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SWHC Horror Companion
SWHC Horror Companion
TWO-SIDED PRINTING
Horror Companion
Written and developed by Shane Lacy Hensley, Darrell Hayhurst, Clint Black, Brian
Reeves, Erica Balsley, Michael Barbeau, and Donald Schepis.
Special thanks to Dog House Rules for the inspiration for our Slaughter Rules!
First Edition by Paul “Wiggy” Wade-Williams
WWW.PEGINC.COM
Savage Worlds, artwork, logos, and the Pinnacle logo are © 2023 Pinnacle Entertainment Group. Savage Worlds, all
associated characters, logos, and artwork are Copyrights of Pinnacle Entertainment Group. All other trademarks and
registered trademarks herein are the property of their respective owners.
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Contents
CHAPTER ONE: CHARACTERS...5 Downtime.................................................39
What’s In This Book?.................................5 Environmental Phenomena...................41
New Hindrances........................................6 Chronological Phenomena....................41
New Skill.....................................................7 Terrain.......................................................41
New Edges..................................................8 Weather.....................................................42
Angel..........................................................12 Expanded Fear Effects.............................43
Demon..................................................... 14 Fear Checks..............................................43
Mummy....................................................16 Playing to the Tropes...............................45
Patchwork Monster ................................17 Signs and Portents...................................46
Phantom.................................................. 18 Slaughter Rules........................................47
Revenant...................................................19 Villainous Conviction............................ 48
Vampire.................................................... 20 Wards and Binds..................................... 48
Werewolf...................................................22 Wards........................................................ 48
CHAPTER TWO: GEAR...................25 Binds..........................................................49
Lodges.......................................................29 Wild Cards............................................... 50
Step 1: Advantage....................................29 Horror Styles........................................... 50
Step 2: Complication.............................. 30 CHAPTER FOUR: MAGICK...........57
Step 3: Form.............................................31 Arcane Backgrounds...............................57
Step 4: Upgrades......................................33 Alchemist................................................. 58
Encounters................................................35 Blighted.....................................................59
CHAPTER THREE: Demonologist.......................................... 60
SETTING RULES................................37 Fortune Teller...........................................61
New & Updated Rules.............................37 Medium....................................................62
Bound and Entangled.............................37 Occultist....................................................63
Desperate Attack..................................... 38 Priest........................................................ 64
Limited Actions...................................... 38 Psychic Investigator.................................65
New Hazard............................................. 38 Voodooist..................................................66
Stream Template..................................... 38 Warlock/Witch........................................ 68
Buckets of Blood..................................... 38 Ritual Magic.............................................72
Difficult Healing......................................39 New Powers..............................................73
2
Contents
H T W ANT
O U M IG D AVE
“Y M E
Y SO M.”
T O T R E
BARRY, –Gabe
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CHAPTER ONE
Characters
S
omething is out there. And it’s coming Chapter Three contains a wealth of
for you. But you don’t have to be a information about different types of horror
victim. Whether the threat is a thing and Setting Rules to represent them.
from beyond the stars or a psychopath with Chapters Four and Five provide details of
a chainsaw, these are Savage Worlds. You are a arcane powers and items, including several
hero. You will fight and struggle and survive. Arcane Backgrounds.
And with courage, brains, and a little luck,
Chapter Six presents a new tome detailing
you might be able to triumph over the things
the darkest fiends for the Game Master.
that lurk in the darkness. Maybe you’ll save
your life. Maybe you’ll save your friends’
lives. Maybe you’ll even save the world.
And if the darkness overwhelms you, at
least you’ll go down swinging…
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Characters
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RELENTLESS
NEW EDGES REQUIREMENTS: Novice, Spirit d8+
Your slayer is truly driven to defeat evil. He
Below are a number of new Edges appropriate must seek it out wherever he suspects it lies,
for horror-themed games, but don’t forget and brooks no interference from those he
many such tropes are already covered in thinks bar his way.
the Savage Worlds rules. If a player wants to
In exchange for this dogged determination
build an occult specialist, for example, the
and unflinching dedication to the chase,
Investigator or Scholar Edges already cover it,
Relentless characters who are Shaken may
and a monster slayer might already be well-
still take a single action at a −2 penalty.
served by the Champion Edge.
VETERAN OF THE DARK WORLD
BACKGROUND EDGES REQUIREMENTS: Novice, Smarts d8+
GA LLOWS HUMOR Your hero has been around a little longer than
the rest of the party. Maybe she’s older, or
REQUIREMENTS: Novice, Taunt d6+
maybe she’s already fought more than her
Some people use humor to deal with horrific share of abominations.
circumstances, or are maybe just so tough
Veterans of the Dark World begin play at
they can laugh in the Grim Reaper’s face.
Seasoned (or one Rank higher than the other
A character with Gallows Humor may use hunters in your campaign), giving them
her Taunt skill instead of Spirit when making four immediate Advances during character
a Fear check (and all the usual modifiers apply creation. The price for this experience is a
as normal). If she gets a raise, she mocks the roll on the Veteran of the Dark World table
threat so effectively it acts as +1 Support for below to see what misfortunes lie in your
all allies making the same Fear check. hero’s past.
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Characters
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PLAYING MONSTROUS
MONSTROUS CHARACTERS
Arcane Backgrounds: Monstrous heroes
HEROES can take Arcane Backgrounds as usual. This
grants a wide variety of powers that can
Sometimes the monsters are the heroes. greatly accentuate their supernatural abilities.
Maybe there are worse threats out there, as A vampire sorcerer or werewolf necromancer
in DC Comics’ Creature Commandos™ who is a powerful foe indeed!
fought against the all-too human horrors of Fear & Monsters: Monsters cause Fear checks
World War II. Or maybe the monsters are part in mortals in most settings, but only make Fear
of a hidden society of beings who lurk in the checks from other monsters if the creature has
shadows of humanity, like the popular World a Fear penalty higher than their own. This
of Darkness™ roleplaying games. Or perhaps ability does not protect against Intimidation.
the monsters are all that’s left after some
Healing: Undead and other beings without
terrible catastrophe ravaged their world.
living flesh can’t be healed with the Healing
Whatever the cause, the rules in this chapter skill. Magical healing works normally.
allow the player characters to take on the
Supernatural Strength: Monstrous heroes
powers—and weaknesses—of monstrous
may increase their physical Traits (Agility,
supernatural beings.
Strength, and Vigor) with any Advance—
Monstrous profiles are in addition to a hero’s they aren’t limited to once per Rank like most
ancestral abilities. A human, for example, still player characters.
gets a free Edge from Adaptable, and an elf
retains her Agile, All Thumbs, and Low Light RAGE
Vision abilities (assuming the campaign uses Inside every monstrous being is preternatural
the standard ancestries presented in Savage energy waiting to be unleashed on the mortal
Worlds). world. Tapping into that power puts such
The rules here assume all the player creatures into bestial rage—that may one day
characters are monsters and will face threats cost them their humanity!
suitable to their power level. If this isn’t the Once per game session, a monstrous hero
case (perhaps one hero is bitten by a werewolf may trigger her Rage by spending a Benny as
but the rest of the party remains human) we Conviction. Rage expresses itself in different
suggest making this a temporary condition so ways—divine inspiration, possession, or
the player doesn’t overwhelm the rest of the the simple exertion of will. A werewolf
group for more than a session or two. becomes feral and savage, a mummy surges
These rules also assume the monstrous with ancient energy, or an angel lets loose a
heroes must hide in the shadows. Humans frightening display of divine power.
may be weak individually, but mobs of them The price for such power is that when the
with torches and pitchforks—or assault rifles Rage ends, the hero must make a Spirit roll at
and UV flashlights—are deadly. If this isn’t −2. Failure means she gains a Major Psychosis
the case, the monsters likely live in a world (see page 44). Narratively, these should
where other creatures of similar power reign. take on some aspect of anger—a vampire who
Traits: Any ability that increases a monstrous gains the Screamer Hindrance, for example,
hero’s Trait increases the limit a like amount. screams with rage rather than fright, a
werewolf who becomes Mute is so distraught
OTHER TYPES OF CHARACTERS he cannot howl, and so on. Psychoses from
Players who want to create their own monster Rage may be recovered normally (page 43).
type may do so using 15 points of powers from The Beast Within: If a monstrous hero
the Savage Worlds Super Powers Companion. A would ever gain a fourth Psychosis, either
veteran vampire slayer, a freak of nature, a from Rage or Fear, he has a Psychotic Break
powered vigilante, or a rogue mage can all instead (see the Fear Effects table). Psychoses
walk alongside the creatures presented here. gained from Rage can be treated just as those
from Fear.
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Characters
Angels are not “monsters” per se, but they are HOLY LIGHT
great and terrible beings to ordinary mortals. REQUIREMENTS: Novice, Angel
They have the power to smite their makers’ The angel can create dim or bright light in a
foes with great vengeance and furious anger. single Large Blast Template anywhere within
They shepherd their followers and serve 12” (24 yards), and may move it as a limited
as divine avengers who sometimes destroy free action each round.
entire cities to purge them of their wickedness. As a limited action, the angel can also focus
AGELESS: Angels do not age by mortal the holy light into a searing Cone (or Stream)
standards. Template. The attack uses Faith and causes
BEAUTIFY: Angels may create minor
2d4 damage that may be Evaded (at −2 with
a raise on the attack roll). A Critical Failure
beauty as a limited free action. They
on the attack roll Fatigues the angel.
might clean an ally’s clothes with a
gesture, make an infant coo, straighten SEARING BLAST
a painting knocked askew from a fight,
REQUIREMENTS: Veteran, Holy Light
banish minor cuts and bruises, cause
the flowers in a planter to grow lush and The angel’s Holy Light damage increases
colorful, and so on. to 2d6.
DIVINE MIGHT: Increase the
IMMORTA LITY
angel’s Strength and Vigor REQUIREMENTS: Heroic, Angel
two die types.
The angel has an eternal soul
FAITH: Increase the angel’s
that isn’t destroyed even if
Faith one die type. her body is “killed.” If slain,
FLIGHT: Angels can she returns to whatever
materialize or sprout great “Heaven” she came from
feathery wings as a limited for d4 days, then returns
action. This gives them in a new body with the
Flight at Pace 12. Retracting same statistics. She can
the wings is also a only be permanently
limited action. slain with a weapon
IMMUNE TO forged in Hell or other
DISEASE AND methods designed by
POISON: Angels shirk off the GM.
mortal ailments.
SERVANT OF HEAVEN:
Angels must obey their
deity and have the Vow
(Major) Hindrance.
ANGEL EDGES
DIVINE BLADE
REQUIREMENTS: Veteran,
Angel
The angel has a magical
weapon that can slay other
immortals. It ignores
the Immortality
Edge and adds +d6
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Characters
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Characters
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16
Characters
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CROSSOVER
PHANTOM REQUIREMENTS: Seasoned, Phantom
Phantoms are a specific type of spirit that dwell
Phantoms are ghosts of the dead, spirits who in the physical world. With concentration,
refuse to move on to the Great Beyond for however, they can fade from our reality and
some reason. Phantoms are visible beings— return to the spirit realm for a short amount
they are not invisible like most ghosts. They of time to speak with other spiritual entities.
can be tangible or intangible by the power of
This works like Networking (see Savage
their will.
Worlds) with all the spirits, lost souls, ghosts,
AGELESS: The ravages of time no longer
and other beings of the void. The spirit can
affect phantoms. use Persuasion or Intimidation, but can’t
DARKVISION: Phantoms can see in grant favors (“Money Talks” or “Bust Heads”)
the dark. They ignore all Illumination unless the setting allows such things.
penalties and up to 2 points of penalties
from invisibility or similar powers within INVISIBILITY
10” (20 yards) distant. REQUIREMENTS: Seasoned, Phantom,
DOESN’T BREATHE: Phantoms don’t Spirit d8+
require oxygen. The haunt may become invisible while
ETHEREAL: Spirits are normally ethereal, ethereal. She cannot be seen, though if
but player character phantoms can choose someone knows the spirit’s general location
whether or not to manifest in a corporeal they may make attacks against her at −4.
state. Changing state is a limited free Spells cannot be cast on her unless the caster
action, meaning that if a phantom goes can see her via detect arcana or some other
intangible on his turn he can’t become means.
flesh again until his next.
MYSTIC POWERS (PHANTOM)
While intangible, the phantom can REQUIREMENTS: Seasoned, Phantom
pass through solid objects. He cannot
The phantom can manipulate spiritual energy
be harmed by normal attacks, but takes
to cast spells. Choose one of the following
normal damage from magic weapons,
packages, and see the Mystic Powers sidebar
powers, and abilities.
on page 11 for other details.
FLIGHT: Phantoms can fly at Pace 12.
POLTERGEIST: Havoc, illusionary horrors,
IMMUNE TO DISEASE AND POISON: sound/silence, telekinesis.
Phantoms cannot be poisoned or diseased.
SHADE: Confusion, elemental manipulation,
STRONG SPIRIT: Transforming into a fear, puppet.
being of pure spiritual energy increases
WRAITH: Blind, light/darkness, sloth, stun.
the character’s Spirit a die type.
WEAKNESS (Salt): Phantoms cannot cross ROAR
a barrier of salt and are Shaken if forced REQUIREMENTS: Seasoned, Phantom
into contact with it. They may Evade if
The spirit emits a ghostly wail or banshee
salt is thrown at them.
scream that chills the marrow of all those who
hear it. As a limited action, the character can
PHANTOM EDGES make an Intimidation Test in a Cone Template.
All targets within are affected and must resist
CHILLING TOUCH separately.
REQUIREMENTS: Seasoned, Phantom,
Spirit d8+
A phantom’s touch chills a living target’s
“OF AL L GHOSTS, THE
bones right down to the marrow. A successful GHOSTS OF OUR LOVE D
Touch attack (in corporeal form) against ONES ARE THE WORST.”
a living being causes Str+d4 damage that
ignores all but magical armor. –Arthur Conan Doyle
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Characters
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HORROR COMPANI ON
20
Characters
They may enter public buildings as they while in an appropriate environment where
please. The public areas of inns or hotels such things dwell (GM’s call), the vampire
are not considered private dwellings, but may automatically summon a single dire
individual rooms are. wolf, 1d4+1 wolves, or a Medium swarm of
• Running Water: The vampire must make bats or rats. The latter split into two Small
a Spirit roll at −2 any time he enters or swarms when dispersed.
crosses a stream, river, channel or other
“running” water; or at no penalty if it’s CLAWS
a small water feature, water hose, etc. REQUIREMENTS: Novice, Vampire
Oceans, lakes, or “still” bodies of water The vampire has retractable claws that cause
have no effect. Failure means he may Str+d6 damage and add +2 to Athletics
not pass this scene, and a Critical Failure (climbing) rolls.
causes a Wound as well. Success allows
him to pass on his next turn, and a raise DAYWA LKER
allows him to cross without pause. REQUIREMENTS: Novice, Vampire
• Stake Through the Heart: A vampire hit The vampire is a “dhamphyr” and is not
with a Called Shot to the heart (−4) by a harmed by sunlight.
wooden weapon must make a Vigor roll
vs the damage total. If successful, it takes GORGE
damage normally. If it fails, it instantly REQUIREMENTS: Novice, Vampire
disintegrates into dust. No more than once per day, a vampire
• Sunlight: Vampires burn in sunlight. They who drains a normal-sized human to death
take 2d4 damage per round until they are increases her Strength and Vigor a die type
ash. Armor protects normally. for the next hour.
MIST FORM
VAMPIRE EDGES REQUIREMENTS: Novice, Vampire
ANIMA L FORM Once per night, the vampire may turn into
REQUIREMENTS: Novice, Vampire mist form. This requires an action and a
Smarts roll at −2. If failed, the vampire takes
As a limited action, the vampire can change
Fatigue but may try again. A Critical Failure
into a wolf or bat, or back to its vampire form,
means he takes Fatigue and may not try again
with a Smarts roll at −2. The vampire cannot
this night.
speak while in wolf or bat form.
Vampires in mist form are visible, fly at Pace
CHARM 6, and may pass through any barrier that isn’t
REQUIREMENTS: Novice, Vampire airtight. They may not affect the physical
A vampire may cast puppet by spending a world or use other powers while misted. They
Benny and making a Persuasion roll as his may return to normal form as a limited action
arcane skill. The target cannot be Hostile, (no roll is required).
Unfriendly, or Uncooperative, so it pays to
REGENERATION (FAST)
earn the trust of potential victims first.
REQUIREMENTS: Legendary, Vampire
The fiend may not use any Power Modifiers
The vampire regenerates by making a Vigor
with this natural version of the power, but if
roll as a limited free action. Success heals
successful the Duration is 24 hours instead
one Wound or removes Incapacitation, and a
of five rounds, cannot be maintained, and
raise heals two Wounds. The vampire cannot
victims who succumb do not resist having
regenerate Wounds caused by decapitation,
their blood drained.
holy water or weapons, sunlight, or a stake
CHILDREN OF THE NIGHT through the heart.
REQUIREMENTS: Novice, Vampire
The vamp has the ability to summon and
control bats, rats, or wolves. Once per night,
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SIRE
REQUIREMENTS: Novice, Vampire WEREWOLF
The vampire can “sire” another vampire
by letting a mortal drink of her blood. The This hero is cursed to transform into a feral
transformation takes d4 hours to complete, creature with heightened senses, razor-sharp
during which time the individual may be claws, and savage fury.
cleansed of the curse via the healing power’s Player character werewolves can control
Neutralize Disease Power Modifier. their transformation—at least until the full
A new “child” isn’t necessarily grateful for moon rises!
the change. They have their own free will, BITE/CLAWS: Str+d6, AP 2.
and may seek revenge if they resent the curse! CANNOT SPEAK: Werewolves cannot
speak while transformed. Those with
THRA LL Arcane Backgrounds cannot cast while
REQUIREMENTS: Seasoned, Vampire in werewolf form unless they have the
Certain types of mortals bask in the miasma of Silent Caster Edge.
the undead, either attracted to their powerful FEROCITY: Werewolves increase their
magnetism or hopeful they will one day Agility, Strength, and Vigor two die types.
become eternal fiends themselves.
INFRAVISION: Werewolves can see heat
A vampire with this Edge gains a mortal and halve Illumination penalties when
thrall who is completely loyal to his “master.” attacking living targets.
The thrall is an Extra one Rank lower than
REGENERATION (Slow): Werewolves may
his sire and Advances whenever his sire does
attempt a natural healing roll every day.
thereafter.
SPEED: Increase the character’s Pace by
The thrall retains free will, but wants to
+2 and increase the running die one type.
serve the vampire for whatever reason, and
will die before betraying him. TRANSFORMATION: Player character
werewolves can transform from human
A vampire may take this Edge up to five
to werewolf or back again as a limited
times. If slain, the master may give rise to a
replacement when the situation allows. action. On the night of a full moon,
the character must transform into her
WA LL WA LKER werewolf form from dusk till dawn.
REQUIREMENTS: Novice, Vampire All werewolf abilities and Edges apply
The vampire may crawl along vertical and only when in werewolf form.
inverted surfaces at half Pace and may run. If Incapacitated, a lycanthrope instantly
returns to its human form.
WEAKNESS: Silvered weapons cause
+4 damage to the character while in
YOU?
“HOW DO WE SEE M TO lycanthrope form.
TI FUL
DO YOU FI ND US BEAU WEREWOLF EDGES
W HI TE
AND MAGI CAL? OUR
ES?
SKI N, OUR FI ER CE EY
A LPHA
REQUIREMENTS: Novice, Werewolf
. DO
‘DRI NK,’ YOU ASK ME The werewolf can attempt to control any
F THE
YOU HAVE ANY I DEA O canine with a successful Intimidation roll
COME?” opposed by the creature’s Spirit. This is an
THI NGS YOU WI LL BE action, and if successful, the control lasts for
-Louis, the remainder of the encounter. If the target
mpire creature is the alpha, the rest of the pack
Interview with a Va
follows its lead.
22
Characters
ROAR
REQUIREMENTS: Seasoned, Werewolf “W HEN WI LL
The werewolf howls at the top of its bestial
lungs, terrifying those who hear it. As a YOU RAGE?”
limited action, the character can make an -Werewolf: The Apocalypse,
Intimidation Test in a Cone Template. All
White Wolf Publishing
targets within are affected and must resist
separately.
23
CHAPTER TWO
Gear
M
ost hunters don’t have the natural
weaponry of the prey they seek. TAG NO.
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RANGED WEAPONS
TYPE RANGE DAMAGE ROF SHOTS MIN STR WEIGHT COST
Atomic Ghost Pack 5/10/20 Special 1 24 d6 15 $3000
Notes: Has two settings—ensnare and destroy. Set to destroy it causes 2d8 damage to
ethereal creatures. Ensnare mode causes no damage, but does bind the spirit in a web of
crackling energy. On a successful Shooting roll, the spirit is Entangled. On a raise the target
is fully Bound. Other spirits may attempt to free the ensnared ghost by Supporting his roll to
escape. An ethereal entity may be safely moved 3” (6 yards) per round while trapped in the
field.
Crossbow, Mini 6/12/24 2d4 1 1 — 3 $200
Notes: AP 1. Hand drawn.
Crossbow, Repeating 15/30/60 2d6 3 36 d6 12 $800
Notes: AP 2. Reloading a new magazine takes one action.
Crossbow, Winch 5/10/20 2d6 1 1 d6 15 $650
Notes: AP 2; Reload 2. If the shooter scores a Wound the bolt digs into the victim’s flesh. On
his next action, the firer may wind the winch, drawing the victim closer. This requires an
opposed Strength roll against the target. A victim who can grab onto something solid, like a
supporting beam or a door jamb, gains +2 to his roll. On a success, the victim is pulled 3” (6
yards), or 6” (12 yards) on a raise.
Flare Gun (Pistol) 3/6/12 2d4 1 1 — 4 $100
Notes: 1 action to reload. May set targets on fire (see Hazards in Savage Worlds).
Holy Water, Grenade* 5/10/20 — — 1 — 2 $30
Notes: This small explosive fills a Small Blast Template with holy water. Use the Athletics roll
as a Test against all creatures caught in the template; supernaturally evil creatures resist at –2.
Holy Water, Pistol* 1/2/3 — 1 5 — 4 $5
Notes: Shooting as a Test; supernaturally evil creatures resist at –2. A two-handed
“supersoaker” costs $50 and increases Range to 3/6/9.
Holy Water, Spray* 1 — 1 2 — 1 $5
Notes: A small mister filled with holy water. Spraying a target is an Athletics Test;
supernaturally evil creatures resist at –2.
Stake, thrown 2/4/8 Str+d4 — — — 2 $10
UV Grenade 5/10/20 Special — — — 2 $100
Notes: Medium Blast Template thrown with Athletics. Anyone caught in the template
is Distracted unless their vision is immune or protected in some way. Creatures with a
Weakness to the sun, such as vampires, take 3d6 damage from the intense blast.
* Creatures with a Weakness to holy water may suffer additional effects. See page 118 for demons and
167 for vampires.
26
Gear
AMMUNITION
AMMO COST WEIGHT NOTES
Bolt (Mini-Crossbow) $1 1/10 —
Bolt (Repeating
$75 6 Holds 36 quarrels
Crossbow)
Bolt (Winch Crossbow) $10 1 —
Garlic Bullets +$5/50 * Cause normal damage against vampires
Cause normal damage against
Silver Bullets +$10/50 *
lycanthropes; –1 AP (minimum 0 AP)
Silver Nitrate Bullets +$20/50 * +4 damage against lycanthropes
+4 damage against vampires; –1 AP
UV Bullets +$100/50 *
(minimum 0 AP)
Note: Use the firearm’s standard ammo for weight when needed.
MELEE WEAPONS
TYPE DAMAGE MIN STR WEIGHT COST
Corpse Catcher — d6 4 $300
Notes: Reach 1. A successful Fighting attack means the target has been caught around his
waist and Entangled—with a raise the arms are pinned as well and the target is Bound.
Stake Str+d4 — 2 $10
Stake (Silver-tipped) Str+d4 — 2 $110
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HORROR COMPANI ON
28
Gear
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HORROR COMPANI ON
2–Hallowed: The structure or its grounds All party members gain a permanent die
are deeply revered and respected. It may type in a Trait of their choice. The bonus
mark the site of a great battle or heroic might come from exposure to divine or
sacrifice, hold the remains of a legendary magical phenomena, exceptional training
person, or be the former home of a equipment or tutors, or the high standards
prestigious order leader or monster hunter. the place demands of the party members.
Most locals have a Friendly attitude toward
any party members known to operate from
its hallowed halls, and all team members STEP 2: COMPLICATION
start each session with an additional Benny. Complications are long-term issues with the
3–Inspiring: Those who live in the lodge lodge. The heroes might be able to resolve the
are inspired to great deeds of selflessness matter for a while, but it eventually returns,
and heroism. Inspiration might come from changes, or evolves with a slight twist or
paintings of predecessors on the walls, busts change to keep the story interesting.
of fallen heroes, trophies from previous
victories, or even phenomenal architecture COMPLICATION (ROLL 1D10)
that inspires the soul. All party members’ 1–Contested: A powerful rival wants
Spirit die is increased one die type. The the lodge for her own. She’s constantly
bonus is lost when a character leaves the attempting to take it by guile, force,
team. blackmail, subterfuge, or even holy writ!
4–Mentor: The base is managed by an This is usually a villain, but could also
exceptional individual. He or she might be be a rival party of adventurers or even an
a retired detective, a beloved relative of one unfriendly noble, ruler, or businessman
or more party members, a veteran monster with a petty grudge.
hunter, an entire staff, or a mysterious The team gains the Enemy (Minor )
apparition. The GM should create a Hindrance. The enemy might be powerful
character that fits the setting and the theme but only show up occasionally, or may
of the lodge and use him or her to support be less powerful but more frequent in its
the team in their adventures. actions.
At the start of each session, randomly choose 2–Crumbling: The lodge is falling apart.
one player character. Continue to do so each It may be old, was built poorly, lies on
session until every player has been chosen an eroding sea cliff, or suffered one too
once, then start again. That character may many zombie hordes. Doors stick, rats
recite a brief tale of the mentor’s guidance scuttle in the walls, books are ruined by
or inspiration to gain Conviction that must mildew, floors slope at slight angles, or
be used on some action relevant to the bits of masonry fall randomly. When rolling
anecdote. If the Conviction isn’t used by for Encounters (page 35), a roll of 5–9
the end of the adventure, it’s lost. indicates the Collapse result instead.
5–Productive: The lodge produces 3–Cursed: The place reeks of ancient and
exceptional wealth of some kind. Members corrupted power. Any character with an
share in the rewards and enjoy a monthly Arcane Background adds +1 to her rolls
bonus equal to their Starting Funds times (this isn’t a choice), but a Critical Failure
their Rank (2× at Seasoned, 3× at Veteran, has particularly disastrous consequences.
and so on). Of course, rivals covet the A Permanent Injury, demonic possession,
lodge’s fortune and may attempt to steal opening portals to a flood of supernatural
or destroy it. foes, or similar catastrophes are all viable.
6–Renowned: The lodge is famous for 4–Dampened: Casters increase the cost of
something. Perhaps it holds a wondrous any powers activated inside the structure
library of occult texts, survived some (or an area of the grounds defined by the
famous catastrophe, or is one of the GM) by 1.
foremost training academies.
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Gear
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HORROR COMPANI ON
MAINTENANCE
Depending on the time period and culture, lodges come with any necessary suitable nonplayer
character staff such as gardeners, butlers, or even internet technicians in a modern, larger
building. The players and GM should work together to name a few of these individuals and
give them personalities or habits to make them memorable and unique (you can use the Allied
Personalities table in Savage Worlds for inspiration, if you like).
The cost to maintain the lodge isn’t something the players and Game Master should normally
track. It might be paid for by a wealthy patron, media appearances, or sales of strange artifacts
and information the investigators find in the course of their adventures.
Financial matters might occasionally create adventures, though. A rival business might
set out to ruin the group, an enemy might hack their finances, jobs might be sparse, or the
local economy might simply dry up. All of these might cause the group to take on jobs—and
risks!—they normally wouldn’t.
Use the maintenance and upkeep of the team’s stronghold to create drama and roleplaying
situations. Don’t worry about counting pennies—that’s not the kind of horror the players
likely signed on for.
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Gear
STEP 4: UPGRADES
Lodges consist of personal living quarters, kitchens, meeting rooms, and other basic areas by
default. Anything else is an “Upgrade.” When the group earns an Advance, they may also
add any one of the Upgrades below to their lodge. It’s up to the party to figure out what to
do if they can’t agree on which Upgrade to take!
The lodges imagined here are generally old manors, hidden vaults, or relatively small
facilities. If the party has a larger building, such as a keep or castle, the GM may allow them
to use some entries from the Fantasy Companion in addition to or instead of those presented
here. More modern settings might also allow Upgrades from the Super Powers or Science
Fiction Companions.
Encounters: Whenever the group Upgrades the lodge, roll on the Encounters table on page
35. If the party isn’t around for the encounter, the GM can send word of the event or save
it for when they return as she sees fit.
