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Post by Toad-Killer-Dog on Nov 12, 2009 14:40:16 GMT -5
Here it is, I hope it was worth the wait. ;D
Tunnels & Terrors: A journey into madness & adventure with stops in Lovecraft country & Howeird land!
Welcome to Tunnels & Terrors a Pulp-Horror variant for the Tunnels & Trolls engine.
Tunnels & Terrors takes place in the darkling collective world of classic pulp authors H.P. Lovecraft, Robert E. Howard, Clark Ashton Smith, Henry Kuttner and many others.
A world of hidden realms, of lost civilizations, of unspeakable gods & unknowable secrets. Where insanity and forbidden truth walk hand in hand and your characters are the last dim flames flicker railing against the final dying of the light.
Here you will find rules for modern character types, arcane magic & occult tomes, skills, equipment & sinister enemies. The very depths of madness and a gateway into a world of dark mystery & terrifying adventure.
By Justin T. Williams
With special thanks to all the members of Vin's Troll-Bridge, especially Hogscape & Prof. Gremlin.
Table of Contents:
1: Character Generation
2: Resources & Equipment
3: Firearms & Missile Combat
4: Shock & Stability
5: Coping with Stability Loss
6: Temporary Insanity & Permanent Disorder Tables
7: Healing in Tunnels & Terrors
8: Magic & Mythos
9: Creatures & Cultists
10: Character Sheets
Howard's, Lovecraft's & Adventurers: Warriors, Wizards & Rogues in Tunnels & Terrors
In adapting the T&T core mechanics to period & modern horror campaigning it is necessary to update the three T&T core types of Warrior,Wizard & Rogue. Below you will find updates suitable for use in horror & pulp gaming.
Howard's (Warriors): Referring to "Robert E. Howard" & his protagonists these are the fighting men of the Tunnels & Terrors setting.
The standard T&T Warriors armor doubling ability is replaced with more practical modern equivalents.
1: Firstly the Howard chooses between two fighting styles, Hard & Soft.
Hard Style: Practitioners get 1 melee armor point every odd level starting at 1st & +1 unarmed combat add every even level. Melee armor is good against melee, unarmed combat & hazards like falls, crashing through plate glass Windows & such, but not against firearms or spells.
Soft Style: Practitioners get +1 point every odd level to dodge & evade ( non-firearm attacks ) starting at 1st & +1 unarmed combat add every even level.
2: Hardened : Howards get a +6 die total bonus to any Shock SR against dead bodies, gore or danger.
3: Unarmed Combat Damage: Howards do 1D6 + adds in unarmed combat.
4: Steady Hand: Unlike other Types Howards only suffer half the standard Missile accuracy penalty for losing Stability.
5: Howards get a Skill Level every even level beginning with 2nd level.
6: Stability: Howards Stability is STR + 1 point for every point of IQ over 12.
7: Coping: Howards can choose three Coping mechanisms from the Coping Mechanism table that will allow them to regain 1d6 lost Stability when used. No Coping mechanism can be used more than once each adventure session.
8: Resources: Howards roll 3d6 to generate their Resource score.
9: Howards have no facility with magic & can never learn or cast spells or perform rituals or rites. However they can make use of objects invested with magical power if they are available.
Adventurers (Rogues): Based on "Oklahoma Jones" ( you know who I mean ) and others that have one foot in the realms of action & one in the halls of knowledge. This includes adventuring professors, self-taught occultist & world trotting dilettantes.
1: Firstly Adventurers have a "Daring Do" bonus they can add half their level ( minimum 1 ) to any SR to leaping, scaling, evading, stunt driving or other adventurous activity.
2: Thrill Seeker: Adventurers have a +6 die total bonus to all Shock SR's that deal with mundane danger or peril. Such as hanging off of cliffs, jumping a car over a bridge, being trapped in a death trap or walking a tight-rope.
3: Unarmed Combat: Adventurers do 1d6 + 1/2 adds ( round up ) in unarmed and full damage + adds in armed melee combat.
4: Fluent: Adventurers have double the standard languages for their IQ score and if their IQ rises they can pick up familiarity with new languages at the same rate. Familiarity allows the ability to communicate, but not mastery of the new language.
5: Adventurers get a Skill Level every even level beginning with 2nd level.
6: Stability: Adventurers Stability is either STR or IQ + 1 point for every point of the attribute not chosen over 12.
7: Coping: Adventurers can choose three Coping mechanisms from the Coping Mechanism table that will allow them to regain 1d6 lost Stability when used. No Coping mechanism can be used more than once each adventure session.
8: Resources: Adventurers roll 4d6 to generate their Resource score.
9: Adventurers can understand and use magic & rituals, but will never have the mastery or the ability to defer the Shock effects of spells or the Lovecrafts ability to reduce the WIZ cost of magic by level.
Lovecrafts (Wizards): Referring to H.P. Lovecraft & his protagonists these are the academics & wielders of forbidden secrets & powers in Tunnels & Terrors.
1: Firstly Lovecrafts receive a "Scholar" bonus of half their level number ( minimum 1 ) to all knowledge SR's.
2: Mental Adaptability: Lovecrafts get a +6 die total bonus to any Shock SR against forbidden knowledge, spells & magic.
3: Unarmed Combat: Lovecrafts do 1d6 + 1/2 adds ( round up ) in unarmed combat and full dice & 1/2 adds in armed melee combat.
4: Linguist: The Lovecraft have triple the standard languages for their IQ score and if their IQ rises they gain mastery in 1 new language for every IQ pointed added and familiarity in 2 additional languages. Also a Lovecraft may make a 2nd level SR on IQ to make themselves understood on a basic level with someone with who they don't share a common language.
5: Lovecrafts get a Skill Level every even level beginning with 2nd level.
6: Stability: Lovecrafts Stability is IQ + 1 point for every point of STR over 12.
7: Coping: Lovecrafts can choose three Coping mechanisms from the Coping Mechanism table that will allow them to regain 1d6 lost Stability when used. No Coping mechanism can be used more than once each adventure session.
8: Resources: Lovecrafts roll 5d6 to generate their Resource score.
9: Lovecrafts can understand and use magic & rituals. Also Lovecrafts can reduce the WIZ cost of any spell by 1 point for every level the Lovecraft is above the level of the spell. The Lovecraft only suffers half the normal Stability loss ( round up ) for casting a spell or performing a ritual.
Stability: All types now have a new derived attribute, Stability. This new attribute is used against Shock SR's to determine the mental effect of monsters, forbidden knowledge, ancient secrets, obscene cults, mutilated bodies & miscellaneous viscera.
Resource Score: Also all Tunnels & Terrors characters have a "Resource" score which is used to make SR's when a purchase is required or to determine the basic lifestyle of a character.
Starting Spells: It is up to you as the GM to decide if you want your characters to start knowing any spells. However unless you want your characters to start off with knowledge about the Mythos and have some idea of the hidden horrors that surround them I would recommend you let them learn spells as the game goes on.
Skills & Skill Levels: Characters receive a Skill Level on every even level beginning with 2nd. The player gets to chooses a skill, it can be anything they want and could be called on to make a SR against.
It could be Mechanics, or Thievery, Daredevil Piloting, Science or even Acrobatics. Once the Skill is chosen and approved by the GM the player can spend their Skill Level or Levels on it.
Any one Skill can have up to three levels applied to it.
Apprentice: 1D6
Journeyman: 2D6
Master: 3D6
For each level the character gets to roll an additional D6 on any SR that is covered by their skill. They can then choose the best 2 dice rolls from those thrown.
Example: Donny the delusional cultist is trying to find a tome hidden in the extensive private library of recently deceased occultist. The Gm sets the difficulty at 2nd SR versus IQ, due to the vast and unorganized nature of the collection. Luckily Donny has the "Research" skill at level 1, Donny rolls 3D6 ( the normal 2D6 plus an additional D6 for his skill level ) for a result of 5, 6 & 3. Now Donny picks the two best dice 5&6 and adds the to his IQ of 15 for a total of 26,. While searching in a dust corner Donny manages to uncover a rare copy of "Der Vermis Mysteriis", won't the other cultists be jealous!
The player may also choose to hold 1 or more of their skill dice in reserve in hopes of continuing a DARO series.
Example: Roberto the Gaucho has "Gunslinger" as a skill at level:3 and is in the middle of a gunfight with a cattle rustler hiding behind some rocks. The Gm rates the Missile Combat SR at 4th level due to the range and the fact the target is behind cover. Roberto decides to use 2 levels of his "Gunslinger" skill on the first roll, & hold 1 level in reserve hoping to get a DARO.
Roberto rolls 4D6 ( 2D6 plus 2D6 from his skill ) resulting in 4,5,3,4, Roberto chooses both 4's resulting in a DARO and then goes on to roll again. Now he decides to use his remaining 1 skill level and rolls 3D6 ( 2D6 plus 1D6 from his skill ) resulting in 1,4,4, once again Roberto chooses the double 4's resulting in another DARO. Now Roberto has no more skill dice to spend and rolls a straight 2D6, for a 4,2 result. Roberto's DEX is 15 plus the SR die total of 22 = 37 and a bad day for the rustler!
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Post by Toad-Killer-Dog on Nov 12, 2009 14:41:55 GMT -5
Resources & Resource SR's
New to Tunnels & Terrors and replacing the old cash monetary system is the Resources score. While characters can still find and spend cash treasure, most transactions are conducted using the players Resource score. In this way minor purchases can be dealt with out of hand without keeping track of small amounts of cash.
Significant influxes of cash or finding new jobs or patrons may raise the characters Resource score.
Resources SR's Examples:
1920's & 30's:
1st Level Resource SR's A meal on the town A second hand late model automobile A months rent for a small rural house or a city apartment A transcontinental couch train ticket A steerage class passenger transatlantic ship ticket A weeks recuperation in a city hospital ward A set of good quality work clothes A second hand or cheap quality suit
2nd Level Resource SR's A night on the town with dinner, dancing & a performance A new model consumer car A small house or a months rent on a large city apartment A transcontinental first class train ticket A passenger class passenger transatlantic ship ticket A weeks recuperation in a private hospital ward A good quality suit
3rd Level Resource SR's A new model luxury car A large house in the country, or a small house or apartment in the city Renting or having attached a private train car A luxury class transatlantic ship ticket A months recuperation in a private luxury sanatorium / hospital A high quality wardrobe
4th Level Resource SR's A mansion in the country, or a large house in the city Owning a private luxury train car Renting a wing in a private hospital Custom designed clothes by a haute couture designer
Optional Resource Advancement Table
1920's & 30's:
A characters Resource Score increases by 1 point for every 2,000 dollars in assets the character gains to 2nd level.
A characters Resource Score increases by 1 point for every 10,000 dollars in assets the character gains to 3rd level.
A characters Resource Score increases by 1 point for every 20,000 dollars in assets the character gains to 4th level.
Weapons
Firearms
Pistols
Light Pistols ( .22 to .32 caliber ) Dice+adds: 2d6 ST: 3 DEX: 6 Availability: Common Cost: 1st level Resources SR
Medium Pistols ( .38 to .40 caliber ) Dice+adds: 3d6 ST: 6 DEX: 6 Availability: Common Cost: 1st level Resources SR
Heavy Pistol ( .45 + caliber ) Dice+adds: 4d6 ST: 10 DEX: 8 Availability: Common Cost: 1st level Resources SR
Rifles
Light Rifles ( .17 to .243 caliber ) Dice+adds: 2d6+3 ST: 4 DEX: 6 Availability: Common Cost: 1st level Resources SR
Medium Rifles ( .30-30 to .303 ) Dice+adds: 4d6+3 ST: 8 DEX: 6 Availability: Common Cost: 1st level Resources SR
Heavy Rifles ( .340 .375 ) Dice+adds: 5d6+3 ST: 12 DEX: 8 Availability: Special Order Cost: 1st level Resources SR
Super Heavy Rifles ( .500 to .700 ) Dice+adds: 6d6+3 ST: 15 DEX: 12 Availability: Very Rare Cost: 3rd level Resources SR
Shotguns
Light Shotguns ( .410 to .20 gauge ) Dice+adds: 3d6 ST: 5 DEX: 6 Availability: Common Cost: 1st level Resources SR
Medium Shotguns ( .16 to 12 gauge ) Dice+adds: 4d6 ST: 8 DEX: 6 Availability: Common Cost: 1st level Resources SR
Heavy Shotguns ( .10 to .8 gauge ) Dice+adds: 5d6 ST: 12 DEX: 8 Availability: Special Order Cost: 1st level Resources SR
Super Heavy Shotguns ( .6 + gauge ) Dice+adds: 7d6 ST: -* DEX: 8 Availability: Very Rare Cost: 2nd level Resources SR *The Super Heavy Shotgun or Punt gun can only be fired mounted
SMG's
Light SMG's ( .22 to .32 caliber ) Dice+adds: 2d6+2 ST: 8 DEX: 10 Availability: Rare & Illegal in modern settings Cost: 2nd level Resources SR
Medium SMG's ( 9mm to .45 caliber ) Dice+adds: 3d6 ST: 10 DEX: 10 Availability: Rare & Illegal in modern settings Cost: 2nd level Resources SR
Assault Rifles
Medium Assault Rifles Dice+adds: ST: 8 DEX: 8 Availability: Rare - Full Auto Illegal in modern settings / Not available in 20's - 30's Cost: 2nd level Resources SR
Heavy Assault Rifles Dice+adds: ST: 10 DEX: 10 Availability: Rare - Full Auto Illegal in modern settings / Not available in 20's - 30's Cost: 2nd level Resources SR
LMG's
Medium LMG's Dice+adds: 5d6 ST: 12 DEX: 8 Availability: Very Rare & Illegal in modern settings Cost: 3rd level Resources SR
Heavy LMG's Dice+adds: 7d6 ST: 15 DEX: 10 Availability: Very Rare & Illegal in modern settings Cost: 3rd level Resources SR
Explosives
Grenades ST: 8 DEX: 8
Fragmentation Dice+adds: 5d6+10 Availability: Illegal Cost: 2nd Level Resources SR Notes: Unlike Other Missile weapons Grenades do not need to hit the target directly to do damage. Anywhere close does the job. Unless the target is hidden behind or in cover a level 1 SR should be enough to come close enough to damage the target. *Unlike most thrown missile weapons the grenade damages all targets in a ten foot radius instead of a specific individual. *Grenades can be fickle, if a 3 ( 2+1 ) is thrown on the missile to hit SR something has gone wrong. If a Level one SR versus Luck is made the fuse peters out or the charge is a dud. If the Luck SR is failed the fuse burns too fast or the Grenade is fumbled and goes off in the hand or at the feet of the thrower doing full damage ( and possibly setting off any other explosives the character is carrying ).
Flash Bang Dice+adds: 1d6+2 Availability: Illegal Cost: 2nd Level Resources SR Notes: Unlike Other Missile weapons Grenades do not need to hit the target directly to do damage. Anywhere close does the job. Unless the target is hidden behind or in cover a level 1 SR should be enough to come close enough to damage the target. * A Flash Bang calls for a 2nd level SR on the LUCK or CON of anyone caught in the blast radius or they are considered stunned and inactive for 2 combat rounds. Even if the SR is passed all Adds are considered halved for 2 combat rounds. *Unlike most thrown missile weapons the grenade damages all targets in a ten foot radius instead of a specific individual. *Grenades can be fickle, if a 3 ( 2+1 ) is thrown on the missile to hit SR something has gone wrong. If a Level one SR versus Luck is made the fuse peters out or the charge is a dud. If the Luck SR is failed the fuse burns too fast or the Grenade is fumbled and goes off in the hand or at the feet of the thrower doing full damage ( and possibly setting off any other explosives the character is carrying ).
