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GhoStories designed by table of contents Brett M. Bernstein Introduction 2 Part I: Rules of Play 3 written by 1. Characters 4 Brett M. Bernstein, Matt McElroy, 2. Getting Things Done 19 3. Tainted Workings 27 Peter C. Spahn, Mark Bruno 4. Tainted Entities 41 5. The World Around Us 61 illustration by 6. Expanding the Game 69 Laura Pelick, Paul Daly, Tim Bobko, Part 2: The Stories 77 Anthony Montemayor, Jason Moser, 1. Not Forgotten 78 Mike Vilardia, Marshall Andrews III, 2. Desecration 82 Tom O’Neil, Chris Martinez 3. Web of Seduction 85 4. Dark Tremors 88 ©2002, 2007, 2008 Precis Intermedia. All Rights 5. From the Past 93 Reserved. genreDiversion, Ghostories, Unbidden, 6. Amends 96 Masterbook, Bloodshadows, Impresa, Mean Streets, and 7. The Reverend 98 Active Exploits are trademarks of Precis Intermedia. No 8. The Cup Runneth 101 part of this book may be reproduced in any form, except where noted. 9. Tears of Joy 103 Part 3: Reference 110 Any similarities to people, situations, or organizations are strictly coincidental. The themes, people, situations, and Task Reference 111 elements presented in this book are fictional Violence Reference 112 and intended for entertainment purposes only. Paranormal Reference 113 Gimmick Reference 114 Blank Sheets 115 www.pigames.net Part 4: Templates 118 Sample Characters 119 ISBN 978-0-9770673-8-1 PLI106 Characters for Tears of Joy 124

q GhoStories

Welcome to Ghostories: Supernatural Mystery Roleplaying. Supernatural as This game can be played as a one-shot adventure, series of The supernatural does not exist, but many people still adventures, or as a foundation for your own campaign. And if believe in it. In fact, many probably want to believe so badly you do not care for the included setting material, replace it with that normal events are commonly perceived as supernatural. that of your favorite movie, television program, comic, or novel. Characters involved in the story are seeking to either prove Regardless of your intentions, Ghostories is a toolkit for your or disprove the existence of the supernatural, or are simply own paranormal mystery adventures—designed to be versatile, caught in events that are surprisingly beyond the normal. so that only your imagination can limit your enjoyment. Supernatural as The supernatural is real, but most are unaware of it. Characters involved in the story do not have much experience with the supernatural and may or may not believe in it, but it does exist and constitutes real events.

Supernatural as Reality The supernatural not only exists, but many people embrace it. Supernatural events occur all the time, but the masses do not recognize it as such. Those who do, understand the potential it holds and seek to learn how to control it. The characters may be part of an organization charged with investigating the supernatural or even developing it, whether for the betterment or detriment of mankind, or even for their own personal profit. They may even possess extraordinary powers.

Fundamental Concepts Player Character any role that is portrayed by a player not acting as the gamemaster Non-Player Character any role acted out by the gamemaster What do I need to play? as opposed to the other players All you need is this book, two six-sided dice, some paper, Ability any one of five elements representing a pen or pencil, and two or more friends. And if you cannot a character’s potential and raw talent convince your friends to come over, you can always play via Skill any specific form of training or life the internet using a messenger program, browser-based chat experience that provides knowledge site, message board, or even e-mail. and proficiency to aid a career; One player must be the gamemaster (also known as the whereas abilities determine a director), who acts as referee and narrator. His job is to project character’s potential, skills determine the proper atmosphere, advance the plot, and assume the what he knows or is trained to do role of all characters in the game not controlled by the other Task any attempt to put an ability or players. Basically, he sets the stage for the players. skill to use in order to accomplish a While roleplaying experience is only required for the specific goal gamemaster, it certainly does not hurt the game if other Difficulty the difference between the skill players are also with it. total (ability+skill) and the dice roll Supernatural and the Setting required for a success, represented by the abbreviation d i f f What is the supernatural? Put simply, it is that which cannot be explained by scientific means. By this description, the supernatural may or may not exist—we cannot prove it either way. Ghostories gives you the option to play in a world just like our own, but the supernatural can exist in a variety of ways. Three options are presented below:

2 Supernatural Mystery Roleplaying Part I rules of play

Ghostories provides all the rules and information you need to get started, while keeping it simple and not overwhelming you with tons of needless words. But it does not end there. Once you get accustomed to the rules and your friends want more, expansion is simple—there is plenty of room for customization. You can add your own twists to the game by designing new roles, pursuits, skills, gimmicks, entities, and mysteries. Plus, the rules are versatile enough for you to borrow elements from other games and adapt them as needed. And if you are looking for a different type of gaming experience, Ghostories is compatible with Active Exploits Diceless Roleplaying for a truly diceless style of play or even the more-advanced genreDiversion Third Edition rules for more detailed and expansive play. GhoStories ChaChapterrac Oneters We start here, because characters are the driving force behind the game. While task resolution is also important, reading about it first would be pointless without understanding the components making up a character—ability, skill, role, pursuit, gimmicks, and health.

Character Abilities Character Skills

Abilities describe the areas in which a character has talent. Skills describe a character’s general knowledge, training, A rating of zero (0) reflects a disability—unless a player and fields of study. Each skill is associated with a single ability wishes his character to be disabled, one (1) is the minimum and rated from one (1) to eight (8). Any skill may be attempted permitted rating. Five (5) is the maximum rating allowed by untrained except for those listed with this symbol: U—these player characters. represent advanced studies which are too complex for even guessing without formal training. A list of skills is presented Character Ability Ratings later in this chapter. 0 disability 1 low average ability Character Skill Ratings 2 average ability 0 untrained 3 high average ability 1 passing knowledge 4 noteworthy ability 2 undertrained 5 gifted ability 3 novice 4 solid training 5 proficient Fitness the character’s strength, agility, and 6 seasoned physical resistance 7 professional training 8 expert training Awareness the character’s sensory ability, power of observation, and intuition

Creativity the character’s spiritual, personal, Character Gimmicks and artistic affinity Gimmicks are special properties possessed by characters Reasoning the character’s mental ability— and are, essentially, special abilities. Unlike abilities and skills, logical deduction, memory, and however, they do not use a rating system and their effects are mental resistance either automatic or modify tasks in certain situations. A list of Influence the character’s social standing, gimmicks can be found at the end of this chapter. charisma, and popularity

4 Supernatural Mystery Roleplaying GhoStories

Detective Character Roles The character has a driving urge to protect and serve the people of his city. He does just that as a local detective (or Every character has a purpose in life, whether as an even government agent), but the job is mixed with exhilaration, innocent or of the tainted. This purpose is called a role, and danger, stress, and monotony. To survive, the character must it represents what a character does in order to get by in the be perceptive yet physically and mentally proficient. This role real world, whether menial or professional employment, or is particularly suited to the Empathy pursuits, since their even alternative lifestyles. A number are included, but the reliance on one’s intuition is paramount. gamemaster can create his own roles should the need arise. The character possesses the law enforcement contacts and legal authority gimmicks, and either the street contacts, Athlete medical contacts, or mental health contacts gimmick. The The character thrives on competition in all its forms. He is a following skills are recommended: brawling, driving, firearms, professional athlete, displaying his physical prowess as part of interrogation, investigation, general knowledge, negotiation, a team (baseball or football, for example) or as an individual street cred, and composure. (boxing, running, or cycling). Famous athletes are likely to be sought for endorsements and commercial work. This role is Dilettante particularly suited to the Vigilantism pursuits, since they often As one of society’s upper crust, the character lives a push themselves to physical extremes. comfortable and privileged life. Moving from one hobby to the The character possesses either the musclebound or media next out of sheer boredom, the character possesses a wide contacts gimmick, as well as either the prestige or sure-footed range of skills, but with only a basic aptitude. This role is not gimmick. The following skills are recommended: athletics, specifically suited to any one pursuit, but the diverse set of general knowledge, performance, and composure. basic skills can sometimes come in handy. The character possesses the jack of all trades and wealth Clergyman gimmicks, as well as any one connection gimmick. The character puts his undying trust in the Creator of all things, whether his religious beliefs are that of Islam, Judaism, Doctor Christianity, or other teachings of faith. He holds the tenets of As a medical professional, the character cares deeply for the his religion to be sacred, and as such, all things supernatural welfare of others. His training is not only put to good use in are either considered to be Divine or Occult, the latter being a his general practice, but also in the service of mankind. The conduit for the and darkness. This role is particularly Hippocratic Oath is important to the character as he vows suited to the Faith pursuits, since they often seek to aid man in never to harm an individual. This role is not specifically suited his eternal struggle against not only himself, but also evil. to any one pursuit, but it tends to complement the Empathy The character possesses the clergy contacts gimmick. The and Faith pursuits by way of the character’s compassion. following skills are recommended: prose, legends, theology, The character possesses either the medical contacts or ancient languages, and performance. mental health contacts gimmick. The following skills are recommended: investigation, general knowledge, medicine, Criminal behavioral sciences, biological sciences, and composure. The character has turned to illicit schemes, thievery, and/or violence in order to acquire that which seems out of his reach. Executive Those with ambition tend to live in comfort, while those who The character sees lucrative deals everywhere, and works play it safe or are indebted to others tend to be worse off than hard to analyze risk and profit margins, so that he can give if they had normal jobs. The character’s sense of morality himself (and his loved ones) a very comfortable life. His gift for and ethics is likely to be heavily corrupted, if they even exist. negotiation and numbers helps make this a reality. This role is This role is not specifically suited to any one pursuit, but the particularly suited to the Magic pursuits, since they rely on a Science and Occult pursuits can sometimes benefit from the certain prowess at manipulation. moral and ethical apathy of criminals. The character possesses the corporate contacts and wealth The character possesses the ex-convict gimmick, and either gimmicks. The following skills are recommended: gambling, the underground contacts or street contacts gimmick. The commodities, academics, performance, and composure. following skills are recommended: finesse, stealth, disguise, forgery, seduction, and street cred.

Supernatural Mystery Roleplaying 5 GhoStories

Expressive Artist The character possesses the tolerant gimmick, as well as The character lives to create new things, whether physical either the monastic contacts or clergy contacts gimmick. The beauty or emotionally-charged prose or poetry. Being an artist following skills are recommended: athletics, investigation, is never an easy job, requiring considerable patience. Removal design, and composure. from the outside world sometimes helps to immerse oneself in the work. This role is particularly suited to the Meditation Performer pursuit, since these characters commonly seek beauty and The character loves to entertain and please his fans. understanding through intense mental and creative focus. Whether he is a musician, actor, or comedian, the cheers of a The character possesses either the artistic, musical, or fully-booked and satisfied audience is what fuels his passion. wordsmith gimmick. The following skills are recommended: Such performances require not only skill in his passion, but design, music, prose, and performance. also charisma, tolerance for obsessed fans, and creativity. This role is particularly suited to the Magic pursuits, as effective Journalist stage presence can engross a crowd and assist in the illusion. The character dedicates his life to seeking the truth, whether The character possesses either the prestige or eloquent it be about greedy corporate executives, corrupt government gimmick, as well as either the media contacts or wealth officials, murderous fascist regimes, or even the backstory of gimmick. The following skills are recommended: music, serial killers. He is willing to do whatever it takes to expose performance, and seduction. the ills of mankind be it for the redemption of humanity or just personal glory. This role is not specifically suited to any one Professor pursuit, but a network of contacts and experience in research The character enjoys a tenure at a local college or university, can be useful for any pursuit. tasked with educating impressionable young students. A grant The character possesses the media contacts gimmick, as was also awarded to him to further explore a line of research well as any one additional connection gimmick. The following unique to the character in the field of chemistry, psychology, skills are recommended: interrogation, investigation, prose, physics, biology, or some other science. This role is particularly general knowledge, performance, and street cred. suited to the Science pursuits, since they require complex calculations and the methodical approach towards theory. Martial Artist The character possesses either the academic contacts, The character seeks wisdom through physical perfection and scientific contacts, or medical contacts gimmick. The following the secrets of the Eastern fighting arts. He practices martial skills are recommended: computers and any reasoning-based techniques and forms as part of a regular schedule. While the science skill. character shuns competition, he sees it as a way to better hone his skills, often entering contests to discover the areas in which Free he is lacking. This role is particularly suited to the Vigilantism The character has always been his own person, taking orders and Meditation pursuits, as these characters are known to from no one. He took on whatever trade seemed right at the search for the truth in all things, particularly themselves. time, and moved from one city to the next as a mood changed. Martial artists are not required to expend double the amount of The character has led a diverse life and is considered a man points for martial skills (they are treated like regular skills). of the world. This role is not well-suited for any pursuit, but its The character possesses either the constitution, dextrous, very nature lends itself to dabbling in multiple pursuits. musclebound, or sure-footed gimmick. The following skills The character possesses any one connection gimmick. The are recommended: athletics, martial arts, weapon arts, and character can choose two innocent pursuits, but only one of composure. them can be made into a tainted pursuit.

New Age Monk The character explores the recesses of his own mind to Character Pursuits unlock the keys to reality. Meditation is his tool, as is the awareness of his own psyche. Monks steer away from material Pursuits represent passions that are followed by characters needs, vices, and fame; they prefer a life of communal sharing in an attempt to gain access to the hidden mysteries of the and charity as aids to a stable mind. This role is particularly supernatural. Characters in this game dedicate themselves to suited to the Meditation pursuit, since it encourages a path of such things, spending the entirety of their lives in the pursuit selflessness and enlightenment. of mastery. Those who have yet to cross the boundary between

6 Supernatural Mystery Roleplaying GhoStories earthly and true arcane knowledge are referred to as innocents, Faith as is the journey of their pursuit. While they may be perceived Faith is a pursuit dedicated to the search of the ultimate as performing feats of the supernatural, they are quite normal. knowledge of and communion with the Divine. These characters Conversely, characters who have discovered the secrets of are typically upstanding citizens and extremely pious, but not the hidden mysteries are known as the tainted, as are their necessarily both. Faith requires the belief in a divine being. continued pursuits. Because the doctrines of a religion are mostly written by man, For a mundane example of our own reality, think of it as they are not always a requirement for faith, however. It can the colored belts of the martial arts—a white belt represents be enough just to pray and respect the fellow man. Innocent a practitioner who has yet to be immersed in the intricacies characters who follow this pursuit possess the theology skill at of the art, but a black belt shows that he has taken the next a rating of 2. step in which new instincts and bodily-control feel completely Divine Arts natural to him yet alien to the beginner. Once a character has been tainted, his connection with his Characters who possess an innocent pursuit strive to gain faith becomes so strong that he can channel it for spiritual more knowledge and proficiency in them, regardless of the and will. These characters are often referred to as consequences. This passion blinds them from just about prophets. Tainted characters who follow this pursuit possess everything—their environment, obligations, and even health. either the divine benediction, divine symbol, or divine Whenever a character must choose between following his consecration gimmick, and can learn Divine Arts skills. pursuit or doing something equally important (such as staying alive, eating, or going to work), he must make a composure Magic task (see Chapter 3) to resist the compulsions of the pursuit. Magic as a pursuit focuses on illusion, the art of doing things s FOR EXAMPLE that some would consider to be magic. On the surface, such Robert is in pursuit of Faith. He must leave to pick up his accomplishments may seem quite real, but behind the scenes, son from school now, but has just discovered a long-lost they are mere tricks, both physical and mental. Magic relies on Bible with an extra chapter. Resisting his urge to examine misdirection, both physical and mental. Innocent characters the Bible requires a composure task. If successful, Robert who follow this pursuit possess either the finesse skill at a remembers his son and departs to get him. rating of 2 or the dextrous gimmick. A character’s innocent pursuit may eventually shift into the ranks of the tainted at a later point in the game, but the Sorcery opposite can never happen as the tainted can never regain their Once a character has been tainted, his eyes are opened to innocence. Innocents are not required to explore a pursuit, but the raw energy that is all around him. He learns to focus this all tainted characters must do so. Likewise, a pursuit must be energy into physical form or use it to trick the senses. Some chosen for an innocent if he later becomes tainted. even learn to cast the magical energy into protective wards. These characters are often referred to as sorcerers. Tainted Empathy characters who follow this pursuit possess either the circles, foci, or inscriptions gimmick, and can learn Sorcery skills. Empathy as a pursuit focuses on the psychological and physiological behaviors of people. Everyone gives off telltale Meditation signs of how they are feeling, whether by words, facial Meditation as a pursuit relies on one’s journey through his expression, or other bodily movements. These characters are subconscious, eventually leading to true enlightenment of the more sensitive to noticing and deciphering these behaviors, and even the cosmos. These characters almost always and are also generally more observant. Innocent characters begin as pure , although it is relatively easy for them to who follow this pursuit possess the empathic gimmick, as well succumb to elitist views as they delve into the mysteries of as either the acute hearing, acute smell, acute taste, acute the mind, believing themselves to be better than those who do touch, or acute vision gimmick. not. Innocent characters who follow this pursuit possess the stoicism gimmick or the composure skill at a rating of 2. Second Sight Once a character has been tainted, his empathy develops Revelation into a supernatural awareness of his surroundings. These Once a character has been tainted by experiencing a true characters are often referred to as mediums. Tainted characters meditative revelation, his exploration of self takes him to who follow this pursuit possess either the animal sight, deeper recesses of his mind. When touched by conscious innocent sight, locus sight, or spirit sight gimmick, and can thought, these hidden pockets of enlightenment can manipulate learn Second Sight skills. not only a character’s mental processes, but also his senses

