Monday, October 31, 2016

Supernatural Races for Classic/OSR D&D



                             

Monster Mash by PhilipR on DeviantArt


I've seen several other OSR guys play and post their supernatural Race Classes for a while now and decided to throw mine out for Halloween.
As always it's a work in progress.....

I have been a huge fan of the Nightlife RPG for over 25 years. Check it out here.
I also loved the supplement Night Howlers here.
For years i had made different supernatural races for the PC's to toy with. I showed a few of them earlier in this post for Victorian Horror here.

The following can be used with Classic D&D/ OSR game classes ranging from Fantasy to Modern. With a small bit of work they can be used as Race Classes.
They can also be used as alternatives to the standard D&D versions of these creatures. I have put my own spin on them.

A note on extended Ability scores: 
In classic games ability scores tend to run from 3 to 18 with bonuses of +1 or +1-3, or some other combination.
I included ability score modifiers with each race and several may run under the minimum of 3 and maximum of 18. You can handle this a number of ways and most DM's will do one of the following:
Keep the maximum ability score at 18, do not go above it.
Extend the ability scores and bonuses above 18.
Both are perfectly valid. Go with what your comfortable.

I am using the following to try to keep it easier:
Keep the minimum/maximum to 3/18. Subtract/add the racial ability modifier as a bonus or penalty to the normal ability score bonus and an adjustment to ability score checks.
.
For example: a +2 Str adjustment for a vampire with a Strength score of 15 (+1) bonus.
The +2 Str adjustment is added to the natural +1 bonus for a +3 total bonus to melee attacks and damage.
A Dexterity score of 15 (+1) bonus with a +2 would receive an over all bonus of +3 to ranged attacks and to armor class. Et cetera.

Demons
Summoned to by witches covens, banished to Earth by their masters, or accidentally dropped through an inter-dimensional portal Demons sometimes end up trapped in the world. All are physically twisted in some way. Many have a bestial appearance (horns, hooves, claws, toad's features; the list is endless) while others look like beautiful men or women with red skin and only a few animalistic features. All tend to scheme and crave power and dominion over those around them.

Daemon
Built like humans but highly resistant to flame. They have small horns, claws, fangs, and bat wings but have learned to hide their appearances to survive. They tend towards lawful evil and will insist, when possible, on written contracts when hired for jobs. This was designed to keep them in line with their Masters in their fiery home.
Dex +2, Con +1, Int +2, Wis +2, Chs -2
Claw or horn: 1d4 damage.
Dark Vision 60'
Fire breath: once per day per two levels. 2d6 fire damage. 30' range.
Fire tolerance: half damage from heat/fire damge, 1/4 with a successful Save.
Flight: can fly at a rate of 180'/60' for a number of rounds equal to Constitution. Must rest 1d6 rounds after this.
Regeneration: 1 hp per round, 2 at 9th HD. Cannot regenerate cold, holy, or magic damage and does not regenerate when dead.
Unholy: when approaching a holy item the Daemon must make a Saving Throw with a 4 penalty to approach within 10' of the object. Direct touch does 1d6 damage.
Vow: once giving their word with a bargain, contract, or a vow the Daemon has difficulty breaking it. To do so they must make a Saving Throw with an eight penalty to break it.
-4 Saves vs cold

Goatman
Large humanoids with ram-like heads, furry legs and cloven hooves. Built for war and punishment, they are natural warriors and destroyers and tend to only listen to those stronger than they are. There are exceptions but it takes a brutal hand to keep most Goatmen in line. They favor large bladed axes and hate to hide their appearance from 'lesser beings' but have learned to do so to survive.
Str +4, Con +2, Int -4, Wis -4, Chs -4/0
Bite, hoof, or horn: 1d6 damage.
Berserk: if angered or attacked the Goatman must make a Saving Throw or fly into a rage attacking with a +2 to melee hits and damage, a -2 to ranged hits, and a -2 to AC. Once the source of the berserk has been defeated or has fled the Goatman must make another Saving Throw to calm down otherwise it will attack the nearest person. It can try a Saving Throw each round after to try to come out of the berserk.
Fear: living creatures who come within 30' of the Goatman must make a Saving Throw or suffer a -2 penalty ot all actions.
Freak: 0 Charisma with normal humans.
Name of the beast: if the name of the Goatman is known and used in a spell the Goatman's allowed Saving Throw for these spells is at a -5 penalty. This applies to charms, summonings, protections, etc.
Regeneration: 1 hp per round, 2 at 9th HD. Cannot regenerate iron, holy, or magic damage and does not regenerate when dead.
Track: the Goatman can track by scent. It can do this at the same chance as a thief of equal HD attempting to hear noise on a 1d6.
Unholy: when approaching a holy item the Goatman must make a Saving Throw with a 4 penalty to approach within 10' of the object. Direct touch does 1d6 damage.

Incubus/Succubus
Beautiful and exotic by human standards even with small horns and claws. They seduce to survive and with their alter for ability are masters of blending in with mankind. They are not as contract orientated as Daemons but are designed to keep their word once given. This is what has kept them slaves to their Hellish masters.
Dex +2, Int +2, Wis +2, Chs +2
Alter form: can change appearance to a normal human looking form. They cannot take on a variety of forms, only a single specific non-demonic human looking form. If injured or within 10' of a holy item the incubus/succubus must make a Saving Throw to maintain this human appearance.
Claw or horn: 1d4 damage.
Dark Vision 60'
Diet restriction: must drain 4 hp per night or lose one Constitution point. The drain is via sex. It is not normal damage inflicted. The act itself removes the hp from the usually charmed victim. To stop the Con loss normal draining must continue nightly and the creature will gain back one Con point per night of normal draining.
Regeneration: 1 hp per round, 2 at 9th HD. Cannot regenerate iron, holy, or magic damage and does not regenerate when dead. Constitution lost from the diet restriction is not regenerated.
Seduction: as per Charm Person. Can be used once per day per three HD of the incubus/succubus. The subject recieves a 4 penalty to the Saving Throw.
Travel: once per day per 2 HD. As per the Teleport spell.
Vow: once giving their word with a bargain, contract, or a vow the incubus/succubus has difficulty breaking it. To do so they must make a Saving Throw with an eight penalty to break it.

Lycanthropes
Human Form:
Those infected with various forms of lycanthropy appear normal in human form except for the mark of a pentagram somewhere on their bodies. It appears as a healed brand of a five sided star in  circle.

Werebat
Dex +1, Con +1, Chs -2

Wereslime
Dex +1, Con +1, Chs -2

Werespider
Str +1, Con +1, Chs -2

Werewolf
Str +1, Con +1, Wis -2, Chs -2

All have the following abilities in human form as well as wereform.
Alertness: only surprised on a 1 on  1d6.
Animal panic: when coming within ten feet of natural animals, the animals must make a Saving Throw or panic and attempt to flee.
Curse of the moon: on the three nights of the full moon the were involuntarily changes into wereform over the course of five rounds of agony. During this change their Intelligence drops to that of an animal as they lose all self. They will attack nearly every living thing they encounter on these nights, friend family, or foe.
Destruction: to permanently kill a were it must have died from damage due to a silver weapon or its body must be burned to ash by fire. If its hit points are sent below 'death' by anything else it falls into a state resembling death but will awaken at dusk the following evening with 1 hp.
Pentagram mark: the mark of the five pointed star is on their body somewhere. The were gains a +2 bonus to magic Saving Throws.

Wereform:
The change takes two rounds when in control. Wereslimes are large puddles of sentient goo whereas the others are a large humanoid form of there were-animal.

The were can change anytime after dark. Speech is possible but difficult due to changes in mouth and throat structures. The were is in control in their wereform although the werewolf tends towards berserking.

Werebat
Str +2, Dex +2, Con +2, Int -2, Chs 0
Bite: 1d6 damage. Those who are bitten and survive must make a Saving Throw or become a werebat on the first night of the full moon on the following month.
Dark Vision 60'
Flight: can wing it at speed of 180'/60
Freak: 0 Charisma with normal humans
Regenerate: 1 hp per round. 2 at 9th HD. Cannot regenerate damage from fire, magic, or silver and does not regenerate when dead.+2 AC: fur and muscle.
+4 Saves vs disease and poison.