Concussion Dice+adds: 4d6+5 Availability: Illegal Cost: 2nd Level Resources SR Notes: Unlike Other Missile weapons Grenades do not need to hit the target directly to do damage. Anywhere close does the job. Unless the target is hidden behind or in cover a level 1 SR should be enough to come close enough to damage the target. *Unlike most thrown missile weapons the grenade damages all targets in a ten foot radius instead of a specific individual. *Grenades can be fickle, if a 3 ( 2+1 ) is thrown on the missile to hit SR something has gone wrong. If a Level one SR versus Luck is made the fuse peters out or the charge is a dud. If the Luck SR is failed the fuse burns too fast or the Grenade is fumbled and goes off in the hand or at the feet of the thrower doing full damage ( and possibly setting off any other explosives the character is carrying ).
Smoke Dice+adds: - Availability: Legal, but difficult to obtain and may raise questions Cost: 1st Level Resources SR Notes: Unlike Other Missile weapons Grenades do not need to hit the target directly to do damage. Anywhere close does the job. Unless the target is hidden behind or in cover a level 1 SR should be enough to come close enough to damage the target. * A Smoke Grenade puts forth a dense cloud of obscuring smoke, all targets caught in the smoke are considered to be under cover and a +1 level difficulty is added to any Missile Combat SR firing into or out of the cloud of smoke. *Unlike most thrown missile weapons the grenade damages all targets in a ten foot radius instead of a specific individual. *Grenades can be fickle, if a 3 ( 2+1 ) is thrown on the missile to hit SR something has gone wrong. If a Level one SR versus Luck is made the fuse peters out or the charge is a dud. If the Luck SR is failed the fuse burns too fast or the Grenade is fumbled and goes off in the hand or at the feet of the thrower doing full damage ( and possibly setting off any other explosives the character is carrying ).
Dynamite ST: 6 DEX: 6
Per Stick Dice+adds: 8d6+20 Availability: Legal, but hard to procure in an urban environment in the 20's Cost: 1st Level Resources SR Notes: Unlike Other Missile weapons Dynamite does not need to hit the target directly to do damage. Anywhere close does the job. Unless the target is hidden behind or in cover a level 1 SR should be enough to come close enough to damage the target. *Unlike most thrown missile weapons Dynamite damages all targets in a ten foot radius instead of a specific individual. * Dynamite can be fickle, if a 3 ( 2+1 ) is thrown on the missile to hit SR something has gone wrong. If a Level one SR versus Luck is made the fuse peters out or the charge is a dud. If the Luck SR is failed the fuse burns too fast or the Dynamite is fumbled and goes off in the hand or at the feet of the thrower doing full damage ( and possibly setting off any other explosives the character is carrying ).
Per 6 stick Bundle Dice+adds: 20d6 +25 in a 10' foot radius / 10d6 +10 in a 20' foot radius Availability: Legal, but hard to procure in an urban environment in the 20's Cost: 2nd Level Resources SR Notes: Unlike Other Missile weapons Dynamite does not need to hit the target directly to do damage. Anywhere close does the job. Unless the target is hidden behind or in cover a level 1 SR should be enough to come close enough to damage the target. *Unlike most thrown missile weapons Dynamite damages all targets in a twenty foot radius instead of a specific individual. * Dynamite can be fickle, if a 3 ( 2+1 ) is thrown on the missile to hit SR something has gone wrong. If a Level one SR versus Luck is made the fuse peters out or the charge is a dud. If the Luck SR is failed the fuse burns too fast or the Dynamite is fumbled and goes off in the hand or at the feet of the thrower doing full damage ( and possibly setting off any other explosives the character is carrying ).
Melee Weapons
Knives, daggers, crowbars, bludgeons & improvised weapons Dice+adds: 2d6 ST: 4 DEX: 4 Availability: Common Cost: 1st level Resources SR
Axes, swords, spears, sharpened spades & maces Dice+adds: 3d6 ST: 6 DEX: 6 Availability: Rare Cost: 1st level Resources SR
Two-handed swords & axes, polearms & chainsaws Dice+adds: 4d6 ST: 12 DEX: 10 Availability: Very Rare Cost: 1st level Resources SR
Bows & Crossbows
Light Bow (15 to 50 pound pulls) Dice+adds: 2d6 ST: 9 DEX: 12 Availability: Common Cost: 1st level Resources SR
Medium Bow (51 to 75 pound pulls) Dice+adds: 3d6 ST: 12 DEX: 12 Availability: Common Cost: 1st level Resources SR
Heavy Bow ( 76+ pound pulls) Dice+adds: 4d6 ST: 15 DEX: 12 Availability: Rare Cost: 1st level Resources SR
Light Crossbow Dice+adds: 2d6 ST: 9 DEX: 8 Availability: Rare Cost: 1st level Resources SR
Medium Crossbow Dice+adds: 3d6 ST: 12 DEX: 10 Availability: Rare Cost: 1st level Resources SR
Heavy Crossbow Dice+adds: 4d6 ST: 14 DEX: 12 Availability: Special Order Cost: 1st level Resources SR
Armor
Name STR: DEX: HT: Weight: Cost:
Leather Clothing 3 3 2 100 1st Level Resource Bullet-Proof Vest 20's 6 6 6 250 2nd Level Resource Flack Jacket WWII 7 5 5 200 2nd Level Resource Buff Coat 5 5 3 150 2nd Level Resource Helmet Battle 2 2 2 20 1st Level Resource Helmet Miners 2 2 1 15 1st Level Resource
Description: Leather Clothing: A set or tough leather or layered denim clothing or other protective gear. Bullet-Proof Vest 20's: A cumbersome padded garment with metal inserts or chain-mail between layers of cotton or silk. Flack Jacket WWII: A bulky vest built to protect the wearer from shrapnel, used by bomber crews and many Navy personnel. Buff Coat: An outdated cavalry garment that can still be found in many developing eastern nations in the 20's. Famed for it's ability to stop small caliber pistol bullets and knife slashes. Helmet Battle: A steel helmet with a padded liner, designed to protect the wearer from flying shrapnel and concussions. Helmet Miners: A steel helmet designed to protect the wearer from falling debris and during falls. It also features a small electric or candle lantern mounted on the forehead to provide handsfree light.
STR* Strength Needed DEX* Negative Dexterity Modifier to Maneuvering and Movement SR's I.E. 2nd level basic SR becomes 3rd etc. HT* Hits Taken
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Post by Toad-Killer-Dog on Nov 12, 2009 14:44:12 GMT -5
Firearms & Missile Combat In Tunnels & Terrors
The Tunnels & Terrors variant uses a version of the 5th edition Missile Combat rules.
DEX SR to Hit Chart
Distance SR to Hit in yards Close 0-20 1st Mid 21-50 2nd Far 51-100 3rd Extreme 101+ 4th
Size Multiplier Chart
Multiplier Av. Size Huge x1 8'+ Normal x2 4' to 7' Small x3 3' to 1' Tiny x4 12'' & Less
Unaware Target: If firing at an unaware target the DEX SR is reduced by -2 levels to a minimum of 1st level. However after the first shot normal Missile Combat difficulties apply.
Close range shotgun fire: If the character is using shot & not solid slug they may reduce the "Size Multiplier" by one level at close range.
Aimed Fire: If a character spends a complete combat round aiming they can reduce the "Size Multiplier" by one level.
Example: Prof. Challenged levels his Elephant gun at a tiny homunculus ( "Size Multiplier" x4 ) taking careful aim before firing, bringing the "Size Multiplier" down form x4 to x3.
Telescopic Scope: A properly adjusted Telescopic sight will reduce the range from "Extreme" or "Far" to "Mid" Range and the "Size Multiplier" down by one step ( "Tiny" to "Small" ). However it does nothing from closer than "Far" range.
Fan Fire: Usable with non-automatic multi-round firearms like revolvers & semi-automatics. By firing 3 or more rounds the SR to hit is reduced by -1 level at "Close" to "Mid" range.
Burst Fire: Usable by SMG's, Assault Rifles & LMG's, by firing a burst of 5 or more rounds the SR to hit is reduced by -1 level at "Close" to "Mid" range and 1d6 is added to the damage rating.
Full Automatic Fire: Usable by SMG's, LMG's & most Assault Rifles by firing 30 or more rounds the SR to hit is reduced by -2 levels at "Close" to "Mid" range and 2d6 is added to the damage rating.
Reloading: Characters can either take a combat round to reload or make a DEX SR to reload & fire in the same turn.
Pistols ( Automatics ): 1st level SR Pistols ( Revolvers ): 2nd level SR Shotgun ( Automatic ): 2nd level SR Shotgun ( Double Barreled ): 1st level SR Rifle ( Single Shot Bolt Action ): 1st level SR Rifle ( Internal Magazine ): 2nd level SR / 1st level SR with Stripper Clips SMG ( External Magazine ): 1st level SR Assault Rifle ( External Magazine ): 1st level SR LMG ( Belt-Fed ): 2nd level SR LMG ( External Magazine ): 1st level SR
M.R. rated foes & Adds in Firearm Combat: M.R. rated foes do not apply their Adds in firearm or other Missile Weapon combat, this reflects both the "Mook" inability to kill heroes in ranged combat and provides a higher level of survivability to PC's.
However if the Missile attack is a natural ability the M.R. rated foe gets the full use of it's Adds.
Firearms Damage SR: If hit PC's make a first level SR versus LUCK and subtract any points over what is needed for success from the damage done by the firearm.
Death at negative CON equal to the original stat level: A character survives until they have fallen to a negative CON equal to the original stat level. After a character has reached -10 CON the character is considered unconscious. If someone with medical or healing knowledge can make a successful Healing SR that brings the character back from a negative score under their CON equal to the original stat level to a negative score over their original CON stat the character is considered alive but unconscious and in critical condition.
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Post by Toad-Killer-Dog on Nov 12, 2009 14:45:33 GMT -5
Shock & Stability: A new ability & a new SR
Shock & Stability are the cornerstones of the Tunnels & Terrors variant.
Stability: Stability is a measure of a characters mental toughness, as a characters Stability drops they become more vulnerable to the effects of shock & terror.
Stability is used to oppose Shock SR's, if the SR is passed the Stability is unaffected unless otherwise noted. If the Shock SR is failed the character loses the difference between the needed SR number and the characters Stability + dice total and If the SR is botched the Stability loss for the failed SR is doubled.
In cases were the Stability total is successful but the die roll is a botch the character loses a minimum of Shock SR level times 3 in stability.
Example: Miss Maple the geriatric detective opens a closet and a disemboweled corpse fall on her covering her in it's offal. Ms. Maple must make a 2nd level Shock SR on her Stability of 15. Ms. Maple rolls a 2+1 for a total of 18 and botching the Shock SR. Normally Ms. Maple would lose 7 points, however botching doubles that amount to 14 points of Stability. With a hysterical cry Ms. Maple attempts to extract herself from the body driven to the very brink of madness.
All Shock SR's are made with the characters current Stability score, so as a characters Stability falls Shock SR become progressively harder.
If a character loses all current "Stability" they go temporally insane and must roll on the "Temporary Insanity" table, and if the roll that takes the character under is a botched SR they acquire a permanent "Disorder" and must roll on the "Permanent Disorder" table.
A character's lost Stability is regained at 1 point for every turn they are not subjected to any Shock SR's.
As Stability falls a characters ability to calmly aim and fire a firearm in missile combat falls in correspondence with the Stability loss. For every point of Stability below the characters normal score remove 1 point from the characters missile combat accuracy with firearms.
A characters Coping Mechanisms can also be used to regain lost Stability.
Shock: Shock is used to rate the detrimental value of individual terrors and horrific happenings on a characters Stability score.
Here is a list of common Shock value examples
Shock Values: Unexpected Dead Bodies: 1st or 2nd Level Shock SR Terrifying Occult ritual: 1st or 2nd Level Shock SR Shocking gore or mutilations: 1st or 2nd Level Shock SR Horrifying Secrets of the universe: 2nd or 3rd Level Shock SR Seeing a Friend or Relation Die Horribly: 2nd or 3rd Level Shock SR Seeing a Stranger Gruesomely Killed: 1st or 2nd Level Shock SR Typical Monstrous Humanoid: 1st or 2nd Level Shock SR Typical Non-Euclidean Horrors (Non-Humanoid Horrors): 2nd or 3rd Level Shock SR Terrifying Natural Beasts: 0 to 1st Level Shock SR Shocking Alien "Deities": 3rd or 4th Level Shock SR Secret Gods of the Universe: 4th or 5th Level Shock SR Being Horrifically wounded (more than 3/4 of CON in a round): 1st Level Shock SR Engaging in Daredevil stunts: 1st Level Shock SR Being put in Unusual Peril ( hanging from a cliff, being put in a death trap ): 1st Level Shock SR Mundane Threats ( mobsters, nazis, cultists ): 0 or 1st Level Shock SR
Optional Shock situational modifiers: At night: +1 to the Shock difficulty total While Alone: +2 to the Shock difficulty total In an unsettling location ( graveyard, morgue, insane asylum, sewer ): +1 to the Shock difficulty total From Surprise: +2 to the Shock difficulty total
Non-Level SR Modifiers add or subtract their number to the dice total before success or failure is determined. All Modifiers are cumulative.
Character Type Shock SR Modifiers: Don't forget the Shock SR modifiers for Howards, Lovecrafts & Adventurers.
Howards get a +6 die total bonus to any Shock SR against dead bodies, gore or danger. Adventurers have a +6 die total bonus to all Shock SR's that deal with mundane danger or peril. Such as hanging off of cliffs, jumping a car over a bridge, being trapped in a death trap or walking a tight-rope. Lovecrafts get a +6 die total bonus to any Shock SR against forbidden knowledge, spells & magic.
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Post by Toad-Killer-Dog on Nov 12, 2009 14:46:32 GMT -5
Coping with Stability Loss in Tunnels & Terrors
Heroes in Tunnels & Terrors can regain lost Stability by using Coping Mechanisms chosen during character generation.
Characters may choose their Coping Mechanism from the following table or develop their own with the GM's consent.
Each Coping Mechanism is a part of the character and each one has it's own unique advantages & disadvantages. Coping Mechanisms don't exist simply to help characters regain Stability, but to help flesh out their personalities.
Coping Mechanism Table:
Weapon fondling: A trusty gun a steady hand & I'll take on the world. Be it a gun, a knife or a stout stick, if I'm armed at least I have a chance. If this character is able to clean, maintain, check or simply find comfort in the presence of their weapons they can recover 1d6 stability once an adventure session. However this predilection can lead the character into hasty decisions to keep ahold of their weapons. Also the characters obsessive behavior in regard to weapons will strike many people as a sign of deep psychological problems.
Research: If I can just understand, get a mental grip on the how and why, I can make this make sense. The love of learning the sequestered nooks and all the sweet serenity of books. If the character can take active steps, wether through investigations, book or computer research, or informed speculation they can recover 1d6 stability once an adventure session. However the character is consumed with a need to understand that can lead them deeper into danger on their personal quest. Also the character may feel the need to take critical time to understand a problem when action is needed.
Rationalizing: I can explain this, there is a rationale explanation for everything! If the character can construct a mundane explanation for the events that are unsettling them no mater how far fetched they can recover 1d6 stability once an adventure session. However this may lead the character to make foolish conclusions and underestimate the true extent of the happenings they find themselves entangled in.
Drinking: Liquid courage is the order of the day and have a drink on me my friend. If this character is able to get a stiff belt they can recover 1d6 stability once an adventure session. However characters that overindulge can be left debilitated and in seeking their beverage of choice they may make foolhardy decisions. Also few people are willing to believe the wild stories of inebriates.
Drugs: Name your poison & pay your price. From cocaine to prescription tranquilizers, if you can snort it, inject it, swallow it or smoke it this covers it. If the character can engage in the use of their chosen substance they can recover 1d6 stability once an adventure session. However this is illegal in most cases and can leave a character disabled if over indulged in. Most people will not take a drug addled character seriously and many will actively hold them in contempt.
Smoking: When the chips are down nothing soothes like a good nicotine fix. Smoke 'em if you've got 'em. If the character can indulge in their habit they can recover 1d6 stability once an adventure session. However some people will react negatively to a smoker, the characters habit will give them away on dark nights, they can be smelled more easily than normal & if deprived of nicotine the character can get nervous & irritable.