Supernatural Mystery Roleplaying 7 GhoStories and physical qualities. These characters are often referred Heritage of the Egis to as mystics. Tainted characters who follow this pursuit Once a character has been tainted, his desire for justice and possess either the meditative guidance, meditative ritual, or to protect the innocent is mysteriously rewarded by special meditative trance gimmick, and can learn Revelation skills. powers. While the origin of these powers is unknown, their purpose is clear, since immoral acts weaken them. These Occult characters are often referred to as stalkers. Tainted characters Occult as a pursuit is common among people who seek to who follow this pursuit possess any one Heritage of the Egis explore the mysteries of supernatural legends. While tales of gimmick. divine or spiritual influence may be a part of the legends, they are not the focus of this pursuit. These characters investigate the traditions and ceremonies connected to these stories, rather Character Health than the moral or theological aspects. Innocent characters who follow this pursuit possess the legends skill at a rating of 2. Health is used to measure a character’s current physical and mental condition. There are three types of health: fatigue, Unholy Arts injury, and dementia. All have five grades of severity—as Once a character has been tainted, his connection with a character’s health is affected by damage, he receives an the occult turns to the worship of creatures from the abyss, increase in difficulty on certain tasks (see Environmental most notably, Satan. Unbeknownst to most diabolists, as Modifiers in the next chapter). they are often called, their powers stem from phantoms. Tainted characters who follow this pursuit possess either the Fatigue, Injury, and Dementia unholy quorum, unholy ritual, or unholy sacrifice gimmick, g r a d e f a t i g u e i n j u r y d e m e n t i a and can learn unholy arts skills. This tainted pursuit is not 1 dazed bruised sensitive recommended for player characters. 2 stressed sprained agitated 3 strained wounded distracted Science 4 exhausted maimed irrational Science is the pursuit of theory and experimentation. The 5 unconscious incapacitated delirious sciences are the doorways to untold cures, technological advancements, and riches. Some seek the answers to life itself, Fatigue others wish to explore the varied applications of science, and still others skirt the edge of ethics and legalities, performing Fatigue represents excessive effort that wears down a secret research for their own greedy needs. Innocent characters character, causing him to tire. Fatigue can also result from who follow this pursuit possess any one reasoning-based blunt trauma and physical strain. When a character has science skill at a rating of 2. sustained five grades of fatigue, he falls unconscious. If he receives additional levels of fatigue, it is applied as injury. Binding Lore Fatigue is represented by the abbreviation f a t . Once a character has been tainted, his science develops into a practice of using life energy, typically belonging to spirits. Injury These characters are often referred to as mad scientists. Injury represents lacerations, breaks, internal damage, Tainted characters who follow this pursuit possess either and burns. When a character has sustained five grades of the charged binding, crystal binding, or reflective binding injury, he falls unconscious and is totally incapacitated. If the gimmick, and can learn binding lore skills. character receives additional levels of injury, he dies. Injury is represented by the abbreviation i n j . Vigilantism Vigilantism is the pursuit of justice. These characters cannot Dementia stand to see wrongs go unpunished. As a result, they do what Dementia represents excessive strain on one’s psyche, the police and legal system are incapable of doing—deliver causing severe mental issues such as psychoses. It can justice to victims and their families. They punish those who result from fright or emotional trauma. When a character has have not received the punishment that the characters believe sustained five grades of dementia, he becomes delirious and are deserved. Innocent characters who follow this pursuit control of the character is handed over to the gamemaster possess any one fitness-based common or martial skill at a until the dementia level is lowered. While dementia can rating of 2. effect reasoning and awareness-based tasks, it can also allow characters to see . Dementia is represented by the abbreviation d e m .

8 Supernatural Mystery Roleplaying GhoStories Creating Characters Skills

Step 1 Choose character role. If the game relies on the supernatural as myth or the fantastic, a Fitness-Based Common Skills pursuit is optional, but it must be an innocent Athletics climbing, swimming, throwing, and one. When the supernatural is viewed as the gymnastics fantastic, either an innocent or tainted pursuit Brawling punching, kicking, grappling, and may be chosen (no more than half of the group parrying should be tainted, however). A tainted pursuit is recommended when the supernatural is reality. Driving operation of motor vehicles such as automobiles, motorcycles, and Step 2 Allocation Method: Distribute twelve (12) points trucks among abilities. Finesse sleight of hand tricks, pilfering, lock- Random Method: Roll one for each ability, re- picking, and safe-cracking rolling sixes. Firearms use and general maintenance of Optional: Allocate an extra one to four points for pistols, rifles, and shotguns more heroic games. Melee use of clubs, staves, knives, and Step 3 Note any skills provided by the character’s swords in combat pursuit—tainted characters receive the skills listed with both the innocent and tainted Stealth moving around quietly and without versions of their pursuits. Distribute an additional evidence thirty (30) points among skills. Certain skills may only be chosen by qualifying characters. Fitness-Based Martial Skills Martial Skills require the expenditure of double These skills require the expenditure of double the normal the normal amount of points unless the amount of points, and cannot be used without training. character follows the Vigilantism pursuit. Martial Arts U advanced techniques for brawling Optional: All characters automatically begin play that provide an edge over normal with the athletics and general knowledge skills training with a rating of 4, requiring no expenditure of Weapon Arts U advanced techniques for melee that points for them. provide an edge over normal training Optional: Allocate an extra five to ten points for more heroic games, when the supernatural is Awareness-Based Common Skills reality, or when the supernatural is the fantastic Gambling playing games of chance by way of and the character possesses more than two deducing odds and bluffing tainted skills. Interrogation acquiring information through Step 4 Note all gimmicks obtained from roles and subterfuge, intimidation, and even pursuits (tainted characters receive the gimmicks torture listed with both the innocent and tainted versions of their chosen pursuits). All characters Investigation acquiring information through also possess the fear gimmick, and must defined examination, observation, and its nature before play begins. Optional gimmicks research may be chosen, but each one reduces an Tracking following trails, tracks, and other ability by one (1) point or a skill by three (3). signs of disturbance to locate Detrimental gimmicks provide one (1) extra point creatures or people in the wild for abilities or three (3) extra points for skills. Gimmicks of categories marked with an asterisk Creativity-Based Common Skills (*), such as those of unholy or sorcery gimmicks, Design painting, drawing, sculpting, metal- are only available to tainted characters with the working, graphic design, and proper pursuit. Other gimmicks may also be photography restricted, but these limits are noted individually.

Supernatural Mystery Roleplaying 9 GhoStories

Disguise altering one’s appearance by Ancient Languages U study of languages that are now cosmetics and clothing extinct or forgotten, such Latin and Forgery duplicating another person’s works Aramaic (legal documents, paintings, etc.) if Cultural Sciences U study of beliefs, customs, practices, the character also possesses another and origins of ancient civilizations— skill on which it relies (crafts, archaeology, anthropology, sociology design, or music) Behavioral Sciences U study of the human psyche, Music designing and playing musical covering psychology, mental illness, scores and mood-altering pharmaceuticals; Prose designing and reading novels, psychiatry is studied when the biographies, guides, articles, and character is also proficient with the other forms of books and stories medicine skill Paranormal Sciences U study ghostly traits (recognizing Reasoning-Based Common Skills gimmicks) and extra-sensory Commodities appraising the value of antiques, phenomena gems, jewelry, and other items of Biological Sciences U knowledge of animal and human trade biology and pathology Computers operation, hacking, and basic repair Physical Sciences U advanced knowledge of physics, of computer systems advanced mathematics, and General Knowledge knowledge of limited historical, chemistry geographical, political, social, and Structural Sciences U knowledge of civil and architectural trivial information engineering Legends study of the practices and origins Technical Sciences U knowledge of electronics, computer, of ancient and modern mystical and other technical studies along beliefs, including the occult, the frontier of modern knowledge superstitions, and mythology Mechanics use, design, and repair of Influence-Based Common Skills mechanical and electrical devices, Negotiation bartering and persuading others to such as combustion engines, gears, one’s advantage and toasters; this does not apply Performance orating, singing, and acting to electronic components, although it does apply to the mechanical Seduction tempting others by way of sexual aspects of electronic devices attraction to one’s advantage Medicine knowledge of healing and treatment Street Cred using contacts to discover information, locate people, and Streetwise foraging for food and shelter, and procure goods otherwise surviving in urban areas Survival foraging for food and shelter, and Awareness-Based Second Sight Skills otherwise surviving in the wilderness These skills require at least one Second Sight gimmick. See Theology study of the various forms of Chapter 4 for more information on these skills. religion, as well as their doctrines, Telepathic Sense U communicating with others histories, and effects on society telepathically Reasoning-Based Science Skills V-Cognition U visually witnessing events occurring near a focus in the distance The following skills cannot be used without training. A-Cognition U aurally witnessing events occurring Academics U advanced knowledge of law, near a focus in the distance politics, and history Post-Cognition U witnessing past events near a focus

10 Supernatural Mystery Roleplaying GhoStories

Awareness-Based Revelation Skills Influence-Based Divine Arts Skills These skills require at least one Revelation gimmick. See These skills require at least one Divine Arts gimmick. See Chapter 4 for more information on these skills. Chapter 4 for more information on these skills. Revelation of Being U insight into the physical aspects Blessing U laying of the hands to prevent of man calamities Revelation of Substance U perception of personal truths and Exorcising U banishing embodied spirits or banes states from the physical world Revelation of Splendor U alteration of physical force Hallowing U preventing ghosts, embodied spirits, Revelation of Passion U production and awareness of phantoms, and banes from entering mental energies a structure or plot of land Revelation of Conviction U inner-strength and judgment Healing U laying of the hands to close wounds from the primal energies Illuminating U radiating light in a single room Revelation of Harmony U blending of spiritual and physical Ordaining U creating divine wards perceptions for predicting proper Pacifying U calming living creatures to end actions hostilities Revelation of Inspiration U augmentation of mental forces Revelation of Understanding U interpretation of reality; this skill Influence-Based Binding Lore Skills can only be learned when the These skills require at least one Binding Lore gimmick. See character is also proficient in at Chapter 4 for more information on these gimmicks. least three other revelation skills Conditioning U gaining the obedience of a spirit Revelation of Truth U access to the primal forces of that the character has bound to a creation; this skill can only be vessel learned when the character Tethering U trapping a spirit that the character is also proficient in all other has bound to a vessel revelation skills Other Skills Creativity-Based Unholy Arts Skills Composure remaining calm in the face of These skills require at least one Unholy Arts gimmick. See danger or temptation Chapter 4 for more information on these skills. Banishing U expelling horrors, typically by reciting their names Summoning U calling horrors by reciting their names or identities

Reasoning-Based Sorcery Skills These skills require at least one Sorcery gimmick. See Chapter 4 for more information on these skills. Conjuring U creating objects from magical energy Weaving U creating illusions from magical energy Warding U creative magical fields to deter and protect

Supernatural Mystery Roleplaying 11 GhoStories

Gang Contacts the character has strong ties with a Gimmick List teen gang that can be called upon to perform menial criminal and surveillance tasks; these contacts Connection Gimmicks are not very loyal, confessing to Connection gimmicks allow characters to call on non- working for the character if caught player characters who are in positions to provide information, by the authorities counseling, or other forms of support without actually becoming Investigative Contacts the character has strong ties with part of the story. These contacts can influence the story, but a number of private investigators are never its focus, remaining in the background. and/or bounty hunters who may Academic Contacts the character has strong ties with a be called upon to assist with number of professors and teachers surveillance and tracking who may be called upon for Law Enforcement Contacts the character has strong ties with information regarding history, law, the local police that can be called and politics upon to provide case files and make Ancient Order Contacts the character has strong ties with arrests, as well as assist in gaining a group of sorcerers who may the trust of other law enforcement be called upon for information agencies regarding the powers of sorcery Media Contacts the character has strong ties within (only tainted characters can choose a single form of media (newspaper, this gimmick) broadcast news, or freelancer) that Binding Contacts the character has strong ties with can be called upon for exposure, one or more mad scientists who as well as current or archived may be called upon to gain access information to advanced laboratories and obtain Medical Contacts the character has strong ties with restricted goods normally reserved one or more medical doctors and for competent professionals (only surgeons who may be called upon tainted characters can choose this for information regarding biology, gimmick) pathology, and other medical Clergy Contacts the character has strong ties conditions with a local clergyman and his Mental Health Contacts the character has strong ties congregation who may be called with a number of mental health upon for morale support, prayer, professionals who may be called or information about theology or a upon for information regarding member of the congregation psychology and mental disorders Corporate Contacts the character has ties within the Military Contacts the character has strong ties with a corporate sector that may be called branch of the military that can be upon for information regarding called upon for classified intelligence business and finances reports or small arms Coven Contacts the character has strong ties with Monastic Contacts the character has strong ties with a a group of diabolists who may group of mystics who may be called be called upon for information upon to assist in meditation and the regarding the unholy arts (only analysis of dreams and visions tainted characters can choose this Paparazzi Contacts the character has strong ties gimmick) with a tabloid journalist and/or Cult Contacts the character has strong ties with a photographer that can be called group of occultists (innocents) who upon for information regarding may be called upon for information reports of horror and the regarding ancient supernatural supernatural unacceptable to the legends, traditions, and ceremonies mainstream media

12 Supernatural Mystery Roleplaying GhoStories

Scientific Contacts the character has strong ties with half the roll of one die indicates the one or more scientists who may number of people in the character’s be called upon for information local area who recognize him regarding physics, mathematics, on-sight chemistry, and the like Wealth the character is not only wealthy Street Contacts the character has strong ties with and a major political contributor, various local merchants, fences, but is also very influential in local information brokers, and others who and federal politics make their living on the streets a roll of two dice in any given major Underground Contacts the character has strong ties with city indicates the number of lackeys local black market personalities and present various criminal subcultures hidden a roll of one die in a small town from public view that may be called indicates the number of lackeys that upon for information, illegal items, can be found or intimidation Inherent Gimmicks Cultural Gimmicks Acute Hearing the character’s sense of hearing is Legal Authority the character is a member of better than normal—all awareness- local law enforcement, district based tasks in which hearing is a attorney’s office, or courts, and can factor receive -2d i f f gain special access to sensitive legal information, conduct official Acute Smell the character’s sense of smell is investigations, acquire subpoenas better than normal—all awareness- and warrants, and make arrests based tasks in which smell is a factor receive -2d i f f Local Authority the character is a member of a local taxing authority, council, or other Acute Taste the character’s sense of taste is agency that can gain special access better than normal—all awareness- to sensitive areas or information and based tasks in which taste is a push community agendas factor receive -2d i f f Military Rank the character is a member of the Acute Touch the character’s sense of touch is military and holds an officer’s better than normal—all awareness- rank, which is determined by the based tasks in which touch is a gamemaster (title does not matter factor receive -2d i f f so much as level of authority); the Acute Vision the character’s sense of vision is character does not only possess a better than normal—all awareness- level of authority pursuant to his based tasks in which eyesight is a rank, but also an equal amount of factor receive -2d i f f responsibility and the trust of those Alluring the character’s personality is one of under his command style, grace, and sex appeal; Multilingual the character grew up in a he receives a bonus of -2d i f f on multilingual home and may speak all influence-based tasks involving an additional language members of the opposite sex (or Prestige the character is well-known to folks those who would be attracted to the by way of reputation in his chosen character) role—he receives -2d i f f on relevant Artistic the character has a natural talent influence-based tasks and those for producing life-like and vibrant made by others to recognize him drawings and paintings—all or otherwise use fame against the creativity-based tasks in which the character character uses this artistic talent (continued…) receive -2d i f f