Wereslime
Str -2, Dex +4, Con +2, Int -2, Chs 0
Acid touch: can turn this ability on or off as desired. Extrudes an acid which does 2d6 to objects it contacts.  Those who are burned and survive must make a Saving Throw or become a wereslime on the first night of the full moon on the following month.
Amorphous: A human sized puddle of goo. Can stretch into a thing puddle, under doors, up walls, etc. Can form grasping appendages to manipulate objects. It gains a +2 to AC due to its ability to shift around attacks.
Dark Vision 60'
Freak: 0 Charisma with normal humans
Regenerate: 1 hp per round. 2 at 9th HD. Cannot regenerate damage from cold, magic, or silver and does not regenerate when dead.+2 AC: fur and muscle.
+4 Saves vs disease and poison.
-4 Saves vs cold.

Werespider
Str +4, Dex +2, Con +1, Int -2, Chs 0
Bite: 1d6 damage. Those who are bitten and survive must make a Saving Throw or become a werespider on the first night of the full moon on the following month.
Dark Vision 60'
Flight: can wing it at speed of 180'/60
Freak: 0 Charisma with normal humans
Regenerate: 1 hp per round. 2 at 9th HD. Cannot regenerate damage from fire, magic, or silver and does not regenerate when dead.+2 AC: fur and muscle.
Spider climb: as per the spell.
Spider swarm: turns into a man-sized spider swarm. The swarm can move through small openings, etc. The swarm's strength drops to half of the werespyder's (round up, no extra penalty to hit or damage), bite damage is reduced to 1d4; it retains all other special abilities and flaws. 
Web: as per the spell. Can use once per day per three HD.
+2 AC: hard carapace.
+4 Saves vs disease and poison.

Werewolf
Str +4, Dex +1, Con +2, Int -2, Wis -2, Chs 0
Berserk: notoriously dangerous, if angered or attacked the werewolf must make a Saving Throw or fly into a rage attacking with a +2 to melee hits and damage, a -2 to ranged hits, and a -2 to AC. Once the source of the berserk has been defeated or has fled the werewolf must make another Saving Throw to calm down otherwise he will attack the nearest person. He can try a Saving Throw each round after to try to come out of it.
Bite or Claw: 1d6 damage. Those who are bitten and survive must make a Saving Throw or become a werewolf on the first night of the full moon on the following month.
Dark Vision 60'
Freak: 0 Charisma with normal humans
Regenerate: 1 hp per round. 2 at 9th HD. Cannot regenerate damage from fire, magic, or silver and does not regenerate when dead.
+2 AC: fur and gristle.
+4 Saves vs disease and poison.

Other
Amphibion
Scaled fishmen encountered in far reaching locations: from tropical lagoons to the deepest oceans. They will occasionally come on land out of curiosity or for other darker reasons. Others are exiled for crimes against their kin. Amphibions are easily aggravated especially when they have to hide their appearance from the world. They can speak but with a bubbling strangled quality.
Str +2, Con +2, Int -2, Wis -2, Chs -4/0
Amphibious: the creature is equally comfortable in water or on land. It can breathe underwater. When fully immersed in water the amphibion will heal at the rate of 1 hp per minute.
Claw or bite: 1d4 damage.
Dark Vision 60'
Dehydrate: require x2 amount of water as a human. It will lose 1hp per hour when dried out.
Freak: 0 Charisma with normal humans
Swim: 150'/50'
+2 AC: scales
+4 Saves vs cold: can tolerate the icey depths of the seas.
-4 Saves vs heat/fire

Ape/Beastman
Brought back to civilization as adults or raised by scientists, they are remnants of a lost civilization in hidden parts of the world such as the lost city of Opar. Savage or civilized, they are fearsome in appearance and are primitive, with apish features, long arms, and twisted muscular bodies covered in hair ranging from rusty red to brown and black.
Str +2, Dex +1, Con +2, Int -2, Wis -2, Chs -4/0
Berserk: if angered or attacked the Beastmn must make a Saving Throw or fly into a rage attacking with a +2 to melee hits and damage, a -2 to ranged hits, and a -2 to AC. Once the source of the berserk has been defeated or has fled the Beastman must make another Saving Throw to calm down otherwise he will attack the nearest person. He can try a Saving Throw each round after to try to come out of it.
Climber: as a Thief of equal HD (if he has class with the climb walls ability add a +20 percent bonus.)
Fear of the Unknown: -2 to Saving Throws versus magic.
Freak: 0 Charisma with normal humans.
Primitive: -2 to rolls using modern technology such as firearms, vehicles, electronics, etc.
+2 AC: fur and gristle

Automaton
These rare creations are the result of advanced, often far ahead of their time, inventors and scientists who have managed to create self-aware machines. Although they are viewed with curiosity and often mistrust and fear from society the Automaton often seeks approval and a sense of self-worth.  For convenience and to mimic humanity they are often humanoid shaped metal constructs. Those that are built on a non-humanoid design often  quickly adapt to a more humanoid form to help hide themselves from the outside world.
Str +2, Con +2, Int +2, Wis -2, Chs -4/0
Crushing hands/weapon: 1d6 damage.
Destruction: when an automaton's hp reach a level indicating death it deactivates and 'dies'. The body can be rebuilt or used for spare parts.  If rebuilt the mental faculties of the original are gone. The new automaton is a new being without the experience or skill of the original.
Freak: 0 Charisma with normal humans
Immunity: sleep, charm, poison, disease
No biologic function: requires no sleep, food, water, oxygen, etc.
Power source: must recharge/renew power source 1 per three days or lose one pont of Con per hour until reaching 0 and deactivating. The fuel can be electricity, actual fuel, blood, etc.
Repairs: does not heal. Must be repaired. Int check each hour for 1d6 hp repaired.
+4 AC: armored
+4 Saves vs cold and heat/fire: hardened casing

Boogeyman 
These men and women have been changed by evil. Inheritors of a family curse, twisted by a deranged upbringing, possession by dark forces, these are just a few of the ways a normal person starts on the road and becomes a psychotic killing machine. Boogeymen are supernaturally endowed serial killers. The evil that taints them gives them enhanced abilities and erodes their minds to stalk and kill. They usually driven hunt a specific sort of prey. Some may try to sate this need by killng criminals or other members of society that they feel will not be missed. They will often justify these killings in their twisted minds. Some try to stop but eventually lose control and must kill again.
Str +2, Con +2, Wis -2, Chs -2
Driven to kill: the Boogeyman is cursed with the impulse to take one human life per week. If he fails to do this he loses 1d6 Wis and Charisma per day until the deed is done. All lost attribute pointss return immediately.
Mask of sanity: when stressed must make a Saving Throw or Charisma drops by four points.
Murder machine: all melee dmg is one dice higher.
Obsession: must pick one situation such as encountering drunks, red headed prostitutes, elves, teens having sex, etc. When this situation is encountered the Boogeyman must make a Saving Throw to not begin stalking the object of the obsession and eventually trying to kill them.
Regenerate: 1 hp per round. 2 at 9th HD. Cannot regenerate damage from magic or fire and does not regenerate when dead.
Shadow stalk: can use once per day per two levels. Can teleport instantly from shadow to shadow. The range is 30' plus 5 per HD past 1st.
Track victim: Must have seen the target previously. To track must concentrate for a full round. With a successful Int check, with a one bonus per five levels, the Boogeyman senses which direction a chosen target has gone.

Created
Victor Frankenstein’s experiments inspired others to experiment on the dead. Over the decades partial and flawed copies of his notes have made their way into forbidden circles of colleges and mad doctors dreaming of creating life.  From these clues a rare few discover the secrets of resurrection and the Created is the result of these experiments. Most do not survive more than a few minutes after their awakening. Those that do often go mad and turn on their creator, destroying the creator, themselves, or sometimes both. Those that do survive and escape find they are outcasts in the world. The Created are a horrific sight of a gigantic body of stitched together  parts.
Str +4, Con +4, Wis -2, Chs -4/0
Ageless: does not age.
Animal hostility: when coming within ten feet of natural animals the animals must make a Saving Throw or panic and attempt to flee.
Cold Immunity: half damage from cold damage, 1/4 with a successful Save.
Fear of fire: if confronted with fire the size of a torch or larger the Created must make a Saving Throw. If successful it has a -2 penalty to all actions near the fire. If it fails it goes Berserk (as per Beastman above) and attacks those around it.
Freak: 0 Charisma with normal humans
Massive stride: the Created move at a rate of 150'/50'.
Regeneration: 1 hp per round, 2 at 9th HD. Cannot regenerate fire or magic damage and does not regenerate when dead.
+2 AC: massive muscle and bone structure.
+4 Saves vs disease and poison.