Flirting: The chase is the thing & wether it is a subtle batting of the eyelashes or a direct pickup line this character is on the prowl. If the character can practice their charms on another or talk about love & relationships they can recover 1d6 stability once an adventure session. However this character will quickly become known as a bit of a hound dog and a letch and more conservative NPC's may react badly to the characters amorous advances.
Lucky Item: Be it a religious icon, a coin, a rabbits foot, a picture or even a stuffed animal this character places great significance in a "Lucky" item or token. If the character can hold or concentrate on their "Lucky" item they can recover 1d6 stability once an adventure session. However people sometimes look askance at the characters predilection and if they lose their "Lucky" item they will be desperate to regain it.
Joking: Laugh & the world laughs with you, cry & you cry alone. A little levity can make even the bleakest situations livable. If the character manages to make a joke or pun to diffuse a bad situation or lighten a dark mood they can recover 1d6 stability once an adventure session. In stressful situations some people will react badly to your levity and many people have a hard time taking you seriously.
Bluff & Bluster: If you can't dazzle them with dexterity, baffle them with bullshit. Sometimes if you can talk the talk you can fake the walk. If this character displays bravado to others or blusters their way through a difficult situation they can recover 1d6 stability once an adventure session. However while some people find your posturing harmless others will take it as a direct challenge or an affront and may seek to do something about it.
Preparations: Be prepared, it's not just the Boy Scouts motto it the first step to survival. An ounce of prevention is worth a pound of cure and never leave home without a plan. If the character can plan ahead, gather equipment or evaluate the situation they can recover 1d6 stability once an adventure session. However this character can feel naked if they have to wing it, tend to over prepare and can be a bit of a pack-rat if given the chance.
Hysterics: Unreasoning fear, panic and raving, sometimes are your best defense against a too harsh world. If this character indulges in an episode of panic or raving they can recover 1d6 stability once an adventure session. However this may brand the character as unreliable, unstable or at least earn them a hardy slap to snap them out of it.
Brooding: When things go bad you turn inward, inward lays safety and answers that can't be found in the outside world. If the character can take time to be with themselves or ignores others to think they can recover 1d6 stability once an adventure. However this behavior comes across as moody and dismissive and NPC's won't react well when treated like a minor annoyance.
Comfort Eating: Fatty, sweet, salty or fried, food is always there. Wether from boredom or fear, this character likes a good nosh. If the character is able to indulge or even better over indulge in their personal eating preference they can recover 1d6 stability once an adventure session. However this character will occasionally make bad decisions to gratify their appetites and some people react badly to your peccadillo.
Superstitions: Wether its throwing salt over your shoulder, not putting your hat on a bed, always having a red string around your wrist or never walking under a ladder this character collect superstitions. If the character is able to practice one of their personal superstitions they can recover 1d6 stability once an adventure session. However this behavior can sometimes lead to bad decisions & some people take your habit as a lack of intelligence or sophistication.
Self-Pity: Nothing ever goes right & even worse it never goes right for you. The grass is always greener wherever you are not. If the character takes the time to whinge on about how unfair the situation is for them or takes the time to mope they can recover 1d6 stability once an adventure session. However in life and death situations this attitude can make you extremely unpopular, learn to keep it to yourself.
Optimist: Every cloud has a silver lining and tomorrow is another day. If you just keep a positive attitude things will work out. If your character can share their positive attitude with others or prove to themselves that everything is for the best they can recover 1d6 stability once an adventure session. However the characters constant chirpy sunniness can grate on even the hardest character and may raise tensions more than it defuses them.
Pessimism: If something can go wrong it will, that is the way of the world. Bad things happen & it does no good to be surprised when they do. If this character can favor others with their negative world view or prove to themselves that entropy rules the universe they can recover 1d6 stability once an adventure session. However this attitude can rub people the wrong way and makes forming new bonds or friendships difficult.
Artistic Creation: To paint, to write, to sculpt or photograph is the true passion of life. Art defines this character and this character uses art to define their world. If this character can work on an artistic project or finds artistic inspiration they can recover 1d6 stability once an adventure session. However the characters artistic pretensions can rub some hard minded individuals the wrong way and pursuing art can get you in trouble.
Stoicism: Life is tough & you have to be tough to make it through all the hell it throws at you. Tough it out and make it through are the watch words for this character, If the character is able to tough it through an obstacle or ignore a privation they can recover 1d6 stability once an adventure session. However this character can come across as grim, humorless and generally no fun, don't expect to be invited to a lot of parties.
Hedonist: Life is short & mysterious, so lets have a good time while we can. The best of everything is the motto of this character, wether it be clothes, dancing or fine wines all pleasant experiences are welcome. If this character can pamper themselves even in a small way they can recover 1d6 stability once an adventure session. While not obsessed with pleasure this character can come across as self-centered and shallow and may have trouble with serious minded individuals not valuing their ideas & opinions.
Mother Hen: As long as you take care of everyone else things will workout all right. This character will fuss and fret over others, even if their attentions are unwanted. If the character is able to aid or fuss over someone they can recover 1d6 stability once an adventure session. However this can lead to nagging or dominating behavior and treating others like unruly children, not the best plan to win friends.
Religious Fervor: God ( or Gods ) is in his heaven and all is right with the world, your character can draw inner strength through the faith they have in their religion. If the character can focus on or call on their religion they can recover 1d6 stability once an adventure session. However the faith they have in their religion can blind them to facts outside their accepted cosmology and lead them to place faith in powers or beings that may not be there when called upon.
Denial: If something threatens you it must be a mistake, a coincidence or simply not happening. If the character is able to deny a threat or uncomfortable fact they can recover 1d6 stability once an adventure session. However this blind denial can lead the character to make rash decisions and be oblivious to the seriousness of a situation.
Adrenaline Junkie: When the world is a scary place you have to throw caution to the wind and show it who's boss. Taking an unnecessary risk can allow this character to recover 1d6 stability once an adventure session. However this can lead to rash behavior, a lack of foresight and a general difficulty in being taken seriously.
Sarcasm: When the chips are down the snark comes out for this character. When engaging in sarcastic banter they can recover 1d6 stability once an adventure session. However this habit can be grating and may rub some NPC's the wrong way.
Gambling: A shuffle of the cards, a roll of the dice or a spin of the roulette wheel can set this characters heart afire. If the character engages in gambling or gamesmanship they can recover 1d6 stability once an adventure session. However the temptations of gambling can sometimes overcome the characters good sense and chances can have an unhealthy fascination for them.
Obsession: The character has an overriding obsession, it could be romance books, old movies, opera or gourmet cuisine. If they indulge themselves in their obsession they recover 1d6 Stability once an adventure session. However the character may also do stupid things to follow their obsession and they have a tendency to ramble on about it if given the chance.
Important Notes: Your players may try to get you to allow Coping Mechanisms like "Bully" or "Sadism", however anything that will be abused to the detriment of the enjoyment of the game or the players should not be permitted.
Players who seek to ruin the game for others are asking for adventure point penalties & may well find themselves the primary target of monster attacks.
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Post by Toad-Killer-Dog on Nov 12, 2009 14:47:33 GMT -5
Temporary Insanity & Permanent Disorder Tables
Temporary Insanities lasts until the character rises above 0 "Stability".
Permanent Disorders are just that, although a lengthly stay in a good sanatorium or long convalescing vacation may allow a character to make a SR to recover from the Permanent Disorder. If the character should roll another botch that leads to a Permanent Disorder it is more than likely that the previous disorder will reassert itself.
Temporary Insanity Table: Roll 3d6 and consult the following table 3-4: Personality Inversion: The PC suffers an inversion of character, a meek PC becomes aggressive, a caring PC becomes abusive or a cold calculating PC becomes impetuous & impassioned. 5-8: Acute Paranoia: The PC becomes convinced that the world is literally out to get them every stranger encountered is a enemy, the slightest setback is the result of a master plan against them. Unless the characters companions are extremely new to them they will be above the worst of these suspicions. 9-10: Hysterical roll 1d6 1-2: Paralysis 3-4: Blindness 5-6: Muteness Paralysis: The character becomes ridged as a board and must make an IQ or DEX SR to perform any action until they have regained a positive "Stability" Score. Blindness: The characters panic is so great they lose the ability to perceive the information from their eyes until they have regained a positive "Stability" score. Muteness: The character loses the ability to intelligibly verbally communicate, either through true muteness or an inability to speak in coherent manner. babbling or speaking in tongues until they have regained a positive "Stability" Score. 11: Hallucinations: The character begins to suffer from surreal or nightmarish hallucinations, they quickly become unable to distinguish reality from their own twisted mental visions until they have regained a positive "Stability" Score. 12: Quixotism: The character becomes subject to "Romantic" or "Heroic" ideals out of all proportion to reality and will foolishly & eagerly engage in unwise or dangerous activities that uphold this belief until they have regained a positive "Stability" Score. 13-14: Hysterical Panic: The character is in the grip of hysterical panic and is unable of rational thought and may flee into danger, scream incoherently, hide ineffectively or even flail uncontrollably in fear. To make any rational action the character must make a SR on either IQ or CON until they have regained a positive "Stability" Score. 15-16: Temporary Acute Phobia: The character becomes afflicted with a temporary but extremely acute phobia, in this acute form the character will have nothing to do with object of their phobia. If forced to deal with the object of their phobia they may become hysterical, attempt to flee, attempt to destroy the object or even enter a catatonic state. The phobia should be something related to the "Shock" SR that drove them under zero "Stability" and the character must make a 2nd level or higher SR on IQ or CON to interact with the object of their phobia until they have regained a positive "Stability" Score. 17: Catatonic Withdrawal: The character simply withdraws from the world and their body seemingly becomes an empty shell that resists all attempts to contact the psyche locked within. The character must make a 3rd level or higher SR on IQ or CON until they have regained a positive "Stability" Score. 18: GM's Fiat
Permanent Disorder Table: Roll 3d6 and consult the following table 3-4: Kleptomania: The character becomes afflicted with the compulsion to steal small items in an attempt to control their environment. This compulsion is illogical and can lead to misunderstandings and legal entanglements. 5-8: Paranoia: The character suffers under the belief that there is an intricate web of conspiracy and they are at it's heart. All strangers will be viewed with suspicion until they have proven themselves in the characters eyes and the character believes they are under constant surveillance and in immanent danger. 9-10: OCD: The characters trauma manifests itself in a manic need to control their environment and repeating ritualized behavior in an attempt to diffuse their inner tension. This may lead to hoarding behavior, compulsive cleaning or other behavior and the character may make irrational decisions based on their own priorates. 11-12: Fanaticism: The character is gripped with a burning belief in their personal cause, this could be a religion, a political movement, a personal goal or even the destruction of another belief. This fanaticism clouds the characters judgment and will lead them to make irrational decisions to further their cause regardless of the consequences. 13-15: Phobia: The character develops a persisting phobia, usually this is related to the "Shock" SR that caused the botch that brought them under zero "Stability". The character will seek to avoid the object of their phobia and may go to unreasonable lengths to get away from the source of their irritation. If forced to confront the phobia the character may act unpredictably, with abject fear, an urge to confront or destroy the offending item or person forcing it on them or an irrational urge to flee. 16-17: Philia: The character develops an intense attraction to an particular type of item, concept or being. This manifests as a desire to be around the subject of the philia, to trust and draw comfort from it and to seek to protect or acquire it. This is not necessarily or in fact commonly of a sexual nature. This philia can lead the afflicted character to make illogical decisions and take rash actions. 18: GM's Fiat
Phobia / Philia Reference Table: If possible choose the Phobia / Philia most likely to occur from the circumstances that brought it about. For a Philia just flip the subject from fear to desire.
