What Shadows Hide Core
What Shadows Hide Core
Additional Writing
Eric Bloat, Jodie Brant,
Matt McCloud, Robert Lambert, Jason Shain
Cover Art
Phil Stone
Interior Art
Phil Stone
Runehammer
1
In honor of the great horror and paranormal writers, directors
& creators. Chris Carter, Edgar Allan Poe, HP Lovecraft,
Alfred Hitchcock, Guillermo del Toro, Vincent Price, Richard
Matheson, Stephen King, Mary Shelly, Tobe Hooper, George
Romero, David Cronenberg, Bram Stoker, Clive Barker, Anne
Rice, Mike Mignola, John Carpenter, Dan O’Bannon, Wes
Craven, Sam Raimi, James O’Barr, Robert Kirkman, Stuart
Gordan, Dario Argento, Lucio Fulci, Ana Lily Amirpour, John
Ajvade Lindqvist and many more.
2
TABLE OF CONTENTS
The Basics 6
Attributes 10
Saving Throws 12
Alignment 14
Races 15
Occupations 48
Classes 51
Skills 82
Spells 92
Equipment 122
Game Terms 140
XP/ Leveling 156
Places of Note 166
Jari-Ka Circles 175
Vampire Lineages 179
Were-beast Fangkins 187
Adventure Seeds 201
Adventure Hooks 224
Monster Generator 228
Appendix 235
Index 248
Open Gaming License 250
3
What is this?
Following in the tradition of the popular SURVIVE THIS!!
Zombies! and SURVIVE THIS!! Dark Places & Demogorgons,
comes a new tabletop roleplaying game that is inspired by a
combination of the original 1970s Fantasy Roleplaying
game, the dark imagination of classic pulp writers and the
world of paranormal & occult investigation media.
4
-As a group of paranormal investigators that have seen too many
TV shows about the ghosts and bigfoot and wish to prove their
existence to skeptical world.
-As a group of secret agents that seek to defend the world from
alien influence, all the while attempting to maintain their hidden
agenda.
-Feel free to add other Survive This!! games to your game to add
some extra excitement. See how teen investigators, zombie
hunters, superheroes, anthropomorphs or fantasy warriors would
do in this world shrouded in darkness.
5
THE BASICS
What is a roleplaying game? Great question! A
roleplaying game is a game that is played by a small group
of people, usually around a kitchen or living room table,
that involves several “players”. Players take their
characters through a world and scenario created by the
Game Master, or GM for short, and roleplay or often do
battle with a villain or monster. If the players are
successful or to reach a goal, they are rewarded by
advancing their character also known as “Leveling up”.
Some terms that you will quickly become familiar with are:
GAME MASTER or GM: This is the person who is
responsible for creating a world for you to play in. The GM
should be thought of as the “One with the plan”. The GM
should have a good understanding of the rules and the
mechanics and be able to answer any questions a player
might have. If you are ever unsure about what to do, the
GM should be able to provide guidance.
6
PLAYER: Hey, that is you! The players are the people the
GM creates the world for to enjoy. A player is not to be
confused with a Character. A Character is who the player
controls in the game. It may be easier to think of this as
your “in-game Avatar”. Furthermore, during game play it is
okay for one Character to disagree or even be mad at
another Character, but you would not want one player to be
mad at another player; remember we are all playing this
game to have fun!
7
Getting Started
All roleplaying adventures truly begin at character creation.
This is where you shape and mold your character into the
person that you are going to be portray in the game world.
If you have any questions during this process, your Game
Master will be able to assist you.
Have fun and be creative! Feel free to use classes, gear and
adversaries from other Survive This!!! games to spice up
your campaigns.
8
ATTRIBUTES
Each character at their core are a collection of 7 Attributes. These
Attributes are STRENGTH, INTELLECT, WISDOM, DEXTERITY,
CONSTITUTION, CHARISMA & SURVIVAL.
ATTRIBUTE CHECKS
When a character must make an Attribute Check, they roll a d20 to see
if they are successful. If their roll is equal to or lower than the applicable
attribute, they are successful. If the attribute is 20 or higher, they can
still fail on the roll of a 20. A GM can always modify these checks based
on the environment, current game conditions or out of pity for their
players. For example, if it is foggy outside, perhaps any Spot check would
incur a negative modifier due to the conditions.
STRENGTH
Strength represents the character’s ability to lift heavy items, bend bars,
break free, force open stuck or locked doors and pull themselves or others
up who may be hanging from something.
The Strength modifier gives the character a bonus/negative when
attacking hand to hand, with a thrown weapon or with a melee weapon.
10
INTELLIGENCE
Intelligence represents the character’s smarts and wit, the ability to use
and understanding of technology and problem-solving capabilities.
All characters can speak and read their native tongue and also receive 1
additional language for each INT modifier. They also receive 1 extra skill
point at each level for each INT modifier (including 1st Level).
WISDOM
Wisdom represents the character’s insight, perception, and judgment.
Each character adds their WIS modifier to their Spot & Listen checks.
Any character with a WIS score of 13 or higher gains 1 additional
Experience Point per play session.
DEXTERITY
Dexterity represents the character’s ability to move easily on unsteady
terrain, reflexes, nimbleness and precision during combat.
The Dexterity modifier bonus gives the character a bonus/negative to
Armor Class, ability to hit with a ranged weapon and the character’s
Initiative roll.
CONSTITUTION
Constitution represents the character’s overall health and toughness,
showing how long a Character can maintain a physical activity before
rest is required.
The Constitution modifier gives the character a bonus/negative to Hit
Points at the beginning of each level.
CHARISMA
Charisma represents the character’s natural ability to lead a group, to
intimidate or to charm another and Character’s appeal to others.
SURVIVAL
Survival Points represents a player’s in game ability to re-roll a failed
attempt on a dice roll at the cost of 1 Survival point per reroll. Each
failed dice roll can only be re-rolled once. If the player fails again, then
the player must take the second roll as final (even if the second roll is
less advantageous then the first failure) and cannot spend another
point to re-roll.
11
HIT POINTS
HP is a character’s life. To determine a character’s starting Hit Points (HP),
simply roll 2d6 plus the Constitution Bonus Modifier. If the total rolled is less
than 5, adjust the character’s starting HP to 5. If a character reaches 0 HP they
are considered Out of Action and are unconscious until healed. See p. 13
Each time a character increases in Level, add 1d6 plus Constitution Bonus
Modifier to the character’s total HP.
HP are lost as the character takes damage during the course of a session but
can be regained with rest. Resting for 4 hours will regain 50% of your HP
(rounded up). While resting for 8 hours will bring the character back to full HP.
Mending Wounds
At the GM’s discretion, after combat, a character can attempt to Mend Wounds
on another Character, restoring d4 HP. This requires 5 minutes of
uninterrupted concentration to perform and can only be done once per day.
Note: A character cannot perform this on herself.
SAVING THROWS
Saving Throws give Characters a second chance where they would normally suffer
devastating (possibly life ending) effects. Each Character has 6 Saving Throws:
COURAGE, CRITICAL, DEATH, MAGIC, MENTAL & POISON.
To determine the Character’s starting number for each Saving Throw, simply roll
4d4 and add the Character’s Constitution modifier. Each time a Character
increases in Level, the Character gains 2 additional Saving Throws points that
can be distributed among the 6 Saving Throws to a maximum score of 18.
In determining a successful Save, the player simply rolls d20 and attempts to roll
under or tie the corresponding Saving Throw score. If the player rolls higher, they
fail the save. Rolling a 20 is an automatic failure.
*Whenever a Character encounters a monster for the first time, or if they have
never made a successful Terror Check against them, they must attempt a
Terror Check (p. 160)
A Game Master, or player, may wish to keep a list of creatures the players have
encountered in the past and have overcome any fear they have toward them
(i.e., passed a Courage or Terror check against).
12
CRITICAL saves are rolled when a character takes 50% or more damage from
their maximum HP in a single attack. If the Critical Injury save is successful,
then the character suffers only the HP loss with no other negative impact.
However, if the character is unsuccessful then the character losses all bonuses
and is at a -4 on all die rolls for 12 hours (or until healed to Max HP).
DEATH saves are rolled when a character sustains damage taking them below
1 HP. When a character is reduced to zero Hit Points (HP) they are taken Out
of Action (OofA), they are unconscious and cannot make any Actions. When
the fight is over, or the party is out of danger, a character that is taken OofA
can roll on the table below to see what happens to them. If they survive, they
regain 1d4 HP. If the characters lose the fight or are unable to recover the body
of the character, they are lost forever!
OUT OF ACTION
1 – KO’d Just knocked out, 2d4 Minutes.
2 – Concussed Suffers Disadvantage for the remainder of the game session
unless Magically healed or healed to at least ½ their starting HP.
3 – Cracked Bones STR, DEX and CON are temporary -2 for 48 hours or
until Magically healed.
4 – Crippled STR or DEX is permanently reduced by 1.
5 – Disfigured CHA reduced by 2, permanently.
6 - Dead You sadly kick the bucket.
MAGIC saves are rolled against certain magic spells or effects. Non-Damage
inducing spells, if the save is successful, the character suffers no ill effects
(unless, otherwise noted in the spell description). For damage inducing spells, if
the save is successful, the character takes half-damage (rounded up). However,
if the character fails their roll, they succumb to the full effect or influence of the
attack.
MENTAL saves are rolled when a character's will power is tested or their mind
is assailed by a psionic attack. If the roll is successful, they suffer no ill effects
(unless otherwise noted). However, if they fail, they succumb to the full effect or
influence of the attack.
POISON saves are rolled when a character inhales or ingests poison of any kind
including those from animals, contaminated food, medicine or gas. If the
Poison save is successful, then the character suffers no ill effects. However, if
the character fails the Poison save then she succumbs to the effects of the
poison.
13
ALIGNMENT (Optional)
Your alignment is just a basic indicator of your behavioral
leaning. Select one of the alignments that most represents
your character. This does not force the character to act in an
absolute way, but they should lean toward their alignment
more often than another alignment.
Law– You tend to behave the laws and treat others well.
Evil- You are morally broken and prefer to mingle with those
that are equally broken.
14
RACES
The vast majority of “people” on Earth are humans, but a
small minority of creatures are of alien origins, or of long
forgotten, ancient bloodlines. These beings generally hide in
the shadows, stay underground or live in isolated regions of
the Earth. Occasionally, a renegade will appear that
chooses to attempt to live in the human world. Some wish
to destroy or conquer it, while others feel a kinship with life
and wish to protect this realm.
Dimensional Forsaken
Doppelgangers
Fairies
Ghosts
Ghouls
Greys
Half Mer-men
Humans
Jari-Ka
Negator
Reptilians
Vampires
Were-beasts
15
Dimensional Forsaken
Occasionally, a being will be summoned to, abandoned on, or
randomly appear on Earth. These outsiders vary in appearance,
and in attitude towards the creatures of their new home. The
Dimensional Forsaken simply may just wish to be left alone, or
they may become the saviors of the world, or its destroyers.
Diabolic Shusher
One of the most enigmatic of the Forsaken races, Diabolic
Shushers have a gaunt, devilish, human-like appearance and
they have a constant urge to manipulate others. Shushers often
seek roles in political, business or social groups, where they can
wield power to control the destinies of others. Some of them seek
to aid humanity, while others clearly seek to subjugate mankind.
Diabolic Shushers and Those from Below tend to hate one and
other.
Features: Thin humans with devilishly attractive features.
Alignment: Any, but are rarely Righteous.
Base Move: 12
Bonuses: +2 to CHA, -2 to CON, +4 to Persuasion, Dark Vision
60’, Telepathy Level 3 (see Psion powers), Advantage on Mental
save stats, Silence (40’ Range, target cannot verbally speak for
2d4 rounds. They may attempt a Mental save, adding your level
to their roll, to negate this effect. You can do this x2/ per level).
Languages: 2 Human languages
Lifespan: Starting age 14, Maximum 200 years
Size: 5-6’ Average, 7’ Max
16
17
Serapha
The most human-like of the Forsaken, Serapha have an angelic
appearance with the most beautiful of physical, human features.
The personality of the typical Serapha is varied, but many of
them come off as stern, noble or snobbish. While others have a
parental and caring attitude towards Earthlings.
Features: As humans, but taller and more beautiful.
Alignment: Any, but are rarely Anarchist or Evil.
Base Move: 12
Bonuses: +2 to CHA, Toughness +1, Toughness: Light +2, they
cannot be Blinded, +3 to Persuasion, Dark Vision 60’
Languages: 1 Human language
Lifespan: Starting age 12, Maximum 300 years
Size: 6’ Average, 8’ Max
18
Those from Below
These Forsaken appear as what most people would call demonic
or devilish humanoids. Their skin is often a shade of grey or red,
with jet black hair atop their heads. Each of them has a pair of 9”
curved horns on the top of their head. These Forsaken tend to be
strong-willed and stubborn, but are often known to be loyal to
those that show them respect. Many Forsaken work in the field
as agents on top secret, subterfuge missions. Diabolic Shushers
and Those from Below tend to hate one and other.
Features: Horns and demonic features.
Alignment: Any
Base Move: 12
Bonuses: +2 to CON, Toughness +1, Toughness: Fire/ Heat +4,
Immunity to the effects of smoke, Weakness: Ice & Cold, +3 to
Intimidation, +2 to the Mental save stat, Dark Vision 60’, Horns
(d4 damage)
Languages: 1 Human language
Lifespan: Starting age 13, Maximum 200 years
Size: 6’ Average, 7 ½’ Max
19
Doppelgangers
Doppelgangers are a very rare race that
have been hated and distrusted by almost
every civilization in world history. They
naturally appear as an androgynous, tall,
thin albino human that has the ability
to change their shape and face at will.
Features: They are gaunt in body,
taller than normal, with white or
silver hair. Their eyes are naturally
bright blue.
Alignment: Any.
Base Move: 15
Bonuses: +2 to CHA, -1 to CON, -1 to
Critical save stat, Dark Vision 60’
20
Fairies
Seldom seen in the world of man, Fairies are an
ancient race of small, winged Fey that have a
very magic nature. Fairies have a curious
nature, yet are generally shy around non-Fey
creatures. These fairies have the ability to
change shape or turn invisible for a brief
amount of time under the correct
circumstances.
21
Ghosts
You are the rare ghost of a deceased human that has
become anchored to Earth. Although, you can travel all over
the galaxy and to other dimensions, you feel compelled to
stay on Earth for some reason.
22
When a Ghost goes to 0 HP, roll on this chart instead of the
Out of Action chart.
Roll Ghost Death Result Table
1 Implode into oblivion for d6 hours. You return with
full HP and you gain d4 Madness.
2 Burst into a flash of light (doing a d4 Light damage
to all other Undead within 30’). Return in d6 hours
with full HP and 1 Madness.
3 You Dimension Shift. You are stuck there for d6
rounds. Each round there, you gain 1 Madness
(Mental save negates). You then reappear with full
HP.
4 You disintegrate into nothing. Return in d4 hours
with full HP and 1 Madness.
5 You burst into a psionic explosion. Everything alive
within 30’ takes a d4 Psionic damage. You return in
d4 hours with 1 Madness for each humanoid that
died in the psionic explosion.
6 Disappear for d4 rounds. You reappear with ½ your
HP.
23
Ghouls
Ghouls are terrifying humanoids that live off the flesh of
their victims. They gradually take on a monstrous
appearance of a slowly deforming, bipedal creature, that
eventually forms a stench of death. They can be any race,
but they have the horrible affliction of ghoulism (they start
out appearing as if a fresh corpse, that slowly rots away,
but does not age).
24
*Hunger
You must eat ¼ of your body weight in recently dead
humanoid flesh (1 day old or less) every 36 hours. If you fail
to do so, roll on the chart below after the first 36 hours and
every 12 hours afterward.
25
Greys
Greys are a race of aliens from Zeta Reticuli. They have two
distinct factions that have different philosophies and means
of interacting with other worlds. The Greys have secretly
been aiding Earth agencies since 1947, while “The Probers”
work in the shadows, abducting people for their own
nefarious means. Greys are usually stern and serious, but
some of the younger Greys have adapted to Earth’s pop
culture, developing immature teen tendencies. Greys often
use technology to blend in to society when needed.
Features: Greys have pale grey to silver skin, large heads,
huge black eyes, small noses and a tiny mouth. They do not
speak aloud, but all use telepathy. They can cast spells
without speaking.
Alignment: Any. Greys are usually Law or Neutral. Probers
are usually Law or Evil.
Base Move: 10
Bonuses: -2 to STR, -2 to CON, +3 to INT, +1 to DEX,
Telepathy (120’), +3 to the Mental save stat, Advantage on
Spot checks & cannot smell or speak.
Languages: Zeta, English and 2 others
Lifespan: Starting age 15+. Maximum 220 years
Size: 3-4’ Average, 4 ½’ Maximum
Half Mer-Man
These unfortunate souls are produced when a Mer-Man of
the Deep impregnates a human woman, or when a Mer-
Woman copulates with a human man. These offspring are
shunned by the Deep Mer-Men and are returned to the
surface world to fend for themselves.
These offspring appear as normal humans, with often
hidden gills and long nails, that are often drawn to the sea,
although they can survive in the water as well as they can
on land.
27
Humans
Humans have been the dominant species on Earth for the
past several thousand years. They have settlements all over
the planet and in every environment, showing that they are
very adaptable and fast learners. However, many of them
are greedy, destructive and they tend to be distrustful of
those that deviate from their idea of normal.
Rarely, some humans are born that seem to be effectively
immortal and do not age past a certain time. Their tale will
be told in another tome.
Features: Humans come in many shapes, sizes and colors.
Alignment: Any. Humans can fall into any alignment
spectrum.
Base Move: 12
Bonuses: +1 to SUR
Languages: 1 Human Culture Language
Lifespan: Starting age 16+. Maximum 70-100 years
Size: 5’-6’ Average, 7’ Maximum
28
29
Jari-Ka (Mummies)
The ancient and secretive race, known as the Jari-Ka, are a magically
created Undead that can live forever, but at a great cost. Jari-Ka are
created when a human willingly gives up their life in a grand ceremony,
where they are mummified and entombed for decades, or maybe
centuries. If they survive with their mind intact, they become Undead
with great powers. Those that succumb to insanity during the process
become Mawt-Om.
Jari-Ka feed off of magic and psionic energies, both of which are not
common place in most of the world. They fatigue easy if not constantly
feeding and they move slower than most other humans. The magic
necessary to create a Jari-Ka is quite rare and expensive, so they only
create new members if their numbers are dangerously low or if they feel
if their Circle is threatened. Lone Jari-Ka are very rare, but are known
to exist.
30
Features: Jari-Ka originated in Ancient Egypt and spread to a few areas
of the world, where each Circle formed. Jari-Ki can be created from any
human. They are Supernatural beings.
Jari-Ka Biology:
- Jari-Ka have a poor constitution, making them tire often, forcing them
to absorb magic or psionic energy from living things or enchanted
items. If they do not feed once a week, they must enter the Empty Sleep
for at least a month.
While sleeping, they wear wraps enchanted with an expensive
alchemical liquid that rejuvenates their powers. These wraps are
provided to Jari-Ka that are members of a Circle, making it difficult for
rogue Jari-Ka to afford the wraps. Entering the Empty Sleep without
wraps will leave you vulnerable, and it will take at least a month to
heal.
-If they go to 0 HP, they are knocked Out of Action, but they continue to
regenerate. If they reach 1 HP before the end of the encounter, they
reawaken. If they remain below 0 at the end of the encounter, then
they must make a Death save, adding 1 to the roll for each point below
0 HP they are. If they fail, they die and disintegrate into sand.
-They lose biological functions (they have no organs), but they magically
appear to have respiration and give off a slight honey-like smell. They
do not breathe.
-They lose natural life, becoming Undead. Animals they are not
empathic with will treat them as hostile and will tend to avoid Jari-Ka.
Undead are immune to Poisons, Stuns, being Sickened, Diseases &
Critical Hits. Jari-Ki are prone to mind-affecting effects. Select 1 Jari-Ka
Path & your Circle (p. 175).
Alignment: Any, but rarely Righteous.
Base Move: 10
Bonuses: +3 to STR, +2 to CHA, +2 to INT or WIS, -6 to CON, +3 to the
Mental save stat, +3 to Magic save stat, +2 HP at each even level
Abilities: Dark Vision 60’, Toughness +1, they take ½ damage from
Magic & Psionic abilities rounded up, Regenerate 1 HP at the end of
each other round. Select a Path & a Circle (see p. 175).
Feed upon magic or psionics: As a full round action of touching the
item, Jari-Ka can absorb the magic or psionic energy from a living
entity or object. Living creatures get a Death save, adding the Jari-Ka’s
level to their roll. If they fail, the Jari-Ka drains them of a d6 HP. This
heals the Jari-Ka that many HP. A Jari-Ka must drain their maximum
HP in energy within a week to avoid falling into the Empty Sleep.
Draining an object will destroy it 25% of the time (relics and powerful
items may have greater resistance).
Weaknesses: Fire. Fear of Cats. You start with a d4 Madness.
Languages: 1 Human Culture Language & Jari-Ka
Lifespan: Immortal
Size: 5’-6’ Average, 7’ Maximum
31
Jari-Ka Paths
Each Jari-Ka is created in an elaborate ceremony that
endows them with their Undead powers and gives them
additional powers based upon the path they selected, or
was selected for them. Each character gains all Jari-Ka
abilities and their path abilities.
32
Scholars of Alexandria
Your abilities have altered your body and conscious, allowing you to
be an Undead encyclopedia of knowledge and wisdom.
• +2 to INT, +2 to WIS, -3 to STR, +2 extra skill points each
level, +3 to the Mental save stat
• Gain Outsmart
• Knowledge of the Ages: You gain Advantage on any
Knowledge check that you have any Skill ranks in. You gain
Double Advantage if you have 5+ ranks in that Knowledge.
Spinebreaker of Montu
Your body has been magically modified to be a physical specimen
and an Undead war machine. You are a powerful and skillful
warrior, but still suffer from a quickly depleted reservoir of energy.
• +3 to STR, +1 to CHA, +3 HP, Toughness +1, +2 to Grab
attacks, Seize the Moment +1
• You are Fearless
• Advantage on Jump, Climb & Swim checks.
• Feeding grasp: After making a successful grab attack, you
may feed upon their energy without using an extra action.
This drain heals and damages a d8, instead of a d6.
33
Negator (Human)
There is something about you that just naturally dampens magic
and psionic abilities. You also do not believe in this paranormal
junk. Even if someone throws a fireball at you or shows you a Deep
One, you will just chalk it up to special effects, robots or delusion.
It would be extremely difficult to prove to you that there is a world
full of monsters and magic.
Features: Humans come in many shapes, sizes and colors.
Alignment: Any. Humans can fall into any alignment spectrum.
Base Move: 12
Bonuses: +1 to SUR, +4 to the Mental save stat
Abilities:
Negation Aura: Anything within 40’ of you using magic or psionics
must make a Mental save before using the power, adding the
Negator’s level to their roll. If they fail, the power does nothing and
they lose their action. This does not affect static powers (one’s that
are always active, i.e. Toughness, a spell already successfully cast,
etc.).
Toughness: Magic and Psionic +5
Advantage on any save against Magic & Psionics
Class Restriction: You cannot cast spells or use psionic abilities.
You cannot have a class that uses them. You may use magic items.
Languages: 1 Human Culture Language
Lifespan: Starting age 16+. Maximum 70-100 years
Size: 5’-6’ Average, 7’ Maximum
34
Reptilians
The deceptive race of aliens, known as the Reptilians, have
infiltrated the planet, taking prominent positions in many
companies and governments. It is clear they seek to conquer the
planet to strip it of its minerals and to terraform it into one giant,
sweltering jungle. Reptilians wear a prosthetic skin and contacts
that hides their reptilian features (thin, hairless lizard-like
creatures). Most Reptilians are Evil, but an occasional Reptilian will
go against their race and try to warn humanity of their coming.
Features: Any human (can be adjusted with prosthetics).
Alignment: Cannot have a Law or Righteous alignment.
Base Move: 12
Bonus: Retractable fangs & claws (d4 damage), Dark Vision 50’, +1
to DEX, +1 to SUR, -1 to CHA, +3 to Subterfuge checks & +2 to Spot
& Listen checks Advantage on Poison checks.
They have Weakness: Cold to their exposed skin.
Reptilian Fake Skin: While worn, it makes the wearer look like
another humanoid of the same size. It gives the wearer Toughness
+1 and can take up to 25 damage before failing off. It can be
reapplied to a 1’ area with one action, solidifying in d4 rounds. 1 jar
can usually do 15’ of skin.
Languages: Reptilian and 2 others
Lifespan: Starting age 20+, Maximum 2000+ years
Size: 5’-7’ (6’ average)
Vampire
Vampires are a forsaken race of creatures that have been cursed, or
blessed, to live in an undead state. They are undead creatures that
retain their personality, but acquire an aversion to light and silver,
and develop the need to feed on the blood of the living. The older a
vampire gets, the more powerful it becomes.
36
Vampires Leveling
As Vampires level in their class, they also level in their Vampire
powers. This makes them very powerful, but they can easily be
balanced within the game, due to their weaknesses.
Lvl Vampire Progression
2 +2 to HP, +3 to Move, 1 Vampire Power
3 +1 to an attribute, +1 to AC, +2 to Initiative, regenerates an
additional 1 HP each round, 1 Vampire Power
4 +2 to HP, Advantage on all Saving Throws, Toughness +1, 1
Vampire Power
5 +1 extra Action per round, +1 to an attribute, 1 Vampire
Power
6 +2 to HP, +3 to Move, +2 to Initiative, regenerates an
additional 1 HP each round, 1 Vampire Power
7 +1 to an attribute, 1 Vampire Power
8 +2 to HP, Seize the Moment +1, 1 Vampire Power
9 +2 to Move, regenerates an additional 1 HP each round, 1
Vampire Power
10 +2 to HP, Toughness +1, 1 Vampire Power
37
Vampire Powers
Vampires can select these powers as they level.
38
Hide of Criqul: Must be at least 4th level. 1 point of your Toughness
is applied to Silver, Sunlight and Wood damage. You also gain +4
HP.
In Touch with Nature: You gain +1 to Initiative and +4 to Spot &
Listen and have heightened senses (smell, taste, hearing, touch &
sight).
Magic Blood: Your bite, claws & physical attacks deal damage as if
they were magical weapons. You gain +2 to your Magic save stat.
Master Charmer: Must have Charmer power & be at least 5 th level.
Control Humanoids: check: Can control a Hit Dice worth of
Humanoids equal to your Hit Dice. To try temporary control, roll a
d20 and your Persuasion modifier (this does not count as a
Persuasion attempt). The target rolls a d10 and adds their Mental
save stat. If your number exceeds theirs, you control them for 1
hour. Psychics roll a d20 instead a d10 for the save. For permanent
control, the vampire must drink the blood of a victim and then do as
above. The victim cannot be a player character.
Mind Riot: Advantage on Mental saves and immunity to telepathy.
Mist: Must be at least 4th level. As an Action, you can transform into
a mist cloud that is immune to all Physical damage (even Silver &
Wood). Your Move becomes 10 and you can travel through cracks,
keyholes, etc. You cannot attack, cast spells or touch anything while
in this form. You can stay Mist 1 round per point of CON you have.
Afterwards, you may not turn Mist again for 10 minutes.
Quickflash: +2 to Move, +3 to Stealth, +3 to Initiative & Seize the
Moment +1. If you have moved at least 50’ in a round, others Spot
you at Disadvantage.
Shadow Walker: Must be at least 2nd level. +8 to Stealth, +20’ to Dark
Vision, +3 to Spot & Listen checks & you can turn Invisible X times a
day (X is equal to your CON modifier). The invisibility breaks if you
attack anyone or cast a spell a spell on another target.
Terror: You gain Terror: 8 and gain +1 to Terror every other level
afterwards.
Thick Skin: +4 HP, +1 to AC & Toughness +1
Traveler: +5’ to all Moves and you ignore hindering terrain (you can
float a few inches above the surface). You can walk on water for up
to 5 rounds (x3 a day).
Vermin Powers: You have empathy with bats, cats, rats, vermin &
wolves. They will not harm you unless threatened or controlled by
another being. You can control these creatures if they are within
200’. The control will break for each animal, for if the creatures take
any damage or if you attempt to make them sacrifice themselves.
Wisdom of the Ages: Must be at least 4th level. You gain Outsmart,
+1 extra skill point each level and have a perfect memory.
39
Vampire Illness Table
If you fail to drink blood once a week, you begin to feel negative
effects. Negative effects are accumulative. Exsanguinating a living
humanoid, or large animal, will negate all non-permanent,
negative effects and satiate your hunger.
One week without blood: Make a Death save at Disadvantage. If
you fail, you feel weak (your save stats are at -3 each and your
attacks and skill checks are made at -2). If you pass, you take no
ill effects.
Two weeks without blood: Make a Death save at Disadvantage.
If you fail, you feel very weak (your save stats are at -4 each and
your attacks and skill checks are made at -3). If you pass, you
are at -1 to all attacks, save stats and skill checks.
Three weeks without blood: Make a Death save at
Disadvantage. If you fail, you feel very weak (your save stats are
at -5 each and your attacks and skill checks are made at -3). If
you pass, you are at -2 to all attacks, save stats and skill checks.
Four weeks without blood: Make a Death save at Disadvantage.
If you fail, you feel very weak (your save stats are at -6 each and
your attacks and skill checks are made at -3). If you pass, you
are at -4 to all attacks, save stats and skill checks.
Five weeks without blood: Make a Death save at Disadvantage.
If you fail, you feel very weak (your save stats are at -6 each and
your attacks and skill checks are made at -3). If you pass, you
are at -5 to all attacks, save stats and skill checks.
Six weeks without blood: Make a Death save at Disadvantage. If
you fail, lose 2d6 HP and 1 from each attribute permanently! If
you pass, you lose d6 HP and 1 CON permanently.
Seven weeks without blood: Make a Death save at
Disadvantage. If you fail, lose 4d6 HP and 1 from each attribute
permanently! If you pass, you lose 2d6 HP and 1 from each
attribute permanently.
Eight weeks without blood: Make a Death save at
Disadvantage. If you fail, you die! Roll on the Vampire Death
Chart (p. 42). If you pass, you lose 2d6 HP and 1 from each
attribute permanently.
Nine weeks without blood: You die! Roll on the Vampire Death
Chart (p. 42).
40
Vampire Turn Table
If a victim is partially drained by vampire, they may become
a vampire. Anyone bitten, not fully drained and lives for
more than 10 minutes, must make a Death save. If they
pass, they do not turn into a vampire. If they fail, they turn.
Saving Throw adjustments
The vampire is actively attempting to turn the victim. Add
the level of the vampire to the roll.