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City Compass the character can never become lost Natural Compass the character can never become in the city, and can extrapolate his lost in the wilderness, and can general location from landmarks extrapolate his general location from Closed Heart the character cannot be possessed signs in nature by a horror Peripheral Vision the character is unusually perceptive Cold Heart the character’s emotional state is when it comes to noticing moving hard to read­—all tasks attempting objects and details on either side to do so (such as with second sight) of him rather than immediately in receive a penalty of +2d i f f ; this front of him—his awareness rating gimmick also cancels the bonus is two greater for all tasks when the from the empathic gimmick focus of his observation/instincts is outside of his normal field of vision, Constitution the character’s immune system but not directly behind him is extremely powerful, making all infections, toxins, and drugs Stoicism the character is more willing to ineffective against him accept events that go against his beliefs than others—his ego rating Dextrous the character is unusually nimble (used to prevent dementia) is with his hands, able to manipulate two greater than normal (up to a small objects and better direct their maximum of five) positioning and movement—his fitness rating is two greater for all Sure-Footed the character is unusually graceful tasks involving manual coordination for his size—his fitness rating is two greater for all agility-related Eloquent the character is extremely eloquent tasks (this does not apply to tasks and persuasive, allowing him involving hand-eye coordination, to influence crowds with his rather physical grace and balance) parlance—all influence-based tasks with which the character uses this Tolerant the character is forgiving and easy- rhetorical talent receive -2d i f f going, allowing him to ignore most insults and slights—he receives a Empathic the character is extremely sensitive bonus of -2d i f f on all composure to the feelings of those around tasks in which he must resist the him—all awareness-based tasks urge to take revenge, strike back, or that can benefit from seeing a otherwise become impulsive due to person’s current mood (such as mere words cast in his direction interrogation) receive -2d i f f Wordsmith the character is capable of Internal Clock the character has a knack for composing very compelling works, always knowing the correct time of both inspiring and inflaming readers day with his words—all influence-based Jack of all Trades the character is a jack of all trades, tasks in which the character uses but master of none—he can attempt this writing talent receive -2d i f f any non-tainted skill without training, but no non-tainted skill Detrimental Gimmicks may be raised above a rating of five Bored the character is bored with life, Musclebound the character is unusually strong for seeking new adventure whenever his size—his fitness rating is two possible; he must make a greater for all strength-related tasks reasoning-based composure task (this also includes damage rolls) to resist the chance to travel, meet Musical the character has natural talent for new people, investigate, or explore composing and playing tunes on musical instruments—all creativity- based tasks utilizing this musical talent receive -2d i f f

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Closed-Minded the character is not open to new Depressed the character is emotionally ideas or ways of doing things, withdrawn and weakened; his making him less susceptible to ego rating is reduced by one (to a the supernatural as a result of him minimum of zero) denying its existence; while the Despair the character has just about given character’s ego rating is increased up on life, providing a penalty of -1 by one, he is also incapable of using on all reaction rolls and +3d i f f on the skills of a tainted pursuit that all composure tasks cannot be explained by scientific or religious means Elitist the character believes himself to be superior to most others, requiring Clumsy the character is unusually clumsy excessive respect from others; an for his size—his fitness rating is two influence-based composure task is less for all agility-related tasks (this required in order for the character does not apply to tasks involving to perform actions that he deems hand-eye coordination, rather beneath him physical grace and balance) Enemies someone does not like the character Color-Blindness the character cannot distinguish and either enjoys or is duty-bound between different colors— to thwart his efforts; this enemy awareness-based tasks involving may even go so far as to actively camouflage, disguise, or otherwise hunt the character or put a price on discerning subtle color differences his head receive +3d i f f Ex-Convict the character has been in prison Compulsion the character is compelled to and is known to the law—while he perform a specified action, such may be straight now, the character as ingesting alcohol, taking drugs, is always under suspicion and may smoking cigarettes, or laughing not be granted access to some areas when threatened; a reasoning-based or services by law enforcement or composure task is required to resist government agencies such an action False Ability the character believes that he is Dark Secret the character is hiding a dark secret more capable than he really is—the that he has decided to bury at the gamemaster should occasionally cost of his own sanity—whenever lead the player to believe that his secret is threatened to be harder tasks are easier to perform exposed, the character must make a composure task to prevent himself False Destiny the character believes that he is from taking immediate action to destined for greatness sometime in stop that from happening; if the the future (before he dies and in secret is revealed, the character the form of something majestic); gains dementia; this gimmick may because of this, the character does be taken more than once, each not believe that harm will come to representing a different secret him until his destiny is realized—the gamemaster should occasionally Composure Task Difficulty and Dementia lead the player to believe that tasks exposure to a stranger routine 1d e m are less dangerous than they really exposure to a group of strangers complex 2d e m are exposure to an acquaintance complex 2d e m False Power the tainted character believes exposure to a close friend challenging 2d e m that he has special powers—the exposure to a group of acquaintances challenging 3d e m gamemaster should allow the exposure to a group of close friends impossible 4d e m character’s tainted skills to work exposure to a community challenging 4d e m only half of time, as they are a exposure on a national scale impossible 5d e m combination of true knowledge and imagined faculties

Supernatural Mystery Roleplaying 15 GhoStories

Fear the character is very afraid of Maladroit the character is clumsy when a particular object, place, or it comes to using his hands for situation—all composure tasks manipulating small objects— his involving the subject of this fear fitness rating is two less for all tasks (determined before beginning play) involving manual coordination receive +4d i f f ; this gimmick may Materialist the character is drawn to material be taken more than once, each objects and comforts, making it representing a different fear difficult for him to reject bribes, Guilt-Ridden the character believes that all gifts, and deals that are too good failures in his presence are his fault, to be true; a creativity-based causing emotional stress; whenever composure task is required to resist a member of his cabal fails a task, such temptations he gains 1d e m (a roll is made) Paranoia the character must make a Idealist the character sees the world the challenging reasoning-based way he prefers it rather than it really composure task whenever he meets is; whenever his beliefs are proven new people—if unsuccessful, the wrong, the character must make a character refuses to talk or deal creativity-based composure task to with them in any way resist gaining one grade of dementia Poor the character has saved and earns Impulsive the character acts without thinking; barely enough money to pay his if presented with a challenge, either monthly bills by an individual or situation, he Poor Hearing the character’s sense of hearing is must make a successful reasoning- below normal—all awareness-based based composure task to resist tasks in which hearing is a factor acting on it receive +2d i f f Intolerant the character has a hatred for those Poor Vision the character’s sense of vision is different from himself; whenever below normal—all awareness-based they are present, the character tasks in which sight is a factor becomes irate, may resort to receive +2d i f f (i.e. aiming and violence if challenged, and refuses searching) to aid or accept aid from them; a reasoning-based composure task Reduced Stamina the character receives 2f a t after can be made to resist these feelings two hours of continuous physical towards a particular individual exertion in addition to +1d i f f on all fitness-based tasks until he can rest Lecherous the character has an unnatural obsession with the opposite sex, Selfish the character is willing to go out of which causes him to be more his way or risk life and limb only for susceptible to their charms—all himself or his immediate family; a influence-based tasks directed at creativity-based composure task is the character by members of the required in order for the character to opposite sex receive a bonus of perform such actions for others -2d i f f Stammer the character speaks with Lethargic the character is dull and slow to involuntary pauses and syllabic act, providing a penalty of -2 on repetitions, providing a penalty of +2d i f f on all negotiation, all reaction rolls and +2d i f f on all fitness-based tasks performance, and seduction tasks Liar the character is a compulsive liar Ugly the character’s face is considerably and cannot tell the truth when it less than attractive; he receives a relates to his own actions without penalty of +2d i f f on all influence- first making a successful awareness- based tasks when face to face based composure task

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Weak the character is unusually weak for Meditative Trance the character can enter a meditative his size—his fitness rating is two state using specialized drugs less for all strength-related tasks (this also includes damage rolls) Unholy Gimmicks* Weak-Willed the character lacks willpower and Unholy Quorum the character can combine the courage—he receives a penalty of mental energies of a group to +2d i f f on all composure tasks summon a phantom Zealous the character not only prays when Unholy Ritual the character can focus his mental under stress, but also attempts energies into ceremonial rites to to convince others of the majesty summon a phantom of his faith; an awareness-based Unholy Sacrifice the character can focus the mental composure task can be made to energies of a sacrifice to summon a resist this phantom More information regarding the following gimmicks can be found in Chapter 4. Binding Gimmicks* Charged Binding the character can bind a spirit to Second Sight Gimmicks* a vessel using a strong electrical current Animal Sight the character can sense the emotional state of animals Crystal Binding the character can bind a spirit to a vessel by first trapping it in a crystal Innocent Sight the character can sense the emotional state of the innocent Reflective Binding the character can bind a spirit to a vessel by first trapping it in a mirror Locus Sight the character can sense the residual emotions left in places Heritage of the Egis Gimmicks* Spirit Sight the character can sense the Arxist’s Legacy the character’s fitness rating is one emotional state of ghosts greater than normal and he inflicts an additional 1f a t when punching, Divine Gimmicks* kicking, or using a bludgeoning Divine Benediction the character can use prayer to weapon like a club channel Divine energy Cuirack’s Legacy the character can determine Divine Symbol the character can use symbols to whether or not an individual is channel Divine energy possessed by a horror Divine Consecration the character can use a consecrated Dojin’s Legacy the character receives a bonus site to channel Divine energy of +1 on his reaction roll, -1d i f f on firearms tasks when spending Sorcery Gimmicks* at least one turn aiming, and Circles the character can draw and focus can ignore penalties from being raw magical energy into a circle surprised with a successful Foci the character can draw and focus awareness-based composure task raw magical energy into a focal Empyrean’s Legacy the character’s awareness rating device is one greater than normal and he Inscriptions the character can draw and focus inflicts an additional 1i n j using a magical energy into an inscription knife or sword Hyone’s Legacy the character receives a bonus of Revelation Gimmicks* -1d i f f on stealth tasks and 1i n j Meditative Guidance the character can enter a meditative from a single attack each turn is state with an experienced guide converted to 1f a t Meditative Ritual the character can enter a meditative state using ritualistic chants or dances

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Kinsho’s Legacy the character receives a bonus of Complete Skill List -1d i f f on athletics tasks (-2d i f f on athletics tasks to maintain balance) Fitness-Based Skills Reasoning-Based Skills and +2 to his armor rating when athletics commodities rolling for damage caused by falls; brawling computers his fitness rating is also one greater driving general knowledge than normal when parrying and finesse legends dodging attacks firearms mechanics melee medicine Piallo’s Legacy the character receives a bonus of stealth streetwise -1d i f f on athletics tasks and +1 on Martial Skills survival his reaction roll when not surprised martial arts U theology Rory’s Legacy the character receives a bonus weapon arts U Science Skills of -1d i f f on athletics tasks when Awareness-Based Skills academics U maintaining balance and +2 to gambling ancient languages U his armor rating against fatigue interrogation cultural sciences U when blocking; his fitness rating is investigation behavioral sciences U also one greater than normal when tracking paranormal sciences U parrying or dodging attacks Second Sight Skills biological sciences U Zephyr’s Legacy the character receives a bonus telepathic sense U physical sciences U of -1d i f f on athletics tasks when v-cognition U structural sciences U throwing objects and +1 to his a-cognition U technical sciences U armor rating against fatigue when post-cognition U structural sciences U brawling; his fitness rating is Revelation Skills Sorcery Skills also one greater than normal for revelation of being U conjuring U contested brawling tasks focusing revelation of substance U weaving U on muscle (arm wrestling, grappling, revelation of splendor U warding U etc.) revelation of passion U Influence-Based Skills revelation of conviction Zraj’s Legacy the character’s fatigue is reduced U negotiation revelation of harmony by one grade every two hours, U performance revelation of inspiration and he is immune to poisons and U seduction revelation of understanding other toxins; the character can also U street cred revelation of truth reduce another U Divine Arts Skills person’s fatigue Creativity-Based Skills blessing U design by one grade exorcising U disguise in exchange hallowing U forgery for he himself healing U music gaining one illuminating U prose grade of fatigue ordaining U Unholy Arts Skills pacifying U banishing U Binding Lore Skills summoning U conditioning U Other Skills tethering U composure interaction

18 Supernatural Mystery Roleplaying GhoStories gChapteretting Two things done

Tasks represent actions taken by characters using their skills Trivial (-2d i f f ) mundane labors that usually require and/or raw ability. Typically, one ability is used for a particular little or no training; we generally situation. For example, the fitness ability would be used when take these tasks for granted brawling or the creativity ability would be used when forging Routine (0d i f f ) innocuous actions that must rely on a visa. The ability associated with a skill is the most common training and experience, and require use, but the gamemaster is free to assign a different ability to minimal thought or effort; this is the a task if it better fits the character’s actions. For example, firing default difficulty a gun is a fitness-based task, but repairing the weapon is a reasoning-based one. Complex (2d i f f ) slightly more difficult than routine tasks, representing actions requiring In order to determine if a task succeeds, first compute the some degree of precision or skill total, which is equal to the sum of the relevant ability and accuracy skill rating. Then roll two six-sided dice and calculate their sum. This gives us a dice total. A character accomplishes a Challenging (4d i f f ) above average skill is required, basic task when his dice total is less than or equal to his skill typically representing actions total. Also, snake eyes (double ones) is an automatic success unfamiliar to a character; these and boxcars (double sixes) is an automatic failure. tasks can also be fairly dangerous, thereby allowing calamities to occur s FOR EXAMPLE Rick is attempting to ascertain the value of an occult book Impossible (6d i f f ) all dangerous or improbable using his commodities skill. His reasoning ability is 4 and situations; characters attempting his skill level is 6—this makes a skill total of 10. He rolls such actions are either very brave or two dice which result in a 5 and 4, and totals 9. Since the very stupid dice total of 9 is less than the skill total of 10, the task is successful and Rick is able to determine the book’s value. Outcome In order to determine the success of a task, we must first Difficulties compute the margin, which is the difference between the skill Difficulties affect the outcome of tasks by altering the total and the dice total (skill total – dice total). If the margin chances of success. Lesser difficulties can be assigned to is equal to or greater than the assigned difficulty, the task easier tasks, while greater difficulties can be assigned to harder succeeds. ones. The various difficulty ratings are explained at right. They s FOR EXAMPLE are represented numerically by the abbreviation xd i f f , where Simon’s skill total is 9 and he rolls a dice total of 7. His x equals the actual rating. In some cases, straight numerical margin (skill total – dice total) is 2 (9 – 7). Since the margin values (such as 4) are assigned as difficulties. Task difficulties is equal to the assigned difficulty value of 2 (complex), the may be increased or decreased by a character’s actions or task is successful. It would also have been successful if the his environment. Changes in difficulty reflect changes in the margin was greater than 2, but had it been less, the task numerical value and not the name of the difficulty level. For would have failed. example, a difficulty rating of 1d i f f that is modified by +2d i f f becomes 3d i f f .