Dhampir
Children born of a human mother and a vampire father they exist in the world of both the living and the undead. As a number of vampires have spread from their ancenstal lands the number of Dhampir has risen as well. They are often successful vampire hunters, able to detect undead. They are also cursed with their father's lust for blood. Many are nomads, rejected and feared if their true nature is discovered. Dhampir's appear as normal men or women with small fangs and pale skin.
Str +2, Dex +1, Con +1, Chs +2
Bite: 1d4 damage.
Blood healing: for every two hp damage done with the bite the Dhampir heals one hp.
Curse of blood: when near a source of fresh blood the Dhampir must make a Saving Throw or attempt to feed on the source by any means.
Dark vision: 60'
Sense undead: within 30' of an undead the Dhampir gets to roll a Saving Throw to detect them for what they are.
Sunlight: when in direct sunlight all actions are at a -2 penalty.
+2 Saves vs disease and poison.

Gargoyle
Magical beasts brought to life from stone gargoyle's haunt the darkened skies and rooftops, hiding from the sun in the daytime. They appear as dark thick hided humanoids with a variety of demonic horns, claws, fangs and wings. Often savage they do have the ability to speak when they have to. They often keep to themselves hunting small animals and strays for food. Sometimes one will go rogue and make a meal out of an unsuspecting victim.
Str +2, Con +2, Int -4, Wis -2, Chs -4/0
Bite or claw: 1d6 damage.
Dark Vision 60'
Damage reduction: half damage from all damage except magic, iron, and sunlight. This is reduced to 0 damage at 9th HD.
Flight: can fly at a rate of 180'/60.
Freak: 0 Charisma with normal humans
Sunlight: gargoyles take 1d6 damage when exposed to direct sunlight. This reflects them turning to stone as the light destroys them. They must heal this damage naturally and if killed by the sunlight they appear as statues.
+2 AC: thick hides.
+4 Saves vs magic: magical creatures.

Ghoul
Ghouls are men and women who have transformed into a monstrous parody of themselves either by a curse or degeneration and are compelled to eat the rotting flesh of corpses. They haunt morgues and graveyards searching for corpses to sate their fiendish desires. They often live in shabby underground tunnels and warrens beneath their feeding grounds, away from normal society, only emerging at night to prowl around. Ghouls look like normal men and women but with unusually sharp, dirty teeth and an unsettling but hard to place oddness about their features and paleness of skin.
Str +1, Dex +1, Con +2, Wis -2, Chs -4/0
Bite: 1d4 damage.
Curse of the grave: ghouls must eat four pounds of rotting human flesh per day or suffer a loss of one Constitution point per day. Feeding stops the Con loss and if the diet is maintained the ghoul gains one point of Con back per day.
Dark Vision 60'
Freak: 0 Charisma with normal humans.
Obsession, rotted human flesh: if the ghoul encounters any it must make a Saving Throw or attempt to devour it.
Regeneration: 1 hp per round, 2 at 9th HD. Cannot regenerate fire, magic, or silver damage and does not regenerate when dead. Constitution lost from the curse of the grave is not regenerated.
Sunlight: in direct sunlight the ghoul suffers a -2 penalty to all actions.
+2 AC: rubbery.
+4 Saves vs disease and poison: hardy.

Rakshasa
Demons or dark spirits given flesh the Rakshasa is a horror from the east. It has a particular difficulty with Hindu holy symbols and items. It is a large hairy humanoid with massive fangs and claws. It can enter the minds of individuals, find a person or being they trust, then appear as that person or being. They then lure them into a secluded area and feast on their victims flesh.
Str +2, Con +2, Int +2, Chs -2/0
Bite or claw: 1d6 damage.
Curse of flesh: the Rakshasa must consume 4hp of living human, demihuman, or humanoid flesh daily or begin to crave it on the next day without feeding. When they crave it and a living target is within sight the Rakshasa must make a Saving Throw or attempt to devour the creature.
Dark Vision 60'
Destruction: to permanently destroy the Rakshasa the final damage that pushes it into death must be dealt with a blessed crossbow bolt. If it is 'killed' by any other method or damage it falls into a state resembling death but will awaken at dusk the following evening with 1 hp.
Freak: 0 Charisma with normal humans in its true form.
Regeneration: 1 hp per round, 2 at 9th HD. Cannot regenerate fire, magic, or holy damage and does not regenerate when dead.
Sunlight: in direct sunlight the Rakshasa suffers 1d6 damage per round.
Trust form: when stalking its prey the Rakshasa can make an Intelligence check. If successful it has entered the mind of its victim and found the one person in the world that victim trusts and can assume the physical appearance of that one person. This Int check receives a +1 bonus per every 3 HD of the Rakshasa. This acts as a Charm Person spell and if the victim fails their Saving Throw they believe completely that the Rakshasa is their friend and will willingly follow it, usually to their doom. If they are suspicious the victim receives a two bonus to their Saving Throw. If injured or within 10' of a holy item the Rakshasa must make a Saving Throw to maintain this human appearance.
Unholy: when approaching a holy item a Rakshasa must make a Saving Throw to approach within 10' of the object.  If this is a holy item from Hindu mythology the Save has a four penalty. Direct touch does 1d6 damage.

Serpentman
Their ancestors ruled the primordial world before men became men. Hiding in tunnels and secret places in the earth the Serpentmen have existed along side mankind, waiting for their chance to reclaim their lost glory and empires. Modern Serpentmen are adept at blending in with mankind either by magical disguise or stealth and trickery, often using minions as their public face. They view humans as inferior 'monkeys' and most desire nothing short of ruling the world by gaining knowledge and power. Theirs is a tradition of powerful magic and sorcery; it is not uncommon for Serpentmen to belong to magic using classes.
Str +1, Dex +2, Con +1, Int +2, Chs -4/0
Bite: 1d4 damage. Three times per day the Serpentman can inject poison via the bite doing an extra 2d6 damage, Save for half.
Climb: the sinuous bodies allow for climbing as a thief of equal HD (if he has class with the climb walls ability add a +20 percent bonus.)
Dark Vision 60'
Freak: 0 Charisma with normal humans in its true form.
+2 AC: scales
+4 poison resistance: natural immunity
+4 magic resistance: eldritch race.
-4 save vs cold: cold blooded.

Worm-man
No one is truly sure of the worm-men's origins. They may have mutated beneath the earth, perhaps naturally or due to some magical or man-made accident, and have come above ground to walk among us. They appear as humanoid worms with two six sets of black eyes and a arge fanged maw. They are quite intelligent and pick up language and customs quickly. They favor using their consume likeness ability to infiltrate and enjoy the comforts of society.
Dex +2, Con +2, Int +2, Chs -4/0
Acid spit: three times per day the worm-man can spit a caustic acid from its mouth. Damage is 2d6 and range is 10'.
Bite: 1d4 damage.
Consume likeness: the worm-man can swallow a human corpse taking three rounds to do so. After 1d6+6 minutes of bloated digesting the outer form of the worm-man splits open and the tissue below assumes the form of the now absorbed corpse. This appearance will last as long as the worm-man desires unless he is wounded or rendered unconscious. When either occurs it must make a Saving Throw to retain the form otherwise its skin splits open and sloughs off the human appearance.
Dark Vision 60'
Freak: 0 Charisma with normal humans
Regenerate: 1 hp per round. 2 at 9th HD. Cannot regenerate damage from cold, fire, salt, or magic and does not regenerate when dead.
Salt: worm-men take damage from salt. Contact with salt causes 1d6 damage.
Spiderclimb: as per the spell.
Squishy: the worm-men take minimum damage from piercing attacks.
-2 Saves vs cold and fire.