If multiple vampires are feeding. +4 to the roll.
If the victim has rune tattoos. -3 to the roll.
If the victim is under 25 years old. +2 to the roll.
If the victim is over 40 years old. -2 to the roll.
If the victim has a 15+ CON. -2 to the roll.
41
Vampire Death Chart
When a Vampire goes below 0 HP, they are knocked Out of Action, but they
continue to regenerate. If they reach 1 HP before the end of the encounter, they
reawaken. If they remain below 0 at the end of the encounter, then they must
make a Death save, adding 1 to the roll for each point below 0 HP they are. If
they fail, they die and roll on the chart below.
*If the damage that puts them below 0 HP is from Silver or natural Sunlight,
they make the Death save at Disadvantage.
d20 Vampire Death Chart (How They Die)
1 A massive, gory, 30’ eruption of blood.
2 Glowing inferno of purple flames.
3 Shatters like pottery (d4 Magic damage to all non-Vampires within 20’),
revealing crystalline innards that turn to sand.
4 They “poof”, leaving only a small pile of ash and a 20’ cloud of smoke for 1
minute.
5 Lightning explodes from their inside, everyone within 10’ takes d6
Electrical damage (double if in water).
6 Slumps over and closes eyes, disintegrating.
7 A “soul” can visibly be seen escaping the vampire’s mouth and ascending
into the sky. The body shrivels and ages before decaying to dust and
blowing away in the wind.
8 Melts into a bubbling, gurgling, puss-like ooze.
9 Their body implodes on itself, disappearing into nothingness with an
audible “ping.”
10 3 Grim Reapers instantly appear grabbing the vampire and pulls them
apart by their appendages. Then, just as quickly disappearing, taking all
evidence of the vampire with them.
11 The vampires skin begins hissing and smoking and within seconds they
melt away leaving only their skeleton behind. Everyone within 20’ is
Sickened for 3 rounds (Death save negates).
12 The vampire screams in agony while coughing up the black inky blood of
all their victims. This process takes d6 rounds, meanwhile the vampire is
helpless and can perform no further actions, aside from suffering in
retribution for the innocent souls they killed.
13 The vampire explodes sending bloody bits and chunks in all directions.
14 White sparks spew forth from their eyes, ears, nose, etc. Their body then
explodes red, like a firecracker on the Fourth of July.
15 The vampire simply “blinks” out of existence in a flash of light.
16 Glowing red skeletal hands break through the floor/ground/whatever the
vampire is standing on, grabbing them by the legs and dragging them
below. Once the vampire is enveloped in the fiery abyss, the flooring
reseals itself leaving no evidence behind.
17 The vampire’s eyes and features change to reveal an innocence not before
seen. The vampire says “Thank you” before closing its eyes and slipping
into the Void.
18 The vampire’s body explodes in all directions, melting away clothes, and
doing 2 Magic damage to everyone within 20’ who is not sheltered of
protected in some way.
19 Beginning with the vampire’s feet and rising up its body, its body starts
turning to black ash, as the upper body collapses on itself.
20 No less than 30 bats rush from the vampire’s mouth before they collapse
into ash.
42
43
Were-beast
Were-beasts carry an ancient, magical curse within their
blood. They are able to shape change into the form of the
beast in their bloodline. Were-beasts are able to pass their
curse along to victims that survive an attack by them,
although this rarely happens on purpose. Sometimes the
child of a Were-beast will become a Were-beast, manifesting
their abilities upon reaching puberty.
Most Were-beasts are unable to control their transformative
powers without years of training. They always transform
during a full moon and sometimes when they are provoked
to extreme anger. Player characters start with control over
their transformation.
The GM can create a way to break the Were-beast curse, if
the player chooses.
Features: They retain the features of their previous race.
They cannot be ghosts or vampires. Werewolves tend to be
a bit hairier and have a slight smell of earth about them.
Alignment: By Fangkin (see p. 187).
Base Move: 12
Bonuses: +1 to STR, +1 to DEX, +1 to CON, -1 to CHA, +1
to Initiative, +3 to Tracking (by smell), +2 to Spot & Listen,
+2 HP at each level after 1st. Select a Fangkin.
Abilities: Dark Vision 60’, Toughness +2, Regenerate 1 HP
at the end of each round, Heightened senses (smell, taste,
hearing, touch & sight). Non-magical, non-silver weapons
do not harm were-beasts. Magic and Psionic do normal
damage to Werebeasts. Their bite and claw attacks deal
magic damage, as if a magic weapon.
The Death Hunt: All Werebeasts have an instinctual ability
to hunt and kill non-Ghost Undead. They gain Sense
Undead 100’ (half that range against those that give off no
odor of decay) and they are immune to any effect that would
make them become Undead (except Ghosts). Against non-
Ghost Undead they gain: +3 to Spot & Listen, +2 to Melee
attacks and any damage their bite or claws deal regenerate
at half rate (rounded down) until fully healed.
44
Transformation: Werebeasts may transform into the were-
form once a day for each CON modifier they have +1 (1
minimum). They retain control over themselves, but they
make Mental saves at Disadvantage while transformed.
They can remain transformed for 10 minutes per level.
During the full moon, they may transform at will. It takes 1
full round to transform. If you hit 0 HP as a were-beast, you
transform back into a human. At 9th level all Werebeasts
may transform at will and stay transformed for as long as
they wish.
Were-beasts & Magic: Were-beasts regenerate too fast,
so, Rune-tattoos do not hold on their skin and they
cannot cast spells that way. They see themselves as the
guardians of the land and view magic as an unnatural
activity that could corrupt the land. Therefore, most
Were-beasts forbid magic use. However, they may use
magic weapons and items. If they need magic defenses
or assistance, Were-beasts will ask for aide from
Warlocks, Witches and Nature Mystics.
Were-beasts rarely develop psionic abilities, due to the
mental concentration required to maintain were-form.
However, an occasional Psion were-beast pops up and
usually ascend to leadership positions within their
Fangkin.
Were-beast Psions only gain 2 Psychic abilities at 1st and
2nd levels, and they gain 2 less skill points at 1st level.
Weaknesses: Silver (when transformed). Werebeasts dislike
wolfsbane, avoiding it, if possible, but it causes them no ill
effect.
Languages: 1 Human Culture Language
Lifespan: Werebeasts age as their race, but tend to live
about 15% longer than normal.
Size: As previous race.
45
Were-beast types
Were-beasts gain the abilities and bonuses listed above and
the abilities and bonuses from their type as well at 1st level.
Each Were-beast also gains bonuses as they level.
Were-bat
At 1st level you gain: +1 to AC, +3 to DEX, Toughness: Air +2, Advantage
on Initiative & DEX checks
-Claws (d4-1) & Bite (d6) Your bite has a chance to spread your curse.
The target must attempt a Critical or Magic save at midnight for the
next three days. If they fail all 3, they become a were-bat.
-Terror: 10 (when transformed)
-Radar Sense (300’): cannot be Surprised or Blinded, Seize the Moment
attacks on you are at Disadvantage, +10 to Listen
• 3rd level: Gain Flying (16 Move)
• 5th level: +1 to DEX & +1 to all save stats
• 7th level: +200’ to Sonar range & +2 to Terror
• 9th level: +1 to any two attributes
Were-bear
At 1st level you gain: +3 to AC, +6 to HP, Toughness +1, +3 to STR, +2 to
CON
-Claws (d8) & Bite (d8) Your bite has a chance to spread your curse.
The target must attempt a Critical or Magic save at midnight for the
next three days. If they fail all 3, they become a were-bear.
-Terror: 13, +2 to Swim, +5 to Climb, +5 to Dig
• 3rd level: +2 to STR & Toughness +1
• 5th level: +5 HP & +3 to Terror
• 7th level: +30’ to Charge range, +4 to Charge attack & you
ignore terrain when charging
• 9th level: Toughness +1 & +3 STR
Were-rat
At 1st level you gain: +1 to STR, +3 to DEX, Toughness +1
-Claws (d4) & Bite (d4) Your bite has a chance to spread your curse.
The target must attempt a Critical or Magic save at midnight for the
next three days. If they fail all 3, they become a were-rat.
-Gain 24 Swim Move & Terror: 9
-Advantage on all disease, toxin & poison saves. +4 to Swim, +8 to Dig,
+3 to Track, +2 to Stealth
3rd level: +2 to Terror & +3 HP
5th level: +2 to DEX & +1 to each save stat
7th level: Immunity to all diseases, poisons & toxins. +2 to Swim &
Track.
9th level: +1 to Terror, +1 to DEX & Advantage on Stealth
46
Werewolf
At 1st level you gain: +1 to STR, +2 to DEX, +1 to CON, Toughness +2
-Bite (d8) & Claws (d6). Your bite has a chance to spread your curse.
The target must attempt a Critical or Magic save at midnight for the
next three days. If they fail all 3, they become a werewolf.
-Terror: 11, +3 to Track, +3 to Spot, +5 to Climb, Dig, Jump & Swim
3rd level: Toughness +1 & +2 to Spot
5th level: Advantage on Climb, Dig, Jump & Swim checks.
7th level: +3 to Terror & +1 to any attribute
9th level: Regenerate an extra HP at the end of each round.
47
OCCUPATIONS
Each character selects, or rolls, from a list of occupations to
determine their current job, or job training they had
previous to their current profession (Class). Re-roll
professions that are totally contradictory. Unless noted
below, or if the GM changes this, each character has a
place to live, a vehicle and basic items related to their
profession.
48
63-64 Actor (+2 to Persuasion/$10K)
65-66 Tarot Reader (+2 to Astrology, +2 to Divination/$10K)
67-68 Soldier (Combat Training +1, Ranged Weapons/$10K)
69-70 Driver (+3 to Pilot: Basic, +2 to Knowledge: Local
Geography/$10K)
71-72 Bouncer (Fighting: Brawling, +2 to intimidation/$12K)
73-74 Book Dealer (+2 to Knowledge: General, 1 extra
language/$15K)
75-76 Chef (+4 to Cooking/$20K)
77-78 MMA Fighter (Fighting: Martial Arts, +1 to STR &
DEX/$5K)
79-80 Loan Shark (+2 to Street Smart, +2 to Intimidation/$10K)
81-82 Wilderness Scout (+4 to Wilderness Survival, +2 to Spot &
Listen/$15K)
83-84 Thief (+3 to Subterfuge, +2 to Stealth/$5K)
85 Street Runner (+2 to Athletics: Basic. +2 to Parkour/$3K)
86-87 Mechanic (+4 to Mechanics, +1 to Pilot: Basic/$25K)
88-89 Electrician (+3 to Electronics, +1 to Computer Skills/$30K)
90-91 Linguist (3 extra languages, +1 to Knowledge:
General/$15K)
92-93 Novelist (+2 to Knowledge: General, 1 extra skill
point/$10K)
94-95 Paranormal Investigator (+3 to Knowledge: Paranormal &
Occult/$2K)
96-97 Prostitute (+2 Knowledge: Local, +2 to Street Smart/$5K)
98 Burglar (+3 to Stealth, +2 to Sleight of Hand/$5K)
99 Pro Wrestler (Fighting: Wrestling, +2 to Athletics: Basic/$15K)
00 Ufologist (+4 to Knowledge: Aliens, +1 to Science/$5K)
49
50
CLASSES
When selecting your character’s class, keep in mind what
you wish to play in the game. Are you playing in a party of
C.A.R.E. agents trying to save the world, or maybe you are
in a group of independent investigators & explorers, or
maybe you are part of an evil cult, bent on aiding an
otherworldly being in the conquest of the Earth? All of those
types and many more are available below.
You may use other classes from other SURVIVE THIS!!
books to enhance your game.
Academic
Arcane Thief
C.A.R.E. Field Agent
Exorcist
Medium
Monster Hunter
Mystic
Necromancer
Occultist
Paranormal Investigator
Void Master
51
Academic
Being born with such a high IQ made it difficult for you to fit
into normal society. So, you dove head first into the world of
books and higher learning. You live to learn, and now wish
to see what other information can be gathered from outside
of the walls of Academia.
PRIME ATTRIBUTE:
INTELLIGENCE & WISDOM. An Academic must have a
minimum score of 14 INT and 11 WIS.
SAVING THROWS:
Academics receive a +2 to the Mental save stat.
SKILL TRAINING:
• Computer Skills
• Knowledge- General at +5
• Knowledge- Any 2 others at +2
• Knowledge- Any 2
• 2 additional Languages
• Mathematics
• Science: Basic
• 5 other skill points (1 must be a Science)
• You may make a Knowledge check on any subject
without penalty
• -2 on all attacks (remove if you achieve Combat
Training 2)
• You may re-roll a Madness check once per day.
• You have Outsmart
CLASS BONUS:
Academics gain a one-time bonus of +1 to INT & WIS and -1
to CHA & STR.
STARTING GEAR:
Padded Armor, Portable Computer, Knife, Moderate
Clothes/ Uniform, Large Book collection, Medi-Pack I
52
Level Academic Level Progression
2 +1 to WIS.
+2 extra skill points.
Gain Advantage on a skill of your choice or +2 to all Knowledge
skills.
3 If you roll a natural 20 on Outsmart attempt, you gain an
additional Outsmart for the day.
Toughness: Magic & Psionics +1.
4 Gain Advantage on all Knowledge & Science skill checks.
+1 to the Mental save stat. +1 INT.
Outsmart attempts against your actions are done at
Disadvantage.
5 Advantage on Madness checks.
+1 extra Outsmart per day.
+3 extra skill points.
6 Allies within 60’ gain your INT modifier on non-physical skill
checks.
+1 to the Mental save stat.
Toughness: Magic & Psionics +1.
7 +1 extra action per round.
You may re-reroll any failed non-physical skill check roll by
using an extra SUR point.
8 Nothing can use Seize the Moment against you.
+2 to Outsmart.
+1 to AC.
9 You may re-reroll any failed roll by using an extra SUR point.
+2 to INT & +1 to WIS.
10 You may attempt to Outsmart the first attack that affects you
each round without using one of your Outsmart attempts.
53
Arcane Thief
A life of the straight and narrow is not for you. You prefer to
live life without boundaries and rules, avoiding the
authorities like a master (or maybe working for them for the
right price). If you see something you want, you take it.
Especially magic, shiny things, fancy spell books and
ancient relics. You have been trained as a master thief, with
a bit of arcane caster.
PRIME ATTRIBUTE
DEXTERITY. An Arcane Thief must have at least a 12 DEX.
SAVING THROWS
Arcane Thieves receive a +1 to the Courage & Magic save
stats.
SKILL TRAINING
• Arcana at +2
• Athletics: Basic
• Combat Training
• Fighting: Brawling (can upgrade for a skill point)
• Knowledge: Occult or Paranormal
• Language- Poison Lisp
• Sleight of Hand at +1
• Stealth at +2
• Street Smart at +1
• 3 other skills
• Seize the Moment actions against you are done at
Disadvantage.
• +1 to Armor Class & +1 to Initiative
• You learn X First Level Spells (X is 2+INT modifier). You can
cast a total number of spells equal to your level +1 per day.
You count as a Spellcaster. You may only learn X extra new
spells per level (X is your INT modifier).
CLASS BONUS
Arcane Thieves gain a one-time bonus of +1 to INT & DEX.
STARTING GEAR
2 Daggers, Medi-Kit I, flashlight, lock picks, Medi-Pack I,
Light Weapon & Leather Armor/ uniform.
54
Level Arcane Thief Level Progression
2 Choose 3.
-You are an expert fence. Gaining +3 to any skill check involving
the selling or locating of stolen goods.
-Toughness: Magic +2
-Gain +3 to Courage checks & you can re-roll your first failed
Courage, Terror or Madness check or save each day.
-You can Run at x3 your Move & +1 to Initiative.
-Advantage on Climbing checks & you take ½ damage from falls
(rounded down).
3 +1 to all save stats, +1 to AC & +1 to Initiative
4 +5 to Move, Seize the Moment +1 & +2 skill points
5 Choose 3.
-Gain Advantage on any skill check involving the selling or
locating of stolen goods.
-Toughness: Magic +2 & spells last ¼ their normal duration
against you. You can see ghosts.
-Fearless & ignore the first Madness point you would receive
each day.
-You can Run at x4 your Move & +1 to Initiative.
-You learn X Second Level Spells (X is 2+INT modifier). You can
cast a total number of spells equal to your level +1 per day.
6 +1 extra action per round & +3 to Street Smart
7 +1 to DEX & +2 skill points
8 +5 to Move, +2 to Arcana & +2 to Sleight of Hand
9 Choose 3
-Toughness: Magic +1 & you gain Immunity to any 2 spells. You
can see ghosts.
-Advantage on Stealth and Sleight of Hand checks.
-Gain +2 to attacks, +1 to damage & +3 to Move
-You can run at x5 your Move & have Advantage on Initiative.
-Fearless & ignore the first Madness point you would receive
each day.
-You learn X Third Level Spells (X is 1+INT modifier).
10 You may use an extra SUR point on any failed roll. +5 Move. +1
to Armor Class.
C.A.R.E. Field Agent
You began you training with the F.B.I., C.I.A., MI-6, Mossad
or some other law enforcement agency. As you excelled in
your studies and in the gym, you caught the eye of C.A.R.E.
They recruited you and introduced you to the bigger picture
and you seek to test your mettle against whatever this
world, or any other world, has to throw at you. Rookie
agents wear red socks as a form of hazing. They must wear
them until the help save the world, or do something of note.
PRIME ATTRIBUTE:
CONSTITUTION, DEXTERITY & INTELLIGENCE. A
C.A.R.E. Field Agent must have a minimum score of 12 in
CON, DEX & INT.
SAVING THROWS:
C.A.R.E. Field Agents receive a +1 to the Courage, Critical &
Mental save stats.
SKILL TRAINING:
• Athletics: Basic
• Combat Training at +1
• Computer Skills
• Demolitions or Interrogation
• Fighting: Martial Arts
• First Aid
• Investigation
• Knowledge- Law at +1
• Knowledge- Occult,
Paranormal or Psychic
Phenomenon
• 1 additional
Language
• Pilot: Basic
• Ranged Weapons
• Science: Basic
• Street Smart or Subterfuge
• 2 other skill points
• +2 to attacks & +1 to Initiative
56
CLASS BONUS:
C.A.R.E. Field Agents gain a one-time bonus of +1 to 2
different Attributes.
57
Exorcist
You are a special type of holy man that channels their powers from
their higher power, for the direct purpose to defend your world from
Outsiders and the Undead. It is rare for you to ever work with an
Outsider or an Undead, but you may if they are defenders of the Earth
(or similar realm). Exorcists may be loud and forceful, or they may be
the quiet intellectual type or they may even be a flamboyant showman
type. Exorcists cannot be Evil.
PRIME ATTRIBUTE:
WISDOM. An Exorcist must have a minimum score of 12 WIS.
SAVING THROWS:
Exorcists receive a +2 to the Courage save stat.
SKILL TRAINING:
• Arcana
• Interrogation or Intimidation at +1
• Knowledge- Religion at +2
• Knowledge- Your Religion or Cult at +4
• Knowledge- Any 2
• Language – Latin
• 1 additional Language
• 2 other skill points
• Detect Evil 30’
• Advantage on save attempts against Outsiders & the Undead.
• All your Spells gain Light as a trait. You may use a SUR point to
remove this ability for d6 rounds.
• Spells at 3rd Level
• Exorcism (see p. 59). You gain an additional Exorcism attempt
each day.
• Cannot Step into the Void.
• Cannot cast Evil or Shadow spells.
CLASS BONUS:
Exorcists gain a one-time bonus of +1 WIS, +1 to CHA and -1 to STR or
DEX.
STARTING GEAR:
Padded Armor, Knife, Priest garb, Large Cross, Moderate Clothes/
Uniform, Large Book collection, Medi-Pack I.
58
Exorcism
You may attempt an Exorcism as an Action. Exorcisms are rituals that attempt
to either harm, expel or destroy Outsiders and the Undead. The results of an
Exorcism attempt can be altered by the amount of time you spend on the ritual
and the number of participants aiding you.
It takes all the Actions of a character to attempt an Exorcism, and it uses all
Actions of each participant in the ritual. The Exorcism affects all Outsiders and
Undead in the area, unless the Exorcist selects not to affect a specific target.
The Range is 20’ per level of the primary Exorcist. Exorcisms count as Magic &
Light.
To make an Exorcism attempt, roll a d20 and add your WIS modifier and other
modifiers to the roll.
Exorcism Results
Roll Result
10 or Failure
less
11-12 The targets must move their base Move away from the Exorcism. Targets
become visible.
13-14 The targets must Run away from the Exorcism at their maximum Run.
Targets become visible.
15-16 Does 1 Magic Light damage and the targets are Stunned for 1 round
(Critical save negates Stun)
17-18 Does d4 Magic Light damage and the targets are Stunned for 1 round
(Critical save negates Stun)
19-20 Does d6 Magic Light damage and the targets are Stunned for 2 rounds
(Critical save negates Stun). Summoned Outsiders or Undead with 1 HD or
less are banished to their dimension.
21-22 Does d6+1 Magic Light damage and the targets must move their maximum
Move away from the Exorcist next turn. Summoned Outsiders or Undead
with 2-3 HD or less are banished to their dimension.
23-24 Does d6+1 Magic Light damage. Ghosts blink into another dimension for d4
rounds. Outsiders & other Undead’s next Action is made at Disadvantage.
Summoned Outsiders or Undead with 4 HD or less are banished to their
dimension.
25-26 Does d8+1 Magic Light damage and the targets are Stunned for 2 rounds
(Critical save negates Stun). Summoned Outsiders or Undead with 5 HD or
less are banished to their dimension.
27-28 The area becomes consecrated and the targets can never return to the area
(within the Range + 100’). The targets must flee. Summoned Outsiders or
Undead with 6 HD or less are banished to their dimension.
29 Does d10+1 Magic Light damage and the targets are Stunned for 2 rounds
(Critical save negates Stun). Summoned Outsiders or Undead with 7 HD or
less are banished to their dimension.
30 Does d10+2 Magic Light damage and the targets are Stunned for 3 rounds
(Critical save negates Stun). Summoned Outsiders or Undead with 8 HD or
less are banished to their dimension.
31+ Does d12+1 Magic Light damage and the targets are Stunned for 3 rounds
(Critical save negates Stun). Summoned Outsiders or Undead with 10 HD or
less are banished to their dimension.
59
Exorcism Modifiers
-1 Per Level of the Exorcist below the Hit Dice or Level of each of the targets
-10 If there is a target within the area that is 4+ Levels or Hit Dice higher than
the Exorcist (this modifier only counts toward the target
-2 If the Exorcist cannot see the target
-2 If the Exorcist has never encountered any of the targets before
-4 If the Exorcist is wearing Medium armor
-6 If the Exorcist is wearing Heavy armor
+1 Per Level of the Exorcist above the Hit Dice or Level of the target
+1 Per extra participant in the Exorcism (max 6)
+2 Per extra participant that has the Exorcism ability (max 4)
+1 Per round, per person past the first round that the Exorcism lasts (+4 max)
+2 If the Exorcist has a personal belonging of the target (Ghosts only)
+2 If the Exorcist knows the real name of the target.
60
EXORCIST SPELLS LEARNED EACH LEVEL
You gain this number of spells (plus your WIS modifier), along with their
corresponding rune-tattoos, when you achieve the appropriate level without
danger. You cannot attempt to learn or cast any spell that is a level higher than
a spell you can learn on the table below.
Level 1 2 3 4 5
1 - - - - -
2 - - - - -
3 +2 - - - -
4 +1 - - - -
5 +0 +1 - - -
6 +0 +0 - - -
7 +1 +0 +0 - -
8 +0 +0 +0 - -
9 +0 +0 +0 +0 -
10 +0 +0 +0 +0 +0
8 7 5 2 - -
9 8 6 3 1 -
10 10 7 4 2 1
61
Medium
You are no stranger to the spirit world. You have developed special,
meta-physical abilities that help you see and speak with the
inhabitants of the spirit world and other realms.
PRIME ATTRIBUTE:
CHARISMA & WISDOM. Mediums require a CHA of at least 11 and a
WIS of 10.
SAVING THROWS:
Mediums receive a +1 to the Mental save stat and +1 to
the Magic save stat.
SKILL TRAINING:
• Arcana
• Astrology at +1
• Divination at +1
• Knowledge –
Occult
• Knowledge –
Paranormal
• Knowledge – Psychic
Phenomenon
• Knowledge – 1 of your
choice
• 3 other skill points
• +1 to all Spot & Listen checks
• +3 to Initiative
• -1 to all physical attacks
• You can see ghosts.
• Séance: You can attempt to summon a lost
soul (ghost) of a person. A séance requires an
item that was owned by the ghost, or someone
that knew them while alive. DC varies based on
age and spirit’s will (GM decides). Add your
CHA & WIS modifiers to your attempt & the
WIS modifier of anyone that assists. The séance
lasts d6 minutes.
CLASS BONUS:
Mediums gain a one-time +1 to their CHA & WIS, and a -1 to STR.
62
Level Medium Level Progression
2 Gain Advantage on one of your non-physical skills.
+2 to AC & Toughness +1 against ghosts.
3 You can speak & understand any language (although
you cannot read them). +1 to any attribute. 2 extra
skill points. Gain See Beyond Sight Level 1.
4 You can see invisible animals and speak to animals
and creatures. Gain Telekinesis Level 1 (see Psion
powers). +1 to Initiative.
5 You can see invisible aliens and speak to alien
beings. Gain See Beyond Sight Level 2. Advantage
on Mental saves. Repel Ghosts: All selected Ghosts
within 200’ must make a Courage save (adding your
CHA modifier to their roll) or they flee for d4
minutes. Ghosts with more starting HP than you
roll at Advantage.
6 True Sight: you can see the invisible, see through
illusions and you can see in the dark. Séance can
now contact deceased animals. +1 to Initiative.
7 Gain See Beyond Sight Level 3. Capture Ghosts: a
ghost within 200’ must make a Mental save (adding
your CHA modifier to their roll) or they fall under
your control for d4 minutes. Ghosts with more
starting HP than you roll at Advantage and do d4
damage to you each round they are enslaved.
8 You may use an extra SUR point on any failed roll.
You may re-roll your Initiative twice a day. Séance
can now contact deceased aliens. +2 to Initiative.
9 +1 extra Action per round. Gain Telekinesis Level 2
(p.XX). +1 to CHA and +1 to Divination. Gain a Level
1 Psion ability.
10 Gain See Beyond Sight Level 4 & 5. Séance at
Advantage.
63
Monster Hunter
Your skills are highly sought after
by those that wish to track cryptids,
kill the things that hide in the
shadows or to capture the creatures
that go bump in the night. Monster
Hunters specialize in particular monsters,
but have the base skills and gear to have a
chance to deal with any creature they
encounter.
PRIME ATTRIBUTE:
SURVIVAL. Monster Hunters require a
SUR score of at least 10, although
CON is very useful.
SAVING THROWS:
Monster Hunters receive a +2 to the Courage save stat & +1
to the Poison save stat.
SKILL TRAINING:
• Athletics: Basic at +1
• Combat Training at +1
• Fighting: Select One
• First Aid
• Knowledge: Paranormal
• Knowledge: Select 1- Religion (any) or Occult.
• Ranged Weapons
• Stealth
• Street Smart at +1 or Wilderness Survival at +3
• 2 other skill points
• +3 to Spot & Listen checks
• Select a Creature Type you specialize in hunting. You
gain +1 to the Courage save stat against, +1 to attack,
+1 to Track, +1 to Armor Class & do +1 damage to that
type of creature.
64
Creature Types
Aberration, Animals, Beasts, Dragons, Elemental, Fey,
Giants, Humanoids, Ooze, Outsiders, Undead
CLASS BONUS:
Monster Hunters gain a one-time +2 SUR bonus.
65
Mystic
Mystics derive their magical abilities from invisible rune-
tattoos that they receive at great risk to their own personal
safety. There is a very real and significant chance of bodily
harm when receiving a magical rune-tattoo. Even non-
Mystics can get a rune-tattoo and be imbued with the power
of that spell but their chance of harm is much greater. When
you cast a spell, the corresponding rune-tattoo will glow for
1 minute per level of the spell.
PRIME ATTRIBUTE:
CONSTITUTION and INTELLIGENCE. A minimum INT of 13
is required. A minimum CON of 10 is required.
SAVING THROWS:
Mystics gain a +2 bonus to the Death & Magic save stats.
SKILL TRAINING:
Mystics spend years honing their craft and have little time to
spend on other skills.
• Arcana at +3
• Astrology or Divination
• Knowledge – 2 of your choice
• 1 extra Language
• 2 other skill points
• -2 to all non-magic attacks
• Spells
CLASS BONUS:
Mystics receive a one-time +1 to INT & -1 to STR.
STARTING GEAR:
Staff, Padded Armor, Moderate Clothes/ Uniform, many
magic books & Medi-Kit I.
66
67
Level Mystic Level Progression
2 +2 to Mental save stat & +1 to INT.
You may Step into the Void when casting a spell to add your
level to the spell’s damage.
3 +2 to Magic save stat.
You may Step into the Void when casting a spell to add your
level x10’ to the range of a spell.
4 +1 to INT, +1 to WIS, +2 to Death save stat & +2 to Ranged
magic attacks.
You may add your INT modifier to any save roll or attribute
check a target attempts against your spells.
5 +4 to Arcana or a Knowledge of your choice. +1 Armor Class.
You may Step into the Void to have a spell target an additional
target or to double the spell’s duration. Make just 1 attack roll
if needed.
6 +1 to INT.
Your damaging spells bypass a number of Toughness equal to
your level.
7 Choose 1:
FIGHT THE VOID - When you Step into the Void, you may
subtract your WIS attribute from your roll. You may see the
roll first. Ignore the first Madness point you gain each day.
EMBRACE THE VOID – When you Step into the Void, you gain
+1 to AC, +1 HP and your spells deal +1 additional Shadow
damage for 5 minutes (This stacks). You gain Weakness:
Magical Light during this period.
8 +1 to INT & +3 to Arcana.
You gain an extra action per round.
If you cast a second spell for that action you must Step into
the Void when you cast it.
9 You may cast a spell without speaking or moving by Stepping
into the Void. Casting spells in melee does not trigger Seize
the Moment actions.
10 Choose 1:
ONE WITH ALL – You cannot be Surprised, gain +3 to Armor
Class, gain Immunity to Light and you cannot lose any of your
senses. You gain Flying at 18 Move. You know any language
you encounter and gain Advantage on all Step into the Void
rolls. You can speak telepathically with any willing target. You
feel the need to aid others.
68
MYSTIC SPELLS LEARNED EACH LEVEL
You gain this number of spells (plus your INT modifier), along with their
corresponding rune-tattoos, when you achieve the appropriate level
without danger. You cannot attempt to learn or cast any spell that is a
level higher than a spell you can learn on the table below.