Supernatural Mystery Roleplaying 19 GhoStories

There are two optional outcomes that may also be used at intimidating someone by reputation alone (influence) do the gamemaster’s discretion: calamities and triumphs. not necessarily fit any skill, and could be easily decided Calamities represent horrible mishaps or backfires. This by comparing the assigned difficulty with a character’s could be missing an opponent and accidentally shooting a ability. friend, or a chase down a flight of stairs resulting in a serious fall. Trivial and routine tasks cannot result in calamities, but all Untrained Tasks other tasks do if the margin is less than the assigned difficulty All skills can be attempted without prior training, except minus ten (10). for those listed with the U symbol. Such rolls are considered s FOR EXAMPLE untrained tasks and the skill total would be equal to the The assigned difficulty for a task is 7 and the margin is -4 associated ability only. (in this case, the dice total is greater than the skill total which would normally result in a failure). Because the Contested Tasks margin of -4 is less than -3 (7 – 10 = -3), the task results There are bound to be situations that place two people at in a calamity. odds with each other in some sort of struggle. To resolve this conflict, both parties make task rolls and the character with the Triumphs are just the opposite of calamities and represent highest margin wins the struggle. If neither roll is successful or miraculous outcomes. This could be incapacitating an opponent in the case of ties, both parties fail. with one punch or convincing an enemy of a character’s good intentions. Triumphs result by achieving a margin equal to or When attempts are made to undo previously-successful greater than six (6) plus the assigned difficulty. tasks performed by other characters (such as spotting forged documents) the difficulty should equal the original character’s s FOR EXAMPLE ability rating. If the original task was a failure, contesting it is The assigned difficulty for a task is 2 and the margin is 9. a trivial task. Because the margin of 9 is greater than 8 (6 + 2 = 8), the task results in a triumph. s FOR EXAMPLE If a forged passport was made by a character with a In addition, if the dice used for the dice total are both ones (snake eyes), the task is a triumph. And, if the dice used for the creativity rating of 4, the difficulty to spot the forgery is 4. dice total are both sixes (box cars), the task is automatically a failure (though not necessarily a calamity). Prostrated Tasks A character may choose to over-exert himself in order to Automatic Tasks receive -2d i f f on any fitness-based task. In exchange for this Automatic tasks allow a character to forego the process of bonus, the character receives one (1) grade of fatigue. rolling dice. Instead, the gamemaster can look at the character’s ability or skill rating and choose to make the task an automatic Composure Tasks success if all of the following conditions are met: Characters must make composure tasks when faced with extreme terror or supernatural occurrences, or when attempting • The character’s raw ability is equal to or greater than the to restrain desires and habits. The difficulty of such tasks is assigned difficulty or the character’s skill rating is equal to determined by the situation, but may also be adjusted by or greater than two plus the assigned difficulty. environmental factors. • The task is not contested. Benign (Trivial) nightmares, visions, and betrayals; • The player provides a descriptive explanation of his actions. occurrences that are physically • The task does not disturb the gamemaster’s vision of the harmless story. Violent (Routine) , , natural disasters, Automatic tasks can also be used for situations not covered and gun fights; occurrences that by skills or to speed play by avoiding a dice roll—if the could lead to physical harm; inflicts character’s raw ability is equal to or greater than the assigned 1d e m difficulty and the task is not contested or disruptive to the Abuse (Complex) continued psychological abuse; story, it is successful. inflicts 1d e m s FOR EXAMPLE Horrific (Complex) rabid animals, bloody crime scenes, Breaking down a door (fitness), spotting someone sneaking gore, and dismembered corpses; about (awareness), dressing to stand out in a crowd occurrences that sicken the soul; (creativity), recalling a name from memory (reasoning), or inflicts 1d e m

20 Supernatural Mystery Roleplaying GhoStories

Supernatural (Complex) witnessing supernatural powers Dementia Relief being used by mortals, banes, r o l l e f f e c t embodied spirits, and other 1 goes into the fetal position unexplainable events; inflicts 2d e m 2 hides behind nearest cover or in closest closet Catastrophic (Challenging) violent and horrific occurrences 3 runs away out of fear in a random direction that take place on a massive scale; 4 permanently denies that events occurred inflicts 2d e m 5 screams profanities or incoherent words 6 attacks closest character, believing him to be a threat Earth-Shattering (Impossible) mythological creatures or the supernatural on a massive scale; occurrences that turn someone’s Skill Limits world upside down; inflicts 4d e m When a character attempts a task that requires knowledge Torture +1d i f f per grade of injury sustained of another skill, the task’s skill rating is limited by the second due to torture; inflicts 1d e m skill’s rating. That is, the applied skill’s rating cannot be greater While the composure skill is always used for this task, the than the required skill’s rating, and is reduced specifically for ability can vary based on the nature of the situation. the task. • Attempts to control responses from physical stimuli, such as s FOR EXAMPLE crying out or flinching from pain, are based on the fitness An attempt to ascertain the value of an occult book ability. requires knowledge of the legends skill. If the character’s commodities skill rating is greater than his legends rating, • Recognizing and preventing one’s habits, such as nervous tics it is equal to the legends rating for the purposes of this and unconscious speech patterns like stutters, or controlling task only. one’s temper are based on the awareness ability. An investigation into the mental illness of a suspect • Preventing compulsive patterns of behavior, like addictions requires knowledge of the behavioral sciences skill. If the or immoral acts such as sadism or infidelity, are based on character’s investigation skill rating is greater than his the reasoning ability. behavioral sciences rating, it is equal to the behavioral A failure inflicts the amount of dementia specified or the sciences rating for the purposes of this task only. gamemaster can use his best judgement. Calamities inflict double the amount specified. A damage roll is made as if Investigation Tasks fatigue or injury was involved. Rather than armor, however, There are several different methods for locating and analyzing protection against dementia is called ego. A character’s total clues and evidence. These should cover most situations for the ego rating can never be raised above five (5). investigative character, but the gamemaster is encouraged to • By default, innocent characters have an ego rating of zero (0) improvise when needed. and tainted characters have an ego rating of two (2). Overt Clues • Ego is increased by one for the current turn only if the ability Clues that are in plain sight, such as letters sitting on a desk used for the composure task is four (4) or higher. or blood stains on a jacket, require no roll. The gamemaster • Ego is increased by one for the current turn only if the simply assigns a difficulty to the discovery of a clue—a large character has previously experienced the same occurrence suitcase may be trivial, while a small ring on a table may be at least twice. challenging. If the character’s awareness rating is equal to or If the total amount of dice rolled against a character for greater than the difficulty rating, he discovers the clue. dementia in one task is greater than the ability rating used for s FOR EXAMPLE the task, he is stunned and must spend the next turn clearing A diamond ring belonging to the ’s mortal persona sits his thoughts—the only tasks possible are awareness-based on a night-stand. It is small but pretty, so the gamemaster tasks, but they receive a penalty of +2d i f f for the remainder assigns this overt clue with a challenging difficulty. An of the turn. investigating character can notice the ring if his awareness When a character receives five grades of dementia, roll a rating is 3 or greater. single die and consult the table below to determine his actions. Once this occurs, the character is under the gamemaster’s Hidden Clues control until such a time as his dementia is reduced (see Clues that are hidden from normal view require a search of Restoring Health at the end of this chapter). the area. This is done by a player declaring where his character is searching and attempting an investigation task. The difficulty

Supernatural Mystery Roleplaying 21 GhoStories should be set by the gamemaster based on how hard he feels Random Clues it would be to discover the clue. r o l l t y p e o f e v i d e n c e s FOR EXAMPLE 1 who; someone close to the victim or suspect A note rests in the pocket of the victim’s coat, which is 2 what; something owned or used by the victim or suspect hanging in the closet. The gamemaster assumes that most 3 where; place involved in the mystery people would search pockets, so he assigns this hidden 4 when; time of a meeting or event related to the mystery clue with a complex difficulty. An character searching the 5 why; motive for the mystery area can notice the ring with a complex investigation task. 6 how; chain of events or methodology for the mystery

Cryptic Clues In some cases, clues are not only hidden from sight, but Paranormal Tasks so are their meanings. To discover these meanings, a task All tainted characters are able to perform paranormal feats, is required using a relevant skill, which is decided by the no matter how basic or few. These are typically governed by gamemaster—legends for occult matters, general knowledge a single gimmick that defines how the paranormal powers are for pop culture, and medicine for prescriptions are some used. In some cases, these basic powers do not require tasks, examples. The difficulty should be assigned based on the merely working when certain criteria are met. Many of these obscurity of the meanings. characters also undoubtedly possess special skills designed to s FOR EXAMPLE complement their paranormal gimmicks, refining and refocusing A piece of paper with a secret passage from the Bible how they are implemented. Special rules for these powers are written on it is useless without knowing how to decipher provided in the next chapter. While they may be called into its meaning—a challenging theology task is required. A play differently and require specific circumstances, their use braided circle inscribed on the grass where an innocent was remains consistent with the rules presented here. Should the found murdered cannot be deciphered without research effectiveness or application of a paranormal gimmick or skill into the inscription’s ancient and long-forgotten origins—an be called into question, the gamemaster should use his best impossible legends task is required. judgement to fit it into the paradigm or plot of his story. Horrors, as presented in Chapter Four, also employ special Forensic Clues gimmicks and skills. Most of these gimmicks also do not On the opposite end of the spectrum from overt clues are require tasks, and should be utilized in a manner appropriate those that require the most vigilance and training. Forensic with the progression of the story and degree of interaction clues can be unearthed with a relevant reasoning-based between the horror and characters/real world. Since a story is science skill task, such as with behavioral, biological, or constantly evolving as the characters progress through it, the structural science. These tasks are time-consuming, devouring gamemaster must react accordingly, using a horror’s powers hours of laboratory work, calculations, and/or research. The when they can be most frightening or fit the current mood of difficulty is often not the important factor, rather the fact that a scene. Again, if the gamemaster is unsure of the specifics of a character is proficient in the skill and has the necessary time one of these gimmicks or skills, its use should be guided by the to perform the operation. needs of the story, which is more important than the specifics s FOR EXAMPLE of the rules. , psychoanalysis, physical examinations, chemistry and other laboratory experiments, and electronics probing Connection Tasks are common methods for interpreting forensic clues. When characters wish to use their established contacts (via connection gimmicks) to discover information or get something Serendipitous Clues done behind the scenes, there is normally no need to roll Clues sometimes drop into a character’s lap. Occurrences like any dice. If the request made to the contact is within his dripping paint, debris over which to trip, or blinking lights can normal capabilities, it is automatically successful, despite the be used as plot devices either when the gamemaster wishes to possibility of it taking hours or days, preferably just in time to steer the investigation in a particular direction or aid characters help or save the character. who have performed less than effective investigations. There is no need to roll any dice for this type of clue. s FOR EXAMPLE Josephine wishes to use her paparazzi contacts to get a list Random Clues of the people to whom they spoke about the ghost she is If the purpose of a serendipitous or other type of clue is not investigating. Cole uses his street contacts to discover who clear, simply roll one die and consult the table below to narrow is passing off cursed charms to innocents. down what evidence the clue should provide.

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When a contact is asked to do something beyond its normal Tasks Relating to Violence capabilities, a task must be made in order for the character melee attacks* fitness + melee* to convince the contact to get the job done. In such cases, axes, clubs, blackjacks, rocks, knives, staves the character attempts a negotiation or performance task with thrown attacks fitness + athletics a difficulty of either challenging or impossible, depending on rocks, knives, grenades, etc. the risk and complexity of the request. If the gamemaster has brawling attacks* fitness + brawling* developed the contact into a major non-player character rather punching, kicking, and grappling than just a nameless extra (see Chapter Six), a contested task firearms attacks fitness + firearms may be made instead, pitting the character’s negotiation skill pistols, rifles, and shotguns against that of the contact. melee defense* fitness + melee* When attempting to discover information or procure goods block or parry melee attacks from sources other than established contacts, a task is brawling defense* fitness + brawling* made—automatic for trivial requests, street cred for extras, block or parry punches and kicks and negotiation for non-player characters. The difficulty should dodging and evasion fitness + athletics reflect the nature of the request. dodge melee, brawling, and ranged attacks escaping fitness + athletics Connection Tasks break free from and avoid grappling attacks typical request for contact no roll required * Martial arts replaces brawling and weapon arts replaces melee when a difficult request for contact challenging or impossible character is trained in those skills. negotiation or performance task trivial request for non-contact automatic task (difficulty varies) s FOR EXAMPLE request for extra street cred task (difficulty varies) Simon is firing his revolver at an angry embodied spirit. This request for non-player character negotiation task (difficulty varies) calls for a fitness + firearms task. Reaction Rolls Terminology for Tasks A reaction roll may be modified by any of the specific margin skill total – dice total conditions listed below (the modifier is applied to roll). difficulty value indicates margin required for success calamity margin is less than or equal to -(difficulty) Reaction Modifiers triumph margin is (6 + difficulty) or greater wearing ‘heavy armor’ -1 knocked down -2 surprised -2 carrying heavy/bulky items -1 or -2 Violence stressed/sprained/agitated -1 strained/wounded/distracted -2 When characters turn violent, they perform actions in blocks exhausted/maimed/irrational -3 of time called turns—an abstract measurement of time roughly one to five seconds. One action may be performed per turn. Violence Task Rolls To determine the order in which characters choose to act While characters can move about, reload weapons, and each turn, each player rolls one die and adds his fitness and perform non-combat related actions during scenes of violence, awareness ratings to it, resulting in a reaction value. The these actions are handled normally. The following rules apply players then announce their intentions for the turn in the to specific attacking and defending methods. order of lowest reaction value to highest. If there are ties, the character with the lower fitness rating (or awareness rating Ranged Combat if still a tie) announces first. All actions are performed at the Once all intended tasks are determined, ranged attacks, or same time. Those with higher reaction values can simply make those executed at a distance (firearms or thrown items), are more informed decisions. This roll is made at the start of each resolved. The difficulty for these attacks is determined by the turn by each player. range (and can also be modified by other factors). Each of The fitness ability and a fitness-based skill are typically used these weapons is given a single value for range, representing for combat between characters. The gamemaster may require its maximum distance, or long range. Medium range is half this the use of a different ability if appropriate—awareness may number, short range is one fourth the number, and point blank be used to simulate using peripheral vision or creativity to is almost within direct contact. simulate an improvised maneuver when surprised.

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Range Difficulties • A melee attack is made using the weapon arts skill against point blank trivial (-2) an opponent lacking this skill or possessing it at a rating of short routine (0) four or less. medium challenging (4) • The weapon arts skill is used to defend against a melee long impossible (6) attack from an opponent lacking this skill or possessing it at a rating of four or less. Some weapons also have accuracy modifiers that alter this If one of the preceding conditions are met, the character difficulty. Characters can also aim ranged weapons, providing gains the following bonuses: -1d i f f for each turn spent aiming (up to three turns). Any successful attack on the character interrupts his aim, however, • His skill rating is considered to be two greater for this task. and he loses the use of the accumulated aiming bonus. • He inflicts +1f a t in a martial arts attack or the weapon’s damage rating is increase by one in a weapon arts attack. Weapons Accuracy and Range In addition to those bonuses, any task involving the martial w e a p o n a c c u r a c y r a n g e arts or weapon arts skill that results in a tie, breaks the tie if revolver - 50m the opponent does not possess the respective martial skill. semi-automatic pistol - 75m hunting rifle - 200m Environmental Modifiers assault rifle -1d i f f * 50m shotgun -2d i f f ** 50m Various environmental or situational factors can affect the small, thrown items - 8m outcome of an attack. The gamemaster is free to alter the difficulty of the roll in order to simulate special actions and *point blank & short range only, when firing multiple bursts situations. A few examples are listed below. **point blank and short range only Moving Target ranged attacks targeting moving s FOR EXAMPLE characters receive +2d i f f Simon spends one turn aiming his hunting rifle at a target Cover characters can take cover behind walls 50m away. Since this is 1/4 the normal range, it is a short and other obstructions for protection range shot, which is routine difficulty. Simon fires on his against ranged attacks—if only partially next turn and lowers the difficulty by 1 (it is now -1), hidden, the attack receives +2d i f f , because of the one turn spent aiming. Simon only needs a otherwise the attack is not possible margin of -1 in order to hit his target. Partial Light characters receive +2d i f f on all combat Close Combat actions attempted in partial light; any Once ranged combat is resolved, the outcome of each close attempt to attack in total darkness has a combat attack is decided simultaneously as contested actions difficulty of impossible at the very least (the character with the higher margin wins). A character cannot Quickdraw a character may attempt to draw his attack more than one opponent in close combat. Additionally, weapon and attack in the same turn, but a character can only defend against one opponent per turn, the task receives +2d i f f and then only if he is not attacking. If a character attacks an Second Weapon two ranged weapons may be used at the opponent who cannot defend, the task is not contested and same time against a single opponent, but may either be an automatic or routine task. each weapon requires a separate attack Martial and Weapon Arts Combat roll and the difficulty for each is +2d i f f The martial arts and weapon arts skills are used in close Second Attack two ranged attacks of the same type or combat, performing the same tasks as the brawling and melee from the same weapon may be attempted skills respectively. A character with a martial or weapon arts against a single target, but each attack skill rating of five or greater (depending on the action) gains a requires a separate roll and the difficulty bonus when his opponent lacks the same skill, however: for each is +1d i f f • A brawling attack is made using the martial arts skill against Second Target two ranged attacks may be attempted at an opponent lacking this skill or possessing it at a rating of different targets, but each attack requires four or less. a separate roll and the difficulty for each • The martial arts skill is used to defend against a brawling is +2d i f f or melee attack from an opponent lacking this skill or Called Strike characters may aim for specific body possessing it at a rating of four or less. parts while attacking, but the difficulty of

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the attack roll is +2d i f f for close combat s FOR EXAMPLE and +4d i f f for ranged combat Simon shoots his opponent in the leg. The target makes a Fatigued fatigue penalties apply to any task during fitness-based composure task. If it is not successful, the the first turn of combat only (see table target falls to the ground in pain. below) Some conditions alter the amount of damage inflicted, and Injured injury penalties apply to all fitness and the gamemaster may also choose to increase damage when an awareness-based tasks (see table below) attack results in a triumph (a few options are listed below). Demented dementia penalties apply to all awareness If a character receives a number of grades of injury or fatigue and reasoning-based tasks (see table greater than his fitness rating in one turn, he is knocked down below) and must spend the next turn returning to his feet or may act on the ground with +2d i f f on all fitness-based tasks. Health Penalties Damage Modifiers g r a d e f a t i g u e i n j u r y d e m e n t i a d i f f i c u l t y attacker’s fitness is 4 or greater +1 for brawling & melee 1 dazed bruised sensitive - prostrated task +1f a t /i n j for brawling & melee 2 stressed sprained agitated +1d i f f triumph +1, +2, or doubled 3 strained wounded distracted +2d i f f 4 exhausted maimed irrational +3d i f f Weapons Damage 5 unconscious incapacitated delirious — w e a p o n d a m a g e brawling 1f a t revolver 2i n j semi-automatic pistol 3i n j Determining Damage hunting rifle 4i n j assault rifle 3i n j Successful attacks potentially inflict damage on an opponent, shotgun 4i n j but the amount and type of damage depends on the attack. club/blackjack/nightstick 2f a t Keep in mind that blunt weapons and fists cause fatigue, rock/bottle 2f a t while sharp blades and guns cause injury. The gamemaster is knife 1i n j free to assign his own damage values or alter those of existing sword 3i n j weapons to best fit the story. hammer/tire iron 2i n j All hits are assumed to be non-specific unless a called garrotte/rope 1i n j * strike is used. In other words, the damage is caused by hits poison 1–4inj /turn to the chest or from general bruising throughout the body. If *plus asphyxiation damage a specific body part is targeted (via a called strike), the attack roll receives +2d i f f (+4d i f f for ranged combat). A success Using Armor indicates that the targeted body part is hit (see hit locations, Characters wearing armor (or anything resembling armor) below) and the effect is left up to the judgement of the can reduce their chances of being hurt by making a damage gamemaster, who can allow a fitness-based composure task roll. This consists of rolling a number of dice equal to the to counter the effect. damage value. Each die that is less than or equal to the Hit Locations (Called Strikes) armor rating indicates that the armor has negated one point of damage. Otherwise, the character receives one grade of the hands relevant damage (fatigue or injury) from that die. if the character is holding a weapon, he drops it head Not all armor offers the same protection, however. Some fatigue: the character loses consciousness types protect against fatigue, others against injury, and injury: the character becomes comatose or dies still others against both. When armor worn by a character legs protects against the appropriate type of damage (and covers the character collapses or stumbles, and is knocked down the specific part of a character’s body when the attack is a stomach successful called strike), a damage roll is required. fatigue: the character forfeits his next action to regain his breath Natural Armor In addition to armor components, a character with a fitness rating of four or higher receives an automatic level of armor—that’s one point of armor effective against fatigue only.