Undead
Aswang
The Aswang is an unusual monster from Filipino lore. Its traits vary wildly in lore combining traits of vampires, ghouls, weres, and witches. During the day they appear as normal people with normal jobs and normal families. They act no differently from any other person around them. They do tend to have bloodshot eyes and it is said the reelection in them is inverted. At night they emerge from their homes, transformed into a hideous demonic thing with fangs and wings. The Aswang does not require nor crave blood or meat but they do enjoy feasting on them.
Str +2, Dex +1, Con +2, Chs -2/0
Bite (1d4)
Charm: as per the spell. -4 to victim's Save if victim previously bitten by the Aswang.
Damage reduction: half damage from all damage except magic, fire, and silver. This is reduced to 0 damage at 9th HD.
Dark Vision 60'
Flight: 150'/50'
Freak: 0 Charisma with normal humans
Infection: if a victim dies from biting the ictim will rise at sundown three days later as an Aswang.
Invitation: cannot enter a private dwelling without an invitation from someone living within.
Repulsion: if presented with a mirror the Aswang must make a Saving Throw to approach within 10' of the object.
Running water: if submerged the Aswang takes 1d6 damage pe round.
Spiderclimb: as per the spell.
Undead: does not eat, drink, sleep, or breathe. Immune to charm, sleep, disease, and poison. +2 AC.
Unholy: when approaching a holy item an Aswang must make a Saving Throw with a 4 penalty to approach within 10' of the object. Direct touch does 1d6 damage.

Lich
Preserved by magical means a lich is a skeletal, cadaverous undead fiercely intelligence and highly motivated, often using lesser undead and undead to achieve its goals. They are often master strategists and ruthless in their actions. They often sought out their transformation from the living as a form of immortality and store their soul in a magical receptical called a phylactery. They tend towards magic using and clerical classes. If using my ritual magic rules HERE they have an advantage in casting.
Con +2, Int +4, Wis +2, Chs -4/0
Damage reduction: half damage from all damage except magic, fire, and holy. This is reduced to 0 damage at 9th HD.
Dark Vision 60'
Destruction: the lich's life force is stored in a phylactery,  a magical box, stature, etc which stores the lich's soul. The lich's existence depends on the phylactery and if it is destroyed so is the lich. If the lich's hit points are sent below 'death' by anything else it falls into a state resembling death but will awaken at dusk the following evening with 1 hp.
Freak: 0 Charisma with normal humans
Undead: does not eat, drink, sleep, or breathe. Immune to charm, sleep, disease, and poison. +2 AC.
Unholy: when approaching a holy item a lich must make a Saving Throw with a 4 penalty to approach within 10' of the object. Direct touch does 1d6 damage.
+1 extra spell per spellcaster level.
+4 to Magic ritual rolls: occult master.
+4 Saves vs magic: imbued with magic.

Livng Dead
The Living Dead are intelligent reanimated corpses with free will and a craving for living flesh. They can be the result of black magic, alchemical experimentation, radiation, and other bizarre methods. They appear as corpses with varying levels of decay. Once reanimated their rate of decay is halted by the eating of living flesh. The Living Dead, with the proper precautions, can blend into society and try to lead a normal life. At least until their craving overwhelm them and they eat their neighbors. With makeup, cologne, and poor gas lamp lighting even severely decayed ones can pass for a living human.
Str +2, Con +2, Chs -4
Bite: 1d3 damage. The living dead can also heal from consuming living flesh while biting. It regains 1 hp per 2 hp of bite damage to a source of living flesh. It can also use the flesh to heal Ability score damage at a rate of 4 hp per point of ability score regained.
Damage reduction: half damage from all damage except magic and fire. This is reduced to 0 damage at 9th HD.
Dark Vision 60'
Curse of flesh: the Living Dead must consume 4 hp of living human, demihuman, or humanoid flesh daily or begin to crave it on the next day without feeding. When they crave it and a living human/demihuman/humanoid is within sight the Living Dead must make a Saving Throw with a four penalty or attempt to devour the creature.
Undead: does not eat, drink, sleep, or breathe. Immune to charm, sleep, disease, and poison. +2 AC.
Unhealing: the living dead do not heal naturally. They must consume living flesh as outlined in Bite above.

Mummy
Ancient mummified corpses brought back to life with magic. Unlike guardian mummies this variety is quite intelligent and will often have a personal agenda. They are most likely to take magic using  or clerical classes.
Str +2, Con +2, Int +4, Chs -4
Damage reduction: half damage from all damage except magic, fire, and holy. This is reduced to 0 damage at 9th HD.
Dark Vision 60'
Drain life: with a successful hit the mummy drains life from a victim doing 1d6 hp damage. It also cannot heal naturally or regenerate but the life drain heals them 1hp per 2hp of damage caused by it.
Fear: living creatures who come within 30' of a mummy must make a Saving Throw or suffer a -2 penalty ot all actions.
Fire vulnerability: a mummy takes x2 damage from fire attacks.
Undead: does not eat, drink, sleep, or breathe. Immune to charm, sleep, disease, and poison. +2 AC.
Unholy: when approaching a holy item a mummy must make a Saving Throw with a 4 penalty to approach within 10' of the object. Direct touch does 1d6 damage.
+4 Saves vs magic: imbued with magic.

Nosferatu
A species of Eastern European vampire. The Nosferatu is noted for its unsettling appearance: thin haired or balding, prominent fangs, and corpse-like appearance. It has many of the powers and weaknesses of the classic Vampire (Strigoi.) Popularized in the films Nosferatu.
Str +2, Dex +2, Con +2, Chs -4
Animal control: the nosferatu can summon a swarm of rats or bats to do its bidding. The range of the summons is 100 yards per HD and the time to arrive is within 1d6 rounds or longer as DM decides.
Bed of earth: the nosferatu must rest in a bed of earth from its original graveyard or vicinity of its grave or take one point of Constitution damage per night. This Constitution loss can be stopped when it rests again on the soil. The Con lost must be healed with the Bite below.
Bite: 1d4 damge. The nosferatu can also heal from drinking fresh blood while biting. It regains 1 hp per 2 hp of bite damage done to a source of fresh blood. It can also use the blood to heal from Ability score damage at a rate of 4 hp per point of ability score regained.
Curse of blood: the nosferatu must consume 4 hp of fresh blood nightly or lose one point of Constitution per night without. To heal this the required 4 hps of blood must be drank and an additional blood consumed as outlined above under Bite.
Dark Vision 60'
Damage reduction: half damage from all damage except for fire, magic, holy, sunlight, and wooden stakes. This is reduced to 0 damage at 9th HD.
Destruction: cutting off the head destroys a nosferatu. It is also destroyed if burned to ash by the sun. If its hit points are sent below 'death' by anything else it falls into a state resembling death but will awaken at dusk the following evening with 1 hp.
Undead: does not eat, drink, sleep, or breathe. Infect: if a victim dies from blood draining the corpse will rise at sundown three days later as a nosferatu.
Invitation: it cannot enter a private dwelling without an invitation from someone living within.
Repulsion: garlic causes the nosferatu to make a Saving Throw to approach within 10'.
Staked: the nosferatu is incapacitated when a stake is driven through its heart (-6 attack.) If the stake is removed the nosferatu returns to life with one hp.
Sunlight: direct sunlight causes 1d6 damage per round.
Travel: as per Teleport. It can do so once per day per two HD.
Immune to charm, sleep, disease, and poison. +2 AC.
Unholy: when approaching a holy item a nosferatu must make a Saving Throw with a 4 penalty to approach within 10' of the object. Direct touch does 1d6 damage.

Penangallan
A female vampiric creature from SE Asian folklore. During the daytime the Penangallan appears as a normal woman. At night its head,and internal organs detach from the body and fly out into the night. The organs are sometimes said to sparkle like fireflies in the dark. The Penangallan craves blood and enjoys the taste of it, pregnant women and newborn children.
Str -2, Dex +2, Con +2, Cha 0
Con +1, Chs +2
Bite or tongue damage: 1d4 damage. The Penangallan has a unique ability to drain blood at a distance. It's tongue can stretch out 30' and is invisible to the eye.
Craving: the Penangallan craves the taste of blood but does not gain sustenance from it. It prefers the taste of newborn blood to all others. Each night it must make a Saving Throw to not assume its vampiric form and seek out its bloody meal.
Damage reduction: half damage from all damage except for fire, magic, and holy. This is reduced to 0 damage at 9th HD.
Dark Vision 60'
Destruction: several ways are known to destroy the creature. When it is about in its undead form glass can be poured in it's open neck. When the creature returns at sunrise it destroys its organs on the hidden glass killing it. Another method is to bless the body and then cremate it to ash. The Penangallan will perish as sunrise.
Fear: living creatures who come within sight of a Penangallan in it's undead form must make a Saving Throw or suffer a -2 penalty ot all actions.
Flight: 150'/50'
Repulsion: pepper mixed with garlic causes the Penangallan to make a Saving Throw to approach within 10'.
Thorny leaves: houses and windows wrapped with thorny plant leaves causes trouble for the creature. It must make a Saving Throw or take 1d6 damage from the thorns ripping into its intestines. When it is damaged it cannot enter and must make another Save the next round to attempt to damage. Failure brings more damage. It can continue this until it gives up or is successful.
Undead: when leaving her body the Penangallan is considered undead and is Immune to charm, sleep, disease, and poison. +2 AC.
Vinegar bath..... the creature must dip its organs in a vat or bath of vinegar to ease its them back into its body. If it does not have vinegar available it can push its organs back in but takes 1d6 damage to do so. The odor of vinegar stays with her, even in her daytime human form.