Level 1 2 3 4 5
1 +3 - - - -
2 +2 - - - -
3 +1 +2 - - -
4 +1 +1 - - -
5 +0 +1 +2 - -
6 +0 +1 +1 - -
7 +0 +0 +1 +0 -
8 +0 +0 +1 +1 -
9 +0 +0 +0 +1 +0
10 +1 +1 +1 +1 +0
Spells, Step into the Void & Rune Tattoos can be found on p. 92.
69
70
Necromancer
You have gained access to the realms of death, and you can
harness its powers to do your bidding. However, you must walk a
thin line with your sanity to avoid losing your mind to the Void.
PRIME ATTRIBUTE:
INTELLIGENCE and WISDOM. A minimum INT & WIS of 10 are
required. You cannot have a Righteous or Law Alignment.
SAVING THROWS:
Necromancers gain a +3 bonus to the Death save stat.
SKILL TRAINING:
• Arcana at +1
• Intimidation
• Knowledge: Occult at +1
• Knowledge: Paranormal
• Knowledge: Undead at +4
• 5 other skills
• Immunity to normal diseases.
• Sickened affects you ½ as long.
• Toughness: Shadow +1
• Sense Undead 100’ +100’ at 3rd & 8th level. You can see
ghosts.
• Speak with the Dead (5-minute ritual) You can talk to any
undead within 100’ (ghosts or their physical body). Lasts:
d10 minutes. At 4th level, you understand the dead even if
they speak another language. At 6th level, they understand
you even if they speak another language.
• You can control 1 unintelligent Undead per your level. At
3rd level, you can see through their eyes. At 5 th level, you
can speak through them and make touch spell attacks
through them.
CLASS BONUS:
Necromancers receive a one-time +1 to INT & WIS and a -1 to CHA.
STARTING GEAR:
Padded Armor, Moderate Clothes/ Uniform, many magic & occult
books, candles, several knives, jar of bones & Medi-Kit I.
71
Level Mystic Level Progression
2 Repel the Dead (Free Action): You can make yourself totally
invisible to the undead with less starting HP than yourself. If
you make a threatening action towards them, this protection
is negated for 1 hour.
You may Step into the Void when casting a spell to add your
level to the spell’s damage (in Shadow damage).
3 +2 to Magic save stat & Toughness: Shadow +1. Add 1 to any
Magic save attempt against your Evil or Shadow spells.
You may Step into the Void when casting a spell to add your
level x10’ to the range of a spell.
4 You gain immunity to all disease and cannot be Sickened.
You can make up to 6 of your Undead minions invisible to any
detection for 1 hour (Free Action). If they make a threatening
action, the protection is negated for 1 hour.
Your Undead have +1 to AC & +4 HP.
5 Gain Fearless, +2 to Arcana and Advantage on Knowledge:
Undead.
You may add your INT modifier to any save roll or attribute
check a target attempts against your spells.
6 You may Step into the Void to have a spell target an additional
target or to double the spell’s duration. Make just 1 attack roll
if needed.
Your damaging spells bypass a number of Toughness equal to
your level.
7 You may use an extra SUR point to re-roll a failed roll.
Your Undead have Toughness +1.
8 You gain an extra action per round. If you cast a second spell
for that action you must Step into the Void when you cast it.
Choose 1:
EMBRACE THE VOID – When you Step into the Void, you gain
+1 to AC, +1 HP and your spells deal +1 additional Shadow
damage for 5 minutes (This stacks). You gain Weakness:
Magical Light during this period.
RESIST THE VOID – (Cannot be Evil) When you Step into the
Void, you may subtract ½ of your WIS attribute (rounded up)
from your roll. You may see the roll first. Ignore the first
Madness point you gain each day.
9 +1 to INT & +2 to a skill.
Your Undead have Toughness: Magic +2. As an action, you can
make one of your Undead within 100’ explode. They do a d6
Magic & a d6 Shadow to everything with 10’.
10 You may cast a spell without speaking or moving by Stepping
into the Void. Casting spells in melee does not trigger Seize
the Moment actions.
Your Undead’s physical attacks deal an additional 2 Shadow
damage.
72
NECROMANCER SPELLS LEARNED EACH LEVEL
You gain this number of spells (plus your INT modifier), along with their
corresponding rune-tattoos, when you achieve the appropriate level without
danger. You cannot attempt to learn or cast any spell that is a level higher than
a spell you can learn on the table below.
Level 1 2 3 4 5
1 +3 - - - -
2 +2 - - - -
3 +1 +1 - - -
4 +1 +1 - - -
5 +0 +1 +1 - -
6 +0 +1 +1 - -
7 +0 +0 +1 +0 -
8 +0 +0 +1 +1 -
9 +0 +0 +0 +1 +0
10 +0 +1 +1 +1 +0
Spells, Step into the Void & Rune Tattoos can be found on p. 92.
73
Occultist
Acquiring knowledge of all things hidden is your raison d’etre.
You seek out secret knowledge in all fields and use that
knowledge to increase your powers. You can sling spells, use
your mental powers and investigate with the best of them.
PRIME ATTRIBUTE:
INTELLIGENCE and WISDOM. A minimum INT & WIS of 10
are required.
SAVING THROWS:
Occultists gain a +1 bonus to the Death, Magic & Mental save
stats.
SKILL TRAINING:
• Arcana at +1
• Astrology
• Investigation
• Knowledge: Occult at +3
• Knowledge: Select any 3 (at +1 each)
• 4 other skills
• Spells (p.92)
• +1 to all Spot & Listen checks
• Gain Exorcism once a day.
• Select 1 Specialty: Outsiders or the Undead. You gain
+1 to attacks those creatures and you gain Advantage
on all Courage and Terror checks against those
creatures. You gain Advantage on any knowledge check
related to your specialty.
• You can see ghosts.
CLASS BONUS:
Occultists receive a one-time +1 to INT & WIS and a -1 to STR
or CON.
STARTING GEAR:
Padded Armor, Moderate Clothes/ Uniform, many magic books,
candles, several knives & Medi-Kit I.
74
75
Level Occultist Level Progression
2 Advantage on Knowledge: Occult checks.
Specialty bonus: Outsiders – Sense Outsiders 40’ & you
gain +2 to Initiative if one is in range.
Undead- Your normal attacks against ghosts deals 1/3
damage (rounded up) & +2 AC against them.
3 +1 to Mental save stat & +1 to Armor Class. Gain Level
1 in Telekinesis or Telepathy.
Gain - Séance: You can attempt to summon a lost soul
(ghost) of a person. A séance requires an item that was
owned by the ghost, or someone that knew them while
alive. DC varies based on age and spirit’s will (GM
decides). Add your CHA & WIS modifiers to your
attempt & the WIS modifier of anyone that assists.
The séance lasts d6 minutes.
4 +1 to INT & WIS. You may Step into the Void when
casting a spell to add your level to the spell’s damage.
Your damaging spells deal 1 extra damage to your
chosen specialty. Gain an extra Exorcism per day.
5 Gain Level 1 in Bio-Healing or See Beyond Sight. You
may Step into the Void when casting a spell to add your
level x10’ to the range of a spell. Gain Fearless against
your chosen specialty.
6 Gain Level 2 in one of your previously selected Psion
power. Advantage on Arcana checks or a Knowledge
skill of your choice. When you start a new game session
and regain a SUR point, you lose a Madness point.
7 You may Step into the Void to have a spell target an
additional target or to double the spell’s duration. Make
just 1 attack roll if needed. Gain Toughness +3 against
your chosen specialty.
8 Use an extra SUR point on any failed roll. Your
damaging spells bypass 2 Toughness.
Dark Vision 60’.
9 +1 extra action per round. If you cast a second spell for
that action you must Step into the Void when you cast
it. Gain an extra Exorcism attempt per day.
10 +1 to INT & WIS. When you start a new game session
and regain a SUR point, you lose a Madness point. Your
Séance may contact deceased animals.
76
OCCULTIST SPELLS LEARNED EACH LEVEL
You gain this number of spells (plus your INT modifier), along with their
corresponding rune-tattoos, when you achieve the appropriate level without
danger. You cannot attempt to learn or cast any spell that is a level higher than
a spell you can learn on the table below.
Level 1 2 3 4 5
1 +2 - - - -
2 +1 - - - -
3 +1 +1 - - -
4 +1 +1 - - -
5 +0 +0 +1 - -
6 +0 +0 +1 - -
7 +0 +0 +0 +0 -
8 +0 +0 +0 +0 -
9 +0 +0 +0 +0 +0
10 +0 +0 +0 +0 +0
9 10 8 6 6 1
10 Any Any 8 6 1
Spells, Step into the Void & Rune Tattoos can be found on p. 92.
77
Paranormal Investigator
You possess an insatiable curiosity to solve mysteries and discover
truths that others could not care less about. You hone your keen
intellect by searching for the truth on a daily basis. You keep an
open mind, but you use science and reason as allies in the search.
PRIME ATTRIBUTE:
INTELLIGENCE and WISDOM. A minimum INT & WIS of 8 are
required.
SAVING THROWS:
Paranormal Investigators gain a +2 bonus to the Courage save stat.
SKILL TRAINING:
• Arcana
• Computer Skills
• Investigation at +2
• Knowledge – Paranormal at +4
• Knowledge – Select any 3 (at +1 each)
• 1 extra Language
• Science: Basic
• 4 other skill points
• +3 to Spot & Listen checks
• +1 to AC against Ghosts, Outsiders & Magic beings.
• You may use an action to attempt to sense any ghosts
within 60’. Make a WIS check for each ghost. If you pass,
you can sense the general direction they are in relation to
you.
• You may re-roll one failed Courage save or Terror check
per day without using a SUR point.
CLASS BONUS:
P.I.s receive a one-time +2 to WIS & -1 to STR or CON.
STARTING GEAR:
Basic clothes, trench coat (padded armor), backpack, notepad,
several pens, magnifying glass, tons of books, flashlight, binoculars,
knife, small tape recorder (with extra tapes) & Medi-Kit I.
78
Level PI Level Advancement
2 Advantage on Investigation checks, +1 to Mental save stat & +1
to Initiative.
3 2 extra skill points, +1 to INT or WIS & +2 to Spot & Listen
checks. You may re-roll an additional failed Courage save or
Terror check per day without using a SUR point.
4 Gain Outsmart at Disadvantage. You can sense ghosts, aliens
and magic beings within 60’ (free action). When you start a new
game session and regain a SUR point, you lose a Madness point.
+1 to Initiative.
5 You may use an extra SUR point on any failed skill check. +2 to
any save stat. You may negate the first Madness you gain in a
day by using a SUR point.
6 Advantage on Knowledge – Paranormal, Spot & Listen checks.
You can see ghosts, aliens and magic beings (even if invisible).
+1 to AC against Ghosts, Outsiders & Magic beings.
7 +1 extra action each round & your Outsmart attempts against
ghosts, aliens and magic beings are done at Advantage.
8 Fearless. You can see the invisible. +1 to WIS.
9 +1 to the Mental save stat, Toughness +2 & +1 to AC against
Ghosts, Outsiders & Magic beings.
10 You may negate the first 2 Madness you gain in a day by using a
SUR point for each. You may acquire 1 Madness point higher
than normal before going insane. You may prevent the last
Madness point that would make you lose your mind by
permanently losing d4 HP.
Void Master
The Void is part of your soul. You have accepted it in;
hoping to utilize it to bring the Void down from within, to
spread Madness to others or to use its very powers for
your own good and advancement.
PRIME ATTRIBUTE:
WISDOM and SURVIVAL. A Void Master must have a
minimum score of 14 in WIS and an 8 in SUR.
SAVING THROWS:
Void Masters receive +2 to the Courage and +2 to the Death save stats and -
1 to the Mental save stat.
SKILL TRAINING:
• Arcana
• Combat Training
• Intimidation
• Knowledge – Occult & Paranormal
• 5 other skill points
• Start with d4 Madness.
• Sense Madness 100’ (you can tell if they have more or less than you)
• Pull the Madness: As an Action, you gain d4 Madness to Pull the
Madness for d6 minutes. At the end of the time, you lose the gained
Madness and you are Disadvantage on all rolls for the next d6
rounds. You lose that Disadvantage if you Pull the Madness again
during those rounds. However, you gain a permeant Madness point
by using Pull the Madness during those rounds.
• During the Pull - You gain a purple shadow aura around you. You
gain +2 to Armor Class, +2 to STR, Advantage on Poison and Courage
saves, +d10 extra HP and +2 to Initiative. Your melee attacks gain
Shadow type. You gain further Pull powers as you level.
• Select 1 Pull Power.
CLASS BONUS:
The Void Master gains a one-time bonus of +1 to WIS and a +1 to SUR.
STARTING GEAR:
Padded Armor, Knife, light weapon, Medi-Kit I & moderate clothes/ uniform.
80
3 Select 2 Pull Powers. You can see ghosts.
4 Select 1 Pull Power. +2 to WIS.
5 Select 1 Pull Power. Gain Toughness: Magic +X (X is your WIS
modifier) against any spell cast by Stepping into the Void.
6 +1 extra action per round. Once per day, you may add your
Madness score to an attack.
7 Select 1 Pull Power. You may use an extra SUR point on any
failed roll check. +2 to WIS.
8 Select 2 Pull Powers.
9 Select 2 Pull Powers.
10 Select 3 Pull Powers. +2 to WIS.
Pull Powers (You may use these while you Pull the Madness). You may only
take each of these once.
• Antiphobic- Lose all phobias and negate any future phobia gains.
Lose all anxiety & hyperactivity penalties.
• Ask the Void- As a Free action, you may make a Knowledge Occult
or Paranormal check (DC: GM’s discretion) to gain an insight into an
enemy’s weakness or intentions.
• Fearless- Requires 4th level. Gain Fearless and you cannot lose it. At
8th level, this is a permanent effect.
• Hide the Void- You hide your Madness score from others. You look
normal, except when you Pull the Void.
• Shadow Move- Gain +10 to Move & gain Seize the Moment +1
• Shadow Twitch- Gain Seize the Moment +1 and +2 to Initiative. You
may re-roll your Initiative once per Pull.
• Use the Void against Itself- Lose Weakness: Light & Anti-Social &
Amnesia. Gain +1 to all save stats.
• Void Burn- When you end a Pull, you lose 1 Madness.
• Void Dance- Gain +2 to Armor Class, Advantage on Jumping checks
& +5 to Move.
• Void Drain- As an Action, you may drain d4 Madness from a target
(the target may attempt a Mental save at Disadvantage to negate this)
to gain d4 STR. Can only be used once per pull.
• Void Heal- As an action, gain 1 Madness to heal yourself d6+ your
WIS modifier.
• Void Killer- When you kill/ defeat (final blow) a creature with a
Madness higher than you, you may lose a Madness point.
• Void Resistance- Gain +3 to your maximum Madness score &
Toughness: Shadow +1.
• Void Shift- As an action, you can Run at x6 Move for this round and
the next. During this time, you can move through solid objects, gain
immunity to physical damage and cannot deal physical damage.
• Void Survival- When you regain a SUR point, you may lose a
Madness point.
• Void Toughness- Gain Toughness: Shadow +5
• Void Vision- Dark Vision 60’ (or +20’), See the Invisible and see
through illusions. You can see ghosts.
81
SKILL Attribute
Alchemy WIS
Animal Training CHA
Arcana INT
Archelogy INT
Art & Music INT
Astrology CHA
Athletics: Basic STR
Athletics: Acrobatics DEX
Bionics INT
Combat Training -
Computer Hacking INT
Computer Skills INT
Cooking WIS
Crafting INT/ DEX
Dancing DEX
Demolitions INT
Divination WIS
Electronics INT
Fighting: Brawling -
Fighting: Martial Arts -
Fighting: Wrestling -
First Aid WIS
Interrogation WIS
Intimidation STR/ WIS
Investigation WIS
Knowledge: General INT
Knowledge: Ancient Astronomy, INT
Economics, History (General), History
(Specific), Law, Nature, Occult, Paranormal,
Philosophy, Psychic Phenomenon,
Mythology & Religion (General), Religion
(Specific), Undead
Knowledge: ________ INT
Language INT
Mathematics INT
Mechanics INT
Meditation WIS
Parkour DEX
Persuasion CHA
Piloting: Basic DEX
Piloting: Flight DEX
Ranged Weapons DEX
Science: Basic INT
Science: Astronomy, Biology, Chemistry, INT
Genetics, Geology, Physics, Psychology, etc.
Sleight of Hand DEX
Stealth DEX
Street Smart INT
Subterfuge WIS
Wilderness Survival WIS
82
Skills
Each Character receives their starting skills from their class
& profession at level 1. Unless noted, each skill starts with 1
rank and ranks cannot exceed the character's level. However,
bonuses from class, attributes, potions, items, etc. do not
count as ranks, they just give the character an additional
modifier. Example: A character with the First Aid skill, starts
with 1 rank. If they have First Aid +1, they have 1 rank in
First Aid and a +1 to all First Aid skill checks, in addition to
their attribute, item, etc. modifiers.
83
Alchemy
(WIS) The ancient art of transmuting one element into
another, and creating potions. See p. 138 for potion creation.
Animal Training
(CHA) The ability to train animals to do your bidding. It
usually takes weeks to train an animal (DC:15 once a week).
Once trained they will be loyal and follow simple commands.
You cannot tame an animal that has more Hit Dice than you.
If a Character has 6+ ranks they can attempt to tame Dire or
Mutant Animals.
Arcana
(INT) The knowledge of spell casting, rune-tattoos and
general magic and magic items. This is the same skill as
Knowledge: Magic in other Survive This!! games.
Archelogy
(INT) The knowledge of researching, discovering and
excavating ancient civilizations.
Astrology
(CHA) The skill of attempting to read the influence of the
movement of the stars and planets upon other’s life.
Athletics: Basic
(STR) You are trained in basic physical activities and are
proficient at balancing, digging, running, climbing, jumping
& swimming.
Taking this skill gives you a +1 to CON, DEX & STR.
Athletics: Acrobatics
(DEX) Requires Athletics: Basic. You are trained in
acrobatics. You take half damage from falling and being
knocked back. Anytime you are knocked down, you may
make a DEX check (adding the damage you took to the roll).
If successful, you immediately get back up.
84
Bionics
(INT) Requires Mechanics or Science. You have the ability to
create, modify and repair bionic systems.
Computer Hacking
(INT) Requires Computer Skills. You are skilled at hacking
into computer systems.
Computer Skills
(INT) You know how to use a computer.
Cooking
(WIS) The ability to prepare, create and critique food.
Dancing
(DEX) You know how to dance. Taking this skill gives you a
+1 to Armor Class.
Demolitions
(INT) You have knowledge on how to create & use explosives.
Divination
(WIS) The ability to see the future by many ways. Palm
Reading, Tea Leaves, portents, prophecy, etc.
Electronics
(INT) You are knowledgeable on basic and home electronics.
85
Fighting: Brawling
(Fighting Skill) You are proficient at basic schoolyard
fighting. You can use improvised weapons with no penalty.
You gain +1 to attack with punches or kicks, +1 against
Intimidation attempts & Toughness +1. You get +1 to attack
with punches or kicks at 4th & 8th levels. You get +1 to
Toughness at 5th & 9th levels.
Fighting: Wrestling
(Fighting Skill) You are well trained in the art of grappling.
You get +1 to attack, +1 to Armor Class & Toughness + 1.
You get +2 to Grab attacks. You gain +1 to Melee attacks at
4th & 8th levels. You gain +1 to Armor Class at 3rd & 6th levels.
You gain +1 Toughness at 5th level.
First Aid
(WIS) You are skilled at basic first aid. You gain Mend
Wounds: DC: 10. After combat, you can attempt to mend
basic wounds on another person, restoring d4 HP. This
requires 1 minute of uninterrupted concentration to perform
and can be done once a day per rank in First Aid (otherwise
it takes the full 5 minutes and can be done as many times as
needed).
86
If you attempt Mend Wounds on a Character that is Out of
Action, it requires a DC of 15 + their HP below 0. If successful
they only return to 1 HP and gain Advantage on their Out of
Action roll.
Interrogation
(WIS) You are talented at extracting information from people
in unorthodox, and sometimes unlawful ways.
Intimidation
(STR) You are able to intimidate people for your personal
gain. You may use your charisma bonus instead of strength
if you choose.
Investigation
(WIS) You are able to gather information from sources that
most people ignore or miss.
Knowledge – General
(INT) You have a strong base of general knowledge. You may
make a knowledge roll to see if you have information on any
subject.
Knowledge - _________
(INT) Any specific knowledge a character has that may be
useful to the game or to fill out a character. Possible
Knowledges: Animals, Food, Fashion, History, Law,
Literature, Local Area, Mythology & Religion, Paranormal,
Occult, Philosophy, Pop Culture, Sports, etc.
87
Language
(INT) You learn how to read; speak & write in a language each
time you take this. You cannot use more than 1 skill point
on each language. Select or roll for the language.
88
Mathematics
(INT) You have a knowledge of basic and some advanced
mathematics.
Mechanics
(INT) You have the knowledge of basic mechanics and have
the ability to fix them.
Meditation
(WIS) You are practiced in the ancient art of meditation. You
gain +1 to your Courage save stat when you take this skill.
Gain an additional +1 at Rank 5 & 10.
The first X times a day that you would gain a Madness point,
as an action you may make a WIS check to negate the point.
X is 2 at Rank 1-4, 3 at Rank 5-8 & 4 at 9+.
Parkour
(DEX) Requires Athletics: Basic. You are highly trained in
physical activities. You have an uncanny ability to get from
one place to another in the quickest and most interesting
ways. You get advantage on Climb & Jump checks. Your
Parkour bonuses are used when doing creative or daredevil
climbing and jumping, not for simple climb and jump checks.
Persuasion
(CHA) You are able to get people to do things for you with a
wink or a few words.
Pilot: Basic
(DEX) You are able to drive basic vehicles (including manual
transmission vehicles) such as cars, boats, ATVs, etc.
Additionally, Piloting checks can be applied to basic bicycle
riding, basic horseback riding, cars, water-based vehicles
and simple farm & construction machinery. Driving over 99
MPH requires a DC:14 +1 per 10 MPH over 99 every minute.
If you fail you swerve and must make the check again. If you
pass, you stabilize. If you fail, you crash.
89
Pilot: Flight
(DEX) You are able to pilot flying machines (airplanes,
drones, helicopters, hovercraft, etc.)
Ranged Weapons
(DEX) You are trained with the ability to use ranged weapons
without penalty for normal use. *Cannot put ranks into this
skill.
Science: Basic
(INT) You have a basic knowledge of science (astronomy,
biology, chemistry, geology, physics, etc.)
Science: _______
(INT) Requires Science: Basic. Select a specialty field of
science. You are well versed in that field. Fields: Astronomy,
Biology, Chemistry, Genetics, Geology, Physics or
Psychology.
Sleight of Hand
(DEX) You remarkably quick hands and have mastered the
art of making distractions. You get a +1 Initiative bonus
when you take this skill. You know how to pick locks and
pick pockets.
Stealth
(DEX) You are adept at moving silently, passing with a trace
and hiding, sometimes in plain sight.
Street Smart
(INT) You know how to track down information through
informal channels and know where to track down drugs and
items on the street. You know how things are on the street
and know how to take of yourself in interactions with other
street toughs.
90
Subterfuge
(WIS) You are adept at trickery. You are skilled at disguise,
espionage, forgery, lock picking, lying, spying and tracking
(in the city). You have a +2 to all checks in dealing with
anyone that is intentionally trying to deceive you.
Wilderness Survival
(WIS) You are able to track people & survive on the harsh
wilderness with basic proficiency. You have the ability to
scavenge for food and clean water. You are able to use
basic firearms & light melee weapons as if you were trained
with them. You can create traps.
91
MAGIC SPELLS
Magic spells are granted to spellcasters in the form of
invisible rune-tattoos, that glow when activated for a short
time. When a spellcaster learns a spell by leveling, they are
granted the spells and their appropriate tattoo for no cost.
92
ACQUIRING RUNE-TATTOOS
Spellcasters will receive access to new spells and extra tattoos
as they level. As they adventure, they may find books, scrolls
or sages that may teach them knowledge that grants them
access to new spells and rune-tattoos. If you attempt to learn
a new spell, not granted by leveling, you must study for 1 day
per level of the spell and then roll an INT check. Add the
spell’s level to the roll and then subtract your level. If you
pass the check, you learn the spell and can use it once you get
the appropriate rune-tattoo. If you fail the check you do not
learn the spell and may not try to learn that spell again for a
d6 days.
93
FAILED KNOWLEDGE TABLE (d10)
Roll Penalty
1 Gain 1 Madness point
2 Lose 1 point of Death save stat permanently
3 Lose 1 Move permanently
4 Lose d6 DEX for d6 days
5 Lose d6 CON for d6 days
6 Lose d6 STR for d6 days
7 Sleep for an additional d20 hours
8 Lose ½ your base HP for d6 days
9 All Saving Throw attempts are done at Disadvantage
for d4 days.
10 Nothing unusual occurs
ACTIVATING A RUNE-TATTOO
Activating a rune-tattoo spell is as easy as the caster wants
it to be. The caster can simply will the spell to fire with a
series of magical words & phrases or wave their hands in a
divine way to cast the spell. It is the caster’s choice. Anytime
a spell is cast, the corresponding tattoo lights up and
becomes visible for 1 minute per level of the spell. The spell
also leaves behind an intangible, magic rune that hovers
above the ground for d6 minutes – your INT modifier (1
minimum). It can possibly be read by people with the Arcana
skill. They can determine the spell’s level (DC:10), the name
of the spell (DC:13), the caster’s level (DC:18) and magically
track the caster (DC:22 per 100’).
94
MAGIC SAVING THROWS
When targeted by a spell, a character or monster may make
a save against Magic to negate the spell (unless noted in the
spell description). Making a saving throw against a damaging
spell prevents half of the damage (rounded up).
MAGIC SPELLS
These are the spells available to Spellcasters. If a spell
takes more than one round to cast it will be noted below.
• You may only have 1 magical Armor applied at a
time.
• Magical Armors will not activate on anyone wearing
anything but Light or no armor.
• You may dispel any spell you have cast as a free
action.
• Touch spells only effect a target if you touch their
skin or hair.
• Some spells have types (Light, Evil, Shadow, etc.).
They deal damage as that type, as well as Magic. Therefore,
if you have Immunity to Evil and are hit with an Evil Magic
spell, it will have no effect. If you have a Weakness to Light
and are hit by a Light Magic spell, it will do double damage.
• Each caster may control a HD worth of creatures via
a summoning spell or gate equal to their level + WIS
modifier.
95
LEVEL 1 SPELLS
96
COMMUNICATE WITH THE UNDEAD Duration: 1 hour
Range: Self
You can communicate with the simple undead & ghosts. You
can gleam information about their death or who commands
them. This does not allow you to see ghosts.
97
DIMENSIONAL SPHERE Duration: 5 minutes per level
Range: 40’ + 5’ per level
You create a bubble that protects the area from the effects of
alien dimensions. The bubble creates air and you can
regulate the temperature.
98
HELPING HAND Duration: 1 hour per level Range: 50’
Creates a ghostly hand that follows and helps you. It has 12
STR. It cannot attack.
100
READ LANGUAGES Duration: 1 hour per level Range: Touch
The target can read any language they can see. Some alien
languages may be too unusual for the caster to fully
understand, but they would gain some understanding of the
text.
101
SUMMON TENTACLE Duration: 5 minutes Range: 30’
You summon and control a tentacle that strikes from a
purple portal. The tentacle will follow simple tasks, but is
anchored to that portal. The tentacle has AC:13, HD:1 (6), 1
attack (d6 damage, +1 to attack, +5’ Reach), Toughness +1.
102
LEVEL 2 SPELLS
BOLSTER Duration: d6 rounds Range: Self + 50’
You and all allies within 50’ heal 1 HP, gain +1 to all save
stats and gain an additional +2 to the save stat of the caster’s
choice.
CANNIBALIZE Duration: Instant Range: Touch
You devour a recently deceased corpse (1 day or less) to heal
yourself d12+ your INT modifier and remove a disease or
sickness from yourself. If you are not Evil, you gain 2
Madness.
CONTROL ANIMALS Duration: 1 hour + 10 minutes per level
Range: 40’
You can control animals (3 INT or less). You can control
animals equal to your base hit points + your level. The
animals get a save attempt against the control and they will
not do anything that will endanger their life.
103
DIRE CONSEQUENCES Duration: 30 minutes Range: 30’
Apply the Dire template to an animal. They get a save attempt
to resist.
EARS OF THE VOID Duration: 1 hour Range: Self or Touch
SHADOW Target gains +12 to Listen checks, +2 to AC, +2 to
Initiative and they cannot be surprised. You may subtract 1
from any Step into the Void roll.
FEAR Duration: 5 rounds Range: Self
You take on the visage of an alien terror. You gain Terror: 14.
FEAR WARD Duration: 1 year per level Range: Touch
Takes 3 rounds to cast.
You create a symbol that protects an object, place or area.
Anyone that sees the ward must make a Courage save at
Disadvantage. Those that pass are at -1 to all attacks, saves
and skill attempts within 60’ of the ward. Those that fail are
at -2 to those attempts within 120’ of the ward. The ward has
100 HP.
FIRE ARMOR Duration: 1 hour Range: Self
You gain +1 AC, Toughness +1/ +6 against Fire/ Heat and
+1 to Critical save stat. Anything touching you will take 2
Fire Damage and Ignites (DEX check negates Ignite).
FIREBALL Duration: Instant Range: 60’
Shoots a blast of fire at a single target for d6+ your INT
modifier damage and Ignites the target. DEX check to take ½
damage and avoid Ignition. (No Magic save)
FLYING Duration: 20 minutes + 10 per level Range: Self
You can fly at 24 Move. Add +1 to AC.
GLAMER Duration: 1 hour + 1 per level Range: Self or Touch
You can change the appearance of yourself, your items and
your clothing.
GHOST TOUCH Duration: 1 hour Range: Self or Touch The
target of this spell can touch ghosts and the incorporeal, and
their normal weapons and physical attacks may harm them
at ½ damage (rounded up).
104
HARM II Duration: Instant Range: Touch
You harm the target d10+ your INT modifier. Causes bleeding
and blisters. Heals the Undead.
HEAL II Duration: Instant Range: Self or 30’ LIGHT
You heal the target d10+ your INT modifier. Stops bleeding
and stabilizes severe injuries. Damages the Undead.
HOLD ALIEN BEING Duration: d4+1 rounds Range: 40’
A magic force grabs a target alien with at most 20 starting
HP. Magic save negates. If successful, the target is frozen in
place (cannot teleport or shift). They may try to break free
each round by making STR check (adding the caster’s level
to the roll).