ROOM UPGRADES
Chemistry Lab: The lodge has a chemist who produces a useful tonic of some sort once per
week. The group can choose from one of those listed in the Arcane Items chapter (page 94).
Duelist: Requires Training Grounds Upgrade. A renowned fighter hones the party's martial
skills. If a hero Trains with him (see Downtime on page 39), her Fighting increases a die
type when activating her rerolls.
Garage/Hangar: A garage, hangar, or coach house for vehicles or aircraft. Excellent tools,
ample bays, and ready supplies allow any mechanics working here to ignore 2 points of
penalties when making Repair rolls to fix damaged vehicles of any kind.
Graveyard: The lodge has its own graveyard, crypt, or tomb to hold the remains of great
heroes, honorable friends, and loyal servants. Though this may occasionally cause trouble
if the dead rise, the grim reminder of mortality adds +1 to all members’ Vigor rolls.
Guards: The lodge has a dedicated guard appropriate to its size. For a manor this might
be a half-dozen private security guards. A government-run complex might have an entire
squad of security officers with body armor and automatic weapons. A ranch in the Old West
might have a dozen grim cowboys who prowl the fencelines looking for trouble.
This Upgrade may be taken up to three times to increase the number of guards or grant
them better equipment (GM’s call).
Hidden Entrance: The lodge has a secure method its members and vehicles (and mounts
in archaic settings) can enter and exit without being seen. This might be a connection to the
local sewers or subway or an underground tunnel running to a concealed cave entrance.
Hospital: The party has a medical facility with beds, supplies, and a dedicated healer
(Healing d8). If this Upgrade is taken a second time, the healer is a Wild Card (Healing d10,
the Healer Edge) and the hospital is large enough to accommodate a dozen or so patients.
Library: A room full of useful books. Anyone performing a Common Knowledge or Research
roll in the library gets one free reroll per attempt if the GM feels such information might be
found within these tomes.
Master Gunner: A firearms expert teaches Shooting. If a hero Trains with her (see Downtime
on page 39), her Shooting increases a die type when activating her rerolls.
Menagerie: The lodge has a small “zoo” it can use to keep strange or otherworldly creatures
they don’t want to kill but can’t turn loose on the general public.
Monster Pens: Secure cells allow the party to hold those creatures they otherwise don’t
know what to do with. The number of cells grows as the lodge grows.
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Gear
ENCOUNTERS
Every time your group Upgrades the lodge, roll a d20 and consult the Encounters table below.
As always, the Game Master should customize details for her world and the party’s particular
backgrounds and adventures.
ENCOUNTERS
1—Time of Trouble: Roll twice and apply both results!
2–8—Peace: It’s quiet. Too quiet. But strangely, nothing happens.
9—Collapse: Some part of the lodge collapses. Any one Upgrade, GM's choice, is lost in
some disaster, fire, or mysterious rot.
10—Defend: Something threatens the stronghold directly. A cabal of evil beings retaliate
for being hunted or a rival lures or summons monsters to attack.
11—Torches & Pitchforks: The neighbors are upset. Perhaps they’ve learned about the
monster hunters and think they’re riling up deadly creatures in their backyard. Or a local
authority causes trouble but is clearly an evil doppelganger with designs on the lodge and
its inhabitants. Refusal to take action has dire consequences.
12—Shortfall: The lodge needs money for maintenance, expansion, or some unexpected
dilemma. The heroes must find a way to generate significant income. They might have to
take on a ghostbusting job they don’t want, engage with a conspiracy theorist, or go hunting
for valuable treasures to cover their shortfall.
13—Thieves: Someone wants something from the lodge. Perhaps thieves hear of the
treasures stored within (real or imagined) and plan a heist, the local authorities decide to
confiscate something they feel is dangerous (or valuable!), or members of a “fan club” sneak
in for souvenirs.
14—Sickness: A sickness goes around the lodge. The staff are Incapacitated and the player
characters are Fatigued and stay that way until they discover its mysterious source.
15—Natural Disaster: A fire, flood, landslide, or other natural disaster threatens the lodge.
Perhaps it’s avoidable, or perhaps the heroes must ride to the rescue, and perhaps fight
some fiend responsible for the tragedy.
16—Economic Woes: The surrounding citizens, the world, a patron, or others who affect
the local economy go through a massive recession/depression. This might spark local crime
waves, disrupt or cancel travel, make supplies like ammo or ghostbusting equipment
unavailable, or cause staff/hirelings to move away. The effects may be tied to something
the heroes can fix, or they may just have to wait until some change in local, national, or
global leadership.
17—The Hunted: Something stalks the locals near the lodge or its environs. Locals are
missing or have been killed and the populace cries out to the lodge for help.
18—Outbreak: Some sort of monster rises up in the streets near the lodge. It could be a
full-blown zombie outbreak, a pack of werewolves who decide to go public, or vampires
who take over the town as their personal larder. The event might be public or it might be
subversive.
19—Haunted: A demon, ghost, or other entity slips through into the physical world and
takes up residence in the heroes’ lodge, attracted to some magical artifact or practice.
20—Upheaval: Something important changes, perhaps forever. The lodge’s patron might
pass, the government falls in a coup to a hostile force, friendly authorities are replaced with
hostile forces, a law is passed that outlaws the heroes’ actions, or some other fundamental
change occurs that’s critical to the setting.
35
CHAPTER THREE
Setting Rules
G
ames which focus heavily on horror First, the entangle power (from the core
benefit from a few additions to the book) no longer has the Strong Power
rules, such as how to handle sanity, Modifier.
curses, and fortune telling. This section Second, the Entangled status now
details these macabre subjects and how to makes the victim Vulnerable rather than
integrate them into your game. Distracted, and we clarified a few aspects
of Breaking Free from a device. The
amended text for both is below.
We’ve made a few rules changes since the Distracted and Vulnerable as long as
Savage Worlds Adventure Edition was first he remains Bound, and cannot make
published. You’ll find all of them in the latest physical actions other than trying to
update to Savage Worlds on our website and break free.
they will be amended in future printings. Breaking Free: Attempting to break free
Below are new rules and updates that are from being Bound or Entangled is an action
particularly important for some of the powers using Strength at −2 or Athletics.
and creature abilities. Breaking Free from a Device: A character
bound by a physical device (such as a net,
BOUND AND manacles, or handcuffs) who fails to break
free can’t try again until the situation changes
ENTANGLED in some way (GM’s call).
The rules for being Bound and Entangled Bound or Entangled victims may try to
have been updated since the first printing of destroy the entanglement with an accessible
the Savage Worlds Adventure Edition. and appropriate weapon (GM’s call based
Playtesting has shown us the entangle spell on circumstances and the entangling
has become a bit too powerful, especially in material). Weapon attacks hit automatically
small spaces like haunted mansions. We also (see Breaking Things), and attackers may
wanted to make sure things like handcuffs Wild Attack for +2 damage. Webs, ropes,
weren’t too easy to escape from, so we’ve nets, and the like are generally Hardness 4.
made a few changes. If successful the character is un-Entangled
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STREAM TEMPLATE
Any power or other effect that uses a Cone
Template may use the Stream Template
instead. This is a straight line 1” (2 yards)
wide and 12” (24 yards) long. If you aren’t
using miniatures, the GM can generally
assume it affects three foes.
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Set ting Rules
CAROUSE
DIFFICULT Carousing characters spend their time
socializing with friends, making new ones, or
HEA LING cementing relationships with their contacts.
This usually involves considerable cost and
It’s fairly easy to keep a party at full strength time spent at local restaurants, theaters,
if one or two members of the group have the gaming, or other social activities.
healing power. In a more realistic game, you During her Downtime, a Novice character
can make healing a bit more difficult without spends $50 in food, drink, and entertainment.
getting rid of it entirely—constant penalties Double that for each Rank thereafter: $100 for
aren’t much fun for players, after all. Seasoned, $200 for Veteran, $400 for Heroic,
If this Setting Rule is used, a healer has only and $800 if she’s Legendary.
one chance to heal a particular Wound. A In exchange, she gains a local favor she can
healer can attempt to heal any new Wounds call in at any time. The greater her Rank and
as they occur, but further attempts don’t affect her overall standing in the community (GM’s
any Wounds it already failed to improve or call), the greater the favor.
are over an hour old. This applies to both the
skill and any magical healing ability. CENTER
Example: Gabe is bitten by a wolf while The hero focuses on whatever brings her
stalking the Black Forest of Germany and takes happiness. That might include quality time
two Wounds. Red has a mysterious amulet that with friends, binge-watching a hot new
allows her to cast the healing spell once per show, going for a road trip, painting, reading,
day using her Occult skill. She drips a drop of writing, performing, dancing, or courting a
blood on the amulet, makes her roll, and heals romantic interest.
one of Gabe’s two Wounds. Later on, Gabe falls Whatever the activity, the goal is inner
down a cliff and takes another Wound. Red peace. Taking a week to enjoy the fruits of
can attempt to heal this new Wound, but the one’s labors grants the character Conviction.
previous Wound left over from the wolves must
heal naturally. EARN
The hero earns money. Maybe she goes
about her usual job, writes an adventure
for a game company, sells off some of the
DOWNTIME unlisted artifacts gathered in her adventures,
or performs at a street fair or local theater.
Investigators often have time between The hero must make a relevant skill roll to
mysteries where they tend to their jobs or earn her reward—Thievery for scoundrels,
families, practice the strange skills their Fighting for Mercenaries, Performance for
adventures have exposed them to, research entertainers, etc. Use an appropriate attribute
the horrors they suspect lurk in the darkness, for more mundane jobs.
or pray to their deities for guidance. A Critical Failure means the character
When the Game Master decides there’s doesn’t make any money and takes Fatigue
“downtime” (generally a few days to a week), from overwork or an accident of some kind.
you can choose one of the following activities. If the job was dangerous, she also takes d4
Each provides a benefit of some sort, from Wounds. Failure means she doesn’t make any
financial rewards to rerolls on select Traits. money and embarrasses herself somehow.
Choose the option your hero will follow then In a modern economy, success grants the
narrate a brief vignette of her actions for the campaign’s Starting Funds, or twice that with
rest of the party. a raise.
Unless an option says otherwise, its effect
may only be gained once per downtime no
matter how long the characters have away
from adventuring.
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ENVIRONMENTA L TERRAIN
PHENOMENA CONSECRATED/
PROFANE GROUND
Horror tales are rife with environmental or Supernaturally good beings draw strength
chronological phenomena that dramatically from consecrated ground such as churches or
affect the story. A ritual might only be cast holy sites. They gain +2 Toughness while upon
on profane ground at the Blood Moon, for it. Supernaturally evil creatures are Distracted
example, or a spirit haunting a particular and Vulnerable while on consecrated ground.
site might be far more powerful on the If the site is particularly powerful, such as a
anniversary of its death. cathedral, scene of a miracle, or other revered
site, evil entities take 2d4 damage at the end
The sections below can be used to augment
of their turn as well.
your tales of bloodcurdling horror.
The opposite is true for profane sites—evil
CHRONOLOGICA L entities gain the Toughness bonus and good
entities such as angels or avatars suffer the
PHENOMENA penalties.
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FEAR EFFECTS
D20* RESULTS
Adrenaline Surge: The hero’s “fight” response takes over. He acts as if he had a Joker
1–3 this round! Out of combat, the hero is resolved instead. He accepts some terrible
truth and may either remove any one Psychosis or gain a point of Conviction.
Distracted: The hero is Distracted until the end of her next turn. Out of combat, she
4–6
also gains a level of Fatigue for the remainder of the scene.
Vulnerable: The target is Vulnerable until the end of his next turn. Out of combat,
7–9
he also gains a level of Fatigue for the remainder of the scene.
Shaken: The character is Shaken. Out of combat, she also gains a level of Fatigue
10–12
for the remainder of the session.
The Mark of Fear: The hero is Stunned and suffers some cosmetic physical
13 alteration—a white streak forms in his hair, his eyes twitch constantly, or some
other minor physical alteration manifests.
Frightened: The character gains the Hesitant Hindrance for the remainder of the
14–15
encounter (or session if not in combat). If she already has it, she’s Panicked instead.
Panicked: The victim immediately moves his full Pace plus running die away
16–17 from the danger and is Shaken. Out of combat, the investigator also gains a Minor
Psychosis for the remainder of the session (see below).
Minor Psychosis: The victim gains a Minor Hindrance. Choose or roll on the Minor
18–19
Hindrances section of the Random Psychoses table below.
Major Psychosis: As Minor Psychosis but choose or roll on the Major Hindrances
20–21
section of the Random Psychoses table below.
The hero is so overwhelmed by terror that her heart seizes or her mind snaps. The
Game Master may choose either of the results below randomly or decide which
makes more sense based on the nature of the threat, the setting, and the character.
Heart Attack: The hero must make an immediate Vigor roll at −2. If successful, she’s
Stunned. If she fails, she’s Incapacitated and dies in 2d6 rounds. In the latter case, a
Healing roll at −4 saves her life, but she remains Incapacitated. She may be treated
22+ normally thereafter (see Incapacitation under Healing in Savage Worlds).
Psychotic Break: If the hero has fewer than three Psychoses, she immediately
chooses or rolls on the Major Hindrances section of the Random Psychoses table
below. The unfortunate soul becomes a nonplayer character under the GM’s control
until she can be captured and rehabilitated. During this time she might be catatonic,
violent, murderous, etc., depending on the trigger, her nature, the setting, and the
circumstances of her madness.
* Add the creature’s Fear penalty as a positive number to this roll.
RANDOM PSYCHOSES
MINOR HINDRANCES (D12) MAJOR HINDRANCES (D12)
1 Cautious 7 Quirk 1 Bloodthirsty 7 Night Terrors
2 Delusional 8 Screamer 2 Cursed 8 Phobia
3 Dread 9 Stubborn 3 Delusional 9 Ruthless
4 Habit 10 Superstitious 4 Doomed 10 Screamer
5 Hesitant 11 Suspicious 5 Habit 11 Suspicious
6 Phobia 12 Thin Skinned 6 Mute 12 Yellow
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Set ting Rules
PLAYING TO PRESCRIPTION
Characters in horror tales are often their own Here are some tropes common to horror
worst enemies. They split up to “cover more movies that are often worthy of a Benny:
ground,” read aloud from the clearly evil • engage in various vices that leave
book covered in human skin, or engage in the character impaired in some way
various vices that mark them for grisly ends (per the tropes of certain types of
(these are often morality tales, after all). horror movies)
Players in roleplaying games know better. • split up the party
They aren’t forced to walk down the dark • get into a car without checking the
corridor unarmed. They keep the group back seat
together. They don’t go off alone with the • “flood” the engine of your car so it
clearly supernatural but incredibly handsome won’t start right away
man or beautiful woman.
• trip while running
To encourage more risky behavior from your
hapless heroes, characters who deliberately • hide a bite mark that’s clearly going
play to a risky trope should occasionally get to turn the hero into a brain-eating
a Benny. zombie
Common sense applies as always—the • run away from the killer/monster
characters shouldn’t get a Benny every time after putting it down without
they split the party. The GM can choose when making sure it’s dead
she thinks it’s appropriate—the first time it • insult someone who’s obviously
happens to show everyone the mechanic, more than they seem or could help
when it’s clearly risky, when they don’t them later on
already have a stack of Bennies, and so on. • touch things you know you
Players can deliberately screw their shouldn’t
characters over by the way; they don’t have • pick up a sketchy hitchhiker
to wait for the dice to give them mishaps. • sit with your back to a flimsy door
Want to say your heroine trips and falls as she or window where the monster/killer
runs from the rampaging demon? Just tell the can easily get through it
GM that’s what happens and see how things
play out. If it gets your investigator in serious • lie about (or forget to tell anyone)
trouble, the GM is likely to reward you for where the party is going so no one
contributing to the story and the atmosphere knows where they’ve disappeared
of the tale. to
Consider this rule encouragement to bargain • reach into a dark hole or crevice
with the Game Master. The characters do • wander off to investigate a strange
things common to horror films (or whatever noise or sight alone or without
sub-genre you’re emulating) and hope it telling the rest of the party
results in a Benny—either right away or as • tease/taunt or otherwise draw the
the GM sees what happens. This is an art and attention of some entity (like looking
a little cooperative storytelling, not a hard in a mirror and saying Bloody Mary
rule. three times)
“BE AFRAID. BE
VERY AFRAID.”
-Veronica,
The Fly
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HORROR COMPANI ON
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Set ting Rules
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“I SHAL L C U T OFF
HER HEAD AND FI L L
HER MOU T H WI T H
GARL I C , AND I
SHAL L DRI VE A ST A
K
T HROUGH HER BODY. E
”
–Van Helsing,
Dracula
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Set ting Rules
BINDING CIRCLES
TIME TO OCCULT
TYPE OF BINDING CIRCLE
CREATE MODIFIER
Hasty: A simple circle, hastily drawn with chalk, paint, salt,
1 round −2
etc.
Standard: A circle with a few sigils and runes to enhance its
1 minute —
power.
Elaborate: A circle with numerous and complex glyphs, sigils,
10 minutes +2
and signs that greatly enhance its power.
Custom: A binding circle tailored to a particular being. This
requires Research, roleplaying, or investigation to find or
decipher its “true name” or incorporate some magical artifact 1 hour
+4
or a relic from its past. Such creatures guard this information or more
fiercely and seek great retribution on those who seek, share,
or use it.
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Set ting Rules
other genres, where characters are more tend to be isolated, emotionally cold, and
evenly matched against their opponents and almost abandoned. Often there is a sense of
character death is more rare. Similarly, long lost grandeur—a castle with dusty passages
campaigns are harder to sustain when the long since forgotten, a neglected manor house
team is gradually whittled away through on a distant moor, a crumbling colonial
madness or death. For many players, plantation on the bayou. Even urban areas are
however, there is a sort of irrational pleasure bleak, places of crushing poverty, dilapidated
in embracing their hero’s inevitable doom. architecture, and fading hope.
That doomed experience is in fact the very In these settings the supernatural exists on
fabric of most cosmic horror. the periphery, hiding in old tombs or creeping
This subgenre usually takes place in a through foggy streets.
modern (or near-modern) version of our Monsters are usually unique—rather than
world to ground our mundane characters, but facing hordes of undead, the heroes are
it can easily be combined with fantasy, supers, dealing with just a few, or maybe even one
science fiction to add an even greater sense of monstrosity. These are powerful, intelligent
a vast, cosmic threat. enemies with their own agendas. The real
SETTING RULES: Difficult Healing, stakes might be one’s immortal soul rather
Dynamic Backlash, Expanded Fear than “mere” physical death.
Effects, Fanatics, Gritty Damage, Hard The 1800s (or some fantastic version of it)
Choices, Playing to the Tropes, Signs and is the most common setting for gothic horror,
Portents, Villainous Conviction, Wards but it can easily exist in a medieval setting
and Binds, Wild Cards. or something much more modern, as long
EXAMPLES: H.P. Lovecraft’s At the as there exist places of isolation and decay
Mountains of Madness and other stories, where darkness can thrive.
Ambrose Bierce’s Shadows of Carcosa,
Edgar Cantero’s Meddling Kids, Nick
Cutter’s The Deep, Stephen King’s The
Mist, Annihilation, Stranger Things, In
the Mouth of Madness, Cast a Deadly Spell,
Event Horizon, the Darkest Dungeon video
game.
GOTHIC HORROR
Another very popular subgenre of horror
rose out of the writings of authors during the
Romantic and Victorian eras. These stories of
“gothic horror” were known for melodramatic
writing, bleak and oppressive settings, and
strong emotions. The supernatural was
present but more subtle—perceptible only to
those directly affected, and sometimes even
then with enough margin for doubt that the
protagonists often wondered if they were
simply losing their minds. And in true literary
spirit, the supernatural evil functioned as
a metaphor for temptation, the dangers of
playing God, the sin of adultery, and so on.
Modern gothic horror has left behind the
symbolism, but the tropes are alive and well—
vampires, ghosts, castles, foggy Victorian
streets, remote provincial villages, desolate
graveyards, and musty crypts. Locations
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HORROR COMPANI ON
SETTING RULES: Conviction, Dynamic often accomplished with grit and firepower.
Backlash, Environmental Phenomena, There might even be a touch of the comedic as
Expanded Fear Effects, Fanatics, Hard the heroes dash off witty quips while taking
Choices, Heroes Never Die, Playing to out a pack of werewolves.
the Tropes, Signs and Portents, Villainous Monsters in these kinds of adventures are
Conviction, Wards and Binds, Wild Cards. usually much more numerous than other
EXAMPLES: Bram Stoker’s Dracula, Mary settings, set up as fodder to be slain to better
Shelley’s Frankenstein, Oscar Wilde’s The feature the heroes’ power. Rather than a
Picture of Dorian Gray, Emily Brontë’s single dangerous ghoul, the graveyard is
Wuthering Heights, Edgar Allen Poe’s The infested with a horde of the gray-skinned
Fall of the House of Usher, Arthur Conan things. These monsters are usually minions
Doyle’s The Hound of the Baskervilles, of a more powerful villain, but even they
Gaston Leroux’s The Phantom of the Opera, can be outwitted and outgunned—though
the Dungeons & Dragons® Ravenloft not without a few intense chases or perilous
setting, Crimson Peak, Suspiria, House of battles along the way!
Dark Shadows, Sweeney Todd, Van Helsing, The threat of encroaching madness or
The Fearless Vampire Killers. the corruption of one’s soul is usually
downplayed in action horror, or perhaps
ACTION HORROR eliminated completely. Supernatural evil is
This very modern invention is a unique less seductive, less insidious. The potential
crossover subgenre which blends typical for defeat still exists, but at least the heroes
horror trappings (classic monsters, eerie will go down with their mind (or soul) intact.
locations, the fight against all-consuming This type of horror is at home in nearly any
evil) with the exaggerated, over-the-top time or place. The investigators might be pulp
mayhem seen in action movies or comics. adventurers in the 1930s fighting mummies,
Unlike other horror subgenres that depict stalwart werewolf hunters in the Victorian era,
the struggle against the supernatural as cybernetically-enhanced vampire hunters in
hopeless, dangerous, or even symbolic of a postmodern urban sprawl, a team of Navy
a larger struggle against sin, action horror SEALS stopping a zombie outbreak, or even
frames the conflict as a mainly physical one, plucky high schoolers fighting summoned
where defeating supernatural evil is more demons.
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Set ting Rules
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Set ting Rules
55
CHAPTER FOUR
Magick
W
itchcraft, black magic, voodoo. Each power is activated using the arcane
These are the powers of darkness skill of the Arcane Background through
in most horror settings. Sometimes which it is gained, and specific Edges or
investigators discover such arcane lore and abilities apply only to powers gained from it
learn to harness it. Other times they are as well. The two powers gained through the
consumed by it. New Powers Edge may be all for one Arcane
In this chapter you will find new powers Background or one each for both. For instance,
suitable for horror campaigns, rules for a mage who takes on a priestly role can’t cast
conducting powerful rituals, and Trappings healing with her Spellcasting skill.
of doom and dread. Example: Gabe starts with Arcane Background
(Demonologist) during character creation. He
has 10 Power Points and five spells. Later he
decides to become an alchemist as well and
ARCANE takes Arcane Background (Alchemist) as an
Advance. His base Power Points increase to 15
BACKGROUNDS since it’s higher than his starting demonologist
Power Points, he gets a d4 in Alchemy, and
On the following pages are Arcane gains the starting spells and other abilities of
Backgrounds drawn from common horror an alchemist.
tropes. As always, the Game Master should
decide which, if any, are available to players.
THE FANTASY
MULTIPLE ARCANE COMPANION
BACKGROUNDS The Savage Worlds Fantasy Companion has
numerous Arcane Backgrounds that might
If a character takes a new Arcane Background, be appropriate for certain kinds of horror
she gets the new powers and a d4 in its arcane settings. Some are repeated here, sometimes
skill (if she doesn’t already have it). If she with a few differences that better fit the horror
already has an Arcane Background or Mystic genre. The Game Master should feel free to
Powers (see page 11), she uses the largest use either as befits her world. Just make sure
starting pool of Power Points and applies to communicate that to the players if they’re
any increases from other sources to it. All of allowed to take Arcane Backgrounds.
her Arcane Backgrounds and Mystic Powers
share this pool.
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Magick
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60
Magick
AVAILABLE POWERS:
Darksight, deflection, detect
arcana, divination, empathy,
farsight, locate, object reading,
protection, scrying, seance.
MAGIC: Fortune tellers may
take Edges that require Arcane
Background (Magic).
THE SIGHT: After all Action Cards
have been dealt and resolved, a
fortune teller can spend a Benny to
gather the Action Cards of all willing
allies and redistribute them as she
pleases.
FORTUNE TELLER
EDGES
FOREWARNING
REQUIREMENTS: Seasoned, Arcane
Background (Fortune Teller)
The fortune teller alters the skein of
fate to interfere with her enemies.
Once a foe (or group of foes
on the same Action Card)
has chosen its Action Card
and accounted for all Edges,
Hindrances, and abilities
that affect Action Cards, she
may spend a Benny to force
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PRIEST EDGES
AURA OF COURAGE
REQUIREMENTS: N o v i c e , A r c a n e
Background (Priest), Spirit d8+
A field of holy energy encircles this noble
being. Allies within 10” (20 yards) add +1 to
Fear checks and subtract 1 from Fear Table
results.
MERCY
REQUIREMENTS: Novice, Arcane
Background (Priest)
Priests are often the backbones of their group.
A word of encouragement, a stern nod, or
humming a few bars of an inspiring hymn
can steel the nerves of those who stand
behind her.
As an action, the character can spend 1
Power Point and grant “Mercy” to any
one character within a Range equal to her
Spirit, automatically removing one of the
following states: Distracted, Vulnerable, or
Shaken.
V E C O M E T O L EAD
“ I HA HE O T HER
Y O U T O T
; I N T O ETE RNAL
SHORE N T O FI RE.”
DAR K N ESS ; I
Alighieri,
-Dante
Inferno
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VOODOOIST EDGES
BEEN TO THE CROSSROADS
REQUIREMENTS: Novice, Spirit d8+, Arcane
Background (Voodooist), Faith d8+
The voodooist nearly died at some point but came back. He’s
seen the crossroads between worlds and the spirits hear
his call better than most. This Edge may only be taken
after character creation. The character must have been
Incapacitated due to some near-death experience (GM’s
call). Assuming the voodooist survives somehow, he
gets a free reroll on Faith rolls.
FAVORED
REQUIREMENTS: Seasoned, Spirit d8+, Arcane
Background (Voodooist), Faith d8+
This Edge may only be taken once, and signifies
a special relationship between a mambo or
houngan and a particular loa. It only benefits those
who have the aspect of the rada loa or fury of the petro loa spells.
The hero must plainly and visibly mark his or her allegiance to the
chosen loa in some way—perhaps carrying a pet snake to signify a
mambo’s “marriage” to Damballa, wearing black “mourning” clothes
to honor Baron Samedi, and so on.
As long as this homage is present, either power costs 3 Power Points instead
of 5.
BARON SAMEDI: This bawdy rada loa appears PAPA LEGBA: A great communicator who
as a tall man in a black top hat, dark glasses, appears as a kindly old man. His petro
cane, and formal clothes and rules over the aspect, Met Kalfu, appears at the crossroads
land of the dead. of life and death and lies with a literal forked
tongue.
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FAMILIARS
“Familiars” are small creatures (Size −2 or −3) that serve as a mage’s loyal pet and magical
companion. They are loyal to their masters but aren’t slaves. They are very smart versions of
their species but can occasionally be distracted by their own inherent instincts. For example, a
cat might interrupt its task to chase a mouse or take a brief nap, and a dog will almost certainly
bark when a stranger approaches.
A familiar is a Wild Card with respect to Wounds and rolling a Wild Die with its Trait rolls.
It doesn’t get Bennies, but the mage can spend his own on its behalf.
The familiar can understand its master’s speech and vice-versa (others hear only the
creature’s natural sounds), though concepts are limited to what a member of its species might
understand.
The familiar has 5 Power Points of its own. It cannot cast spells, but the mage can draw on
them as if they were his own. They recharge separately and at the same rate as the mage’s.
The bond between the familiar and the mage makes it immune to the beast friend power cast
by others.
A familiar doesn’t Advance, but instead gains one of the advantages below for each of
its master’s Ranks (including Novice) and for every fourth Advance the hero gains past
Legendary.
SECOND SIGHT: The owner may use the familiar’s senses as if they were her own, with a
maximum range of 10 miles. She is Distracted and Vulnerable while doing so.
TRAINING: The mage can increase one of the familiar’s Traits one die type (no more than
once per Trait).
ENHANCEMENT: The familiar gains an Edge. It must make sense for the familiar’s species
(GM’s call) and meet the Requirements as usual.
If a familiar dies, the hero is automatically Stunned (no matter how far away he is). He can
summon another after 10 days and can change the type if he chooses.