Revenant
A walking corpse returned from the grave with the intent of revenging itself on the person or persons who killed it. The creature is mentally damaged, caught in an endless loop of even after it kills those responsible for its death. It will project its anger and murderous intent on innocent people who have a resemblance to its killer or killers.
Str +2, Con +2, Int -2, Wis -2, Chs -4
Damage reduction: half damage from all damage except for fire, holy, and magic. This is reduced to 0 damage at 9th HD.
Dark Vision 60'
Undead: does not eat, drink, sleep, or breathe. Immune to charm, sleep, disease, and poison. +2 AC.
Unholy: when approaching a holy item a revenant must make a Saving Throw with a 4 penalty to approach within 10' of the object. Direct touch does 1d6 damage.
Tortured: when the revenant sees a person who looks similar to the one who killed it the DM will require the revenant to make a Saving Throw or become obsessed with this person, convincing itself that this IS the one who killed it and will stalk and eventually try to kill the innocent person.

Strigoi
Classic Vampire type popularized in Dracula.
Str +2, Dex +2, Con +2, Chs +2
Bed of earth: the strigoi must rest in a bed of earth from its original graveyard or vicinity of its grave or take one point of Constitution damage per night. This Constitution loss can be stopped when it rests again on the soil. The Con lost must be healed with the Bite below.
Bite: 1d4 damge. The strigoi can also heal from drinking fresh blood while biting. It regains 1 hp per 2 hp of bite damage done to a source of fresh blood. It can also use the blood to heal from Ability score damage at a rate of 4 hp per point of ability score regained.
Change form: the strigoi can change into the forms of a bat, mist, or wolf. The change takes one full round. (see below for stats)
Curse of blood: the strigoi must consume 4 hp of fresh blood nightly or lose one point of Constitution per night without. To heal this the required 4 hps of blood must be drank and an additonal blood consumed as outlined above under Bite.
Damage reduction: half damage from all damage except for fire, magic, holy, sunlight, and wooden stakes. This is reduced to 0 damage at 9th HD.
Dark Vision 60'
Destruction: cutting off the head destroys the strigoi. It is also destroyed if burned to ash by the sun. If its hit points are sent below 'death' by anything else it falls into a state resembling death but will awaken at dusk the following evening with 1 hp.
Hypnotize: as per Charm Person or Sleep. The victim gets a Saving Throw to avoid the effects. This Save is at a -4 if the victim has previously been drained of blood by the strigoi.
Infect: if a victim dies from blood draining the corpse will rise at sundown three days later as a strigoi.
Invitation: it cannot enter a private dwelling without an invitation from someone living within.
Repulsion: garlic causes the strigoi to make a Saving Throw to approach within 10'.
Running water: if submerged the strigoi takes 1d6 damage pe round.
Staked: the strigoi is incapacitated when a stake is driven through its heart (-6 attack.) If the stake is removed the strigoi returns to life with one hp.
Sunlight: direct sunlight causes 1d6 damage per round.
Summon animals: the strigoi can summon a swarm of rats or bats to do its bidding or a pack of dogs or wolves. The range of the summons is 100 yards per HD and the time to arrive is within 1d6 rounds or longer as DM decides.
Undead: does not eat, drink, sleep, or breathe. Undead: does not eat, drink, sleep, or breathe. Immune to charm, sleep, disease, and poison. +2 AC.
Unholy: when approaching a holy item a strigoi must make a Saving Throw with a 4 penalty to approach within 10' of the object. Direct touch does 1d6 damage.

Batform
Strength drops to half. All others stay the same.
All strigoi abilities and weaknesses remain except it cannot use hypnotism. Flight is gained at 180'/60'.

Mistform
Physical form is that of a mist. It cannot use special abilities in this form.
The only damage that affects this form is fire, holy, and sunlight. All others are ignored. The strigoi moves at a rate of 150'/50' in this form and can flow up walls, through keyholes, under doors, etc.

Wolfform
All stats remain the same.
All strigoi abilities and weaknesses remain except it cannot use hypnotism.
Move is 150'/50'. Bite is now 1d6 damage.

Zombie, Intelligent
Unlike shambling servant zombies these are intelligent although greatly reduced from their life. They have little trouble blending in with society. They have few weaknesses to exploit.
Str +2, Dex -2, Con +4, Int -4, Wis -4, Chs -4
Bite: 1d3 damage.
Damage reduction: half damage from all damage except for fire and magic. This is reduced to 0 damage at 9th HD.
Dark Vision 60'
Destruction: to destroy this type of zombie it must be incapacitated then salt must be poured into it's mouth and its lips sewed shut (a three round process.) Blessed candles are lit (one round) and a prayer is said over the corpse (one round.) Once these are done, and the zombie doesn't have time to rip open its lips and spit out the salt before the process has been completed, the it will fall over, truely dead.  If its hit points are sent below 'death' by anything else it falls into a state resembling death but will awaken at dusk the following evening with 1 hp.
Undead: does not eat, drink, sleep, or breathe. Immune to charm, sleep, disease, and poison. +2 AC.
Unhealing: can only heal by consuming living flesh. Heals 1 hp per 2 hp consumed.







Thursday, October 27, 2016

Baron Von Frankenstein. Hammer Horror for Classic and OSR Games


The Hammer film studio's series of Frankenstein films (1957-1974) offer interesting settings, characters, and plot devices which can be added to RPG's for a bit of Gothic atmosphere and charm with old castles, bubbling laboratories and an interesting and complex villain or perhaps employer in the Baron Von Frankenstein. Opposing or aiding Frankenstein in his work can lead to a horrifyingly fun story arc especially when the inevitable creature meltdown happens and all the work goes down the tubes, often in a spectacular flaming fashion.

Initially set in mid-Victorian Switzerland the films ooze Gothic atmosphere with detailed sets, costumes and plenty colorful makeup and gore in glorious, vivid Technicolor. Blood flows bright red in these films and the brains and severed limbs are up front and camera ready. As for the doctor himself, unlike the manic and deranged Universal Frankenstein, brilliantly played by Colin Clive, Peter Cushing's Baron is cold, clinical, and obsessed without becoming a caricature; the Baron is a complex character. Cushing is amazing in this role. He dominates the screen with his presence.
The Curse of Frankenstein (1957)
The Revenge of Frankenstein (1958)
The Evil of Frankenstein (1964)
Frankenstein Created Woman (1967)
Frankenstein Must Be Destroyed (1969)
Frankenstein and the Monster from Hell (1974)
The Horror of Frankenstein (1970, non-Cushing)


A few common themes in the series:
Old world fear vs science and progression. The villagers and authorities do not understand Frankenstein's goals or methods and turn on him when his activities are discovered. Frankenstein is forced to steal bodies and parts at great risk.
Eager and young assistants who share most of his ideals and want to learn from Frankenstein. They tend not to be hunchbacked criminals or outcasts as in the Universal films.
Each movie shows the Baron creating a new creature for the film. The type and quality of creation varies from film to film. Often the brain is a key plot point, that most delicate and fragile of organs. With limited resources and having to creep around looking for spare part Frankenstein is often forced to use 'less desirable' material. Instability, criminality, and sometimes just plain damaged brains are used to the advancement of the plot and eventual downfall of the doctor's work. In the Reenge of Frankenstein the Baron has created a backup body for himself and his brilliant assistant transplants his brain into this new body when his original is battered to death. The DM has a very open canvas of plot devices and twists in this setting.

As for details of each movie and the finer points of production THIS article can elaborate more on those matters which are beyond the scope of this post.

