speak 75 words.

  18. - Top - End - #258
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    Default Re: Shadow Theory (d20 Modern Horror)

    I'm here to report that my shadow theory game is a resounding success. The players are scared of the unknown, and think carefully before every move.

    The latest session was a climax to the arc, with them holed up with backup in a military fort vs untol hordes of high level enemies. Despite the near-constant use of explosives, they were blindsided by the green lighting coming at them in the end and a huge mob welled up. That plus the eleos that came down as the lightning's herald (They're level 3 by the way) sent the running.
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    Default Re: Shadow Theory (d20 Modern Horror)

    One other thing, while discussing what to do next in the campaign, one of my players wondered aloud what would happen if you caught the rolling green thunder with a lightning rod. I don't really have an answer. What do you think?
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    Default Re: Shadow Theory (d20 Modern Horror)

    The green lightning is supernatural energy, not electricity, and so would not necessarily behave at all like true lightning. It would likely simply annihilate anything it manages to touch, including things that may be flying at a high altitude.

    The green lightning was originally envisioned as the unstable edges of a portal, the twisted and mangled spacetime that accompanies the twilight.

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    Default Re: Shadow Theory (d20 Modern Horror)

    That's not a fun answer, rather anticlimactic in fact.

    I'm just gonna make a huge explosion than summon something high-level.
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    Default Re: Shadow Theory (d20 Modern Horror)

    Quote Originally Posted by radmelon View Post
    That's not a fun answer, rather anticlimactic in fact.

    I'm just gonna make a huge explosion than summon something high-level.
    The proper response to your players should be "Why don't you try it and find out?" followed by an evil grin.
    Instead of just a huge explosion, why not have it summon a Living Spell (in this case, a 10d6 lightning bolt) that seeks out the nearest person and attacks them. The Living Spell dissipates one round after it attacks. If the person is killed by the lightning, they immediately become a tainted of their hit dice and class (and the player is ordered to do his utmost to kill his former friends). If the character survives the lightning, they must make a save to avoid becoming a fallen.

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    Default Re: Shadow Theory (d20 Modern Horror)

    Quote Originally Posted by ^Graff View Post
    The proper response to your players should be "Why don't you try it and find out?" followed by an evil grin.
    Instead of just a huge explosion, why not have it summon a Living Spell (in this case, a 10d6 lightning bolt) that seeks out the nearest person and attacks them. The Living Spell dissipates one round after it attacks. If the person is killed by the lightning, they immediately become a tainted of their hit dice and class (and the player is ordered to do his utmost to kill his former friends). If the character survives the lightning, they must make a save to avoid becoming a fallen.
    That's pretty much what I'd told them, but the living spell idea is great. That or a storm elemental. Either way, they're in for some hurt.
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    Default Talent Trees

    Talent Trees

    Shadow Theory expands each basic class's set of talent trees, opening up new talents for the heroes to take. These talent trees do not replace the basic ones; all of the original talent trees are also available in Shadow Theory, as well as any other talents your GM has created or found in other sourcebooks.

    Strong Hero

    Improvised Combat Talent Tree
    Strong heroes have a natural knack for combat, and can turn just about anything into a weapon when pressed.

    Improvised Aptitude
    The strong hero suffers only a -2 penalty when wielding an improvised weapon.

    Improved Improvised Aptitude
    The strong hero suffers no penalty when wielding an improvised weapon.
    Prerequisite: Improvised aptitude

    Advanced Improvised Aptitude
    The damage die of all improvised weapons wielded by the strong hero increase by 1 step, such as from 1d6 to 1d8. This stacks with other effects that increase the damage of improvised weapons.
    Prerequisite: Improvised aptitude, improved improvised aptitude

    Close Quarters Talent Tree
    Strong heroes are capable of standing toe-to-toe with many of the monsters on their own terms: close-quarters.

    Defensive Wrestling
    When grappling with an enemy larger than you, your opponent's size bonus to grapple checks is reduced by half.