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The spell allows the voodooist mastery of DAMBALLA: The ancient creator of the
the water for the Duration of the power. world once lay beneath the earth in
She may walk upon it, breathe beneath its serpent form. It was he who created the
surface, and swim at her full Pace (plus mountains and the skies and the seas
running die if desired). With a raise, she and all that humanity beholds. He’s a
adds +2 to her total Pace each round. powerful, pristine loa who communicates
BARON SAMEDI: Samedi appears as messages of wealth, prosperity, and
a tall man in black hat, dark glasses, health through dreams. Casters who
formal coat with tails, cotton plugs in invite Damballa into their body become
his nose, and painted skull face. He is a more patient and kind, with a long view
dirty-minded and foul-mouthed loa who to the cosmos and all who dwell in it.
relishes human vices. Samedi is the loa of You can reroll any Vigor roll for the
the dead and gatekeeper to the afterlife. Duration of the spell. If using the Wealth
Anyone possessed by the Baron becomes rules from Savage Worlds, you can also
bawdy and salacious. reroll any Wealth roll for the Duration of
Samedi temporarily severs an undead the spell. If not, reroll any Persuasion rolls
creature’s link to the spirit world. If a to haggle or otherwise negotiate prices to
creature with the Undead Special Ability get a better deal (a discount the GM feels
moves adjacent to the voodooist, it must is appropriate for the particular situation).
make a Vigor roll (at −2 if cast with a raise) All rolls are made at +1 if the spell is cast
or be Stunned. with a raise.
ERZULIE FRÉDA: Erzulie appears as
a “black Madonna,” a loa of love and
Good, Evil, and the femininity. While beautiful and kind,
Supernatural she’s also quick-tempered. When ridden
by Erzulie, the voodooist adopts these
Some powers and abilities refer to traits.
“supernatural” creatures, powers, and The hero gains favor by touching (skin
beings, or even “good” and “evil.” But on skin) a single individual who is
what does that mean in game terms? romantically inclined toward them and
The short answer is that it’s up to the starts with a Neutral or better Reaction
Game Master based on the setting and (GM’s call). This isn’t the puppet power—
the beings in question, but here are the individual isn’t a mind-controlled
some guidelines. slave—they’re just eager to please the
Any creatures that can’t exist without caster. A raise means the target is even
the existence of the supernatural are more eager to aid the voodooist.
supernatural themselves: zombies, Once the power expires, the target may
vampires, ghosts, demons, etc. Sorcerers rethink his or her commitment depending
who use magic aren’t supernatural on the situation. Of course the voodooist
themselves, but their powers are. can always channel Erzulie Fréda and
“Good” generally means those entities rekindle the relationship anew.
that exist to protect humanity. “Evil” PAPA LEGBA: Legba is the great
beings are those that seek to destroy it. communicator. He is depicted as an
A ghost haunting its house against old man with a cane, wearing a broad-
intruders is only evil if it seeks to rimmed straw hat and smoking a pipe,
cause permanent harm. An angel and is often accompanied by a loyal dog.
rebelling against God to bring ruin to When he rides an individual, she becomes
the “monkeys” that inherited the Earth more patient, wise, and sympathetic.
is supernatural and evil, even though The houngan or mambo gets a free reroll
born of divinity. on any Persuasion, Intimidation, or Taunt
Tests for the Duration of the possession (at
+1 if cast with a raise).
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and blood-stained hands reaching out for Grave shroud transforms the target’s
vengeance. She passes through their form appearance and “aura” to that of a zombie.
and chills them to the very marrow…then It is very similar to disguise but the illusion
disappears. is restricted to shambling undead and it also
MARINETTE BWA CHECH (“Marinette covers the smell and general “aura” of such
of the Dry Arms”): This terrifying petro creatures.
loa is a tall, almost skeletal figure with Unwilling victims may be targeted with an
wild hair, mad eyes, and parched skin opposed arcane skill roll versus their Spirit.
wearing ragged, blood-stained clothes. Those affected look and smell like a walking
Those ridden by Marinette gain the Mean corpse. Near-mindless undead (such as
Hindrance. zombies and skeletons) treat the target as
Marinette extends her host’s Fighting one of their own. Intelligent undead (such as
attacks to Reach 2, and Str+d6, AP 2 if vampires) are likely to see the character as a
unarmed. The damage is increased to mindless minion unless given some reason
Str+d8 if cast with a raise. to look more closely. Then a Notice roll at −2
Anyone struck by the voodooist sees a (−4 if cast with a raise) detects the reality and
ghostly image of the horrific Marinette dispels the illusion.
transposed over the attacker, screaming In either case, creatures attacked by the
obscenities in her mad fury as she reaches “undead” defend themselves and fight back
out with her horrific dry arms and long, as fits the situation.
jagged claws.
MODIFIERS
MET KALFU: Kalfu is the dark side of ADDITIONAL RECIPIENTS (+1): The power
Papa Legba. He appears as a suave man may affect more than one target for 1
in a top hat with a forked tongue. He is additional Power Point each.
another loa of the crossroads between
worlds, with influence over dark spirits ILLUSIONARY HORRORS
and emotions. Those who invoke Kalfu Rank: Seasoned
gain the Ruthless (Minor) Hindrance. Power Points: 5
Voodooists who already have the Range: Smarts
Hindrance do not suffer the −2 to the Duration: One day
Spirit roll below. Trappings: The evil eye, spit, stealing a per-
As master of strange, spiritual energies, sonal possession of the accursed, tricking
Kalfu can sever a target’s ties with Fate someone into taking a cursed object.
itself. Any time a foe within 12” (24 yards) The curse twists the target’s mind so that she
spends a Benny and the voodooist wants sees horrors everywhere she looks. The effects
to counter it, he may make a Spirit roll at may be subtle: the eyes of a painting move to
−2 (or no penalty if cast with a raise). If watch her, a passing crow squawks her name,
successful, no Benny can be spent on that or some weapon or tool in the victim’s hand
roll. With a raise, the Benny is lost as well! appears covered with blood or ichor.
When an opponent’s luck is countered, The effects might also be dramatic: the victim
he sees a ghostly image of Kalfu greedily sees a terrifying hag in the shadows, a flock
drawing the energy into his mouth and of birds descends to peck at her, a video of
devouring it with glee. the hero dying appears on a television screen.
GRAVE SHROUD The power’s effects activate at the Game
Rank: Seasoned Master’s whim, or anytime the game is in
Power Points: 2 rounds and the victim’s card isn’t a face card.
Range: Smarts This causes her to be Distracted for that round,
Duration: 10 minutes but more importantly influences her behavior.
Trappings: Blood, rotten meat, garbage. The vision might “chase” the victim into a
trap, cause her to act hysterically in front of
others, make her drop something, and so on.
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damaging attack that affects the recipient If the caster has never seen the target herself,
must make a Spirit roll (at −2 if cast with a she makes her arcane skill roll at −2. Scrying
raise). If the roll fails, the creature loses that on a target in a different plane of existence
action. (The GM should use group rolls for also imposes a −2 penalty.
identical Extras.) Scrying is opposed by the subject’s Spirit. If
If anyone under the effects of sanctuary the target wins, he knows he’s being spied
attempts to harm another creature (evil or on. If the caster wins, he can see and hear the
otherwise), he loses the benefit of sanctuary target and the area around it but cannot move
instantly. his perspective. With a raise, he can shift
Sanctuary trumps any ward the caster may perspective and follow the target at a Pace 24.
be holding or protected by (see page 48). If A scrying “eye” may be seen with detect arcana.
the creature overcomes the sanctuary spell, it It may also be dispelled (at −2 if suspected but
ignores any wards that turn as well. not revealed).
MODIFIERS MODIFIERS
AREA EFFECT (+2/+3): For +2 points the GROUP SIGHT (+1): The caster may share
power affects all allies within a Medium her perception with allies within a Range
Blast Template centered on the recipient. of Smarts for the power’s Duration.
For +3 points the area of effect is increased
to a Large Blast Template. SEANCE
STRONG (+1): Spirit rolls by the creature are Rank: Seasoned
made at an additional −2. Power Points: 5
Range: Self
SCRYING Duration: Special
Rank: Seasoned Trappings: Ouija boards, personal items of
Power Points: 3 the spirit, seances.
Range: Self Seance allows a caster to speak to departed
Duration: 5 spirits. The spell must be directed toward
Trappings: Images on a reflected surface, a particular soul, so the caster must either
glowing eyes, a crystal ball. know the name of the deceased or possess
Scrying allows the caster to spy on a a personal item that belonged to them to
distant target. Preparing the spell takes attempt the seance.
one uninterrupted minute while the caster Ghosts, haunts, poltergeists, and the like
focuses on a target item, creature, or location. have a very limited view of the physical
This makes her Vulnerable and unable to take world, and an even lesser understanding of
any other actions. If she’s Shaken or Stunned the ethereal realm. They spend most of their
during this time, the spell fails. time drifting in a state of semi-consciousness,
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SUMMONED A LLIES
ATTENDANT MIRROR SELF
Attributes: Agility d4, Smarts d4, Spirit d4, The ally is a clone of the caster except: it’s
Strength d4, Vigor d4 an Extra; it has the same number of current
Skills: Athletics d4, Fighting d4, Notice d4, Power Points as the caster after subtracting
Shooting d4, Stealth d6 for this casting; it cannot use the summon ally
Pace: 6; Parry: 4; Toughness: 4 power; its skills (but not attributes) are one
Special Abilities: die type less (minimum d4) than the original;
Claws: Str+d4 it has identical mundane equipment (no
Construct: +2 to recover from being magical qualities, disappears when the power
Shaken; ignore 1 point of Wound expires); has the Construct and Fearless
penalties; doesn’t breathe, immune to abilities.
poison and disease.
Fearless: Immune to Fear and SENTINEL
Intimidation. Attributes: Agility d6, Smarts d6, Spirit d8,
Strength d12+2, Vigor d10
BODYGUARD Skills: Athletics d6, Fighting d10, Intimida-
Attributes: Agility d6, Smarts d4, Spirit d6, tion d10, Notice d8
Strength d8, Vigor d6 Pace: 6; Parry: 7; Toughness: 13 (4)
Skills: Athletics d6, Fighting d8, Intimida- Edges: Arcane Resistance, Sweep (Imp).
tion d6, Notice d4, Shooting d6, Stealth d4 Gear: Melee attack (Str+d8).
Pace: 6; Parry: 6; Toughness: 7 (2) Special Abilities:
Edges: First Strike Armor +4: Stone skin.
Gear: Melee attack (Str+d6). Construct: See Attendant.
Special Abilities: Fearless: Immune to Fear and
Armor +2: Hardened skin.
Intimidation.
Construct: See Attendant. Size 2: Sentinels are 8’ tall and very dense.
Fearless: Immune to Fear and
Intimidation.
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TAG NO.
SUMMON DEMON
ATTACH TO DE
666A
CEASED’S TOE
Rank: Veteran
Power Points: Special
Range: Smarts
Duration: No more than one week
SUMMONI NG Trappings: Pentagrams, black candles,
animal sacrifices.
SP EC I FI C DE MONS Most heroes would never seek to consort with
The Game Master may let the denizens of Hell, but occasionally, such a
players
summon some or all of the feat may be required in pursuit of some more
demons in
Chapter Six with the summon noble aim.
demon
power, perhaps requiring Demons may only be summoned by ritual
Research
and adventure to discover magic (page 72), and must be conjured
specific
ritual components required inside a binding circle (prepared prior to
for each.
Put some thought into thi starting the ritual, see page 48).
s before
allowing the players to Each round of the ritual is an opposed roll of
do so, as
some of the creatures the the caster’s arcane skill versus the creature’s
re are
incredibly powerful. Of cou Spirit. The binding circle’s modifier applies
rse such
beings are deadly if mishan to the arcane roll each round of the ritual as
dled, and
even the humiliation of a well.
successful
summoning isn’t forgotten—th
e being The Power Point cost is 3
might seek revenge later,
either plus the target entity’s
personally or through its
minions. Spirit die type if it’s a
Wild Card, or 3 plus
C I T Y half its Spirit die type if
M O R G U E
OFFICE OF THE CORONER
it’s an Extra. Summoning
a Wild Card demon with a
d8 Spirit, for example,
costs 11 Power
cost of the original summons (total cost Points.
including modifiers, rounded up).
COMBAT EDGE (+1): The ally has
a Combat Edge (it must meet
the Requirements as usual).
You may take this modifier
up to three times per ally.
FLIGHT (+1): The ally can
fly at its base Pace.
INCREASED TRAIT (+1):
The caster can increase
a Trait one die type
for 1 Power Point. She
may do this for as many
Traits as she likes, but
only once per Trait.
MIND RIDER (+1): The
caster can communicate
and sense through any
of the allies summoned in
this casting.
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Failing the ritual means no demon is Few curses are as terrible as those that
summoned. A Critical Failure on any round transform the victim into something else—
of the ritual means the demon appears but is something hideous. Most monster hunters
not bound, usually going on a bloody assault know lycanthropes change into their animal
on those who summoned it! form at the full moon, but other horrors may
If the ritual is successful, the demon appears transform as well. One unfortunate soul may
inside the binding circle and is bound. If the find himself becoming a gurgling fish-man
caster got a raise on the final round of the while another slowly becomes an abominable
ritual, the demon is more powerful in some fly-like being.
way—it has an extra Wound, Edge, important This rare spell gives these miserable souls
Trait bump, or other ability the GM feels is an opportunity to recover their humanity and
appropriate. suppress the beast within.
Tasks: A bound demon can be offered its Once cast, a victim inflicted with lycanthropy
freedom in exchange for some task. The or some other transformative malady resists
demon must be able to reasonably perform the change or halts its progress for the next
the task even if it’s likely to result in its “death” 24 hours.
(which usually just returns it to wherever it
MODIFIERS
came from).
PERMANENT (+4): If cast as a ritual
Once the demon agrees to the bargain, the (page 72) the victim is permanently
summoner must break the binding circle cured of whatever affliction besets him.
and set it free. The demon is now bound This requires the heart or other vital
to the caster—it cannot directly harm the organ of a greater creature of the same
summoner and must attempt to perform its type in addition to the usual number of
task to the best of its ability (though it may components, which is consumed whether
create additional mischief if it can!). the ritual is successful or not.
Communication: Demons are not (generally)
telepathic. If the summoner plans on sending
the evil entity out of sight, he’d best give it
very specific instructions. Intelligent demons
may be given physical equipment (such as cell
phones or transmitters in modern settings),
but whether or not they actually use these
tools is entirely up to them.
Specialized Demons: Some demons might
require special offerings or knowledge
(such as their true name), can only agree
to specific requests, or have different terms “EVEN A MAN WHO IS
such as Duration or how they’re controlled. A
demon of vengeance, for example, may only PURE IN HEAR T,
be tasked with exacting vengeance of some
sort (the Black Coachman on page 107 is an
AND SAYS HIS
example of this). This is entirely up to the PRAY ERS BY NIGHT,
Game Master, the setting, and the description
of the creature. MAY BECOME A
SUPPRESS TRANSFORMATION WOL F WHEN THE
Rank: Veteran WOL FBANE BLOOMS,
Power Points: 3
Range: Touch AND THE AUTUMN
Duration: One night
Trappings: Potion, runes drawn on body, MOON IS BRI GHT.”
circle of wolfsbane, silver coins over eyes. –Gwen Conliffe,
The Wolf Man
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CHAPTER FIVE
Arcane Items
C
ursed items are staples of many horror them eternal life. They were not subservient
tales. In this chapter are a number creatures, but free-willed undead. In modern
of relics, antiques, and artifacts you times, necromancers have altered the magic to
might use in your campaign. How such items create mindless guardian mummies, and use
appear—and the havoc they cause when they the bandages to punish wayward disciples
do—is often an adventure in itself! and create an army of undead.
Destroying Arcane Items: Dispel might
temporarily disenchant an item, but some BLOOD MONEY
cursed devices may only be destroyed in Blood money is physical currency paid to
certain ways—extreme heat (factory forge, someone who betrayed a close friend—and
volcano, etc.), doused in the blood of a saint, that betrayal resulted in the latter’s death. The
a dispel cast by ritual magic, and so on. This most famous blood money is Judas coins, the
is completely up to the Game Master and the 30 pieces of silver Judas was paid to betray
needs of the story, but should definitely be Christ.
difficult and risky.
A character who acquires blood money
senses its effects after a few hours. Anytime
BANDAGES OF ANUBIS the traitor takes an action that directly and
First created millennia ago by priests of negatively affects an ally, he adds +4 to his
Anubis, these seemingly innocent rolls of roll. This might be an attack, an opposed roll,
bandages are actually powerful necromantic or simply persuading some third party to
tools. Unfortunately for the victim, they must perform an action that will harm the target.
be applied while the person is alive. The traitor must be carrying one or more of
Once completely wrapped in the bandages, the actual bills or coins to be cursed. In the
the victim’s skin and muscles begin to modern era, he might carry a bank statement
desiccate. In a number of hours equal to the or check instead.
victim’s Vigor die type, the bandages bond Anyone using blood money pays a hellish
into his withered flesh, slowly turning him price. If the bonus is used a single time, the
into a guardian mummy (see page 149). If bearer is treated as a supernaturally evil
completed, the magic is irreversible and creature for purposes of Edges such as
extremely painful. Otherwise, it reverses in Champion or holy relics and powers that
a like amount of time. affect such beings.
In earlier days, priests and magicians
received this as a blessing, a way of granting
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CERAMIC MASKS
Made of white porcelain and painted in
the style of Japanese kabuki masks, these
foul items have no effect on the living, but
grants an undead wearer Invulnerability. No
damage of any type, magical or mundane,
BRAZIER OF can affect the undead so long as it wears the
mask. Explosions, gunfire, or other ranged
CONJURATION attacks never remove a mask—they can
Standing three feet high on a tripod base, only be pulled off by hand, which requires a
the inner surface of this black, iron brazier is successful grappling attack then an opposed
engraved with runes of opening. Strength roll at −2 (a separate action).
If filled with at least two pints of human As soon as the mask is removed, the undead
blood (in addition to any other ritual can be affected normally, whatever that
components), the brazier adds +2 to a caster’s means for the particular being.
arcane or Occult skill rolls during any ritual.
COLD IRON
CANNIBA L MASK CHAINMAIL
The cannibal mask is a painted, wooden face
Forged to protect warriors against demons,
mask, similar to those found in tourist shops
cold iron chainmail covers the torso, arms,
in many parts of Central Africa. Unfortunately
and legs of the wearer. The armor grants the
for anyone who wears it, this particular type
wearer +3 Armor as usual, and an additional
is cursed.
+3 against attacks made by demons, whether
As soon as the mask is placed on his face, the mundane (such as claws) or magical in origin.
wearer must make a Spirit roll at −8. Failure
means the mask melds into the victim’s flesh CORPSE DUST
and becomes part of his body—effectively
disappearing. Made from the ground bones of the dead and
enchanted with necromantic energy, corpse
From this moment on, the wearer develops
dust returns the dead to life—as undead. Each
a craving for human flesh. No other food,
pinch animates a corpse, either as a zombie
including other forms of meat, satisfies the
or skeleton, depending on how much flesh
victim’s hunger. Once every 24 hours, he
remains.
must devour a pound of flesh. If he doesn’t,
he goes into a mad rage until he consumes The dust is usually found in skin bags
twelve pounds of flesh. During such a rage, containing 1d6 doses. The undead remain
his Strength increases two die types and his active for 12 hours or until destroyed. They
canines descend, giving him a bite attack follow the verbal directions of whoever raised
(Str+d4). them implicitly and without question.
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Some haunted dollhouses might even appear The watch grants a reroll when rolling the
like a scaled-down version of the real home Healing skill. In addition, when a character
in which they are found, right down to the holding the pocket watch is Incapacitated, the
smallest detail. watch begins to tick, delaying the wielder’s
Anyone who sleeps near a haunted roll to survive for five rounds—a number of
dollhouse wakes to find a new doll in the seconds equal to the lives Oberle saved.
house—one resembling themselves. Seeing
this for the first time calls for a Fear check. HELLFIRE BLADE
Every 2d12 hours (when not being observed), Crafted from black metal not found on Earth,
whatever spirit is tied to the dollhouse or the quenched in the blood of virginal sacrifices,
local environment moves the dolls inside, and inscribed with runes of fire, hate, and
arranging them in new configurations. pain, the hellfire blade is, quite literally, a
Some ghosts use these to retell past real-life weapon from the depths of Hell.
tragedies or to reveal events yet to come. When drawn, green hellfire erupts along the
Seeing one’s own doll being attacked, blade and crackles with demonic fury. Any
chased, injured, or even slain in one of these victim struck by it has a chance of catching
dioramas calls for a Fear Check at –2. For the fire (see Savage Worlds). The weapon is
next day, the hapless character cannot spend magical and gives the user +2 to Fighting
Bennies should she encounter the real-life rolls and +4 damage, or +8 against angelic or
version of that scene! “holy” creatures.
Destroying a doll that represents a living Good creatures who attempt to wield it are
person automatically deals Fatigue (this may Distracted and take 2d6 damage every round!
cause Incapacitation). It’s a futile gesture Hellfire blades are typically wielded by
anyway, for the next morning there’s a new powerful demons in their war against divine
doll to take its place! forces. They are prized by such beings, and
In some cases, sleeping near a haunted wielding one often draws their attention.
dollhouse causes the character to experience
vivid, terrifying dreams in which he gradually HOCKEY MASK
realizes he’s doll-size and trapped in the
dollhouse. Some particularly strong haunts
OF TERROR
can cause this nightmare scenario to become Beloved by chainsaw-wielding serial killers
more than just a dream... everywhere, this sinister relic is a hockey
mask stained with the blood of countless
THE HEARTBEAT’S victims. The horrid thing grants Fast
Regeneration (unless the Wounds were
POCKET WATCH caused by fire) and the Bloodthirsty
This beautifully crafted, 19th- Hindrance to the wearer, turning
century, silver pocket watch seems him into an unstoppable killing
silent and broken. Originally owned machine.
by a Swiss emergency surgeon The regeneration ability heals as
named Elias Oberle, the watch normal, but the visible and ghastly
timed every procedure the effects of the wearer’s wounds
doctor performed. might remain for a while. If a
Oberle’s skill with a blade was hockey mask-wearing fiend is
so magnificent his peers often sliced with a katana, for example,
joked he must have sold his soul he might heal the Wound for
to the devil for the skill. game purposes but retain a nasty
It’s unclear if any such gash congealed with thick red
infernal pact was made, blood. This is purely a visual effect
but the watch soaked in but is important for the tone and
every moment of near-death atmosphere in most cases where a
Oberle staved off. mask like this might be used.
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Arcane I tems
Removing the mask requires a successful In game terms, the mirror grants a +2, +4,
grappling attack then an opposed Strength or +6 bonus to Occult rolls, the bonus being
roll at −2 (a separate action). This might not dependent on the size of the mirror. It can
change the nature of the fiend beneath if he also be used to divine the future, as discussed
was already a psychotic killing machine! under Signs and Portents on page 46.
The mirror may be asked a question only
JACK’S SCA LPEL once every 24 hours.
Whether or not this scalpel really belonged If it is ever broken, the last person to ask it
to Jack the Ripper is questionable, but it a question suffers 4d10 damage!
certainly has all the hallmarks of being the
item which caused his murder spree in 1888. MANACLE OF THE
Once grasped, the holder must make a Spirit INQUISITION
roll at −2 or fall under the scalpel’s insidious
spell. He develops a hatred of women that This heavy iron manacle was once used by
inflicts −4 to all Persuasion rolls when dealing the terrible torturers of the feared Spanish
with them. Worse, once per month from dusk Inquisition. If the band is snapped into place
till dawn, he loses control and becomes a on the wrist of a living being, it magically
homicidal maniac under the Game Master’s locks and cannot be removed until the
control. manacle releases the victim (see below).
While in this state, the victim’s Strength When a character wearing the manacle
increases two die types. The scalpel causes makes a Trait roll, he may choose the result
Str+d4 damage, or Str+d10 damage against of one die used in that roll instead of rolling it
women. The scalpel cannot be dropped while (other dice are rolled as normal). This means
the wielder is in his rage, but if the hand you can make that die Ace, then roll normally
itself is amputated or destroyed it falls to the for the Ace result.
ground and the wielder regains his senses— Each time the character uses this effect,
whatever those might be. however, spikes shoot from the inside of the
During the rest of the month, the wielder is manacle into the wearer’s wrist and he takes
quiet and secretive about his blade. He might a Wound that cannot be Soaked or healed by
hide it somewhere special and will certainly any means as long as the manacle is worn.
guard it with his life if it is threatened—even If the victim is Incapacitated or rolls a
if he knows what it’s doing to him. Critical Failure, the manacle releases him and
Removing the curse requires the destruction cannot be worn by that individual again.
of the scalpel—most likely in a furnace or
other source of heat capable of melting metal MARK OF THE DEMON
to a pure liquid state. The Mark of the Demon is a powerful item of
great evil, and yet appears as nothing more
JADE MIRROR than a slip of parchment. The paper is blank
Created by priests of the Aztec god unless read by the light of the moon, at which
Tezcatlipoca, whose name means “Smoking time silvery writing in an unknown language
Mirror,” these jade mirrors come in a variety appears.
of sizes. The smallest measures only six At the stroke of the next midnight, the
inches across, whereas the largest stands over magic contained in the paper conjures forth
six feet tall with a width of half that. a terrible demonic entity known as a collector
When smeared with the blood of a sentient (page 118). This beast of Hell has only one
sacrifice and illuminated by the light of the purpose—to find and slay the possessor of
full moon, the owner can ask the mirror the Mark of the Demon.
questions related to occult matters. Answers Obviously, villains take great care to ensure
appear on the surface, either in writing or as their victim is slipped the paper unawares,
warped images. such as in a coat pocket, and then take almost
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HORROR COMPANI ON
ludicrous measures to ensure the target does Asia. Variations from Africa or South America
not return the paper to them somehow. might also exist.
Destroying the paper ends the spell It might look innocuous, but the Monkey’s
immediately—as long as the demon has not Paw has the ability to grant three wishes to
yet materialized. whomever possesses it. Often, the owner
The demon appears within 4d6 yards of doesn’t know about this power until he
its victim, whom it can sense through its accidentally states his desire in the form of
Unnatural Senses. It remains on Earth until an “I wish...” statement. When each wish
its victim is killed, it is banished with magic, is granted, one of the monkey’s fingers
or it is destroyed in the course of its duties. straightens out, as if counting the number.
Such a powerful boon comes at a terrible
MONKEY’S PAW price. The Monkey’s Paw always perverts the
owner’s wish in some way, though honoring
The Monkey’s Paw is the severed, mummified
it to the letter. Dead relatives wished back to
hand of a macaque with its fingers and thumb
life return as zombies, for instance. Or the
curled inward. Its origin is a mystery, but
owner wishing for wealth might find a money
most certainly originates from southeast
stash left by the mafia—who come back to
collect!
TAG NO. The third wish is the worst, and often
666B
results in the death—or complete mental
breakdown—of the owner, after which the
ATTACH TO DECEASED’S TOE Monkey’s Paw finds its way into someone
else’s life. One way or another, it offers no
A DEMON BY ANY additional benefits after the third wish.
OTHER NAM E The Monkey’s Paw may be destroyed, but
it always comes back somewhere, often to
The Game Master must determine if plague anyone who cast it aside or “beat” it
other types of evil spirits are “demons” at its own game!
for purposes of spells, powers, and
arcane items. MOONBLADE
In Islamic legend, for example, King
These foul weapons are any bladed weapon
Solomon was a powerful magician who
inset with the tooth of a werewolf. The tooth
bound evil jinn into copper jars. (A
must be ripped out under a full moon while
puzzle box might just as easily be
the beast still lived then embedded in the
one of these fabled copper jars!) Jinn
weapon’s hilt. If a living, human victim who
(or “djinn”) are generally considered
takes at least one Wound from a moonblade,
“demons” in game terms, as are oni,
is Incapacitated and survives, he transforms
yökai, malicious nature spirits, and
into a werewolf on the night of the next full
other evil entities. Most come from
moon!
dark netherworlds (some version of
Hell), but some may dwell entirely in the
material world depending on their lore.
MUSIC INFERNA LIS
The distinction is important so the GM Said to have been penned by Lucifer himself,
can decide if certain binds and wards, the Music Infernalis is a musical score with
the banish spell, or items like puzzle a deservedly vile reputation. Many classical
boxes affect or include the creature. musicians claim it is unplayable, but they lie.
If so, the GM might also want to add Any character trying to play the score must
them to the Random Demons table, or make a Performance roll at −6. With success,
even replace it to reflect regional lore. he summons a demon of the Game Master’s
choice (each type has its own “theme music,”
C I T Y M O R G U E it seems).
OFFICE OF THE CORONER
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Arcane I tems
Controlling the demon is a separate affair, Keeping the Necronomicon around has
but it’s summoned into a binding circle another downside. As long as it remains in
if there is one within 12” (24 yards) of the one’s possession (or a group’s, shared library,
musician. etc.), the individual (or group) cannot attempt
to remove Psychoses during Downtime. The
THE NECRONOMICON Necronomicon has a way of slowly driving
mad those who possess it...