Baron Victor Von Frankenstein, infamous medical adventurer
"Why can't they leave me alone? Why can't they ever leave me alone?"
- Baron Von Frankenstein
Evil of Frankenstein (1964)
HD: 5
HP: 27
AC: 10/9
Hit: +3/ as Cleric
Save: 11/ Cleric
Born of an aristocratic and wealthy family Baron Victor Frankenstein is educated, cultered, and supremely arrogant. He is also a daring man and not adverse to taking risks or physical violence to protect his work. He is also a medical genius with an obsession of restoring or creating life. This obsession brings out the worst qualities in Frankenstein including cruelty, blind ambition, and even murder to obtain the materials for his experiments and to keep his secrets. His drive has led to amazing discoveries such as preservation of dead tissue, organ and even brain transplants, and the ultimate achievement of restoring life to the dead. His arrogance and paranoia however keep him from revealing his discoveries to the world until he has perfectly perfected restoring life to the dead. This has led to much misery and the Baron himself has been gravely wounded more than once and forced into a life of hiding as a wanted man. Still his work continues....

When running Baron Frankenstein play him as arrogant and powerfully willed. He will do as he thinks necessary for the continuation of his experiments. In the later films he seemed to mellow a bit and showed loyalty to his assistants but his WORK will usually come before other considerations, including his own bodily well being.

Abilities
Anatomy
Frankenstein can use his knowledge of anatomy to target key damage points on the body allowig him to Backstab as a Thief of equal level.

Diagnose
Frankenstein can make a  check (18 or less on a d20) to diagnose the illness of a patient, giving him information on proper treatment of the illness and a on any further checks with that patient.

A successful check gives Frankenstein a +1 hp per Healing dice below and a +2 bonus on Stabilization check below.
checks.

Healing
Frankenstein may attempt to  heal 1d6 hit points of damage to himself or another. The healing attempt must be rolled each time it is used (18 or less on a d20,)  He or another Physician can attempt the healing check until successful but each subsequent check has a cumulative 2 penalty to the roll. If assisted by another Physician the check has a 2 bonus.

No attempt at healing by Frankenstein or a collegue of his skill or lower will give more hit points to those sets of wounds. If another Physician of greater skill comes along he can attempt to heal the wound again. If he succeeds on the healing check he will roll the 1d6 and compare it to the original roll. If it is greater the extra hit points are gained (not added, the new better 1d6 roll replaces the original 1d6 hit point roll.) If he rolls less it is ignored and the original Physician's healing stands as is. The only way the patient will lose hit points this way is if the New Physician rolls a natural 20 failure on the healng check.

If a character is wounded again Frankenstein can attempt to heal the new set of wounds, but no matter how good his healng roll, he will not heal the patient of more hit points than were lost in the new set of wounds.

For example: Ygor has lost ten hit points in a fight. Frankenstein makes a successful healng check and rolls to heal five hit points. He nor another Physician can attempt to heal more of these lost hit points from this set of wounds. Later Ygor is damaged again for three more points of damage. Frankenstein makes his healing check and can heal these three points of damage if he rolls well enough, but no more as he cannot attempt to heal the previous wound's lost hit points a second time.

This healing can be used for not only combat damage, but also disease, poison, and any other type of damage which takes away hit points.

If a successful Diagnosis check is made before the healing check a +1 bonus to hit points healed is gained.

A patient under a Frankenstein's direct care also heals twice the number of hp per day with natural healing.

Surgery
As a doctor Frankenstein can try to control bleeding, rub the limbs, apply brandy, breathe into their mouth, etc and stabilize any character that has reached 0 or fewer hits points, and would otherwise be dead. Frankenstein must reach the victim within five rounds following the victims incapacitation, beginning on the round after he drops to 0 or below. Once he has reached the patient, he must then make a check (18 or less on a d20)  with a  -1 penalty for every hit point below 0. If he fails the patient continues to lose one hp per round until he is dead at -10.

If he succeeds in this, the character is stabilized and does not die. If the victim is wounded again, another attempt can be made but with an additional -4 penalty in addition to normal bonuses and penalties, representing the shock of additional wounds to the body.

Equipment
Doctor's Bag (+1 to Diagnose and Surgery checks)
Pistol (1d8), Scalpel (1d3), Amputation Knife (1d6)


Creating Life from the Dead
Frankenstein has almost perfected a method for restoring life to corpses. He requires a laboratory, chemicals, complex machinery of his own design and corpses to work on. He prefers fresh undamaged bodies but can replace body parts or even assemble a corpse from parts if necessary. The condition of the brain is often a major plot point and pivotal to the creature's behavior.

The appearance of the creatures varied greatly based on the condition of available corpses, possible time limitations, and Frankenstein's growing skill and adjusted methods. They can be average, hideous, or painfully beautiful. The more normal looking ones will have traces of scars and stitching at vital areas which will fade with time. The more hideous ones will be a collection of horrid flesh, stitches, braces, etc.

Intelligence
The creatures' Intelligence's varied greatly. They could be geniuses or murderous idiots. A few may start out as highly intelligent and slowly revert towards madness and chaos. If they do remember their former lives before resurrection Frankenstein tended to only have criminal or deranged and damaged brains to work with. Their brains, already traumatized by death and rebirth, will usually exhibit unusual mental quirks, often degenerating into psychotic and murderous behavior.

To simulate the different creatures produced in the film pick a HD for the creature and then choose a few of the quirks below. Or choose none. The Baron's work varies greatly and they are but a plot device after all.


The Creatures
HD 4
Hp 20
AC 12
Hit +4, 1d4 unarmed
Save 14

HD 6
Hp  30
AC 13
Hit +6, 1d6 unarmed
Save 13

HD 8
Hp  40
AC 14
Hit +8, 1d8 unarmed
Save 12

Quirks
Fear of Fire
The creature has an instinctive fear of fire. If confronted with any fire torch-sized or larger it must make a Saving Throw (Paralyzation) or be unable to melee attack the person wielding the fire.

Hideous
The creature is a horrifying sight of dead flesh, stitches and staples, etc. Those who clearly see the creature must make a Saving Throw (Paralyzation)  or suffer a -2 to all actions against it.  If they fail the Saving Throw by more than five they will likey flee in terror.


Inhuman Beauty
The creature is beautiful. Other than a few faint scars it is almost inhumanly so. The creature can, once per day, try to use its beauty to sway another to do its bidding. It can do this once per day at HD 4, twice per day at HD 6, and three time per day at HD 8. It acts as a Charm Person spell and a Saving Throw is allowed against it.

Mute
The creature has damaged or otherwise deficient vocal organs. It cannot utter more than a few groans or perhaps a dull roar when angered.

Strangle
If the creature hits with an unarmed attack and exceeds the target AC by five or more points it automatically begins strangling the target for automatic damage each round. The victim must make a Strength check with a - penalty equal to half of the creature's HD to break free. While strangling the creature is vulnerable to attacks from its victim's allies who gain a +2 bonus to hit it.









Saturday, October 22, 2016

Apes Victorious! Optional Human classes.

An idea for the new Apes Victorious! game from Goblinoid Games mentioned on their G+ community for the game. 

The gist is these are optional human classes.
Military men and women and scientists placed in special cryo-bunkers before the final Atomic War, a last ditch effort to rebuild what they thought would be left of humanity, buried and lost to time until an earthquake or perhaps Ape explorers awaken the dormant atomic-powered bunker and it awakens the personnel who survived. Armed with military tech scavenged from the ruins of the bunker they make their way into the Ape world.

I brainstormed these up in a few hours, reskinning and mixing existing Astronaut and Ape class abilities together. I doubt this will be the final form but it's a start for now. 

New Human Classes
All Humans have the following Ability (as Astronaut)
Because of their education and experience with technology from their home time, they will be able to discover the use of human artifacts with no roll required. However, if trying to determine the use of Underdweller technology they may do so with a base probability of 50%, +5% per level with a maximum of 95%.

At ninth level all humans gain the followers and ability to start a new settlement (As Astronaut.) They do not gain the ability to research astronomy or earth sciences as Astronauts do.

Soldier
Requirements: STR 9
Ability Adjustments: None
Prime Requisite: STR
Hit Dice: 1d8
Maximum Level: None
Attack As: Astronaut
Save As: Astronaut
Soldiers may use any weapons and armor.

Defense
Human Soldier are better at avoiding damaging due to training at dodging, blocking, parrying, etc.
-1 to attackers’ to-hit rolls. (As Bonobo)

Rifleman
Highly trained and familiar with firearms they receive +1 to-hit rolls with all firearms, Ape, Astronaut, or Underdweller. .

