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  1. - Top - End - #181
    Bugbear in the Playground
    Join Date
    Jul 2009
    Location
    Ohio, USA
    Gender
    Male

    Default Re: Shadow Theory (d20 Modern Horror)

    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.

  2. - Top - End - #182
    Bugbear in the Playground
    Join Date
    Jul 2009
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    Ohio, USA
    Gender
    Male

    Default Vampire

    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.
    Last edited by Kuma Kode; 2011-04-11 at 01:30 PM.

  3. - Top - End - #183
    Bugbear in the Playground
    Join Date
    Jul 2009
    Location
    Ohio, USA
    Gender
    Male

    Default Utterance : Grip of Fear

    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.

  4. - Top - End - #184
    Bugbear in the Playground
    Join Date
    Jul 2009
    Location
    Ohio, USA
    Gender
    Male

    Default Utterance : Blackout

    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%.

  5. - Top - End - #185
    Bugbear in the Playground
    Join Date
    Jul 2009
    Location
    Ohio, USA
    Gender
    Male

    Default The Heart of Darkness

    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.
    Last edited by Kuma Kode; 2011-03-25 at 08:36 PM.

  6. - Top - End - #186
    Bugbear in the Playground
    Join Date
    Jul 2009
    Location
    Ohio, USA
    Gender
    Male

    Default Hummer

    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.
    Last edited by Kuma Kode; 2011-04-11 at 09:19 PM.

  7. - Top - End - #187
    Bugbear in the Playground
    Join Date
    Jul 2009
    Location
    Ohio, USA
    Gender
    Male

    Default Crawler

    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.
    Last edited by Kuma Kode; 2011-04-08 at 05:28 PM.

  8. - Top - End - #188
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    Default Re: Shadow Theory (d20 Modern Horror)

    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.

    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. 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.

  9. - Top - End - #189
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    Default Re: Shadow Theory (d20 Modern Horror)

    Quote Originally Posted by Kuma Kode View Post
    Will soon add special rules for flares and a flare gun.
    This sounds promising.
    Extended Homebrew Signature

    Let's Read the Monster Manual II!

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  10. - Top - End - #190
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    Default Re: Shadow Theory (d20 Modern Horror)

    Quote Originally Posted by LOTRfan View Post
    This sounds promising.
    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.

  11. - Top - End - #191
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    Default Re: Shadow Theory (d20 Modern Horror)

    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.
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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.

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    Default Ghost

    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.
    Last edited by Kuma Kode; 2011-05-20 at 09:35 PM.

  13. - Top - End - #193
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    Default Re: Shadow Theory (d20 Modern Horror)

    Quote Originally Posted by radmelon View Post
    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.

  14. - Top - End - #194
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    Default Re: Shadow Theory (d20 Modern Horror)

    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.

  15. - Top - End - #195
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    Default Re: Shadow Theory (d20 Modern Horror)

    Quote Originally Posted by Kuma Kode View Post
    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.
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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.

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    Default Being from Beyond

    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.

  17. - Top - End - #197
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    Default Formula

    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.
    Last edited by Kuma Kode; 2011-05-10 at 04:46 PM.

  18. - Top - End - #198
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    Default Wraith

    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.
    Last edited by Kuma Kode; 2011-04-11 at 09:52 PM.

  19. - Top - End - #199
    Bugbear in the Playground
    Join Date
    Jul 2009
    Location
    Ohio, USA
    Gender
    Male

    Default Horror

    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)

    Spoiler
    Show
    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.

  20. - Top - End - #200
    Ettin in the Playground
    Join Date
    Feb 2008

    Default Re: Shadow Theory (d20 Modern Horror)

    Heart of Darkness should definitely inflict more sanity drain than even the largest horror, both on a success and failure.

  21. - Top - End - #201
    Bugbear in the Playground
    Join Date
    Jul 2009
    Location
    Ohio, USA
    Gender
    Male

    Default Inevitable

    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.
    Last edited by Kuma Kode; 2011-04-11 at 09:08 PM.

  22. - Top - End - #202
    Bugbear in the Playground
    Join Date
    Jul 2009
    Location
    Ohio, USA
    Gender
    Male

    Default Persona

    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.
    Last edited by Kuma Kode; 2011-04-11 at 09:46 PM.

  23. - Top - End - #203
    Bugbear in the Playground
    Join Date
    Jul 2009
    Location
    Ohio, USA
    Gender
    Male

    Default Re: Shadow Theory (d20 Modern Horror)

    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.

  24. - Top - End - #204
    Bugbear in the Playground
    Join Date
    Jul 2009
    Location
    Ohio, USA
    Gender
    Male

    Default Re: Shadow Theory (d20 Modern Horror)

    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

    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.
    Last edited by Kuma Kode; 2011-04-12 at 02:22 PM.

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    Default Re: Shadow Theory (d20 Modern Horror)

    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.
    Last edited by jojolagger; 2011-04-10 at 10:28 PM.

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    Default Re: Shadow Theory (d20 Modern Horror)

    Quote Originally Posted by jojolagger View Post
    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!

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    Default Re: Shadow Theory (d20 Modern Horror)

    Quote Originally Posted by Kuma Kode View Post
    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.
    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?

    Quote Originally Posted by Kuma Kode View Post
    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.

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    Default Re: Shadow Theory (d20 Modern Horror)

    Quote Originally Posted by jojolagger View Post
    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.

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    Default Re: Shadow Theory (d20 Modern Horror)

    Quote Originally Posted by jojolagger View Post
    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!
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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.

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    Default Re: Shadow Theory (d20 Modern Horror)

    Quote Originally Posted by Kuma Kode View Post
    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.
    Not hugely portable, but it would be awesome on the defense, and could still be mounted on a vehicle or wheeled around.

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