    Ground and Pound
    When you use the Damage Opponent option in a grapple to deal damage as an unarmed strike, you may instead choose to do lethal damage.
    Prerequisite: Defensive wrestling

    Power Wrestler
    When you strike an opponent who you are grappling with an unarmed strike or light weapon, you deal additional damage equal to half your Strength modifier as if using a two-handed weapon.
    Prerequisites: Defensive wrestling, ground and pound

    Fast Hero

    Avoidance Talent Tree
    The fast hero's special skills allow them to hide and avoid confrontation with enemies.

    Expert Hiding
    If the character gains a circumstance bonus to Hide checks from cover or concealment, she gains an additional +2 per step. Three-quarters cover grants a +7 circumstance bonus instead of +5, for instance, while nine-tenths grants a +14 circumstance bonus instead of +10.

    On the Move
    Penalties to Hide and Move Silently checks caused by moving greater than half your speed are cut in half (round down). You suffer only a -2 penalty for moving at full speed, and only a -10 when running.

    Just the Wind
    The fast hero knows just where to throw rocks or small debris to cover their movement. When creating a diversion as part of a Hide check, the character may make a ranged attack roll instead of a Bluff check, and she suffers only a -5 penalty to her Hide check when using a diversion instead of a -10.
    Prerequisite: On the move

    Marksman Talent Tree
    Bullets are in limited supply, and the fast hero knows how to make each one count.

    Marksmanship
    The fast hero deals an additional point of damage when making ranged attacks with firearms.

    Improved Marksmanship
    The fast hero deals an additional point of damage when making ranged attacks with firearms. This stacks with marksmanship, for a total of +2 damage.
    Prerequisite: Marksmanship

    Advanced Marksmanship
    The fast hero deals an additional point of damage when making ranged attacks with firearms. This stacks with marksmanship and improved marksmanship, for a total of +3 damage.
    Prerequisites: Marksmanship, improved marksmanship

    Tough Hero
    The tough hero's talent Remain Conscious does not work with the Vitality and Wound system and does not exist in Shadow Theory. Players interested in taking it should be redirected to the Braveheart talent tree.

    Defender of Mankind Talent Tree
    Tough heroes are able to handle abuse that others simply can't, and this drives some to be very protective of others.

    Distracting Defender
    Whenever you successfully deal damage to another creature in melee, that creature loses the ability to take attacks of opportunity against anyone but you for one round.

    Fettering Defender
    Whenever you successfully deal damage to another creature in melee, that creature suffers a -2 penalty to attack rolls that are not directed at you for one round.
    Prerequisite: Distracting defender

    Harrowing Defender
    In melee, you deal an additional 1d6 points of damage against creatures that have made an attack roll last round that did not target you. If the creature attacks you, whether successfully or not, it is immune to this ability for 1 round, even if it also attacks others.
    Prerequisites: Distracting defender, fettering defender

    Braveheart Talent Tree
    The tough hero is a survivor at heart, capable of fighting against the odds long after other people would have fallen.

    Defensive Rage
    As a free action, the tough hero may enter a defensive rage that makes him very difficult to kill. While in this state, the tough hero gains a +6 bonus to Constitution, a +2 bonus to Will saves, and suffers a -2 penalty to Defense. This increase to Constitution grants the tough hero 3 Vitality points per level, as well as 6 Wound points, but these go away at the end of the rage and are not lost first the way temporary hit points are. He may not use any Charisma, Dexterity, or Intelligence based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or Concentration. He can use any feat he has except for Combat Expertise and psionic feats. The rage lasts for a number of rounds equal to 3 + the tough hero's new Constitution modifier, but can be ended prematurely as a free action. Once the rage ends, even if it was ended intentionally, the tough hero is fatigued (-2 penalty to Strength and Dexterity, and cannot run or charge) for the rest of the encounter.

    This talent can be used once per day.