Scout
Requirements: DEX 9
Ability Adjustments: None
Prime Requisite: DEX
Hit Dice: 1d6
Maximum Level: None
Attack As: Gorilla Soldier
Save As: Astronaut
Scouts may use any weapons and armor.

Back Stab
A Scout is adept at using move silently and hide in shadows to gain a bonus of more damage. If the target is unaware of a Scout he gains a +4 attack bonus and damage is doubled..

Forage
(As Astronaut)

Track
The Scout is skilled at tracking. The base chance to do so is 50 percent plus 5 percent per level after 1st level.(maximum 95 percent.) This roll can be modified by the DM for circumstances such as tracking across soft mud, tracking across snow, the quarry is trying to hide their tracks, etc.

Move Silently and Hide in Shadows
(As Bonobo)

Scientist
Requirements: INT 9
Ability Adjustments: None
Prime Requisite: INT
Hit Dice: 1d4
Maximum Level: None
Attack As: Chimpanzee Scholar
Save As: Chimpanzee Scholar
Scientists can only use small weapons like hand guns or knives, and no armor.

Areas of Knowledge 
Scientists have Areas of Knowledge identical to those found in the Astronaut and areas of specialties found in the Chimpanzee class. For the purposes of the Scientist they are treated as Areas of Knowledge with a few notes added  below.

Scientists may choose one Area of Knowledge at first level and another at levels 4, 8, 12, 16, and 20.

These Areas of Knowledge are treated just like an Astronaut with the exception that Scientists ARE strictly scientists and have an advantage over Astronauts: the Scientist recieves a +1 to their chance on a 1d6 of success.

Fore example: a 5th level Scientist has knowledge in Life Sciences. His chance of success is 1-4 on a 1d6 due to the +1 bonus. An Astronaut of the same level would have a 1-3 chance.

Astronaut Areas:
Aeronautics, Art, Astronomy, Building/Construction, Computers/Electronics, Earth Sciences,   Farming, General science, History, Life Sciences, Literature, Medicine

A Note on Medicine: Those without this as an Area of Knowledge will use the lowered chance (but still receive a +1 bonus) and it acts as if an Astronaut is using it. Those with this as an Are of Knowledge will use advanced Medicine as a Chimpazee (see below.)

Chimpanzee Areas:
Archaeology
Scientists with this area of Knowledge can study the various societies on the planet with records and examination of sites learning about their customs and other information to help navigate their way in this new world. Like a Chimpanzee they can spot hidden or concealed entrances or passages in ruins or underground structures, even those of Underdwellers, on a roll of 1-2 on 1d6 and locate previously unknown sites of previous occupation on a roll of 1 on 1d6.

Behavioral Science
Attempts sat empathy are identical to a Chimpanzee's with observation for three rounds for emotional state, lyng, etc. However, the first attempt on an Ape or Underdweller requires a 1-2 on 1d10 for success. After at least one success the chance increases to the normal  1-2 on 1d6 for the species the success was made for.

Medicine
This follows the exact same guidelines and abilites for Chimpanzees.

Research
Just like Chimpanzees a Scientist is able to conduct research on topics in their Area of Knowledge with a base percentage of success equal to 50%, +5% per level.
All other considerations still apply: timeframe, frames of reference, tools and facilities etc.

For advanced technology found with the Underdwellers the Scientist has a better chance than Chimpanzees at understanding it due to its foundations of old Earth technology. Their base chance is 35%, +5% per level.

Human Weapons
The humans use the same pistol as the Astronaut pistol, as well as grenades equivalent to the Ape grenades.

Humans use automatic rifles doing 1d10 damage per shot and can fire two shots per round. The rifles hold 30 rounds of ammunition which is very rare to find. The human starts out with as many magazines of ammo as the Ape Master allows. More ammo will have to be found in other bunkers, etc.

The humans also have submachine guns which do 1d8 damage per shot and can fire three shots per round, The submachine gun holds. 30 rounds of ammunition. The ammo situation is as the automatic rifle above.

The humans also employ a large belt-fed machine gun. It does 1d12 damage per shot and can fire two shots per round. It is fed by a belt of cartridges, manufactured 100 rounds to a belt. Ammo situation as above.

Humans also have single shot grenade launchers. They fire grenade ammunition using the same damage as grenades and the range of a pistol. They can be arced over walls,  barricades, etc. Ammo is of course extremely rare.

The humans have bazookas, recoil less single-shot shoulder-fired rockets in a tube.
Damage is 10d6 in a 40' radius. These are extremely rare and ammo even more so. Pretty much a one time deal folks.

Human Armor
Human armor is similar to Ape armor. Their is no mechanical difference.








Friday, October 14, 2016

The Hand of Doom. A Horror Adventure or Classic and OSR Games



THE HAND OF DOOM
With a nod to Robert E. Howard, Michael Caine, and Ashley J. Williams...

This adventure was originally conceived for and run for my Colonial OSR game. I've removed time and location reverences and with the smallest of modifications (renaming NPC's, removing muskets for other time/genre appropriate weapons) it can be run in any time period and place as well as fantasy. IT would make a fun Ravenloft one-shot for example.

THE PC'S
My player's characters were travelling at the time and happened to spend the night at the inne when these events occurred. They had no other connection with the town.

THE SETUP
It begins in a tavern!
The Ringing Bell tavern to be exact.
Weary after a day of travel the PC's are sitting around, eating, drinking, and perhaps gambling with the local farmers and merchants for a bit of coin.

During their rest they hear two merchants begin to discuss two recent murders which happened last night. Soon the entire tavern is listening in and various theories and tidbits are being discussed.

Facts the PC's can learn:
Two men were killed last night. Both were apparently beaten and strangled.

The two vicitms were Jason Williams and Phillip LeMay, both former robbers whom had sold their leader over to the law for hanging in exchange for pardons. They shared a cabin just beyond the edge of town.
A third robber, Paul Benedict, was also involved. This occurred thirteen years ago.

The notorious leader of the robbers was John Hauser, accused of foul deeds and witchcraft. The stories were true and his men turned him in for fear of losing their immortal souls.

He was tried and hung in an unusual fashion. The men know something strange happened at the jail, but it was never revealed to the public. Hauser was rushed out in the early morning hours to a hanging tree outside of town and hung with the only witnesses being his jailors and the Sherriff at the time.

The men know it was thirteen years ago. The anniversary has just passed by not three days ago.

Rumors and Speculation:
Paul Benedict, the third robber, saw a shadow skulking around Williams and LeMay's cabin last night. He believes it is the ghost of John Hauser come for revenge and has barricaded himself into his rented rooms above the candle-maker's shop and is threatening to kill the first man to walk up the stairs.

Some believe the killer was a traveler whom stopped in for shelter and killed the two men and robbed them of hidden coins from their robbing days. It is rumored Benedict may have a secret stash as well.
(Eyes will turn toward the PC's in suspicion after this one is told.)

WHAT'S GOING ON
Thirteen years ago John Hauser's men did betray him because of his blasphemous dealings in necromancy and witchcraft. He was quickly tried and set to hang.

Burning with revenge, Hauser sharpened his tin plate on the stone floor of his jail cell and on the night before his hanging lopped off his left hand and threw it out the barred window into the shallow river behind the building. Raving, foaming at the mouth, and spraying  blood Hauser cursed his captors and betrayers and swore the Devil would avenge him.

The Sheriff at the time, Thomas Browne, and his two jailers, Arnold Paulson and Abner Jenkins, were repulsed and spooked into action. Hauser was quickly checked out by Dr. Samuel Baird and given last rites by Minister Charles O'Reilly. They bundled the wounded man up and drove him out to the hanging tree before dawn and did the deed. All swore to secrecy as not to start a panic. Hauser's body was buried at a crossroads in secret.

Three nights ago the hand crawled out of the river and began a mission of unholy revenge against the men who betrayed and whom hung Hauser. The hand is a demonic entity, it is not John Hauser himself. He has long been confined to Hell. The hand a reanimated and intelligent tool of evil, sent to terrorize the town by some unknown force of darkness on this thirteenth anniversary of the curse.

The Hand's first act was to break the will and gain the servitude of the current Sheriff, James Collins.
It broke into Collins' home and nearly strangled him to death before releasing him and writing out a quick message with quill, ink, and paper: 'Serve me or die.'
The terrified man quickly agreed.

Collins' job is to scout out locations for the hand to strike and to run official interferance is anyone gets in the Hand's way, possibly even assassinating them.