There are many dark grimoires, but only
one Necronomicon—the legendary “Book of
the Dead” purported to have been penned NIGHTMARE STONE
thousands of years ago by the insane Arab, Nightmare stones are cursed items, often
Abdul Alhazred. slipped into the pockets of victims by
Though many copies have been made in the nefarious sorcerers.
eons since its creation (with varying degrees of These cursed items activate every night
accuracy), they pale in comparison to the when the “owner” goes to sleep, giving him
original, a heavy, atlas-sized folio bound terrible nightmares per the
in strange, unidentifiable leather nightmares spell with the
which apparently Specific Theme modifier.
hasn’t aged at all. This also means the
Inside are person who “gifted”
hundreds the target may
of pages of insinuate what
text detailing kinds of
the origin of nightmares
eldritch beings, his enemy
occult incantations, suffers.
illustrations of dark The nightmares
horrors, and other stop if the stone is found and cast aside.
madness-inducing
passages—all in OPTOGRAPH
Alhazred’s semi-legible
handwriting. This portable machine looks much like an
old box camera from the late 1800s, but has
The Necronomicon holds a trove of
a special purpose: It allows the user to view
forbidden lore (see “Forbidden Lore” on
the last thing seen by a dead body.
page 87). As other tomes of its kind, it
requires 2d6+2 hours of close study and To operate an optograph, the user extends
those who complete the reading must make an “accordion”-style lens and positions
a Smarts roll at –4. With success they may it right over a corpse’s open eye (a special
gain the benefits of forbidden lore, or one of tripod allows the lens to point downward
the following alternatives: if needed). Upon opening the aperture, the
optograph takes a “photo” of the deceased’s
ANCIENT RITUAL: Gain access to one
final vision—burned, as it were, on their
power of any Rank for a ritual (see
retina.
“Ritual Magic” on page 72).
Naturally, this only works for fresh corpses
ARCANE POWER: Learn one bonus power
which have not yet begun to decay. The
when taking the New Powers Edge, as
visions degrade after 3d6 hours unless the
per a grimoire (see “Grimoires” on page
eye is preserved.
89). The Necronomicon contains most
powers (GMs call). A special attachment converts the optograph
into a camera obscura, instead projecting the
ELDRITCH SECRETS: Boost Occult by one
corpse’s final vision onto a nearby screen.
die type, or two with a raise. This lasts
While it cannot be recorded, this method isn’t
until the next time the reader sleeps, after
limited to a still image, but shows the final
which the memory fades.
1d10 minutes of the victim’s life.
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HORROR COMPANI ON
then rejects the wearer and she can no longer one minute.
benefit from its dark visions ever again. STRENGTH: Increases Strength two die
types for one hour.
PORTRAIT OF
IMMORTA LITY PRIMA L CLEAVER
This simple-looking hatchet has been at the
A portrait of immortality is a painting imbued
center of horrible crimes throughout history.
with the unholy power to grant the owner a
The cleaver latches onto its host’s emotions,
limited form of immortality. Disease, poison,
enhancing them and granting increased
Wounds, and even aging cause no harm to the
physical prowess.
owner. Instead, all the effects are transferred
to the painting, which steadily changes to When a character picks up the weapon, he
represent the terrible injuries inflicted on the must make a Spirit roll at −4. With failure, the
owner’s body. character becomes host to the cursed weapon
and gets a free reroll on any failed Fighting
In game terms, the owner becomes immune
roll while using the bloody blade.
to poison and disease, does not require air to
breathe, needs no food or drink to survive Unfortunately, the butcher is driven to wield
(though most do still partake), suffers no the thing in combat and gains the Bloodthirsty
ill effects from aging, and Hindrance until he murders a family member
has invulnerability to or close friend. Once that tragedy occurs,
all forms of damage, be the cleaver’s hunger is sated.
they mundane or arcane. The user loses the Bloodthirsty
In short, nothing can harm Hindrance and the weapon
the owner—except the loses its powers until picked
portrait itself. up by another.
The character is forever The user can toss the cleaver
tied to the well-being of his aside or even destroy it, but
canvas. Damage caused to his Hindrance remains and it
it is likewise reflected on returns to his hand whenever
the character. If it is slashed danger looms.
(Toughness 4), a Wound
appears in the same location POSSESSED DOLL
on the owner’s flesh, if the Dummies, dolls, and even action
painting is destroyed, so is the figures can all become repositories
subject. for malignant presences. They
The subject may spend may be ghosts, minor demons,
Bennies to Soak damage as or other entities, but all look to
usual even if he is nowhere bring disaster on the house they
near the painting, but if it’s dwell in.
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Arcane I tems
A werewolf with these gloves treats its The staff has 20 Power Points and grants
claw attacks as silvered weapon, but a the fear and zombie powers, which require
Critical Failure on a Fighting roll means the Spellcasting to use.
lycanthrope damages himself!
TA LISMAN OF
SOUL CANDLES PROTECTION
Soul candles must be tied to a specific
These simple looking devices are blessed by
individual during creation. This is usually
truly pious priests and given to those they
achieved by adding a lock of hair or a few
charge with some terrible task—such as
drops of blood to the hot wax.
destroying a powerful monster.
Once lit, the candle burns for 2d4 hours,
They grant the user +2 Toughness versus
during which time the benefactor (the one for
direct attacks from supernaturally evil
whom the candle was made) gains the Hard
creatures, their powers, and spells.
to Kill and Improved Nerves of Steel Edges.
Although lighting extra candles doesn’t TEMPLAR BLADE
increase the potency of the magic, it does
allow an ally to extend the Duration of The Knights Templar were actively
the power by lighting a new candle as engaged in the destruction of cults
one burns down. across Europe and the Holy Land.
One key weapon in their war
THE SOUL- against evil were swords of cold iron
emblazoned with holy runes. It is said
KILLER GUN the Templars discovered the secrets to
This unique artifact is a multi-barreled forging these blades in the catacombs
pistol originally crafted in the fifteenth beneath the Temple of Solomon, though
century. Unusually for the time, it has no record of any such discovery exists
a breach mechanism and bullets. The today.
barrel of the gun and the wooden stock The long swords grant the user +2 to
are inscribed with foul runes. It gives Fighting and damage against demons. In
off wisps of sulfurous smoke even if it’s the presence of demons or demonic magic
unloaded. (about 10 yards), the symbols on the sword
The gun’s Range is 12/24/48. It doesn’t glow hellish red.
roll damage, but instead destroys what it
hits, completely and forever. Unless the VAMPIRE’S COFFIN
shot hits with a raise, a target may attempt Vampire coffins are filled with soil from the
to Evade the fateful bullet but even if creature’s homeland. The vampire adds +2
successful is Stunned by the near miss. to its Notice rolls to avoid Surprise and
Apart from finding the Soul-Killer Gun regains one Wound per hour spent sleeping
in the first place, its main limitation is its in its coffin.
bullets. The rounds are as unique as the Since coffins are relatively flimsy
weapon itself, and only one to three are (Toughness 4) and can be made unusable
ever found with it. by placing holy water or a cross inside, most
vampires keep several spare coffins hidden
STAFF OF THE around their lands to ensure their continued
NECROMANCER existence.
Stronger coffins (Toughness 8) are available,
This feared relic is carved from gnarled,
and paranoid fiends may secure them in vaults,
black wood with a withered human hand
mausoleums, tombs, or other protected areas
at the “working end.” The hand clutches a
on their estates. Sentinels or loyal guards are
clear orb, in which floats a myriad of trapped
almost always present if the vampire expects
souls, each howling silently in eternal torment.
interlopers.
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ALCHEMICAL ITEMS
Alchemical items are created with pseudo-science and perhaps minor magic, depending
on the setting. Whether they’re available in a particular campaign or not is up to the Game
Master. They may be sold at common vendors in horror-fantasy games or found as rare
treasures in more grounded campaigns.
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CHAPTER SIX
Creatures
T
he centerpiece of most horror tales are further rolls are required from that attack. A
the monsters that drive them. Some successful Healing roll also stops the bleeding.
are psychopaths wielding chainsaws
or axes. Others are ancient creatures lurking SWA LLOW WHOLE
in the forgotten shadows of the world or With a successful bite attack, the victim must
groaning undead hungry for human flesh. make an Evasion roll or be Swallowed Whole.
A rare few are entities from other planes of At the end of the creature’s subsequent turns,
existence looking to destroy our world. anyone swallowed must make a Vigor roll at
Only one thing is for sure—they must be −2 or take a Wound from the crushing gullet
stopped. and acidic bile. This continues until they’re
freed or perish.
WILD CARDS If the creature is Shaken or Wounded from
Some monsters are noted as Wild Cards the inside (ignoring its Armor!), everyone
by the black skull symbol. These are the inside gets an immediate Athletics roll to
creatures that should almost always be Wild escape. If the monster is Shaken or Wounded
Cards, but remember even a single zombie from the outside, the escape roll is made at −2.
might be a Wild Card if it’s the center of a Appropriate Tests (GM’s call, such as pepper
tragic tale, the leader or “alpha” of a horde, or in the nose, extreme nausea from a spell effect
just a particularly nasty example of the type. or poison, etc.) might cause the beast to cough,
sneeze, or vomit. This gives everyone inside
NEW MONSTROUS an Athletics roll to escape.
ABILITIES UNSTOPPABLE
RENDING The creature has strong will, magical
protections, or great mass. It takes a maximum
Victims Shaken or Wounded by the creature
of one Wound per attack no matter how many
are bleeding and must make a Vigor roll as
Wounds would normally be caused (after
a free action at the beginning of their next
Soak rolls are made).
turn. Failure causes one Wound and the
victim must make another Vigor roll next If an attacker’s Action Card is a Joker, he
turn. Success means the victim doesn’t suffer may ignore this rule. Some magic items
a Wound, but must make a Vigor roll again or a creature’s Weaknesses also bypass
next turn. A raise stops the bleeding and no its Unstoppable ability, as listed in the
description.
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102
Creatures
Bite/Claws: Str+d6.
Fear: Anyone seeing
the creature must
make a Fear check.
Pounce: Add +4 to
damage instead of
+2 when making a
Wild Attack.
Rollover: If the beast
hits with a raise
on a bite attack, it
deals +1d10 bonus Edges: Alertness, Block, Dodge
damage instead of Special Abilities:
the usual +1d6. Bite: Str+d6.
Size 2: This beast Fear –2: Anyone seeing the
weighs over 500 pounds. creature must make a Fear check.
Infravision: Halve penalties for Illumin
MAN-DOG HYBRID
ation when attacking warm targets.
A man-dog hybrid is humanoid, covered
Resilient: Can take one additional
in fur, and has the head and tail of a dog. It
Wound.
stands hunched, and while it can run upright,
Wall Walker: Can walk on vertical or
prefers to move on all fours. Their fingers
inverted surfaces at full Pace, and may
are tipped in small claws, and are dexterous
run.
enough to use weapons and tools. These
foul beasts can talk, though with a rough, MAN-REPTILE HYBRID
growling voice. A man-reptile hybrid is a humanoid covered
Attributes: Agility d8, Smarts d6 (A), Spirit d6, in scales. It has gills, claws, and sharp reptilian
Strength d6, Vigor d6 teeth. Although it has fingers, they are either
Skills: Athletics d6, Common Knowledge d4, webbed or too thick to use weapons and tools.
Fighting d6, Notice d10, Persuasion d4, Some hybrids are capable of hissing speech.
Shooting d6, Stealth d6
Attributes: Agility d6, Smarts d4, Spirit d6,
Pace: 8; Parry: 5; Toughness: 5
Strength d10, Vigor d8
Edges: Alertness, Fleet-Footed
Skills: Athletics d8, Common Knowl-
Gear: Whatever its master gives it.
edge d4, Fighting d8, Notice d6,
Special Abilities:
Bite/Claws: Str+d4.
Persuasion d4, Stealth d6, Survival d6
Fear: Anyone seeing the creature must
Pace: 6; Parry: 6; Toughness: 8 (2)
Edges: Frenzy
make a Fear check.
Special Abilities:
MAN-INSECT HYBRID Aquatic: Pace 6.
A man-insect hybrid is humanoid, but with Armor +2: Scaly hide.
the hideous head and arms of an insect such as Bite/Claws: Str+d6.
a praying mantis or a wasp. Whether created Cold-Blooded: Subtract 1 from Agility,
by magic or a tragic accident of science these Strength, and Vigor rolls after more than
creatures don’t last long, following their 10 minutes below 60° Fahrenheit.
instincts to hunt and kill during whatever Fear: Anyone seeing the creature must
time they have. These horrid creatures can make a Fear check.
talk in a high-pitched, buzzing voice. Low Light Vision: Ignores penalties for
Dim and Dark Illumination.
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Rollover: If the creature hits with a raise
Strength d12, Vigor d10 on a bite attack, it deals +1d10 bonus
Skills: Athletics d6, Fighting d8, Notice d8, damage instead of the usual +1d6 bonus
Stealth d8, Survival d4 damage.
Pace: 6; Parry: 7; Toughness: 7
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Creatures
B ASWANG B BANSHEE
An aswang is a vampire-like creature from Traditional banshees are feminine spirits who
the Philippines. By day it assumes the form of take one of three forms—a young maiden, a
a beautiful female and lives a normal human matron-like figure, or an old crone. All dress
life, even marrying and having children. By in either a dark, hooded cloak or a funeral
night, however, it becomes a bloodsucking shroud. Their long nails may be able to tear
fiend. It uses its immensely long, hollow through flesh, but their most feared power is
tongue to siphon blood, preferring to project their terrible scream, which can drive a man
it down through cracks in the roof rather mad or even kill him.
than enter buildings. Unlike true vampires, A variant of the banshee, known as the
however, the aswang is not undead. “washer woman” comes in the form of a
The human form has whatever profile cloaked figure washing blood-stained clothes.
the Game Master wants to assign (such as According to legend, these are the garments
Innocent Victim on page 169) but is always of those about to die from her wailing.
Very Attractive. The profile below is for its
Attributes: Agility d6, Smarts d6, Spirit d8,
vampiric form.
Strength d6, Vigor d8
Attributes: Agility d8, Smarts d6, Spirit d10, Skills: Athletics d6, Common Knowledge d4,
Strength d12+2, Vigor d10 Fighting d6, Intimidation d10, Notice d8,
Skills: Athletics d10, Common Knowledge d6, Persuasion d4, Stealth d6
Fighting d10, Intimidation d10, Notice d8, Pace: 6; Parry: 5; Toughness: 6
Persuasion d8, Stealth d10 Special Abilities:
Pace: 6; Parry: 7; Toughness: 7 Bite/Claws: Str+d4.
Special Abilities: Ethereal: May pass through objects;
Blood Drain: Grappled foes cannot be harmed by nonmagical
must make a Vigor roll when attacks; may become invisible
grappled and at the start of (−6 penalty to hit) as a limited
the vampire’s turn as long free action.
as they remain Bound or Materialize: May
Entangled. Failure results become corporeal as
in Fatigue that can lead to a limited free action,
death. Entangled victims appearing as a spirit
with a knife or an ally may or as it did in life.
attempt to sever the Scream: Once
tongue (Toughness 3). per night, and again
Shadow Lick: A per- anytime a banshee’s
son whose shad- Action Card is a face
ow is licked by card in combat, it may
an aswang is elicit its trademark
cursed. This scream as its only
is a non-dam- action. Anyone within
aging Touch 12” (24 yards) must
Attack if the victim is aware and make a Spirit roll or die.
attempts to resist. Once cursed, Those who succeed must
any Vigor roll failed by the vic- roll on the Fear Effects table
tim counts as a Critical Failure (page 43) and are Stunned.
instead for the next 24 hours. Wail: The banshee can elicit
Tongue Lash: Str+d4, Reach 2. an unearthly wail that terrifies
Weakness (Dawn): An aswang those who hear it. As a limited
automatically returns to its human action, the banshee can make
form at the first ray of dawn. an Intimidation Test in a Cone
Weakness (Garlic): An aswang becomes Template. All targets within are
Distracted if within 1” (2 yards) of garlic. affected and must resist separately.
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Creatures
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Unerring Tracker: The coachman can fights on foot. It returns the following
sense any of the individuals on his list night along with the coachman until he
as long as they’re within the 13 miles of returns to Hell.
his hunting radius. His senses guide him
to within 50 yards of any victim, then he BLACK-EYED KID
must rely on his Survival (tracking) to Black-eyed kids, or BEKs, are mysterious
hone in on their exact location. creatures from a realm of pure darkness. They
are similar to vampires in many ways but
BLACK COACHMAN’S HORSES are not vampires nor are they undead. They
Four stallions, with coats as black as pitch and hunger for flesh, and take the form of human
eyes like burning coals, pull the coachman’s children to appear as innocent and helpless
black coach. There are no reins attaching them beings to draw in their prey. As their name
to the coach, only strands of inky blackness. implies, their eyes are solid black.
Attributes: Agility d6, Smarts d6 (A), Spirit d6, Black-eyed kids usually hide their unusual
Strength d12+4, Vigor d10 eyes behind dark glasses, hoods, or by just
Skills: Athletics d8, Fighting d8, Notice d8 keeping their heads down. They cannot enter
Pace: 10; Parry: 6; Toughness: 10 human dwellings without permission, similar
Edges: Brawler, Fleet-Footed to some vampires, so they try to persuade
Special Abilities: those inside to let them in to use the phone,
Ghostly Gallop: Black horses run just claiming to be lost children.
above the surface of the ground, and Black-eyed kids are from a dimension of
do not suffer movement penalties for shadow and hunger for life essence. They can
Difficult Ground. only enter this world at night, vanishing at
Kick: Str+d6.
dawn to return after the next sunset.
Size 2: Black horses weigh between 800
and 1000 pounds. Attributes: Agility d8, Smarts d6, Spirit d10,
Strength d6, Vigor d8
THE BLACK COACH Skills: Athletics d8, Common Knowledge d6,
The black coach is a prison for souls awaiting Fighting d8, Intimidation d6, Notice d6, Per-
delivery to whatever fate awaits them. Black suasion d6, Stealth d10
curtains cover the windows, but occasionally Pace: 6; Parry: 6; Toughness: 5
the ghostly face of a coachman’s victim can be Special Abilities:
seen peering out, frantically looking for help. Bite/Claws: Str+d6. Black-eyed kids have
Black Coach (Ancient): Size 4 (Large), Han- sharp teeth and retractable, razor-sharp
dling +1, Top Speed 15 MPH, Toughness 14 claws.
Consume: When living prey is slain, the
(2), Crew 1+Special
Notes: A horse-drawn carriage; tabletop Pace entire pack tries to drag the body into
is 12; Heavy Armor thanks to its hellish ori- the nearest patch of shadow. Once there,
gins; see the Fear and Invulnerable Special they fade into the shadow realm at the
Abilities below. beginning of their next turn and the
Black Coach (Modern): Size 4 (Large), Han- corpse and its soul are consumed forever.
dling +1, Top Speed 100 MPH, Toughness The kids don’t return for at least a month
18 (4), Crew 1+Special. after feeding.
Eyes of Dread: As a limited action, a black-
Notes: A motorized hearse; Heavy Armor
thanks to its hellish origins; see the Fear and eyed kid can glare into the eyes of a victim
Invulnerable Special Abilities below. within 6” (12 yards). The target must
Special Abilities: make a Spirit roll at −2 or be Vulnerable
Fear (−2): Anyone who opens the coach for the remainder of the encounter!
Low Light Vision: Ignores penalties for
door sees a writhing mass of screaming,
tormented spirits. They must make a Fear Dim and Dark Illumination.
Shadow Form: Black-eyed kids can assume
roll at −2.
Invulnerable: If the coach is destroyed, a shadowy form, appearing seemingly
the coachman either mounts a horse or out of nowhere, as a limited free action.
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Creatures
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HORROR COMPANI ON
Tentacles, see Savage Worlds) with four a Critical Failure. Bound or Entangled
actions. targets suffer Str+d6 damage when
Entangle: The tree’s lesser branches and crushed, ignoring all but sealed armor.
roots attempt to trip and entangle its Engulfed targets may attempt to escape
attackers. Everyone who moves within a as if the blob was grappling them. Dead
Large Blast Template centered on the tree victims are absorbed and add to the blob’s
(or begins a turn inside that radius) must bulk (see Variable Size below).
succeed at an Evasion roll or become Fear: Anyone seeing the creature must
Entangled. An Entangled target who fails make a Fear check.
the roll becomes Bound. Invulnerability: A blob is immune to
Fear: Anyone seeing the creature begin to nonmagical weapons (except for fire, see
move must make a Fear check. below).
Impale: A raise on the thing’s Fighting Mindless: Immune to Fear and
roll impales its foe on a sharp branch, Intimidation.
Entangling him as if grappled. Sticky Body: An attacker who strikes
Resistance (Piercing Weapons): A black a blob with a melee weapon finds his
tree suffers half damage from piercing weapon stuck to it. On his next action,
attacks, including gunshots. he must make a Strength roll at −2 to
Size 8 (Huge): Black trees stand up to free his weapon. With success, he frees
50’ high. The creature has two additional the weapon but it takes the entire round.
Wounds due its massive frame. With a raise, he frees the weapon and
Sticky Sap: An attacker who strikes a may still perform other actions this round.
black tree with a melee weapon finds his A character touching the blob becomes
weapon stuck to the sap. On his next action, Bound instead.
he must make a Strength roll at −2 to free Variable Size: A new blob begins as
it. With success, he frees the weapon but a Small Blast Template (Size 2). For
it takes the entire round. With a raise, he each victim it absorbs, it grows 1” (two
frees the weapon and may still perform yards) in diameter and adds +1 Size (and
other actions this round. A character Toughness). It gains additional Wounds
touching the tree becomes Bound instead. and other benefits as it becomes Large,
Weakness (Fire): A black tree takes +4 Huge, and Gargantuan.
damage from fire attacks. Weakness (Fire): A blob suffers +4 damage
from fire attacks. The creature’s Weakness
BLOB may change depending upon its origin—
A blob is an amorphous mass of acidic jelly light, salt, and even water are all potential
with an insatiable hunger. It might be an alien agents to use against it.
entity brought to Earth on a crashed satellite,
a creature from another dimension, or the BLOOD MIST
result of rampant pollution. The destruction of an ancient vampire’s
physical body isn’t necessarily the end of
Attributes: Agility d4, Smarts d4 (A), Spirit d12,
its existence. Through dark magic, it can
Strength d12+2, Vigor d12
be brought back into existence as near—
Skills: Athletics d4, Fighting d4, Notice d8,
mindless, ethereal clouds of vapor with an
Stealth d6
insatiable bloodlust by those who know the
Pace: 4; Parry: 4; Toughness: 10
proper rituals.
Special Abilities:
Blob: +2 to recover from being Shaken; no Blood mists appear as gray clouds until they
Wound penalties; immune to poison and feed, then change to pink to dark red as they
disease. consume more blood. Their preferred tactic
Engulf: After a blob finishes moving, is to mingle with natural mist, allowing them
every creature under its mass who isn’t to approach unsuspecting victims with ease.
Entangled or Bound may Evade. Those Attributes: Agility d8, Smarts d6 (A), Spirit d10,
who fail become Entangled, or Bound on Strength d6, Vigor d10
110
Creatures
Skills: Fighting d6, Notice d12, Stealth d10 Resilient: Can take one additional
Pace: 6; Parry: 7; Toughness: 7 Wound.
Special Abilities: Size 3: Carnivorous plants large enough
Invulnerability: Blood mists suffer no to threaten humans typically spread ten
damage from mundane attacks. Magic feet across.
weapons and supernatural powers affect Trap: The plant attacks by attempting
them normally. They can be temporarily to grapple prey within reach, preferably
driven off by tactics such as sucking them with The Drop. Bound or Entangled
into a vent, intense heat, or pelting them targets suffer Str+d6 damage when
with a strong stream of water. Such tactics crushed, ignoring all but sealed armor.
typically scatter the mist for 1d10 minutes. VARIANT SPECIAL ABILITIES
Life Drain: Anyone within the mist at the Aquatic: Pace 0. The plant may drift along
start of the creature’s turn (or about every rivers or with the tide, and anyone it traps
minute out of combat) must make a Vigor risks drowning.
roll or take a level of Fatigue that can lead Decoy: The plant has evolved a pod which
to death. A target in a completely sealed resembles a baby, and can produce a sound
suit is immune. like a young child in distress. Curious
Swarm: +2 to recover from being Shaken;
investigators have one chance to make a
Parry +2; blood mists cover the area of Notice roll with a −2 penalty to spot the
a Large Blast Template; normal attacks, nature of the deception, otherwise by the
even area attacks, deal no damage at all time they get close enough to determine
(see Immunity). the true nature of the lure they are close
Variable Size: A blood mist begins as a
enough for the plant to attack.
Large Blast Template. A Wound reduces Poison Spit: The plant may spit its poison
it to a Medium Blast Template, two to a up to 6” (12 yards), using Athletics to hit.
Small template, and three destroy it. Every Characters in a sealed environmental suit
three levels of Fatigue it drains allows it are immune, but anyone else must roll
to replenish its size, up to a maximum of Vigor or suffer the creature’s Paralysis
a Large Blast Template. (see above). Spitters usually have a Pace
of 1 so they can creep forward to consume
CARNIVOROUS PLANT their victims while they are frozen in
Plants which evolve to consume flesh evoke place.
instinctive dread. They could lurk anywhere, Sticky Body: An attacker who strikes
as deadly grass, ominous lily pads, or the plant with a melee weapon finds his
innocuous vines. What makes them terrible weapon stuck to it. On his next action,
is the lengthy and painful demise that awaits he must make a Strength roll at −2 to
their victims as they are paralyzed and slowly free his weapon. With success, he frees
digested alive. the weapon but it takes the entire round.
With a raise, he frees the weapon and may
Attributes: Agility d4, Smarts d4 (A), Spirit d10,
still perform other actions this round. A
Strength d10, Vigor d12
character touching the plant becomes
Skills: Athletics d8, Notice d6, Stealth d8
Bound instead.
Pace: —; Parry: 2; Toughness: 13 (2)
Special Abilities:
Armor +2: Thick, fibrous husks.
Fear: Anyone who sees a carnivorous
plant attack must make a Fear check.
Mindless: Immune to Fear and
“FEE D ME, SEYMOUR!”
Intimidation. –Audrey II,
Paralysis: Anyone Shaken or Wounded
Little Shop of Horrors
by a carnivorous plant must make a Vigor
roll or be Stunned. They are also paralyzed
and incapable of an action—even speech—
for 2d6 rounds.
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HORROR COMPANI ON
112
Creatures
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114
Creatures
115
HORROR COMPANI ON
(see the Fear Effects table on page 43). every round except for those Wounds
Natural Weapons: Str+d8. The dark god caused by fire or magic.
always has some form of weapon, be it Size 10 (Huge): Todoto is a 70’ tall
claws, teeth, a multiple barbed tail, or a humanoid.
blade of some sort. Unstoppable: A dark god can’t suffer
Regeneration (Fast): Natural healing roll more than one Wound from a single
every round except for those Wounds attack (after Soak rolls are made).
caused by fire or magic.
Size 8 (Huge): Jjrikillimsg’s form varies, MINION OF TODOTO
but averages around 30’ tall and 10’ in Those unfortunate souls sprayed with
diameter (or vice-versa). Todoto’s blood become twisted and warped.
Unstoppable: A dark god can’t suffer No two forms are the same. Some may grow
more than one Wound from a single extra limbs or tentacles while others turn
attack (after Soak rolls are made). inside out, transforming into an unholy blend
of man, plant, and animal. Still others might
B TODOTO, THE MUTATOR become putrescent blobs of gelatinous ooze.
Todoto takes the form of a huge giant with dark Minions are loyal to Todoto, though he has
green skin. His skin bubbles and writhes as if no special powers to control their actions.
some unholy force were fighting for release.
Todoto is a chaos god, warping life through the Attributes: Agility d6, Smarts d4, Spirit d6,
power of his blood. Nothing is safe from his Strength d8, Vigor d8
corruption, and once corrupted, his victims Skills: Athletics d6, Fighting d6, Intimida-
can never be returned to their normal form. tion d8, Notice d6, Stealth d6
Pace: 6; Parry: 5; Toughness: 6
As with most dark gods, Todoto has many
Special Abilities:
titles, including the Spawner, Chaos Breeder,
Fear: Anyone seeing a Minion must make
Dark Warper, and the Unholy Shaper.
a Fear check.
Attributes: Agility d6, Smarts d6, Spirit d10, Natural Weapons: Minions have a variety
Strength d12+12, Vigor d12+4 of attacks including bite, claws, tentacle
Skills: Athletics d6, Fighting d12, Notice d8, slaps, and tails. All inflict Str+d4 damage.
