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Bump in The Night
Bump in The Night
Specific equipment
In the context, a lot of special equipment can be made (say wooden stakes,
crosses, ashes), stolen (holy water, blood) or bought from most grocery store
(salt, cinnamon, knife, candle).
If you need someone more specific, it will usually be background dependant (UV
grenades from blade, a mummy finger…) and whether will be easily available and
priced fair (magic concoction in Buffy context, just go to the magic box) or nearly
impossible to obtain and as such, priceless (magic wands in Bright, antic pazuzu
stone figurine). Obtaining such an item may become an adventure in itself.
YOUNGER HEROES
Old people are not the only ones who tend to get dragged in horror stories. How
many kids, pre-teens and teens have tackled the supernatural with mixed
success? To mention a few, Bastian, Hansel and Gretel, Randall Peltzer and Kirsty
cotton.
If you want to play a kid, follow those guidelines:
1- Kids before ten have all attributes to 0; for each year over ten, you have one
CP to put in any attribute you want (which gives 7CP at age 17.. And then you
play a normal character).
2- Kids have no class yet, so they start with D6HP, +1 for each year over 10; Kids
have D6MP, but they never lose any from their starting total. A kid which falls to
0MP rolls for an instant craze (or just make it cry), and stays that way until he
can have a rest. He then recovers his starting total.
3- Kids have no skills per say, even if they know things, nothing is sufficiently
precise to really be a skill.
4- kids win XP as usual, but they cannot use them. A kid that reaches 10XP can
use those to buy a class. He keeps his attributes (and keep winning 1 CP per year
until he’s 17) but can reroll his HP / MP with those of his class (the new total
cannot be less than the previous). He can now use his XP as he pleases.
GM Advice
Mythology: I’m not talking religion here, but immersion. Fear comes from the
knowledge of one’s environment or the absence of such knowledge. If you have
no environment, or if it is impossible to know it, you cannot be afraid, it is as
simple as that. The trick is to preserve internal coherence, so the heroes can
“know” the background, and be surprised when you want them to, by changing
the rules.
Example: Your heroes partake in yet another Ghost hunt, so they took salt, for
they now very well it does stop ghosts; well it doesn’t stop this one! So it is not a
ghost, and they are scared for, once again, they don’t know what they are facing.
Field: horror comes in many flavours, but there are three main fields for it to
express itself; Magic (say monsters, spirits, undead), fringe science (say aliens,
killer robots, most zombies…), and Madness (serial killer, stalkers, maniacs of all
sorts…). Of course, there are crossovers from one field to the next: Jason started
as a simpleton and is now an undead monstrosity, Lovecraft monsters are aliens,
but you can summon them with spells and chants, and, sad but true, Sadako
Yamamura is a computer virus. It is always preferable to stay in one field, and if
you really must, dab in one of the others, but just dab, and never in all three
(unless you are Robert Silverberg, of course, but who is?).
Pull from the dark: If your background has a “dark side”(think star wars, Lord pf
the rings…) you may need to add some kind of morality indicator, and specify its
effects in game; Methods already seen include:
- Star wars D6: you gain points of Dark side when you do bad stuff, and must
roll every time; if you roll equal or lower than your dark side score, you
become a bad guy (and as such, a NPC);
- AD&D²: you have an alignment chosen from 9, which defines your morality,
from law to chaos and from good to bad; if you make decisions
inconsistent with your alignment, the GM may give you a new one, which
can take most of your powers away in some cases; some spells and special
skills target specific alignments;
- Elric and Stormbringer: You have three counters, law, balance, and chaos,
and you gain points in one or the other according to your actions. This
impacts the way you do magic, and the kind of relations you have with the
local “gods”, and the members of their cults (which is more or less
everybody in Elric’s world).
LARA © pierrot and Robertson Sondoh Jr / Bump in the night © Pierrot 2018