The hand has other tricks:
Williams and LeMay's bodies were lying in the ice house until the Hand reanimated them after sunset. It can do that with corpses it strangles. They are but extensions of the Hand and it can speak through them.

The Death List:
Paul Benedict, 36
Former Sheriff Thomas Browne, 62
Former Jailer Arnold Paulson, 51
Former Jailer Abner "Old Man" Jenkins, 80

The Witnesses:
Dr. Samuel Baird, 56 (not on the death list. He is a potential source of information on what really happened thirteen years ago)
Minister Charles O'Reilley, 53 (died of pneumonia three years ago)

EVENTS
At any point during the night the PC's can be checking on clues, witnesses to the hanging, etc. to get an idea of what is going on.

(Early Evening) 
This encounter sets up a threat without revealing all there is to know about the enemy.

The Former Sheriff's House:
Mr. and Mrs. Browne live in a nice two story home down the block from the tavern.
When the PC's are outside the tavern that night let them hear a woman's scream and a flash of fire from the house.

The Hand attacked Mr. Browne and broke his neck while upsetting a lantern that started the first floor on fire. Mrs Browne saw the Hand and it has chased her upstairs.

If the PC's arrive the Hand will be upstairs finishing killing Mrs. Browne and making an escape out an upstairs window.

Give them a glance of something pale and spiderish running along the ceilings and walls  before it throws itself out the glass.

The Browne's bodies will join the Hand's zombies later that night.

(Later that Night)
The events have no particular order.  They should be played out in reaction to the PC's actions/investigations.

Depending on how long you want to drag out the mystery of what the Hand is you can keep it in the shadows or have it pop out and attack a PC blatantly. I prefer more subtle mystery to build a bigger shock reveal but to each his own.
(In our game they thought it was a giant pale spider until it latched onto one of the PC's throats.)

Paul Benedict Rooms:
The Hand and the Sheriff are still trying to find a way into Benedict's barricaded rooms.
They will most likely save it for last, assaulting it with zombies and trying to burn the former robber out of hiding.

Either way it will no doubt be a nasty fight as Benedict is wary and well armed. He will take the PC's help if offered.

Arnold Paulson Cabin:
Half a mile outside of town, on the edge of light forests and fields.
Paulson is locked tight inside, windows barricaded. He believes Benedict is right and Hauser is back from the dead to kill them.

The PC's can talk their way in, but it will be at gunpoint.
After they make contact they will hear a moaning outside. The bodies of the four previous victims will be coming up the trail and will attack the cabin, seeking to break in.

The Hand might show itself and can use the zombies to communicate with the PC's, threatening them with death if they interfere.

Zombies hammering on the flimsy cabin doors and the Hand crawling through holes in the rickety ceiling make this a chaotic and  fun fight environment.

Once they break into the cabin Paulson will blow his brains out at the last minute rather than be killed by the Hand or the Zombies.

How the Hand and his minions deal with the PC's is up to the DM. 
A game of hide and seek in the forest should prove interesting with the Hand's abilities to Hide and Spider-climb making it a dangerous foe in the open.

Old Man Jenkins:
Jenkins sleeps in barns, sheds, and anywhere he can find. He is difficult to find and the Hand and the Sheriff haven't located him yet.

Jenkins is another good source of information about what happened thirteen years ago. Don't be afraid to kill him off screen if the PC's have already questioned him. His zombie showing up when they think he is alive and safe is a nice effect.

CLUES
The Victims: 
Each was killed by strangulation. Their throats were crushed and the bruised marks of a powerful left hand are visible on the necks.

Footprints were found outside the windows of Williams and LeMay's cabin.
(These were left by the Sheriff Collins. He was scouting out the cabin for the Hand.)

Talking to Dr. Baird or the surviving jailers will give the PC's the potential hit list as they know who was present at the hanging.

They will happily unburden themselves of what happened that night and reveal that Hauser cut off his own hand and they never found it. Paulson and Jenkins even heard him curse them all.

END GAME
The Hand can be stopped if burned to ashes or brought to zero HP with holy water. Otherwise it will regenerate and continue until all of the targets on its hit list are dead. Then it will simply crumble to dust and any Strangle Zombies still mobile will fall over dead.

NPC'S
Sheriff James Collins, 32
Collins serves the Hand out of terror. He will do anything the Hand commands, up and including attempted assassination of the PC's. If he tries this he will recruit a small possee to ambush them.
AC 10
HD 2
HP 8
Att +2
Dmg Musket (2d8), Knife (1d4)
Save  13
Move 12

Paul Benedict, 36
Heavily armed and paranoid of 'Hauser's Ghost' Benedict is locked in his rooms and will likely shoot first and maybe ask questions later. He has no idea what happened the night of the hanging. He does have a hidden stash or coins under the floor boards of his bedroom.
AC 12 (Leather Vest)
HD 2
HP 8
Att +2
Dmg Musket (2d8), 2  Pistols (1d8), Woodaxe (1d8), Knife (1d4)
Save  13
Move 12

Arnold Paulson, 51
Holed up in his cabin he's been convinced that 'Hauser's Ghost' is out to get him too. He was witness to the events of the night of the hanging. If his death is imminent by Strangle Zombie he will shoot himself rather than be killed by the creatures.
AC 10
HD 1
HP 5
Att +1
Dmg Musket (2d8), Knife (1d4)
Save  17
Move 9 (due to age)

Abner "Old Man" Jenkins, 80
The other jailer who witnessed the events the night of the hanging Old Man Jenkins has fallen into ill health and vagrancy. He is content to spend the rest of his days begging for food and drink and passing out in the nice dry and warm haylofts of his neighbors. He is a good source of information and friendly. He will not resist the Hand or it's Strangle Zombies if attacked.
AC 9
HD 1
HP 4
Att +1
Dmg Fist (1d2)
Save  17
Move 6 (due to age and gout)

MONSTERS
The Hand of Doom
Born of an evil curse the Hand is a demonic entity. It's primary attack is to strangle a victim to death allowing it to raise the corpse as a Strangle Zombie. It is cunning and vicious and will lay traps for the unwary, leaping from the shadows to strangle its victim to death. Its demonic origins give it immunities to certain spells and attacks but it is vulnerable to fire and holy water. The Hand is fully intelligent and can communicate via writing, rapping it's knuckles in code, etc or through a Strangle Zombie's mouth. Once its mission of vengeance is completed it simply crumbles to dust.
AC 16
HD 4
HP 20
Att +4
Dmg Crushing grip (1d8)+ special
Save 13
Move 12/12 Spider-climb

Crushing Grip:
Once the Hand has latched onto a victim it can continue to grip for an automatic 1d8 points of damage per round. Anyone striking at the Hand while it is latched onto a victim has a 50 percent chance of striking the victim instead. The victim can escape by making a Strength check with a four penalty.

Immunities
The Hand is immune to Charm, Hold, and Sleep spells.
It can be turned but as an 8 HD creature.

Leap
The Hand can propel itself forward in a spider-like leap up to 10' distant.
If the victim has not seen this attack before it has a 1-4 on a 1d6 chance of surprising the victim and gaining a +4 to attack.

Regenerate
2 points per round. Does not regenerate fire or holy water  (1d6 per splash) damage.

Spider-climb
The Hand can move up walls and across ceilings like a bloated white spider.

Stealth
The Hand has a 80 percent chance to Move Silently and Hide in Shadows. It can backstab for a +4 to hit and a x2 to initial damage.

Zombies
Any victim of the Hand can be reanimated by the Hand within thirteen minutes of death as a Strangle Zombie.

Strangle Zombie
Strangle Zombies are merely extensions of the Hand of Doom. They act as it's eyes, ears, and hands. They are puppets and the Hand can speak through their mouths. If they Hand of Doom is destroyed or deactivated the Strangle Zombies will fall over dead.
AC 12
HD 2
HP 10
Att +2
Dmg Fist (1d4) + special
Save 16
Move 12

Immunities
Strangle Zombies are immune to Charm, Hold, and Sleep spells.
Because they are extensions of the Hand of Doom they are turned as a 4 HD creature.

Regenerate
1 point per round. Does not regenerate fire or holy water  (1d6 per splash) damage.

Strangle
If a Strangle Zombie hits a victim and the attack roll was five points over the target AC the Zombie latches onto the victims throat and strangles them for an automatic 1d8 points of damage per round. The victim must make a Strength check with a 4 penalty to break free.