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A character’s total armor rating can never go above five. Falls Falling a great distance can either cause fatigue or injury—a Knockdowns fall on a padded surface may cause only fatigue damage, If the total amount of dice rolled against a character for while a fall on jagged rocks would most likely cause severe damage in one attack is greater than his fitness rating, he is injury. This is treated in the same manner as a damage roll knocked down to the ground and must spend the next turn from an attack. The damage rating is equal to one (1) per six returning to his feet or acting on the ground with +2d i f f on all foot drop. fitness-based tasks. Electricity Kinetic Penetration Low-powered electrical shocks (those greater than typical When armor marked with an asterisk (*) on the table below static shocks) normally cause 1f a t to 3f a t as they commonly is hit with a high-speed projectile (like a bullet), a normal only disrupt a character’s nervous system, but can also damage roll is made, but for every three grades of injury that sometimes result in 4f a t to 5f a t . Higher-powered shocks can are stopped by the armor, one grade of fatigue is still inflicted. inflict 1i n j to 3i n j as they often result in burns and excessive This simulates the physical impact of the attack even when disruption to the nervous system. In severe cases, greater armor does its job. injury is likely, as is .

Armor Dragging a r m o r r a t i n g p r o t e c t i o n Being dragged along the ground by a vehicle or animal extremely heavy or rugged clothing 1 f a t inflicts an amount of fatigue or injury equal to half the roll of antiquated bullet-proof vest 2 f a t /i n j * one die. The type is damage can vary by environment—fatigue kevlar vest 3 f a t /i n j * for muddy or sandy regions and injury for concrete and other riot suit 3 f a t rough terrain. It is treated in the same manner as a damage partial cover behind character 2 f a t /i n j roll from an attack. partial cover behind wood crate 2 f a t partial cover behind wooden desk 3 f a t /i n j Restoring Health partial cover behind wooden door 3 f a t Fatigue, injury, and dementia can be lessened over time with partial cover behind brick/concrete wall 5 f a t /i n j rest and proper care.

Other Sources of Damage Fatigue Fire and Smoke Fatigue is decreased at a rate equal to the character’s Fire can cause either fatigue from smoke inhalation or injury fitness rating per day. A successful medicine task by a trained from burns. If the character is in an enclosed area filled with individual can restore an extra grade by the end of the day. smoke, a roll is required to determine the number of grades The difficulty rating of the task is equal to the patient’s current of fatigue sustained. The damage rating from smoke can vary grade of fatigue. from 1f a t to 2f a t depending on the amount, and the damage Injury rating from the actual fire can vary greatly—a small flame Injury is decreased at a rate equal to the character’s fitness would be around 1i n j while a serious fire would be 5i n j . The rating per week. A successful medicine task by a trained damage roll is made in the same manner as damage from an individual can restore an extra grade by the end of the week. attack, except that the character’s fitness rating is used as the The difficulty rating of the task is equal to the patient’s current armor value. grade of injury. Asphyxiation Dementia A character can normally hold his breath for a minute or two Dementia is decreased at a rate equal to the character’s at the most when prepared. When caught off guard, however, awareness rating per week. A successful behavioral sciences he receives damage. This requires a fitness-based composure task by a trained individual can restore an extra grade by the task in order to avoid gaining one grade of fatigue. Another roll end of the week. The difficulty rating of the task is equal to the is then made after a number of turns equal to the character’s patient’s current grade of dementia. fitness rating, and so on until he is no longer being asphyxiated or he dies. Once the character is unconscious, he receives injury instead of fatigue.

26 Supernatural Mystery Roleplaying GhoStories tChapterain teThreed workings Depending on their chosen pursuits, tainted characters have access to a variety of powers. Each of these is detailed in this chapter, with gimmicks defining the nature of the power and skills refining the application of it. Some of these powers are used to interact with horrors, others affect reality, and still others enhance the characters themselves.

Difficulty by Range or Past Events Second Sight r a n g e p a s t e v e n t s d i f f i c u l t y touch catastrophic/earth shattering trivial (-2) The second sight goes beyond the five senses. It can provide point blank supernatural/horrific routine (0) information not normally available or even accessible to most short violence/abuse complex (2) people. In order to focus this sensory information, a character medium normal benign trauma challenging (4) must possess at least one second sight gimmick—animal, long nothing of consequence impossible (6) innocent, locus, or spirit sight. While characters can possess more than one second sight gimmick, the more sources one • The character’s current level of dementia modifies difficulty. must filter, the more jumbled it becomes. Despite a common Dementia Modifiers misconception, those with the gift of second sight cannot g r a d e d e m e n t i a d i f f i c u l t y predict the future, only describe what they see as it is related 0 none +2d i f f to them by lingering and active mental energies. 1 sensitive - 2 agitated -1d i f f Second Sight Gimmicks 3 distracted -2d i f f Each second sight gimmick allows a character to sense 4 irrational -3d i f f certain emotional stimuli even without any training. This is 5 delirious -5d i f f normally decided by the gamemaster based on story, although the character can attempt to focus this talent by making • Each Second Sight gimmick possessed by the character an investigation (or automatic awareness) task. Further beyond the first also modifies the difficulty by +1d i f f . information can also be gleamed with special skills. Animal Sight Emotional stimuli can be defined as strange smells, familiar This gimmick allows a character to sense the basic songs, ghostly sights, sudden chills, sudden flashes of a emotional state of any non-sentient creature, such as a dog, memory, whispers from no one, and even sickly-sweet bird, or horse. tastes—anything that can be emotionally linked to a person’s experiences or events that occurred in a specific location. Innocent Sight The difficulty for any task involving second-sight is determined This gimmick allows a character to sense the basic as follows: emotional state of any human being who has not been tainted by the supernatural. • The base difficulty for animals, innocents, and spirits is determined by range (numerical values for ranges are left to Locus Sight the judgment of the gamemaster), while the base difficulty This gimmick allows a character to sense the severity and for locations is determined by past events that occurred in nature of residual emotional trauma that has taken place in a the location. confined area, such as forests, lakes, houses, and trains.

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Spirit Sight Post-Cognition This gimmick allows a character to sense the basic emotional This skill is used to extend a character’s senses so that he state of any ghost or bound human spirit. can both see and hear sounds and images from past events involving an animal, innocent, spirit, or locus (with the Second Sight Skills appropriate second sight gimmick). The character experiences The following skills allow a character to use his second the events as in a dream—they are cloudy and often sight for more specialized uses. The difficulty is the same incomplete, but should describe most of the experience. While as for basic second sight tasks, except that the difficulty is a character can try to focus on particular events, this skill also modified by the current level of dementia of the human lacks scientific precision, and the resulting scenes are left to character that is the focus of the task. The awareness ability is the discretion of the gamemaster in order to provide the proper used in conjunction with these tasks. mystery and mood. Dementia Modifiers (Target Character) g r a d e d e m e n t i a d i f f i c u l t y Divine Arts 1 sensitive - 2 agitated +1d i f f To prophets, the existence of an all-mighty creator cannot 3 distracted +2d i f f be disputed. These men and women of true faith serve 4 irrational +3d i f f their creator by following a strict code of conduct and act 5 delirious +5d i f f towards one goal—to help those in need, both physically and emotionally. Only the purest of souls are blessed by the Divine A failure (or calamity) should not be revealed to the player, Hand and even the slightest hint of sin fills them with shame so that one or both of the following are revealed to him: as they feel their connection to the Divine diminish. The actual • unusual information is provided, which makes no sense or is loss is short-lived, but the feelings of loss and regret are never seen as symbolic forgotten. Prophets who inflict harm, commit crimes, or act in • delusional information is provided, giving him an insight into an immoral manner may not use the Divine Arts for a number the psyche of an individual, but worthless from any other of days equal to the roll of one die. point of view In order to channel Divine energy, a character must possess A calamity results in a shock to the character’s system—he at least one divine gimmick—benedictions, holy symbols, or gains one grade of dementia. consecrations. These act as conduits to the Heavens.

Telepathic Sense Divine Gimmicks This skill is used to read the conscious thoughts and Each divine gimmick allows a character to channel their communicate telepathically with animals, innocents, and faith and draw on it to strengthen their resolve in crisis. By spirits (with the appropriate second sight gimmick). This has concentrating on the method dictated by a divine gimmick, the no effect with the locus sight gimmick. character gains a bonus of -2d i f f on his next composure task if V-Cognition (also called Clairvoyance) it occurs within a number of turns equal to his influence rating. This skill is used to extend a character’s senses so that he can If the character desires, he can instead confer this bonus on see visual stimuli (images or actual vision) that occur around a number of innocents with the same theological beliefs as an animal, innocent, spirit, or locus (with the appropriate himself and witness his methods (the divine gimmick) equal to second sight gimmick). The focus of the skill must be known his influence rating. While characters can possess more than to the character—an untainted friend, animal companion, or one divine gimmick, they can only utilize one in any given turn. childhood home, for example. Further channeling of divine power can also be performed with special skills. A-Cognition (also called Clairaudience) This skill is used to extend a character’s senses so that Divine Benediction he can hear aural stimuli (sounds and conversations) that This gimmick allows a character to muster his faith and occur around an animal, innocent, spirit, or locus (with the channel divine energy through a series of prayers that must appropriate second sight gimmick). The focus of the skill must last one full turn. If the character can assemble at least ten be known to the character—an co-worker, pet, or vacation congregants with the same theological beliefs as himself to home, for example. assist in the benediction, he receives a bonus of -2d i f f on the divine skill task for which he is praying.

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Divine Symbol Healing This gimmick allows a character to muster his faith and This skill allows a character to heal any individual by touch. channel divine energy by way of a symbol of his religious This laying of the hands channels divine energy and closes beliefs, such as a cross, crucifix, Star of David, or even a wounds. A successful task means that the individual’s injury is bible. This symbol must be held in his hand and made visible reduced by two grades, while a triumph heals him completely. to those around him. The symbol is considered a divine ward An individual can only be healed in this manner once per game when held by the character. session.

Divine Consecration Illuminating This gimmick allows a character to muster his faith and This skill allows a character to radiate his divine energies, channel divine energy within the confines of a consecrated site, illuminating a single room for a number of minutes equal to the such as a church, temple, or even land designated as sacred. roll of one die. No apparent source of light is present and the act may be viewed as a miracle or supernatural by most. Divine Skills Ordaining The following skills allow the character to bestow great This skill allows a character to hallow a divine symbol (see blessings on others. Because these skills channel a considerable the gimmick of the same name), making it a divine ward that amount of divine energy, the character receives one grade of can repel certain tainted entities. fatigue on each attempt whether or not it is successful. These skills are based on the influence ability. Pacifying This skill allows a character to pacify any living creature Blessing or small swarm of them (such as bear, wolf, or school of This skill allows a character to bless any individual by touch. piranhas) so that it ceases all hostilities for a number of turns This laying of the hands channels divine energy and bestows equal to the roll of one die. willpower and purpose. A successful task means that the individual can ignore all calamities rolled for a number of hours equal to the roll of one die. An individual can only be blessed in Sorcery this manner once per story. If this task results in a failure, the individual cannot be blessed for the remainder of the story. Sorcery is one part religion, one part science, and one part Exorcising art. While it is extremely complicated and requires exacting This skill allows a character to banish an embodied spirit precision, sorcery is also very diverse. Sorcery originates in or bane from the physical world. If performed on a dybbuk or ancient divine rituals and ceremonies, but the majority of bane, this is an excruciating process for the mortal vessel who these religious connections have been removed. Its remaining receives three grades of fatigue; if enough injury was inflicted divine influences have been distilled to a belief in the infinite on the vessel to normally kill a mortal, it dies at the end of this power of the universe. Some sorcerers may view this power process. If the spirit was bound to the vessel using binding as emanating from an all-mighty creator, while others take a lore, the difficulty is equal to the influence rating of the one secular view as a quantifiable form of energy that permeates who bound it and the vessel dies if successful. Otherwise, all things. the difficulty rating is equal to the spirit’s influence rating (or The science of sorcery is a complex set of principles that routine if it does not possess a rating). link manipulations of an ethereal form of energy with physical Hallowing manifestations. In order to work with this mystical energy, a This skill allows a character to bless a structure or enclosed character must possess at least one sorcery gimmick—circles, plot of land so that ghosts, embodied spirits, phantoms, and foci, or inscriptions. The methods of these gimmicks are used banes may not enter. The difficulty is determined by the size to focus and prepare raw power, so that it can be shaped and of the area. released for a tangible effect. While characters can possess more than one of these gimmicks, only one can be used to Hallowing Difficulties manipulate magical energy at a time. size of a shed or mausoleum trivial (-2) The art of sorcery is shaping the final form of the magical size of a typical house or church routine (0) energy. Like an artist sculpting his clay into a work of art, size of a mansion or cathedral challenging (4) the sorcerer must cast his magic into a final form that can be size of a or ranch impossible (6) viewed. Imperfections can creep into the final form, however, distorting the intended effect. These can be improvised by the gamemaster, but are not integral to this game.