Ablutophobia: Fear of washing or bathing Acarophobia: Fear of itching or of the insects who's bites cause itching Achluophobia: Fear of darkness or night Acousticophobia: Fear of noise Acrophobia: Fear of heights Aelurophobia: Fear of cats Aerophobia: Fear of drafts, air swallowing, or airbourne noxious substances Aeroacrophobia: Fear of open high places Agateophobia: Fear of insanity Agliophobia: Fear of pain Agoraphobia: Fear of open spaces or of being in crowded, public places like markets. Fear of leaving a safe place Agrizoophobia: Fear of wild animals Aichmophobia: Fear of needles or pointed objects Alektorophobia: Fear of chickens Amathophobia: Fear of dust Amaxophobia: Fear of riding in a car Amnesiphobia: Fear of amnesia Amychophobia: Fear of scratches or being scratched Anablephobia: Fear of looking up Ancraophobia: Fear of wind Androphobia : Fear of men Anginophobia: Fear of angina, choking or narrowness, quinsy or other forms of sore throat Angrophobia: Fear of anger or of becoming angry Anthrophobia: Fear of flowers Anthropophobia: Fear of people or society Antlophobia: Fear of floods Apeirophobia: Fear of infinity Aphenphosmphobia: Fear of being touched Apiophobia: Fear of bees Apotemnophobia: Fear of persons with amputations Aquaphobia: Fear of water, specifically the morbid fear of drowning Arcanophobia: Fear of magic Arachnophobia: Fear of spiders Arithmophobia: Fear of numbers Arsonphobia: Fear of fire Asthenophobia: Fear of fainting or weakness Astraphobia: Fear of thunder and lightning. Astrophobia: Fear of stars and celestial space Asymmetriphobia: Fear of asymmetry Ataxiophobia: Fear of ataxia (unsteady and clumsy motion of the limbs or trunk due to a failure of the gross coordination of muscle movements) Ataxophobia: Fear of disorder or untidiness Atelophobia: Fear of imperfection Atephobia: Fear of ruin or ruins Athazagoraphobia: Fear of being forgotten, ignored or forgetting Atomosophobia: Fear of atomic explosions Atychiphobia: Fear of failure Aurophobia: Fear of gold Auroraphobia: Fear of the Northern Lights or for Chileans, Argentinians, Falkland Islanders or Antarctic explorers, fear of the Southern Lights Autodysomophobia: Fear that one has a nasty odour or is dirty Automatonophobia: Fear of any inanimate object that represents a sentient being, eg. statues, dummies, robots, etc. Automysophobia: Fear of being dirty Autophobia: Fear of being alone or fear of oneself Aviophobia: Fear of flying Bacillophobia: Fear of microbes Bacteriophobia: Fear of bacteria Ballistophobia: Fear of missiles or bullets Barophobia: Fear of gravity, or the loss of gravity Basophobia: Fear of falling, inability to stand Bathmophobia: Fear of stairs or steep slopes, walking Bathophobia: Fear of depth Batophobia: Fear of heights or of being close to high buildings Batrachophobia: Fear of amphibians Belomophobia: Fear of needles Belonephobia: Fear of pins and needles Bibliophobia: Fear of books Blennophobia: Fear of slime Bogyphobia: Fear of demons and goblins Botanophobia: Fear of plants Bromidrosiphobia: Fear of bodily odours Bufonophobia: Fear of toads Buttonphobia: Fear of buttons Cacophobia: Fear of ugliness Cacomorphibia: Fear of fat people Cainophobia : Fear of newness, novelty Caligynephobia: Fear of beautiful women Cancerophobia: Fear of cancer Carbophobia: Fear of carbohydrates Cardiophobia: Fear of heart disease Carnophobia: Fear of meat Catagelophobia: Fear of being ridiculed Catapedaphobia: Fear of jumping from high and low places Catoptrophobia: Fear of mirrors or of seeing oneself in a mirror Cenophobia: Fear of empty spaces or rooms, voids Chaetophobia: Fear of hair Cheimaphobia: Fear of cold Chemophobia: Fear of chemicals or working with chemicals Cherophobia: Fear of gaiety Chionophobia: Fear of snow Chirophobia: Fear of hands Chlorophobia: Fear of the colour green Cholerophobia: Fear of anger or the fear of cholera Chorophobia: Fear of dancing Christophobia: Fear of Christianity Chrometophobia: Fear of clocks Chronophobia: Fear of time Chrysophobia: Fear or the color orange Cibophobia: Fear of food Claustrophobia: Fear of confined spaces Cleithrophobia: Fear of being locked in an enclosed place Cleptophobia: Fear of stealing Climacophobia: Fear of stairs or of climbing or falling down stairs Clinophobia: Fear of going to bed Clithrophobia: Fear of being enclosed Cnidophobia: Fear of stings Coimetrophobia: Fear of cemeteries Cometophobia: Fear of comets Commitmentphobia: Fear of commitments Coprophobia: Fear of feces Coulrophobia: Fear of clowns Counterphobia: The preference by a phobic person for fearful situations Cremnophobia: Fear of precipices Cryophobia: Fear of extreme cold, ice or frost Crystallophobia: Fear of crystals or glass Cyanophobia: Fear of the colour blue Cyberphobia: Fear of computers or working on a computer Cyclophobia: Fear of bicycles Cymophobia: Fear of waves or wave-like motions Cynophobia: Fear of dogs or rabies Cypridophobia: Fear of prostitutes or venereal disease Decidophobia: Fear of making decisions Deipnophobia: Fear of dining or dinner conversations Demonophobia: Fear of demons Demophobia: Fear of crowds Dendrophobia: Fear of trees Dentophobia: Fear of dentists Dermatophobia: Fear of skin lesions Dermatosiophobia: Fear of skin disease Diabetophobia: Fear of diabetes Didaskaleinophobia: Fear of going to school Dikephobia: Fear of justice Dinophobia: Fear of dizziness or whirlpools Dipsophobia: Fear of drinking Domatophobia: Fear of houses or being in a house Doraphobia: Fear of fur or the skins of animals Dysmorphophobia: Fear of deformity Dystychiphobia: Fear of accidents Ecclesiophobia: Fear of church Ecophobia: Fear of home Electrophobia: Fear of electricity Eleutherophobia: Fear of freedom Emetophobia: Fear of vomiting Enetophobia: Fear of pins Enosiophobia: Fear of having committed an unpardonable sin or of criticism Entomophobia: Fear of insects. (Also the orchid genus Entomophobia) Eosophobia: Fear of dawn or daylight Ephebiphobia: Fear of teenagers Epistaxiophobia: Fear of nosebleeds Epistemophobia: Fear of knowledge Epistolophobia: Fear of writing letters Equinophobia: Fear of horses Ereuthrophobia: Fear of blushing, red lights, or the colour red. Ergasiophobia: Fear of work or functioning, or a surgeon's fear of operating. Ergophobia: Fear of work Ermitophobia: Fear of being alone, loneliness Euphobia: Fear of hearing good news Febriphobia: Fear of fever Ferrumphobia: Fear of Iron and objects made of iron Frigophobia: Fear of very cold objects Gamophobia: Fear of marriage Galeophobia: Fear of sharks Geliophobia: Fear of laughter Gephyrophobia: Fear of crossing bridges Gerascophobia: Fear of growing old Gerontophobia: Fear of old people or of growing old Geumaphobia: Fear of taste Glossophobia: Fear of speaking in public or of trying to speak Globophobia: Fear of balloons Graphophobia: Fear of writing or handwriting Gymnophobia: Fear of nudity Gynephobia: Fear of women Hadephobia: Fear of hell Haemophobia: Fear of blood and bleeding Hagiophobia: Fear of saints or holy things Hamartophobia: Fear of sinning Harpaxophobia: Fear of being robbed Hedonophobia: Fear of feeling pleasure Heliophobia: Fear of the sun. Fear of (or abnormal sensitivity to) sunlight Hellenologophobia: Fear of Greek terms or complex scientific terminology Helminthophobia: Fear of being infested with worms Heresyphobia: Fear of challenges to official doctrine or of radical deviation Herpetophobia: Fear of reptiles Heterophobia: Fear of the opposite sex Hexakosioihexekontahexaphobia: Fear of the number 666 Hierophobia: Fear of priests or sacred things Hippopotomonstrosesquippedaliophobia: Fear of long words Hobophobia: Fear beggars or tramps Hodophobia: Fear of road travel Hormephobia: Fear of shock Homichlophobia: Fear of fog Homilophobia: Fear of sermons Hoplophobia: Fear of firearms Hydrophobophobia: Fear of rabies Hyelophobia: Fear of glass Hygrophobia: Fear of liquids, dampness, or moisture esp. wine and water Hylephobia: Fear of materialism or the fear of epilepsy Hylophobia: Fear of forests, wood or woods Hypegiaphobia: Fear of responsibility Hypnophobia: Fear of sleep or of being hypnotized Hypsiphobia: Fear of high places Iatrophobia: Fear of going to the doctor or of doctors Ichthyophobia: Fear of fish Iconophobia: Fear of images or icons Ideophobia: Fear of ideas Illyngophobia: Fear of vertigo Insulaphobia: Fear of being isolated, or alternatively, fear of islands Iophobia: Fear of poison Isopterophobia: Fear of termites or other insects that eat wood. Keraunophobia: Fear of lightning Koinoniphobia: Fear of rooms Kopophobia: Fear of fatigue Kosmikophobia: Fear of cosmic phenomena Lachanophobia: Fear of vegetables Laliophobia: Fear of speaking Leporiphobia: Fear of rabbits Leprophobia: Fear of leprosy Leukophobia: Fear of the colour white Levophobia: Fear of things to the left side of the body Librophobia: Fear of having to balance Ligyrophobia: Fear of loud noises Lilapsophobia: Fear of tornadoes and hurricanes Limnophobia: Fear of lakes Linonophobia: Fear of string Liticaphobia: Fear of lawsuits Lockiophobia: Fear of childbirth Logophobia: Fear of words Luiphobia: Fear of syphilis Lyssophobia: Fear of rabies or of becoming insane Macroxenoglossophobia: Fear of long, strange words Macrophobia: Fear of long waits Maimouphobia: Fear of monkeys Mageirocophobia: Fear of cooking Maniaphobia: Fear of going insane. Mastigophobia: Fear of punishment. Mechanophobia: Fear of machines. Megalophobia: Fear of large objects Melanophobia: Fear of the colour black Melophobia: Fear or hatred of music Meningitophobia: Fear of brain disease Menophobia: Fear of menstruation. Merinthophobia: Fear of being bound or tied up Metallophobia: Fear of metal Metathesiophobia: Fear of changes Meteorophobia: Fear of meteors. Methyphobia : Fear of alcohol Metrophobia: Fear or hatred of poetry Microphobia: Fear of small objects Misophobia: Fear of being contaminated with dirt or germs. Mnemophobia: Fear of memories Monopathophobia: Fear of a specific disease Motorphobia: Fear of automobiles Mottephobia: Fear of moths Musicophobia: Fear of music Musophobia: Fear of rats Mycophobia: Fear or aversion to mushrooms Myrmecophobia: Fear of ants Mysophobia: Fear of dirt Mythophobia: Fear of myths, stories or false statements Necrophobia:Fear of death or dead things Neophobia: Fear of the new Nephophobia: Fear of clouds Nihilophobia: Fear of (absolutely) nothing. Noctiphobia: Fear of the night Nomatophobia: Fear of names Nosocomephobia: Fear of hospitals Nosophobia: Fear of becoming ill Nostophobia: Fear of returning home Nucleomituphobia: Fear of nuclear weapons Numerophobia: Fear of numbers Nyctohylophobia: Fear of dark, wooded areas Nyctophobia: Fear of the dark, of night or of nightfall Obesophobia: Fear of gaining weight Ochophobia: Fear of vehicles Octophobia: Fear of the figure 8 Odontophobia: Fear of teeth or dental surgery Oenophobia: Fear of wine Oicophobia: Fear of houses Olfactophobia: Fear of smells Ombrophobia: Fear of rain or of being rained on Ommetaphobia: Fear of eyes Oneirophobia: Fear of dreams Onomatophobia: Fear of hearing certain words or names Ophidiophobia: Fear of snakes Ophthalmophobia: Fear of being stared at Opiophobia: A medical doctor's fear of prescribing pain medications for patients Optophobia: Fear of opening one's eyes Ornithophobia: Fear of birds Ortographobia: Fear of spelling mistakes Orthophobia: Fear of property Ostraconophobia: Fear of shellfish Ouranophobia: Fear of heaven Pagophobia: Fear of ice or frost Panthophobia: Fear of suffering and disease Panophobia: Fear of everything Papaphobia: Fear of the Pope Papyrophobia: Fear of paper Paralipophobia: Fear of neglecting duty or responsibility Paraphobia: Fear of sexual perversion Parasitophobia: Fear of parasites Paraskavedekatriaphobia: Fear of Friday the 13th Parthenophobia: Fear of virgins or young girls Pathophobia: Fear of disease Patroiophobia: Fear of heredity Pediculophobia: Fear of lice Pediophobia: Fear of dolls Pediphobia: Fear of children Peladophobia: Fear of bald people Pellagrophobia: Fear of pellagra Peniaphobia: Fear of poverty Phagophobia: Fear of swallowing, eating or of being eaten Phalacrophobia: Fear of becoming bald Pharmacophobia: Fear of taking medicine Phasmophobia: Fear of ghosts Phengophobia: Fear of daylight or sunshine Philemaphobia: Fear of kissing Philophobia: Fear of falling in love or being in love Philosophobia: Fear of philosophy Phobophobia: Fear of phobias Photoaugliaphobia: Fear of glaring lights Photophobia: Fear of light (also refers to aversion to light due to an inflamed/painful eye or excessively dilated pupils) Phonophobia: Fear of noises, voices, one's own voice or of telephones Phronemophobia: Fear of thinking Phthisiophobia: Fear of tuberculosis Placophobia: Fear of tombstones Plutophobia: Fear of wealth Pneumatiphobia: Fear of spirits Pnigophobia: Fear of choking or being smothered Pnumonomicroscopicsilicovolcanocoviosophobia: Fear of a lung disease caused by coal dust Pogonophobia: Fear of beards Poliosophobia: Fear of contracting poliomyelitis Politicophobia: Fear or abnormal dislike of politicians Ponophobia: Fear of overworking or of pain Porphyrophobia: Fear of the colour purple Potamophobia: Fear of rivers or running water Pharmacophobia: Fear of drugs Proctophobia: Fear of the rectum or of rectal diseases Prosophobia: Fear of progress Psellismophobia: Fear of stuttering Psychophobia: Fear of the mind Pteronophobia: Fear of being tickled by feathers Pupaphobia: Fear of puppets Quadraphobia: Fear of quartets or of being drawn and quartered Quadrataphobia: Fear of quadratic equations Radiophobia: Fear of radiation or X-rays Ranidaphobia: Fear of frogs Retrophobia: Fear of old things or traveling back in time Retterophobia: Fear of wrongly chosen letters Rhabdophobia: Fear of being severely punished or beaten with a rod, or of being severely criticized. Also fear of magic Rhinophobia: Fear of noses Rhodophobia: Fear of the colour red Rhypophobia: Fear of defecation Rhytiphobia: Fear of getting wrinkles Samhainophobia: Fear of Halloween Satanophobia: Fear of Satan Scabiophobia: Fear of scabies Scelerophibia: Fear of bad men, burglars Sciophobia: Fear of shadows Scoleciphobia: Fear of worms Scopophobia: Fear of being seen or stared at Scotomaphobia: Fear of blindness in visual field Scriptophobia: Fear of writing in public Sedatephobia: Fear of silence Selachophobia: Fear of sharks Selaphobia: Fear of light flashes Selenophobia: Fear of the moon Seplophobia: Fear of decaying matter Siderodromophobia: Fear of trains, railroads or train travel Siderophobia: Fear of stars Sinistrophobia: Fear of things to the left of oneself Social Phobia: Fear of being evaluated negatively in social situations Sociophobia: Fear of society or people in general Somniphobia: Fear of sleep Sophophobia: Fear of learning Soteriophobia: Fear of dependence on others Spacephobia: Fear of outer space Spermatophobia: Fear of sperm Spheksophobia: Fear of wasps Staurophobia: Fear of crosses or crucifixes Stenophobia: Fear of narrow things or places Stephanophobia: Fear of crowns Suriphobia: Fear of mice Symbolophobia: Fear of symbolism Symmetrophobia: Fear of symmetry Syngenesophobia: Fear of relatives Tachophobia: Fear of speed Taeniophobia: Fear of tapeworms Taphephobia: Fear of being buried alive or of cemeteries Tapinophobia: Fear of being contagious Taurophobia: Fear of bulls Technophobia: Fear of technology Teleophobia: Fear of definite plans or of religious ceremony Telephonophobia: Fear of telephones Teratophobia: Fear of bearing a deformed child, of monsters or of deformed people Teratrophobia: Fear of monsters Triskaidekaphobia: Fear of the number 13. Having a superstition Testophobia: Fear of taking tests Tetanophobia: Fear of tetanus or lockjaw Textophobia: Fear of certain fabrics Thalassophobia: Fear of the sea Thanatophobia: Fear of death or dying Theatrophobia: Fear of theatres Theologicophobia: Fear of theology Theophobia: Fear of gods or religion Thermophobia: Fear of heat Tocophobia: Fear of pregnancy or childbirth Tomophobia: Fear of surgical operations Tonsurephobia: Fear of haircuts Topophobia: Fear of certain places or situations, such as stage fright Toxiphobia: Fear of poison or of being accidentally poisoned Traumatophobia: Fear of injury Tremophobia: Fear of trembling Trichinophobia: Fear of trichinosis Tropophobia: Fear of moving or making changes Turophobia: Fear of cheese Trypanophobia: Fear of injections Trypophobia: Fear of holes Tyrannophobia: Fear of tyrants Uranophobia: Fear of the heavens Urophobia: Fear of urine or urinating Vaccinophobia: Fear of vaccination Vestiphobia: Fear of clothing Vuteuthindion: Fear of picnics Wiccaphobia: Fear of witches and witchcraft Xanthophobia: Fear of the colour yellow or the word yellow Xenoglossophobia: Fear of foreign languages Xenophobia: Fear of strangers or foreigners Xerophobia: Fear of dryness Xylophobia: Fear of wooden objects or fear of forests Xyrophobia: Fear of razors Ymophobia: Fear of contrariety Zoophobia: Fear of animals
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Post by Toad-Killer-Dog on Nov 12, 2009 14:48:35 GMT -5
Medicine & Healing in Tunnels & Terrors
Seeing that PC's in Tunnels & Terrors do not have access to the same kind of magical healing that characters in standard T&T have it becomes necessary to provide them with an alternative to simply spending weeks convalescing to heal even minor wounds.
All characters heal 10% of current CON or a minimum of 1 point a day. Unless the wound is complicated by disease or the character is suffering from an illness.
Characters or PC's with a background in medicine or healing can make a healing SR to clean, dress and care for a wound greatly reducing or eliminating the severity of the injury.
The Healing or Medical SR is an IQ based, 1d6 CON is healed per level of SR attempted usable once per wound, healing not to exceed the amount of said wound. Each level of SR counts for a full game turn ( I.E. ten minutes ) in game time.
Also tending wounds leads to increased natural healing per day, all characters heal 10% of current CON or a minimum of 1 point a day. Unless the wound is complicated by disease or the character is suffering from an illness. With proper medical care this is doubled.
Both uses of the Healing or Medical SR assume that the healer has access to the proper medical supplies
Diseases and poisons can also be treated with Healing or Medical SR's, the GM should set a SR based on the virulence of the disease or poison and the healer must both make the SR and have access to the proper means of treating the ailment.
Broken bones and other specific wounds can be treated, but not instantly healed and may call for attribute penalties until they have had time to properly heal. A Healing or Medical SR can make sure that bones are set straight, cauterize lost limbs and generally improve the characters chance of survival.
In case of a really horrible botch ( a 3 on two dice ) feel free to use your imagination. It should not outright kill the character receiving treatment, but besides that feel free to make things uncomfortable for the recipient.
