Tuesday, February 17, 2015

Jason Voorhees for Survival Horror Games (OSR)

Jason Voorhees
Probably the most iconic slasher figure of the survival horror genre.
Here's his story.

Jason Voorhees (Human)
This is Jason from Friday the 13th Part II, III, and IV. He is still a living being. He is a  major threat to PC's but hasn't become the undead powerhouse he will be later in the series.

Armor Class: 12
HD: 6
Hit pts: 42
Attacks:  +8 melee, +6 ranged
Save: 11
Move: 120' (40')

Str 17 +2, Con 16 +2, Int 13+1, Chs 3 -3

Abilities:

  • Maniacal Fury (2 melee attacks per round) 
  • Maniacal Rage (all melee and unarmed damage is one dice higher)
  • Panic (Victims must make Saving Throw when encountering Jason or all attacks against Jason are at a -2 to hit. Most will flee for their lives. This is in effect until the victims elude Jason or believe they have given him the slip. Check for each new encounter with Jason. If they make three Saves in a row they are immune to this ability until the Sequel, if they survive.)
  • Stealth (Jason has the nasty ability to get the drop on his victims. He surprises them on a 1-4 on a 1d6.)
  • Tough (+2 AC, -2 Saves)


Weapons (In Jason's Hands)
Unarmed (1d3+2)
Garrote (1d4+2)
Knife, Hammer, etc.  (1d6+2)
Machete (1d8+2)
Wood Axe (1d10+2)





Jason Voorhees (Undead)
Accidentally resurrected by Tommy Jarvis in Part VI: Jason Lives, Jason is now an undead mass murder machine. He is difficult to stop, has incredible strength, and has gained a few new abilities from his undead state.

Armor Class: 14
HD: 8
Hit pts: 60
Attacks:  +10 melee, +8 ranged
Save: 9
Move: 120' (40')

Str 17 +2, Con 18 +3, Int 13+1, Chs 3 -3

Abilities:

  • Inhuman Strength (As an undead killing machine Jason is much stronger than he was as a living being. To reflect this he gains a +2 to all  melee and unarmed damage rolls, as well as to attempts to open doors. The +2 is also used as a bonus to any Strength attribute checks. This is in addition to his +2 bonus for his 17 Str)
  • Maniacal Fury (2 melee attacks per round) 
  • Maniacal Rage (all melee and unarmed damage is one dice higher)
  • Panic (Victims must make Saving Throw when encountering Jason or all attacks against Jason are at a -2 to hit. Most will flee for their lives. This is in effect until the victims elude Jason or believe they have given him the slip. Check for each new encounter with Jason. If they make three Saves in a row they are immune to this ability until the Sequel, if they survive.)
  • Rapid Healing (When using the Panic ability: if the victim fails their Saving Throw Jason will gain 3 Hit points per round as he stalks them. This ends when he kills them or they elude him. This, and an apparent sadistic streak, is why he often leaves victims and body parts for others to find: to panic and heighten the fear. If he is knocked to zero or lower Hp's and the victims are standing around checking the body out he still keeps healing and is likely to fake being 'dead' to suddenly spring to action and heighten their terror or attack them. He doesn't stop healing until the Panic ends; they must elude him.)
  • Stealth (Jason has the nasty ability to get the drop on his victims. He surprises them on a 1-4 on a 1d6.)
  • Teleport (Death has given Jason the ability to teleport to with 5 feet of a victim. He can use this ability up to 4 times per day. To use this he most be unobserved. If anyone is aware of his presence and can see him he cannot use this ability.)
  • Tough (+2 AC, -2 Saves)
  • Undead (Does not eat, drink, sleep or breathe. +2 to AC due to nonvital organs. Immune to Sleep and Charm spells.)


Vulnerabilities
Jason is tied to the waters of Camp Crystal Lake. If he is bound to the lake (chained to the bottom, trapped in a cage and sunk, etc) he will go dormant until reawakened at a later time.
He has been shown to be awakened by massive jolts of electricity, psychic summoning, etc.

Completely blowing his body apart has been shown to work, but he seems to always return for a Sequel.

Weapons (In Jason's Hands)
Unarmed (1d3+4)
Garrote (1d4+4)
Knife, Hammer, etc.  (1d6+4)
Machete (1d8+4)






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