ILLUSION II Duration: 15 minutes + 5 per level Range: 80’
You can create an illusion of anything smaller than 10’ and
control it (free action). Anyone seeing it may make a Magic
save to see through it. Add your INT modifier to their roll. If
they touch the illusion they may try to save again.
INVISIBILTY Duration: 5 minutes + 1 per level Range: Self
You become Invisible. The spell breaks if you attack anyone
or cast a spell.
LONG ARMS Duration: 10 minutes +1 per level Range: Self
or Touch
The target’s melee attacks have +5’ extra Reach.
MIND BOMB Duration: Instant Range: 60’
Target is at -2 to the Mental save stat for 10 minutes and
spell casters lose a daily spell slot for each level.
MIND SHIELD Duration: 1 hour Range: 100’ around self
You and all allies within range gain +2 to the Mental &
Courage save stat, +4 to Stealth and are immune to
unwelcome telepathy.
MIRROR ARMOR Duration: 30 minutes + 5 per level Range:
Self
You are covered by an armor of mirrors. You gain +2 AC,
Immunity to Light, Toughness: Energy +5 and a +3 to the
Magic save stat.
105
MIRROR SELF Duration: 5 minutes +1 per level Range: 20’
You create d4 illusionary copies of yourself that mimic your
movements. If a copy is touched, it disappears.
106
SLOW MADNESS Duration: 1 day per level Range: Touch
Temporarily remove a d4 Madness from a willing target and
gives them a +1 to the Mental save stat. A single target can
only have 4 + their CON modifier removed this way per week.
STRIKE WEAKNESS Duration: Instant Range: 30’
Your target gains +10 to their next attack and a damage
bonus equal to your INT modifier. Negate any Critical
Fumbles on that attack. If they Critical hit, they get a +5 to
their next attack.
SUMMON ELEMENTAL I Duration: Instant Range: 10’ per level
You summon a 2 HD Elemental (Air, Earth, Fire or Water)
that will do you bidding for 1 hour.
TAP INTO THE TOMES Duration: 20 minutes Range: Self or Touch
The target gains +5 to all non-physical skill checks &
Advantage on all INT & WIS checks.
TRUE SIGHT Duration: 1 hour + 10 minutes per level Range:
Self
You can see in any environment and can see through any
illusion. You can see ghosts. You gain +10 to Spot checks.
VAPORS OF THE VOID Duration: 1 minute per level
Range: 40’ area around the caster. 2 Rounds to Cast. EVIL
SHADOW The Void opens and releases a purple toxic cloud
of poison. Everyone else must save against Magic or become
Sickened. Each round in the vapors requires a Magic save
attempt at the beginning of their first action. Anyone
Sickened that fails the save takes d6 damage. Anyone that
fails the save three times in a row gains 1 Madness.
WRIGGLING HOLE Duration: 5 minutes per level Range: 40’
EVIL You create a 10’x10’ hole in the ground that is covered
by worms and other wriggling things. Anything in the area
must make a DEX check to safely flee. If they fail, they fall
into the hole and they begin to sink. At the end of any round,
anything in the hole takes d4 Magic and a d4 Acid damage.
To escape, it requires an action to make a STR check to
escape. If anything ends three consecutive rounds in the
hole, they gain 1 Madness. The caster is immune to the hole.
107
LEVEL 3 SPELLS
ANIMAL GROWTH Duration: 30 minutes Range: 30’
Apply the Giant template to an animal. They get a save
attempt.
ARMOR OF THE VOID Duration: 1 hour Range: Self
SHADOW An armor of purple haze envelopes the caster. You
gain +2 to AC, +10 to Move, +10 to Stealth, Toughness:
Shadow +5 and you may add or subtract your INT modifier
from any Step into the Void roll.
109
ICE ARMOR Duration: 1-hour Range: Self
You gain +1 AC, Toughness +2/ +6 against Cold and +1 to
Critical save stat. Anything touching you will take 2 Ice
Damage and -3 to their Move for 1 minute.
ILLUSION III Duration: 25 minutes + 5 per level Range: 120’
You can create an illusion of anything smaller than 15’ and
control it (free action). Anyone seeing it may make a Magic
save to see through it. Add your INT modifier to their roll. If
they touch the illusion they may try to save again.
INVISIBILTY II Duration: 5 minutes + 1 per level Range: Self
You become Invisible. The spell breaks if you attack anyone
or cast a spell a spell on another target.
LIGHTNING BOLT Duration: Instant Range: 100’
A bolt of lightning strikes the target for d10 + INT modifier
damage. DEX check negates ½ the damage.
MADNESS BOLT II Duration: Instant Range: 150’ + 25’ per
level
Make a ranged attack and shoot a magic, Madness bolt at a
target. Add your level & INT modifier to the attack roll. The
bolt deals d6 damage and the target is at -1 Mental save for
1 hour. If the target has 10+ Madness, they take ½ damage
(rounded down). If they have less than 5 Madness, they take
double damage.
MYSTIC ARMOR II Duration: 1 hour Range: Self
The caster gains +5 Armor Class and Toughness +3.
NECRO-DRAIN III Duration: Instant Range: 20’ + 5’ per level
EVIL SHADOW You shoot a green beam at a living target. If
it hits, the target loses d8 HP and you gain 8 HP. If the target
is Sickened, gain an additional 1 HP, add 1 to your Death
save stat for 1 hour and the target loses 1 from their Death
save stat for 1 hour.
PACK MULE II Duration: 20 minutes + 10 per level Range:
Touch
The target can carry triple the number of items before
becoming encumbered and they gain +1 to STR.
110
PURGE MADNESS Duration: Instant Range: Touch
Remove 1 Madness from a target. You can only cast this spell
on the same target once per 3 months.
SLEEP III Duration: Instant Range: 200’
May be cast on up to 3 targets. The targets must make a
save against Magic or fall asleep for d6+1 rounds. The spell
will fail if it the target’s total HP is higher than 60.
SUMMON TENTACLE II Duration: 10 minutes Range: 60’
You summon and control a tentacle that strikes from a
purple portal. The tentacle will follow simple tasks, but is
anchored to that portal. The tentacle has AC:16, HD:4 (26),
1 attack (d8 damage, +3 to attack, +10’ Reach), Toughness
+2.
TAP INTO THE BRAIN II Duration: 30 minutes Range: Self
or Touch
Target gains +2 INT & +2 to the Mental save stat
TAP INTO THE CROWD II Duration: 30 minutes Range: Self
or Touch.
Target gains +4 CHA and Advantage on Persuasion checks.
TAP INTO THE GUT II Duration: 30 minutes Range: Self or
Touch.
Target gains +2 CON, +2 HP and +2 to the Death save stats
TAP INTO THE LIGHTNING II Duration: 30 minutes Range:
Self or Touch.
The target gains +2 DEX & +20 Move.
TAP INTO THE PAST II Duration: 30 minutes Range: Self or
Touch
Target gains +2 to WIS & +2 to all non-physical skill checks
TAP INTO THE POWER II Duration: 30 minutes Range: Self
or Touch
The target gains +2 to STR.
TOUCH OF WEAKNESS Duration: 20 minutes Range: 30’
The target gains a Weakness against one of the following: Air,
Acid, Cold, Earth, Electricity, Energy, Fire/Heat or
Radiation. Magic save negates.
111
LEVEL 4 SPELLS
ADAPTATION Duration: 1 hour + 30 minutes per level
Range: Self or Touch
The target can instantly adapt to any environment. They can
breathe anywhere, are immune to pressure or lack of
pressure and can survive in a vacuum. You can see in any
environment. You eat and drink anything.
AMNESIA Duration: 2 hours + 1 hour per level Range: 40’ +
5’ per level
The target immediately forgets their identity and enters into
a state of confusion (Disadvantage on all rolls for 5 rounds).
The target gets a Magic save.
COUNTERSPELL II Duration: Instant Range: 120’
When you see another spellcaster begin to cast a spell you
can try to negate their spell. Each caster rolls a d20 adding
their INT modifier & their level to the roll. If you have the
higher number you counter their spell and that caster cannot
use that spell again for d6 minutes. You may do this during
another player’s action, but you lose your next action.
DISPEL MAGIC III Duration: Instant Range: 120’ 2 Rounds
to cast.
Dispel any continual 1st thru 5th level spells you choose
within 100’ of you. You may choose to steal one of those
effects and apply it to yourself.
EARTH ARMOR Duration: 1-hour Range: Self
You Move at ½ Move on the ground. You gain +2 AC,
Toughness +4/ +10 against Earth/Mud/Stone and +2 to
Critical save stat. Anything touching you will must make a
DEX check or be covered in mud. They must re-roll Initiative
next round at Disadvantage and are at ½ Move for 1 minute.
FEAR III Duration: 2d4 rounds Range: Self
You take on the visage of an alien terror. You gain Terror: 18.
Those making a save against your Terror with less starting
HP than you, do it at Disadvantage.
You gain +2 to the Courage save stat.
112
FIREBALL III Duration: Instant Range: 160’
Shoots a blast of fire at a single target for d12+ your INT
modifier damage and deals a d8 damage to all adjacent
characters. Ignite everything it hits. DEX check to take ½
damage and avoid Ignition.
113
MIRROR SELF II Duration: 5 minutes +2 per level Range:
50’
You create d6+ your INT modifier illusionary copies of
yourself that mimic your movements. If a copy is touched, it
disappears.
114
VAPORS OF THE VOID II Duration: 1 minute per level
Range: 60’ area around the caster. 2 Rounds to Cast.
EVIL SHADOW The Void opens and releases a purple toxic
cloud of poison. Everyone else must save against Magic or
become Sickened. Allies gain Advantage on this save
attempt. Each round in the vapors requires a Magic save
attempt at the beginning of their first action. Anyone
Sickened that fails the save takes d10 damage. Anyone that
fails the save three times in a row gains 1 Madness.
115
LEVEL 5 SPELLS
AIR ARMOR Duration: 1-hour Range: Self
You can fly at 24 Move. You gain +2 AC/ +6 against Range
attacks, Toughness +4/ +10 against Air & Ranged attacks
and +2 to Critical save stat. Anyone hostile toward you within
30’ is Knocked Back to 30’. Any hostile entering the 30’ must
make a STR check or be Knocked Back 20’. If they pass, they
may move at ¼ Move. Anything touching you will must make
a STR check or be knocked back 30’ and are Stunned.
116
COUNTERSPELL III Duration: Instant Range: 240’
When you see another spellcaster begin to cast a spell you
can try to negate their spell. Each caster rolls a d20 adding
their INT modifier & their level to the roll. If you have the
higher number you counter their spell and that caster cannot
use that spell again for d6 minutes. If you know the spell you
may choose to copy the spell and immediately cast it as a free
action. You may do this during another player’s action, but
you lose your next action.
117
ILLUSION V Duration: 30 minutes + 5 per level Range: 200’
You can create an illusion of anything smaller than 25’ and
control it (free action). Anyone seeing it may make a Magic
save to see through it. Add your INT modifier to their roll. If
they touch the illusion they may try to save again. If the
illusion attacks something the target does not take damage,
but they must make a Mental save or be Stunned for 2
rounds.
118
SUMMON ELEMENTAL III Duration: Instant Range: 10’ per
level
You summon a 6 HD Elemental, 2 4 HD Elementals or 3 2
HD Elementals (Air, Earth, Fire or Water) that will do you
bidding for 1 hour.
119
STEP INTO THE VOID TABLE
Any caster that is able to Step into the Void and is out of
spells for the day, from a certain level, may to Step into the
Void to cast a spell from that level.
If you cast a spell that requires you to Step into the Void, you
roll on this table first and apply the result to the spell. You
only roll once on this table when you Step into the Void, even
if multiple Step into the Void effects require you to roll.
However, add 15 to any roll on this table for each Step into
the Void effect past the first. You may use SUR points to re-
roll an attempt. For each time you Step in the Void past the
first time each day, add 15 to each subsequent rolls that day.
120
67-68 No The spell goes off and then dispel all magic effects within
100’.
69-70 No The spell occurs, then a portal opens and a 60’ tentacle
emerges and attacks everyone at random (AC:15, HP:40,
Toughness +2, 2 attacks at +2 for d6+2 Shadow damage).
Lasts d4+1 rounds.
71 No The sky fills with a field of purple tentacles and the air fills
with the screams of tortured souls. Everyone within 200’
saves against Death or gain 1 Madness
72 No After the spell, a shadow covers a 500’ area around the
caster for 10 minutes. Everyone under has their Critical
Fumble range for attacks and skills increased to 1-3.
73-74 Yes A 60’ area of purple grass appears below the caster for d4
hours. It tries to grab everyone on it each round (DEX
check or get snagged). Once snagged you cannot move until
you pass a STR check (action).
75 Yes A 60’ giant, pulsating, purple egg comes up from the ground
under the caster. GMs have fun.
76-77 No The spell goes off, then you disappear for d4 rounds. You
reappear 40’ above where you disappeared.
78-79 Yes Darkness descends upon a 100’ area around you for d4
minutes. Anyone else in this area at the end of a round
takes d4 Shadow Magic damage. For every 20 points of
damage they take they gain 1 Madness.
80-83 No The spell goes off, then a sinkhole opens in a 30’ area below
the target. It is 30’ deep. DEX check to take ½ damage.
84-87 Yes The Void Vortex appears over a 100’ area 10’ above the
caster for d6 minutes. Everything under it must Step into
the Void when they cast any spell. All rolls under it are at
Disadvantage.
88-89 Yes All basic electronics within 100’ of you are fried. All radios
begin transmitting demonic voices.
90-91 No The spell effects everyone within 60’.
92-94 Yes A portal opens. A Doppelganger* of you emerges and attacks
everyone for d4 minutes. *Exact copy of you, but Chaotic
and with a purple aura.
95 Yes A portal opens. A monster appears and attacks everything
for d6 minutes. (HDE appropriate) Everyone in sight must
make a WIS check or gain Madness +1.
96 Yes The Void stains your hair and eyes violet. Gain Madness +1
97 Yes The Void scars your heart. Permanently lose 1 HP and gain
Madness +1
98 Yes The Void breaks your spirit. Permanently lose 1 HP and gain
Madness +1
99 Yes The Void consumes part of your mind. Lose 1 WIS
permanently.
00+ Yes The Void consumes you. You are forever lost.
121
EQUIPMENT
ARMOR CLASS (AC)
All Characters have a base Armor Class of 10 and gain their DEX
modifier. Example: Your Character has a base of 10 and gets a +1
for their DEX Bonus, giving them an 11 AC. You buy Padded Armor
that gives a +1 Armor Class bonus. You now have a 12 AC.
122
Gas Mask +0 +0 50 Helmet. Advantage on
all Gas related saves
Ghillie Suit +1 +0 50 Light. +4 to Stealth in
the wild
Heavy +6 +2 10K Heavy. HP 20
Military Environmental.
Armor Oxygen and water
recycler (6 hours).
Toughness: Energy +2
& -3 to Stealth rolls
Heavy +2 +1 150 Light. Toughness: Cold
Weather Coat +2
Helmet, +1 +0 50 Helmet. +1 to Critical &
Simple Death save stats
123
FIELD BELTS
Field belts are special technology developed by C.A.R.E. for
their agents, police and soldiers. Each belt has a changeable
buckle that is the source of power and creates the field. It
takes an action to switch out the buckle. Only 1 Field Belt
can be active at a time. This technology is very expensive and
rare, but knock off versions have appeared in the black
market. They are much cheaper but are known to be less
effective and poorly crafted.
124
C.A.R.E 10000 When activated you are invisible.
Invisibility You can only remain invisible for
Field 10 minutes at a time (then the
belt needs to recharge for 10
minutes)
C.A.R.E 1500 You can speak and understand
Linguist Field any spoken language.
C.A.R.E Luck 5000 +1 to all skill checks and +1 to
Field all save stats
C.A.R.E Mission 6500 +3 to Stealth, +5 to Jump, +5 to
Field Climb, +3 to Spot, +3 to Listen,
+1 to all save stats
C.A.R.E. Into 10000 +3 to the Mental save stat,
the Mouth of Advantage on Courage & Terror
Madness checks, Dark Vision 60’ (or +20’)
& negate the 1st Madness point
you gain each week.
C.A.R.E Power 6000 +1 to an attribute of your choice
Up Field
C.A.R.E 5000 Gain Toughness +3 against a
Protective Field – type of damage. Air, Cold, Fire,
10000 Light, Radiation, Sonic or Water
cost 5000. Magic, Psychic or
Shadow cost 10,000
C.A.R.E Radar 8000 You can feel things moving
around you (300’). Gain +1 to
AC, gain Advantage on DEX
checks & gain Advantage on
Initiative rolls. You cannot be
Surprised & are unaffected by
Blindness.
125
MELEE WEAPONS & EQUIPMENT
Weapon Damage Range Cost Notes
Axe, Heavy d10 25 75 Heavy. Two-Handed
Axe, Light d6+1 40 30 Medium
Baseball d6 - 25 Light
Bat,
Aluminum
Baseball d4 - 10 Light
Bat,
Wooden
Baseball d6+1 - 15 Light
Bat,
Wooden w/
Nails
Brass d6 -- 10 Light. Added to
Knuckles punch damage
Chain 5’ d6-1 - 5 Light. +2 to Trips
Chain 10’ d6-1 - 10 Light. +2 to Trips.
Reach 5’
Club d6 -- 10 Light
Crowbar d6 10 5 Light. +3/-3 to any
opening DC/ STR
check
Dagger d6-1 50 20 Light
Dagger, d6 35 65 Light
Cold Iron
Dagger, d6-1 50 100 Light
Silver
Explosives 3d6/ 20 200/ Requires Demolitions.
charge charge Full damage within
10’ & ½ damage
within the next 10’.
DEX check to take ½
damage. Ignites
targets
Flail d8 - 200 Medium
Hockey d6 - 50 Light
Stick
Knife, d6+1 30 30 Medium
Machete
Knife, d4-1 50 - Light
Small
126
Knife, d6-1 40 50 Light
Switchblade
Kusari- d8 - 100 Heavy. Reach 5’. +3
Gama Blade/ to Trips
d4 Ball
Maul d10 - 350 Heavy. Two-
Handed. Reach 5’
Nightstick d4 -- 25 Light
Nunchaku d6-1 - 30 Medium
Pepper Stun -- 20 Light. Stun for 2
Spray rounds (Poison save
negates)
Pole Arm d8 - 200 Heavy. +5’ Reach.
Two-Handed
Sai (pair) d6 30 50 Light
Screwdriver d4 - 2 Light
Spear d6 15 40 Light
Staff d6 -- 30 Light
Stop Sign d8 - - Heavy. +5’ Reach.
(w/ pole) Two-Handed
Stun Gun Stun -- 35 Light. Stun for d4
rounds (Critical
save negates)
Sword, Cold d6+1 - 200 Light.
Iron
Sword, d6+1 - 1000 Medium. +1 to
Katana attacks
Sword, d6 -- 150 Medium.
Short
Sword, d8 - 300 Medium.
Long
Telephone d12+1 - - Heavy. Reach 15’.
Pole or Two-Handed.
Small Tree Requires 18+ STR
Trident d8 20 150 Medium. +1 to
attacks underwater
War d6+1 30 100 Medium
Hammer
Whip, d6-1 - 15 Medium. Reach 5’
Leather
Whip, Metal d8 - 75 Heavy. Reach 5’
127
RANGED WEAPONS
Each Range weapon comes with a full clip or ammo. ROF is
Rate of Fire.
Weapon Dmg Range Am ROF Cost/ Notes
mo Ammo
Armor +d6 - 10 - 150 Illegal. +2 to hit &
Piercing (10) bypasses 2
Bullets Toughness.
Automatic d6+3 150 30 1-3 2000 Heavy
Rifle (40)
Bow, Short d6 60 20 1-2 150 Medium
(15)
Bow, Long d8 150 20 1 250 Medium
(15)
Cold Iron - -20 10 - 100 Adds Cold Iron
Bullets (10) Damage. Bypasses 1
Toughness.
Crossbow, d4+1 80 20 1 150 Medium
Light (15)
Crossbow, d6+1 60 20 1 300 Medium
Heavy (15)
Flame 2d6/ 30 10 1 400 Heavy. Ignites target
Thrower round (50)
Grappling d4-1 200 1 1 300 Shoots a hook and
Gun rope up to 200’
Grenade, - 100 1 1 250 Does 3d6 to
EMP each unprotected
electronics within
25’
Grenade, - 100 1 1 75 Anyone within 25’
Flash each must make a DEX
check at +2 to their
roll or be Blinded for
d4 minutes
Grenade, 2d6 100 1 1 55 Anyone within 20’
Force must make a DEX
check or be knocked
back 10’
Grenade, 4d6 100 1 1 100 Full Physical
Frag each damage within 5’
and ½ damage
within the next 5’.
DEX check to take ½
damage
Grenade, 4d6 100 1 1 250 Full Fire/Heat
Phosphorus each damage within 20’
and ½ damage
within the next 15’.
Anyone hit Ignites.
Grenade, - 100 1 1 40 Fills a 25’ area with
Smoke each smoke. Creates total
darkness & all
within are at
128
Disadvantage on
CON checks
Grenade, - 100 1 1 30 Anyone within 25’
Sulfur each must make a Poison
save or become
Sickened for d4
minutes
Grenade - 425 1 1 1000 Has a belt that holds
Launcher 4 grenades.
Hand Gun/ d6+1 100 6 1 300 Medium.
Pistol (30)
Hunting 2d6+1 200 15 1 300 Heavy
Rifle (30)
Javelin d6 40 1 1 25 Light
Laser Pistol 2d6 600 8 1-2 8000 Heavy. Very rare
(200)
Laser 2d6+1 1000 12 1 15000 Heavy. Very rare
Pistol, Zeta (400)
Laser Rifle 3d6 1000 12 1-3 10000 Heavy. Very rare
(300)
Laser Rifle, 3d6+1 1500 18 1-3 30000 Heavy. Very rare
Zeta (600)
Molotov d6 30 1 1 2 each Fire Damage to a 10’
Cocktail area & it Ignites
anything hit. DEX
check to negate
Rifle Scope - +50 - - 300 +1 to attack on
single shots
Rocket 6d6 1000 1 1 2000 1 use. 10’ area
Launcher I damage & 3d6 dmg
the next 10’ (DEX
check to take half
rounded down)
Rocket 6d6 1000 1 1 4000 10’ area damage &
Launcher II (1000) 3d6 dmg the next 10’
(DEX check to take
half rounded down)
Semi-Auto 2d6 75 10 1-2 500 Medium
Pistol (30)
Semi-Auto 2d6+2 150 20 1-2 800 Heavy
Rifle (30)
Shotgun 3d6 30 5 1 500 Heavy. Anyone with
(25) a STR below 10 is at
-4 to attack
Shuriken d4 50 1 1-2 5 each Light
Sling d4-1 75 1 1 5 (0) Light
Sniper Rifle 3d6 500 10 1 3000 Heavy. +3 to attack
(100) if 100’+ away from
target
Sub- 2d6+1 60 20 1-3 900 Heavy. Can shoot w/
Machine (50) 1 hand at -4 attack
Gun
Taser Stun 25 15 1 250 Light. Stun for d4
rounds (Critical save
negates)
129
ITEMS
Item Cost Notes
Backpack, 5 +2 Carried Items
Small
Backpack, 10 +4 Carried Items
Large
Binoculars – 10 120’, +1 to Spot
Cheap
Binoculars – 50 300’, +2 to Spot
Hunter’s
Binoculars – 200 1200’, +4 to Spot
Military
Bug Out Bag 120 First Aid (Simple) Kit, Flashlight, 2 sets of
extra batteries, pocket knife, 50’ Rope,
rain slick, glow sticks (x2), matches, 6
candles, , roll of duct tape, radio, 1 extra
set of batteries, 3 MREs, roll of toilet
paper, 24 oz water bottle
Candles x10 5 20’ of light
Canteen 5 Holds water
Clothes, 250 Well made, stylish suit or clothes.
Fancy
Clothes, 50 Shirt, pants, shoes, socks,
Moderate undergarments, etc.
Clothes, 10 Shirt, pants, shoes, socks,
Simple undergarments, etc.
Computer, Millions Large database, system, network, etc.
Data Room
Computer, 1000 +1 to Computer Skills & +2 to Computer
Portable Hacking
Hacker’s
Computer, 5000 Hologram display, w/ 2-way radio, small
Wrist Mini database. +1 to Investigation & Comp.
Skills
Driving 10 +1 to Piloting skills
Gloves
Energy 3000 Detects one: Electricity, Heat, Kinetic,
Detectors Lack of Heat, Light or Radiation.
Energy 10000 Detects Electricity, Heat, Kinetic, Lack of
Detector Heat, Light or Radiation. One at a time.
Prime
130
First Aid Kit, 20 Large variety of Band Aids, lots of gauze,
Advanced tweezers, scissors, aspirin, burn cream,
rubber gloves, wipes, ice/ heat packs,
antibiotic cream, aloe, first aid book &
finger splint. +3 to First Aid
131
PARANORMAL INVESTIGATION GEAR
Item Cost Notes
C.A.R.E. 50 Shot gives the person +2 to
Calming Shot Courage & Mental save attempts
for d6 hours.
C.A.R.E. 500 Shot gives the person Advantage
Dimensional on saves regarding dimensional
Shot shifting or travel for 24 hours.
C.A.R.E. Ghost 25K Small device that senses Ghosts
Tracker within 300’
C.A.R.E 20K Can be set to detect Madness 0-21
Madness (or less) within 200’. Takes an
Detector action to reset.
C.A.R.E. 3K +4 to Stealth. Tracking against you
Stealth Boots is done at Disadvantage.
EMF Meter 50 +1 to Track ghosts
EVP Recorder 100 +2 to Track ghosts
Ghost 1 Elaborate machine that holds
Containment Million+ ghosts. Comes with 4 traps and
System backup generator.
Ghost Goggles 10K You can see ghosts and
dimensional anomalies.
Ghost Trap 35K *See Below
Men in Black 60K Wearer can see in the dark &
Glasses cannot be Blinded.
Mystic Tracker 100K Small device that senses Mystics
and spells within 300’
PKE Meter 300 +3 to Track ghosts
Protonic Kit 50K *See Below
UFO 125 Bag, Cheap Binoculars, vials,
Investigator’s small bags, tags, journal, pen,
Kit disposable camera, audio recorder,
extra tape, compass, flashlight,
UFO pocket chart, tape measure,
road flares (x2)
132
*Ghost Trap: Small box with a sliding door. When opened
below an Undead ghost, it will begin to pull them into the
trap. They must make a Death save to resist the pull. If they
are Stunned, they must save at Disadvantage. During the
pull, the entity can act, but cannot leave the spot above the
trap. Roll the Death save each round. If they fail 3 times
before escape, they are trapped. If they pass 3 times, they
escape and can move away. Each trap can hold one entity.
Does not affect anything with 8+ Hit Dice.
133
MAGIC ITEMS
These are relics, artifacts and modern contraptions that are
very rare and quite expensive (even more expensive than
listed below most of the time). They are very powerful and
their availability is optional, based on GM preference. Use
common sense on item allowance (i.e. you cannot wear 2
pairs of shoes, etc.).
134
Crystal, 2500 Blocks your presence from
Obscuring electronics and spells. -2 Spot
and Listen checks against you.
Crystal, Repelling 1000 +1 AC against Ghosts and
Outsiders
(does not stack)
Dead Water 300 Water from the Pacific Dead
(gallon) Patch. If drank it causes
Sickened for 1 hour (Poison
save, adding 2 to the roll,
negates).
Death Locket 30K Wearer gains +1 to the Death
save stat.
Dexterity Manual 75K Takes 1 week to read. When
read, the book turns to dust and
the reader gains +1 to DEX*.
Dr. Piper’s 80K Dark sunglasses that give the
Glasses wearer True Sight (immunity to
illusions and can see ghosts).
El qaw-dei’s 55K Gain Advantage against any
Medallion Madness saves. Once per year,
you may remove a Madness
point.
El qaw-dei’s 120K Magic Sword (Scimitar). Does
Sword d10 Magic damage. Any Evil
damaged by it must make a
Mental save or gain 1 Madness.
Enchantment +1 5K **See Below
Enchantment +2 25K **See Below
Enchantment +3 100K **See Below
Ghost Charm 3K +1 to AC against Ghosts & +2 to
Seances
Ghost Runed- 500 Your punches can harm ghosts
Knuckles (1/2 damage, rounded up).
Gonajloth’s 100K Wearer can breathe and survive
Medallion in any type of atmosphere.
Health Locket 50K Wearer gains +1 to CON.
Heart of Withnail 20K Wearer gains +2 HP.
Hocus Pocus 30K Wearer gains +1 to the Magic
Locket save stat.
135
Holy Water (1 5 Thrown Range: 50’. Does d6
Vial) damage to Undead on a
successful attack.
Intelligence 75K Takes 1 week to read. When
Manual read, the book turns to dust and
the reader gains +1 to INT*.
Knowledge Locket 50K Wearer gains +1 to WIS.
Luck Locket 60K Wearer gains +1 SUR and they
heal an additional SUR at the
start of each new session.
Lycanthrope’s 55K Wearer of this ring makes your
Bane attacks count as Silver, in
addition to the normal type, and
you bypass 2 Toughness when
attacking Lycanthropes.
Mentalist Locket 30K Wearer gains +1 to the Mental
save stat.
Muscle Locket 50K Wearer gains +1 to STR.
Nimbleness 50K Wearer gains +1 to DEX.
Locket
Onyx Sword of 5K +1 to attack. Does d6 damage +
the Ayamuk 1 Magic damage & +1 Earth
damage.
Poison-Proof 30K Wearer gains +1 to the Poison
Locket save stat.
Ring of Boran 90K Wearer gains +2 to AC against
Undead. You may touch and
physically attack incorporeal
beings.
Salt (1 lbs.) 3 Thrown Range: 10’. Does a d4
damage to spellcasters on a
successful attack. Salt can be
rubbed into a whip for the
damage bonus. Being within a
circle of salt gives you a +2 to
the Magic save stat and
Toughness: Magic +1.
Shattuck’s Boots 50K Wearer gains +1 to SUR & +1 or
-1 to any re-roll made from
136
using a SUR point. Will resize to
fit humanoids.
Strength Manual 75K Takes 1 week to read. When
read, the book turns to dust and
the reader gains +1 to STR*.
Survival Manual 75K Takes 1 week to read. When
read, the book turns to dust and
the reader gains +1 to SUR*.
Syo’s Headband 60K Outsmart attempts against you
are done at Disadvantage.
Twitch Locket 40K Wearer gains +1 to Initiative.
Twitch Ring 65K Wearer gains +1 to Initiative and
Seize the Moment attacks
against you are made at
Disadvantage.