Sample Disease SR's: Dysentery: 1st Level SR Cold / Flu: 1st Level SR Pneumonia: 2nd to 3rd Level SR Wound Infection: 1st to 3rd Level SR Gangrene Dry and Gas: 1st to 2nd for Dry / 2nd to 4th for Gas failure requires amputation Salmonella: 1st to 2nd Level SR
Sample Specific Wound SR's: Broken Limb: 1st to 2nd Level SR Broke Ribs: 1st to 3rd Level SR Severed Limb: 1st to 3rd Level SR Major Bleeding: 1st to 2nd Level SR Internal Bleeding: 2nd to 4th Level SR Misc Minor Surgery: 1st to 2nd Level SR Misc Major Surgery: 2nd to 4th Level SR
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Post by Toad-Killer-Dog on Nov 12, 2009 14:51:49 GMT -5
Tunnels & Terrors Spell Book : Magic most Foul & Rites most Arcane
Books of Forbidden Knowledge & Arcane Lore
Characters may seek out, our find books of arcane knowledge and magic to further their understanding of the mysterious forces that beset them in T&T. Doing so has both it's rewards and it's perils.
Here is a selection of forbidden tomes in which to conceal spells and hidden knowledge.
Spells in Mythos Tomes: The GM must decide what spells he want the characters to find in any tome they come across.
Remember most Mythos tomes are moldering books that may not be complete and may be missing whole sections or key pages or expurgated later printings that may have edited out small details that would allow a character to learn a spell.
Its up to you to decide what spells you want your PC's to find and what spells to include in the books and notes their characters come across.
Learning Spells From Texts & Grimoires: If a character finds a spell listed in a tome they may then attempt to learn that spell.
For each level of spell it takes a full day of study ( eight hours ) to learn the spell.
After the required study period the character must make a 1st level SR on IQ to fully grasp the nature of the spell and be able to put it to use.
A character may also increase their study time a day or cram to learn a spell faster.
The most basic method is too double the characters study time a day ( sixteen hours a day, rather than eight ). This cuts the required spell study time in half, at the end of which the character must make a 2nd level SR on IQ to fully grasp the spell.
In the direst need a character may attempt to cast a spell directly from a tome without learning it first. All the required materials are still needed, the Shock SR to cast the spell is increased by 1 level and the character must also make a 3rd level SR on IQ to successfully cast the spell.
Sample Books: Here are a few example tomes to get you started.
The Necronomicon Considered by many to be the definitive human work on the hidden nature of the universe, the Necronomicon by the mad Arab Abd al-Azard blends dream like poetry with manic seemingly first hand accounts of phenomenon. The Original Arabic Profusely illustrated and the most complete version known, the Original Arabic version is not known to survive in the modern world. Although who knows what exists in the lost libraries and hidden attics of the world. Shock Value: 4th level Study Bonus: +8 bonus to all knowledge SR's dealing with the major figures of the Great Old Ones, the Outer Gods and their ancient cults. Reference Bonus: An additional +5 bonus can be applied to SR's dealing with the major figures of the Great Old Ones, the Outer Gods and their ancient cults if the book is available for direct reference. Shock Failure Penalty: Any roll under 5 that fails the required Shock SR will leave the reader with a Permanent Disorder from the appropriate table. Notes: Easily both the most accurate and soul shattering of the known Mythos tomes, the Necronomicon in it's original arabic personifies the double-edged nature of Mythos The Greek Translation Unlike later translations the Greek has accurate copies of most of the charts and diagrams of the Original Arabic. While not as complete as the original it is the most accurate version in a western tongue. However it is not known to have survived, it was widely burned by the Inquisition and other more secular institutions. Although it is rumored that a copy may exist in the Vatican's Z collection. Shock Value: 3rd Level Study Bonus: +6 bonus to all knowledge SR's dealing with the major figures of the Great Old Ones, the Outer Gods and their ancient cults. Reference Bonus: An additional +4 bonus can be applied to SR's dealing with the major figures of the Great Old Ones, the Outer Gods and their ancient cults if the book is available for direct reference. Shock Failure Penalty: Any roll under 5 that fails the required Shock SR will leave the reader with a Permanent Disorder from the appropriate table. Notes: An existing copy of the Greek translation coming to light would cause a major stir in both the rare book and anthropological communities. However Mythos involvement is certain to follow such a discovery. The Latin Translation The most complete of the surviving editions, the Latin is known to have lost most of the charts and diagram and those that survive are of dubious authenticity. At least four copies are known to publicly exist, a complete text at Miskatonic University, another in the British Museum, A damaged copy at the University of Buenos Aires and copy at the University of Heidelberg. As well as the known copies there exist copies, many in various states of disrepair in private collections around the world. Shock Value: 3rd Level Study Bonus: +4 bonus to all knowledge SR's dealing with the major figures of the Great Old Ones and the Outer Gods and their ancient cults. Reference Bonus: An additional +2 bonus can be applied to SR's dealing with the major figures of the Great Old Ones, the Outer Gods and their ancient cults if the book is available for direct reference. Shock Failure Penalty: Any roll under 5 that fails the required Shock SR will leave the reader with a Permanent Disorder from the appropriate table. Notes: Any copies of the Latin translation the PC's are likely to encounter would be fragmentary in nature and might well count as a "Notes & Lesser Translations" edition of the superior kind. If it were to become know that the PC's had a complete copy of the Latin translation interest and scrutiny, both mundane and supernatural is sure to follow. Notes & Lesser Translations The most common way to encounter the writings of the mad Arab, many partial, expurgated, reinterpreted or simply incomplete versions have been printed, hand copied or even recorded to phonographic record. These are of doubtful use to a scholar & much of what they have to tell is erroneous or dangerously misunderstood. Shock Value: 1st to 3rd Level Study Bonus: +1 to +3 on various aspects or figures of the Mythos, depending on the contents of the notes or translation. Reference Bonus: +1 to +2 on the aspects of the Mythos covered by the tome if the book is available for direct reference. Shock Failure Penalty: Without the full implications revealed by a complete & unexpurgated copy of the Necronomicon's text the penalty lessons to inflicting a Permanent Disorder only if the failed Shock SR brings the reader below 0 Stability. Notes: The character and description of the hundreds of different texts and recordings that comprise this category would itself fill volumes. Each one should be modeled by the GM to fit the needs and purpose of the adventures they are running.
Unausprechlichen Kulten ( The book of the Nameless Cults ) Description: Written by Friedrich Wilhelm Von Junzt after many years infiltrating secret cults, mystic societies and forbidden orders. It details the rites, origins, beliefs and practices of the societies he joined, often at great personal risk to himself. Von Junzt began work on a second volume, but was found murdered in his rooms, his throat torn out with inhuman claws while in a locked room. Shock Value: 3rd Study Bonus: +3 bonus to all knowledge SR's dealing with cults their practices and rites. Reference Bonus: +2 to all knowledge SR's dealing with cults their practices and rites if the book is available for direct reference. Shock Failure Penalty: If the reader falls bellow 0 Stability from studying the text or botches their Shock SR ( a roll of 1+2 on 2d6 ) they develops the Paranoia disorder from the Permanent Disorders table. Notes: likely to contain various Lesser and greater Summoning spells as well as Communion with Great Old one and Abjuring spells.
The People of the Monolith "They say foul beings of Old Times still lurk, In dark forgotten corners of the world, And gates still gape to loose, On certain nights, Shapes pent in Hell" - Justin Geoffrey, People of the Monolith Description: A book of poems by the American writer Justin Geoffrey written after h slept beneath a certain ill favored black stone near the village of Stregoicavar in the mountains of Hungary. He returned to America a changed man. Following the publishing of this his final collection of poetry he spiraled into dissipation and addiction and within a few short years was committed to an asylum where he died raving within months of his admission. There are rumors of later poems written while at the height of his madness in the asylum, but these rumors have never been confirmed. Shock Value: 1st level, 2nd level if the IQ SR for learning the deeper meaning is successful. Study Bonus: If the reader makes a 1st level SR versus IQ they gain a +2 bonus to all knowledge SR's concerning the Great Old One Golgoroth and it's cults. Reference Bonus: A further +1 to knowledge SR's concerning the Great Old One Golgoroth and it's cults if the book is available for direct reference. Shock Failure Penalty: If the Shock SR is botched ( a roll of 1+2 on 2d6 ) or the Shock SR brings the PC below 0 Stability they are afflicted with horrific nightmares of a squatting toad-like thing atop a massive black monolith being worshipped by naked human cultists in bloody and orgastic rights. Notes: "The People of the Monolith" is an excellent example of a Mythos inspired text written by someone without full understanding of the experiences that they are detailing. If you choose to include any spells in "The People of the Monolith" I would recommend calling for an IQ SR to decipher them from the prose and rework them into a usable form.
* Shock Value: The level of the Shock SR a character will face if the study the listed text. Study Bonus: The permanent bonus that studying the text will confer on a character that studies it. Reference Bonus: The additional bonus that having the text available as a reference will give the character. Shock Failure Penalty: The penalty that failing the texts Shock SR will have on the studying character.
Spells & Rites of the Mythos
The standard spells of T&T don't really fit in with the otherworldly horror of "Tunnels & Terrors" so here is a sampling of spells for use in horror gaming.
Remember no spell is official unless you feel that it fits in your game world.
1st Level Spells
Name: Baleful Gaze of Hastur Level: 1st Cost: 8 points Range: Line of sight Power Up: Double cost to increase the number of targets and double cost for every round after the first. Duration: One combat round Shock Value to Cast: 1st level SR Shock Value to Witness: The spell calls for a 1st level Shock SR from witnesses, not only because of the swirling spectral energies that race back and forth from the caster to the target, but because of the unnatural effect it has on the minds of witnesses. Availability: Found in many grimoires, the go to spell for many insane cult leaders. Needed Materials: None Description: The caster and the target or targets engage in an IQ versus IQ SR battle the higher total wins, if the caster defeats the target they are stunned for the round and must take the difference between in damage off their Con score. Example: Donny the delusional cultist casts "Baleful Gaze of Hastur" on Burt the PI. Donny has an IQ of 15 and Burt has an IQ of 12 each makes a SR on IQ: Donny rolls 10 and Burt rolls a 7, Donny's total is 22 & Burt's is 19. Burt is stunned for the round and must take 3 points off his Con.
Name: Powder of Ibn-Ghazi Level: 1st Cost: 10 points renders 3 doses of powder Range: Any object or being within 10' feet of the caster Power Up: The caster may make up to half their IQ in doses if they have sufficient Wiz points and ingredients. Duration: 1 dose reveals the invisible or otherworldly for a full turn Shock Value to Cast: None Shock Value to Witness: 1st level if the effects are unexpected, also if the object or entity has a "Shock Value" that should be applied as well. Availability: Found in many Mythos notes, books and in all but the most expurgated copies of the "Necronomicon". Needed Materials: Salt and various other ingredients, as long as the ritual is properly completed most of the more exotic ingredients can be substituted for more common substances. Description: Used to make the invisible or that which humans can not normally visually perceive viewable. The Powder of Ibn-Ghazi is grayish blue and if properly stored can keep it's potency for up to a year.
Name: Sense Emanations Level: 1st Cost: 6 points Range: 50' feet Power Up: None Duration: 1 combat Turn Shock Value to Cast: Dependent on surroundings and the casters level of success or failure. Generally from none to 2nd level Shock SR. Shock Value to Witness: While Availability: A common Mythos spell and can also be found taught as a mental discipline by many orders and cults. Needed Materials: None Description: The psychic ability to read the surroundings of the caster to the extent of success or failure of the spells required IQ SR. Critical Failure: The caster will receive a deceptive feeling of the nature of the area scanned. It may also open the caster up psychic assault from areas that have witnessed truly horrific incidents. In those cases the GM should decide what level of Shock SR the caster is subjected to, generally from 1st to 2nd level. Failure: The caster is unable to get any strong feeling as to the nature of the area scanned. 1st Level Success: The caster will get a general idea of the scanned area, vague bad feelings from areas where evil acts have been performed or nebulas feelings of danger from an area with a lurking threat. 2nd Level Success: Yields a more specific results than a 1st level success, scanning a area of evil or mythos activity might get the caster an idea of what action left the psychic imprint on the area, scanning an area for danger would likely give a vague location of where the danger is located in the area scanned. 3rd Level Success: Begins to give specific answers to the casters efforts. An area of where a victim was murdered will give flashes of the incident although details will be hazy, an area containing a threat will reveal a the location and a feeling of the nature of the threat although no detailed information is forthcoming. 4th Level Success: Detailed information is revealed, any incident that left a permanent impression on the area will be readily available to the caster, an area containing a threat will reveal the nature, location and intent of the threat. However the detail from this level of success can be as terrifying as being a witness to the original act that left the impression, sometimes this will call for a Shock SR, generally from 1st to 2nd level in severity. Example: Donny the delusional cultist is trying to find out what went wrong at the last coven meeting he skipped and casts "Sense Emanations" in the blood spattered, but deserted warehouse his compatriots use to perform their heinous rights. Donny makes an IQ SR and rolls 4+4 (like all SR's doubles add & rollover) 5+4 plus his IQ of 15 = 32 a 3rd level success. Donny gets flashes of a summoning gone wrong and a nebulas image of a horrific beast tearing through his comrades and carrying of their bodies. It looks like its time for Donny to find some new friends!
2nd Level Spells
Name: Craft Elder Sign - Minor Level: 2nd Cost: 5 points Range: The Elder Sign will protect one portal or doorway. Power Up: Each level up doubles the time that the Minor Elder Sign is empowered against the forces of the Great Old Ones and the Outer Gods. Duration: The spell will empower a Minor Elder Sign for an hour Shock Value to Cast: None Shock Value to Witness: None Availability: Found in both the accounts of cultist and the books of the occult, the making of the Minor Elder Sign is a common source of protection from the forces of the Mythos. Needed Materials: The Minor Elder Sign can be inscribed in the sand, carved into the lintel of a door, scrawled in charcoal over a portal or passage, but it must be inscribed onto a surface to take effect. Although it can be scribed on a surface and then transported. Description: The Elder Sign resembles a branch with three offshoots on the left side and two on the right, the whole inscribed at a right angle. The Elder Sign will bar a way or seal a portal from the powers of the Great Old Ones, The Outer Gods and their servants. Although unaligned creatures and entities are unaffected by the power of the Elder Sign. A Minor Sign is temporary and it's power will fade in time, how soon depending on the power placed into it by the caster. While protected by the Elder Sign Example: Donny the delusional cultist has made some powerful enemies since we last heard from him and he is currently fleeing through the woods from some unknown creature of the Mythos. Donny takes shelter in a cave and using a his fingers traces the Elder Sign into the clay at the mouth of the cave. Knowing that there are many hours until dawn Donny pours almost his entire store of Wiz into it's creation and buys himself three hours of protection for 15 points. Now he only has to worry wether or not the creature sent after him is effected by the Elder Sign!
Name: Mind over Matter Level: 2nd Cost: 5 points Range: Line of Sight Power Up: Double the Weight manipulated or Duration for each leveling up of the spell. Duration: 1 Combat Turn Shock Value to Cast: None Shock Value to Witness: While unusual it does not call for a "Shock" SR. Availability: Found in rare Mythos tomes and in some non-Mythos collections of magic & esoterica. Needed Materials: None Description: Mind over Matter allows the caster to mentally lift and manipulate 6'ounces of material. The force generated by the spell is not enough to direct a weapon in combat, however a weight could be dropped onto a target.
Name: Rite of Meditation Level: 2nd Cost: 1 point Range: None Power Up: Each level increase doubles the amount of turns that the caster stays in the mediative trance. Duration: 1 turn of Meditation Shock Value to Cast: None Shock Value to Witness: None Availability: A common ritual found in the writing of many cults and orders. Needed Materials: Although many trappings are associated with the Rite of Meditation, none are truly needed. Description: Upon casting the Rite of Meditation the caster enters into a light trance state that facilitates the regaining of expended Wiz by an additional 1d6 per full turn. While in the mediative state the caster can take no other action although they are still aware of their surroundings. Should the caster chose to move or take action before the duration of the trance is complete they only gain back the Wiz for the time they spent in meditation.