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Sorcery Gimmicks metal (like a ring), and casting an imprint in clay or cement. The following gimmicks are used to focus magical energy. The gamemaster should use his best judgment as to how The time required to do so varies by gimmick, as can the long it takes to create an inscription based on the materials properties of the final effect. used. Unlike the other sorcery gimmicks, no composure task is required as the magical words of the inscription are all that Circles is needed. A task using one of the sorcery skills (see below) This gimmick allows a character to draw and maintain raw is required, however, and the character must be touching the magical power into a circle that has been physically defined. inscription when doing so. Once the energy is shaped into an The circle can be drawn on a sheet of paper, created by effect, it remains dormant until triggered. This is a situation arranging rocks on the ground, or even creating a trench in the written into the inscription, such as opening the door, kissing sand; the method does not matter, only that a physical circle near the parchment, wearing the ring, or staring at the statue. exists. The gamemaster should use his best judgment as to Once triggered, the effect remains active until some or all of how long it takes to create a circle based on the materials used the inscription is no longer legible. and its size. The character must then make an awareness- based composure task to fill the circle with magical energy, Sorcery Skills which can only affect the circle as a whole or anything present The following skills are based on the reasoning ability within it. At this point, a character can shape the magical and are used to unleash a magical effect. A failed task energy by using one of the sorcery skills (see below). He needs indicates that not only was the raw energy wasted, but the to be within arm’s reach of the circle to do so. Once the energy character also sustains 1f a t as a result. A calamity results is shaped into an effect, it remains active until the circle is in some catastrophic event that is left to the gamemaster’s broken. imagination—a powerful shock-wave of energy, everyone Raw energy remains until it is shaped into an effect or nearby becoming invisible, or an enlarged circle temporarily naturally dissipates (this takes a number of days equal to the trapping the sorcerer, for example. roll of one die). Anyone who steps into a circle while it contains While the sorcerer can command his own magic to cease raw magical energy sustains a number of grades of fatigue functioning at any time, a task must be made for him to equal to the roll of one die. After the energy has left a circle, negate someone else’s magic. This requires him to posses the it can no longer be used for sorcery, although a new circle same skill used to create the effect. The difficulty to counter can be created in the same location, provided the old one is conjuring and weaving tasks is determined the same as for dismantled. Any character who possesses the circles gimmick creating it (see table below). The difficulty to counter a ward can use another sorcerer’s circle if he shapes its energy first. is determined by the doubling the original caster’s reasoning Foci rating. This gimmick allows a character to capture raw magical s FOR EXAMPLE power in a jewel, stone, amulet, or untreated piece of wood Joachim attempts to negate another sorcerer’s ward. If the with an awareness-based composure task. The energy remains other sorcerer’s reasoning rating is 4, Joachim must make a in this object, known as a focal device or simply focus, for a warding task with a difficulty of 8 (4 x 2 = 8). If he desires number of turns equal to the roll of one die. The focus glows to negate a conjured object the size of car, the difficulty is slightly and remains warm while it contains the magical energy, challenging. but does not burn or otherwise harm anyone who touches it. At this state, a character can shape the magical energy by using Conjuring one of the sorcery skills (see below), provided he is touching This skill allows a character to shape raw magical energy the focus. Once the task is successful, the focus becomes the into a physical form. The created object can be very complex center of the effect and remains active permanently unless mechanically (such as an old-fashioned manual typewriter), but otherwise noted. it cannot contain or rely on electricity, combustion, hydraulics, or other powered systems. The size of the object determines s FOR EXAMPLE the difficulty (see table below). Conjured objects appear within A sorcerer conjures a bed of roses, which are rooted in the circles (so the circles must be large enough to accommodate focus. them), grow from foci (sprouting as if the foci are beans, Inscriptions destroying them), and materialize nearby inscriptions. This gimmick allows a character to instill raw energy into a s FOR EXAMPLE slate-like object by inscribing magical words. Examples include Joachim attempts to conjure a guillotine inside of a writing on a sheet of parchment (prepared sheep skin), carving circle. Because the object is close to the size of a car, the or burning a plank of wood (like a door), engraving a band of difficulty is challenging.

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Weaving • Injury Whereas conjuring creates physical objects, weaving is used Entering a circle, touching a focus, or reading an inscription to create the illusion of them. This skill allows a character to inflicts a number of grades of injury equal to the creativity channel raw energy into powerful illusions that can mimic rating of the sorcerer. the stimuli of any three senses (sight, sound, touch, taste, or • Etheria smell). Weaving can even be used to create animated illusions Entering a circle, touching a focus, or coming near an that appear as living creatures (such as tigers) or functioning inscription inflicts a number of grades of etheria to a horror machines (such as computers), provided they remain in the equal to the creativity rating of the sorcerer. confines of a circle, focus, or inscription. Once an illusion has ceased, all trace of it disappears. Because these illusions • Ability directly affect the senses, they cannot be detected or recorded All those in a circle, wearing a focus, or reading an by devices, such as video/audio recorders or sensors. The size inscription receive a penalty on a single ability rating equal of the object determines the difficulty (see table below), and to the sorcerer’s creativity rating (+1d i f f x creativity); the ability must be chosen when creating the ward. animated illusions modify the difficulty by +4d i f f . Weaved objects exist within circles (so the circles must be large enough to accommodate them), emanate from foci (if a focus is moved, so is the illusion), and emerge nearby inscriptions. Revelation s FOR EXAMPLE Joachim weaves a notebook computer that surrounds its Revelations are thought to be sparks of insight that focus. The illusion radiates sight, sound, and touch, so eventually lead to true enlightenment. There are ten distinct the notebook can be carried also moving the focus. It does phases of revelation; the first being of entering a meditative not function like a normal computer, however, and only state. Not everyone who walks the path to enlightenment displays what the weaver originally intended it to display. reaches these phases in the same order. Some experience a wide range of revelations almost accidentally, while others are Conjuring and Weaving Difficulties much closer to true enlightenment, skilled at harnessing and c o n j u r i n g w e a v i n g d i f f i c u l t y controlling revelations as needed. size of a mouse size of a dog trivial This path of enlightenment can result in two types of size of a cat size of a man routine experiences—visions and expressions. Visions last mere size of a car size of a truck challenging seconds and are experienced with a successful revelation skill size of a house size of a house impossible task or simply at the gamemaster’s discretion as a tool for propelling the story forward. Warding Active Visions This skill allows a character to use raw energy as a deterrent Visions brought on by revelation skill tasks focus around or protectant against various forms of harm and even horrors. the nature of the revelation skill. In other words, the character The following types of wards can be cast into a circle, focus, experiences only that which the skill can offer. See Revelation or inscription. The base difficulty for one ward is routine. Skills, below. Additional wards can be added to the effect, but each one modifies the task by +3d i f f . s FOR EXAMPLE Joan uses her revelation of substance skill to determine • Barrier whether or not her neighbor is lying to her. Nothing can pass through a circle or inscribed wall/door; anyone wearing a focus around his neck cannot move until Subconscious Visions the focus is removed. Visions initiated by the gamemaster rather than a skill • Armor task are considered subconscious in nature. This is because All those in a circle, wearing a focus, or nearby an inscription they are triggered by the mind as a reaction to foreign receive a bonus to their armor rating equal to the sorcerer’s stimuli as opposed to a conscious act. A vision stemming creativity rating (the armor rating cannot be raised to more from any revelation can be experienced in this manner. than five); this protection does not extend to horrors unless Those who experience visions in this manner typically do so in possession of a mortal host. during a meditative state, but occasionally while dreaming or even when wide-awake. A character who experiences a • Ego subconscious vision must make a reasoning-based composure All those in a circle, wearing a focus, or near an inscription task. A failure indicates that he gains one grade of dementia. receive a bonus to their ego rating equal to the sorcerer’s creativity rating (it cannot be raised to more than five).

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s FOR EXAMPLE equal to five minutes times the roll of one die. The character Joan, who is worried about her best friend’s illness, puts remains in the meditative state for an amount of time equal herself into a meditative state. The gamemaster, wanting to thirty minutes times the roll of one die—he cannot awaken to nudge the plot along, allows Joan to experience the before this time. The drug itself is not important, but the fact revelation of passion. As a result, Joan experiences a vision that the character must have it in his possession or be able to of her friend defeating the illness, recovering, and asking get it is paramount. for Joan at her bedside; but Joan is nowhere to be found. As Joan awakens from the meditation, she must make a Revelation Skills reasoning-based composure task to avoid gaining one grade A successful task activates a vision or one expression of dementia. (player’s choice) associated with the appropriate skill. For Expressions expressions related to tasks, dice rolls, or damage rolls, the Expressions are special powers or effects that characters duration is determined by referencing the skill rating on the learn to control as they experience more and more revelations. table below. All other expressions typically ensue for weeks These can represent using one’s mind to control his body or the at a time, with the character being oblivious to the experience outreach of one’s senses to his environment. Expressions must until the effects are felt. be enacted through a task using the appropriate revelation skill (this task does not require a meditative state). Duration of Revelations s k i l l r a t i n g d u r a t i o n Revelation Gimmicks 1 one turn The following gimmicks are methods by which a character 2 two turns undergoes a meditative state. While subconscious visions can 3 twelve turns (one minute) occur at any time (at the gamemaster’s discretion) due to one 4 five minutes of these gimmicks, active visions (through revelation tasks) can 5 ten minutes only occur while in a meditative state. A character can also 6 twenty minutes reduce his dementia or fatigue by one grade when he remains 7 forty-five minutes in a meditative state for at least fifteen minutes, but this can 8 one hour only be done once per day. If a character enters a meditative state while delirious or s FOR EXAMPLE becomes delirious while doing so, his physical form dies and Kim uses her revelation of conviction skill to receive a his consciousness is trapped as a lost soul (see next chapter). bonus of -2d i f f on all reasoning-based composure tasks. Because her skill rating is 5, this expression remains in Meditative Guidance effect for five minutes—all reasoning-based composure This gimmick allows a character to enter a meditative state tasks performed within this five-minute period receive the by using an experienced guide. The guide must also possess bonus. On the other hand, if Kim were to use the skill to this gimmick. This requires a successful awareness-based reduce dementia at an accelerated rate, the effect would composure task by the guide and a successful creativity-based composure task by the character. The amount of time required eventually dissipate after a few weeks. is equal to one hour times the roll of one die. The guide can Overuse of a revelation skill can lead to bad habits and awaken the character at any time; otherwise, an investigation disorders. Whenever consecutive tasks of the same revelation task is required for a character to wake himself. skill are successful a number of times equal to the character’s awareness rating, he gains one of the gimmicks associated with Meditative Ritual the skill. This can be negated by gaining a grade of dementia This gimmick allows a character to enter a meditative state or expending ten points of experience. Any revelation task that by using a ritualistic chant or dance. This requires a successful results in a calamity produces one grade of dementia. creativity-based performance task by the character. The amount of time required is equal to fifteen minutes times the s FOR EXAMPLE roll of one die. The character can awaken from the meditative Kim has performed a revelation of conviction task three state at any time he desires. times successfully. Her awareness rating is also 3, so Kim’s player must choose to either gain the false power or Meditative Trance impulsive gimmick, gain one grade of dementia, or expend This gimmick allows a character to enter a meditative state ten points of experience. with the aid of specialized drugs. This requires no task, and the amount of time that passes before falling into the trance is

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Revelation of Being Visions This revelation is tied to the physical aspects of man. It • people who lead others reveals the nature of the mortal body, providing insight as to how to enhance one’s physical prowess. • people in authority Visions • acts by authoritative organizations • acts of rescue or might Expressions • people who protect or care for others • The character’s physical presence is strengthened; his armor rating is increased by two against both fatigue and injury (his • places of treatment and detention armor rating cannot be greater than five). Expressions • The character’s injuries heal at an accelerated rate; injury is • The character’s body becomes light and nimble; all agility- reduced at the normal amount per day instead of per week. related tasks receive a bonus of -2d i f f . • The character has nine lives; if he sustains four or more • The character’s muscles become dense and taut; all grades of injury in a single turn, it is reduced by two muscle-related tasks receive a bonus of -2d i f f . grades. • The character’s arms become whiplike; all throwing- Overuse related tasks receive a bonus of -2d i f f . • The character gains either the closed-minded, intolerant, • The character becomes quick on his feet; all tasks involving or zealous gimmick. dodging and evading receive a bonus of -2d i f f . Revelation of Passion Overuse This revelation is one of acceptance and sincerity, permitting • The character gains either the lethargic or materialist a non-physical connection to others, typically interacting with gimmick. their mental state. Revelation of Substance Visions This revelation focuses on the personal truth of others, • works of art revealing details of another person’s well-being and words. • wonders of nature Visions • acts by people achieving their goals • machinery and their operators • acts by people defeating their opponents • people who act behind the scenes or in secret Expressions • humble people who do not take credit for their good deeds • The character’s mind reaches out to others; he can detect a person’s current emotional state. • acts of faith • The character’s mind produces a tranquil flow of energy; all Expressions behavioral sciences tasks receive a bonus of -2d i f f when • The character experiences a connection with the cosmic used to calm someone’s emotional state. truth; he can instantly detect if someone is lying. • The character’s mind produces an enticing flow of energy; • The character experiences a true state of mental rest; he can all task made to seduce or tempt a person receive a bonus recognize someone’s current grade of dementia. of -2d i f f . • The character experiences a true state of physical rest; he • The character’s mind produces an incensing flow of energy; can recognize someone’s current grade of fatigue. all task made to taunt, anger, or frustrate a person receive a • The character experiences true freedom of pain; he can bonus of -2d i f f . recognize someone’s current grade of injury. Overuse Overuse • The character gains either the guilt-ridden, liar, or selfish • The character gains either the false ability or false power gimmick. gimmick. Revelation of Conviction Revelation of Splendor This revelation involves the character’s own inner-strength, This revelation gives way to an awareness of physical force aiding his judgment and focusing his purpose towards the itself. Through its insight, one can avoid or lessen physical primal truths of existence. discomfort and ailment.

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Visions Expressions • acts of war or physical force • The character’s soul is touched by inspiration; all creativity- • soldiers based tasks receive a bonus of -2d i f f . • people involved in arguments and debates • The character’s mind is touched by inspiration; all reasoning- based tasks receive a bonus of -2d i f f . • electrical devices • The character’s life flashes before him; any task based on his Expressions highest-rated ability receives a bonus of -2d i f f . • The character experiences the true cosmic will; all reasoning- Overuse based composure tasks receive a bonus of -2d i f f . • The character gains either the elitist, idealist, or zealous • The character experiences the true cosmic existence; his ego gimmick. rating is increased by two (it cannot be greater than five). • The character’s mental stress heals at an accelerated rate; Revelation of Understanding dementia is reduced at the normal amount per day instead This revelation is rare among mystics, as it can only be of per week. learned when a character has become proficient in at least three other revelation skills. A character learns how to better • The character’s willpower drives his way; he can ignore all interpret the actions of reality, potentially gaining access to penalties due to fatigue. vast amounts of knowledge. Overuse Visions • The character gains either the false power or impulsive • acts that cause pain and sorrow gimmick. • people who are in pain Revelation of Harmony • disasters and harmful accidents This revelation strengthens the interaction of the character’s physical and spiritual perceptions, allowing him to better • acts involving the elderly predict the will and direction of the ever-changing present. Expressions Visions • The character experiences an epiphany; he can increase an • people who work together existing reasoning or influence-based skill for half the normal amount of experience. • acts of alliance or cooperation • The character enjoys a brief moment of clarity; he can • acts of passing laws by government officials attempt any unskilled task as if he possessed the skill with • non-powered, mechanical devices a rating of five (5). Expressions • The character’s immediate reality becomes clear; he can • The character senses the cosmic energies of time; he ignore all penalties due to dementia. receives a bonus of +2 on reaction rolls. Overuse • The character senses the cosmic energies of life; all contested • The character gains either the elitist or despair gimmick. tasks receive a bonus of -2d i f f . Revelation of Truth • The character senses the cosmic energies of space; all This revelation is practically non-existent among mystics, as stealth tasks receive a bonus of -2d i f f . it can only be learned when a character has become proficient Overuse in all the other revelation skills. The revelation of truth gives • The character gains either the bored, depressed, or false a character limited access to the primal forces of creation, destiny gimmick. providing momentary flashes of insight. Visions Revelation of Inspiration This revelation sparks raw action, such as creative and • any visions are possible intellectual forces that drive people to invent and design. Expressions Visions • The character experiences a flash of insight; he can increase • acts of love or sex an ability or skill for half the normal amount of experience. • people’s desires • The character enjoys a brief flash of enlightenment; the appropriate ability rating is doubled for his next task within • family ties the revelation’s duration.

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• The character’s soul overrides his body; he can ignore all or deceive the character, with the ultimate goal of forging a penalties due to injury. contract, as is their way. Overuse Unholy Gimmicks • This revelation does not cause characters to gain new gimmicks as a result of overuse. Each unholy gimmick allows a character to summon a phantom without fail. Unfortunately, this is not a precise Delusions science as the gamemaster determines the type of phantom that appears when summoned, not to mention his intentions. Characters who have sustained more than two grades of While characters can possess more than one unholy gimmick, dementia are susceptible to delusions brought on by their they can only utilize one in any given summoning. More control revelation skills. Just as subconscious visions are triggered by over phantoms can be acquired with special skills. the gamemaster, so too can delusions be. A vision essentially stimulates the senses into feeling what is not real, but the Unholy Quorum by-product of a revelation. Delusions work in the same This gimmick allows a character to radiate his mental manner, except that they are woven into the present reality energies, combine it with a group of nine others that also rather than a dream-like state. In other words, a character can possess this gimmick, and summon a phantom. This can take experience a delusion while performing normal actions or going up to a number of turns equal to the roll of two dice. about his business. For all intents and purposes, it is real to him, blending into what is really occurring around him. Unholy Ritual This gimmick allows a character to focus his mental energies The gamemaster is free to treat a character’s delusions as into a flurry of ceremonial rites, from chanting and recital from real, describing them to the appropriate player like any other an ancient text to dances and pre-formulated body movements. situation. Of course, the other characters would not be privy This can take up to a number of hours equal to the roll of one to these delusions, and even if they suffered from their own die. Once completed, a single phantom is summoned. delusions, they would be different based on their backgrounds and beliefs. For instance, a Christian character may see a Unholy Sacrifice murderer as a , but an atheist who really likes movies This gimmick allows a character to focus the mental might see the same killer in black and white or with a spotlight energies of another as it (an animal or person) is sacrificed to shining on him. The delusions (as are visions) should be a ceremonial dagger in the form of a tribute. This summons a products of an individual character’s psyche and exploits. phantom immediately.