Von Erich’s Whip 400K Does d6 damage/ d12 damage
to Undead and spell casters. 10’
Reach. Wielder gains +2 to the
Magic save stat and is immune
to charm and control effects.
Wind’s Bane 175K Ring. +2 to Initiative. The wearer
adds Cold Iron type to their
melee attacks.
Wisdom Manual 75K Takes 1 week to read. When
read, the book turns to dust and
the reader gains +1 to WIS*.
Yanna’s Bark 5K Anyone that has this item on
them, gains an additional 1 HP
when healed.
*A maximum of +3 total attribute bonuses from Manuals in a
lifetime.
**Enchantments are applied to weapons or full armors. They are
considered Magic and permanently gain the enchantment bonus to
attack & damage, or to armor class. The bonuses do not stack
with further enchantments. The enchantment can be added to up
to 24 pieces of ammo for the same bonus.
137
POTIONS
Potions are one-time usage items that enhance a character or
creature. Most people have no idea where to find magic potions,
but if you know where to look, they are not too expensive. When
creating a potion with Alchemy, the creator must have at least 3
ranks in Alchemy and have the components (1/2 the cost of the
potion, rounded up). For creation, roll a d20 and add your
Alchemy skill and WIS modifier to your roll. A failed attempt
ruins the components. A natural 20 on the Alchemy check
creates double the number of potions.
Potions last 1 hour.
Potion Cost Alchemy Notes
DC
Animal 100 13 +10 to Animal Training,
Friendship normal animals will not harm
you unless you threaten them
Armor Skin 175 15 +1 to AC, Toughness +2
Asp’s Bite 250 18 Gain Seize the Moment +1
and Toughness: Poison +3
Awareness 100 14 Advantage on Initiative
Bravery 100 13 Advantage on Courage and
Terror checks
Charisma 300 18 Gain d6 CHA
Communicate 100 13 You can speak with animals.
w/ Animals
Communicate 100 13 You can speak with any
w/ Undead undead.
Comprehend 250 15 You can speak and read any
Languages language.
Constitution 500 17 Gain d6 CON
Dark Vision 150 15 Dark Vision 60’
Detect Magic 150 15 200’
Detect Secret 150 15 200’
Doors &
Traps
Detect 150 14 200’
Undead
Dexterity 500 18 Add d6 DEX
Eagle’s Eyes 200 13 +10 to Spot checks
Flying 800 19 Fly at 18 Move
Ghost Sight 350 18 You can see ghosts
138
Ghost 600 16 Drinker can touch and harm
Toucher ghosts with their normal
attacks.
Glamered 100 14 You may alter the appearance
of your gear at will.
Healing, 200 13 Heals d6+1 HP. Harms
Lesser undead.
Healing, 250 15 Heals 2d6+2 HP. 50% chance
Major it removes a non-magical
disease. Harms undead.
Healing, 350 18 Heals 3d6+3 HP, removes any
Master’s curse or disease. Harms
undead.
Healing, 400 19 When you deal damage to a
Vampiric living creature, you heal d6
damage.
Intelligence 450 17 Gain d6 INT
Invisibility 1000 16 Turn Invisible at will.
Threatening actions will turn
you visible. It takes an action
to turn back.
Levitation 200 13 You can float up to 20’ high.
Gaining Fly 6 Move.
Monkey 100 13 +10 to Climbing
Climb
Quickness 500 16 Double your base Move.
Regeneration 600 17 Heal 1 HP at the end of each
round & begins to regrow
missing body parts (takes
several uses to fully regrow).
Remove 1000 18 Remove d4 Madness. Cannot
Madness be drank more than once per
30 days.
Strength 700 18 Gain d6 STR
Survival 150 14 Gain +10 to Survival checks &
Toughness +1 against
weather.
Swimming 150 14 +10 to Swimming
Water 350 14 You can breathe in and out of
Breathing water. Ignore pressure
underwater.
Wisdom 350 18 Gain d6 WIS
139
PLAYING THE GAME
HOUSE RULES
A quick note on house rules. It has been this author’s
experience that while house rules can create a unique and
more fun way to play a roleplaying game, that inconsistency
or constantly changing rules can make for a turbulent
gaming experience for the players.
GAME TERMS
ACTION
When a character’s turn in Initiative order comes up during
a round, they get to make an action. A player’s action can be
to attack, cast a spell, run away, hide, defend an ally, etc.
Some characters get more than one action in a round. If so,
they get their next action after every one else has used their
first action. Continue until all actions are resolved.
Free Action – A free action is quick action anyone can do
during another character’s action or at any time (warn
somebody verbally, speak 2 short sentences, drop an item,
cancel your spell, draw a weapon, etc.). Characters can do 2
Free Actions in a round. They may do more, but it uses an
action to do so.
Held Action – If it is your action and you wish to delay it,
you may wait and act before anyone with a lower Initiative.
However, for the rest of that encounter you act at that place
in the Initiative.
140
ADVANTAGE & DISADVANTAGE
A GM may decide that a particular course of action or task
has a higher or lower chance of success. They will ask a
player to roll an additional d20 when making a test - with
advantage the higher result is used and with disadvantage,
the lower.
ATTACK BONUS
For Melee Attacks the Character adds their Strength modifier
and for Ranged Attacks the Character adds their Dexterity
modifier. They also add any attack appropriate bonus to the
attack.
BLINDNESS
If a Character finds themselves blinded, possibly by an
injury, or fighting in darkness without light, the Character
suffers a -4 penalty to all attack rolls, cannot make Spot
checks and moves at ½ Move.
CALLED SHOT
When declaring a range attack on a specific body part or
target, there is a -3 penalty for targeting a specific area.
CHARGE
You may use all of your actions in a turn to Charge an
opponent. You may charge your Move x10 in feet. You must
have a clear, strait path to the opponent. If there is anything
hindering the path (debris, oil, bodies, etc.) the attacker must
make a DEX check or trip on the way. The charger gains +3
to hit and gets double their STR modifier in damage. If the
charge roll hits and is at least 10 higher than the defender’s
AC, the defender is Knocked Back 10’.
141
COMBAT
When a character makes an attack, they roll a d20 and add
their appropriate bonuses to the roll. For a Melee attack
they add their STR modifier & their bonuses. For a Ranged
attack they add their DEX modifier & their bonuses. If the
attack roll exceeds the target’s Armor Class, the attack is
successful and they roll damage
COMBAT EXAMPLE
Traditional
Step 1: Game Master determines if either side of the fray is Surprised. The
characters that Surprise the other characters act first
Step 2: Each character rolls for Initiative and the GM rolls for the NPC’s Initiative.
Step 3: The highest Initiative acts first. Then the next highest acts, etc. until the
last party acts. If anyone has multiple actions, repeat this process until all
actions are exhausted.
Step 4: Without rolling a new Initiative, repeat Step 3 until conflict is resolved.
Step 3: The party that won Initiative attacks with Ranged Weapons first.
Step 4: That part that won Initiative then attacks with Melee Weapons.
Step 6: Keeping the same Initiative, repeat Steps 3, 4 & 5 until combat is
resolved.
Step 2: Each side team in the fight rolls each rolls once for Initiative, using the
highest modifier between them.
Step 4: The team with the next highest initiative roll, acts.
Step 5: Repeat Step 4 until all combatants have had their turn to attack. This
counts as 1 combat round.
Step 6: After 4 combat rounds, have everyone re-roll initiative and repeat steps
3, 4 & 5 until combat is complete.
142
COVER
If you are standing behind something that offers protection
from attack, you gain a defensive bonus.
Cover Benefit Against Range
In a crowd +4 AC
9/10 +10 AC, but you cannot see the other
side.
Half +4 AC
Quarter +2 AC
CRITICAL
If a player making an attack rolls a natural 20, they double
the result of the damage dice they roll. If they roll a 1, they
suffer some kind of critical failure. Unless otherwise noted,
only living creatures can suffer critical damage. See p. 158
for Critical Tables.
DARKNESS
When an area is under Darkness, nobody can see anything
and are considered Blind. Some abilities allow a character
to see in Darkness.
DEFENSIVE
As an Action you can help defend another player. You cannot
attack that round and the player you are defending gets +4
to AC, +1 to all saves and +1 to all skill rolls as long as you
are defending them. If the person you are defending is hit,
you have a 50% chance of splitting the damage with them.
143
DIFFICULTY CHECKS (DC)
Difficulty Checks are determined by d20 rolls. GMs can set
any DC she desires but here is a simple guideline for target
numbers before bonus:
EASY 10
MEDIUM 15
DIFFICULT 20
NEAR IMPOSSIBLE 25
DROWNING/ BREATH
A character can hold their breath for 1 minute per point of
CON modifier (30 seconds minimum). When a character runs
out of air, they become unconscious and lose d6 HP per
round. All attacks made under water are at Disadvantage
unless they have Free Action or they live in the water.
ENCUMBRANCE
A character can carry a number of items equal to their STR
Attribute without issue. Carrying over this amount means
they are encumbered and all attribute tests are taken with
Disadvantage. The character can also only move to
somewhere nearby. Also, they simply cannot carry more than
double their STR.
ENVIORNMENTAL
Armor or force fields that are air tight and have their own
internal oxygen system or filter. While intact, the wearer is
immune to gas attacks and environmental hazards. The
armor also has a temperature control that makes the wearer
comfortable, no matter the temperature outside.
FALLING
When a character falls, they take damage if they fall more
than 10’. For every 10’ past the first 10’ they fall, they take
a d6 damage.
144
FEARLESS
The character or monster is immune to Fear and Terror.
They automatically pass all Courage saves and cannot be
Intimidated.
GRAB
A character may attempt to Grab someone with their set of
arms, a tentacle, etc. They make a Melee attack against the
target. If successful, the target may make a STR check
adding the STR modifier of the attacker to their roll. If they
pass the STR check they avoid the Grab. If they fail, they are
considered Grabbed. They lose all actions except speaking
and trying to break free. Once a round they may attempt to
break free with another STR check as above.
Grab Modifiers
Action Modifier
Target 1’+ Larger than you Target gains
Target has an extra set of limbs Advantage on
Target has 5+ More STR STR check
Target 1’+ Shorter than you Target gains
Target has 5+ less STR Disadvantage
on STR check
Target is twice your size or more Cannot Grab
IGNITED
Anything on fire is considered Ignited and takes 1 cumulative
point of additional damage at the beginning of each round
until extinguished (i.e. 1, then 2, then 3, etc.). If they come
into contact with any other beings while Ignited, the other
being must make a DEX check or be considered Ignited as
well. You may take an action to try to extinguish yourself or
someone else by making a DEX check.
145
IMMUNITY
Characters with Immunity to a certain type of damage do not
take any damage from that source and cannot be affected by
that source. Even if they gain Weakness to the same source,
the Immunity stands.
IMPROVISED WEAPONS
If you use an improvised weapon (broken bottle, a stick,
trash can lid, a handful of coins, etc.) you attack at -3, unless
you have training.
INITIATIVE
Initiative is rolled on a d6, adding in any bonus (from DEX
or otherwise), with the highest total winning initiative. If
there is a tie, the character with the highest DEX goes first.
If they are still tied, the character with the highest Move goes
first.
When rolling Initiative for an NPC unit the GM may roll once
for the whole team using the highest bonus for Initiative. The
GM decides what order they take their actions in.
INVISIBILITY
While invisible a character cannot be detected, except by
certain abilities (Radar, Earth Powers, etc.). If you act upon
a character while invisible, that character is now effectively
Blind when interacting with that character as long as they
are invisible.
KNOCKBACK
When a character is knocked back, they take an additional
point of damage for every 10’ they go. If they hit another solid
item or character, they take an additional d4 damage, as
does the object the struck.
146
LIGHT
Characters will often find themselves adventuring into dark
places. For that is important to remember that torches and
lanterns illuminate a 30’ radius. Flashlights produce a 40’
beam of light, cone shaped. Torches will burn for 1 hour,
Lanterns will burn for 24 hours on a full pint of oil, and
flashlights will work for 2 hours of full batteries.
LISTEN
Listen checks are made when a character attempts to identify
or notice a sound (a secret whisper, a far-off scream,
somebody trying to stealth by, etc.). A character adds their
WIS modifier to their check roll. The GM sets the DC.
MADNESS New
A dark, alien energy arrived on Earth thousands of years ago.
Its presence begun corrupting the living creatures of the
world with a maddening effect, that if strong enough, will kill
the host. This form of Madness is something metaphysical,
beyond any normal type of insanity or mental illness. Things
that would normally just spook a person, can now actually
corrupt and even kill them.
147
Madness Effects
As a character begins to gain Madness points, things begin to
happen to them. Their minds become corrupted by unknown,
terrifying forces. If an effect causes a character’s Madness to
decrease, then they lose the equivalent Madness effects.
Points
0-2 No ill effects.
3 The character occasionally will hear disembodied voices.
4 The character will occasionally see flashes of spirits and shadowy
movements.
5 -1 to the Mental save stat
6 Gain a phobia (roll on the Fear Table p.162)
7 Anxiety issues (-1 to all attack, save stats & skill checks) and inner
voices will occasionally tell you to harm yourself.
8 Hyperactivity (+1 to all physical skill checks, -1 HP to all healing
affects they receive & -1 to the Mental save stat.)
9 Gain a phobia (roll on the Fear Table p.162)
10 Dire Insomnia (-1 to all attributes) & the character can see ghosts.
11 Weakness: Light & they are at -1 to all attacks, save stats & skill
checks in the daylight.
12 Character’s eyes turn violet & they are at -2 to the Magic save stat.
13 Gain a phobia (roll on the Fear Table p.162)
14 Anti-Social. The character is at -3 to CHA.
15 Gain Dark Vision 60’ (or +20’) & -2 to the character’s highest save
stat. Select if a tie.
16 Amnesia. The character gains Disadvantage a non-physical skill at
random and they have Disadvantage on a Knowledge skill of their
choice.
17 The character rolls at Double Disadvantage when encountering
existing phobias.
18 Lose Fearless.
19 The character gains an ever present, purple aura. They can see the
invisible, gain Weakness: Magic and +2 to their Armor Class.
20 The character loses the ability to communicate with anyone at a
lower Madness level, or lower combined INT & WIS score.
21+ -2 to the character’s Mental save stat for each level beyond 20.
148
MADNESS - LOST TO THE VOID
When a character’s Madness score surpasses their Wisdom
score, they are forever Lost to the Void. You may roll on this
chart to see how they are lost.
Roll Madness Effect
1-5 The character becomes catatonic and is now an
empty vessel.
6-8 The character loses their mind and begins to
indiscriminately attack everything within sight.
9 The character begins to yell in random languages
forever.
10 The character begins to count at 1 and will never
stop.
11 The character turns into a purple silhouette that
permanently burns into the ground or nearby wall.
12 The character’s mind is replaced with the mind of
an alien entity. It has access to that character’s
knowledge and skill set.
13 The character just disappears and occasionally will
appear to the character with the highest Madness
score.
14 The character disappears screaming. That screams
faintly echoes in this area forever. The higher
Madness one has, the louder the scream is.
15 A large mass of purple tentacles appears and pulls
the character into the abyss.
16 The character’s cranium busts open and a
tentacled creature flies skyward (going through
walls and obstacles).
17 The character slowly fades to black. Everything
within 100’ takes a d6 Psionic damage.
18 The character slowly melts into a purple goo.
19 The character disappears into a purple portal below
them.
20 The character disintegrates into a purple energy,
blasting everything within 60’ area for 2d6 Magic
damage.
149
MELEE ATTACK
A Melee attack is any attack made in close combat. Such as
throwing a punch or swinging a sword. Doing a Ranged
attack in Melee is done at Disadvantage.
MOVEMENT
Standard Movement rates refer to a character’s ability to
move around on foot, in both combat and non-combat
rates. Characters start with a Move of 12 on land and 9
swimming, unless otherwise noted.
A character’s Move indicates the maximum feet x10 they
can move in a full round. The table below lists a Characters
movement rates under different conditions (i.e., a character
that has a Move of 15 can move a total of 150’ normally in a
round, 300’ while running, 30’ while crawling or 50’ and
still be able to make a normal attack).
If a character moves more than 1/3 of their move but does
not run, they may still attack at -4.
A character may move up to 1/3 of their Move, rounded up,
and still attack without penalty. If they Move more than
that, they have a -4 penalty to attack. may run and attack
at a penalty, losing ½ of their total attack bonuses (rounded
down), and they double any ROF penalties they incur.
Rate of Movement Movement Modifier
CRAWLING 1/5
CAREFUL/ BROKEN 1/2
TERRIAN
NORMAL Normal
RUNNING x2
COMBAT or CLIMBING 1/3
CHARGING Normal (See Charging)
Outdoor Movement rates refer to a character’s ability to walk
long distances in an outdoor setting. A hurried pace is 18
miles per day, a March is 9 miles per day and a stroll is 6
miles per day. A character adds their CON modifier (in miles)
to their Outdoor Movement.
150
OUTSMART
When successfully attacked or effected by an ability/spell of
a hostile character or creature, the character may attempt to
Outsmart their foe (before damage is rolled). Roll a d20 and
add your INT & WIS modifiers and Outsmart bonus to the
roll. If the Outsmart roll is equal to or greater than the attack
roll, then roll on the chart below. If the attack or effect had
no initial roll, then the attacker rolls and adds the
appropriate modifiers to their roll and compare. If
successful, the player with Outsmart then switches places in
Initiative with the attacker if they so choose. Outsmart does
not require an action. A character with Outsmart can use it
equal to their INT + WIS modifiers per day.
The set range for Range weapons is the ideal for success with
that weapon. You can attempt to shoot past the given range
at a penalty. Attacks under the range are rolled as normal.
Attacks from the maximum range to double range are rolled
at -6. Ranged attacks made at 5’ or closer are at
Disadvantage (or if it is within Reach). GMs may allow a
character to attempt an extremely long shot at a greater
negative modifier as long as the weapon can realistically
shoot that far.
REACH
Weapons or creatures with reach may be used to attack
further than normal. A basic melee attack can only be
delivered to someone adjacent to your character. Reach
weapons can attack characters that are further away equal
to the weapon’s listed reach.
RELOADING
Reloading a weapon takes a single action, unless otherwise
noted.
152
SEIZE THE MOMENT
Some characters have the ability to seize the moment in
combat by taking advantage of an opponent’s mistakes.
They can take those mistakes and turn them into an extra
action. A character with Seize the Moment may immediately
use bonus attack against an opponent that does one of the
actions below within your Reach. You can only Seize the
Moment once a day for each point you have in it.
• Cast or casting a spell in melee
• Critical Fumble
• End the Round Stunned
• End Your Turn with Them Unaware of You
• Fall/ Trip
• Get Knocked Back
• Run Away from You (Make a Run Move)
• Shoot a Gun or Bow in melee
SICKENED
When a character becomes sickened, they are at -3 to all
attacks & skill checks. They are also at Disadvantage on all
saving throws and Move at ½ speed.
SPOT
Spot checks are made to see if you notice a visual occurrence
near you (someone hiding, notice someone in a disguise,
traps, something unusual, etc.). A character adds their WIS
modifier to their check roll. The GM sets the DC.
STUN
When a character is stunned, they lose all actions, drop all
items in hand, lose their DEX bonus and are at -4 Armor
Class until the effect wears off.
SURPRISE ATTACK
Any attack made on a character that they are unaware of is
a Surprise Attack. Those attacks add a d4 damage to the
attack. Once hit by an attack further attacks by that
character are not considered a Surprise Attack, even if made
unaware. Surprise Attack only effects living creatures,
unless otherwise noted.
153
THROWN WEAPONS
Each weapon has a listed range, but you can throw it further
by taking a negative attack modifier. You receive a -2 to hit
for each extra 10’ thrown. A high STR can increase the range
of thrown weapons. You add 10’ to the range of a thrown
weapon for each STR modifier a character has.
TOUGHNESS
Toughness is a form of Damage Reduction against Physical
and Energy-based damage. Only specified Toughness can
protect one against Magic or Psychic based damage. If a
character has a Toughness of +2, that means that when they
take damage from an attack, the first 2 points of damage are
negated. If a character has specific Toughness & general
Toughness, they stack. (i.e. A character with Toughness +2 &
Toughness: Fire +3 gets hit with a 6 damage fireball, they
would take 1 point of damage.)
TIME & TURNS
There are 2 units of measurement to track time in DP&D:
1. Moments/ Rounds
2. Minutes/ Turns
Moments, often referred to as rounds are used during combat
and times of danger. Minutes, often referred to as turns are
used during non-time sensitive times of adventuring and
roleplaying.
Understand the Game Master may speed up or slowdown in-
game time as she deems necessary for the story of the
adventure she is running.
TRIPPING
You may try to trip someone that is next to your character or
within range of a Reach weapon. Make an attack against your
target. If you hit, the target makes a DEX check adding your
STR modifier to their roll. If they pass, nothing happens. If
they fail, they become tripped and are Prone until their next
action.
If you try to trip some more than 6” + taller than you, you
roll your attack at Disadvantage & the target rolls their DEX
check at Advantage.
154
TWO-HANDED WEAPONS
Two-Handed Weapons require the usage of both hands. A
minimum STR of 13 is required to properly wield a two-handed
weapon. If someone attacks with one and has a STR below 13 they
receive -X to their attack. X is equal to the points their STR is
below 13. Characters with 13+ STR that wield a two-handed
weapon deal additional damage equal to their STR modifier.
UNARMED ATTACKS (Hand to Hand)
Unarmed attacks are attacks made without a weapon (excluding
brass knuckles and such). Any unarmed punch or kick does d4 +
STR modifier in damage (unless otherwise noted). If a character
does not have a Fighting skill or a fighting type class, they are at -
2 on all unarmed attacks and do ½ the damage rounded down.
UNTRAINED ARMOR PENALTY
If a character wears a piece of armor that they are not trained to
use, they lose any DEX bonus they have and are at – 3 to Stealth
and -1 to all attack and other skill rolls due to the discomforting
feeling. If they cast a spell, they must make an INT check roll
adding the level of the spell. If they fail the spell fails. This
excludes Padded Armor.
UNTRAINED WEAPON ATTACKS
If someone makes an attack with a weapon that they are not
trained to use by their class (Light, Medium, Heavy or Ranged)
they attack at -4.
USAGE DICE (Optional)
Any item listed in the equipment section is considered frail,
consumable or limited item. When that item is used the next
turn it’s Usage die is rolled.
If the roll is 1-3 then the usage die is downgraded to the next
lower die in the following chain:
d20 > d12 > d10 > d8 > d6 > d4
When you roll a 1-2 on a d4 the item no longer works or the
character has no more of the item left.
WEAKNESS
When you take damage from the source you have a weakness to,
you take double the damage. Apply Toughness before doubling
damage.
155
XP & LEVELING UP
In the original fantasy RPG, Experience Points or XP was
awarded for slaying monsters and gathering treasure.
Survive This! games use a leveling system that takes the
focus off of combat and rewards Characters for in 5 different
ways: Session Survival, Encounter XP, Exceptional
Roleplaying, Discretionary and Hero XP.
156
Maximum XP per session:
Session Survival: 1 XP per player
Encounter: 3 XP per player
Exceptional Roleplaying: 1 XP per player
Discretionary: 2 XP per player
Vigilante: 1 XP for 1 player
NOTE: Using this method, all Character Classes level at the
same pace.
Level XP
1 0
2 5
3 14
4 26
5 41
6 59
7 80
8 104
9 131
10 162
Optional
For groups that are very heavy into roleplaying and not as
much into combat, it is recommended to give 1 XP per 1 hour
of gameplay. This takes the emphasis off combat-driven play
and still rewards players for playing the game the way they
enjoy it and allows their Characters to progress at a much
more normal rate.
Level Hours
1 0
2 4
3 10
4 20
5 35
6 55
7 80
8 110
9 145
10 185
157
CRITICAL HIT TABLE
When you roll a natural 20 on an attack roll, you then roll
on this chart to see what occurs.
Roll Melee Attack Range Attack
1-3 Solid hit. It deals double the base Solid shot. It deals double the
damage. base damage.
4 Knockback. It deals double Arm shot. The target drops all
damage and knocks the target items they are holding.
back 20’
5 Blow to the Solar Plexus. The Leg shot. The target is at ½
target is Stunned for d4 rounds Move for 10 minutes.
unless they make a CON check
6 Nerve hit. The target drops all Pierced stomach. It deals
items they are holding. double damage and an
additional d4 damage for d4
rounds or until healed
7 Crotch hit. It deals double damage Ear shot. The target is Deafened
and the target must make a CON for d6 minutes
save or pass out for d4 minutes
8 Weakening blow. The target’s Weakening shot. The target’s
Toughness abilities are halved for Toughness abilities are halved
d6 minutes (rounded down) for d6 minutes
9-10 Knee blow. The target loses all Knee shot. The target loses all
DEX bonuses until healed DEX bonuses until healed
11- Foot hit. The target gets -4 DEX Foot shot. The target gets -4
12 and -6 to Move for d6 rounds DEX and -6 to Move for d6
rounds
13 Knock up. It deals double damage Eye shot. It deals double
and knocks the target up in the damage and the target is
air d6’ + STR modifier in feet Blinded until healed.
14 Broken nose. The target is blinded Lung piercer. It deals double
for 2 rounds and is at -2 to all damage and the target is at -3
save stats for d6 rounds on all attacks and -3 CON for
d6 minutes
15 Shoulder hit. The target is at -5 to Shoulder shot. The target is at -
all attacks for d4 minutes. 5 to all attacks for d4 minutes.
16 Throat punch. It deals double Shoot thru. It deals double
damage and the target cannot damage and goes thru the
make any attack actions for this target. They must make a
round and next Critical save or lose d4 CON for
d4 minutes
17 Perfect strike. It deals double Throat shot. It deals double
damage and you immediately get damage and the target cannot
another melee attack against the make any attack actions for this
target. round and next
18- Amazing hit. It deals triple base Amazing hit. It deals triple base
19 damage damage
20 Death blow. It deals triple damage Death shot. It deals triple
and the target dies unless they damage and the target dies
make a Death save. unless they make a Death save.
158
CRITICAL FUMBLE TABLE
When you roll a 1 on an attack, you miss and roll on the
Critical Fumble Table to see what happens.
Roll Melee Attack Ranged Attack
1-4 You miss and just look silly. You miss and the shot goes well
over the target
5 You trip, but do not fall down. You Finger slip. You get a -2 to attack
get -2 to attack on your next attack on your next attack
6 Weapon hurl. You accidently hurl Ammo Drop. You drop your
your weapon 20’. Hand to Hand ammo or clip. Miss your next
attacks just miss attack.
7 Hand cramp. Make a Critical save or Jam. The weapon jams and you
you drop your weapon. Hand to are at -3 to attack on your next
hand attacks must save of they get - attack with this weapon
2 on their next melee attack
8 You whiff and spin 180 degrees. You Hand cramp. Your shot sails to
end your round with your back to the left 20’
your target
9 You trip and fall to the side. -3 to Hand cramp. Your shot sails to
ARMOR CLASS for the next 2 rounds the right 20’
10- Weapon Drop. You drop your Weapon Drop. You drop your
11 weapon. Miss your next attack if you weapon. Miss your next attack if
pick it up. Hand to hand attacks you pick it up
just miss
12 Over charge. You miss and step past Finger jam. Your shot goes 5’ to
your target d10 feet. Your round the left
ends with your back to the target
13 Stumble. You lose your DEX bonuses Finger jam. Your shot goes 5’ to
for d4 rounds the right
14 Slippery ground. You fall backwards Bad aim. You hit a random ally
5’ and fall on your butt between you and the target.
15 Muscle pull. You are at -2 to attack Over aim. You hit a random ally
and at -2 to melee damage for d4 that is past the target
rounds
16 Misidentified. You attack a random Chest muscle pull. You are at -3
ally within 5’ of you (re-roll the on all attacks for d4 rounds
attack against them)
17 Weapon break. Your weapon breaks. Clip unload. You accidently drain
If hand to hand you hurt your hand or expend an entire clip and still
for d4 damage miss, or your arrow breaks
18 Bounce back. Your attack is blocked Loose footing. You slip and fall.
or parried and bounces back on to You drop your weapon. Lose
you. You take ½ the damage of your your next action.
attack
19 You faceplant in front of your target Ricochet. The miss bounces off of
and take a d6 damage something and hits 2 random
targets within your range. They
take ½ the damage the attack
would do
20 You faceplant in front of your target. Weapon break. Your weapon
They immediately get a free melee breaks, striking you for d4
attack on you damage
159
Courage Saves vs. Terror Checks
Courage Saves: Courage saves are rolled when a
character's morale is challenged or when a character
encounters a dangerous obstacle or for the first time. Every
time a Character fails a Courage save, they receive a
cumulative +1 to all future Courage saves against the same
adversary or occurrence. Failed Courage checks require
rolls on the Failed Courage/Terror Effect table on p. 161.
For every point of the Courage save stat, a Character has
above 12, they get a +1 to Terror checks.
160
Failed Courage/ Terror Effect Table (d10)
1 Character faints for 1 round.
2 Character screams aloud. They are at -1 to all attacks and
skill checks for d4 rounds.
3 Character hides behind the nearest ally or item for d4
rounds.
4 Character is spooked and runs away for 2 rounds.
5 Character is Stunned for d4 rounds.
6 Character covers their eyes for d4 rounds and goes
Defensive.
7 Character becomes hysterical, running in a random
direction for d4 rounds (they do not run at the source of
fear).
8 Character faints for d4 rounds.
9 Character pees themselves. They have Disadvantage on all
rolls for the next 2 rounds.
10 Roll on the Extreme Failed Courage/ Terror Effect Table
161
Fear Table
When a character encounters one of their fears, they must
make a Courage check at Disadvantage, or they must roll on
the Failed Courage/ Terror Effect Table (p.161). The GM may
add modifiers based on various factors.