Name: Summoning - Lesser Level: 2 Cost: 10 points Range: Not applicable, although the creature will travel to the caster of the spell. Power Up: Lesser Summoning can be increased to summon more than one creature or group of creatures ( as per spell ) for double the cost for every increase to the base. Duration: Once Summoned the creature or entities stay until they are Abjured or leave. Shock Value to Cast: 1st level Shock SR, plus the cost of viewing the summoned creature. Example: Donny the delusional cultist summons a Ghast in the light-less vaults beneath the Dream Lands. Doing so he must make a 1st level Shock SR and then another 1st level shock SR for witnessing the Ghast in all it's vile awfulness. Shock Value to Witness: Viewing the ritual while unsettling does not call for a Shock SR, however if the spell is completed any witnesses must make any Shock SR called for by the summoned entity. Availability: The most common of the Summoning spells, each creature has it's own distinct sub-spell ( Summoning - Lesser: Deep Ones, Summoning - Lesser: Ghast ). Needed Materials: Each spell calls for a few minor materials unique to the creature summoned. Example: Deep Ones require a lead or volcanic stone weight inscribed with simple runes be dropped into deep ocean waters for the summoning to take effect. Description: The most basic of the Summoning spells and the most common. Found in the grimoires of many cultists, these spells are often the first step down the slippery slope of the Mythos. The Mighty underground worms the Chthonians have a variation of this spell that summons humans. Example: Donny the delusional cultist needs some help getting rid of the bodies of two investigators who had been snooping around his cult. Donny knows the spell "Summoning - Lesser: Ghouls" and decides that convincing some ghouls to make the bodies "Disappear" should be a snap. Donny is 5th level and has an IQ of 15 & a Wiz score of 17, he decides to summon two ghouls. Donny prepares the ritual components at an old graveyard in the dark of the night and expends 14 points of Wiz to power the spell. First Donny make a 1st level Shock SR
3rd Level Spells
Name: Communion with Great Old One Level: 3rd Cost: 15 points Range: None Power Up: None Duration: Depending on the whim or motive of the Communions target. Shock Value to Cast: 4th level SR, also if any failure is made the caster automatically develops a Permanent Disorder. Shock Value to Witness: None to 1st depending on the violence of the communication and the casters reaction to the spell. Availability: Found in the secret writings of the most dread and diabolical of cults, a trap to the unwary and a beacon for the maniacal and insane. Needed Materials: The materials needed are as unique as the Great Old Ones themselves, Great Cthulhu is best contacted through dreams or in an ecstatic altered state of consciousness, Hastur the Unnameable is contacted through meditation, the scribing of mind searing runes and extreme mental focus. Often Hastur chooses to communicate through his avatar the "King in Yellow". Description: Used by the unwary to seek power and the devote to better serve their masters Communion with Great Old One grants communication between the caster and the spell target Great Old One. If the caster maintains their sanity they can seek favor, forbidden knowledge, or even dominion over the creatures of the Great Old One. However most are driven into ravening madness and some are left hollow shells, puppets filled with the purpose and will of the Great Old Ones.
Name: Elixir of Space-Mead Level: 3rd Cost: 12 points and four days for two doses of Space-Mead Range: None Power Up: Double the amount of doses of Space-Mead generated or halve the time taken to brew the Space-Mead Duration: The effects of the Space-Mead last for the duration of the journey or task it was imbibed to allow Shock Value to Cast: None Shock Value to Witness: None Availability: Found in many tomes that discuss travel through the ether or into other worlds. An incomplete spell can be instantly fatal if the caster depends on it and unknowingly subject themselves to the dangers of interstellar travel withy a faulty spell. Needed Materials: Various cooking & distilling apparatus and ingredients are needed as well as the needed power and recitations of the spells rights. Description: A spell that allows the imbiber to travel unprotected through interstellar space or operate normally in dangerous or inhospitable environments.
Name: Spell of Dreaming Travel Level: 3rd Cost: 10 points Range: Touch Power Up: Each level increase doubles the number of Dream Travelers Duration: The length of time the target remains asleep Shock Value to Cast: None to cast, however the target or target that find themselves in the Dream Lands must make a one time 2nd level Shock SR to deal with the unreality and disorientation of planar travel. Shock Value to Witness: None, the target appears to be in a deep but normal sleep. Availability: Found in the writings of certain esoteric and reclusive orders and in tomes & grimoires that deal with the Elder Gods of the Dream lands. Needed Materials: A small captivating object for the subject to focus on can aid in the casting of the spell, but no reagents are required in the casting of the spell. Description: The Spell of Dreaming Travel transports a willing target to the earth's Dream Lands. When they arrive the target will be outfitted and clothed as would become their self in the waking world and can interact with the denizens and world of the Dream Lands the same as if they were fully a part of it. However should they die or when their physical body awakens, anywhere from 6 to 14 hours after the casting of the spell they return to the waking world leaving behind any object acquired in the Dream lands. Drugs may be used to prolong the Dreaming, but the risk of addiction to both the drugs and the strange environs of the Dream Lands is a constant threat. Should the targets physical body die while they are in the Dream Lands they become fully a permanent part of the Dream Lands and subject to all it's laws and caprices.
Name: Spell of Unnatural Reanimation Level: 3rd Cost: 15 points Range: Line of sight Power Up: For each level increase the caster can reanimate 1 more body or add their IQ in M.R. points to a zombie or skeleton they are raising. Duration: Permanent or until the zombie or skeleton is destroyed. Shock Value to Cast: The process of forcing unnatural life into a dead body can scar the psyche of all but the most deranged. Casting this spell calls for a 2nd level Shock SR. Shock Value to Witness: Horrifying but not as disturbing as performing that act itself. Witnessing this spell call for a 1st level Shock SR. Availability: Found in the darker and more forbidden tomes & grimoires, this spell is only the most basic of many variations on the theme of raising the undead. Needed Materials: One or more dead bodies depending on how many zombies are to be raised to serve the caster. Description: The Spell of Unnatural Reanimation will raise a dead body to be a servant with an M.R. equal to the caster's IQ+CHR scores, plus whatever level bonus the caster imbues it with, its Dex is considered to default at 6. The Zombie or skeleton will also have 5 points of armor protection due to it's undead state and will call for a 1st or 2nd Shock SR depending on how decayed or maimed the reanimated corpse is.
Name: Unbinding of the Dread Curse Level: 3rd Cost: 10 points Range: Touch Power Up: Each level of increase adds half the casters IQ ( round down ) to the opposed SR check versus the Curses casters IQ. Example: the caster has an IQ 15 and wishes to power up their spell by 1 level, they would add 7 points to their IQ for the IQ versus IQ struggle against the Curses invoker. Duration: Permanent Shock Value to Cast: If the attempt to break the curse is unsuccessful a 2nd level Shock SR from the psychic backlash of the curse is required by the caster. However if the Curse is successfully foiled the originator of the curse must themselves make a 2nd level Shock SR. Shock Value to Witness: None to witness, but the target of the spell must make a 1st level Shock SR from spell backlash if the attempt to break the curse is unsuccessful. Availability: Found in the myths and lore of many cultures in incomplete fragments, but true examples of the spell are rare and most often found in Mythos tomes and grimoires. Needed Materials: While many writings call for ritual trappings the only true requirements are the power of the spell caster and physical contact with the curses victim. Description: When cast the invoker enters into an opposed IQ versus IQ SR with the curses caster to break the spell laid on the victim. If the curse is broken the victims lost ability points begin to return at the rate of 1 point every full turn. Example: Donny the delusional cultist's friend Chaotic Karl has had a curse laid on him by a rival Mythos sorcerer. Donny will attempt to break the curse in an opposed IQ battle with the rival sorcerer. Donny is 5th level has an IQ of 15 and 17 points of Wiz, he casts Unbinding of the Dread Curse over Karl spending 8 points of Wiz to cast the spell and an additional 8 points to increase his IQ for the contest. Donny rolls his SR 6+2, +7 points form the spell boost and his IQ of 15 = 30, the rival sorcerer has an IQ of 20 and rolls 4+1 = 25. Donny is successful and the curse is broken, now the rival sorcerer must make a 2nd level Shock SR from spell backlash.
4th Level Spells
Name: Communion with Outer God Level: 4th Cost: 20 points Range: None Power Up: None Duration: Most of the Outer Gods are far to inhuman for true communication to take place between the caster and the entity. The spells duration is how long the caster can withstand contact with such an overwhelming mind. Shock Value to Cast: 5th level SR, also if any failure is made the caster automatically develops a Permanent Disorder. Shock Value to Witness: None to 1st depending on the violence of the communication and the casters reaction to the spell. Availability: More common than is right or good in a sane universe, hidden in the hieroglyphs on ancient temples or in the scratchings of a mad poets pen. The distinct spells that allow communication with the Outer Gods are found within many sources. Needed Materials: Often the Outer Gods can only be contacted during specific stellar phases or in places of power that seem to call to the Outer Gods. Description: Used to seek communication with the Outer Gods, these spells seldom yield anything more than madness and possession. Of the Outer Gods only Nyarlathotep can be truly communicated with and that entities caprice is deadly. Shub-Niggurath & Yog-Sothoth seem to be open to contact and worship by mortals, but the ineffable minds of the Outer Gods are unknowable.
Name: Curse of Dread Cthulhu Level: 4th Cost: 2 points per point of Curse inflicted on the target, up to the IQ of the caster. Range: As long as the caster has the required materials to perform the spell it will effect any target still on the same world and material plane. Power Up: None Duration: Until dispelled by a spell or the focusing item or caster is destroyed. Shock Value to Cast: 2nd Level Shock Value to Witness: Witnessing the effects of the Dread Curse call for a 1st level SR. Availability: Variations of the spell are known to many cults & it is well known to the Voodoo cults that worship Cthulhu in abominable right held under bayou moons. Needed Materials: The caster must have some personal item or token of the victim as a focus for the spell. Either a piece of the intended target ( a hank of hair, clippings of toenails or fingernails, blood or other bodily substances ), or an item held close to the victims heart ( a locket, a favorite piece of clothing, a beloved letter or the like ). Description: Every point of the Dread Curse cast on a victim removes a point off one of the targets ability scores. Example: Donny the delusional cultist has stolen a lock of hair from Karen Keene girl reporter and has decided to cast the Dread Curse on her to throw her off his trail. Donny weaves her hair into a fetish and spends 12 points of Wiz to reduce her CHR by 6 points hoping that her new twisted and hideous visage will convince her to stop meddling in Donny's affairs.
Name: Summoning - Greater Level: 4th Cost: 20 points Range: Not applicable, although the creature will travel to the caster of the spell. Power Up: Greater Summoning can be increased to summon more than one creature or group of creatures ( as per spell ) for double the cost for every increase to the base. Duration: Once Summoned the creature or entities stay until they are Abjured or leave. Shock Value to Cast: 1st level Shock SR, plus the cost of viewing the summoned creature. Shock Value to Witness: Viewing the ritual while unsettling does not call for a Shock SR, however if the spell is completed any witnesses must make any Shock SR called for by the summoned entity. Availability: More rare than the Lesser Summoning, these creatures are far more formidable than the beings that answer the Lesser Summoning's call. Needed Materials: Each spell calls for a few minor materials unique to the creature summoned. Description: As can be surmised by the title this allow the summoning of more formidable and otherworldly beings than the Lesser Summoning. Creatures like the, Shantak, the Byakhee and the Dimensional Shambler fall into this category.
Name: The Rite of Gathered Strength Level: 4th Cost: 4 points from each person taking part in the ritual Range: Touch Power Up: None Duration: For the Duration of the casting time of the aided spell Shock Value to Cast: 2nd for the strange and disturbing aspect of the melding of minds and wills needed to focus the strength of the mingled individual in the spell casting. Shock Value to Witness: None Availability: Uncommon, but found in some ancient Greek and European texts. Needed Materials: A drop of blood from each participant. Description: The Rite of Gathered Strength allows two or more casters to pool their Wizardry scores to cast spells that would be otherwise outside their ability to successfully attempt. The ritual lasts as long as it takes the main caster or focus of the spell to finish the spell that the rite is aiding. The spell need only be know by the focus of the spell and they are the one actually casting the spell, although through the link of minds all participants are subject to any Shock SR's called for by the cast spell. Only those individual actually able to cast spells can lend their strength using this ritual.
5th Level Spells
Name: Commanding Level: 5th Cost: 12 points Range: Line of Sight Power Up: Each level of increase adds half the casters IQ ( round down ) to the IQ SR versus the Commanding difficulty Level. Duration: As long as the caster can maintain control Shock Value to Cast: 1st level, from mental fatigue and concentration & of course the Shock SR for viewing the creature being Commanded unless this SR has already been made. Shock Value to Witness: None, however viewing the entity being Commanded calls for a Shock SR equal to the standard SR for witnessing it. Availability: locked away in the most secret of texts and passed on with a miserly hand, even when found the various Command spells are often written in code to better protect their secret nature. Needed Materials: Varies according to the particular spell used. Some require the use of protective circles, triangles or wards. Others use focusing objects or talismans to maintain control. Description: The ability to bend creatures of the Great Old Ones and the Outer Gods to do the casters biding. All creatures of the Great Old Ones and the Outer Gods can be compelled to serve as they do for their inhuman masters, but no human wizard can match the sheer mental power of these ancient and abominable entities and whatever control they wield is tenuous at best. Sample Levels of IQ SR Difficulty: Lesser: 3rd level Greater: 4th level Major: 5th level If the Caster is attempting to Command a creature they themselves have Summoned they receive a -1 level of difficulty to the SR for establishing control. Some creatures or entities may call for higher level SR's than standard, especially powerful or unique specimens. If commanded to perform an action contrary to it's nature or counter to reason and survival the entity commanded can make a SR to break free from it's masters control. It is well to note that a failed attempt to Command a creature often cause the target to attack the caster of the spell.
6th Level Spells
Name: Abjuring Level: 6th Cost: 12 points Range: Variable - from line of sight and in rare cases further. Power Up: Each level of increase adds half the casters IQ ( round down ) to the IQ SR versus the Abjuring difficulty Level. Duration: None Shock Value to Cast: 1st level, from mental fatigue and concentration & of course the Shock SR for viewing the creature being Abjured unless this SR has already been made. Shock Value to Witness: None, however viewing the entity being Abjured calls for a Shock SR equal to the standard SR for witnessing it. Availability: The various Abjuring spells are often, but not always found with the Summoning spells for the specified entity. Often referred to in myth and folklore, Abjuring spells can sometimes be pieced together from these sources. Needed Materials: While some Lesser Abjurations call fro only an act of will, most require at least a focusing agent and many are far more elaborate. Description: Some creatures can not be abjured, these creatures are independent of the will of the Great Old Ones and the Outer Gods. Creatures like, Ghouls, Mi-Go, Elder Things and the Great Race of Yith are natural creatures and the spell of Abjuring has no effect on them. Sample Levels of IQ SR Difficulty: Lesser: 2nd level Greater: 3rd Level Major: 4th Level Great Old One: 5th Level Outer God: 6th Level Some creatures or entities may call for higher level SR's than standard, especially powerful or unique specimens.
7th Level Spells
Name: Craft Elder Sign - True Level: 7th Cost: 25 points Range: The Elder Sign will protect one portal or doorway. Power Up: None Duration: Permanent Shock Value to Cast: None Shock Value to Witness: None Availability: Less common than the temporary spell that craft the Minor Elder Sign, the True Elder Sign is known to a few old monastic orders in tibet and can be found in the older and more complete books of the Mythos. Needed Materials: Wether inscribed into a leaden seal or into the immortal granite of a cliff the material on which the True Elder Sign is best made of sturdy stuff as the only way to break it's power is to destroy the scribed sigil that makes up the sign. Description: The Elder Sign resembles a branch with three offshoots on the left side and two on the right, the whole inscribed at a right angle. The Elder Sign will bar a way or seal a portal from the power of the Great Old Ones, The Outer Gods and their servants. Although unaligned creatures and entities are unaffected by the power of the Elder Sign. Unlike the Minor Elder Sign the True Elder Sign is permanently empowered and it's influence does not fade with time.