Stealth d4
Pace: 8; Parry: 8; Toughness: 20 B VRA LKRESH OF THE
Edges: Arcane Resistance (Imp) THOUSAND MAWS
Special Abilities: Vralkresh is a monstrous-sized bag of
Blood Spray: Any Wound caused to pulsating jelly with blood red segments
Todoto causes a fountain of blood to mixed with ichor green, putrefying blue, and
spray in a Cone Template away from all manner of other vile colorations. When
the direction of the injury. Any character lying dormant, Vralkresh has no discernible
under the template must Evade or be features. Once awakened, however, a throng
struck by the blood (see below). of slimy tentacles, each tipped with a grasping
Fear (−6): Anyone seeing the creature mouth, sprouts from his gelatinous form.
must make a Fear check at −6. Vralkresh is known by many other names,
Fearless: Immune to Fear and Intimidation. including Lord of Many Mouths, He Who
Hardy: If already Shaken, further Shaken Feeds Endlessly, and the Slithering Maw.
results have no effect.
Attributes: Agility d6, Smarts d6, Spirit d12,
Mutating Blood: Any creature struck by
Strength d12+10, Vigor d12+4
Todoto’s blood must make a Vigor roll
Skills: Fighting d12, Notice d8
at −2 or be transformed into a Minion of
Pace: 8; Parry: 8; Toughness: 26 (4)
Todoto (see below). The process takes
Edges: Arcane Resistance (Imp)
one round, during which time the victim
Special Abilities:
can take no action. Dispel at −2 stops the
Armor +4: Gelatinous body. Heavy Armor.
process if cast before the transformation
Fear (−6): Anyone seeing the creature
occurs, but it is otherwise irreversible.
must make a Fear check at −6.
Regeneration (Fast): Natural healing roll
116
Creatures
Fearless: Immune to Fear and Intimidation. being Shaken; no additional damage from
Hardy: If already Shaken, further Shaken Called Shots; ignores 1 point of Wound
results have no effect. penalties; doesn’t breathe; immune to
Regeneration (Fast): Natural healing roll disease and poison.
every round except for those Wounds
caused by fire or magic. DEATH WORM
Size 12 (Gargantuan): Vralkresh is over Death worms are blood red and look more like
100’ wide. a length of fresh human entrails than a living
Tentacles (Variable): Str+d8, Reach creature. They are incredibly poisonous: toxic
2, Heavy Weapon. Vralkresh has four to the touch and able to spit deadly venom
tentacle actions. Instead of regenerating from either end. Death worms burrow easily
a Wound, Vralkresh can sprout a new through desert sand and the flesh of carrion.
tentacle to replace one that’s been severed.
Unstoppable: A dark god can’t suffer Attributes: Agility d6, Smarts d4 (A), Spirit d6,
more than one Wound from a single Strength d6, Vigor d8
attack (after Soak rolls are made). Skills: Athletics d6, Fighting d6, Notice d6,
Stealth d6
B DARK MAN Pace: 4; Parry: 5; Toughness: 3
Special Abilities:
Although often referred to as “the” Dark Man,
Bite: Str+d4.
evidence suggests that this creature is not a
Blindsense: Death worms ignore
unique entity. He is a human-like figure of
invisibility, illusion, and Illumination
inky darkness with no visible facial features.
penalties.
He is a source of pure necromantic energy,
Burrow (Pace 4): Can burrow through all
with power to boost undead. As such, a dark
but solid stone; cannot be attacked while
man is never summoned except to lead a host
beneath the earth except by special means.
of such fiends.
Poison (Lethal): Anyone Shaken or
Attributes: Agility d6, Smarts d8, Spirit d10, Wounded by the worm’s bite must make
Strength d6, Vigor d10 a Vigor roll or be Stunned, suffer one
Skills: Athletics d6, Fighting d6, Focus d10, Wound (two with a Critical Failure), and
Intimidation d10, Notice d6, Stealth d12+2 perish in 2d6 rounds.
Pace: 6; Parry: 5; Toughness: 9 Poison Spit: A death worm may spit its
Edges: Arcane Resistance (Imp) poison, rolling Athletics to hit any target
Special Abilities: within 6” (12 yards). Characters in a
Boost Undead: Any undead within 10” sealed environmental suit are immune,
(20 yards) adds +2 to recover from being but anyone else must roll Vigor as if
Shaken, Fighting attack and damage rolls, touched by the creature’s Poison.
and Toughness. Size −3 (Very Small): Death worms are
Ethereal: May pass through objects; around two feet in length and very thin.
cannot be harmed by nonmagical attacks;
may become invisible (−6 penalty to hit) DEMON
as a limited free action. Demons and devils may be minions of Hell or
Fear: Anyone seeing the creature must servants of evil gods depending on the setting.
make a Fear check. Regardless of origin, they are supernatural
Fearless: Immune to Fear and Intimidation. evil beings completely devoid of positive
Necromantic Surge: As a free action, a qualities, though some feign good virtues to
dark man may make a Focus roll to send lure unwary prey to their doom.
forth a wave of necromantic energy. If Demons speak many languages, including
successful, it removes all Distracted and a demonic tongue rarely spoken by mortals
Vulnerable statuses from all Undead not involved with the dark arts. Whether they
within 12” (24 yards). With a raise it also bother to talk to lowly mortals is a matter of
removes Shaken or Stunned results. personal choice.
Undead: +2 Toughness; +2 to recover from
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HORROR COMPANI ON
118
Creatures
gifted to loyal mortals. Demonic steeds creature must make a Fear check at −4.
are jet black with red eyes and steaming Hardy: If already Shaken, further Shaken
nostrils. Their bits and bridles are made from results have no effect.
twisted, barbed wire and their horseshoes are Size 8 (Huge): Demon worms are over 30’
hammered in with nails made from the ribs long and 10’ in diameter.
of sinners. Slam: Demon worms can crush prey
beneath their massive bodies. Lay three
Attributes: Agility d6, Smarts d6 (A), Spirit d6,
Small Blast Templates adjacent to one
Strength d12+2, Vigor d10
another in a straight line. Everything
Skills: Athletics d8, Fighting d8, Notice d6
beneath the templates must Evade or be
Pace: 10; Parry: 6; Toughness: 12 (3)
crushed, taking the worm’s Str as damage.
Edges: Fleet-Footed
Ignore Scale modifiers when making a
Gear: Some villains give their nightmares
Slam attack.
barding (+3).
Swallow Whole: Victims bitten by a
Special Abilities:
demon worm must make an Evasion roll
Kick: Str+d6.
or be Swallowed Whole.
Rider Empathy: If the rider of a
Tentacles (4): Demon worms have four
demonic steed is evil, whether mortal or
tentacle actions. Each causes Str+d4
supernatural, he adds +2 to his Riding rolls.
damage, Reach 1.
Good characters subtract 4 and the steed
attempts to kill him at an appropriate and GLADIATOR
perhaps inescapable moment. Gladiators are Hell’s elite warriors, fighting in
Size 2: Demonic steeds weigh between
the service—or for the amusement—of demon
800 and 1000 pounds. princes. They are towering monstrosities of
muscle, metal, and hate.
B DEMON WORM
Summoned from the depths of Hell, demon Somewhere in the bowels of the Abyss,
worms are actually more akin to gargantuan in some horrific workshop of screaming
slugs. Their mottled green skin drips with blacksmiths, metal plates have been crudely
foul ichor and leaves a slimy trail wherever riveted onto its flesh. Its arms below the
they go. They have vast, round mouths full elbow end in large, jagged blades, the tips
of needle-like teeth surrounded by a mass of scraping along the ground when the beast
writhing tentacles. moves. Even when calm, a gladiator froths
at the mouth and has a mad look in its eyes.
Some cultists worship them as gods, though
they are far from omnipotent and can bestow Attributes: Agility d10, Smarts d6, Spirit d8,
no powers to their misguided followers. Strength d12+3, Vigor d10
Skills: Athletics d12, Common
Attributes: Agility d6, Smarts d4 (A),
Knowledge d4, Fighting d12,
Spirit d10, Strength d12+7, Vigor d10
Intimidation d8, Notice d6,
Skills: Athletics d6, Fighting d6, Intimida-
Stealth d6
tion d10, Notice d10, Stealth d6
Pace: 7; Parry: 10; Tough-
Pace: 6; Parry: 5; Toughness: 19 (4)
ness: 14 (2)
Special Abilities:
Edges: Ambidextrous,
Armor +4: Thick layers of
Berserk, Block (Imp),
fat.
Two-Fisted
Bite: Str+d8.
Demon: +2 to recover from
being Shaken; immune to
poison and disease; half-
damage from nonmagical
attacks except for cold
iron.
Fear (−4): Anyone
seeing the
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HORROR COMPANI ON
Attributes: Agility d6, Smarts d6, Spirit d8, make a Fear roll.
Immunity (Fire): Hellhounds take no
Strength d12+4, Vigor d10
Skills: Athletics d8, Fighting d8, Intimida- damage from fire.
Terrible Wounds: The jagged teeth of
tion d10, Notice d6, Stealth d6
Pace: 5; Parry: 6; Toughness: 12 a hellhound inflict terrible wounds,
Special Abilities: which do not heal quickly. Healing
Bite: Str+d6. rolls, including magical and
Demon: +2 to recover natural healing, are subject to a
from being Shaken; −2 penalty on top of any Wound
immune to penalties.
poison and VARIANT SPECIAL ABILITIES
disease; half- Invisible: Some hellhounds
damage from are invisible to all but those they
nonmagical pursue! Attacks against them
attacks are made at −6 and until an ally
except sees evidence of their existence they
f o r may not believe the prey’s mad pleas
cold for help!
iron.
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Creatures
Unerring Trackers: Hellhounds might be the letter (but not the spirit!); they must
sent by vengeful owners to track down always accept something offered.
prey and make them pay some nefarious Weakness (Sunlight): Imps are Distracted
debt. Hellhounds are relentless trackers while exposed to direct sunlight.
already, but if the host manages to take
some action that would thwart most B LIBRARIAN
trackers—change his scent, board a plane While it’s doubtful many demon lords
for a new continent, etc.—the hounds have libraries, these unusual demons are
eventually find a way to follow. GMs may the scholars of the underworld. The epithet,
set some limits on this, of course. Maybe perhaps given in jest, has become common
the hounds can’t pursue into other planes parlance.
of existence, Hell, if the prey changes Librarians are tall, blue-skinned humanoids
bodies somehow, etc. with red eyes. Their heads are completely
bald, and runes of power and knowledge
IMP are burned into their skull. When traveling
Imps are pernicious creatures that delight in in mortal realms, they wear heavy cowled
violent mischief. Most are summoned by a cloaks to conceal their appearance.
witch or necromancer, or serve a powerful
Unusually for a denizen of Hell, librarians
demon.
seem quite willing to help mortals in return
The details of their form vary greatly, but for a small reward, such as a relic or a tome
most are short, humanoid beings with large of knowledge. What use they have for these
heads and pointed ears. They favor darkened items in Hell is anyone’s guess.
areas, recoiling violently from bright light
with hisses or curses. Should their fanged Attributes: Agility d6, Smarts d12, Spirit d10,
mouths and clawed fingers leave any doubt, Strength d8, Vigor d8
the malevolent gleam in their eyes makes Skills: Academics d12+2, Athletics d4,
their wicked natures clear. Battle d10, Common Knowledge d12, Elec-
tronics d10, Fighting d4, Notice d8, Occult d12,
Attributes: Agility d10, Smarts d8, Spirit d8, Persuasion d8, Repair d10, Research d12,
Strength d4, Vigor d6 Science d12, Stealth d10, Taunt d8
Skills: Athletics d10, Common Knowledge d6, Pace: 6; Parry: 4; Toughness: 7
Fighting d8, Notice d8, Persuasion d6, Shoot- Edges: Arcane Resistance (Imp), Investigator,
ing d8, Spellcasting d10, Stealth d10, Scholar (Academics)
Taunt d8 Special Abilities:
Pace: 6; Parry: 6; Toughness: 4 Demon: +2 to recover from being Shaken;
Powers: Invisibility, slumber. Power Points: 20 immune to poison and disease; half-
Special Abilities: damage from nonmagical attacks except
Claws: Str+d4.
for cold iron.
Demon: +2 to recover from being Shaken; Learned: Librarian demons have lifetimes
immune to poison and disease; half- of education, and gain a free reroll on all
damage from nonmagical attacks except Smart-based skills.
for cold iron. Size 1: Librarians are taller than humans.
Low Light Vision: Ignores penalties for
Dim and Dark Illumination. B PAZUZU
Shadow Magic: Imps are magical Pazuzu have the head of a man with a lion’s
creatures tied closely with darkness. They mane, leonine claws on their hands and feet,
may only use their powers in areas with the wings of an eagle, and a scorpion’s tail.
an Illumination penalty. When on Earth they prefer hot, dry climates.
Size −1: Imps are three to four feet tall.
They are said to be masters of illusion, and
Weakness (Imp Code): Imps must abide
desert nomads believe mirages are their work.
by special rules of behavior. They cannot
Pazuzu enjoy cruel and often lethal pranks.
lie (but don’t have to tell the truth, either!);
One common trick is to approach desert
they must always parley, if asked; if they
nomads and question them about how much
agree to a bargain, they must keep to
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HORROR COMPANI ON
water they have. If they are low, the demon Illusionary Appearance: Pazuzu
offers to lead them to an oasis in return for can assume the form of a human (or
money. In reality, it leads them deeper into nonhuman if your setting allows such
the desert and then abandons them to await races).
a lingering death. Once its victims have died, Retaliate: If the demon resists an attempt
it returns to feast on their flesh. to banish it (including each round of an
exorcism), the caster suffers Fatigue that
Attributes: Agility d6, Smarts d10, Spirit d8,
can lead to death!
Strength d12+2, Vigor d10 Size 2: Pazuzu stand over 9’ high in their
Skills: Athletics d8, Common Knowledge d8,
natural form.
Fighting d8, Notice d8, Persuasion d10, Untrickable: Pazuzu are masters of
Stealth d8, Survival d8, Taunt d12
deception and are immune to Tests based
Pace: 6; Parry: 6; Toughness: 9
on Smarts.
Edges: Frenzy (Imp), Rabble-Rouser, Retort
Special Abilities: B PLAGUE DEMON
Claws: Str+d6. Plague demons have haunted mankind for
Demon: +2 to recover from being Shaken; millennia, spreading sickness and disease
immune to poison and disease; half- wherever they go. They resemble humans
damage from nonmagical attacks except (or any other race in a fantasy or sci-fi horror
for cold iron. game), but are covered in weeping sores, pus-
Fear (−2): Anyone seeing a collector must filled boils, and always surrounded by a dark
make a Fear check at −2. halo of flies.
Flight: Pace 12.
Attributes: Agility d8, Smarts d6, Spirit d6,
Strength d8, Vigor d8
Skills: Athletics d6, Fighting d6, Intimida-
tion d8, Notice d6, Stealth d6
Pace: 6; Parry: 5; Toughness: 6
Special Abilities:
Claws: Str+d4.
Demon: +2 to recover from being
Shaken; immune to poison and disease;
half-damage from nonmagical attacks
except for cold iron.
Disease (−4): Anyone
touched by a plague demon
must make a Vigor
roll or catch a Chronic
Disease (see Savage
Worlds). The disease is
contagious, so anyone the
victim physically contacts
must also make a Vigor roll or
catch the disease. Healing rolls
to treat the disease are made at
−4.
Fear (−2): Anyone seeing
the creature must make a Fear
check at −2.
Halo of Flies: The swarm
of flies around a plague demon
makes it hard to hit. Attackers
suffer a −2 penalty to all attack rolls.
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Creatures
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HORROR COMPANI ON
tion d8, Notice d6, Persuasion d4, Shooting d8, Separate Limbs: The first Wound(s) a
Stealth d8, Survival d6 dismembered corpse takes causes it to
Pace: 6; Parry: 6; Toughness: 7 separate but causes no actual damage.
Hindrances: — Each limb then acts as an Extra. Only by
Edges: Assassin, Combat Reflexes destroying all seven parts can the corpse
Gear: Wooden stake (Str+d4), pistol or cross- be vanquished.
bow (depending on era), crucifix. • Head: Head butt or bite for Str damage.
Special Abilities: • Torso: Slam for Str damage.
Sense Vampire: Dhampyrs can detect
• Intestines: Grapple.
vampires (and other dhampyrs) up to 10”
(20 yards) distant. If masked by conceal • Arms (2): Clawed hands for Str+d6
arcana, the dhampyr opposes it with his damage.
Notice skill. • Legs (2): Toenail claws for Str+d4 damage.
Weakness (Sunlight): Dhampyrs are Size −2 (Small): After the corpse has
Distracted while exposed to direct divided, each part is a smaller target and
sunlight. has Toughness 6.
Undead: +2 Toughness; +2 to recover from
DISMEMBERED CORPSE being Shaken; no additional damage from
When first encountered, dismembered Called Shots; ignores 1 point of Wound
corpses look exactly like zombies. After they penalties; doesn’t breathe; immune to
take their first Wound, however, they fly disease and poison.
apart into four limbs, a torso, intestines, and
a head—each acting as an independent entity. DOG
The various parts float around the torso but
operate completely independently. These B BLACK SHUCK
This apparition appears as a large black dog
various bits flail, slap, kick, and claw at their
bewildered foes. with shaggy hair and glowing red, saucer-
like eyes. Black Shuck wanders the woods
Attributes: Agility d6, Smarts d4, Spirit d4, and moors at night during storms. It attacks
Strength d8, Vigor d8 those who show fear, but is apt to avoid or
Skills: Athletics d6, Fighting d6, Notice d4, even protect those who don’t. Similar black
Stealth d6 hounds have been sighted in remote areas
Pace: 6; Parry: 5; Toughness: 8 all across the world. Sometimes they are said
Special Abilities: to presage death (see Signs and Portents on
Fear (−2): Anyone seeing the dismembered
page 46).
corpse after it has separated must make a
Fear check at −2. Attributes: Agility d8, Smarts d6 (A), Spirit d10,
Fearless: Immune to Fear and Intimidation. Strength d10, Vigor d10
Skills: Athletics d8, Fighting d10, Notice d10,
Stealth d12, Survival (tracking) d12
Pace: 8; Parry: 7; Toughness: 7
“LAST NIGHT I SAW Edges: First Strike, Fleet-Footed, Frenzy
UPON THE STAI R, A Special Abilities:
Bite: Str+d6.
LI TTL E MAN WHO Fear: Anyone who sees Black Shuck must
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Creatures
out Black Shuck on a different night and cannot be harmed by nonmagical attacks;
succeeding at the Fear check. may become invisible (−6 penalty to hit)
Vanish: Black Shuck disappears without as a limited free action. Fetches may not
a trace if the weather improves, the sun make physical attacks.
rises, or it is Incapacitated. See Invisible: A fetch can see invisible crea-
tures, whether they are flesh or ethereal.
DOG, JUNKYARD Size −1: Fetches are canines whose heads
The stats below are for large attack dogs come to an average human’s waist.
trained to be vicious by cruel masters—or
compelled to violence by unseen forces. DOPPELGANGER
Attributes: Agility d8, Smarts d6 (A), Spirit d6, There are many types of doppelgangers in
Strength d8, Vigor d8 the horror genre: pod people, aliens who
Skills: Athletics d8, Fighting d6, Notice d10, walk among us, mythological beings, or dark
Stealth d8, Survival (tracking) d8 fairies, just to name a few.
Pace: 8; Parry: 5; Toughness: 5 The profile here is for a shapeshifter that
Edges: Alertness, Fleet-Footed, Frenzy takes an hour to duplicate a form but no
Special Abilities: clothes or items. Those of magical origin
Bite: Str+d4. might be able to completely duplicate their
Size −1: The heads of these canines usually prey much faster, and are listed in the
come to an average human’s waist, and Variants which follow.
they weigh about 60 pounds. Doppelgangers have many goals.
FETCH Some want to take over a person’s life
Fetches are spiritual companions to mortals for companionship while others may
who can detect spirits and other ethereal be scouts for some alien or monstrous
beings. Traditionally, only people born on force attempting to take over the world.
a Saturday could have a fetch dog, but this Doppelgangers aren’t particularly powerful
may vary depending on the setting and its physically, so they rely on stealth and guile
particular lore. A fetch might be a gift from a to isolate their chosen prey before “wearing”
powerful, supernatural ally, for example. its skin.
The “owner” of a fetch cannot communicate Attributes: Agility d6, Smarts d10, Spirit d6,
with it—the thing simply stays by its Strength d6, Vigor d6
companion at all times, protecting its master Skills: Athletics d6, Common Knowledge d6,
from evil to the best of its ability. It cannot Fighting d6, Intimidation d8, Notice d6, Per-
affect the physical world in any way. suasion d6, Stealth d10, Survival d8
Fetches are invisible, but mortals might Pace: 6; Parry: 5; Toughness: 5
occasionally catch a glimpse of the creature Edges: Jack-of-All-Trades
whenever it performs some crucial act. Special Abilities:
Shift: Doppelgangers take on the forms
Attributes: Agility d8, Smarts d6 (A), Spirit d8, of others. This takes an hour with an
Strength d6, Vigor d6 immobile victim and results in its death.
Skills: Athletics d8, Fighting d6, Notice d10,
Stealth d6, Survival (tracking) d8 VARIANT SPECIAL ABILITIES
Memories: The doppelganger has full
Pace: 8; Parry: 5; Toughness: 4
Edges: Alertness, Fleet-Footed access to the host’s skills and memories
Special Abilities: (use the higher of the two beings’ skills).
Quick Shift: The doppelganger’s ability
Bite: Str+d6 vs ethereals only.
Dire Warning: When a fetch detects to mimic a host is magical or supernatural.
an invisible or ethereal foe within 10” It happens immediately after it touches
(20 yards), its host gains a sense of the its prey and replicates gear and items as
enemy’s location as well, ignoring up to 4 well. If the host has magical items, the
points of its attack penalties. doppelganger’s versions are mundane
Ethereal: May pass through objects; instead.
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HORROR COMPANI ON
128
Creatures
129
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130
Creatures
131
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A white lady appears as a pale woman lady cannot enter a private dwelling
dressed in white. She is usually covering her without being invited. They may enter
face and weeping. Those unfortunate enough public domains as they please.
to look into her eyes see only dark, hollow
voids. She embodies some tragedy, usually GHOUL
involving missing or murdered children or Ghouls are vile scavengers, feasting off
a husband. She appears to travelers on roads carrion and unfortunate victims who cross
seeking aid or a ride, and follows them home their paths while feeding. Ghouls have pale,
whether granted aid or not. At home is where rubbery skin with the texture of uncooked
the real trouble starts. She knocks on the door pastry. Their eyes are large and glow with a
sporadically with increasing desperation. If pale feral-yellow color. They have sharp claws
she’s invited in she disappears and begins and teeth, often with shreds of rendered flesh
to haunt the house and murder those within, hanging from them.
otherwise she disappears at sunrise and Ghouls typically scavenge in packs and live
looks for new travelers to stalk with the next in vast lairs of 20+ individuals with a Wild
nightfall. Card king or queen.
132
Creatures
Attributes: Agility d10, Smarts d6, Spirit d6, but solid stone; cannot be attacked while
Strength d8, Vigor d8 beneath the earth except by special means.
Skills: Athletics d8, Fighting d6, Intimida- Claws: Str+1d4, AP 2. Goblin claws are
tion d8, Notice d8, Stealth d10, Survival d8 dense and sharp, capable of scoring solid
Pace: 6; Parry: 5; Toughness: 6 stone.
Special Abilities: Size −1: Goblins are 4’ tall.
Claws: Str+d4. Weakness (Sound): Goblins can be
Infravision: Halve penalties for “blinded” with continuous loud noise or
Illumination when attacking warm magical silence.
targets. VARIANT SPECIAL ABILITIES
Keen Nose: Ghouls get +2 to Notice rolls Pack Tactics: For a far more brutal,
against living targets and Survival rolls to coordinated group of goblins, add any
track them. Gang Up bonus to their Fighting damage
Paralysis: Anyone Shaken or Wounded
rolls.
by a ghoul’s claw attack must make a
Vigor roll or be Stunned. They are also GOLEM
paralyzed and incapable of an action— Golems are artificial creatures made with
even speech—for 2d6 rounds. magic and pseudo-science. Some, like the
Weakness (Sunlight): Ghouls are Dis-
clay golem of Prague, were created to act
tracted while exposed to direct sunlight. as servitors. Others are an attempt to make
guardians or murderous automatons.
GOBLIN
Few sane men of science put belief in such
These are not the goblins of epic fantasy, but
creations, and even fewer have the finances,
the twisted fey of fairy tales. The legends
skill, or urge to dabble in their making. Such
say they hunt children, perhaps looking to
monstrosities are more often created by
initiate them into their tribe, but perhaps
deranged scientists, necromancers, and the
these are just wives’ tales.
misguided. True golems cannot talk.
These cretinous creatures are small and
blind, with milky-white, pupil-less eyes. They BEAST GOLEM
navigate in the dark places by echolocation, Animal golems are stitched together from the
issuing soft cooing noises that often sound parts of many beasts. Below is an example
like the babes they’re rumored to steal. using the torso and legs of a bear with the
Attributes: Agility d8, Smarts d4, Spirit d4, forearms and head of a lion.
Strength d8, Vigor d8 Attributes: Agility d6, Smarts d4, Spirit d10,
Skills: Athletics d6, Fighting d6, Strength d12+2, Vigor d10
Notice d8, Stealth d8 Skills: Athletics d8, Fight-
Pace: 4; Parry: 5; Toughness: ing d8, Intimidation d10, Notice d6,
7 (2) Stealth d6, Survival d6
Special Abilities: Pace: 6; Parry: 6; Toughness: 10 (1)
Armor +2: Fey goblins
Edges: Berserk, Frenzy (Imp)
are densely Special Abilities:
muscled with Armor +1:
thick, leathery Hard muscle.
hides. Bite/Claws:
Blind: Goblins Str+d6.
“see” via echolocation Construct: +2 to
and are immune to recover from being Shaken;
vision-based effects ignores 1 point of Wound
(darkness, invisibility, penalties; doesn’t breathe or
etc.). suffer from disease or poison.
Burrow (Pace 4): Can
burrow through all
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HORROR COMPANI ON
134
Creatures
Attributes: Agility d4, Smarts d8 (A), Spirit d8, Attributes: Agility d6, Smarts d8, Spirit d6,
Strength d6, Vigor d10 Strength d6, Vigor d8
Skills: Athletics d8, Fighting d6, Notice d8, Skills: Athletics d6, Electronics d8, Fight-
Shooting d8, Stealth d10 ing d6, Healing d10, Notice d8, Piloting d10,
Pace: 4; Parry: 5; Toughness: 7 Psionics d10, Repair d8, Science d10, Shoot-
Special Abilities: ing d6, Stealth d6
Bloat: As a limited action, a gravebane Pace: 6; Parry: 5; Toughness: 10 (4)
can greatly expand its mass. On the first Edges: Arcane Background (Psionics), Men-
round it swells to the size of a Small Blast talist
Template. The next round it increases to Powers: Boost/lower Trait, confusion, mind link,
a Medium Blast Template, and then a mind reading, mind wipe, puppet, slumber, stun,
Large Blast Template on the third. On the telekinesis. Power Points: 20
fourth round, it shrinks back to normal Gear: Stun gun (Range 1/2/4, Vigor roll at
size. Once started, the process must be −2 or be Stunned), scalpel, futuristic body
seen through to the end. Anyone caught armor (+4).
in the Small Template suffers 3d6 damage
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136
Creatures
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HORROR COMPANI ON
thoughts of vengeance. Although initially Either way, a walking suit of empty plate mail
they target those who oppressed them in life, is a challenging foe!
their desire for revenge can never be truly
Attributes: Agility d6, Smarts d4 (A), Spirit d8,
sated and even innocents quickly become
Strength d10, Vigor d8
their prey.
Skills: Athletics d8, Fighting d8, Notice d6,
Attributes: Agility d6, Smarts d6, Spirit d10, Stealth d6
Strength d6, Vigor d10 Pace: 6; Parry: 7 or 9 (shield); Toughness: 10
Skills: Notice d6 (4)
Pace: 6; Parry: 4; Toughness: 7 Edges: Block, Sweep (Imp)
Special Abilities: Gear: Sword (Str+d8) or mace (Str+d6). Some
Ethereal: May pass through objects; also carry a medium shield (Parry +2).
cannot be harmed by nonmagical attacks; Special Abilities:
may become invisible (−6 penalty to hit) Armor +4: Most spirits choose to inhabit
as a limited free action. Hates may not plate mail armor.
take physical actions. Construct: +2 to recover from being
Fear: Anyone seeing the creature must Shaken; ignores 1 point of Wound
make a Fear check. penalties; doesn’t breathe or suffer from
Fearless: Immune to Fear and Intimidation. disease or poison.
Rage: A hate fills a Large Blast Template. Fearless: Immune to Fear and Intimidation.