Unholy Skills Unholy Arts The following skills allow a character to put the Unholy Arts to more specialized uses, focusing on specific phantoms. The Rather than worship the Heavenly Creator, some walk a path base difficulty is equal to the influence rating of the phantom. in search of power and guidance from the Chaotic Destroyer. These skills are based on the creativity ability. Diabolists, as they are called, are no less faithful than the prophets—they just believe in different values and forms Banishing of worship. Unbeknownst to most diabolists, however, the This skill is used to expel a horror with the named gimmick powers unleashed by their practices stem not from the hellish within sight of the character and by calling its name. If abyss as they believe, but from phantoms (most commonly, successful, roll a number of dice equal to the character’s fiends) that seek only to corrupt mankind. This fact is closed creativity rating; this sum determines the number of days that to them until it becomes too late, and their souls are corrupted the horror has been banished from the physical world. If the beyond redemption, sometimes affecting not only their mental horror’s name is not known, the task can still be attempted, state, but also their physical one. but it receives a penalty of +4d i f f and only inflicts 1e t h times the character’s creativity rating rather than banishing it (see Summoning a phantom is relatively simple, but to do so, a Etheria in the next chapter). character must possess and meet the specified requirements for at least one unholy gimmick—quorums, rituals, or Summoning sacrifices. The gamemaster is free to choose the nature, This skill is used to summon a specific phantom by name. If intentions, and appearance of the phantom that is summoned. the name is not known, the task can still be attempted if the Once summoned, the phantom must remain in the character’s character has met the phantom previously, but it receives a presence for a number of minutes equal to one die. He does penalty of +4d i f f . not have to be cordial, however, and is likely to intimidate

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Using Phantoms In lieu of increasing an ability, one of the following gimmicks Once summoned and a bargain has been made (such as can be endowed. Changes due to the manifestation of these carrying out a few favors in exchange for power), phantoms gimmicks can vary at the gamemaster’s discretion: can imbue characters with some power, but they typically Alluring see Chapter One only provide information or strike agreements to act in their Dark Sight the character can see in total name. There are three types of gifts that a phantom can darkness as if the area was bestow—endowments, consultations, and interventions. More illuminated information on phantoms can be found in the next chapter. Hardened the character has unusual stamina Endowments and ignores all penalties due to Characters who have been endowed with power by a fatigue phantom gain a temporary increase in a specific ability. This Quick the character is unusually fast increase can even be raised above the normal maximum and receives a bonus of two on all ability rating of five, but no more than one endowment can reaction rolls be applied at a time. The gamemaster must choose the ability that is endowed, but the amount of the increase is Regeneration the character restores his health determined by rolling a die and consulting the table below. at a rate of one grade of injury per The favors requested of the character by the phantom are hour directly proportional to the bonus applied. In addition to this Tainted Shell the characters has an armor rating bonus, certain physical changes also manifest in the character of 3 against a specific source of after time, making him stand out in a crowd as an oddity damage; examples include bullets, with it being difficult not to be noticed or remembered. The fire, blades, and falls nature of the changes are dependent on the ability affected, Toughness the character is unusually tough and and the amount of time it takes for these changes to occur is can take more physical harm than determined by the bonus itself. These changes often subside normal; this gimmick may be taken after a few years once an agreement has been nullified. up to five times—each time it is, Endowment Ability Increase the character gains one permanent point of armor r o l l b o n u s t i m e u n t i l c h a n g e s m a n i f e s t 1 +1 months equal to roll of one die toughness (3), for example, means 2-3 +2 weeks equal to roll of one die that this gimmick was selected 4-5 +3 days equal to roll of one die three times for the character and 6 +4 turns equal to roll of one die he has a permanent armor rating of three Changes for Fitness the character’s muscles or bones Tolerance to Pain the character has incredible double in size, making it difficult willpower and ignores all penalties to maneuver through narrow areas due to injury Changes for Awareness the character grows horns, claws, Interventions fangs, and/or fur (see the relevant Rather than give power to a character, phantoms may act gimmicks in the next chapter) on their behalf, threatening or harming those who stand in Changes for Creativity the character’s skin becomes the way of a character’s happiness, and even stealing and more colorful, perhaps to a rosy or changing official records. Their willingness to perform such lavender hue, or even a brightly- acts is directly proportional to the favors request. colored form of camouflage Changes for Reasoning the character’s skull increases in Consultations size and becomes more rounded, Characters who are not willing to perform important tasks appearing disproportionate to the for a phantom are typically only granted consultations rather rest of his body than endowments or interventions. The character can ask questions of the phantom for which he is given an answer. Changes for Influence the character’s mouth always Because phantoms do not think much of mere mortals, they appears to be moving as if talking often lie, spread rumors, distort the truth, or simply provide an even if it is not; this can be answer as best they can even if they themselves do not fully disconcerting during a conversation know. The truthfulness of the answer is at the discretion of or if he is seen to be alone

36 Supernatural Mystery Roleplaying GhoStories the gamemaster. Phantoms limit the number of questions that (see the specific gimmick descriptions below). Some remain in may be asked of them—this number is equal to the roll of one the vessel as it gives them a physical form, while others find it die per game session. disturbing or evil, and leave immediately. More control over the binding process can be acquired with special skills, however. While characters can possess more than one binding Binding Lore gimmick, they can only utilize one in any given binding. A task using the required technical skill is required to bind the spirit Those who pursue the practice of bindings are often called (in the case of having two required skills, either one can be mad scientists. There is very little science involved, however, used). The base difficulty is equal to the influence rating of the apart from knowing how to properly channel the life essence spirit and modified by the intended vessel. of spirits into the human body or some mechanical device, Difficulty by Vessel hereafter referred to as a vessel (See Embodied Spirits in the electrical and mechanical devices () +2d i f f next chapter). Before a character can even dream of binding computers/computerized devices (gremlin) +5d i f f a spirit to a vessel, he must possess the necessary knowledge shaped, carved, and sculpted objects (golem) +3d i f f for the type of vessel. For example, someone trying to bind a animal corpses () - spirit to a computer would need to be skilled with computers. human corpses () +1d i f f Binding a spirit can be done with this aforementioned training living animals (imp) +3d i f f and at least one binding gimmick—charged, crystal, or living humans (dybbuk) +6d i f f reflective binding. Required Training for Binding Charged Binding electrical and mechanical devices mechanical sciences This gimmick allows a character to channel a spirit’s computers/computerized devices technical sciences essence along a streaming current of electricity. This requires shaped, carved, and sculpted objects structural sciences a laboratory able to draw on considerably more power than the animal and human corpses biological sciences typical household, closer to the lines of industrial requirements. living animals and humans biological sciences The electricity must be attached to the proper point of contact for the vessel: • center of gravity of a mechanical device Binding Gimmicks • power supply of an electrical device or computer Each binding gimmick allows a character to force a spirit • entire surface of a shaped, carved, or sculpted object into a vessel. While this does trap the spirit, it can freely • heart of an animal or human corpse escape again if it so chooses to physically undo the binding • brain of a living animal or human

Experimental Binding: Marble Statue (Gargoyle) Experimental Binding: Human Female Corpse (Zombie) Fitness Awareness Creativity Reasoning Influence Fitness Awareness Creativity Reasoning Influence 5 1 — — 1 2 2 — — — (2) f a t i n j e t h f a t i n j e t h Skills: athletics 4, brawling 5, tracking 3 n |  |  Skills: none  |  |  Gimmicks: aura, named, original sin, clumsy, n |  |  Gimmicks: aura, named, original sin, clumsy,  |  |  musclebound, tolerance to pain, unrelenting, n |  |  hardened, non-conscious, tolerance to pain,  |  |  toughness (5) n |  |  repulsed (hallowed land)  |  |  n |  |   |  |  Experimental Binding: Bear (Imp) Experimental Binding: Live Human Subject (Dybukk) Fitness Awareness Creativity Reasoning Influence Fitness Awareness Creativity Reasoning Influence 5 4 — — — (2) 3 1 2 4 3 f a t i n j e t h f a t i n j e t h Skills: athletics 5, brawling 6, tracking 6  |  |  Skills: athletics 4, brawling 3, finesse 2, music 4,  |  |  Gimmicks: aura, named, original sin, hardened,  |  |  theology 4, legends 4, ancient languages 6  |  |  animal frenzy, non-conscious, toughness (4),  |  |  Gimmicks: aura, named, original sin, hardened,  |  |  claws, fangs, fur  |  |  repulsed (divine ward), tolerance to pain,  |  |   |  |  vulnerability (divine ward), multilingual,  |  |  color-blindness

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This process can take a number of minutes equal to the roll are given to the spirit. A success indicates that the next task of two dice. Once a successful task is made, the spirit is bound receives a modifier of -1d i f f , but a failure means that the next to the chosen vessel. An extremely powerful electrical charge task is modified by +1d i f f . can release a bound spirit. Tethering Crystal Binding This skill is used to permanently trap a spirit that the This gimmick allows a character to channel a spirit’s essence character has bound to a vessel. Even if the normal conditions into the trappings of a crystal (a diamond, ruby, or the like). that would release the spirit are realized, the spirit does not The crystal must be supported either from its top or bottom, leave its vessel, except by other paranormal means. so that it remains able to catch as much light as possible. For it is this light through which the spirit exists. If any side of the crystal is blocked, the binding process fails. Once enough time Heritage of the Egis has been given to trap the spirit (a number of hours equal to the roll of one die, provided the spirit is tied to that particular Unlike other pursuits, the Heritage of the Egis is thrust upon location) and a successful task is made, the crystal turns those whose will to protect innocents is beyond measure. No black as coal. It can then be attached to the vessel. Removing one quite knows the origins of this pursuit other than it having a crystal from the vessel releases the spirit. Crystals can be roots that can be traced as far back as Biblical times. A variety attached to vessels in the following ways: of powers have been known to manifest. These sets of powers • welded, soldered, or otherwise grafted to an electrical or have been termed “legacies” based on the first individuals to mechanical device display them. While a character can possess two Heritage • grafted to the central processor of a computer legacy gimmicks, it is extremely rare. Having more than two not possible. • centerpiece of a shaped, carved, or sculpted object • surgically installed in place of the heart in an animal or Heritage Gimmicks human corpse Each Heritage grants a character special powers. A character • worn around the neck of a living animal or human cannot possess more than one of these gimmicks. Because these gimmicks seem to exist to protect the innocents, any Reflective Binding immoral act or those deemed to be “evil” by the gamemaster This gimmick allows a character to channel a spirit through cause the character to lose the use of his Heritage gimmick for a mirror or other reflective surface with such clarity. As with a number of days equal to the roll of one die. a crystal, the full area of the reflective side of the mirror must be exposed so that it can catch the spirit in its entirety. The Arxist’s Legacy equivalent of a sunny day’s light is required for this function. The character’s fitness rating is one greater than normal and Once enough time has been given to trap the spirit (a number he inflicts an additional 1f a t when punching, kicking, or using of hours equal to the roll of one die, provided the spirit is tied a bludgeoning weapon like a club. to that particular location) and a successful task is made, the mirror begins to glow. At this point, total darkness is required Cuirack’s Legacy with the vessel placed immediately in front of the mirror. The The character can determine whether or not an individual is mirror must be the same size as the vessel for it to transfer the possessed by a horror. spirit’s essence. More time is required for this step—a number Dojin’s Legacy of hours equal to the roll of one die. Spending several hours in The character receives a bonus of +1 on his reaction roll, direct sunlight frees the spirit from the vessel. -1d i f f on firearms tasks when spending at least one turn aiming, and can ignore penalties from being surprised with a Binding Skills successful awareness-based composure task. The following skills allow a character to make his bindings more permanent and the bound spirits controlled. The base Empyrean’s Legacy difficulty is equal to the influence rating of the spirit. These The character’s awareness rating is one greater than normal skills are based on the influence ability. and he inflicts an additional 1i n j using a knife or sword.

Conditioning Hyone’s Legacy This skill is used to break the will of a spirit that the The character receives a bonus of -1d i f f on stealth tasks and character has bound to a vessel, resulting in its obedience. A 1i n j from a single attack each turn is converted to 1f a t . successful conditioning task is required each time instructions

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Kinsho’s Legacy The character receives a bonus of -1d i f f on athletics tasks Supernatural Relics (-2d i f f on athletics tasks to maintain balance) and +2 to his armor rating when rolling for damage caused by falls. His Rather than bestow a character with permanent supernatural fitness rating is also one greater than normal when parrying powers, the gamemaster can utilize relics. These are ancient and dodging attacks. artifacts that either grant special powers (or curses) while being held or just for a limited time once touched. The gamemaster Piallo’s Legacy is free to choose what powers the relic actually bestows and The character receives a bonus of -1d i f f on athletics tasks the duration for which they remain in effect. A few samples and +1 on his reaction roll when not surprised. are provided below. Rory’s Legacy Endowment The character receives a bonus of -1d i f f on athletics tasks The relic bestows endowments as if it were a phantom (see when maintaining balance and +2 to his armor rating against the Unholy Arts). fatigue when blocking. His fitness rating is also one greater than normal when parrying or dodging attacks. Tainted Gimmick The relic bestows a single tainted gimmick, such as animal Zephyr’s Legacy sight, divine symbol, unholy ritual, or Dojin’s legacy. The character receives a bonus of -1d i f f on athletics tasks when throwing objects and +1 to his armor rating against Etheria Weapon fatigue when brawling. His fitness rating is also one greater The relic can be used as a melee or ranged weapon to inflict than normal for contested brawling tasks focusing on muscle etheria on a horror. (arm wrestling, grappling, etc.). Enhanced Weapon Zraj’s Legacy The relic is a normal weapon, such as a knife, sword, or The character’s fatigue is reduced by one grade every pistol, that inflicts additional damage or possesses extended two hours, and is immune to poisons and other toxins. The range. character can also reduce another person’s fatigue by one grade in exchange for he himself gaining one grade of fatigue. Ward The relic acts as a ward, protecting its bearer and possibly those around him (see Sorcery).

Enhanced Armor The relic is an armored suit or piece of clothing that increases the wearer’s armor rating.