1 Cats 30 Lightning
2 Dogs 31 Thunder
3 Germs 32 Heavy rain
4 Tight spaces 33 Floods
5 Slimy Things 34 Mirrors
6 Tentacles 35 Unnatural Darkness
7 The opposite sex 36 Boats
8 Children 37 Trees
9 Guns 38 Horses
10 Archaic weapons & armor 39 The Sun
11 Stars 40 The Moon
12 Being alone 41 Authority figures
13 Very beautiful people 42 Worms
14 Snow 43 Birds
15 Deep Water 44 Dinosaurs
16 Blood 45 Fish
17 Large crowds 46 Sharks
18 Aliens 47 Fire
19 Ghosts 48 Gems
20 Zombies 49 Teenagers
21 Being touched 50 Snakes
22 Heights 51 Lizards
23 Caves 52 Dead bodies
24 Dwarves 53 Cemeteries
25 The written word 54 Parties
26 Tattoos 55 Things with no visible eyes
27 Precious metals 56 Things with too many eyes
28 Insects 57 Empty rooms
29 Bears 58 Doctors or healers
162
59 Mountains 80 Government officials
60 Glaciers 81 Demons
61 Vermin 82 Devils
62 Were-creatures 83 Angels
63 Vampires 84 Animated plants
64 Teeth 85 Giants
65 Sex 86 Constructs & Robots
66 Crossing moving water 87 Ruins
67 A large amount of red 88 Magic items
68 A large amount of blue
69 A large amount of green
89 Alcohol and Drugs
70 A large amount of purple 90 Heavy smoke
71 A large amount of pink 91 Religious Priests, Clergy, etc.
92 Large Abandoned Buildings
72 Others inflicted with 93 Catacombs
Madness/ Insanity 94 The Men in Black
73 Loud Noises 95 UFOs
74 Extended silences 96 Psions
75 Your full name (read 97 Being Underground
or heard) 98 Reptilians
76 Cars 99 Torture
77 Opulence 100 Flying
78 Strangers
79 Wolves
163
Obsession Table
Those inflicted with a maddening obsession with something
will seek out and collect the object, and things related to
the object, of their obsession. When in the presence of the
obsession, the character must make a Mental save at
Disadvantage or they become distracted for d6 rounds. You
gain -1 to all attack and skill checks, and you wish to get
closer to, or even protect, the obsession. Pass or fail, re-roll
every 6 rounds if you are still in the presence of your
obsession.
1 Alchemy 21 Zombies
2 Cats 22 Heights
3 Dogs & wolves 23 Dark places (gain
4 Art & Music Stealth)
5 Filth and dirty 24 Dwarves
places 25 The written word
6 Slimy Things and 26 Tattoos
tentacles 27 Precious metals
7 The opposite sex 28 Insects
8 Dancing 29 Bears
9 Philosophy 30 Lightning & thunder
10 Guns & firearms 31 Gregorian Chant
11 Archaic weapons & 32 Rain
armor 33 Mirrors
12 Astronomy 34 Dark Clothing and
13 Astrology make up
14 Elves & very 35 Boats and water
beautiful people vessels
15 Snow 36 Trees
16 Archeology 37 Horses
17 Blood 38 The Sun
18 Large crowds & 39 The Moon
parties 40 Worms
19 Aliens and UFOs 41 Birds
20 Ghosts
164
42 Dinosaurs and 73 Heavy Metal music
Extinct Animals 74 Cars (gain
43 Fish Mechanics)
44 Sharks 75 Opulence
45 Fire 76 Divination and
46 Colored Gems prophecy
47 Teenagers (being 77 Wilderness (gain
youthful) Wilderness Survival)
48 Snakes 78 Crafting
49 Lizards 79 Psions and psychic
50 Dead bodies & phenomenon
cemeteries 80 Demons
51 Things with too 81 Devils
many eyes 82 Angels
52 Books 83 Ancient History
53 Arcane Books 84 Plants
54 Healers and being 85 Stealing (gain
healed Sleight of Hand)
55 Mountains and 86 Giants
glaciers 87 Constructs and
56 Vermin Robots
57 Were-creatures 88 Ruins and secret
58 Vampires knowledge
59 Teeth 89 Demolitions and
60 Computers explosives
61 Combat (gain 90 Magic items
Combat Training +1) 91 Alcohol and Drugs
62 Sex 92 Cryptozoology
63 Cooking 93 Pain (gain
64 Large amounts of Toughness +1)
food 94 The Men in Black
65 Red 95 Flying
66 Blue 96 Diamonds
67 Green 97 Voyeurism
68 Purple 98 Large Abandoned
69 Pink Buildings
70 White & Grey 99 Being nude or close
71 Conspiracies to it
72 Soft sounds and 100 Secret Knowledge
ASMR
165
CULTS, ORGANIZATIONS & INTERESTING
PLACES OF THE MODERN WORLD
Organizations and cults exist all over the world, hoping to
expand their influence or to protect the planet from the
influence of others. These are some of the major
organizations that operate outside of the public eye.
Additionally, several places of note will be listed below.
166
C.A.R.E
C.A.R.E (Conservers of the Ancient Realm of Earth) is a global
organization that defends the Earth from unwanted alien
influence, and those that wish to cause harm to the world
with the use magic & psychic powers. Their activity is secret
to most of the people of the world, but many countries have
top secret, unofficial, government agencies that work with
C.A.R.E., or similar agencies. C.A.R.E.’s member nations are
all of North America, South America, most of the Caribbean,
most of Europe, Israel, most of Africa, India, most of SE Asia,
Australia, New Zealand, South Korea and Japan.
C.A.R.E has large and small, safe houses and offices all over
the world. They work with the F.B.I, C.I.A, MI-6, ASIS and
other groups, but remain a secret to 99.9% of the world. They
also have a few other large bases and facilities. C.A.R.E. is
run by a council of members and have a rotating leader.
167
The World Council – The ruling council that contains 1
member from each country in C.A.R.E., 1 member from a few
international corporations and organizations and a few
advising non-voting members (Grey Aliens, Pleiadeans, etc.).
168
Brandt Station – (Just outside of Traverse City, MI & under
the Bay) Aquatic training center with a water magic academy
and a large recreation facility.
169
The Nullarbor Project – (South Central Australia) In 1979,
a small, ancient city was discovered near the southern coast.
Its language and religion are totally alien.
170
Noted C.A.R.E. Officials
171
0rganizations
The world is filled with groups, small and large, that try to
exert some influence the affairs of man. Below are some of
the larger groups that may be encountered by players.
172
The Gears of the Highest Power – A new cult that believes
that human augmentation is the best way to become like a
god. New members have to pay or earn their way up the
ranks of this cult, which is based on augmentations. They
have bases in Austria, Bolivia, Montana and New Zealand.
The Papacy – The Papacy in Rome has influence all over the
planet. They have agents in the field looking for relics and
seeking out alien threats to defeat.
173
The Poisoned Sica – The oldest group of assassins on Earth.
Tracing their heritage can be traced back to ancient Rome,
but they claim that they are even older. The Poisoned Sica
claim international neutrality, due to the fact that they will
take payment to assassinate anyone, even their own
members. All members of The Poisoned Sica are considered
highly wanted criminals by every law enforcement agency in
the world.
174
Jari-Ka Circles
Jari-Ka are rarely created, but when they are, they are
molded for a purpose and are immediately fitted into their
Circle. Jari-Ka rarely leave their Circle, or strike out on their
own, due to the great cost of maintaining their immortality.
The Jari-Ka wraps require a very secretive and expensive
recipe of plants and enchantments. This recipe is known to
each Jari-Ka Circle and they will do anything to keep it
secret. The various Circles are global organizations that
attempt to spread their influence and weaken their enemies.
175
The Circle of the Frozen Sky
This Circle started in Ancient China by a small breakaway group
from The Forever Circle. They are known as masters of prophecy
and astrology, using their influence to alter destinies they see as
incorrect, forcing their will upon other people and nations. They
act more like a religious cult, often shunning, or accusing non-
believers or heinous atrocities.
The Circle of the Frozen Sky and The Forever Circle are bitter
enemies. They will not even meet in the same location unless it is
a most dire emergency.
Alignment: Usually Law or Righteous.
Languages: Jari-Ka and Mandarin Chinese
Circle Bonuses: +2 to Initiative, Astrology skill at +3, Toughness:
Cold & Ice +5, occasional flashes of clairvoyance
Paths: The Circle of the Frozen Sky can be any Path, except Caress
of the Void. Members will rarely will Step into the Void.
Headquarters: Beijing
Strongholds: The Circle of the Frozen Sky has domain over East
and Southern Asia. Irkutsk, Katmandu, Manila, Singapore, Tokyo,
Ulaanbaatar, Xi’an
Leader: Grand Sky Revealer Ti Shu (at least 3000 years old Jari-
Ka)
176
The Forever Circle
The Forever Circle was the first Circle, beginning in Ancient Egypt
around 3000 BCE. They began as a shadowy group that protected
the Pharaoh and spied on their neighboring civilizations. After the
end of the last dynasty, The Forever Circle began to slowly spread
out, seeking knowledge and secret influence within other empires.
They are bitter enemies with the Circle of the Frozen Sky.
Alignment: Any, but Righteous
Languages: Jari-Ka and Ancient Egyptian
Circle Bonuses: +1 to all save stats, +1 extra skill point each level
Paths: The Forever Circle is a balanced group and have access to
all Jari-Ka Paths.
Headquarters: Cairo
Strongholds: Athens, Chicago, Istanbul, Lagos, Montreal,
Moscow, Paris, Rome, Stockholm, Vancouver
Leader: All Pharaoh Nert-Araq (Founder of the Circle, 5000 year
old Jari-Ka)
177
The Silver Ore Circle
The Silver Ore Circle is a multi-national corporation owned
by this Jari-Ka faction. They specialize in mineral extraction,
building projects and major financial investments around
the world. They were once the smallest Circle, now their
power is level to The Forever Circle.
Vampire and Werebeast groups are unhappy with the rise of
this Circle, causing some to unify against these Jari-Ka.
Some Stronghold cities have a ban on any business owned
by The Silver Ore Circle.
Locally: The Silver Ore Circle bought a large building and
are running dozens of companies from there. They have a
government contract for excavations in Mount Rainier
National Park.
Alignment: Any, but Righteous
Languages: Jari-Ka
Circle Bonuses: +1 to CHA,
Paths: The Silver Ore Circle is a balanced group and have
access to all Jari-Ka Paths.
Headquarters: New York City
Strongholds: Amsterdam, Dallas, New Delhi, San Diego, San
Francisco, Sydney, Warsaw
Leader: Boss Mehrshel (4000-year-old Jari-Ka, born in
modern day Pakistan)
178
Vampire Lineages
Vampires have existed alongside mankind for at least the past
10,000 years, and possibly further back into pre-history. All
Vampire Lineages can be traced back to tribe of humans from the
Lake Van region (modern day, SE Turkey), known as The
Gogulrath. Legends tell that these humans discovered something,
or someone, that made them grow stronger, crave blood and fear
the daylight. They easily conquered the surrounding peoples,
slaughtering the majority of the captives and altering some to
become new members of their spreading empire.
Each Lineage has one member on The Council of the Blood Lakes,
which holds court in Geneva, Switzerland, determining the future
of the Vampire people and settles Lineage disputes. Members are
free to travel to any stronghold city of other Lineages, but they
must seek permission before doing business there, if they plan on
killing anyone or if they plan on turning another into a vampire.
179
Global Vampire Lineages
Breathstalkers
The Cumbersome Evermore
Diplomacy of Thorns
Dirt
The Flavor of God
The Gogulrath
The Knights of Tepes
The Ice Roses
Philosopher’s Eternity
The Silent Forever
Soul Courtesans
The Steam Cavaliers
Vein Magi
Breathstalkers
Breathstalkers are a Lineage composed of mostly assassins,
thieves and spies. They openly work with all other Vampire
Lineages, choosing to remain neutral in most Council
squabbles. Most Breathstalkers have zero tact and speak
their minds, even among elders, enemies and potential
business partners.
Alignment: Any, but Righteous and Law
Languages: +1 Extra Language
Lineage Bonuses: +1 to DEX, +2 to Stealth, +1 to Surprise
Attacks, +1 to Surprise Attack damage
Headquarters: St. Petersburg
Strongholds: Acapulco, Bangkok, Cape Town, Detroit,
Natal, Tijuana
Leader: Zil Saffar (1500-year-old Arab Vampire diplomat)
180
The Cumbersome Evermore
The most unusual of the Lineages, The Cumbersome Evermore is
comprised of mostly former members of other Lineages. All the
members of The Cumbersome Evermore are repentant Vampires
that seek to cure their ancient curse, or to at least, find a way to
redeem their kind for their past crimes against humanity. These
Vampires tend to feed on only the worst of dregs of humanity or
on newly created synthetic blood known as Q-64. They retain a
spot on The Council of the Blood Lakes, because many other
Vampires hope that they are successful in their search for a cure.
Diplomacy of Thorns
The most devious and underhanded of all Lineages, the Diplomacy
of Thorns are considered by most other Lineages as a necessary
nuisance. They are able to infiltrate and manipulate local and
national governments to the benefit of Vampire kind. The
Diplomacy of Thorns will aid other Lineages, but they usually take
a steep price or ask for a future favor. Sometimes they require
favors or items that initially make no sense, but later wind up
being far more valuable than previously judged. They are closely
allied with The Gogulrath.
Alignment: Any, but Righteous
Languages: +1 Extra Language
Lineage Bonuses: +2 to CHA, +2 to Persuasion, +2 to Knowledge:
Politics
Headquarters: Los Angeles
Strongholds: Amsterdam, Samarkand, Taipei, Tangier/ Gibraltar
Leader: Ozgrov Naratob (10000-year-old, unknown origin, one of
the oldest vampires)
181
Dirt
This Lineage follows a natural path, attempting to fill the vampiric
emptiness by trying to rejoin nature, or at least guard it against
its destruction by unnatural forces. Dirt followers tend to shun
civilization and big cities, but may occasionally visit them for good
reasons. Most members live in small communes in the
countryside. However, others may live deep in the wilderness, and
a small minority work in cities for corporations or environmental
groups.
This is the only Lineage that regularly interacts with Were-beasts
in true fashion. Though not allied, Were-beasts have some respect
for Dirt members.
They are heated rivals with the Steam Cavaliers.
Alignment: Any, but Evil.
Languages: -
Lineage Bonuses: Toughness +1, +2 to Spot & Listen, +3 to Track
Headquarters: Helsinki
Strongholds: Antananarivo, Copenhagen, Minneapolis,
Reykjavik, Zurich
Leader: Ker-Ul the Stone Hide (5500-year-old, Nubian Vampire
warrior)
The Flavor of God
The Flavor of God follows a path of hedonism, seeking to embrace
immortality with an anything goes attitude about unlife. They wish
to taste the blood of a variety of humans, exotic creatures and
especially the supernatural. They partake in giant parties and
infamous, week long orgies. Members tend to live a life style of
opulence. This opulence usually wears off after a few centuries,
causing many members to leave for other Lineages after some
time.
Most members will be drawn to a form, or forms or art, such as
poetry, music, writing, dance, etc. They are close allies with the
Soul Courtesans.
Alignment: Any, but Righteous.
Languages: +1 Extra Language
Lineage Bonuses: +1 to CHA, +2 to any skill attempt related to
art, dancing, music and writing.
Headquarters: Las Vegas
Strongholds: Berlin, Leeds, Madrid, Milan, Nassau, Vienna
Leader: Aristide the Seeker (2300-year-old, Greek Vampire
philosopher)
182
The Gogulrath
All Vampire Lineage can be traced back to The Gogulrath.
The Gogulrath are the strongest Lineage, but have been
losing some of their ranks over the past 1000 years. They
have a good balance of power within their Lineage, but they
lack political grace, hence their close allegiance with
Diplomacy of Thorns & the Vein Magi.
Alignment: Any, but Righteous
Languages: Select 2: Arabic, Italian or Turkish
Lineage Bonuses: +1 to SUR, +1 Extra HP per level, +2 to
the Courage save stat
Headquarters: Istanbul
Strongholds: Athens, Bagdad, Baku, Damascus, Florence,
Karachi, Rabat, Rome, Van
Leader: He-Who-Is-All (10000+ years old, unknown origin,
claims to the be the eldest vampire)
183
The Ice Roses
An all-female Lineage, The Ice Roses are a relatively new sect
of Vampires. This Lineage was created by several outcast
Vampires from Russia, Japan and China, although they
currently have members from all over the world in their
ranks. They seek power and influence like any other Lineage,
but they seek to end the subjugation of women in all of the
world’s countries and empires. They are heated rivals of the
Soul Courtesans.
Alignment: Any, but Righteous
Languages: Select 2: Japanese, Mandarin Chinese or
Russian
Lineage Bonuses: +2 to CHA, Toughness: Ice & Cold +2
Headquarters: Vladivostok
Strongholds: Anchorage, Arkhangelsk, Calgary,
Changchun, Hong Kong, Osaka, Seoul, Tromso
Leader: Shuchan the Dazzling Face of Eternity (3000+ year
old, Chinese Vampire Mystic). She is so beautiful, it is said
that if a mere human ever saw her face, they would turn to
ice.
Philosopher’s Eternity
This Lineage specializes in philosophical wisdom and are the
keepers of great libraries and centers of learning. Though
capable of amazing defensive strategies and incredible
violence if provoked, they tend to be a passive Lineage bent
on accumulating knowledge.
Alignment: Any, but Righteous
Languages: +2 Extra Languages
Lineage Bonuses: +1 to WIS, +4 extra Knowledge or Science
skills at +1 each
Headquarters: London
Strongholds: Boston, Melbourne, Oslo, Ottawa, Shanghai
Leader: Grandmaster of the Living Forever (8000+ year old,
Mesopotamian Vampire philosopher)
184
The Silent Forever
This Vampire Lineage are known for their strong psionic
powers and their inability to speak. Members of The Silent
Forever take a vow to never speak with their mouths, and
can only speak via telepathy. The Silent Forever have had a
long-standing feud with almost all of the Jari-Ka.
Alignment: Any, but Righteous
Languages: American Sign Language
Lineage Bonuses: Double all telepathy ranges. +2 to Mental
save stat,
Headquarters: Prague
Strongholds: Denver, Kiev, Monrovia, Mumbai, Munich,
Perth
Leader: Shaladezmar (2700+ year old, Persian Vampire
priestess)
Soul Courtesans
The Soul Courtesans are a small Lineage of Vampires that
have a deep network of spies, prostitutes and businesses-
fronts that have collected several libraries worth of secrets.
They use these secrets to gain greater information or to extort
important businessmen or politicians.
Soul Courtesans are trained in the ways of the flesh and
persuasion, as much as they are trained in espionage and
combat. They work well with the Breathstalkers and The
Flavor of God.
Alignment: Any, but Righteous
Languages: +1 Extra Language.
Lineage Bonuses: +2 to CHA, +1 to Surprise Melee attacks,
+2 to Subterfuge
Headquarters: Paris and Tokyo
Strongholds: Antwerp, Calcutta, Nice/ Monaco, Rio de
Janeiro, Washington DC
Leaders: Paris - Clexotra the Ever-Pouring Goddess (2500-
year-old, Macedonian Vampire Priestess) & Tokyo – The
White Sunflower (1100-year-old, Japanese Vampire artist)
185
The Steam Cavaliers
The newest Lineage, The Steam Cavaliers, are unlike their
brethren, having adapted well to technology since the dawn
of the Industrial Revolution. They incorporate high-tech
weaponry and computers on all levels of their influence.
Steam Cavaliers shun magic use, seeing it as more
dangerous than it is worth. They also known as being very
polite and dress in a steampunk style.
Alignment: Any, but Evil.
Languages: -
Lineage Bonuses: +1 to CHA, +2 to Mechanics, +1 to Range
attacks
Headquarters: Atlanta
Strongholds: Cincinnati, Christchurch, Orlando/ Tampa,
several small English and US cities
Leader: Robert Melghimheim (400-year-old, British Vampire
Academic/ merchant)
Vein Magi
Vein Magi are one of the oldest Lineages, specializing in
magic and the creation of relics. With their mastery of the
mystic arts and their natural vampiric power, they are one of
the strongest Lineages. The Vein Magi have been sworn allies
of The Gogulrath for thousands of years, agreeing with their
belief that the Vampires should dominate and enslave all of
mankind.
Alignment: Any, but Righteous
Languages: +1 Extra Language
Lineage Bonuses: +1 to INT, +2 to Arcana, +2 to the Magic
save stat
Headquarters: Bratislava
Strongholds: Aleppo, Barcelona, Glasgow, Sapporo, Wuhan
Leader: The Jer’apo Triangle (10000+ year old Vampire
triplets that rule and together)
186
Werebeast Fangkin
Were-beasts are cursed humans that have existed for over
10,000 years. Although they existed in almost every human
culture, their origin is still a mystery.
They tend to live outside of larger human population centers
and live a life attuned to nature. Were-beasts are less
organized than Vampire Lineages and Jari-Ka Circles, but do
work within loosely organized groups known as Fangkin.
These groups organize during times of turmoil. Fangkin
almost never work with any Undead group. Fangkin have no
world council, but will meet during emergencies in a secret
location.
Werebeast Fangkins
Broken Hands
The Everclear Covenant
Ferine Refined
Mad Season
The Obscured Pelt
Offspring of Perun
Outcasts of Seugoqor
Scream of Trees
The Silver Vice
Broken Hands
Broken Hands are a Fangkin noted for their physical power
and unparalleled hand to hand fighting skills. They
originated in pre-historic Scandinavia, but can be found all
over the globe in places that need to be protected from
human influence. Broken Hands Were-beasts will not
hesitate to kill while defending a sacred patch of land, or if
they feel threatened. Were-bears and Werewolves make up
the majority of Broken Hands members.
Alignment: Any, but Evil.
Languages: Swedish or German
Lineage Bonuses: +2 to Melee attacks, Seize the Moment +1
Headquarters: South-Central Sweden
Strongholds: Scandinavia, Northern Germany, Poland
Leader: Ingmar Larsson (Swedish Werewolf Nature Mystic)
187
The Everclear Covenant
The Everclear Covenant is a Fangkin that defends the waters
and coastlines of the world. They tend to occupy small
coastal islands or villages. The majority of their members are
aquatic Were-beasts, but they do have others in their ranks.
Alignment: Any, but Evil.
Languages: -
Lineage Bonuses: Advantage on Swim checks, Toughness:
Water +3, +2 to Critical save stat
Headquarters: Amazon River
Strongholds: Most coastal areas.
Leader: R. Silverfinn (Brazilian Were-shark scientist)
Ferine Refined
This is the most organized Fangkin group in the world.
Unlike other Fangkin, they embrace a more humanistic
civilization, living in larger cities and working together to
make money and influence the world. That said, they
generally still support environmentalism and the protection
of nature. However, their fellow Fangkin tend to look down
on them for becoming “civilized”, as do the Ferine Refined
look down upon other Fangkin as “needlessly savage”.
Alignment: Any.
Languages: +1 extra language.
Lineage Bonuses: +2 to CHA, -1 to STR, -1 to CON, +3 to Art
& Music or Computer Skills, Advantage on the first Madness
save each day
Headquarters: New York City
Strongholds: Tokyo, Beijing, Bogota, Los Angeles, Calgary
Leader: Lacey Macdonald (Scottish Were-cat Business
woman)
188
Mad Season
Mad Season is a smaller Fangkin that is composed of
psionic-talented Were-beasts. They seek out the newly
transformed that show psychic abilities, so that they may
train them. These psychic Were-beasts are often sent in to
infiltrate big companies or political groups that need policing.
Alignment: Any, but Evil.
Languages: -
Lineage Bonuses: +2 to Initiative, +2 to Mental save stat,
Advantage on the first Madness save each day
Headquarters: Denver
Strongholds: Rocky Mountains, The Himalayas, Atlas
Mountains
Leader: Juliana Harvey (American Were-otter Psion)
189
Offspring of Perun
The most territorial and vicious of all Fangkin, the Offspring of
Perun are known throughout Eurasia as the destroyers of anyone
that trespass in their domain. Offspring members are mostly
Were-bears, occupying the forests east of the Ural Mountains,
through the vast Siberian wilderness. They are known for having
no social tact, and having almost no tolerance for the undead.
Alignment: Any.
Languages: Russian
Lineage Bonuses: +1 to STR, +1 to CON, -3 to CHA, Advantage on
Wilderness Survival
Headquarters: Siberia
Strongholds: Russia (East of the Urals to the Pacific)
Leader: Urgy Khan (Mongolian Were-bear warrior)
Outcasts of Seugoqor
Seemingly the least organized Fangkin, the Outcasts of Seugoqor
swear an ancient oath to an ancient god, proclaiming their freedom
from the bonds of any government or society. This god and its
writing are secrets only known to members of the group. Apostasy
is punished by death.
The Outcasts are a scattered group of exiles from other Fangkins
and outsiders that belong nowhere else. Outcasts gather in small
urban gangs or in rural farms or compounds.
The Outcasts are mostly shunned by other Fangkin, but they are
not at war with them.
Alignment: Anarchist or Evil.
Languages: +1 extra language
Lineage Bonuses: +1 to SUR, -2 to CHA, +1 Shadow damage to
melee bite or claw damage, Toughness: Shadow +2, +3 to Stealth,
whenever you gain a Madness point you must make a Mental save
(if you fail, gain another Madness point, but this does not trigger
another save attempt)
Secret power: Members of the Outcasts of Seugoqor can drain life
from living beings by mere touch once per day, per level. The touch
does d4 damage and heals them d4 HP. Death save negates the
effect. Add +1 to damage and heals at 3rd, 6th & 10th levels.
Headquarters: Seugoqor’s Temple (Compound on the Montana/
Wyoming border, near Yellowstone).
Strongholds: Salt Lake City, Nashville, Birmingham (England),
Munich, Yerevan, Nepal, Lagos
Leader: High Priestess Koromoss (Armenian Werewolf, singer in a
Seattle Death Metal band)
190
Scream of Trees
The most ancient, organized Fangkin are The Scream of
Trees. They furiously defend heavily forested areas of the
world. Many of their members are Mystics and Shamans,
using their magic powers to repel vampires and mankind
from the ancient places. They also have several historians
and storytellers in their ranks. Many of their ranks engage in
eco-terrorism.
Alignment: Any, but Evil.
Languages: -
Lineage Bonuses: +1 to WIS, Advantage to Stealth (in
woods), Seize the Moment +1
Headquarters: Caucasus Mountains
Strongholds: Crimean Peninsula, Northern Turkey,
Kyrgyzstan, Western China
Leader: Vladimir Sud (Russian Werewolf Shaman)
191
Places of Note
Aushthorn Forest – Small track of woodlands that is off
limits to all non-magical or non-Fey humanoids. Located in
Germany’s Black Forest, Aushthorn is a nature preserve of
monsters, magical creatures and flora of a bygone era. It is
guarded by Wild Elves and few outsiders are allowed within.
Lately, some rogue werewolves have been terrorizing the
area.
193
small areas, for hours, days or months. All the while, the
demonic forces and the Ayamuk remain unchanged. Vast
riches, magical items, herbs that grant immortality,
among other dream items are rumored to be located
within the zone, tempting those few that learn of its
existence to explore it. The demons and Ayamuk love to
feed on the flesh of those ill-fated explorers.
6. Icthiqouina, Home of the Gods – A large, rocky island,
located just north of the Queen Elizabeth Islands in
Northern Canada, was known to the native population
for centuries as Icthiqouina, the Home of the Gods. The
island is a large mountain that has a 11,000’ summit
that levels out into a large 30,000-acre plateau. Atop the
plateau sits a massive, maze-like structure of incredible
alien beauty. It looks like it was carved out of ice, but the
material appears to be unbreakable, or alterable. Within
are wandering, alien creatures that have unusual,
grotesque features that make those that see them go
mad. The zone is also known for its time reversing effect
for those that enter! However, the longer one stays on the
island, the more their mind and psyche are destroyed.
7. Strugyana – This beautiful, 8000-acre forest located just
East of the Yana River in Siberia, is a land of hidden
danger. The land appears the picture of tranquility, but
any that enter this zone without knowledge of its perils
will quickly meet a horrible end. One may step into a
beautiful meadow and be instantly gelatinized. A jaunt
down a woodland path may result in spontaneous
combustion. For a thousand years, scholars of the
unknown have been drawn to this zone. Many notable
mystics and Psions have written that the secrets of
immortality, enlightenment, alchemy and omniscience
lay within the zone.
A small clan of Ice Elves live here and are knowledgeable
of the zone’s dangers. Some Psions and spellcasters
claim they can navigate the zone without trouble, and
will sneak parties into Strugyana, for a price.
The Red Dam heavily guard this area.
194
The Forbidden Reserve – A massive area of forest and
swampland located in Northeastern Siberia. It was created
by an international treaty in the 18th century as a place of
refuge for displaced and persecuted beings. It is home to
many races of creatures, monsters and animals. It is
protected by magical barriers, illusions and keen-eyed, Elven
archers. The central area is under an ancient spell that
makes it warmer during the winter, allowing for agriculture
and warmer forests. The city of Pedratkol is within the central
area. It is known for a large, diverse humanoid population
and its beautiful mixture of 18th century Russian
architecture and magical enchantment. Pedratkol is a city of
peace, with large gardens, prestigious schools, crystal music
halls and is home to the Rzyo Academy, the world’s foremost
rune-tattoo training center.
Lost Cities
Several ancient ruins of unknown cultures have been
discovered, but kept a secret to the general populace.
Noted Lost Cities/ Ruins
195
Madagascar: (Northern Coast) Human sized ruins that may
be Phoenician in origin. Many of the writings tell of a war
between humans and a merfolk race from the Indian Ocean.
196
Worldweb of the Athens Three – Known to many as the A-
Web, the Worldweb of the Athens Three is a global network
of trading bazaars that deal in mundane, mystical and alien
goods. Almost every major city in the world has an
underground bazaar located in a secret, well-guarded
location. Almost anything can be found in the A-Web, but
they do not deal in slavery (although they will try to free any
enslaved parties they encounter), body parts, exploitation of
sentient beings and other things considered heinous by most
civilizations.
The A-Web was created during the Pax Romana in Rome,
Alexandria, Athens, Ephesus and many other places in 105
CE. It was formed by three Imperishable women that have
been working together for a few centuries. Although all three
are wealthy beyond words, they donate millions each year to
good causes and have created many charities throughout
history.
Founders of the A-Web
-Nefili, “Athena’s Daughter”: She is a 2600-year-old Greek
Psion of great power, the group’s leader, and perhaps the wisest
person on the planet. She lives on her own private island in
Greece. She has a library of antiquities that rivals any of the
world’s greatest universities.
-Thesan the Finder: A 2200-year-old Etruscan Arcane Thief,
known for her great talent to discover lost objects. She was once
a famous archeologist that had her own tv show on PBS that
taught young people about antiquity and lost worlds. She faked
her death for the show, because she grew tired of living a public
life. She lives in London and represents the A-Web on the World
Council.
-Zandana the Everbeauty, aka “Coins”: A 1900+ year old
Mystic and master of economics. She was born in Zanzibar to a
native princess and a Persian nobleman. As a teen, on a trip to
North Africa, their family’s ship was captured by pirates and
Zandana was sold into slavery. Luckily, she was purchased and
freed by Thesan and Nefili. She was unaware of her
Imperishable status when she met them. They saw her great
potential as a mathematical genius, and knew her great beauty
would be a great draw for the bazaars. She is called “Coins” by
her close friends and lives atop a large skyscraper in the top 4
floors.
197
Notable A-Web Locations
Athens I: The oldest bazaars, Athens has the best selection
of artifacts on Earth.