When a living being enters the template,
or starts his turn within it, he must make a HAUNTED CAR
Spirit roll at −4. Those who fail go Berserk Haunted cars (or other vehicles) are
(per the Edge) and launch a violent attack possessed by evil machine spirits who “feed”
against the nearest by mangling victims beneath their wheels or
character, friend even within them. Haunted cars are sentient
or foe. Once out of and malevolent. They’re also conscious of
the template, the hate’s being destroyed and so know to maintain
victims automatically a low profile—when they aren’t on a
make another Spirit roll murderous rampage.
(−4) to break out of the Haunted cars control themselves,
thing’s control (that’s but like to toy with their victims
why hates tend to follow for a while before feasting on
their victims and keep their shattered bodies. This
them inside their area of process may go on for
effect). When a thrall escapes,
several days or even
he’s Shaken.
weeks if the car
Swarm: +2 to recover from
becomes fond of a
being Shaken; Parry +2; particular operator.
Large Blast Template; When this happens,
cutting and piercing which it inevitably
attacks inflict no does, the machine spirit “falls
damage, magical area in love” with the driver, killing at
effect weapons work night or when the operator isn’t
normally. present to avoid the temptation
of devouring him or her
HAUNTED instead. Such spirits often
ARMOR become very jealous of
Sometimes the spirits of others who compete for
those who inhabited a suit their operator’s attention.
of armor give it life. Other Track the car’s
times they may be animated Wounds just as you
by sorcerous shenanigans. would any other
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Creatures
vehicle. It can be Wrecked but fixes itself withPowers: Fear, protection, puppet, telekinesis.
Slow Regeneration (see below). Power Points: Unlimited
Special Abilities:
Attributes: Agility d8, Smarts d8, Spirit d10,
Animate: The spirit can animate the image
Strength —, Vigor —
of any person in the portrait. Although
Skills: Driving d12 (plus Handling), Fight-
the image cannot attack, it can move its
ing d8
eyes to follow people, open its mouth to
Pace: As vehicle; Parry: 2 (Inanimate Object);
speak, and even move its hand to make
Toughness: As vehicle.
gestures.
Hindrances: Bloodthirsty, Mean
Invulnerability: The spirit can only be
Edges: Arcane Resistance (Imp), Strong
injured in the painting it calls home. For
Willed
obvious reasons, they are loath to reveal
Special Abilities:
which painting this is.
Armor: The car’s Toughness relates
Weakness (Fire): Haunted portraits suffer
to every part of the vehicle, even the
+4 damage from fire.
windows. This is magic, after all!
Control: The car can control all its VARIANT SPECIAL ABILITIES
accessories, making it freezing cold with Manifest: Some very powerful paintings
its air conditioner or blasting its radio can eject their subjects into the physical
to deafen everyone inside. It might world for a time, usually no more than
also communicate with its radio, using an hour per day. Any of the images
different stations to put together a cryptic within may manifest—use the statistics
message from various spoken words or of whatever the painting depicts, but
playing certain songs that communicate the creatures are always Extras. When
its message. It can also hold its doors (or manifested they disappear from the
other portals) closed with a Strength of painting, and when “slain” their image
d12+2. returns.
Fearless: Immune to Fear and Intimidation. Skidoo: Some haunted paintings can also
Feed: Haunted cars must feed on flesh pull viewers inside! If the spirit desires,
and blood at least once per week or they any being who gets within a foot and
suffer a Wound. They do this by ramming, stares for even a few moments at the
or allowing an unwitting person inside painting’s details must make a Spirit
then crashing at the first opportunity roll at −4 or be swept into the world it
when no one is looking. represents. This lasts until the heroes
Regeneration (Slow): Haunted cars (viewers may fail willingly if they want to
make a Spirit roll every day to “heal” follow a companion) defeat the painting
their Wounds. Dents fix themselves, in its own nightmare world. Its profile
tires reinflate, bumpers reattach, and so there depends on the form it takes, but is
on. Even crushing it is only a temporary usually something incredibly powerful
“death” for the vehicle. Only an exorcism such as a dragon or a demon.
can permanently destroy a haunted
vehicle. B HELLDRAKE
Helldrakes are akin to dragons but have seven
HAUNTED PORTRAIT heads, each inscribed with a blasphemous
A haunted portrait is a painting possessed name. Their thick scales are fiery red, like the
by a malevolent spirit—typically a shade or fires of the inferno that spawned them, and
shadow of the person depicted. engraved with unholy runes and sigils.
In some settings, helldrakes might serve as
Attributes: Agility d4, Smarts d8, Spirit d10,
mounts for powerful demons of Hell.
Strength d4, Vigor d10
Skills: Notice d8, Persuasion d8, Spellcast- Attributes: Agility d8, Smarts d8, Spirit d10,
ing d10, Taunt d10 Strength d12+9, Vigor d12
Pace: —; Parry: 2; Toughness: 7 Skills: Athletics d10, Fighting d10, Intimida-
tion d12, Notice d12, Spellcasting d12
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HORROR COMPANI ON
140
Creatures
Attributes: Agility d8, Smarts d4, Spirit d8, A homunculus’ appearance depends largely
Strength d8, Vigor d8 on the ingredients used to form it. Some are
Skills: Athletics d8, Boating d8, Fighting d8, plant-like while others resemble lizards or
Intimidation d8, Notice d4, Shooting d6, other reptiles. Over time, they may take on
Survival d8 more human features if they bond to their
Pace: 6; Parry: 6; Toughness: 6 creator—or more demonic ones if they
Edges: Ambidextrous, Two-Fisted succumb to diabolic influences.
Gear: Two battle axes (Str+d8), bow (Range
Attributes: Agility d8, Smarts d6, Spirit d4,
12/24/48, Damage 2d6).
Strength d4, Vigor d8
Special Abilities:
Skills: Athletics d6, Fighting d6, Notice d6,
Ethereal: May pass through objects;
Stealth d10
cannot be harmed by nonmagical attacks;
Pace: 6; Parry: 5; Toughness: 2
may become invisible (−6 penalty to hit)
Special Abilities:
as a limited free action.
Claws: Str.
Fear: Hoarfrost warriors cause Fear
Malleable Body: A homunculus can
checks when visible.
squeeze its body through any space at
Weakness (Daylight): Hoarfrost warriors
least one inch in diameter.
can only appear at night once the moon
Noxious Breath: A homunculus can exhale
has risen. They disappear when the day
a small cloud of gas that works as a very
comes or the moon has set.
mild sedative. There is no effect against a
Weakness (Fire): Hoarfrost warriors
fully conscious target, but a victim who is
suffer normal damage from fire or flaming
already sleeping must make a Vigor roll
weapons.
(−2) or fall into a deeper slumber that lasts
Weakness (Icy Heart): A hoarfrost
one hour. Targets who have suffered one
warrior spirit can be harmed physically
or more Fatigue levels are also susceptible,
if someone dares to grab their icy heart
but they roll a straight Vigor roll instead
and yank it from their body. A hero must
(minus any Fatigue modifiers, of course).
make a successful grappling attack with
The sleep is so deep a victim is only
a raise to grasp the heart and yank it free.
allowed a Vigor roll to awaken whenever
If he does, however, the hoarfrost warrior
she takes actual physical damage.
loses the Ethereal ability until sunrise.
Poison (Mild): A character struck by a
homunculus in combat must make a Vigor
HOMUNCULUS roll, regardless of whether the creature
The homunculus is a living creature created deals enough damage to overcome
by a spellcaster. They are tiny, man-shaped, Toughness. If he fails, he gains a Fatigue
and sometimes take on the rough appearance level. The poison is not strong enough to
or characteristics of their creators. The recipes cause death and Fatigue levels gained in
for homunculi vary, but all have one thing in this fashion are removed after one hour.
common: the strange constructs are alive but Size −4 (Tiny): Homunculi are six inches
lack a true soul. tall.
The lack of a soul and their arcane nature
make homunculi the perfect vessels for ICTHYNITE
demonic or spiritual possession. Most The icthynites are a race of fish-men who
sorcerers fall prey to their own creations hail from a time long forgotten by humanity.
within hours of their making (and possession). From a distance, they appear to be humanoid.
While in service of their creator, homunculi Nearer, one can see the silver sheen of their
are used as servants, spies, or simple scaled skin and the piscine mouths filled with
companionship. Should they fall under the sharp, translucent teeth. Most remarkable of
sway of a malevolent spirit, however, they all are their glistening, metallic eyes which
become focused on mischief and mayhem— never blink.
or far worse. Travelers have claimed sighting ancient cites
occupied by these fish-men in lonely stretches
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HORROR COMPANI ON
of the sea. Perhaps these lost megalopolises All those who can hear the fish-folk’s
were even built by the icthynites themselves. crooning must make a Spirit roll or
If so, the secrets to their ancient civilization become enthralled as if subjected to
are long lost, for the feral fish-men seem the puppet power for one hour, or until
to have no recollection of it. Instead, they they break free (see puppet). Those with
clamber over the neglected ruins, fighting icthynite blood subtract 4 from their initial
each other and feeding on any mortals who resistance rolls and rolls to break free. The
dare wander close to their abodes. goal of the icthynite is to transform those
On rare occasions, through savagery or with their blood line into hybrids (see
sorcery, icthynites merge with humans. below).
The offspring rarely survive but a few have Low Light Vision: Ignores penalties for
integrated into human society, many with no Dim and Dark Illumination.
idea of their unnatural parentage but harbor
hidden ancestral memories deep within their ICTHYNITE HYBRID
souls. True icthynites sometimes croon from These hideous mutations are created when
the sea at night, recalling all mortals who a human with icthynite ancestry is taken to
can remember their alien song. Should any the briny depths by the fish-folk. As soon as
wander towards the waves, they are taken a victim is taken below, his heritage emerges
from the shore and taken into the fish-folks’ in the form of thin gills on the side of his neck.
watery embrace. Over the next week, his skin develops a thin
covering of gray scales and his teeth become
Attributes: Agility d8, Smarts d4, Spirit d6, more pointed and cartilaginous. He also
Strength d8, Vigor d8 grows webbed flesh between his fingers and
Skills: Athletics d8, Fighting d8, Notice d8, toes, and his eyes bulge and accommodate
Stealth d8 his new Low Light Vision.
Pace: 6; Parry: 6; Toughness: 8 (2)
Whether a hybrid can recover its
Special Abilities:
humanity is up to the setting, but
Aquatic: Pace 8.
if so should require the healing spell
Armor +2: Icthynites have
with the Greater Healing modifier
tough scales.
cast as a ritual. At least some of
Bite/Claws: Str+d6
the Exotic Components should
Blood Frenzy: When another
come from the fish-folk—
character or animal suffers a
perhaps even their undersea
Wound, all icthynites within
kingdom, or even the blood of
6” (12 yards) go Berserk by
the dark god they serve.
the scent of blood. Icthynites
cannot end their rage until At t r i b u t e s : Agil-
all their foes are slain. ity d6, Smarts d6, Spirit d6,
Crooning: An icthynite Strength d6, Vigor d6
can sing an alien song if Skills: Athletics d6,
it takes no other actions Common Knowledge d6,
or movement. Every Fighting d6, Notice d6,
mortal character Persuasion d4, Stealth d6
within 12” (24 yards) Pace: 6; Parry: 5; Toughness:
plus 6” per additional 5
icthynite joining in Special Abilities:
must decide if they Aquatic: Pace 6
have icthynite blood in Bite/Claws: Str+d4
their veins. If they do, Blood Frenzy:
they are automatically When another character or
enthralled (see below) animal suffers a Wound,
but forever after gain the Semi- all icthynites within 6” (12
Aquatic ancestral ability. yards) are driven into a
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Creatures
frenzy by the scent of blood. This causes Hop: Jack moves by hopping, bringing
them to go Berserk (as the Edge). Unlike his entire box with him. He rolls a d4 as
their full-blooded cousins, a hybrid can his running die.
attempt to end his rage by doing nothing Size −2 (Small): Jack’s box is less than two
(even moving) for a full turn and making feet high.
a Smarts roll (−2). Springy: Jack is mounted on a powerful
Crooning: A hybrid’s vocal cords spring and has a Reach of 1 (2 yards). In
aren’t developed enough to initiate the place of “Running” he can extend this to
icthynites’ hypnotic song. However, as an 2 (4 yards).
action, it can lend its voice to the chorus Surprise!: Jack gets The Drop against an
and counts as an additional icthynite for unsuspecting foe who opens his box.
purposes of adding Range to the crooning.
Low Light Vision: Ignores penalties for B KUCHISAKE-ONNA
Dim and Dark Illumination. Kuchisake-onna is the slit-mouthed woman
of Japanese legend. The original Kuchisake-
JACK IN THE BOX onna was a beautiful woman who was
Said to have been created by a maniacal disfigured by another woman jealous of
toymaker with a hatred of children, the her beauty. Kuchisake-onna appears as a
“Savage Jack” is a tool of fear and revenge. demure-looking woman who
The same toymaker may have created the first hides her lower face behind
marionette golems as well (see page 134). a fan or veil. In modern days,
Although it looks like a normal a Kuchisake-onna may wear
children’s toy by day, by night a scarf or a medical mask;
it becomes a twisted, macabre any sort of face covering to
jester with a hatred of children. conceal her disfigurement. In
Its favorite tactic is to rattle her hand she carries a sharp
its box until the child grows bladed instrument, such as
curious and opens it. Jack a scalpel, knife, or even a
then springs out, armed pair of scissors.
with a vicious, jagged At t r i b u t e s : Agil-
knife stained in the blood ity d8, Smarts d6, Spirit d12,
of previous victims. Strength d8, Vigor d8
A Jack in the Box can Skills: Athletics d8, Common
talk, though it usually only Knowledge d6, Fighting d10,
converses to intimidate and Intimidation d8, Notice d6,
mock its victims. Persuasion d6, Stealth d8
Pace: 8; Parry: 7; Toughness:
Attributes: Agility d8, Smarts d6, 8
Spirit d8, Strength d8, Vigor d8 Hindrances: Thin Skinned
Skills: Athletics d6, Fighting d8, (Major)
Intimidation d12, Notice d8, Stealth d8, Edges: Fleet-Footed, Very Attractive
Taunt d12+2 Gear: Sharp blade (Str+d4, AP 2).
Pace: 2; Parry: 6; Toughness: 4 Special Abilities:
Edges: Assassin Fear (−2): Anyone seeing the creature
Gear: Knife (Str+d4). must make a Fear check at −2.
Special Abilities: Slit the Mouth: Kuchisake-onna ignore
Construct: +2 to recover from being
up to 2 points of penalties for a Called
Shaken; ignores 1 point of Wound Shot to the head.
penalties; doesn’t breathe or suffer from Teleport: With a successful Spirit check a
disease or poison. Kuchisake-onna can teleport up to 24” (48
Fear (−2): Anyone seeing the creature
yards).
must make a Fear check at −2. Undead: +2 Toughness; +2 to recover from
Fearless: Immune to Fear and Intimidation.
being Shaken; no additional damage from
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HORROR COMPANI ON
Called Shots; ignores 1 point of Wound leanhaum-shee’s hold over the slave is
penalties; doesn’t breathe; immune to broken.
disease and poison. Unearthly Beauty: A leanhaum-shee is
Very Fast: Kuchisake-onna ignore 2 points incredibly beautiful. As a limited free
of Multi-Action penalties. action, she can force one living being
Weakness (Vanity): Kuchisake-onna within 6” (12 yards) who’s looking at her
are obsessed with their beauty. When to roll Spirit or be Stunned. She may not
one encounters a living person, she asks use this trick on the same person twice in
them if they find her beautiful. A positive the same encounter.
response causes her to reveal her face and
ask again; she kills those who react in LEECH, GIANT
fear or answer negatively. If they answer A leech is a quivering slug which drinks the
yes, she attacks them to gash open their blood from its prey. It grapples and attaches
mouths as hers is. The only way to avoid a sucker which deadens feeling, then ingests
either fate is to call her average-looking blood through powerful suction. Leeches
after she reveals her face or to ask her a prefer to attack sleeping targets, or creatures
question in return. The Kuchisake-onna so large they may not notice the blood loss. A
is Stunned by this response, allowing the leech this size attaching to a human definitely
potential victim to escape or attack her. gets noticed, and is fatal if not dislodged.
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Fighting d8, Intimidation d10, Notice d6, (accompanied by insane laugh), zombie
Persuasion d8, Stealth d6 (incantation). Power Points: 15
Pace: 6; Parry: 7; Toughness: 10 Special Abilities:
Edges: Arcane Background (Miracles), Block, Bite/Claws: Str+d8.
Combat Reflexes, Frenzy (Imp), Quick Construct: +2 to recover from being
Powers: Beast friend (command over animals Shaken; ignores 1 point of Wound
of same type), bolt (divine energy), detect/ penalties; doesn’t breathe or suffer from
conceal arcana (divine sight), fear (howl), disease or poison.
speak language (divine understanding), Immobile: A grimoire can only attack
speed (supernatural reflexes), stun (word characters who try to pick it up. It’s
of power), teleport (blinding flash). Power Fighting roll is a reflection of its ability to
Points: Unlimited attack, not defend itself.
Special Abilities: Size −2 (Small): Grimoires are less than 2’
Bite/Claws: Str+d6. across.
Fear: Anyone seeing the creature must
VARIANTS
make a Fear check Flight: Pace 8.
Size 2: Living gods stand over 10’ tall.
LIVING TOPIARY
LIVING GRIMOIRE Whether given life through magic or demonic
Grimoires are books containing dark possession, living topiaries haunt the recesses
knowledge or spells. Most are simply books, of stately homes and the gardens of those
though they may be written in blood or with dark secrets. Regardless of form, the
contain images that make even the strongest plants use the statistics listed below.
stomach quiver. Living grimoires, however,
are magical creations, designed to protect the Attributes: Agility d8, Smarts d4 (A), Spirit d6,
book from nosy individuals. Strength d8, Vigor d8
Skills: Athletics d8, Fighting d8, Intimida-
Living grimoires are actually just the covers
tion d6, Notice d6, Stealth d10
of the book they hold. Usually they take the
Pace: 6; Parry: 6; Toughness: 6
form of demonic faces, gaping maws, or
Special Abilities:
perhaps just sharp claws used to clasp the
Claws: Str+d6.
book closed. They only make their presence
Construct: +2 to recover from being
felt when someone other than the book’s
Shaken; ignores 1 point of Wound
rightful owner tries to pick up or open the
penalties; doesn’t breathe or suffer from
book. Killing the grimoire does not damage
disease or poison.
the pages within (a by-product of the magic
Fearless: Immune to Fear and Intimidation.
used in their creation).
Living grimoires speak many languages,
but usually only converse to threaten or taunt
B MAD SCIENTIST
Mad scientists are geniuses who have
people. A living grimoire whose contents
taken it upon themselves to play God.
include spells may use that magic to defend
Doctors Frankenstein and Moreau are good
itself.
examples of these demented geniuses. Most
Attributes: Agility d4, Smarts d4 (A), Spirit d12, are surrounded by their creations, such as
Strength d8, Vigor d10 golems, hybrids, undead, or other constructs.
Skills: Fighting d6, Intimidation d10,
Attributes: Agility d6, Smarts d12, Spirit d10,
Notice d6, Spellcasting d8, Taunt d10
Strength d6, Vigor d6
Pace: —; Parry: 2; Toughness: 5
S k i l l s : A c a d e m i c s d 1 0 , At h l e t -
Powers: Bolt (dark energy), conceal arcana ics d4, Common Knowledge d8, Fighting d6,
(changes appearance to look like a regular Intimidation d6, Notice d6, Occult d8, Per-
tome), darkness (sphere of darkness), deflec- suasion d4, Repair d10, Research d10,
tion (skeletal hands), fear (demonic laugh), Science d10, Stealth d6, Taunt d6, Weird
fly (it flaps its cover like wings), teleport Science d12
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148
Creatures
Undead: +2 Toughness; +2 to recover from Ice and sand mummies have rock hard
being Shaken; no additional damage from skin infused with frozen water or calcified
Called Shots; ignores 1 point of Wound earth and tissue. Their limbs are twisted and
penalties; doesn’t breathe; immune to deformed as their flesh shrunk and hardened.
disease and poison.
Attributes: Agility d4, Smarts d6, Spirit d8,
Weakness (Fire): Mummies wrapped in
Strength d12, Vigor d10
dried rags (often treated with flammable
Skills: Athletics d4, Fighting d6, Intimida-
chemicals) suffer +4 damage from fire and
tion d8, Notice d6, Stealth d8
are very flammable (see Fire in Savage
Pace: 4; Parry: 5; Toughness: 11 (2)
Worlds).
Special Abilities:
Armor +2: Hardened skin.
GUARDIAN MUMMY
These creatures were former priests and Burrow (Pace 4): Can burrow through all
soldiers, placed in tombs to guard their but solid stone; cannot be attacked while
masters for all eternity. beneath the earth except by special means.
Fear: Anyone seeing an ice or sand
Attributes: Agility d4, Smarts d6, Spirit d10, mummy must make a Fear check.
Strength d12+2, Vigor d12 Fearless: Mummies are immune to Fear
Skills: Athletics d6, Fighting d8, Intimida- and Intimidation.
tion d8, Notice d6, Stealth d6 Shuffling Gait: Mummies roll a d4
Pace: 4; Parry: 6; Toughness: 10 running die.
Edges: Arcane Resistance Touch of Pain: Anyone touched by an ice
Special Abilities: or sand mummy must make a Vigor roll
Fear: Anyone seeing a guardian mummy
or take Fatigue from either frostbite (ice)
must make a Fear check. or terrible abrasion (sand). This cannot
Fearless: Mummies are immune to Fear
cause death.
and Intimidation, except when fire is Undead: +2 Toughness; +2 to recover from
involved. being Shaken; no additional damage from
Mummy Rot: Anyone touched by a
Called Shots; ignores 1 point of Wound
guardian mummy who doesn’t already penalties; doesn’t breathe; immune to
have mummy rot must make a Vigor roll disease and poison.
or contract it—a general rotting of the Weakness (Environmental): Ice
flesh and an immediate Wound. Victims mummies need a freezing environment
who die from “mummy rot” may be and sand mummies need a dry one. Each
brought back as mummies through the hour spent in warm or wet conditions
zombie power. they must make a Vigor roll or suffer a
Shuffling Gait: Mummies roll a d4
level of Fatigue. If this results in “death,”
running die. the mummy returns to its inert state.
Undead: +2 Toughness; +2 to recover from
being Shaken; no additional damage from
Called Shots; ignores 1 point of Wound
penalties; doesn’t breathe; immune to “KNOW THIS: THIS
disease and poison.
Weakness (Fire): The chemicals used in
CREATURE IS THE
the preservation process mean mummies BRINGER OF DEATH. HE
take +4 damage from fire and are very
flammable (see Fire in Savage Worlds).
WILL NEVER EAT, HE
WILL NEVER SLEEP, AND
ICE/SAND MUMMY
Some mummies are formed naturally in very HE WILL NEVER STOP.”
dry environments where the corpse is frozen –Ardeth Bay,
or sealed over with naturally protective
elements. The Mummy (1999)
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MUTANT NAGIN
Once he was human, but radiation, an alien Found in Indian folklore, a nagin is a
infection, or an industrial accident changed frightening mixture of a human woman’s
his physiology. Now he must kill in order face and upper body with the eyes, teeth, skin,
to live, usually by stealing some crucial and tail of a venomous serpent.
biological component from living humans. Under normal circumstances a nagin is a
A mutant may be a reluctant killer or driven neutral creature who shuns humans, but
completely insane by his mutation. when pushed she’s a bloodthirsty spirit of
Attributes: Agility d6, Smarts d6, Spirit d8, vengeance.
Strength d12+1, Vigor d10 The most common way to earn a nagin’s
Skills: Athletics d8, Common Knowl- spite is to kill or capture her mate. Removing
edge d6, Fighting d8, Notice d6, a dangerous snake has unforeseen
Persuasion d6, Stealth d10, Thievery d8 consequences when the nagin begins to
Pace: 6; Parry: 6; Toughness: 8 murder everyone involved—and anyone else
Hindrances: Habit (Major—murder) who gets in the way—until her vengeance is
Edges: Brute satisfied or she is otherwise appeased.
Special Abilities:
Attributes: Agility d10, Smarts d8, Spirit d10,
Bite/Claws: Str+d6.
Strength d8, Vigor d10
Fear (−2): Anyone seeing the creature
Skills: Athletics d10, Common Knowledge d4,
must make a Fear check at −2.
Fighting d8, Notice d6, Performance d8,
Low Light Vision: Ignores penalties for
Persuasion d8, Spellcasting d10, Stealth d10,
Dim and Dark Illumination.
Taunt d8
Size 1: Mutants are tall and imposing
Pace: 6; Parry: 6; Toughness: 7
creatures.
Hindrances: Bloodthirsty, Vengeful (Major)
Weakness (Sunlight): Mutants are
Edges: Arcane Background (Magic), Combat
Distracted while exposed to direct
Acrobat, First Strike (Imp), Quick, Very
sunlight.
Attractive
VARIANT SPECIAL ABILITIES Powers: Beast friend, invisibility, shape change.
A unique mutant is a Wild Card, but Power Points: 15
some mutations can take hold of an entire Special Abilities:
population, or the residents of an area. In Bite: Str+d6.
those cases the mutants are Extras, perhaps Disguise: When a nagin uses shape change
led by a more powerful Wild Card. A mutant to become either a human woman or a
may also be a Serial Killer (page 156) and snake the Duration increases to days. If
take on different properties from that profile. she is Shaken, Stunned, or Wounded she
Armor +4: A hard shell or carapace. A reverts to her default appearance.
Called Shot at −2 can ignore this Armor. Fear (−2): Anyone seeing the creature
Blood Drain: Grappled foes must make must make a Fear check at −2.
a Vigor roll when grappled and at the Low Light Vision: Ignores penalties for
start of the creature’s turn as long as Dim and Dark Illumination.
they remain Bound or Entangled. Failure Poison (Lethal): A character bitten by
results in Fatigue that can lead to death. a nagin and Shaken or Wounded must
Poison (Lethal): A target who touches make a Vigor roll or he is Stunned, suffers
or is touched by the mutant must make one Wound (two with a Critical Failure),
a Vigor roll or he is Stunned, suffers one and perishes in 2d6 rounds.
Wound (two with a Critical Failure), and Regeneration (Fast): Natural healing roll
perishes in 2d6 rounds. A radiation proof every round except for those Wounds
suit blocks this effect. caused by silvered objects.
Wall Walker: Can walk on vertical or
inverted surfaces at full Pace, and may
run.
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Creatures
-
NOPPERA-BO OCCULTIST
Noppera-bō are creatures of Japanese legend. Depending on your setting, an occult
They are faceless horrors, looking completely researcher might be a wizened sage who
human except for the startling lack of a face. consults ancient tomes, or a high school
They are generally capricious creatures, student with access to parts of the web others
getting enjoyment from frightening humans fear to surf. What they all have in common
with their unusual appearance. Other is in-depth knowledge of the occult and the
legends say the faceless are monsters that skills to find more information.
seek to kill and consume people. Despite
Attributes: Agility d6, Smarts d12, Spirit d10,
lacking a mouth and nose, noppera-bō can
Strength d6, Vigor d6
see, speak, and breathe normally. Noppera-
Skills: Academics d6, Athletics d6, Common
bō often appear as beautiful women weeping
Knowledge d8, Fighting d6, Notice d8,
by the side of a road or trail, revealing their
Occult d12, Persuasion d6, Research d10,
smooth faces and emitting a shrill wail when
Stealth d6
confronted.
Pace: 6; Parry: 5; Toughness: 5
Noppera-bō can use any type of equipment Hindrances: Bad Eyes (Minor)
or weapons that a normal human can use. A Edges: Connections, Investigator, Scholar
noppera-bō armed with weapons uses them (Occult), Streetwise
defensively, trying to escape if attacked. Gear: Notebook, pens, spectacles, and a col-
Attributes: Agility d6, Smarts d6, Spirit d8, lection of rare texts, tomes, and occasionally
Strength d8, Vigor d8 even a grimoire.