8th Level Spells
Name: Summoning - Major Level: 8th Cost: 40 points Range: Not applicable, although the creature will travel to the caster of the spell. Power Up: Major Summoning can be increased to summon more than one creature or group of creatures ( as per spell ) for double the cost for every increase to the base. Duration: Once Summoned the creature or entities stay until they are Abjured or leave. Shock Value to Cast: 1st level Shock SR, plus the cost of viewing the summoned creature. Shock Value to Witness: Viewing the ritual while unsettling does not call for a Shock SR, however if the spell is completed any witnesses must make any Shock SR called for by the summoned entity. Availability: Although less common than the Greater Summoning, it may be that the rarity of the Major Summoning has more to do with the deadliness and difficulty to control of the beings and entities summoned than anything else. For few are left to scribe the spell if they fail. Needed Materials: Each spell calls for materials unique to the creature summoned. At this level the components and reagents for the summoning spell become more difficult to obtain. Description: Some of the entities summoned by the Major Summoning have been worshipped as gods in their own right by early man. Creatures like the Shoggoth, The Hounds of Tindalos or the mighty Dholes.
Name: The Gateway Between Spaces & Worlds - Minor Level: 8th Cost: 20 points Range: Any two points in normal space, or opening a door into another dimension. Power Up: Each level increase add 3 more Full turns to the life of the portal. Duration: 3 Full Turns Shock Value to Cast: None to cast however upon their first trip through a portal the caster must make a 1st level Shock SR. Shock Value to Witness: None to merely see the spell, however the first time a person steps foot through a portal and travels thousand of miles or even light years with a step or sets foot on the alien soil of another world they are subject to a 1st level Shock SR. Availability: Hinted at more often than found, this spell is mysterious and is sometimes even found in non-Mythos sources by strong dreamers or visionaries. Needed Materials: A window, doorway, portal, hole or other opening is mandatory and some versions of the spell call for other more esoteric reagents. Description: This spell opens a temporary doorway through space or into other planes, the most common being the earths Dream lands. Often used by the star spanning Mi-Go to move materials and equipment between earth and their colonies on Pluto.
12th Level Spells
Name: Summoning - Great Old One Level: 12th Cost: 80 points Range: Not applicable, although the creature will travel to the caster of the spell. Power Up: None Duration: Once Summoned the creature or entities stay until they are Abjured or leave. Shock Value to Cast: 2nd level Shock SR, plus the cost of viewing the summoned creature. Shock Value to Witness: Viewing the ritual while unsettling does not call for a Shock SR, however if the spell is completed any witnesses must make any Shock SR called for by the summoned entity. Availability: Among the most hidden of spells, found in only the most ancient and blasphemous tomes. Needed Materials: The requirements for summoning one of the Great Old Ones are radically different from one summoned entity to another. Many require not only esoteric reagents, but specific locations and time frames to accomplish. Description: Not actual gods but alien intelligences of almost incalculable power. Imprisoned long ago by the Elder Things after an apocalyptic war that destroyed their civilization leaving it open to usurpation by their slaves the Shoggoths. The Great Old Ones now wait in exile until the "Stars are Right" to be freed from their imprisonment of untold ages to rule over the world again.
Name: The Gateway Between Spaces & Worlds - Major Level: 12th Cost: 60 points Range: Any two points in normal space, or opening a door into another dimension. Power Up: None Duration: Permanent or until the portal itself is destroyed. Shock Value to Cast: None to cast however upon their first trip through a portal the caster must make a 1st level Shock SR. Shock Value to Witness: None to merely see the spell, however the first time a person steps foot through a portal and travels thousand of miles or even light years with a step or sets foot on the alien soil of another world they are subject to a 1st level Shock SR. Availability: A rare and powerful spell, hard to accomplish and dangerous to perform. Needed Materials: A permanent doorway, usually of a tough and enduring material and the time to inscribe the needed runes, sigils and devices into it's borders. Some variants of this spell call for rare ingredients to be worked into the portal or sacrificed to spark the doorway into life. Description: Unlike the Minor version of this spell, this spell opens a permanent portal between in space or through dimensions. The only way to disrupt the spell is to destroy the materials which the portal is constructed.
15th Level Spells
Name: Summoning - Outer God Level: 15th Cost: 120 Points Range: Not applicable, although the creature will travel to the caster of the spell. Power Up: None Duration: Once Summoned the creature or entities stay until they are Abjured or leave. Shock Value to Cast: 2nd level Shock SR, plus the cost of viewing the summoned creature. Shock Value to Witness: Viewing the ritual while unsettling does not call for a Shock SR, however if the spell is completed any witnesses must make any Shock SR called for by the summoned entity. Availability: Unknown to all but the most powerful and insane of the ancient wizards, some variations are better know such as the invocation to Nyarlathotep or Shub-Niggurath. Needed Materials: The requirements for summoning one of the Outer Gods are radically different from one summoned entity to another. Many require not only esoteric reagents, but specific locations and time frames to accomplish. Description: The Outer Gods lay at the center of the universe, dancing around the blind mad god Azathoth to the whirling trill of insane pipers. Locked out of the universe, but for the briefest of manifestations until mighty Yog-Sothoth who is both the gate and the key is loosed and opens the way for the Outer Gods to once more claim dominion over the all that is.
* Shock Value to Cast: The Shock Value SR a character must make if they cast the listed spell. Shock Value to Witness: The Shock Value SR a character must make if they witness the casting of the listed spell. Needed Materials: Required materials a character must have or conditions that must be fulfilled in order to cast the listed spell.
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Post by Toad-Killer-Dog on Nov 12, 2009 14:52:57 GMT -5
Tunnels & Terrors Bestiary: Cultist & Monsters & Beasties, Oh My!
A few notes on Great Old Ones and Outer Gods: Encounters with Great Old Ones and Outer Gods should be used sparingly if at all. Avatars are an excellent option for adding weight and tension to a climax without invoking the entities themselves.
A few notes on horror, monster tactics and the "Big Game Hunter" trap: Unlike regular T&T straight forward combat should rarely occur in "Tunnels & Terrors".
Each creature or entity should act in whatever way best allows it to face the characters, Ghouls will lure characters into ambushes and attempt to draw PC's underground, cultists will use influence over local Law Enforcement or community leaders to cover up their plans, Byakhee will wait for the characters to be unprotected and in the open before the fall from the skies to attack.
Too many standup battle with the players blazing away with guns and grenades will quickly degenerate your carefully laid-out horror game into a modern dungeon or "Big Game" monster hunt. There is nothing wrong with this style of game, but if it's not what you intended it can lead to frustration for both the players and the GM.
As GM your main instruments are paranoia and the players own imaginations, use the games creatures and situations to play on these and you won't go far wrong
Creatures & Cultists
Name: Average Low Level Cultist Thug / Mook M.R. 16 Dice: 2D6 +8 ( Knife, Dagger, Grappling Damage ) or by weapon Shock Value Initial: None Shock Value Repeated: None Special Abilities: Firearm Use: If armed with missile weapons they can be considered to have an average DEX of 10. Inured to Madness: Many cultist have already witnessed and taken part in sanity shattering acts and seen blasphemous creature and should be unaffected by many Shock SR's. Summoning Level: Non-Summonable Description: A basic cultist for use when you don't feel like fleshing out a specific character or need some quick disposable Mooks for the PC's to tussle with.
Name: Average Nazi Storm-Trooper M.R. 20 Dice: 3D6 +10 ( Knife, Rifle-Butt, Grappling Damage ) or by weapon Shock Value Initial: None ( Unless you accidentally walk in on Hermann Göring cross-dressing that should count as a 1st level Shock SR at least! ) Shock Value Repeated: None Special Abilities: Firearm Use: If armed with missile weapons they can be considered to have an average DEX of 12. Summoning Level: Non-Summonable Description: A bit more formidable than your average cultist thug and undoubtedly better armed. However more likely to be shocked by encounters with the Mythos or supernatural.
Name: Byakhee M.R. 48 or greater for ancient or powerful specimens Dice: 5D6+24 ( Gnashing fangs, rending claws and taloned feet damage ) Shock Value Initial: 2nd level Shock Value Repeated: 1st level Special Abilities: Interstellar Flight: The Byakhee are a space dwelling race capable of crossing light-years through a natural space-folding like ability and carrying a passenger with them while doing so. The Byakhee also capable of flight in an atmosphere and prefer to attack from above and with the advantage of surprise. Tough Hide: The leathery, chitinous hide of the Byakhee combined with it's matted fur provide it with 7 points of armor protection from both melee and firearm damage. Vampiric: The Byakhee are vampiric and if it has won a melee ( point total exceeds the PC or PC's ) or have managed to ambush or surprise a character they may make a vampiric attack. This allows the Byakhee to drain 1D6+1 STR from the victim a round until the Byakhee is driven off or the character makes a 2nd level STR or LUCK SR to break free. Lost STR points are regained a a rate of 1D6 points for every day rested or more with adequate medical attention. Slaves to the Great Old Ones: The Byakhee are the servants of the Great Old Ones and Hastur in particular. They are effected by the spells "Command", "Abjure" and are repelled by the "Elder Sign". Spell Users: Some rare Byakhee are capable of spell use and should be given a WIZ score and appropriate spells. Summoning Level: Greater Description: Often seen in the service of the Great Old One Hastur the Unnamable. Described as seven foot tall beings with great bat-like wings, their bodies a patchwork of the insect, buzzard and decomposing human. Known for carrying travelers through space to other worlds, the Byakhee are often used as servants by powerful wizards and cults.
Name: Deep One M.R. 26 or greater for old and powerful specimens Dice: 3D6+13 ( Slashing talons, crushing strength damage ) Shock Value Initial: 2nd level Shock Value Repeated: 1st level, no non-cultist ever gets used to the unnatural presence of these creatures. Special Abilities: Aquatic Adaptation: Deep Ones are true amphibians and can survive indefinitely both above and below the waves. They can see even in the murky ocean depths and swim powerfully for extended periods. Unnatural Toughness: Deep Ones hardened muscle and bones adapted to dealing with the great pressures of the ocean floor provides them with 6 points of armor protection effective against both melee and firearms. Unending Life: Unless they die through violence Deep Ones are effectively immortal. Slaves to the Great Old Ones: The Deep Ones are the servants of Great Cthulhu and Father Dagon & Mother Hydra. They are effected by the spells "Command", "Abjure" and are repelled by the "Elder Sign". Hybrid Offspring: If Deep Ones are in prolonged contact with humans the urge to produce hybrid offspring will awaken within them and they have often made deals to procure mates both male and female from among humans. Spell Users: Some Deep Ones are spell casters and can be given a WIZ score and a selection of spells. Summoning Level: Lesser Description: Deep Ones dwell in vast cities grown on the floor of the ocean and are masters of both sorcery and bioengineering. The Deep Ones are a horrific mixture of the piscine and the human, hunched slippery skinned humanoids that travel on both two limbs and four. Their frog like heads have huge unblinking eyes, and their backs have scaly ridges. They are described as having croaking, baying voices that portrayed more emotion then their motionless staring faces. Many Deep One colonies use Shoggoths as both servants and defenders.
Name: Deep One Hybrids M.R. 18 ( Human seeming & mid-transformation Hybrids ) M.R. 36 or greater ( Monstrous Hybrids ) Dice: 2D6+9 ( Unnatural strength, knife or club damage ) or by weapon Dice: 4D6+18 ( Crushing strength, rending claws or tentacles ) Shock Value Initial: 0 for the most human seeming Hybrids, 1st for those undergoing the transformation and 2nd level for the most monstrous Hybrids. Shock Value Repeated: None for human seeming Hybrids and those undergoing the transformation, 1st level for monstrous hybrids Special Abilities: Unnatural Vigor: Deep One Hybrids are tougher and more resistant than normal humans. They can resist most normal diseases although they are vulnerable to poison and many are astoundingly proficient swimmers. A Human seeming or mid-transformation Hybrid can be considered to have a point of armor against all damage and Monstrous Hybrids can have 5 or even more points of armor, due to their tough or even chitinous hides. Unaging Life: Hybrids both normal and monstrous do not get weaker or die from old age. As part of their life cycle the progress further towards becoming true Deep Ones and eventually go to the sea and join their aquatic brethren. This process however takes different lengths of time for each hybrid and many show no signs of the transformation until they are in their mid-thirties. Monstrous Hybrids are the few who never become true Deep Ones and continue to become more twisted and deformed as time goes on. Most are driven insane by the process and kept well hidden by their more human hybrid kin. Firearm Use: If armed with missile weapons they can be considered to have an average DEX of 10. Monstrous Hybrids are not often able to use firearms even if they retain the intellect needed to operate a gun. Summoning Level: Non-Summonable Description: The results of interbreeding between Deep Ones and Humans. Most eventually transform into Deep Ones after undergoing a period of metamorphosis. However some never fully change and cannot survive under the sea in the great cities of the Deep Ones and must remain hidden by their more human appearing brethren. Some of these more monstrous Hybrids can have far higher M.R. ratings some being even more formidable than true Deep Ones. While over the course of the transformation the Hybrids take on more and more Deep One attributes many are quite attractive when younger and several have been described as beautiful in an unearthly way. Many Hybrids can be identified by their protruding eyes, short thick fingered hands, large feet, shambling gate and grayish large poured skin, which often hangs in folds and seems to suffer from some offal cutaneous disease. Monstrous Hybrids are unique in appearance, sometimes with tentacles or tentacled faces, rending talons or even crab-like claws are not uncommon and many other mutations are possible.
Name: Dimensional Shambler M.R. 38 or greater for especially powerful specimens Dice: 4D6+19 (Strangling, clutching talons and hideous strength damage) Shock Value Initial: 2nd level Shock Value Repeated: 2nd level Special Abilities: Dimensional Phasing & Travel: The Dimensional Shambler lives in the spaces between dimensions and can travel through the planes at will. They can move through material objects an while in a non-material state are invulnerable to physical harm form non-magical weapons, although they can still be effected by spells and magical effects. However the Dimensional Shambler must come fully into the material plane to attack or effect material object and they are vulnerable while doing so. Tough hide and unnatural Physiology: The tough hides and unusual physical makeup of the Dimensional Shambler provides it with 4 points of armor protection from both melee and firearm damage. Tools Of the Great Old Ones & Outer Gods: The Dimensional Shambler is connected to the Mythos and it's powerful gods, but while alien they are natural creatures. They are effected by the spells "Command", "Abjure" however they are not repelled by the "Elder Sign". Summoning Level: Greater Description: A hideous creature not wholly ape or insect with a loose leathery hide and a flat featureless face marked only by hole like eyes and a wide drooling mouth. The Dimensional Shambler's hands are huge and easily capable of encompassing a grown mans head, it uses these prodigious appendages to wreak havoc on it's enemies. Little is know of the natural habitat of Dimensional Shamblers, save that they travel the dimensional planes and answer the call of the servants of the Great Old Ones and Outer Gods.
Name: Ghoul M.R. 32 greater in ancient Ghouls Dice: 4D6+16 ( Rending teeth and claws damage ) Shock Value Initial: 2nd level Shock Value Repeated: 1st level, however repeated non-violent interaction with Ghouls can lead to a further reduction to 0. Special Abilities: Subterranean Adaptation: Ghouls are superbly adapted to underground life and can see in the dark, tunnels with great proficiency and have a highly developed sense of smell. Cannibal Immortality: Ghouls do not age and some acquire great wisdom over untold ages. Resistance to Firearms: Firearms do half rolled damage ( round up ) against the Ghouls hardened physiology. Independent: Unlike many Mythos entities Ghouls are beholden to neither the Great Old Ones or the Outer Gods and are immune to the spells "Command" and "Abjure" and are unaffected by the "Elder Sign". Travel to the Dream Lands: Ghouls have a natural ability to find gateways between the waking world and the Dream Lands. This allows them to travel great distances unseen and many dispose of their victims in the great bone planes of Pnath. Spell Users: Some Ghouls are spell casters and can be given a WIZ score and a selection of spells. Summoning Level: Lesser Description: Rubbery slouching humanoids with a distinct canine cast of features often covered with grave-mold or soil from their subterranean dwellings. Humans that dwell with or deal with Ghouls on an intimate basis and engage in their cannibal diet often transform into Ghouls themselves. Ghouls live in great warrens underneath cities and cemeteries, both in the waking world and the Dream Lands and have a long tradition of dealing with human wizards and cults for items they can't procure for themselves.