The London Dungeon: By far the bazaar with the most
potions and it has a large, underworld theater.
Moscow Dawn: The largest bazaar in a country controlled by
the Red Dam. Restricted to sell approved items, this bazaar
has been shrinking every year.
New York City Under: The largest bazaar on Earth can be
found well below NYC. It has immense variety and it draws
shoppers from everywhere on Earth daily.
Sin West: Las Vegas bazaar and casino that specializes in
unusual betting and items from the American West. There is
a popular game played only by ghosts, known as Spookkball,
that is all the rage.
198
Hell Hole Club: A secret night club/ market that changes its
location weekly. They offer a plethora of drugs and liquors,
legal and those that are banned, and are known for sex
trafficking of all types. C.A.R.E. has forbidden any agent from
visiting a Hell Hole Club (unless on a mission to take them
down). Locations: Amsterdam, Baku, Bangkok, Bogotá,
Cabo, Cairo, Hong Kong, Lagos, Las Vegas, Los Angeles,
Madrid, Miami, Moscow, New Delhi, New York City, Paris,
Prague, San Francisco, Sao Paulo, Sarajevo, Tijuana,
Warsaw and Washington DC.
199
Adventure Seeds
Abandoned Asylum
A popular spot just out of town, the Abandoned Asylum,
draws bored kids, horny teens, paranormal investigators and
thrill seekers alike. The Abandoned Asylum, once known as
the Windward Heights Hospital, has stood since the early
1800’s as many things; a hospital, a metal asylum, a
sanitarium, an orphanage and now a symbol of haunted
decay. The last patient died there in 1944 and the doors were
shut for the last time. Since then, it has been left to be
destroyed vandalized by kids. Although guarded by security,
the willing found ways to get in, and rumors quickly spread
that the asylum was haunted by the ghosts of dead children
and tortured patients.
Possible Scenarios:
• Can your group break into and spend a night the night
there?
• Deep within the sub-basement of the asylum there is
rumored to be some very damning, medical papers
that would fetch a large bounty from certain people.
• A séance on the roof sounds like a great idea.
• A Death Metal band is hosting a concert in the old
morgue in the basement. What could possibly go
wrong?
• A serial killer is stalking the trespassers and security
guards at night.
• A wild beast is hunting those that dare trespass.
• You are sent in as security for The Ghost Gals TV
show, as they film an episode.
201
The Body Stacker
Along the shores of the Pacific Ocean, on some of the most
beautiful beaches in the world, someone, or something, has
been leaving grizzly totems of death. Every 28 days several
large pillars of severed body parts have been left at various
coastal locations. The parts are always built in a tall
column, composed of many different people’s limbs and
heads.
Possible Scenarios
• Who, or what, is doing this? Why are they doing this? How are
they doing this?
• Who are the victims? Do they have anything in common? Is
there a pattern to their placement?
• Cult activity and magic usage in the desecrated areas is
much higher than usual, but decreased after the totems are
found.
• There has been a large uptick in the amount of missing
people reported in Northern California, Coastal Oregon and
Coastal Washington area. An in-depth investigation will
reveal that the majority of the victims have been cult
members or those with mystic powers. This knowledge is not
known to the general public, but is common knowledge to
paranormal and governmental investigation teams. Does
something have it out for casters?
• A famous shock tv reporter, Jason Myers, has brought his
media circus to the latest site. During his investigation, his
chief producer, Melody Magnuson, has disappeared. A cryptic
note and one of her fingers were sent to the local authorities.
• Those that see the body totems may make an Arcana DC: 22
check. If they pass, they can tell that the totems are
configured in the shape of a ward against Outsiders.
• Those that are able to investigate the skin of those on the
totem, and make an Arcana DC: 28 check, will notice that
many of the body parts are covered in Rune Tattoos.
Although invisible, these tattoos leave mystical traces that
experienced spellcasters can detect.
• Rumors abound of a secret organization that is hunting
mystics. It is said that they seek to strike terror into the
hearts of the lower leveled casters, so that they may walk
away from the arcane arts and return to a normal life. Others
say that these totems are being created to ward off a powerful
entity from the Pacific shores.
202
The Truth of the Body Stacker
Several years ago, a group of were-beasts split away from the
Silver Vice, the most anti-magic were-beast Fangkin, to create
their own group that is hellbent on removing the influence of
the mystic arts from the Pacific shores. Initially, the group,
taking up the name Charm Splinters, worked with the local
Fangkins to repel magic and destroy relics. However, the
Charm Splinters’ leader, a were-bear known as Caveheart
Urnsmash, became more violent and would often torture
mystics and antique dealers of little power. Soon after,
Caveheart began killing more mystics, leaving their heads on
tree branches and fence posts as a warning to other
spellcasters to flee the area immediately. The Silver Vice and
the Everclear Fangkins called for Caveheart to cease his
activities or they would call a hunt for his head, but this
threat magnified his lust for magic blood and his killings
increased.
For the last few years, the organized Fangkins have worked
hand in hand with other the local authorities to hunt down
Caveheart Urnsmash and the Charm Splinters, but they have
had little success. The group is very secretive and seems to
move quite often. The Charm Splinters have a small, but loyal,
group of non-paranormal followers that resupply them and
gather information on cults and mystics as well. Caveheart
has officially declared any nature-based mystic, or caster, that
only uses magic in defense of the woods and sea is free from
persecution as long as they stay out of the Charm Splinters
way.
204
creative lust for murder was ignited by his wife, Dr. Thorneyes
Mahamat, a werewolf archeologist, that shares her husband’s
bloodlust. However, she thought a little showmanship may
spread the terror, so she suggested that Caveheart arrange the
victims in the forms of great totems. She claims that these
totems also act as a system of wards that will repel the
creature in her husband’s dreams as long as they continue to
kill its harbingers and allies. Thorneyes hopes that the less
worshipers it has, the less powerful it will be?
205
Dr. Thorneyes Mahamat
Born Taaj Mahamat, a refugee from Chad & the Sudan that
escaped into Egypt as a young child. She excelled at writing
and history as a child, enrolling at Stanford at the age of
16. There, she would split time at Stanford and the
University of Oregon, studying Native American history and
culture. Gaining her doctorate at just 20, she took a
teaching position at a small college, south of Portland, OR,
that specializes in Native American culture and history.
There she took the name “Thorneyes”, an old nickname she
acquired in Chad because of her serpentine green eyes.
Though quick tempered, Dr. Mahamat would not begin to
show any homicidal tendencies until she met her future
husband at protest in Portland. There a peaceful
demonstration was turned chaotic by a group of local
youths that breached a police barricade, starting a full
street riot. Caveheart Urnsmasher led the riot that resulted
in the deaths of 4 civilians and 6 peace officers. Dr.
Mahamat saw Caveheart’s murderous actions on the streets
that day, but she felt compelled to aid him in her fury. The
two instantly fell in love and have worked together ever
since. She is convinced that her husband’s dreams are a
portent of an upcoming apocalypse that only they can stop.
Armor Class: 16
Hit Dice: 88 (10 HD)
Move: 16
Actions: 2
Attack Damage: Bite (d8) & Claws (d6). Your bite has a
chance to spread your curse. The target must attempt a
Critical or Magic save at midnight for the next three days.
If they fail all 3, they become a werewolf.
Special: Were-beast*, Dark Vision 60’, Madness
Resistance**, Outsmart (x6/ day), Run at x4 Move, Immune
to Seize the Moment actions, The Death Hunt***
Bonuses: Toughness +5, Toughness: Magic +2, +1 to Melee
attacks, +1 to Melee damage, +6 to Range attacks, +6 to
Initiative, +9 to Spot & Listen, +12 to Stealth, +11 to Track,
206
+2 to the Magic save stat, +4 to the Mental save stat, +10 to
Climb, Dig, Jump & Swim, +18 to Archeology (Advantage),
+15 Knowledge: Native American Culture, +12 to Arcana,
+13 to Investigation, +17 to Wilderness Survival
Alignment: Evil
Morale: 9
Madness: 8 (19)
Terror: 18
HDE: 9
*Were-beast: Non-magical, non-silver weapons do not harm
were-beasts. Were-beast fangs and claws deal magic
damage. Regenerate 1 HP per round. Weakness: Silver.
Advantage on Climb, Dig, Jump & Swim checks. Can
transform at will.
**Madness Resistance: Ignore the first Madness point each
day. Advantage on the first Madness check each day.
***The Death Hunt: All Werebeasts have an instinctual
ability to hunt and kill non-Ghost Undead. They gain Sense
Undead 100’ (half that range against those that give off no
odor of decay) and they are immune to any effect that would
make them become Undead (except Ghosts). Against non-
Ghost Undead they gain: +3 to Spot & Listen, +2 to Melee
attacks and any damage their bite or claws deal regenerate
at half rate (rounded down) until fully healed.
207
Caveheart Urnsmasher
Caveheart Urnsmasher grew up in the ranks of Silver Vice
Fangkin. Turned as a young child, due to his tenacity, he
has spent his life fighting against the influence of mystics
on his coastal homeland. Caveheart became a powerful
warrior, but always carried an animosity against authority.
He would often go too far in his training, harming allies and
enemies alike, giving him a great glee in hurting others, and
eventually ending their lives.
Armor Class: 20
Hit Dice: 116 (12 HD)
Move: 18
Actions: 3
Attack Damage: Bite (d8) & Claws (d6). Your bite has a
chance to spread your curse. The target must attempt a
Critical or Magic save at midnight for the next three days.
If they fail all 3, they become a werewolf.
Special: Were-beast*, Dark Vision 60’, Seize the Moment
+4, Run at x5 Move, Outsmart attempts against him are
made at Disadvantage, The Death Hunt**, Magic Killer***
Bonuses: Toughness +5, Toughness: Magic +4, +14 to
Melee attacks, +7 to Melee damage, +5 to Range attacks, +5
208
to Initiative, +13 to Spot & Listen, +18 to Stealth, +15 to
Track, +6 to the Magic save stat, +3 to the Mental save stat,
+20 to Climb, Dig, Jump & Swim, +10 to Listen, +11
Knowledge: Native American Culture, +8 to Arcana, +11 to
Investigation, +21 to Wilderness Survival
Alignment: Evil
Morale: 9
Madness: 12 (17)
Terror: 20
HDE: 12
*Were-beast: Non-magical, non-silver weapons do not harm
were-beasts. Were-beast fangs and claws deal magic
damage. Regenerate 1 HP per round. Weakness: Silver.
Advantage on Climb, Dig, Jump & Swim checks. Can
transform at will.
**The Death Hunt: All Werebeasts have an instinctual
ability to hunt and kill non-Ghost Undead. They gain Sense
Undead 100’ (half that range against those that give off no
odor of decay) and they are immune to any effect that would
make them become Undead (except Ghosts). Against non-
Ghost Undead they gain: +3 to Spot & Listen, +2 to Melee
attacks and any damage their bite or claws deal regenerate
at half rate (rounded down) until fully healed.
***Magic Killer: Advantage on attacks against spellcasters.
209
Cemetery Investigation
You and your team are sent to do a night investigation of a local
cemetery that has a reputation for the supernatural. After
spending the day setting up your gear and tents, you build a fire
and set down to relax as the sun goes down. After a few minutes,
the sound of eerie moans cascade among the headstones. At first
it is quite off putting, but soon the moans get louder and dark
silhouettes can be seen shambling up the hill towards you.
Possible Scenarios:
• It begins to pour down rain out of nowhere. The rain is so
heavy and acidic, it pushes the group to an old, abandoned
building that used to serve as a crematorium and
caretaker’s storage site. As the moans and silhouettes come
closer, the group must find a way into the building and
must hold off a small horde of zombies.
• While investigating the graveyard, one of your group (or an
NPC) discovers a box of small cans. The labels have worn
away and they look like beer cans. They decide to crack it
open, but instead of beer, they get a face of green gas. They
instantly turn green and mindlessly attack everyone in
sight.
• During the investigation, someone notices an odd, old grave
that is isolated in a shady corner. Upon further inspection
the grave is covered in many arcane symbols and various
Latin words. If read, a flash of blue light shoots from the
base of the tombstone. Afterwards, nothing unusual
happens for an hour or so. As the group finishes up building
the campfire, they hear the moans and are attacked by a
group of zombies. The only nearby structure is a small
church.
• The group discovers an old, metal door in the side of a hill.
Upon entering they discover a WW II-era shelter that looks
like it was ransacked many years ago. Further inspection
reveals a lab full of destroyed equipment and bones
scattered about. If they try to leave, the group discovers the
door has been closed and blocked. There are several
zombies or ghosts in the bunker.
• Séance will reveal several ghosts in the cemetery.
210
The Grey Shuck
The Grey Shuck are growing religious cult that owns several
thousand acres in Western Illinois along the Mississippi
River. They have a compound in the town of Dullwater that
is off limits to anyone that is not a member. Unknown to the
general public, they are well armed and worship an
unearthly entity known as Xaqonipes. Publicly they are
known for being devout, being quiet, wearing grey clothing
and selling the most delicious corn in the Midwest.
211
Xaqonipes (Outsider)
When Xaqonipes manifests itself in person, it takes a great
deal of energy to stay manifested. It appears as a large
blackish-blue cloud with long grey tentacles. It needs a
humanoid sacrifice each round or it loses d8 HP. If a sacrifice
is made, it heals d4 HP.
Armor Class: 17
Hit Dice: 9 (80 HP)
Move: 8 Flying
Actions: 3
Attack Damage: Tentacles (d6 Magic damage/ 15’ Reach),
*Dull Blast, **Absorb
Special: Toughness +3, Toughness: Psionics +5, Fearless,
Immune to Poisons & Radiation
Bonuses: +8 to Melee attacks, +5 to Ranged attacks, +11 to
Spot, +13 to Intimidation, +3 to Grab
Alignment: Evil
Morale: -
Madness: -
Terror: 15
HDE: 8
*Dull Blast: Range: 70’. Damage: d4 Psionic damage. Those
hit by this must make a Mental save or lose 1 INT for 1 hour.
The loss of 3 INT this way within an hour causes 1 Madness.
**Absorb: It can Absorb a helpless victim within range of its
tentacles. It may try to Absorb a living being with less than
10% of their starting HP. Absorbing a living, humanoid target
counts as a sacrifice. Those Absorbed cannot move or do
anything, but speak and take a d8 Magic damage each round
until Xaqonipes manifests out of our reality. Leaving this
dimension will release any Absorb that are still alive.
Possible Scenarios:
• Your team is sent into one the Grey Shuck’s town to
gather information.
• Your party happens upon a Grey Shuck town after a
breakdown.
• A member of your family has disappeared in a Grey
Shuck town, or they have voluntarily joined the cult.
212
The Glob
A meteor falls from the sky and crashes into a large barn on a farm about
10 miles outside of a major US city. The area has been quarantined and
your team has been sent in to investigate.
You arrive at the farm shortly after midnight and are escorted to the barn.
The barn has a large hole in the roof, with a pulsating, glowing green light
shining through it.
Those that enter the barn see a massive, green globule that pulsates and
throbs. Within it you can see a few cows, a rusty old pick up and a few
chickens floating around the green glob. The Glob pulsates and smells of
death. It just sets there slowly growing, absorbing the rest of the contents
of the barn. It begins to slowly move once it eats the barn, or it takes 10
damage. It begins to move towards a nearby power plant, via power lines.
Can the party stop it?
213
Haunted House
Your group is sent to a reported, haunted house for one of
many varying reasons. The house is on an isolated
backroad, in the outskirts of a major city, on a 30-acre plot
of forest land along the shores of a beautiful lake or river.
The house is dark and menacing, with almost no visible,
outside lights. It seems moderately maintained, but does
not appear to be the safest, or sturdiest, of locations.
215
Charlotte’s Haunted Dolls
Within this haunted house, each room has dozens of dolls on display,
even in the kitchen and bathrooms. The dolls range from vintage,
porcelain, China dolls to hand sewn children’s play toys, and everything
between. All of the dolls give off an odd aura each character notices, but
they cannot pinpoint the cause of the odd sensation or why it is
happening. Those with Knowledge: Psychic Phenomenon can make a
DC: 22 check to determine that there is a powerful, psychic force within
the house.
The house was owned by a shut-in named Charlotte that spent her life
collecting, writing about and creating dolls. She was also heavily
involved in paranormal research. She has recently disappeared without
a trace. Maybe she is somewhere in the house or on the property?
As the party progresses through the house, they should be occasionally
assailed by the Ornamental Dolls, and then the Tall Dollies, before
eventually discovering Charlotte herself.
216
Dolls, Tall Dollies (Construct)
These dolls can take the form of anything (little girls, army soldiers,
teddy bears, etc.), and are animated and controlled by a psychic force.
These dolls are capable of attacking and harming others. They often
attack in tandem with Ornamental Dolls.
Armor Class: 12
Hit Dice: 1 + 2 HP
Move: 8
Actions: 1
Attack Damage: Bite (does 1 physical damage & a d4 psionic damage)
Special: Fearless, Toughness +1, their controller can see through their
eyes, Deathscream*
Bonuses: +1 to Initiative, +1 to Melee attacks, +3 to Spot
Alignment: As controller
Morale: 10 Terror: 10 HDE: ½
*Deathscream: When a Tall Dollie is reduced to 0 HP, they release a
psionic scream that causes all adjacent, living creatures to take a d4
Psionic damage. A Mental save will negate this damage.
217
Serial Killer in the Forest
You and your friends have decided to spend the weekend
camping at one of the most beautiful recreational places in
your area. This forest draws tourists from all over the
country to the area, and the money they spend in the area is
important to the local economy. Beyond the beauty, you
have been drawn by the legends of little monsters, lake
serpents and bigfoot only add to the drawing power of the
area. Other legends are not so well touted by locals to
visitors. The Forest Killer is one such legend. Well known in
town, but rarely mentioned in the news, The Forest Killer is
a major part of local lore. Starting in the 1960's several
campers in the southern part of the forest were found hacked
up in a most gruesome way. Every few years a rash of
murders and disappearances will plague the area, reminding
the town that the killer is still out there.
Possible Scenarios:
• A Blood Cult has been working out of the forest and
needs to collect occasional sacrifices. They have
magical masks that power them.
• A group of mental patients escaped their metal boxes
and roam the woods looking for victims.
• A solitary maniac is responsible for the deaths.
• Aliens that were abandoned their brethren lurk the
woods seeking human flesh.
• A Native American brave performed a dark ritual 200
years ago in hopes of defending the woods from the
Europeans.
• A Savage Bigfoot clan claims dominion of the area.
218
While left alone in the woods, he discovered a cave that
contained a large, black, flint club and a mud caked mask.
Upon dawning the mask, he became possessed by a
woodland spirit and became compelled to guard the woods
and lake from those of pure evil. This spirit will freely perform
evil deeds upon evil to enact its will. Makwa stands 7', wears
a mud-covered mask, is caked in mud and wields a flint club.
He cannot leave the forest or lake area.
Armor Class: 15
Hit Dice: 45 (6 HD)
Move: 12/ 24 Swim
Actions: 2
Attack Damage: Punch, Club (d8 Magic)
Special: Fearless, Toughness +3, Dark Vision 120’, *Cause
Fear, Immune to Shadow damage, Immune to Poisons,
Teleport (up to 300’, as a Free Action x1/per 4 rounds), Heals
d4 HP at the end of each turn, 20 STR, can see ghosts
Bonuses: +8 to Melee attacks, +5 to Melee damage, +1 to
Initiative, +8 to Swim, +8 to Spot, +8 to Listen, +13 to
Intimidation, +10 to Stealth
Alignment: Anarchist
Morale: -
Madness: -
Terror: 15
HDE: 7
*Cause Fear: As an Action, he can make a creature flee from
the area at full speed for d4 minutes Range: 100’ (Mental
save at Disadvantage negates)
Items: Dark Woods Club +4 to attack, d8 Magic
Mask of the Dark Woods While wearing it you can see in
any environment, gain Advantage on Tracking, gain +3 to
Strength and can cause Fear. The mask endows the wearer
with Psionic Weakness, which makes you lose Toughness
when hit by a psionic attack and you take double damage
from psionic abilities.
The Mask has Toughness +3 and 30 HP. If it is destroyed or
knocked off, it returns Makwa to his human form (8 HP) with
no powers for 1 minute (it will reform or reappear on his face
after that time).
219
Watch the Skies
You are part of a group that sets up on a mountain several
miles outside of Area 51 to observe the skies above the
base. While setting up your camp and scientific gear, you
notice that a few other groups are also setting up on other
nearby ridges and hills. In the far distance, two black SUVs
can be seen on an off-limits mound, parked facing you and
the other curious groups. Looks like it will be a busy night.
Before the night is over, your group wishes to do the
following:
• Finish setting up the tents and equipment before
sundown.
• Take some mineral & plant samples from the area.
• Confirm if this spot has a good vantage point for
future stakeouts.
• Catch some video of some good UFO activity.
• Watch for activity on the ground at the base.
• Fix up some burgers on the grill.
220
While taking part in the evening activates, the following
events may occur: (d8)
1. Nothing much happens. It is a clear, starry night and
you do not see even a single plane or shooting star.
2. The still night turns into a torrential downpour,
causing flash flooding. Your camp is ruined, but you
make it out in one piece. However, the neighboring
camp fares far worse than you. Their screams mix
with the sound of thunder as the storm progresses.
3. You get some good aerial footage of some unknown
lights above the base.
4. Members of another research group have snuck into
your camp to sabotage your efforts.
5. Government officials pull into a neighboring camp
and arrest the group and burn their camp.
Afterwards, two of their trucks speed toward your
camp.
6. A mysterious man approaches your camp from the
desert. He looks exhausted, is dressed in dusty
survival gear and looks like he has been in the wilds
for several days. He falls at the edge of camp with a
beat-up laptop in this hand. He says “When Jose was
6 years old, his little sister, Leila, was half is age. If
Jose is 40 years old today, how old is Leila?” and then
passes out. *His laptop password is Leila37 (37 is the
answer to the riddle). His laptop has tons of classified
information and videos of UFOs and aliens.
7. Your group has a secret plan to sabotage another
group of investigators on a neighboring hill.
8. During a thunderstorm you see a small, saucer-
shaped vehicle fly over the base, heading towards
your base. The vehicle looks to be in trouble as it
spins through the air and crashes into the desert just
past your camp. As it smashes into the desert soil, it
slides hundreds of feet into a rock out-cropping.
From each side of your hill, you see the headlights of
off-road vehicles come on and start to head toward
the crash. See The Crash below.
221
The Crash
Hard rain pelts the metal surface of the craft as it slams
into the rocks, causing a large, jagged gash to rip open in
its side. A blistering steam spews forth from the gash, filling
the area around the craft with a warm, thin mist (Spot
checks and range attacks into the steam are done at -2).
222
Trumoporr (Beast)
This alien creature is the size of a large dog, with a thinner,
monkey-type body. It moves on all fours, but attacks from a
bipedal position. Its head is small, with no visible eyes and
a large, jagged toothed maw. It has long arms with sharp
talons on its prehensile hands. Its skin is almost
transparent when it moves, and a light silver when it
attacks. It makes a sparking, electric sound as it moves and
attacks.
Armor Class: 16
Hit Dice: 2 + 3 HP
Move: 21
Actions: 1
Attack Damage: Bite (d4 damage +1 Electrical damage),
Claws (d4)
Special: Fearless, Toughness +1, Toughness: Electricity +5,
Advantage on Surprise Attacks, Stick and Move*, Blind
Sense**
Bonuses: +3 to Initiative, +3 to Melee attacks, +1 to Melee
damage, +5 to Spot, +8 to Jump, +9 to Stealth, Seize the
Moment +1
Alignment: As controller
Morale: 8
Terror: 12
HDE: 1
*Stick and Move: After attacking, this creature can Move
its remaining Move and Stealth without triggering a Seize
the Moment attack. This cannot be used if there is nowhere
to hide within the Move range.
**Blind Sense: These creatures are totally blind and “see”
by movement. They are immune to Blindness & cannot be
Surprised.
223
Adventure Hook Ideas
1. Bigfoot has been spotted in the deep woods. Some
reports say he is a menace, while others say he keeps
his distant and is harmless.
2. Apprehend the grave robbers hitting local cemeteries.
3. Several children have turned up missing in the past
few days.
4. A giant alligator is terrorizing the town’s sewers.
5. A Satanic Cult may be active in your area.
6. Check a local abandoned hospital for ghosts.
7. Someone has reported that the catacombs are overrun
with skeletons and zombies.
8. Check out the report of a UFO encounter in the
neighboring city.
9. Check out a report of Prober activity.
10. Capture a Red Dam spy.
11. A pyro has been setting fires in your area.
12. Guard an archeologist on a dangerous dig.
13. Kill an evil giant.
14. You group wakes up in another dimension.
15. Go on a C.A.R.E. rescue mission in the South
American jungle.
16. A Cult Leader is performing Necromancy at the
Indian Graveyard.
17. A famous Bigfoot hunter is coming town to kill
the beast.
18. Survey a pyramid in the Yucatan Peninsula.
19. Prevent an arcane thief from robbing a museum.
20. You discover a UFO crash. A scared alien ran off
nearby.
21. Zombies are flooding the town.
22. A Psion serial killer must be stopped.
23. Your group has been recruited by C.A.R.E.
24. Your group has been recruited by a foreign
agency.
25. You get a brief, late night phone call from a long
missing friend.
224
26. You hear that there may be ruins of a giant
civilization in the Rockies.
27. The local antique store might be selling cursed
items.
28. Several apparitions have been spotted in the
woods by the lake.
29. You have discovered documents and relics that
link your bloodline to that of Dracula.
30. A group of college kids went camping last
weekend and never returned.
31. Rumors of a Banshee appearing near the sea
shore.
32. The party is sucked into a random dimension.
33. You are asked to stay the night in an old
mansion.
34. Stop a Red Dam assassin.
35. Steal an artifact from an infamous archeologist.
36. Expose a doppelganger.
37. Prove that ancient aliens once influenced the
world.
38. Seek out an Elven village in the Black Forest.
39. Expose a vampire working in the government.
40. Protect a public official from a dangerous threat.
41. Aid someone in gaining membership in a mystic
group.
42. Search the depths of a pyramid in Egypt.
43. Expel a poltergeist.
44. Defeat a Goatman.
45. Catch a fairy.
46. A lost cache of gems is rumored to be in the
basement of an abandoned building in the worst part
of town.
47. Capture or defeat a djinn.
48. Find a rare plant in the jungles of Africa.
49. Take down an unstable Imperishable.
50. Assist the Pleiadeans on a peace mission.
51. Uncover a Reptilian conspiracy.
225
52. Get back top-secret photos.
53. Catch a ghost.
54. Unearth a lost library in the Sinai Peninsula.
55. Aid an infamous arcane thief steal from an evil
mystic.
56. Investigate the whereabouts of a lost
archeological party in the desert.
57. Aid C.A.R.E. on an escort mission.
58. A friend has reported being “probed” nightly by
aliens.
59. Apprehend a Cindertouched.
60. Help a monster hunter clear a patch of woods.
61. Expunge a necromancer from a graveyard.
62. Disrupt a ritual summoning.
63. Help a friend overcome a fear.
64. Help a friend overcome an obsession.
65. Your party is sent to Area 51 for a briefing.
66. Aid a priest in an exorcism.
67. Clear a nest of Psi-Rats.
68. You are a group of lumberjacks that have
discovered some giant footprints at your worksite.
69. You are posted in Antarctica for six months.
70. Stop a rampaging dire bear.
71. Stop a goblin from eating a baby.
72. Take down a wild elemental.
73. Track a giant.
74. Stop a master hacker.
75. Every day at 11:25 PM, the dimension shifts for
10 minutes in a field on Old Man Reiser’s farm.
76. Discover a Mothman’s nest.
77. Arrest the Bodystacker.
78. You find an alien weapon in the desert.
79. Roll twice and combine threats.
80. Your group is obsessed with Bigfoot TV shows
and seeks to capture one on film.
81. A ghost of a young girl haunts your grandma’s
farm.
226
82. You wish to speak to an ancient Mystic that lives
in Tibet.
83. You start a group that hunts down
cryptozoological beats.
84. You have been hired to wipe out a creature
infestation in the surrounding woods.
85. Your parents work at a secret government lab
and you want to find out more about their work.
86. You have been hired to defend a group of
creatures that are being exterminated.
87. Capture an Elf in the wild on film.
88. You are a group of scholars seeking a lost tome
in some ancient ruins.
89. Every night a strange UFO-like light show lights
up the sky near the Army base.
90. You go to Bluff Creek to reenact the famous
Bigfoot footage.
91. Something is terrifying swimmers at the local
quarry.
92. Help a Psion escape a government lab.
93. Help an alien escape from federal agents.
94. Start a mercenary group that hunts down the
supernatural.
95. You find a doll in the woods that continually
says the name of a local missing girl.
96. You are at a costume party and you notice that
several of the outfits look extremely real.
97. Something is eating the hobos at the trainyard.
98. While searching an abandoned prison, you
discover the lair of a serial killer or an evil cultist.
99. The new girl on campus looks like an angel, but
she maybe a demon, or a vampire, or a werewolf, etc.
100. You free an injured animal from a trap. As it flees
it changes shape into a fairy-like creature.
227
RANDOM ALIEN/ MONSTER GENERATOR
Dimensional travel can introduce the players to new alien
creatures. Use the charts below to create brand new
curiosities, abominations and oddities. Let the GM set the
monster’s HDE after creation.
Move (d6)
1 Slow 9 Move
2-4 Medium 12 Move
5 Quick 15 Move (+1 AC, +1 to Initiative)
6 Fast 18 Move (+2 AC, +3 to Initiative)
Morale (d10)
Roll a d10
Terror (d8)
1-3 Non-Threatening (No Terror)
4 Slight Presence (5 Terror)
5-6 Scary (10 Terror)
7 Frightening (12 Terror)
8 Horrific (15 Terror)
Size (d10)
1-3 Regular 5’-7’
4-5 Small 4’-5’ (+1 AC, -1 Terror)
6 Tiny 3 ½ ‘or less (+2 AC, -2 Terror)
7-8 Large 7’-8’ (-1 AC, Toughness +1, +1 to Terror, +2 HP)
9 Huge 9’-10’ (-1 AC, Toughness +2, +2 to Terror, +4 HP)
10 Giant 10’+ (-2 AC, Toughness +3, +3 to Terror, +6 HP)
228
Body Type (d12)
1-3 Humanoid
4 Equine (+2 HP)
5 Aquatic (+10 Swim Move)
6 Reptilian/ Dragon (+1 AC, +1 HP)
7 Feline (+5 to Move)
8 Insect/Arachnid (Advantage on Balance checks)
9 Gaseous or ghost-like (immune to normal damage, deals no
physical dmg)
10 Mechanical (Toughness +1)
11 Flower/ Plant (Does not have a Move, +10’ Reach)
12 Blob/ Formless (Toughness: Physical Damage +2)
Body Covering (d10)
1 Full Hair Coat (Toughness: Cold +2)
2 Partial Hair Coat
3 Snake Scales (+2 AC)
4 Carapace (+1 AC, +1 Toughness)
5 Thick Skin (+1 AC)
6 Feathered (Toughness: Water +1)
7 Fish Scales (+5 to Swim Move)
8 Partial Mechanical (Toughness: Electrical +2)
9 Slime (anything that deals Melee damage, or touches you,
loses d4 Move for d4 rounds. Poison save negates)
10 Spiked (anything that deals Melee damage, or touches you,
takes 1 damage)
229
Arms (d6)
Number of Arms (d6)
1 1 arm (-2 STR)
2-4 2 arms
5 4 arms (+4 STR, +2 extra actions)
6 0 arms (-2 STR)
Type of Arms (d8)
1-2 Humanoid Hands
3 Clawed (d4 damage, +5 to Climbing)
4 Pincered (d6 damage)
5-7 Tentacles (+2 to Grab attacks)
8 Hybrid (Roll twice ignoring this result)
Number of Legs (d6)
1 Insect legs (+2 DEX, Advantage on Balance checks) Do not roll
type.