Skills: Athletics d8, Common Knowledge d6,
Fighting d6, Intimidation d6, Notice d8, POLICE
Persuasion d6, Shooting d6, Stealth d8, Sur- Town constables, policemen, or
vival d6, Taunt d8 other authorities make useful allies
Pace: 6; Parry: 5; Toughness: 6 or tricky enemies as battling evil
Edges: Humiliate, Menacing, Retort, Strong cultists, monsters, and other threats
Willed often requires taking the law
Special Abilities: in one’s own hands. Saving
Aura of Revulsion: The presence the world from a dark god
of a noppera-bō is so uncanny might be a tough thing to
that just seeing or being near prove in court, after all.
one makes people uneasy. Any
attack made on a noppera-bō is GOVERNMENT
penalized by −2. AGENT
Face Wipe: Some noppera-bō do Serving in a variety of
have faces, and can go about in roles and departments,
human society normally. Being government agents are
trickster beings, these noppera-bō s e c r e t i ve , o r g a n i z e d ,
enjoy “wiping” their faces off with and dedicated to the
their hands or a sleeve to catch humans mission of their agency.
unaware. This action increases the Fear They are often tasked
check below to −2. A noppera-bō cannot with responding to and
mimic a specific person’s face. investigating reports of
Fear: Anyone seeing a noppera-bō’s face supernatural events, and
(or lack thereof) must make a Fear check. almost always seem to
Invulnerability: Noppera-bō can be know more than they let
Shaken, but not Wounded, by nonmagical on. These agencies are
attacks. intensely hierarchical
Tricky: Noppera-bō are tricksters, and and compartmentalized,
have a +2 bonus on Tests. so most agents have
only enough working
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HORROR COMPANI ON
152
Creatures
RAKE ROKUROKUBI
Rakes are pale, hairless creatures that dwell Rokurokubi look and act like human beings
in deep caves and dark forests. They are during the day. At night, the body sleeps and
humanoid, but unnaturally thin, their ribs the head detaches and rolls or flies around
and vertebrae showing under their skin. Their in search of blood. Some rokurokubi have a
arms and legs are longer than a comparably distinctive slit across their throat which they
sized human, and tipped in black, filthy disguise with scarves or high collars.
claws. Their fingers and toes have an extra
Attributes: Agility d6, Smarts d8, Spirit d8,
joint, allowing them a powerful grip.
Strength d6, Vigor d10
The face of a rake is only vaguely human, Skills: Athletics d8, Common Knowledge d6,
with dark, sunken eyes, flat noses, and Fighting d6, Intimidation d8, Notice d8, Per-
mouths filled with yellowed fangs. They can suasion d6, Stealth d10, Taunt d8
walk on two legs but fall onto all fours to run. Pace: 2; Parry: 5; Toughness: 4
Rakes are fierce predators, killing anything Special Abilities:
they come across to drag the bodies back to Bite: Str+d4, Rending.
their lair to eat. Fear: Anyone seeing the creature
Rakes are also known as crawlers, fleshgaits, separated from its body make a Fear
or (incorrectly) skinwalkers and wendigos. check, at −2 if they actually see it separate!
Flight: Pace 6.
Attributes: Agility d8, Smarts d8 (A), Spirit d6,
Invulnerability: While a rokurokubi’s
Strength d10, Vigor d10
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HORROR COMPANI ON
head is attached to its body damage Size 1: Rug fiends are larger than humans,
to anywhere but the head only Shakes albeit flat.
the creature. Aiming for the head deals
normal damage, but without the usual +4 SASQUATCH
damage. Nearly every continent has some legend of
Size −3 (Very Small): Rokurokubi are the a giant, humanoid creature that dwells in its
same size as a human head. most remote regions. Sasquatch resemble a
Weakness (Body): A rokurokubi’s head cross between man and ape, standing eight
must return to its body before sunrise— feet tall or more with broad shoulders and
or at least a body. If the cunning creature powerful arms and legs. They are supremely
realizes its body has been tampered with stealthy in their native terrain, rarely being
or destroyed it can attach to any headless seen by those who pass near to them.
corpse it finds or makes. Sealing off the Sasquatch prefer to keep to themselves, and
body’s neck with wax or metal destroys are generally passive. They often drive away
the head when it attempts to reattach. interlopers from their territory by emitting
VARIANT SPECIAL ABILITIES eerie shrieks and howls, knocking on trees
Reach 4: Some types of rokurokubi with large branches, and throwing rocks.
have long, stretchy necks rather than Some sasquatch take on the role of protector
detachable heads. This variety remain of their domain, even assisting lost hikers
scary, but are generally considered more and harassing those who would despoil the
harmless. natural world.
Spellcasting: The most dangerous In the United States, they are called
rokurokubi know foul magic. They gain sasquatch, bigfoot, the Ohio grassman, and
the Arcane Background (Magic) Edge, the Florida skunk ape. In the Himalayas, they
Spellcasting d10, the powers confusion, are the yeti. In Australia, the name is yowie.
disguise, illusion, mind wipe, puppet, and
slumber, and 25 Power Points. Attributes: Agility d6, Smarts d10 (A),
Spirit d10, Strength d12+3, Vigor d10
RUG FIEND Skills: Athletics d10, Fighting d8, Intimida-
tion d8, Notice d8, Stealth d10, Survival d10
Animal skin rugs are just the skins of dead
Pace: 8; Parry: 6; Toughness: 10
animals, but a few retain the spirit of the beast.
Edges: Brawny, Brute
Rug fiends lack flesh and bone, but they are
Gear: Tree branch club (Str+d8), rock (Range
still dangerous to unwary intruders. The
4/8/16, Str+d6).
version below is a tiger skin rug, but other
Special Abilities:
types exist on the floors of the hunters who
Fist: Str+d6.
slew them.
Forest Haunt: Sasquatch have the ability
Attributes: Agility d6, Smarts d6 (A), Spirit d8, to blend into their forest home. They have
Strength d12, Vigor d12 a +4 bonus on Stealth checks in forested
Skills: Athletics d8, Fighting d10, Intimida- terrain. (Change this to the appropriate
tion d8, Notice d8, Stealth d10 environment type for sasquatch from
Pace: 4; Parry: 7; Toughness: 9 other biomes).
Edges: Frenzy (Imp) Size 3: Sasquatch stand over 9 ft. tall and
Special Abilities: weigh 800 pounds.
Bite/Claws: Str+d6.
VARIANT SPECIAL ABILITIES
Camouflage: A dormant rug fiend looks Mystic Powers: Some sasquatch have
like a regular rug. If an opponent moves Mystic Powers (see page 11). They
adjacent to the rug without detecting its have the following powers: beast friend,
evil nature, the rug gets The Drop. boost Trait (self only), confusion, empathy,
Construct: +2 to recover from being
environmental protection, fear. Power
Shaken; ignores 1 point of Wound Points: 15.
penalties; doesn’t breathe or suffer from
disease or poison.
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Creatures
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156
Creatures
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158
Creatures
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160
Creatures
Wall Walker: Can walk on vertical or Attributes: Agility d8, Smarts d8, Spirit d10,
inverted surfaces at full Pace, and may run. Strength d4, Vigor d8
Webbing: May project webbing by Skills: Athletics d4, Fighting d4, Notice d10,
making a Shooting roll with a Range Stealth d4
of 3/6/12. Targets in a Medium Blast Pace: 1; Parry: 4; Toughness: 4
Template are Entangled, or Bound with a Special Abilities:
raise (see Savage Worlds). May be Evaded. Bite/Claws: Str+d4.
Construct: +2 to recover from being
VARIANT SPECIAL ABILITIES
Spiders come in hundreds of varieties. Some Shaken; ignores 1 point of Wound
dig underground and ambush prey rather penalties; doesn’t breathe or suffer from
than spinning web traps. Many drip with disease or poison.
Size −2 (Small): Most are 2’ tall.
poison, either to kill their prey outright
or to leave them paralyzed so they can be
consumed alive later. SWARM
Armor +4: Hairy carapace. Sometimes the most deadly foes come in
Burrow (Pace 8): Can burrow through all the smallest packages. Swarms of rats, bats,
but solid stone; cannot be attacked while spiders, or other creepy crawlers cover an
beneath the earth except by special means. area equal to a Large, Medium, or Small
Paralysis: Anyone Shaken or Wounded Blast Template depending on the number
by the spider’s bite must make a Vigor roll of creatures present. Some may split when
or be Stunned. They are also paralyzed Wounded—a Large becomes two Mediums,
and incapable of action—even speech— a Medium becomes two Smalls, and a Small
for 2d6 rounds. (Some spiders may have is dispersed.
Lethal Poison instead.) Swarms automatically cause their listed
Pounce: Add +4 to damage instead of +2 damage to everyone within their template at
when making a Wild Attack. the start of their turn.
Swarms aren’t usually intelligent enough to
STUFFED ANIMA L FIEND do anything but move and bite and shouldn’t
Stuffed animals aren’t fluffy toys, but rather take Multi-Actions, make Tests, etc. Some types
animated animal skins. Unlike rug fiends, of swarms may be foiled by total immersion
however, these creatures retain more of their in water or an environment they dread.
original shape and are more mobile.
Stuffed animals the size of a typical, two foot BAT SWARM
high Teddy Bear have the base profile below. Smaller, bloodsucking bats form huge
Modify this to suit your particular creature colonies underground or in dark spaces.
(or creatures), and add any Special They tend to hunt only small rodents,
Abilities that make sense for their origin. but can attack larger
Those manufactured by magic, for creatures if disturbed
example, might have powers or or provoked. The
even Arcane Resistance. A swarm is composed
stuffed cheetah might have of hundreds of
the Pounce ability of that smaller creatures.
creature while a stuffed Attributes: Agil-
snake has a poisonous ity d10, Smarts d4
bite or constrictor ability. (A),Spiritd12,Strengthd8,
A “champion” Teddy bear Vigor d10
dressed in a gladiator’s Skills: Notice d10
outfit might have much Pace: 10; Parry: 4; Tough-
greater Fighting and a real ness: 7
sword. Customization is the
key to making stuffed animals
dangerous threats.
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162
Creatures
Called Shots; ignores 1 point of Wound wolves or 1d6 swarms of rats come from
penalties; doesn’t breathe; immune to the surrounding wilds in 1d6+2 rounds.
disease and poison. Invulnerability: Vampires can only be
Weakness (Holy Symbol): Holy symbols slain by decapitation, sunlight, or a stake
act as wards against vampires (see page through the heart (see those Weaknesses,
48). below). They may be Shaken by other
Weakness (Holy Water): In addition to attacks, but never Wounded.
the usual effects (page 26), a vampire Mist: Ancient vampires have the ability
sprinkled with holy water is Fatigued. to turn into mist. Doing so (or returning
Weakness (Invitation Only): Vampires to human form) requires an action and a
cannot enter a private dwelling without Smarts roll at −2.
being invited. They may enter public Regeneration (Slow): As long as they
domains as they please. have fed, vampires may attempt a natural
Weakness (Stake Through the Heart): healing roll every day.
A vampire hit with a Called Shot to the Sire: The vampire can turn another into a
heart (−4) must make a Vigor roll versus vampire by draining some amount of their
the damage. If successful, it takes damage blood and then allowing them to drink it
normally. If it fails, it disintegrates to dust. back from their own veins. How fast they
Weakness (Sunlight): Vampires burn return to unlife is up to the Game Master.
in sunlight. They take 2d4 damage per Undead: +2 Toughness; +2 to recover from
round until they are ash. Armor protects being Shaken; no additional damage from
normally. Called Shots; ignores 1 point of Wound
penalties; doesn’t breathe; immune to
B VAMPIRE, ANCIENT disease and poison.
These statistics are for a vampire somewhat
below the legendary Dracula, but far above
those bloodsuckers fresh from the grave. The
abilities listed here are standard—the GM
may want to add other Edges as befitting the
vampire’s previous lifestyle.
Attributes: Agility d8, Smarts d10, Spirit d10,
Strength d12+3, Vigor d12
Skills: Athletics d8, Common Knowledge d10,
Fighting d10, Intimidation d12, Notice d8,
Persuasion d12, Shooting d8, Stealth d10
Pace: 6; Parry: 7; Toughness: 10
Edges: Frenzy (Imp), Level Headed
Special Abilities:
Bite/Claws: Str+d6, AP 2.
Change Form: As an action, a vampire can
change into a wolf or bat with a Smarts
roll at −2. Changing back into humanoid
form requires a Smarts roll.
Charm: Vampires can use the puppet
power on those attracted to them (GM’s
call) using their Smarts as their arcane
skill. They can cast and maintain the
power indefinitely, but may only affect
one target at a time.
Children of the Night: Ancient vampires
have the ability to summon and control
wolves or rats. This requires an action
and a Smarts roll at −2. If successful, 1d6
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JIANGSHI
Hailing from China, jiangshi “hopping
vampires” are a breed apart from traditional
Western vampires. Their skin is light green,
their mouths full of sharp teeth, and their
nails long and hard.
Hopping vampires get their name from their
unusual style of movement, and are actually
incapable of normal movement—they hop
because their knees are stiff with rigor mortis.
Even their arms are locked in the rigor of
death, being fully extended and able to bend
only slightly.
Attributes: Agility d8, Smarts d4, Spirit d6,
Strength d12, Vigor d10
Skills: Athletics d8, Fighting d8, Notice d8,
Stealth d10
Pace: 4; Parry: 6; Toughness: 9
Special Abilities:
Bite/Claws: Str+d6.
Breath Sense: Jiangshi cannot see using
their dead eyes, but instead sense the
breath of the living. A character who
wants to hold his breath in combat must
make a Vigor roll at the start of each round.
Failure means the vampire can detect him
(and thus act against him this round). The
maximum number of consecutive rounds
a character can hold his breath without
breathing is equal to his Vigor die. After
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Creatures
this, he takes a level of Fatigue each round Attributes: Agility d8, Smarts d6, Spirit d10,
until he reaches Incapacitated. Strength d12+2, Vigor d10
Extended Jump: Jiangshi can extend the Skills: Athletics d10, Common Knowledge d6,
distance they hop using a run action. They Fighting d10, Intimidation d10, Notice d8,
roll a d4 running die for this, but ignore Persuasion d8, Stealth d10
any Difficult Ground. Pace: 6; Parry: 7; Toughness: 8
Sire: A victim Wounded by a jiangshi Special Abilities:
must make a Vigor roll or fall victim to Blood Drain: Grappled foes must make
a fatal blood disease which kills and a Vigor roll when grappled and at the
transforms him into a hopping vampire start of the creature’s turn as long as
after 1d4 days. The victim isn’t necessarily they remain Bound or Entangled. Failure
doomed to this fate. The traditional cure results in Fatigue that can lead to death.
involves snake venom and sticky rice, Entangled victims with a knife or an
blended by a Taoist priest. You should ally may attempt to sever the tongue
devise a cure appropriate to your setting. (Toughness 3).
What is important is that the victim may Fear: Anyone encountering a
not stop moving until the 1d4 days expire, manananggal must make a Fear check.
otherwise his blood congeals and all hope Flight: Pace 8.
is lost. Size −1: A manananggal is only half the
Undead: +2 Toughness; +2 to recover from height of a human being—the top half in
being Shaken; no additional damage from this case.
Called Shots; ignores 1 point of Wound Tongue: Str+d4, Reach 2.
penalties; doesn’t breathe; immune to Undead: +2 Toughness; +2 to recover from
disease and poison. being Shaken; no additional damage from
Weakness (Prayer): Prayers written on Called Shots; ignores 1 point of Wound
rice paper can be attached to the vampire penalties; doesn’t breathe; immune to
to render it immobile. The attacker must disease and poison.
make a Called Shot to the head (−4) to Weakness (Dawn): A manananggal must
plant the parchment. With success, the reattach to her lower body by the first ray
vampire is rendered immobile by the of dawn or be destroyed. The lower half of
prayer. A strong wind can easily dislodge her body can’t be destroyed, but pouring
the prayer, however. more than a pound of salt or molten glass
Weakness (Rice): Sticky rice sprinkled on into the cavity blocks her torso from
the floor burns the feet of a vampire. Each reattaching when it returns.
round it stands on the rice, even if only for
a moment, it suffers 2d10 damage.
MANANANGGA L
“I HAVE CROSSED
A cousin to the aswang (see page 104) from OCEANS OF TI ME
the Philippines, but unlike that creature, the
manananggal is an undead bloodsucker. She
TO FIND YOU.”
hunts at night by sprouting batlike wings and –Dracula,
separating the top half of her body from the Bram Stoker’s Dracula (1992)
bottom. Her guts hang down from her torso
as she flies about looking for blood to drain.
During the day she reattaches to her lower
body, hides her wings, and poses as a normal
human. The accepted way to destroy one is
to prevent her torso from reuniting with her
legs when the sun rises, usually by pouring
salt or glass into the cavity where her spine
and guts would attach.
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CUSTOMIZING VAMPIRES
A wide range of supernatural powers has been associated with vampires and vampire-like
creatures in lore and fiction. Here are various powers and abilities you might consider when
creating your own bloodsucking fiends.
VARIANT SPECIAL ABILITIES
Change Form: As an action, the vampire can change into a wolf or bat with a Smarts roll
at −2. Changing back into humanoid form requires a Smarts roll. A vampire might be able
to assume the form of a cat, dog, rat, insect, flea, mouse, or locust in some cultures.
Change Form (Swarm): As an action, a vampire can change into a swarm of rats, bats, or
insects with a Smarts roll at −2. Changing back into humanoid form requires a Smarts roll.
The swarm uses the regular Swarm stats.
Charm: Vampires can use the puppet power on those attracted to them using their Smarts
as their arcane skill. They can cast and maintain the power indefinitely, but may only
affect one target at a time.
Children of the Night: An action and a Smarts roll at −2 can be used to summon 1d6
wolves or swarms of rats from the surrounding wilds in 1d4+1 rounds.
Drain Life: Attributed to psychic vampires. The creature may make a Touch Attack instead
of a regular attack. Those touched must make a Vigor roll at −2 or gain a level of Fatigue.
Flight: Flying vampires may produce bat-like wings, or fly without any visible means of
propulsion at Pace 10.
Invulnerability: Vampires may be immune to damage except from a single source, such
as fire, silver, or wood. They can be Shaken by other attacks, but never suffer a Wound.
Low Light Vision: Ignores penalties for Dim and Dark Illumination.
Magic: Some vampires have learned the art of sorcery, or have powers granted by dark
gods. Exactly what powers, how many Power Points, and what arcane skill the vampire
has depends on its age and power, but the following are a good benchmark.
• Young: 3 powers (Novice), 10 Power Points, d6 arcane skill.
• Old: 3+1d4 powers (Novice or Seasoned), 20 Power Points, d8 arcane skill.
• Ancient: 3+2d4 powers (Veteran or lower), 30 Power Points, d10 arcane skill.
Mist: Greater vampires have the ability to turn into mist or even a Blood Mist (see page
110). This requires an action and a Smarts roll at −2.
Regeneration (Fast): The vampire regenerates by making a Vigor roll as a limited free
action. Success heals one Wound or removes Incapacitation, and a raise heals two Wounds.
The vampire cannot regenerate Wounds caused by decapitation, holy water or weapons,
sunlight, or a stake through the heart.
Rending: The jagged claws of some bloodsuckers might cause rending damage.
Resurrection: A vampire with this power can be brought back from the dead. A pint of
blood poured over the ashes (usually by a loyal minion) returns the vampire to life in 1d6
rounds.
Seduction: Commonly possessed by vampires with Charm. As a limited free action, the
vampire can force one humanoid looking directly at it to roll Spirit or become Stunned.
Shadow: Some vampires have the ability to change their form to have only two dimensions
(like a shadow). Changing form requires an action and a Smarts roll at −2. Treat the
vampire as Ethereal while in shadow form.
Sire: Anyone slain by a vampire with this ability has a 50% chance of rising as a vampire
in 1d4 days. Note that this creates hordes of vampires very quickly!
Wall Walker: The vampire may move along any surface at its full Pace. Many can also run
without penalty, even when hanging upside down.
Weather Control: The vampire can concentrate for ten minutes to summon a clinging fog,
heavy snow, or terrible tempest. See Weather on page 42.
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DESTROYING VAMPIRES
Every vampire has some fatal weakness that can be exploited to cause its destruction. Whether
or not they’re important depends on your setting.
If you’re after a fast action horror game where vampire Extras are common, you might
rule that any blow reducing a vampire to Incapacitated is a stake through the heart or a
decapitation without the characters actually having to perform such maneuvers.
In a game where vampires are truly powerful, they might be Invulnerable to all damage
except their Weaknesses. Other attacks can leave them Shaken, but can never cause a Wound.
Here are some suggested fatal Weaknesses. Typically a vampire should have one or two as
a minimum.
Weakness (Beheading): A vampire hit with a Called Shot to the head (−4) must make a
Vigor roll versus the damage or instantly disintegrate to dust.
Weakness (Holy Water): In addition to the usual effects (page 26), a vampire sprinkled
with holy water is Fatigued.
Weakness (Immersion): A vampire totally immersed in running water suffers an
automatic Wound each round.
Weakness (Magic): Depending on the setting, magic may cause +4 damage or be the only
way of causing damage to the vampire.
Weakness (Rice): Common in China, sticky rice sprinkled on the floor draws the poison
from a vampire and burns its feet. Each round it walks over the rice, it suffers 2d10 damage
and has a chance of catching fire.
Weakness (Salt): Salt has long been seen as a substance capable of harming evil creatures.
A vampire with this Weakness must make a Spirit roll at −2 to cross a line of salt. A bag of
salt thrown over a vampire causes 2d10 damage and the vampire has a chance of catching
fire.
Weakness (Stake Through the Heart): A vampire hit with a Called Shot to the heart (−4)
must make a Vigor roll versus the damage or disintegrate to dust.
Weakness (Sunlight): Vampires catch fire if any part of their skin is exposed to direct
sunlight. They take 2d4 damage per round until they are ash. Armor protects normally.
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Creatures
VENTRILOQUIST’S
DUMMY
Ventriloquist dummies with a mind of their
own have been the subject of many horror
movies. It may look like the ventriloquist is
making it talk, but in reality the dummy is
the boss. Dummies don’t like to move about
on their own unless absolutely necessary, but
they can. In most cases, they get their “master”
to do their dirty work for them.
Attributes: Agility d6, Smarts d8, Spirit d10,
Strength d6, Vigor d6
Skills: Athletics d6, Fighting d6, Intimi-
dation d10, Notice d6, Persuasion d10,
Stealth d6, Taunt d12
Pace: 4; Parry: 5; Toughness: 5 (2)
Special Abilities:
Armor +2: Wooden body.
Construct: +2 to recover from being
Shaken; ignores 1 point of Wound
penalties; doesn’t breathe or suffer from
disease or poison. enemy. They can use any standard weapons
Fear: Anyone seeing the creature must available to the race which built them.
make a Fear check.
Attributes: Agility d8, Smarts d8, Spirit d6,
Puppet: Dummies can use the puppet
Strength d12+2, Vigor d10
power. They use their Spirit as their
Skills: Athletics d10, Common Knowledge d6,
arcane skill, and have 20 Power Points.
Driving d6, Fighting d8, Intimidation d8,
Size −2 (Small): Dummies stand no taller
Notice d8, Persuasion d4, Shooting d10,
than three feet tall.
Stealth d6
VICTIM Pace: 6; Parry: 6; Toughness: 12 (4)
Edges: Brawny, Brute, Calculating, Level
Most horror tales need victims. Use the Headed, Marksman, Rock and Roll!, Steady
profile below or customize to create your own Hands
hapless monster fodder, adding Hindrances Special Abilities:
like Yellow to those who tend to run away Advanced Sensors: War droids have
at the first sign of danger or Brave if the Infravision and Low Light Vision and can
individual is likely to stand her ground. switch between the two as a limited free
Attributes: Agility d6, Smarts d4, Spirit d6, action.
Strength d6, Vigor d6 Armor +4: Reinforced body.
Skills: Athletics d4, Common Knowledge d6, Construct: +2 to recover from being
Fighting d4, Notice d6, Persuasion d4, Shoot- Shaken; ignores 1 point of Wound
ing d4, Stealth d6 penalties; doesn’t breathe or suffer from
Pace: 6; Parry: 4; Toughness: 5 disease or poison.
Gear: Improvised weapons (Str+d4). Fearless: Immune to Fear and Intimidation.
Hardy: If already Shaken, further Shaken
WAR DROID results have no effect.
Infravision: Halve penalties for
War droids are bipedal constructs, but due to
their skeletal appearance (which is designed Illumination when attacking warm targets.
Low Light Vision: Ignores penalties for
to instill fear) cannot be mistaken for humans.
Their sole function is to destroy whatever life- Dim and Dark Illumination.
Resilient: Can take one additional Wound.
form they’ve been programmed to see as their
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Creatures
WERE-CREATURE
Were-creatures appear in the mythology of
many different cultures. The South Americans
believe in jaguar men, werewolves are feared
in Europe, and certain tribes of the South
Pacific believe shark-men prowl the depths.
On the following pages are several types of
were-creatures you can use as-is or to create
your own variants. Unless otherwise stated,
all werecreatures have a Weakness to silver:
Infection: Those slain by a lycanthrope
have a 50% chance of rising as one
themselves. The victim transforms
every full moon, and gains control of his
condition only after 1d6 years.
Infravision: Halve penalties for
Illumination when attacking warm targets.
Regeneration (Slow): Lycanthropes may
attempt a natural healing roll every day.
Weakness (Silver): –4 resistance / +4
damage from silver effects and weapons.
WEREJAGUAR
Werejaguars may be supernatural creatures
or priests of dark and bloodthirsty gods who
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Skills: Athletics d10, Common Knowledge d6, Attributes: Agility d8, Smarts d6, Spirit d6,
Fighting d12, Notice d12+2, Stealth d6, Sur- Strength d12+2, Vigor d10
vival d6 Skills: Athletics d8, Common Knowledge d8,
Pace: 6; Parry: 8; Toughness: 8 Fighting d12+2, Intimidation d10, Notice d12,
Edges: Frenzy Stealth d10, Survival d10
Special Abilities: Pace: 8; Parry: 9; Toughness: 8
Aquatic: Pace 10. Edges: Frenzy
Bite: Str+d8, Rending. Special Abilities:
Fear (−2): Weresharks chill the blood of all Bite/Claws: Str+d8.
who see them. Fear (−2): Werewolves chill the blood of
Feeding Frenzy: Once there’s a significant all who see them.
amount of blood in the water (usually one Size 1: Werewolves are stout creatures.
Wound), weresharks go into a feeding VARIANT SPECIAL ABILITIES
frenzy. They go Berserk (as the Edge) for Regeneration (Fast): The were regenerates
the rest of the fight. by making a Vigor roll as a limited
Size 1: Weresharks stand over 7’ tall.
free action. Success heals one Wound
or removes Incapacitation, and a raise
WEREWOLF
heals two Wounds. Lycanthropes cannot
When a full moon emerges, humans infected
regenerate Wounds caused by silver.
with lycanthropy lose control and become
Swallow Whole: Very large weresharks
snarling creatures bent o n m u r d e r .
have the Swallow Whole ability.
Some embrace their cursed state
Weakness (Arcane): Lycanthropes can’t
and revel in the destruction
regenerate magical damage.
they cause.
Weakness (Wolfsbane): The flower
known as wolfsbane act as a ward against
werewolves (see page 48).
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Creatures
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Wounds it sprays deadly acid. Targets being Shaken; no additional damage from
within a Small Blast Template are affected Called Shots; ignores 1 point of Wound
if damage dealt one Wound, or a Medium penalties; doesn’t breathe; immune to
Blast Template if it suffered two or more disease and poison.
Weakness (Head): Called Shots to a
Wounds. All targets within the template
must roll Evasion or suffer 3d6 damage, zombie’s head do the usual +4 damage.
AP 4. Affected targets suffer lingering
damage: 3d4 AP 4 at the start of their next
B SUPER ZOMBIE
Built in a lab or born of dark magic, “super”
turn. Other xenoforms are immune to this
zombies are much stronger and tougher than
damage.
the average walking dead. They are also
Explode: These foul creatures are typically
relentless hunters, tracking down prey.
filled with explosives of some type. When
Incapacitated they explode for 3d10 Attributes: Agility d8, Smarts d6, Spirit d6,
damage in a Large Blast Template. This Strength d10, Vigor d12
may cause a chain reaction if other Skills: Athletics d8, Fighting d8, Intimida-
explosive xenoforms are tion d10, Notice d6, Stealth d4
caught in the blast. Pace: 4; Parry: 6; Tough-
ness: 12
ZOMBIE Edges: Bruiser, No
Zombies, or the walking dead Mercy
if you prefer, are a staple
in many horror settings.
They make great low-
level minions. This
section takes a look
at different types of
zombies that might
rise in the darkest of
locales.
ZOMBIE
These walking dead are
typical groaning fiends
looking for fresh meat.
Attributes: Agility d6,
Smarts d4, Spirit d4,
Strength d6, Vigor d6
Skills: Athletics d4,
Fighting d6, Intimi-
dation d6, Notice d4,
Stealth d6
Pace: 4; Parry: 5;
Toughness: 7
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Creatures
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ELITE ZOMBIE: EINHERJAR Companion, but isn’t just that creature with
Not all zombies are near-mindless, shambling the Undead ability. This is a fully imagined
corpses. The einherjar are one such type. In creature of spite and death raised by the
Norse mythology, the einherjar were Odin’s foulest necromancy. Perhaps it was created
eternal warriors, mortals who had earned a to guard a lonesome castle on the distant
seat in Valhalla. Necromancers could petition moors of some dread lich. Or it could be the
Odin for use of the einherjar, though on dread reincarnation of some titanic foe slain
Earth they appear as zombies rather than by a hero long lost to the mists of time. In
“live” warriors. They are renowned for their a high fantasy world, the zombie dragon
strength and courage. could also be the mount of some terrible
In a fantasy horror game, a god of battle vampire or zombie lord, swooping down on
might have similar undead followers he the populace to remind them who rules their
loans to favored mortals. For a modern unfortunate lives.
game, perhaps the ancient Norse gods are Attributes: Agility d8, Smarts d8, Spirit d10,
not completely dead and can still make their Strength d12+8, Vigor d12
presence felt on Earth. Skills: Athletics d10, Common Knowledge d6,
Einherjar can speak, though traditional Fighting d10, Intimidation d12, Notice d12,
ones only speak Old Norse. A character with Persuasion d10, Stealth d8
knowledge of any Scandinavian language can Pace: 8; Parry: 7; Toughness: 21 (2)
make a Common Knowledge (if it’s his native Edges: —
tongue) or Language roll to communicate Special Abilities:
Armor +2: Rotten, scaly hide.
with them.