Name: Hound of Tindalos M.R. 56 or greater for especially tough or resilient specimens Dice: 6D6+28 ( Monstrous strength, rending claws and charging damage ) Shock Value Initial: 3rd level Shock Value Repeated: 2nd level Special Abilities: Predators of Time: The Hounds of Tindalos hunt the corridors of time and if they see or detect an intruder moving or gazing through time they will hunt them implacably until either the Hound or Hounds are dead or the victim has been eliminated. The time it takes a Hound of Tindalos to track a character down depends on the distance in time between the character and the Hound. A few hundred or thousand years will lead the Hound to the character in a matter of days, a million years or more a week, possible two, hundreds of millions or billions of years a month or more. However it is impossible to run far enough to escape the Hounds. The only hope is to destroy the Hound or Hounds tracking the character. Temporal Invulnerability: A Hound of Tindalos is invulnerable to all non-magical attack and regenerates 1D6 M.R. each combat round. Ichorous Coating: A Hound is covered with a viscous blue mucous like fluid. This fluid is a powerful organic acid and characters attempting to grapple the Hound or who have been wounded by it's paws may become covered with this semi-alive substance. The Ichor burns for 1D6 damage a round and will quickly dissolve cloth, metal and flesh. All characters taking damage from a hound or directly attacking a Hound in melee must make a 2nd level SR on LUCK or DEX to avoid the Ichor each round they are in contact with the Hound. The Ichor may be removed or washed off but the act takes a full combat turn in which the character may take no other action. Angular Teleportation: The Hounds of Tindalos travel through the angles of the universe and can appear from any angle of 120' or less, first a blueish-black smoke pours from the angle the a horrible birth occurs. Head first the Hound tears it's way into the universe dragging itself through in the space of a combat round. Boring Tongue: The terrible whiplike hollow tongue of the Hound is used to kill it's chosen victim. If the hound has won the melee it can choose instead to pierce it's victim with it's tongue draining 1D6 LUCK and WIZ a round. If the victims LUCK or WIZ are reduced to zero or below they shrivel horribly and die. The only evidence a single bloodless hole, where the Hounds tongue entered. Independent Race: Unlike many Mythos entities the Hounds of Tindalos are beholden to neither the Great Old Ones or the Outer Gods and are immune to the spells "Command" and "Abjure" and are unaffected by the "Elder Sign". Summoning Level: Major Description: Semi-quadrupedal beings with glossy-black skins and a vaguely canine cast. Dripping a viscous bluish slime, their bone tipped hollow tongue tastes the air below dead shark-like eyes, while all is obscured by a haze of blue-black smoke that marks their appearance. The Hounds of Tindalos are inconceivable ancient being dwelling at the dawn of time among single celled organisms. They hunt the corridors of time draining those that come to their attention of their essences. Some have speculated that the Hounds of Tindalos guard time or that they use the corridors of time to hunt for those beings that possess the essence they lack. Whichever is true the Hounds of Tindalos are implacable hunters and only death and destruction will deter them from their course.
Name: Hunting Horror M.R. 74 more for particularly large and powerful specimens Dice: 8D6+37 ( Crushing tail tentacle, slavering jaws and beating wings damage ) Shock Value Initial: 3rd Level Shock Value Repeated: 2nd level Special Abilities: Alien Physiology: The Hunting Horror physical makeup is unlike any terrestrial creature and they take only half damage ( round down ) from firearms. Winged Flight: The Hunting Horror flies with enormous scaly wings. Remorseless Trackers: Hunting Horrors can track from the air and will follow any prey they have been assigned until destroyed or banished. Bane of Dawns Light: Sunlight will banish a Hunting Horror caught in the open and sufficiently powerful light will weaken or drive it off. Multiple powerful arc or spot light are enough to weaken a Hunting Horror ( reduces it's ADDS by half ) and an exceptionally powerful flash may temporarily drive it off. Serpentine Grapple: A Hunting Horror may wind it's serpentine body around a victim and hold them while it tears them apart with it's powerful jaws. The Hunting Horror wins a melee instead of doing damage it may encircle a victim and rend the asunder or carry them off. In game terms a encircled character must make a 3rd level SR on STR or LUCK or be held immobile in the Hunting Horrors grasp. The next round the Hunting Horror can do full damage to the character and the victim may only cast spells, as their arms are pinioned to their bodies. If the character survives they make another 3rd level SR on STR or LUCK to escape. Slave of the Outer Gods: The Hunting Horror's are the creatures of the Outer Gods and are often in the service of Nyarlathotep . They are effected by the spells "Command", "Abjure" and are repelled by the "Elder Sign". Summoning Level: Greater Description: Huge serpentine winged abominations over forty feet in length. Their flesh continuously shifts and crawls overs their scabrous bodies, their bones seeming to melt and flow beneath. Their heads are curiously distorted with huge snapping jaws and great bellowing voices. Summoned from the ether Hunting Horrors are the hounds and trackers of the Outer Gods and can sometimes be found in the service of their cults.
Name: Shoggoth M.R. 126 or even greater for ancient specimens Dice: 13D6+63 ( Crushing bulk, grasping tentacles damage ) Shock Value Initial: 4th level Shock Value Repeated: 2nd level Special Abilities: Amorphous Adaptation: Shoggoths are genetically engineered creatures, amorphous in nature they create organs, limbs and sensors as needed. They are equally at home in the water or on land and can easily function in almost any environment not matter how ferocious or inhospitable. Unnatural Durability: Shoggoths are remarkably hardy and their constantly shifting arrangement of organs and flesh provide them with 16 points of armor protection and firearms, fire, acid and cold do half rolled damage against the Shoggoths implacable bulk. Crushing Grasp: If the Shoggoth generates 4 or more points of spite damage it can choose to engulf a victim, drawing them into it's ever shifting body. The character drawn within must make a 3rd level SR on STR or LUCK or be drawn inside. If engulfed the character must take the full damage done by the Shoggoth the next turn. Should they survive the engulfed character can make another 3rd level SR on STR or LUCK to escape the Shoggoth's grasp. Slaves of the Great Old Ones: Created by the Elder Things the Shoggoths are now the servants and minions of the Great Old Ones and Outer Gods. They are effected by the spells "Command", "Abjure" and are repelled by the "Elder Sign". Summoning Level: Major Description: Huge amorphous beings, composed of protoplasmic bubbles, faintly luminous, eyes and ropey tentacle limbs continually being generated and absorbed by it's mass, chanting the cry of the Shoggoth "Tekeli-li, Tekeli-li". Shoggoths began as the biological machines and slaves of the Elder Things. Purely marine creatures a random mutation allowed a small minority to dwell outside the sea and gain a dim self awareness. The Elder Things tried to control the new mutants, but they were unable to completely destroy the Shoggoth as their society had come to greatly rely on the Shoggoths slave labor. Later after a ruinous war between the Elder things and the Great Old Ones the descendants of the first mutants more intelligent and powerful than before rebelled against the Elder Things and drove off or destroyed their former masters. Now the Shoggoths dwell in the forgotten corners of the world, some controlled by the Deep Ones or hiding in the forgotten cities of the Elder Things or serving the cults of the Great Old Ones.
Name: Star Spawn of Cthulhu M.R. 250 and upwards for these godlike alien beings. Dice: 26D6+125 ( Crushing, stomping and tentacled maw damage ) Shock Value Initial: 4th level Shock Value Repeated: 3rd level Special Abilities: Alien Physiology: The Star Spawn, like Cthulhu himself are capable of shifting their mass around their bodies. For example shrinking their bodies and enlarging their wings to facilitate flight or shifting all their mass into their main bodies growing larger and more formidable in a fight. Because of this and the alien nature of the bodies they are considered to have 50 points of armor against all attacks and regenerate 10 M.R. a combat round. Stellar Travelers: The Star Spawn of Cthulhu are capable of traveling between the stars unaided and can survive in even the most hostile environment. Titanic Size: The Star Spawn of Cthulhu are from 50' to 70' feet or higher and capable of feats of commiserate with their prodigious size. Spell Users: The Star Spawn are consummate masters of magic and should be considered as having a WIZ score 80 or more and any and all spells the GM feels appropriate. Servants of The Great Old Ones, worshipers of the Outer Gods: The Star Spawn are the subjects of Great Cthulhu who is their high-priest of Yog-Sothoth. The Star Spawn are effected by the spells "Command", "Abjure" and are repelled by the "Elder Sign". Summoning Level: Great Old One Description: Gigantic roughly humanoid octopoids with titanic wings and rubbery squirmious flesh, their monstrous mouths surrounded by a fringe of massive tentacles. The people and servants of the Great Old One Cthulhu, not all the Star Spawn were trapped in R'yleh when it sank beneath the waves and some wait in deep ocean trenches or among the stars for the call to help free their priest-king Cthulhu from his ancient sleep.
Name: Tawil At'Umr Avatar of Yog-Sothoth M.R. 1 / CON: 250 Dice: 1D6 ( Tawil At'Umr never engages in physical combat ) Shock Value Initial: 0 level / Should Tawil At'Umr remove his all concealing cloak and reveal it's true form the Shock Value increases to 5th Shock Value Repeated: 0 level / Should Tawil At'Umr remove his all concealing cloak and reveal it's true form the Shock Value increases to 5th Special Abilities: Avatar: As an Avatar of Yog-Sothoth Tawil At'Umr cannot truly be destroyed and should Tawil At'Umr's current physical vessel be destroyed it will re-coalesce after the passing of a few minutes or hours. If for some reason Tawil At'Umr is encountered outside the Halls of the Ultimate Gate destroying his current physical form will return Tawil At'Umr there. Trans-Dimensional Invulnerability: Existing on multiple planes and across countless dimensions at once Tawil At'Umr is invulnerable to all non-magical attack and damage. Touch of Transportation: Tawil At'Umr as an aspect of Yog-Sothoth can transport characters or beings to anywhere in the universe or even across the planes and dimensions. Touch of Destruction: Tawil At'Umr can transport every separate molecule of a character, being or object across a million dimensions and light-years utterly destroying it. Guardian of the Halls of The Ultimate Gate: Beyond the Gate of the Silver Key lays the Halls of the Ultimate Gate where worthy supplicants can find passage through time and space. Tawil At'Umr knows the ceremonies that will open the Ultimate Gate and judges the worthiness of those who pass through the Gate of the Silver Key. Those who are worthy may pass through the Ultimate Gate to pursue their dreams or purpose. Summoning Level: Outer God Description: Tawil At'Umr watches over the Ultimate Gate and is the only named individual among the near omnipotent Ancient Ones. Tawil At'Umr appears as a dark man veiled in a gossamer shimmering cloak and speaks with many voices. Should someone be unwise enough to remove Tawil At'Umr's cloak they will witness all spaces and planes at once and the horrible cosmic truth will burn and sear the mind of anyone who witnesses it.
Shock Value Initial: This is the level of Shock SR called for the first time a character witnesses a creature or entity. This can be modified by situational modifiers or events. Stumbling on a thousand cultist in a giant underground temple performing awful rights will certainly call for a higher Shock SR level than 0, remember to use your best judgment as GM. Shock Value Repeated: This is the level of Shock SR called for repeated viewings or interactions with a creature or entity. This can be modified by situational modifiers or events. Even a creature that the characters have seen a hundred times still has the potential to frighten and unnerve if it jumps out unexpectedly. Summoning Level: The level of spell necessary to Summon the creature or entity.
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Post by Toad-Killer-Dog on Nov 12, 2009 14:54:15 GMT -5
Character Sheets for Tunnels & Terrors
Howards Name: Type: Howard Level: Adventure Points: ST: IQ: WIZ: LK: CON: DEX: SPD: CHR: Personal Adds: Missile Adds: Stability: Stability Bonus: Hardened : Howards get a +6 die total bonus to any Shock SR against dead bodies, gore or danger Steady Hand: Unlike other Types Howards only suffer half the standard Missile accuracy penalty for losing Stability Skills Bonus: Resources: Coping Mechanisms:
Unarmed Combat: 1D6 + adds Hard Style: 1 melee armor point every odd level starting at 1st & +1 unarmed combat add every even level Soft Style: +1 point every odd level to dodge & evade ( non-firearm attacks ) starting at 1st & +1 unarmed combat add every even level Weapons:
Armor:
Languages:
Equipment:
Weight Possible: Weight Carried:
Description:
Adventurers Name: Type: Adventurer Level: Adventure Points: ST: IQ: WIZ: LK: CON: DEX: SPD: CHR: Personal Adds: Missile Adds: Stability: Stability Bonus: Thrill Seeker: Adventurers have a +6 die total bonus to all Shock SR's that deal with mundane danger or peril. Such as hanging off of cliffs, jumping a car over a bridge, being trapped in a death trap or walking a tight-rope Daring Do: Adventurers add half their level number to any SR to leaping, scaling, evading, stunt driving or other adventurous activity Skills Bonus: Resources: Coping Mechanisms:
Unarmed Combat: 1d6 + 1/2 adds ( round up ) in unarmed and full damage + adds in armed melee combat Weapons:
Armor:
Languages:
Spells:
Equipment:
Weight Possible: Weight Carried:
Description:
LoveCrafts Name: Type: Lovecraft Level: Adventure Points: ST: IQ: WIZ: LK: CON: DEX: SPD: CHR: Personal Adds: Missile Adds: Stability: Stability Bonus: Mental Adaptability: Lovecrafts get a +6 die total bonus to any Shock SR against forbidden knowledge, spells & magic Magus: Lovecrafts only suffers half the normal Stability loss ( round up ) for casting a spell or performing a ritual Scholar: Lovecrafts receive a bonus of half their level number to all knowledge SR's Skills Bonus: Resources: Coping Mechanisms:
Unarmed Combat:1d6 + 1/2 adds ( round up ) in unarmed combat and full dice & 1/2 adds in armed melee combat Weapons:
Armor:
Languages:
Spells:
Equipment:
Weight Possible: Weight Carried:
Description:
Written by Justin T. Williams
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Post by ProfGremlin on Nov 12, 2009 18:42:41 GMT -5
Here it is, I hope it was worth the wait. ;D Whoa! That's an impressive tome you've put together, TKD! I'll read through it as I can and offer any insight I see. Roberto decides to use 2 levels of his "Gunslinger" skill on the first roll, & hold 1 level in reserve hoping to get a DARO. I think in this example you meant to have Roberto's Gunslinging skill set to Master for 3d6. Otherwise, how would he save one die and roll two if his skill level is only Journeyman with 2d6?
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Post by Toad-Killer-Dog on Nov 12, 2009 20:24:25 GMT -5
AK, Holy Typo Batman! Well spotted sir! I shall correct that right away. 
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Post by mahrundl on Nov 13, 2009 17:10:05 GMT -5
T-K-D, I just won't have time to read through this in detail any time soon, and I doubt that I'll ever play or run it (what players I have aren't really into horror), but I'm going to Exalt you for a massively impressive piece of work!
When will the PDF be done? ;D
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Post by Toad-Killer-Dog on Nov 13, 2009 21:04:45 GMT -5
Thank you very much sir! ;D Unfortunately I have no idea how to construct a PDF file. However I have sent it in to "that guy" and so far he seems very positive about it so hopefully it will appear in a future issue of "Hobbit Hole".......maybe across two issues. It ended up a bit, shall we say LARGER than I intended. I just hope the meat of it survives the editing process. 
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order99
6th Level Troll
Coffee-fueled Carrion That Walks Like a Man
Posts: 959
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Post by order99 on Nov 13, 2009 23:21:42 GMT -5
May I suggest OpenOffice? www.openoffice.org/ There's a Windows and a Linux version available-my NeoOffice for Mac is a variant. One of the best parts of this suite is the Instant PDF creator-press a button and-Voila! I'm sure there are other PDF creators out there too, free and otherwise...
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