    This talent can be taken multiple times. Each time grants an additional usage per day. If taken three or more times, the character is no longer fatigued at the end of his rage (but still may not rage again for the rest of the encounter).
    Prerequisite: One talent from the Unbreakable talent tree

    Wounded Animal
    When dealt a blow that reduces him to 0 Wound points, the tough hero may spend an action point to enter an animalistic frenzy, fighting tooth and nail to save his own life. This frenzy grants a +4 bonus to Strength and a +2 bonus to Constitution, a +2 bonus on Will saves, but inflicts a -2 penalty to Defense. Additionally, the tough hero recovers half his Wound points. This increase to Constitution grants the tough hero 1 Vitality point per level, as well as 2 Wound points, but these go away at the end of the rage and are not lost first the way temporary hit points are. He may not use any Charisma, Dexterity, or Intelligence based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or Concentration. He can use any feat he has except for Combat Expertise and psionic feats. The rage lasts for a number of rounds equal to 3 + the tough hero's new Constitution modifier, but can be ended prematurely as a free action. Once the rage ends, even if it was ended intentionally, the tough hero is exhausted (-6 penalty to Strength and Dexterity, and cannot run or charge) for the rest of the encounter.

    This talent can only be used once a day, regardless of the number of action points the character possesses.

    Prerequisite: Defensive rage, second wind

    Smart Hero

    Scavenger Talent Tree
    The smart hero is excellent at finding and managing their own resources.

    Vulture
    You gain a +5 bonus on Search checks made specifically to scavenge for items and resources.

    Conservative Crafter
    Whenever you craft an item from parts, you use up one less part (minimum 1 part used).

    Favorite Find
    Select one of the following: Ammunition, food, batteries, electrical parts, mechanical parts, chemical parts. Whenever you successfully scavenge at least one unit of your chosen favorite, you gain an additional unit.

    Dark Knowledge Talent Tree
    Some smart heroes have a knack for understanding deranged minds and find it easier to understand their rantings.

    Dark Insight
    When attempting to decipher a forbidden tome, you gain a +2 bonus to your Decipher Script check.
    Prerequisite: Linguist

    Dread Insight
    When attempting to decipher a forbidden tome, you may add your ranks in forbidden lore to your check.
    Prerequisites: Dark insight, linguist

    Read Between the Lines
    Whenever you complete a forbidden tome from which you can extract a whisper, lexicon, or scroll, you may extract an additional whisper, lexicon, or scroll as if the tome contained one more. You cannot choose which whisper, lexicon, or scroll it contains, and you can only extract something of a type the tome already contained (a tome that contains no whispers still contains no whispers, for instance, but a tome that contained one whisper now contains two).
    Prerequisites: Linguist, dark insight, dread insight

    Dedicated Hero

    Psychology Talent Tree
    Dedicated heroes use their intuitive understanding of others to better help those suffering severe trauma.

    Psychoanalysis
    You gain a +2 bonus to Psychotherapy checks.

    Breakthrough Therapy
    Whenever you use Psychotherapy to recover another character's Sanity, you restore an additional point.
    Prerequisite: Psychoanalysis

    Revolutionary Therapy
    Whenever you use Psychotherapy to recover another character's Sanity, you restore an additional point. This stacks with breakthrough therapy, for a total of two additional points restored.
    Prerequisites: Psychoanalysis, breakthrough therapy

    Charismatic Hero

    Psion Talent Tree
    Charismatic heroes have a knack for breadth of psychic powers that few others can match.

    Sense of Agency
    You may add your Charismatic level to your Psychic Focus checks.
    Prerequisite: Sixth sense feat

    Id Defense
    Whenever you suffer Sanity damage from a successful use of a psionic feat, you suffer one less point of Sanity damage (minimum 1).
    Prerequisites: Sixth sense feat, sense of agency

    Ego Defense
    Whenever you suffer Sanity damage from the use of a psionic feat, whether successful or not, you suffer one less point of Sanity damage (minimum 1 on a successful check, 0 on a failure). This stacks with id defense, for a total reduction of 2 on a succesful check (minimum 1 Sanity damage), or 1 on a failure (minimum 0 Sanity damage).
    Prerequisites: Sixth sense feat, sense of agency, id defense

  25. - Top - End - #265
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    Default Re: Shadow Theory (d20 Modern Horror)

    Added Astral Projection and Bilocation to the feats.

    Added new talent trees: two each for the strong, fast, tough, and smart heroes, and one each for the dedicated and Charismatic heroes. Still working on concepts for the second dedicate and charismatic talent trees.

    Updated the Official PDF and added an experimental version, which will be updated with the very latest, but often incomplete, parts I am working on.