Bite/Claws: Str+d8.
Attributes: Agility d6 Smarts d6, Spirit d8, Carrion Breath: The dragons may breathe
Strength d12, Vigor d10 green fire for 3d6 damage, or it may belch
Skills: Athletics d8, Boating d6, Fight- forth a cloud of noxious gas drawn fro its
ing d8, Intimidation d8, Notice d6, Stealth d6, cavernous guts. The latter Stuns anyone in
Taunt d6 the template who does not make a Vigor
Pace: 6; Parry: 6 or 8 (shield); Toughness: 10 roll at –2 (–4 with a raise).
(1) Fear (−4): Anyone who sees a mighty
Edges: Berserk, Frenzy dragon must make a Fear check at −4.
Gear: Leather armor (+1), medium shield Flight: Pace 18.
(Parry +2), sword or battle axe (Str+d8), Hardy: A second Shaken result in combat
spear (Str+d6, Parry +1, Reach +1). doesn’t cause a Wound.
Special Abilities: Size 9 (Huge): Mature dragons are 60′
Fearless: Immune to Fear and Intimidation.
long from nose to tail and weigh over 90
Undead: +2 Toughness; +2 to recover from
tons.
being Shaken; no additional damage from Swat: Ignores up to 4 points of Scale
Called Shots; ignores 1 point of Wound penalties when attacking creatures
penalties; doesn’t breathe; immune to smaller than itself.
disease and poison. Tail Lash: Str+d4. The creature may make
a free attack against up to two foes to its
ZOMBIE ANIMA LS side or rear at no penalty.
The zombie power works on the remains of Undead: +2 Toughness; +2 to recover from
animals as well. Add the Undead ability to being Shaken; no additional damage from
the creature, reduce its Smarts two die types Called Shots; ignores 1 point of Wound
(if possible), and give it any other abilities you penalties; doesn’t breathe; immune to
think are appropriate to the setting. disease and poison.
Unstoppable: Dragons take a maximum
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Creatures
“W HERE DO YOU
THI NK YOU’RE
GOI NG, MAXI NE?”
–”Vecna,”
Stranger Things
179
APPENDIX A
Scary Tales
T
he Fear rules measure how scared don’t recommend you play in the dark, of
the characters may be, but scaring the course, but do consider dimming the lights.
players is a whole different matter. New If you have access to colored lights or “smart
Game Masters often ask how to run horror lights,” you can even bathe your play area in
games—how to keep their players on edge, a ghostly blue, blood red, or eerie green, as
the mood tense, and the atmosphere filled suits the mood of individual encounters. Just
with dread. make sure the players can see their character
Truth be told, that’s a tall order you won’t be sheets and dice. There’s nothing worse than
able to keep for the entire session. But there building up to a tense moment, only for a
are a few techniques you can use to try and player to ask for the lights to be turned up
keep the tension high at just the right times. because he can’t see if he rolled a 1 or a 7!
This section examines some of these methods Another immersive technique is to do
and how you might use them in your games. what Hollywood does—add a soundtrack.
If you’re playing a Victorian game like our
SET THE INITIA L MOOD own Rippers, look for scores from movies with
similar themes, like Dracula Unbound, Van
Gamers are people. They have jobs, families,
Helsing, or From Hell. When the action ramps
and other hobbies. When they meet to
up, search for dramatic or epic battle music
game, it’s only natural they want to spend
on your favorite music app. A group called
some time catching up with current events.
Two Steps from Hell has hours of amazing
This is especially true if they only meet up
music on various platforms, all completely
occasionally.
free.
Ideally, you should ask (don’t tell, as that
If you can easily control the volume of the
can set up unwanted antagonism in the game)
music, such as with your phone, you can even
the players to do their catching up during
keep it low and subtle in the background most
the preparation period. If it’s the first session
of the time—then raise the volume when you
of your new campaign, fill them in on the
want to strike a particularly dramatic chord.
general tone of the campaign. Most gamers
Just make sure it doesn’t become obtrusive—
are at the table to have fun, and that usually
you want your group to able to hear you and
means they’ll go with the flow once the dice
each other.
start rolling.
Sound effect tracks can also be incredibly
Horror has its own set of “rules,” and one
atmospheric. If the group is climbing the
of these is light. A scary movie is better
slopes of a snow-covered mountain, find a
watched with the lights off, for instance. We
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HORROR COMPANI ON
track of howling winter winds to play in the try the Game Master’s screens we create.
background, maybe even simultaneously They’re low enough to see over easily and
with a soundtrack if you have that capability. contain incredibly atmospheric artwork that
The sounds of a creaking ship are eerie and explains the concept of the world in a large
mournful if the group takes a sea voyage. and colorful image.
Quiet beeps are lonely and isolating in the You can also practice a little table
depths of space. maintenance to subtly remind the group
All these effects reinforce immersion and that this is a horror game. Simple things like
make your tales of terror feel more real to using a black cloth on the table can darken
your players. the environment and as importantly muffle
Props are also handy. If the characters dice rolls.
discover a magic book, consider handing
them a leather bound journal. If they find SHOW, DON’T TELL
a statue of some dark god, place a weird Now let’s talk about actual techniques
figure on the table before them. In this for running the game. Horror relies on
day and age there are countless statues of atmosphere and a sense of the unknown. If
traditional figures like Cthulhu and many you break the latter you’ll destroy the former.
other weird sculpts you might find from This where the old writer’s adage of “Show,
one of your favorite horror board games like Don’t Tell” comes in.
Deep Madness or Kingdom Death. You might
You’ve probably read this advice many
even create something yourself, either out of
times—describe your threats. Don’t say “You
clay or 3D printed from STLs. Don’t worry
see a zombie shuffling toward you.” Instead
if you’re a newcomer—the weirder the piece
say “A figure emerges from the mist, its arms
the more disturbing it might be.
outstretched, clawing at the air as it moves
You can dress up your surroundings a closer in shuffling steps. Its flesh hangs in
bit, too. If you’re running one of our games,
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Scary Tales
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Scary Tales
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Show them a clawed body and they have Use Fear sparingly. Creating a spooky
information about the assailant. It becomes atmosphere is much better than letting the
a creature of flesh and blood, not a creature dice do the work for you. Look at creating
of nightmares. By having them find only the atmosphere on page 181.
blood, they have no idea who the victim was,
or what sort of wounds he suffered. Let their THE REST
ignorance breed fear.
Don’t worry too much about balancing the
monsters, but keep in mind how tough it will
be. You don’t need to give a monster a high
THE MONSTERS Toughness for it to be a challenge, especially if
it has the Undead Ability—assigning it a few
nifty Special Abilities is just as good. Imagine
Now let’s talk about the stars of our dramas a goblin-like creature that can turn ethereal. It
and how you can make them as terrifying as may be puny physically, but now it can leap
possible. out of solid walls to attack, or vanish into the
floor if the fight turns against it.
APPEARANCE There are already a number of tools
What makes most monsters scary is their available to help making monsters easy—use
appearance. Before you start listing Traits existing monsters as templates, look through
and Special Abilities, think about what it the Special Abilities listing in the rulebook,
looks like. or check out powers attributed to supposed
A zombie could be described simply as “a supernatural beasts.
walking corpse.” It sums up everything the
players need to know to form their own image USING THE BESTIARY
of the thing, but it’s not very frightening. There are over a hundred monsters detailed
Compare that to “a shambling corpse, its flesh in this book, and hundreds more in various
rotting away, revealing the bones beneath. Savage Worlds settings. Customizing them to
Worms and beetles crawl about it, dining your setting and the adventure you have in
on the decay. A mournful groan escapes the mind is the secret to making them great.
soulless body as it staggers ever closer.”
For example, the demon worm listed in this
book doesn’t imply a lot of use. It’s intended
FEAR as a generic (but nasty!) big monster for the
Whether a monster has a Fear Special Ability forces of Hell.
depends on your setting. If the characters So how might you use this in a modern horror
are everyday people who suddenly become campaign? Just having the thing spawn in the
exposed to the supernatural—which doesn’t middle of New York City wouldn’t be very
exist—then nearly every monster should exciting—that’d be a wargame rather than a
have a Fear rating. However, if the characters horror tale.
know the supernatural exists and they spend
their days battling it, then only truly scary Think about where the creature might be
monsters need to cause Fear. at its most scary. How about the sewers of
New York City? It could fit easily, and gross,
A typical zombie probably won’t have a Fear slimy creatures and servants fit well there.
rating in the latter setting, as it’s a “standard” Thinking about it a little, you might decide a
supernatural monster the characters will face cult is attempting to summon the thing into
time after time. The ancient and tentacled god the sewers. To do so, they’re kidnapping
Bzz’or’kath, on the other hand, probably will. and sacrificing unfortunates from homeless
Check the Jaded section in Savage Worlds. If shelters. The party gets clued in somehow
a monster is going to become a regular foe, and begins tracking them down. The trail
then give it a Fear rating the first few times it eventually leads to the sewers where they
appears, then drop it. encounter swarms of leeches, the cultists, and
if they’re too slow—the demon worm itself!
186
Scary Tales
187
APPENDIX B
T he Cthulhu
Mythos
One horror playground in particular
has gripped the imaginations of writers
and readers alike for over a century. H.P.
Lovecraft and many others crafted tales of
terrifying beings beyond man’s knowledge
and perception. Ignorance of these vast
forces was no protection, but in some cases
preferable to the madness and death which
followed once protagonists became aware of
the awful truths around them.
The collective world Lovecraft and others
portrayed is often called the Cthulhu
Mythos—named for one of the elder gods
who still influences the dreams of humans.
Elements from the mythos appear in films,
stories, and games across popular culture.
Chaosium’s Call of Cthulhu games are widely
played and referenced as the epitome of the
genre.
The creatures presented here are some of
the most prolific examples that appear in
stories to torment heroes into insanity or
worse. Be warned that these aren’t beasts
to overcome, they are monsters that can
obliterate even a powerful and prepared
party. Their appearance heralds the dark
themes of the Cthulhu Mythos, where evil
can be temporarily opposed but never truly
overcome.
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HORROR COMPANI ON
190
The Cthulhu Mythos
Hindrances: Mute
Edges: Brute, Woodsman
Special Abilities:
Ballistic Protection: Reduce the damage
from bullets by 4.
Bite: Str+d8.
Blood Drain: Each ropy tentacle is
covered in small mouths that bite and
suck vital fluids from grappled prey.
Each round the victim remains Bound or
Entangled he must roll Vigor or suffer a
level of Fatigue until he escapes or dies.
Fatigue lost in this manner recovers once
per day with a hearty meal.
Fear: Anyone who sees a dark young
must make a Fear check.
Immunity: Immune to acid, electricity,
fire, and poison.
Resilient: Can take one additional Wound.
Sire: Any creature killed while Swallowed
Whole emerges 1d6 hours later as a
new being—physically altered and now
completely in the thrall of the elder god
that birthed the dark young. The ghoulish
mockery of the victim is controlled by the
GM.
skin. The baggy skin has dark slits where eyes
Size 5 (Large): Dark young are over 20’
might normally be.
tall and weigh five tons.
Swallow Whole: Victims bitten by a dark Shamblers usually stalk our world alone,
young must make an Evasion roll or be but once a target becomes mired in their
Swallowed Whole (page 101). world it draws other hunters to quickly join
Tentacles (4): Four tentacle actions and the feeding in that gray realm.
Reach 5 (10 yards). Tentacles deal Str+d4 Attributes: Agility d6, Smarts d6, Spirit d8,
damage. Strength d12+1, Vigor d12
Unstoppable: Takes a maximum of Skills: Athletics d10, Common Knowl-
one Wound (after Soaking) from any edge d4, Fighting d8, Notice d6,
damaging attack unless the attacker’s Persuasion d6, Stealth d10, Survival d8
Action Card is a Joker. Pace: 4; Parry: 6; Toughness: 14 (4)
Hindrances: Bloodthirsty, Stubborn
DIMENSIONA L Edges: Brute
SHAMBLER Special Abilities:
These loathsome creatures are hunters from Armor +4: Chitinous plates under its skin.
another place and time, drawn to our world as Claws: Str+d6.
spectral shadows by magic or dire accidents. Ethereal: May pass through objects;
While here they are insubstantial, but they cannot be harmed by nonmagical attacks;
have the power to pull unfortunate victims magic items, weapons, and supernatural
back to their dark realm to be devoured. powers affect them normally; dimensional
shamblers are always visible, but partially
The beast itself is large and roughly
faded and obscured (−2 penalty to
humanoid, with elongated arms. There is
hit). Unlike normal ethereal threats, a
some chitinous armor in their construction,
dimensional shambler can’t affect solid
but it is obscured by hanging peels of loose
targets unless they are Seized first; other
ethereal targets may always be affected.
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HORROR COMPANI ON
THAT WE DO NO T
Occult d12, Persuasion d6, Spellcasting d12,
Stealth d10
SUSP EC T, AND ONC E I N Pace: 2; Parry: 7; Toughness: 17
A W HI LE MAN’S EVI L
Hindrances: Clueless, Vengeful (Major)
Edges: Arcane Background (Magic), Counter-
PRYI NG CALL S THEM JUST attack, No Mercy, Power Surge
192
The Cthulhu Mythos
Skills: Athletics d8, Fighting d8, Intimida- him with its long, hollow tongue. Each
tion d6, Notice d6, Stealth d4 round the victim remains impaled, he
Pace: 6; Parry: 6; Toughness: 15 (2) must roll Vigor or suffer a level of Fatigue
Edges: — until he escapes or dies. Fatigue lost in
Special Abilities: this manner recovers once per day with a
Armor +2: Coarse fur. hearty meal. If the grapple is broken, the
Bite/Claws: Str+d6. tongue is withdrawn. An ally may also
Fear (−2): Anyone who sees a gug must attempt to sever the tongue (Toughness
make a Fear check at −2. 3), but the struggling victim counts as an
Multiple Arms: Gugs may make up to Innocent Bystander for the attack.
four Fighting attacks each turn at no Claws: Str+d6.
Multi-Action penalty. Fear: Anyone who sees a hound of
Size 6 (Large): Gugs stand around 20 feet Tindalos must make a Fear check.
tall and weigh as much as an elephant. Poison (Acid): A target Shaken or
Swallow Whole: Victims bitten by a Wounded by a claw attack must make a
gug must make an Evasion roll or be Vigor roll or suffer the effects of Lethal
Swallowed Whole (page 101). Poison (Stunned and an additional
Swat: Ignores 4 points of Scale penalties Wound, or two with a Critical Failure,
when attacking creatures smaller than and perishes in 2d6 rounds).
itself. Pounce: Add +4 to damage instead of +2
when making a Wild Attack.
HOUND OF TINDA LOS Regeneration (Fast): Natural healing roll
Hounds are from another kind of time different every round except for those Wounds
from ours and normally undetectable. The caused by fire or magic. They do not
trouble starts when someone manages to regenerate once Incapacitated.
peer into this other realm through magic or Size 1: Hounds are 6’ tall at the shoulder
strange science. Once they perceive a hound, and weigh 400 pounds.
the hound sees back, and launches itself Teleport: A tindalos can disappear into
through time to consume its observer. any sharp corner (90 degrees or more) as
part of its movement. Next round, smoke
The trip usually takes 1d4 weeks, and due
emanates from where it emerges at the
to the strange physics involved the creature
end of its turn—any other sharp corner
must emerge from a sharp angled corner, 120
within a mile.
degrees or less, within 12” (24 yards) of its
Unstoppable: Takes a maximum of
prey. Smoke heralds the creature’s arrival,
and it attacks the target and anyone with him. one Wound (after Soaking) from any
damaging attack unless the attacker’s
Hounds ache to consume their prey, but Action Card is a Joker.
aren’t implacable. If one suffers three Wounds Very Resilient: Can take two additional
and recovers it breaks off the chase and tries Wounds.
to escape through a corner. If it succeeds it
doesn’t return unless spied upon again. MI-GO
Attributes: Agility d10, Smarts d6 (A), These horrific, fungal beings hail from some
Spirit d8, Strength d12+1, Vigor d10 unknown star, but have long had a colony on
Skills: Athletics d10, Fighting d10, Notice d10, Pluto, known in the ancient texts as “Yuggoth.”
Stealth d10, Survival d10 Their bodies are vaguely insect-shaped, with
Pace: 8; Parry: 7; Toughness: 8 eight jointed legs ending in pincers, a pair of
Hindrances: Bloodthirsty rubbery wings, and a brain-like head which
Edges: Fleet-Footed, Frenzy shifts colors as a means of communication
Special Abilities: with others of their kind. They are capable
Blindsense: Ignores invisibility, illusion, of mimicking human speech, albeit with a
and all Illumination penalties. disturbing insectile buzz.
Blood Drain: A hound who has a
Mi-Go cannot be photographed via ordinary
grappled foe Bound or Entangled impales means, and can withstand the cold vacuum
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HORROR COMPANI ON
of space. They are notorious for interfering Skills: Athletics d10, Fighting d10, Notice d10,
with human civilization, often working with Stealth d4
human intermediaries or cults to accomplish Pace: 6; Parry: 7; Toughness: 16
their nefarious goals. Excellent surgeons, they Edges: —
also have a means of extracting a human Special Abilities:
brain and keeping it alive indefinitely in a All-Around Vision: Shoggoths can see in
special metal cylinder which may be attached all directions. They ignore 1 point of Gang
to devices allowing it to see, hear, and interact Up bonuses.
with others. Bite/Claws: Str+d4.
Blob: +2 to recover from being Shaken; no
Attributes: Agility d6, Smarts d8, Spirit d8,
additional damage from Called Shots; no
Strength d6, Vigor d6
Wound penalties; Immune to poison and
Skills: Athletics d6, Common Knowledge d4,
disease.
Electronics d6, Fighting d6, Healing d10,
Fear (−2): Anyone who sees a shoggoth
Notice d6, Occult d8, Persuasion d6, Psion-
must make a Fear check at −2.
ics d8, Repair d6, Science d8, Stealth d8
Invulnerability: Shoggoths are immune
Pace: 6; Parry: 5; Toughness: 9 (2)
to physical damage. They may be harmed
Edges: Arcane Background (Psionics), Healer
by magic as usual.
Powers: Blast, confusion, detect/conceal arcana,
Low Light Vision: Shoggoths ignore
environmental protection, illusion, invisibility,
penalties for Dim and Dark Illumination.
light/darkness, mind reading, shape change,
Regeneration (Fast): Natural healing roll
speak language, stun, teleport. Power Points:
every round except for those Wounds
15
caused by fire or magic.
Special Abilities:
Size 6 (Large): Shoggoths are as large as
Alien Physiology: +2 to recover from
trucks, and weigh many tons.
being Shaken; immune to poison and
Tentacles (2): Shoggoths can lash with
disease; half damage from nonmagical
their tentacles for Str+d6 damage.
attacks; no additional damage from
Weakness: Shoggoths may be harmed
Called Shots.
by fire and electricity, including fire- or
Armor +2: Chitinous exoskeleton.
electrical-based attacks.
Bite/Claws: Str+d4.
Fear (−2): Anyone who sees a Mi-Go must
YITH, THE GREAT RACE
make a Fear check at −2.
Flight: Pace 12. These bizarre monsters were created when
Hive Mind: Mi-Go can communicate psychic entities from a distant world
telepathically with others of their kind psionically took over the bodies of an ancient
within 10” (20 yards). species of beings native to Earth millions of
Size 2: Mi-Go only weigh 300 pounds, but years ago. Their bodies are cone-shaped, with
are twice the size of a human and have a four tentacle-like appendages which sprout
20 foot wingspan. from the top of their bodies. Two of these
limbs end in serrated pincers — more for
SHOGGOTH manipulating their weird technology than
for fighting, but certainly capable of the latter.
Few creatures inspire horror like the shoggoth.
Another of their appendages ends in a cluster
These obscene, gelatinous, chaotic masses are
of red cones, while the fourth is topped with
constantly forming and re-absorbing leering
a globe-shaped head with multiple antennae.
eyes, gibbering mouths, oozing pustules,
flailing tentacles, and sickly arms. They While terrifying to behold, the Great Race
creep—or roll—along the ground, propelled (also called Yithians) are more interested in
by their many appendages. When they spot scholarly pursuits than in dominating humans.
prey, their mouths screech a cacophony of With their strange psionic technology, they
words in their ancient language. enjoy mentally “switching places” across
eons of time with a chosen human target,
Attributes: Agility d6, Smarts d6, Spirit d6, inhabiting their subject’s body while sending
Strength d12+6, Vigor d12+4 his mind back to live for a while in its own
194
The Cthulhu Mythos
WGAH’NAGL FH E H
Fearless: Immune to Fear and Intimidation.
Flight: Pace 24.
T AGN.” Hardy: If already Shaken, further Shaken
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HORROR COMPANI ON
196
The Cthulhu Mythos
197
HORROR COMPANI ON
INDEX
Advantage........................................... 29 Demonic Legionnaire...................... 118 Hindrances............................................ 6
Agwé.................................................... 67 Demonic Steed.................................. 118 Hoarfrost Warrior............................. 140
Alchemist............................................. 58 Demonologist...................................... 60 Holy Water, Making.......................... 28
Alchemy (Smarts)................................. 7 Demon Worm................................... 119 Homunculus..................................... 141
All Hallows’ Eve................................. 41 Desperate Attack................................ 38 Horror Styles....................................... 50
Alligator-Lion Hybrid..................... 102 Devilkin............................................. 125 Action............................................... 52
Ama-No-Jaku.................................... 102 Devil (Mortal)................................... 125 Cosmic.............................................. 50
Angel.............................................. 12–13 Devil’s Night....................................... 41 Gothic............................................... 51
Animal Hybrid................................. 102 Dhampyr........................................... 125 Pulp . ................................................ 53
Anniversary of a Spirit’s Death........ 41 Difficult Healing................................. 39 Slasher............................................... 53
Ant, Colossal..................................... 104 Dimensional Shambler.................... 191 Superheroic...................................... 54
Arachnos, the Many Legged Spider- Dire Wolf........................................... 127 Survival............................................ 55
God.............................................. 114 Dismembered Corpse...................... 126 Hot/Cold Extremes............................ 41
Arcane Backgrounds......................... 57 DogBlack Shuck................................ 126 Hound of Tindalos........................... 193
Multiple Arcane Backgrounds...... 57 Dog, Junkyard................................... 127 Icthynite............................................. 141
Arcane Items................................. 85–98 Doppelganger................................... 127 Icthynite Hybrid............................... 142
Aswang.............................................. 105 Downtime............................................ 39 Imp..................................................... 121
Banshee.............................................. 105 Dream Evil........................................ 128 Implanter........................................... 175
Baron Samedi...................................... 67 Dreamreaver..................................... 128 Jack in the Box.................................. 143
Barrow Dweller................................ 106 Drownling......................................... 129 Jaded.................................................... 43
Bat, Giant........................................... 106 Earn...................................................... 39 Jiangshi.............................................. 164
Bat Swarm......................................... 161 Edges...................................................... 8 Jjrikillimsg, the Howler of Truth.... 115
Binds.................................................... 49 Emotion Spirit................................... 129 Kuchisake-Onna............................... 143
Black Coachman’s Horses............... 108 Encounters................................... 35, 187 Leanhaum-Shee................................ 144
Black-Eyed Kid................................. 108 Erzulie Fréda....................................... 67 Leech, Giant...................................... 144
Black Tree.......................................... 109 Evil Clown ...................................... 29 Liber Timo........................................... 89
Blighted................................................ 59 Factories/Junkyards........................... 41 Librarian............................................ 121
Blob.................................................... 110 Familiars.............................................. 69 Lich, Dread........................................ 145
Blood Mist......................................... 110 Fantasy Companion........................... 57 Limited Actions.................................. 38
Blood Moon......................................... 41 Fear....................................................... 43 Living God........................................ 145
The Book of the Dead........................ 89 Treating............................................ 43 Living Grimoire................................ 146
Book of the Writhing......................... 89 Fear Checks......................................... 43 Living Topiary.................................. 146
Bound and Entangled........................ 37 Fear Stalker....................................... 130 Loas...................................................... 67
Breakdown.......................................... 43 Fetch................................................... 127 Lodges.................................................. 29
Buckets of Blood................................. 38 Flesh Ripper...................................... 130 Mad Scientist..................................... 146
Carnivorous Plant............................ 111 Flying Head...................................... 130 Manananggal.................................... 165
Carouse................................................ 39 Flying Polyp...................................... 192 Man-Dog Hybrid.............................. 103
Cat, Small.......................................... 112 Form..................................................... 31 Man-Insect Hybrid........................... 103
Center................................................... 39 Fortune Teller...................................... 61 Man-Reptile Hybrid......................... 103
Chosen Slayer................................... 112 Gear...................................................... 25 Marinette Bwa Chech........................ 67
Chronological Phenomena............... 41 Ghost.................................................. 131 Medium............................................... 62
Chupacabra....................................... 112 Ghosts.................................................. 80 Metal Juggernaut.............................. 147
Colour................................................ 190 Ghoul................................................. 132 Mi-Go................................................. 193
Complication...................................... 30 Gladiator............................................ 119 Minion of Todoto............................. 116
Conviction, Villainous....................... 48 Goblins............................................... 133 Monstrous Abilities.......................... 101
Corpse Worm Swarm...................... 112 Golem................................................. 133 Monstrous Heroes........................ 10–11
Crazalphasalius, the Fire Storm..... 115 Beast Golem................................... 133 Mummy....................................... 16, 147
Creeping Hand................................. 113 Blood Golem.................................. 134 Greater Mummy........................... 148
Great Cthulhu................................... 195 Bone Golem.................................... 134 Guardian Mummy........................ 149
Cultists............................................... 113 Corpse Golem................................ 134 Ice/Sand Mummy.......................... 149
Cult Leader....................................... 113 Marionette Golem......................... 134 Mutant............................................... 150
Damballa............................................. 67 Government Agent.......................... 151 Mystic Powers.................................... 11
Danse Macabre................................. 114 Gravebane......................................... 135 Nagin................................................. 150
Dark Gifts.......................................... 123 Graveyards.......................................... 41 Noppera-Bo....................................... 151
Dark Gods......................................... 114 Gray.................................................... 135 Nyarlathotep..................................... 197
Dark Man.......................................... 117 Gug..................................................... 192 Occultist....................................... 63, 151
The Dark Scripture............................. 89 Hag..................................................... 136 Papa Legba.......................................... 67
Dark Young....................................... 190 Harbinger.......................................... 137 Patchwork Monster............................ 17
Deal Maker.......................................... 15 Hate.................................................... 137 Pazuzu............................................... 121
Death Worm...................................... 117 Haunted Armor................................ 138 Phantom.............................................. 18
Demon................................... 14–15, 117 Haunted Car..................................... 138 Police.................................................. 151
Collector Demon........................... 118 Haunted Portrait.............................. 139 Police Lieutenant.............................. 152
Gluttony Demon........................... 120 Hazards............................................... 38 Police Patrolmen............................... 152
Plague Demon............................... 122 Helldrake........................................... 139 Possessor........................................... 123
Spined Demon............................... 124 Hellhound......................................... 120 Powers................................................. 73
Torment Demon............................ 124 High Altitude...................................... 38 Priest.................................................... 64
198
INDEX
199
ATTRIBUTES
Name: HT:
!@#$% ___ AGILITY Ancestry: WT:
!@#$% ___ SMARTS Monstrous Profile: HINDRANCES
!@#$% ___ SPIRIT Bennies: Conviction:
!@#$% ___ STRENGTH
!@#$% ___ VIGOR
Pace Parry Toughness
SKILLS GEAR
MONSTROUS A BILITIES
!@#$%
!@#$%
POWER POINTS
!@#$%
!@#$%
!@#$%
!@#$%
!@#$%
!@#$%
!@#$%
!@#$% EDGES AND ADVANCES
!@#$%
WOUNDS
!@#$%
!@#$%
!@#$%
!@#$%
!@#$% –1
!@#$%
!@#$% –2
!@#$%
!@#$% N –3
!@#$% N
!@#$% INC
!@#$% N
S –2
S –1
POWER PP RANGE DUR. EFFECT
S
FATIGUE
S
V
V
V
V
H
H
H
H
L
L
L
L
5 10 15 20 25 30
200