2-4 2 legs
5 4 legs (+2 DEX, +5 to Jumping)
6 0 legs
Types of Legs (d8)
1-2 Same as body type
3-4 Clawed (+10 Climbing)
5 Spider Legs (Walk on walls, +1 to Terror)
6 Serpentine (Advantage on Balance checks, ignore hindering
terrain)
7 Blob (Cannot be Knocked Down, ignore hindering terrain)
8 Grasshopper (+20 to Jumping)
Tail (d6)
1-4 No
5-6 Yes
Tail Type (d6)
1 Scorpion (d4 damage + 1 CON loss for 6 rounds/ Poison save
negates)
2 Lobster (+10 to Swim)
3 Rattle (+1 Terror)
4 Clubbed (d6 damage)
5 Spike Club (d8 damage)
6 Long (+5 on Balance checks)
230
Wings (d6)
1-4 No
5-6 Yes
Eyes (d8)
1 None (Sense Movement within 60’, cannot be Blinded,
cannot be Surprised by things on the ground)
2 Cyclopean (-2 to Spot)
3 Bulging (Large and veiny, +1 Terror)
4 Eye Stalks (Can see behind you)
5-6 Normal
7 Giant Eyes (+3 to Spot, +1 to Terror)
8 Multiple Eyes (+4 to Spot, cannot be Surprised if you can
see)
Mouth (d8)
1 None (ingests nutrients from the air or skin)
2 Snouted
3 Normal (with long, 10’ retractable tongue)
4 Large, Jagged Teeth (d6 damage)
5 Large, Crushing Teeth (d4 damage)
6 Normal, Vampire Fangs (d4 damage)
7-8 Normal Humanoid
231
Special Abilities (d20)
1 Intangibility (x3/day) Lasts up to 5 minutes. While
Intangible, they are immune to all damage except Magic &
Psionic.
2 Fire Breath (x4/day) 100’ Range 10’x 20’ Radius Does 2d6
Fire Damage (DEX check halves, rounded down)
3 Fearless & Fear Scream (x2/day, everything within 60’
must make a Courage save or run away for d4 rounds)
4 Shapeshifter (x3/day) Change shape to something within
+/-2’ of its size.
5 Invisibility (x3/day) Lasts up to 5 minutes. Fails if you
make a threatening move.
6 Seasoned Fighter (Seize the Moment +1 & +1 to Melee
attacks)
7 Undead (Undead are immune to mind-affecting effects,
Poisons, Stuns, being Sickened, Diseases & Critical Hits)
8 Regenerates 1 HP at the end of each round.
9 Wingless Flight (21 Move)
10 Immunity (Roll on Type Table 233)
11 Frightening (+5 to Terror, failed Terror check result in 1
Madness)
12 Super Strong (+2 to Melee attacks & +2 Melee damage)
13 Super Intelligent (Outsmart x4/day)
14 Super Wise (Advantage on Spot & Listen checks)
15 Super Agile (+2 to AC, +2 to Initiative)
16 Super Tough (Toughness +1, Advantage on CON checks
& Death saves)
17 Super Charming (+10 to Persuasion & has followers)
18 Super Quick (Double Move, can Run x3 their Move)
19 Teleport (x3/day) Line of sight 300’
20 Spellcaster (5 1st Level/ 3 2nd Level per day/ Step into the
Void)
232
Weakness (d6)
1-4 None
5-6 Roll on the Type Table
Diet (d20)
1-5 Carnivore
6-8 Omnivore
9-11 Herbivore
12 Salt
13 Soul Eater (Your Melee attack damage cannot be healed
for d4 rounds)
14-15 Blood (Melee attacks drain 1 CON for 1 hour, Death
save negates)
16 Brains
17 Earth & Stone (Toughness +1)
18 Self-Sustaining
19 Fear (regenerates 1 HP whenever anything fails a Courage
or Terror roll within 100’)
20 Specific Race or Creature (GM’s choice)
233
Home Terrain (d20)
The creature gains +3 to Move in that Terrain and Toughness
+3 against the type listed.
1-2 Frozen Wastelands (Ice & Cold)
3-4 Desert (Fire & Heat)
5-6 Plains (Air & Wind)
7-8 Swampland (Water)
9 Coastal (Water)
10 Volcanic Region (Fire & Heat)
11-12 Jungle (Heat)
13-14 Woodlands (Poison)
15 Shadow World (Shadow)
16 Light World (Light)
17 Fetid Marsh (Poison)
18 Windy Peaks (Sonic)
19 Untraversable Bog (Acid)
20 Depths of the Earth (Earth)
234
Appendix
Check out the following to get a good feel, or to get in the
mood, for some good old horror!!
Films
Abbot and Costello Meet Frankenstein (1948)
Alien (1979)
Aliens (1986)
The American Movie (1999)
American Psycho (2000)
The Amityville Horror (1979)
An American Werewolf in London (1981)
Army of Darkness (1992)
Battle Royale (2000)
The Birds (1963)
The Bird with the Crystal Plumage (1970)
Black Christmas (1974)
Black Sunday (1960)
The Blair Witch Project (1999)
The Blob (1958)
The Bride of Frankenstein (1935)
The Cabinet of Dr. Caligari (1920)
Cape Fear (1962)
Cape Fear (1991)
Carrie (1976)
Cemetery Man [Dellamorte Della more] (1994)
Come and See [Idi i Smotri] (1985)
Comedy of Terrors (1963)
The Creature from the Black Lagoon (1954)
Creepshow (1982)
Dawn of the Dead (1978)
Day of the Dead (1985)
The Descent (2005)
Devil’s Backbone (2001)
Diabolique (1955)
Dial “M” For Murder (1954)
Dog Soldiers (2002)
Dracula (1931)
Evil Dead (1981)
Evil Dead II (1987)
235
The Exorcist (1973)
Fall of the House of Usher (1960)
Fire in the Sky (1993)
The Fly (1986)
Frailty (2001)
Frankenstein (1931)
Freaks (1932)
Friday the 13th Series (1980-)
Fright Night (1985)
A Girl Walks Home Alone at Night (2014)
Godzilla Series (1954- )
Green Room (2016)
Halloween (1978)
Hardware (1990)
Haxan: Witchcraft Through the Ages (1922)
Hellraiser (1987)
Henry: A Portrait of a Serial Killer (1986)
Hereditary (2018)
Horror of Dracula (1958)
House of Wax (1953)
Interview with the Vampire (1994)
Invasion of the Body Snatchers (1956)
The Invisible Man (1933)
Jaws (1975)
Land of the Dead (2005)
Let Me In (2010)
Let the Right One In [Lat Den Ratte Komma In] (2008)
The Lost Boys (1987)
M (1931)
Mandy (2018)
Manhunter (1986)
Masque of the Red Death (1964)
May (2002)
Misery (1990)
The Mist (2007)
mother! (2017)
Near Dark (1987)
A Nightmare on Elm Street Series (1984-)
Night of the Hunter (1955)
Night of the Living Dead (1968)
Nosferatu (1922)
236
Onibaba (1964)
Pan’s Labyrinth (2006)
Phantasm (1978)
Phenomena (1985)
The Pit and the Pendulum (1961)
Poltergeist (1982)
Psycho (1960)
A Quiet Place (2018)
The Raven (1963)
Ravenous (1999)
Ready or Not (2019)
Re-Animator (1985)
Rear Window (1954)
Return of the Living Dead (1985)
Rope (1948)
Scream (1996)
Seven (1995)
Shaun of the Dead (2004)
The Shining (1980)
Silence of the Lambs (1991)
Sleepy Hollow (1999)
Son of Frankenstein (1939)
Spring (2015)
Suspiria (1977)
Texas Chainsaw Massacre (1974)
Texas Chainsaw Massacre 2 (1986)
They Live (1988)
The Thing (1982)
Tremors (1990)
Under the Skin (2014)
Vampyr (1932)
Vanishing [Spoorloos] (1988)
Videodrome (1983)
Wait Until Dark (1967)
What We Do in the Shadows (2014)
When Animals Dream [Nar Dryene Drommer] (2014)
The Wicker Man (1973)
The Wolf Man (1941)
Zodiac (2007)
Zombieland (2009)
237
Horror/ Monster TV Shows
Aaahh!!! Real Monsters (1994–1997)
The Addams Family (1964-1966)
Alfred Hitchcock Presents (1955-1965)
American Gothic (1995–1996)
American Horror Story (2011–present)
Angel (1999-2004)
Are You Afraid of the Dark? (1990-1996, 1999-2000, 2019)
Ash vs Evil Dead (2015–2018)
Bates Motel (2013–2017)
Beetlejuice (1990-1992)
Being Human (2011–2014)
Being Human UK (2008–2013)
Black Mirror (2011–present)
Buffy the Vampire Slayer (1997–2003)
Bunnicula (2016–2018)
Castlevania (2017–present)
Charmed (1998–2006)
Chiller (1995)
Dark Shadows (1966–1971)
Dark Shadows (1991)
Dead Like Me (2003-2004)
Dead of Night (1972)
The Dead Zone (2002–2007)
Death Note (2003-2007)
Dexter (2006–2013)
Eerie, Indiana (1991-1992)
Fear the Walking Dead (2015–present)
Forever Knight (1992-1996)
Freddy's Nightmares (1988–1990)
Friday the 13th: The Series (1987–1990)
Gargoyles (1994-1997)
Goosebumps (1995–1998)
Hannibal (2013–2015)
Haven (2010–2015)
Hemlock Grove (2013–2015)
The Hitchhiker (TV series) (1983-1991)
In Search Of... (1977-1982, 2002)
iZombie (2015–2019)
Kindred: The Embraced (1996)
Kolchak: The Night Stalker (1974–1975)
238
Lovecraft Country (2020-present)
Masters of Horror (2005–2007)
Millennium (1996-1999)
Monsters (1988-1991)
The Munsters (1964-1966)
Night Gallery (1969, 1970-1973)
The Outer Limits (1963–1965)
The Outer Limits (1995–2002)
The Passage (2018)
Penny Dreadful (2014–2016)
Poltergeist: The Legacy (1996-1999)
Preacher (2016–present)
The Ray Bradbury Theater (1985-1992)
The Real Ghostbusters (1986–1991)
Salem (2014–2017)
Santa Clarita Diet (2017–2019)
Scooby-Doo, Where Are You! (1969-1970, 1978)
Scream Queens (2015–2016)
Sleepy Hollow (2013–2017)
The Strain (2014–2017)
Stranger Things (2016–present)
Supernatural (2005–present)
Swamp Thing: The Series (1990-1993)
Tales from the Crypt (1989–1996)
Tales from the Darkside (1983, 1984-1988)
Teen Wolf (2011–2017)
The Dresden Files (2007)
True Blood (2008-2014)
The Twilight Zone (1959–1964)
Twin Peaks (1990-1991, 2017–present)
Unsolved Mysteries (1987- )
The Vampira Show (1954–1955)
The Vampire Diaries (2009-2017)
The Walking Dead (2010–present)
Wayward Pines (2015–present)
Werewolf (1987-1988)
The X-Files (1993-2002, 2016–2018)
Z Nation (2014–2019)
239
Horror Writers
Linda Addison (born 1952)
Robert Aickman (1914–1981)
V.C. Andrews (1923–1986)
Leonid Andreyev (1871–1919)
Michael Arnzen (born 1967)
Lady Cynthia Asquith (1887–1960)
J. G. Ballard (1930–2009)
René Barjavel (1911–1985)
Clive Barker (born 1952)
William Thomas Beckford (1760–1844)
Edo van Belkom (born 1962)
John Bellairs (1938–1991)
E.F. Benson (1867–1940)
Ambrose Bierce (1842 – c. 1914)
Charles Birkin (1907–1986)
Jerome Bixby (1923–1998)
John Blackburn (1923–1993)
Leigh Blackmore (born 1959)
Algernon Blackwood (1869–1951)
William Peter Blatty (1928–2017)
Robert Bloch (1917–1994)
Roy C. Booth (born 1965)
Guy Boothby (1867–1905)
Jorge Luis Borges (1899–1986)
Bruce Boston (born 1943)
Marjorie Bowen (1885–1952)
Ray Bradbury (1920–2012)
Walter Brandorff (1943–1996)
Gary Brandner (1933–2013)
Gary A. Braunbeck (born 1960)
Joseph Payne Brennan (1918–1990)
Poppy Z. Brite (born 1967)
Jason V Brock (born 1970)
Kealan Patrick Burke (born 1976)
A. M. Burrage (1889–1956)
P. D. Cacek (born 1951)
Ramsey Campbell (born 1946)
Peter Cannon (born 1951)
C. J. Carter-Stephenson (born 1977)
Abelardo Castillo (1935–2017)
240
Mort Castle (born 1946)
Hugh B. Cave (1910–2004)
Robert W. Chambers (1865–1933)
Lincoln Child (born 1957)
Richard Chizmar (born 1965)
Michael Cisco (born 1970)
David Conyers (born 1971)
Caroline B. Cooney (born 1947)
Basil Copper (1924–2013)
Julio Cortázar (1914–1984)
Francis Marion Crawford (1854–1909)
Linda Crockett (born 1943)
Bithia Mary Croker (c. 1848/1849–1920)
Chris Curry (born 1957)
Les Daniels (1943–2011)
L. P. Davies (1914–1988)
Marcelo Del Debbio (born 1974)
Guy Anthony De Marco (born 1963)
Arinn Dembo (born 1970)
August Derleth (1909–1971)
Narayan Dharap (1925–2008)
Philip K. Dick (1928–1982)
Keith Donohue (born 1959)
Tananarive Due (born 1966)
Lord Dunsany (1878–1957)
Harlan Ellison (1934–2018)
Guy Endore (1901–1970)
A. M. Esmonde (born 1977)
Dennis Etchison (born 1943)
Benjamin Kane Ethridge (born 1977)
C. M. Eddy, Jr. (1896–1967)
Elizabeth Engstrom (born 1951)
Brian Evenson (born 1966)
John Everson (born 1966)
Hanns Heinz Ewers (1871–1943)
JG Faherty (born 1961)
Amber Fallon (born 1983)
Henry Farrell (1920–2006)
John Farris (born 1936)
Robert Faulcon (1948–2009)
Julian Osgood Field (1852–1925)
241
Gemma Files (born 1968)
Gayleen Froese (born 1972)
Polly Frost
Neil Gaiman (born 1960)
Stephen Gallagher (born 1954)
Mick Garris (born 1951)
Ray Garton (born 1962)
Elizabeth Gaskell (1810–1865)
Stephen R. George (born 1959)
Greg F. Gifune (born 1963)
Robert Murray Gilchrist (1867–1917)
Charlotte Perkins Gilman
Owl Goingback (born 1959)
Christie Golden (born 1963)
Christopher Golden (born 1967)
Ed Gorman (born 1941)
Stefan Grabiński (1887–1936)
Nicholas Grabowsky (born 1966)
Charles Gramlich (born 1958)
Charles L. Grant (1942–2006)
Mira Grant (born 1978)
Eric J. Guignard (born 1975)
George Guthridge (born 1948)
Laurell K. Hamilton (born 1963)
L. P. Hartley (1895–1972)
David G. Hartwell (born 1941)
W. F. Harvey (1885–1937)
Nathaniel Hawthorne (1804–1864)
Ronald Chetwynd-Hayes (1919–2001)
Lafcadio Hearn (1850–1904)
Victor Heck (born 1967)
James Herbert (1943–2013)
Joe Hill (born 1972)
Glen Hirshberg (born 1966)
Brian Hodge (born 1960)
William Hope Hodgson (1877–1918)
E.T.A. Hoffmann (1776–1825)
Nancy Holder (born 1953)
Brian A. Hopkins (born 1960)
Anthony Horowitz (born 1955)
Gerard Daniel Houarner (born 1955)
242
Robert E. Howard (1906–1936)
Del Howison (born 1953)
Tanya Huff (born 1957)
Shaun Hutson (born 1958)
Stephen M. Irwin (born 1966)
Shirley Jackson (1916–1965)
Charlee Jacob (born 1952)
W. W. Jacobs (1863–1943)
Carl Jacobi (1908–1997)
Henry James (1843–1916)
L. Dean James (born 1947)
M. R. James (1862–1936)
Ruby Jean Jensen (1927–2010)
K. W. Jeter (born 1950)
Robert Barbour Johnson (1907–1987)
Stephen Graham Jones (born 1972)
Stephen Jones (born 1953)
Franz Kafka (1883–1924)
James Kahn (born 1947)
Jeanne Kalogridis (born 1954)
Brian Keene (born 1967)
Ronald Kelly (born 1959)
Rick Kennett (born 1956)
Jasper Kent (born 1968)
Jack Ketchum (1946–2018)
Caitlín R. Kiernan (born 1964)
Stephen King (born 1947)
Russell Kirk (1918–1994)
T. E. D. Klein (born 1947)
Kathe Koja (born 1960)
Dean R. Koontz (born 1945)
Alfred Kubin (1877–1959)
Henry Kuttner (1915–1958)
Marc Laidlaw (born 1960)
John Langan (born 1969)
Sarah Langan (born 1974)
Roberta Lannes (born 1948)
Joe R. Lansdale (born 1951)
Margery Lawrence (1889–1969)
Richard Laymon (1947–2001)
Tim Lebbon (born 1969)
243
Edward Lee (born 1957)
Tanith Lee (1947–2015)
Vernon Lee (1856–1935)
J. Sheridan Le Fanu (1814–1873)
Fritz Leiber (1910–1992)
Ira Levin (1929–2007)
Matthew Lewis (1775–1818)
Thomas Ligotti (born 1953)
John Ajvide Lindqvist (born 1968)
Bentley Little (born 1960)
John R. Little (born 1955)
Martin Livings (born 1970)
Frank Belknap Long (1901–1994)
H. P. Lovecraft (1890–1937)
Tim Lucas (born 1956)
Brian Lumley (born 1937)
Jonathan Maberry (born 1958)
Arthur Machen (1863–1947)
Ronald Malfi (born 1977)
Nick Mamatas (born 1972)
H. A. Manhood (1904–1991)
Walter de la Mare (1873–1956)
Richard Marsh (1857–1915)
George R. R. Martin (born 1948)
Brandon Massey (born 1973)
Elizabeth Massie (born 1953)
Graham Masterton (born 1946)
Richard Matheson (1926–2013)
Charles Maturin (1782–1824)
Daphne du Maurier (1907–1989)
Brett McBean (born 1978)
Robert McCammon (born 1952)
Angel Leigh McCoy (born 1962)
Michael McDowell (1950–1999)
Carlton Mellick III (born 1977)
A. Merritt (1884–1943)
John Metcalfe (1891–1965)
Gustav Meyrink (1868–1932)
China Miéville (born 1972)
Rex Miller (1939–2004)
Susie Moloney (born 1962)
244
David Moody (born 1970)
James A. Moore (born 1965)
Michael Moorcock (born 1939)
David Morrell (born 1943)
W. C. Morrow (1854–1923)
Lisa Morton (born 1958)
Gary Myers (born 1952)
Joseph Nassise (born 1968)
Yvonne Navarro (born 1957)
Adam Nevill (born 1969)
Kim Newman (born 1959)
William F. Nolan (born 1928)
Joyce Carol Oates (born 1938)
Weston Ochse (born 1965)
Elliott O'Donnell (1872–1965)
Gene O'Neill (born 1938)
Oliver Onions (1873–1961)
Otsuichi (born 1978)
Barry Pain (1864–1928)
Chuck Palahniuk (born 1962)
Eliza Parsons (1739–1811)
Norman Partridge (born 1958)
James Patterson (born 1947)
Mervyn Peake (1911–1968)
John Pelan (born 1957)
Frank E. Peretti (born 1951)
Thomas Piccirilli (1965–2015)
Sarah Pinborough (born 1972)
Christopher Pike (born 1955)
Edgar Allan Poe (1809–1849)
Thomas Peckett Prest (1810–1859)
Douglas Preston (born 1956)
Cherie Priest (born 1975)
W. H. Pugmire (1951–2019)
Horacio Quiroga (1878–1937)
Ann Radcliffe (1764–1823)
Stephen Mark Rainey (born 1959)
Jean Ray (1887–1964)
Loren Rhoads (born 1963)
Anne Rice (born 1941)
Charlotte Riddell (1832–1906)
245
Tod Robbins (1888–1949)
Ormond Robbins (1910–1984)
Wayne Robbins (1914–1958)
Regina Maria Roche (1764–1845)
Alan Rodgers (1959–2014)
Don Roff (born 1966)
Ian Rogers (born 1976)
Ray Russell (1924–1999)
John Russo (born 1939)
Alan Ryan (1943–2011)
R. R. Ryan (1882–1950)
James Malcolm Rymer (1814–1888)
Saki (1870–1916, pseudonym of H. H. Munro)
Al Sarrantonio (born 1952)
John Saul (born 1942)
William Schoell (born 1958)
David J. Schow (born 1955)
Mary Wollstonecraft Shelley (1797–1851)
Michael Shea (1946–2014)
John Shirley (born 1953)
Sigma (1849–1925)
Dan Simmons (born 1948)
John Skipp (born 1957)
Michael Slade (born 1947)
Clark Ashton Smith (1893–1961)
Guy N. Smith (born 1939)
Lucy A. Snyder (born 1971)
S.P. Somtow (born 1952)
William Browning Spencer (born 1946)
Robin Spriggs (born 1974)
Bryce J. Stevens (born 1957)
Francis Stevens (1884–1948)
R. L. Stine (born 1943)
Bram Stoker (1847–1912)
Whitley Strieber (born 1945)
Joel A. Sutherland (born 1980)
E. G. Swain (1861–1938)
Koji Suzuki (born 1957)
Lucy Taylor (born 1950)
Melanie Tem (1949–2015)
Steve Rasnic Tem (born 1950)
246
Thomas Tessier (born 1947)
Rosemary Timperley (1920–1988)
Jeffrey Thomas (born 1957)
Richard Thomas (born 1967)
Christine Campbell Thomson (1897–1985)
Tamara Thorne (born 1957)
Paul G. Tremblay (born 1971)
Tom Tryon (1926–1991)
Lisa Tuttle (born 1952)
Jeff VanderMeer (born 1968)
Peter Van Greenaway (1929–1988)
Tim Waggoner (born 1964)
Karl Edward Wagner (1945–1994)
H. Russell Wakefield (1888–1964)
Horace Walpole (1717–1797)
Robert Weinberg (born 1946)
David Wellington (born 1971)
Manly Wade Wellman (1903–1986)
Edith Wharton (1862–1937)
Dennis Wheatley (1897–1977)
Henry S. Whitehead (1882–1932)
Don Webb (born 1960)
Dan Wells (born 1977)
H.G. Wells (1866–1946)
Sidney Williams (born 1962)
Chet Williamson (born 1948)
Colin Wilson (1931–2013)
David Niall Wilson (born 1959)
F. Paul Wilson (born 1946)
Gahan Wilson (born 1930)
Douglas E. Winter (born 1950)
Donald A. Wollheim (1914–1990)
Bari Wood (born 1935)
Rocky Wood (born 1959)
Douglas E. Wright (born 1955)
T.M. Wright (1947–2015)
Chelsea Quinn Yarbro (born 1942)
247
Index
Academic 52 Fearless 144
Action 140 Fears 162
Advantage 141 Field Belts 124
Adventure Hooks 224 Free Action 140
Adventure Seeds 201 Game Terms 140
Alignment 14 Ghosts 22
Arcane Thief 54 Ghouls 24
Attributes 10 Grab 145
Basics 6 Greys 26
Blindness 141 Half Mermen 27
Body Stacker 202 Hit Points 12
Breath 144 Humans 28
C.A.R.E. 167 Hunger 23
Called Shot 141 Ignited 145
CARE Field Agent 56 Immunity 146
Character Sheet 9 Improvised Weapons 146
Charge 141 Initiative 146
Charisma 11 Intelligence 11
Classes 51 Invisibility 146
Combat 142 Jari-Ka Circles 175
Constitution 11 Jari-Ka Paths 32
Courage Save 12 Jari-Ka 30
Cover 143 Knockback 146
Critical Fumble 159 Languages 88
Critical Hit 143, 158 Light 147
Critical Save 13 Listen 147
Darkness 143 Madness 148
Death Save 13 Magic Items 134
Defensive 143 Magic Save 13, 95
Dexterity 11 Medium 62
Diabolic Shusher 16 Melee 150
Difficulty Check 144 Mending Wounds 12
Dimensional Forsaken 16 Mental Save 13
Disadvantage 141 Monster Generator 228
Doppelgangers 20 Monster Hunter 64
Drowning 144 Movement 150
Encumbrance 144 Mystic 66
Environmental 144 Necromancer 71
Equipment 122 Negator 34
Exorcist 58 NPC Saves 13
Failed Courage Check 161 Obsessions 164
Fairies 21 Occultist 74
Falling 144 Occupations 48
248
Organizations 172 Strength 10
Out of Action 13, 143 Stun 153
Outsmart 151 Surprise Attack 153
Paranormal Inv. 78 Survival 11
Places of Note 166 Terror 160
Poison Save 13 Those from Below 19
Potions 138 Thrown Weapons 154
Prone 152 Time 154
Races 15 Toughness 154
Range 152 Tripping 154
Rate of Fire 152 Turns 154
Reach 152 Two-Handed Weapons155
Reloading 152 Unarmed 155
Reptilians 35 Untrained 155
Rounds 154 Usage Dice 155
Rune Tattoos 93 Vamp Death Chart 42
Salt 92 Vampire Illness 40
Saving Throws 12 Vampire Lineages 179
Saving Throws 12 Vampire Turning 41
Seize the Moment 153 Vampires 36
Serapha 18 Void Master 78
Sickened 153 Weakness 155
Skills 82 Were-beast Fangkins 187
Spells 92 Were-beasts 44
Spot 153 Wisdom 11
Step into the Void 120 XP/ Leveling 156
249
DESIGNATION OF PRODUCT IDENTITY “SURVIVE THIS!! What Shadows Hide” logo are
copyright and the Product Identity of Eric Bloat and Bloat Games, 2020. All art is copyright
2021 by Bloat Games.
DESIGNATION OF OPEN CONTENT All other content not designated Product Identity is
open content.
OPEN GAME LICENSE Version 1.0a
The following is the property of Wizards of the Coast, Inc. Copyright 2000 Wizards of the
Coast, Inc. ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have
contributed Open Game Content; (b)"Derivative Material" means copyrighted material
including derivative works and translations (including into other computer languages),
potation, modification, correction, addition, extension, upgrade, improvement, compilation,
abridgment or other form in which an existing work may be recast, transformed or adapted;
(c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display,
transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and
includes the methods, procedures, processes and routines to the extent such content does
not embody the Product Identity and is an enhancement over the prior art and any
additional content clearly identified as Open Game Content by the Contributor, and means
any work covered by this License, including translations and derivative works under
copyright law, but specifically excludes Product Identity. (e) "Product Identity" means
product and product line names, logos and identifying marks including trade dress;
artifacts; creatures; characters; stories, storylines, plots, thematic elements, dialogue,
incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses,
concepts, themes and graphic, photographic and other visual or audio representations;
names and descriptions of characters, spells, enchantments, personalities, teams,
personas, likenesses and special abilities; places, locations, environments, creatures,
equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs;
and any other trademark or registered trademark clearly identified as Product identity by
the owner of the Product Identity, and which specifically excludes the Open Game Content;
(f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a
Contributor to identify itself or its products or the associated products contributed to the
Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute,
copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game
Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice
indicating that the Open Game Content may only be Used under and in terms of this
License. You must affix such a notice to any Open Game Content that you Use. No terms
may be added to or subtracted from this License except as described by the License itself.
No other terms or conditions may be applied to any Open Game Content distributed using
this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance
of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the
Contributors grant You a perpetual, worldwide, royalty free, non-exclusive license with the
exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as
Open Game Content, You represent that Your Contributions are Your original creation
and/or You have sufficient rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this
License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content
You are copying, modifying or distributing, and You must add the title, the copyright date,
and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game
Content you Distribute.
7.Use of Product Identity: You agree not to Use any Product Identity, including as an
indication as to compatibility, except as expressly licensed in another, independent
Agreement with the owner of each element of that Product Identity. You agree not to indicate
compatibility or coadaptability with any Trademark or Registered Trademark in conjunction
with a work containing Open Game Content except as expressly licensed in another,
independent Agreement with the owner of such Trademark or Registered Trademark. The
use of any Product Identity in Open Game Content does not constitute a challenge to the
250
ownership of that Product Identity. The owner of any Product Identity used in Open Game
Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which
portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of
this License. You may use any authorized version of this License to copy, modify and
distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the
Open Game Content You Distribute.
11.Use of Contributor Credits: You may not market or advertise the Open Game Content
using the name of any Contributor unless You have written permission from the
Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this
License with respect to some or all of the Open Game Content due to statute, judicial order,
or governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all
terms herein and fail to cure such breach within 30 days of becoming aware of the breach.
All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision
shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
Inc. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors
Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich
Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original
material by E. Gary Gygax and Dave Arneson.
The Hero’s Journey, Copyright 2016 Barrel Rider Games, Author James M. Spahn
The Blackest of Deaths Copyright 2018 Bloat Games; Author Eric Bloat
SURVIVE THIS!! Fantasy Copyright 2020 Bloat Games; Author Eric Bloat & Josh Palmer
SURVIVE THIS!! We Die Young Copyright 2021 Bloat Games, Author Eric Bloat & Josh
Palmer
SURVIVE THIS!! What Shadows Hide Copyright 2021 Bloat Games, Author Josh Palmer
251