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    Default Re: Shadow Theory (d20 Modern Horror)

    Yay, update! One of the biggest of the failures of D20 modern was the lack of talent trees, with the ones that were there poorly thought out. You have fixed that and for that, have an internet.
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    Default Re: Shadow Theory (d20 Modern Horror)

    Quote Originally Posted by Kuma Kode View Post
    Bilocation
    Ooh, that's just beautiful. I love this project, but that is sublime. Consider that yoinked.

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    Default Re: Shadow Theory (d20 Modern Horror)

    I love this whole setting! I plan on using this in the future, when my current game ends. Probably will run it as an E6 thing, to better still model normal humans.
    One question though: if psionics is something that is endemic to humans, why does it cause sanity loss? Particularly if so many other things cause sanity loss.
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    Default Re: Shadow Theory (d20 Modern Horror)

    Quote Originally Posted by radmelon View Post
    Yay, update! One of the biggest of the failures of D20 modern was the lack of talent trees, with the ones that were there poorly thought out. You have fixed that and for that, have an internet.
    I am glad you like them. The classes were designed to be generic, but they had only a few talent trees that were also generic, which made it kind of bleh. I know that some of these talents are rather powerful (in particular, the tough hero talents) but some of them really needed it (in particular, the tough hero).

    Quote Originally Posted by Zeta Kai View Post
    Ooh, that's just beautiful. I love this project, but that is sublime. Consider that yoinked.
    Where are these things being yoinked to, exactly?

    Quote Originally Posted by The Anarresti View Post
    I love this whole setting! I plan on using this in the future, when my current game ends. Probably will run it as an E6 thing, to better still model normal humans.
    One question though: if psionics is something that is endemic to humans, why does it cause sanity loss? Particularly if so many other things cause sanity loss.
    E6 could work rather well, just be careful with some of the more powerful monsters, or don't have higher evolutions of the Tainted Ones.

    Psionics is unique to humans, but that doesn't mean it's something we're good at. The human brain is programmed to think of the world in particular ways (Shadow Theory does assume a level of evolutionary psychology), which is why monsters cause Sanity damage by their very nature, but these same ways are also intolerant of the mind-expanding capabilities of psionics.

    Psionics drives you crazy because human brains simply aren't meant to extend outside of themselves. Think of it more as an uncharted frontier in human capabilities, where the psychic's reach exceeds his ability to understand. Psionics is new, and it's not something our minds are ready for. If you're running a futuristic horror where psionics is more normal, or if you just want a more positive look at the mystical future and capabilities of mankind, you're free to remove the Sanity loss. This makes psionics more like conventional magic, where there's really only a daily limit. They may only be able to use the feat a handful of times, but they will likely use it whenever they can because there's no permanent damage.

    Conversely, if you choose to make psionics more dangerous, you can remove the ability score damage, which tempts to psychic to over-stretch themselves.

    From a mechanical standpoint, nothing comes for free in Shadow Theory. Magic and psionics are always available, but burns through your character's Sanity. If you're ranged, you need bullets, which are in short supply (in typical survival horror, anyway). If you want to be a techie, you'll need to burn parts to build grenades, acids, rig devices, and build equipment. If you want to conserve all your resources and use melee weapons, you'll be engaging the monsters in the combat style in which they excel, and will burn Vitality and Wound points. Even healing allies burns medical kits or threatens to cause further Sanity loss if it goes disastrous, and you cannot benefit from your own abilities.

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    Default Re: Shadow Theory (d20 Modern Horror)

    I was thinking, for the Empathy psionic feat, that the DC should increase by +1 for every HD the target has beyond first, or something similar. It should be harder to read more powerful creatures. Maybe you add the Wisdom modifier of an unwilling creature to the DC? Basically, I don't why it is just as hard to read the mind of the dog sitting next to your left as it is to read the mind of the master occultist to your right.
    EDIT: And, as an idea (which you do not have to include,) I wonder what you think of doubling the ability point cost of psionics and removing the sanity cost? (Telepathy would cost 2 Cha). The idea being, by depending purely on your own mind, you burn your own resources a lot faster, but you do not expose yourself to the Otherworld, so you do not loose sanity. How do you think that pans out in affecting playstyle/ balance?
    Last edited by The Anarresti; 2012-02-23 at 10:10 PM.
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