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The Tainted Workings p u r s u i t g i m m i c k s s k i l l s Second Sight animal sight telepathic sense innocent sight v-cognition locus sight a-cognition spirit sight post-cognition

Divine Arts divine benediction blessing divine symbol exorcising divine consecration hallowing healing illuminating ordaining pacifying

Sorcery circles conjuring foci weaving inscriptions warding

Revelation meditative guidance revelation of being meditative ritual revelation of substance meditative trance revelation of splendor revelation of passion revelation of conviction revelation of harmony revelation of inspiration revelation of understanding revelation of truth

Unholy Arts unholy quorum banishing unholy ritual summoning unholy sacrifice

Binding Lore charged binding conditioning crystal binding tethering reflective binding

Heritage of the Egis arxist’s legacy cuirack’s legacy dojin’s legacy empyrean’s legacy hyone’s legacy kinsho’s legacy piallo’s legacy rory’s legacy zephyr’s legacy zraj’s legacy

40 Supernatural Mystery Roleplaying GhoStories tainChapterte Fourd entities This chapter presents a number of supernatural entities and creatures, collectively known as horrors. They should be utilized as story elements and antagonists. While special rules are provided for these horrors, they are intended for use as starting points and guidelines so that the gamemaster can better understand a horror’s capabilities. Tasks should only be required for these horrors when the gamemaster does not desire a certain outcome. A horror’s actions should be considered automatic for other situations, especially when they are integral to the story.

of manifestation and duration is determined by an interaction Etheria: Health for Horrors task—challenging or harder tasks inflict 1e t h (a damage roll is required). While difficulties are listed below, the gamemaster Etheria represents excessive strain and the resulting should interpret most uses as automatically successful to fit weakening of a horror’s spiritual energy. All horrors can gain his vision of the story. Additionally, an interaction can be in etheria, but only those specially noted can gain injury and/or effect for as long as needed, but new interactions require a fatigue. When a horror has sustained five grades of etheria, new task. it can no longer interact with the physical world unless it is Once in a corporeal form, the horror can receive normal in possession of a vessel. Etheria can be decreased at the injury—if it sustains five or more grades of injury or if the gamemaster’s discretion based on the needs of the story, total number of dice rolled against it for injury is greater than however, making a horror’s disappearance far from being final. its influence rating, it becomes incorporeal again. Video and Etheria is represented by the abbreviation e t h . A penalty is camera equipment can assist in detecting manifestations applied to all interaction tasks when a horror has sustained marked with an asterisk (*) on the table below, providing a more than one grade. Just as armor can protect against fatigue bonus of -2d i f f on relevant investigation/awareness tasks. and injury, the umbra gimmick protects against etheria. Interaction Difficulties Etheria faint sounds and lights trivial g r a d e e t h e r i a interaction p e n a l t y faint speech* routine 1 pallid - audible speech, faint appearance* complex 2 enfeebled +1d i f f physical appearance, kinetic energy challenging 3 impaired +2d i f f corporeal form impossible 4 muted +3d i f f brightly-lit area (appearance only) +2d i f f 5 consumed — noisy area (sound only) +2d i f f

Interaction: A Special Skill Ghosts

Horrors without a physical form can assume a presence in the Ghosts are the spiritual remnants of deceased mortals and physical world for short periods of time by using the interaction animals. They stay attached to the physical world, because skill. Once manifested, the horror can substitute the influence they feel a need to fulfill typically-unobtainable goals. Being ability and interaction skill for fitness-based tasks. The type disembodied spirits, ghosts are effectively immortal unless

Supernatural Mystery Roleplaying 41 GhoStories they can somehow complete their goals. Ghosts also do not Because the binding process is not typically one of choice for require sleep or physical sustenance, and are bound to one the spirit, most grow embittered and violent over time, seeking geographical location, specific person, or household. These to harm mortals. Unless otherwise noted, all embodied spirits poor souls are often viewed performing the same events possess the aura, named, and original sin gimmicks. repeatedly as if they were trapped in a loop of time. While ghosts are not dangerous in and of themselves, some can affect the physical world, capable of causing harm When spirits are bound to machinery and electronic devices, by way of material objects. Weaker ghosts are often called they are called gremlins. While gremlins cannot sustain fatigue, apparitions, while those more capable of interacting with our the machinery to which they are bound can gain injury—five world are termed . It is a commonly-held belief that grades of injury merely indicates that the machinery or device poltergeists are malevolent spirits, but this only a myth, as is incapable of functioning, as are the gremlin’s evidence and ghosts do not purposely cause harm. discharge gimmicks, until repaired. The following special rules apply to all ghosts: The following special rules apply to all gremlins: • They cannot perform fitness or reasoning-based tasks. • They cannot perform fitness or creativity-based tasks. • They use the awareness ability and interaction skill to sense • They do not generally possess any skills, so automatic tasks events, characters, and objects in the real world. should be utilized for gremlins. • They use the influence ability and interaction skill to cause • In addition to the standard gimmicks for embodied spirits, physical manifestations in the real world, whether sound, they also possesses the evidence (electrical power drain), appearance, or kinetic force. Any character with a Second discharge, and unrelenting gimmicks. Sight gimmick can automatically see and hear ghosts when Sample Gremlin: Exercise Treadmill they make such a task, whether or not it is successful. Fitness Awareness Creativity Reasoning Influence • They use the creativity ability and interaction skill to recall — 4 — 0 2 memories once possessed from the real world yet lost to f a t i n j e t h Skills: none them as ghosts. n |  |  Gimmicks: aura, named, original sin, discharge, n |  |  • They may possess other skills based on how well-connected evidence (electrical power drain), unrelenting n |  |  they are with their past lives, but this is rare. Link: treadmill (the spirit has been known to n |  |  n |  |  • They possess the aura, broken mind, evidence (drastic injure people who exercise on it) temperature drop), evidence (electrical power drain), incorporeal, unearthly, and unrelenting gimmicks. • They are freed from their life of limbo by fulfilling their ghostly mission. Sample Ghost: Abused Wife and Former Musician Fitness Awareness Creativity Reasoning Influence — 3 2 — 2 f a t i n j e t h Skills: interaction 4, music 5 n |  |  Gimmicks: aura, broken mind, unearthly, n |  |  incorporeal, evidence (electrical power drain), n |  |  evidence (drastic temperature drop), n |  |  unrelenting n |  |  Link: her husband Mission: bring her husband to justice for killing her

Embodied Spirits

Ghosts that have been bound to objects, animals, or people are called embodied spirits. They are essentially in possession of whatever has been chosen as their vessel of binding.

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Golems Sample Imp: Hell-Hound Spirits bound to masses of marble, stone, wood, or metal are Fitness Awareness Creativity Reasoning Influence called golems. Those bound to statues are known as gargoyles— 5 3 — — — the spirit can animate its limbs and other appendages, such as f a t i n j e t h Skills: athletics 5, brawling 6, stealth 5,  |  |  wings, in order to move about the physical world. Golems do tracking 6  |  |  not gain fatigue, but any injury sustained is a result of damage Gimmicks: aura, named, original sin, hardened,  |  |  to the figure’s structure—five grades of injury indicates that animal frenzy, non-conscious, toughness (3),  |  |  the mass is no longer capable of being animated by the spirit. claws, fangs  |  |  While unlikely, statues and other masses can be repaired to lessen the golem’s degree of injury. Gargoyles are primarily created to stand guard over a particular location or object, while other forms of golems are true enigmas. These creatures result from the binding of a spirit into a The following special rules apply to all golems: human corpse. Any decay that occurred before the binding remains, but does not continue while the spirit is present. • They cannot perform creativity or reasoning-based tasks. When an imp reaches five grades of injury, the physique is • They do not typically possess any skills, except for maybe no longer capable of hosting the spirit, forcing it back to an athletics or brawling, so automatic tasks should be primarily existence as a ghost. utilized for golems. The following special rules apply to all zombies: • In addition to the standard gimmicks for embodied spirits, • They cannot perform creativity, reasoning, or influence- they also possesses the clumsy, musclebound, tolerance to based tasks. pain, toughness (3 for wood or 5 for other materials), and unrelenting gimmicks. • They possess only instinctual skills that are possible in children, at low ratings—athletics, brawling, and melee. Sample Golem: Living Ventriloquist’s Dummy • In addition to the standard gimmicks for embodied spirits, Fitness Awareness Creativity Reasoning Influence they also possesses the clumsy, hardened, non-conscious, 3 2 — — 1 repulsed (hallowed land), and tolerance to pain gimmicks. f a t i n j e t h Skills: none n |  |  Sample Zombie Gimmicks: aura, named, original sin, clumsy, n |  |  musclebound, tolerance to pain, unrelenting, n |  |  Fitness Awareness Creativity Reasoning Influence toughness (2) n |  |  4 2 — — — n |  |  f a t i n j e t h Skills: brawling 3  |  |  Gimmicks: aura, named, original sin, clumsy,  |  |  hardened, non-conscious, tolerance to pain,  |  |  repulsed (hallowed land)  |  |  Spirits bound to living animals or their corpses are classified  |  |  as imps. The energy of these spirits typically burns out the physical bodies through their sheer exertion. As a result, the animals appear to be rotting from within and sometimes Dybbukim radiating energy from their orifices. When an imp reaches Spirits that possess living humans, whether willingly or not, five grades of injury, the animal form is no longer capable of are known as dybbukim (plural; dybbuk for a single creature). hosting the spirit, forcing it back to an existence as a ghost. These embodied spirits are indistinguishable from normal The following special rules apply to all imps: mortals to the untrained eye. Fatigue and injury are gained normally, but death of the body merely kills the host—the • They cannot perform creativity, reasoning, or influence- spirit returns to its ghostly existence. based tasks. • They can be trained in any skills as per normal characters. • They possess only instinctual skills that are common with animals—athletics, brawling, stealth, and tracking. • In addition to the standard gimmicks for embodied spirits, they also possesses the hardened, repulsed (divine • In addition to the standard gimmicks for embodied spirits, ward), tolerance to pain, and vulnerability (divine ward) they also possesses the animal frenzy, hardened, non- gimmicks. conscious, and toughness (varies) gimmicks, as well as either the claws, fangs, and/or horns gimmicks depending on the animal possessed.

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Sample Dybbuk such entity, one that can offer unlimited power in exchange for Fitness Awareness Creativity Reasoning Influence a few favors. These favors, of course, never cease, and usually 3 3 2 3 2 take the form of , destruction, and other unthinkable f a t i n j e t h crimes. An individual who breaks his agreement is destined Skills: as per normal characters  |  |  to relive the same varied nightmares every night until the day Gimmicks: aura, named, original sin, hardened,  |  |  he dies. repulsed (divine ward), tolerance to pain,  |  |  vulnerability (divine ward)  |  |  • While they can be trained in any skills as per normal  |  |  characters, negotiation and performance are common among twilight bogies. • In addition to the standard gimmicks for phantoms, they Phantoms also possesses the craze, dreamsend, ghostly presence, and unknown gimmicks. Phantoms are entities that can fully manifest as mortals and Sample Twilight Bogey delight in corrupting the soul. No one truly knows their origins, Fitness Awareness Creativity Reasoning Influence but many researchers believe them to be akin to demons and 3 3 3 4 4 malevolent spirits. While there is no known method to destroy f a t i n j e t h a phantom (killing its physical form merely forces it to become Skills: negotiation 5, performance 4, n |  |  others as per normal characters incorporeal for a period between a few hours to a few days), n |  |  they are repelled by salt and hallowed land. Phantoms seem Gimmicks: earthly endowment, endowment, n |  |  named, tainted will, repulsed (salt), n |  |  to exist in order to entice and seduce individuals for specific repulsed (divine ward), unrelenting, n |  |  needs or tasks. Stories of making deals with the devil stem repulsed (hallowed ground), umbra (2), from those drafted with phantoms. In exchange for carrying vulnerability (salt), craze, vulnerability (divine ward), out a phantom’s wishes, it grants special favors, and while the dreamsend, ghostly presence, unknown terms of the agreement often seem fair to the individual, they are eventually disillusioned with it, becoming desperate and suicidal as the terms of the agreement are enforced. Defaulting Beguilers on the agreement means a life of suffering as the phantom’s Also known as incubi and succubi, these phantoms manifest powers are turned against the victim, affecting not only him, as alluring men or women, as they tempt individuals with but also his family and friends. intense pleasure, sexual or otherwise. They often tease the Every deal contains a single clause that allows the individual individual with a hint of ecstasy, seducing them to forge an to escape the phantom’s clutches. Unfortunately, this clause agreement for favors in exchange for more pleasure. Their is not divulged without asking—most people tend not to even favors often involve framing the innocent, destroying marriages, consider there being such a clause and do not ask. and swindling investors. Those who break agreements with beguilers can expect a lifelong struggle with impotence and s FOR EXAMPLE frigidity. Jonas comes to an agreement with a phantom to abduct children in his neighborhood. In exchange for this, the • While they can be trained in any skills as per normal phantom promises to remove any competition that Jonas characters, stealth, disguise, and seduction are common. faces in his re-election campaign. Unbeknownst to Jonas, • In addition to the standard gimmicks for phantoms, they also his obligation to the phantom is completed once he abducts possesses the alluring, dark pleasures, and evidence (sweet his tenth victim. smells) gimmicks. All phantoms possess the earthly endowment, endowment, Sample Beguiler named, repulsed (salt), repulsed (divine ward), repulsed Fitness Awareness Creativity Reasoning Influence (hallowed ground), tainted will, unrelenting, umbra (2), 2 3 2 3 5 vulnerability (salt), and vulnerability (divine ward) gimmicks. f a t i n j e t h Skills: stealth 3, seduction 7, n |  |  others as per normal characters Twilight Bogies n |  |  Gimmicks: earthly endowment, endowment, n |  |  These phantoms tempt people from within their dreams. named, tainted will, repulsed (salt), n |  |  They weave themselves into elaborate nightmares, usually repulsed (divine ward), unrelenting, n |  |  ones in which the dreamer is in dire circumstances, requiring repulsed (hallowed ground), umbra (2), the phantom to rescue him. Night after night, the phantom vulnerability (salt), alluring, vulnerability (divine ward), dark pleasures, evidence (sweet smells) returns, convincing the victim that it is a divine power or other

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Kinders Sample Fiend These phantoms manifest as helpless children, often Fitness Awareness Creativity Reasoning Influence claiming to be abused or orphaned. They use sympathy, 4 3 1 2 3 pity, and compassion to maneuver into the lives of their f a t i n j e t h Skills: firearms 4, interrogation 5, performance 4, n |  |  victims, who often take them into their homes. Once part of others as per normal characters n |  |  the family, kinder make no formal agreements. Instead, they Gimmicks: earthly endowment, endowment, n |  |  trick the family members into believing that specific people or named, tainted will, repulsed (salt), n |  |  organizations are responsible for their plight, often resulting repulsed (divine ward), unrelenting, n |  |  repulsed (hallowed ground), umbra (2), in the families taking legal action, committing libel and/or vulnerability (salt), illusions, vulnerability (divine ward), slander, and even inflicting physical violence against the winds, evidence (rancid smells) supposed responsible parties. Because kinder do not formally make agreements, they cannot be broken. Once the family ceases to believe in the kinder or take such destructive actions, Unholies the phantom moves on to seek a new victim. These phantoms manifest as clergymen, seeking to corrupt • While they can be trained in any skills as per normal the faithful by convincing them to sin or blasphemy in the most characters, stealth, interrogation, investigation, and extreme ways. Unholy agreements focus on a single favor, performance are common for kinders. typically requiring the individual to temporarily turn his back • In addition to the standard gimmicks for phantoms, they on his faith in order to save a loved one, advance in his career, also possesses the evidence (sulphur smell), sympathy, and or destroy some perceived evil. Upon completing the task, the unair gimmicks. phantom reveals his transgressions to others with the intent of embarrassing and isolating him from others of his faith. Sample Kinder Unholies particularly enjoy the challenge of corrupting leaders Fitness Awareness Creativity Reasoning Influence of the various faiths, although this is rarely accomplished. 1 3 3 2 3 Because these phantoms offer nothing to their victims in the f a t i n j e t h way of compensation other than perceived good acts, there is Skills: stealth 4, interrogation 4, performance 6, n |  |  others as per normal characters n |  |  technically no agreement to be broken. If an unholy fails to Gimmicks: earthly endowment, endowment, n |  |  corrupt someone, it eventually moves on to a new victim. named, tainted will, repulsed (salt), n |  |  • While they can be trained in any skills as per normal repulsed (divine ward), unrelenting, n |  |  repulsed (hallowed ground), umbra (2), characters, design, forgery, prose, theology, and performance vulnerability (salt), sympathy, vulnerability (divine ward), are common for unholies. evidence (sulphur smell), unair • In addition to the standard gimmicks for phantoms, they also possesses the evidence (musky smell), ghostly presence, and open mind gimmicks. Fiends Fiends seek out the violent and enraged, intent on creating Sample Unholy an endless stream of carnage and delighting in it. These Fitness Awareness Creativity Reasoning Influence phantoms manifest in a variety of forms, from high-ranking 2 4 2 2 4 military officers and men in black to messengers of the f a t i n j e t h Skills: prose 4, theology 5, performance 4, n |  |  Divine. Fiends are responsible for most serial killings, terrorist others as per normal characters n |  |  atrocities, and strings of random shootings. They promise their Gimmicks: earthly endowment, endowment, n |  |  victims whatever it takes in order to convince them to express named, tainted will, repulsed (salt), n |  |  their anger in a physical and deadly manner. This cycle almost repulsed (divine ward), unrelenting, n |  |  repulsed (hallowed ground), umbra (2), never ceases, as the participants take pleasure in the needless vulnerability (salt), open mind, vulnerability (divine ward), violence, sometimes even believing it to be a divine work in evidence (musky smell), ghostly presence service to an . Those who break the agreement become the target of their replacements. • While they can be trained in any skills as per normal Hordes characters, firearms, melee, interrogation, and performance Also known as bogies, these phantoms manifest as horrific are common for fiends. creatures. Their appearance varies greatly, from slithering • In addition to the standard gimmicks for phantoms, they also slug-like predators and six-legged arachnoid warriors to burn possesses the evidence (rancid smells), illusions, and winds victims and horribly-misshapen children. Hordes take whatever gimmicks. form works best as they seek to drive their victims mad. These

Supernatural Mystery Roleplaying 45 GhoStories phantoms want nothing more than to corrupt mankind with the demented and unnerved. Some do forge contracts with their Banes victims, however. They agree not to appear to their victims in exchange for spreading panic and stories of the fantastic, Banes are entities that possess human hosts, borrowing of which the tabloids delight. Hordes have been behind most their knowledge. They have no physical form of their own, and of the less-believable tales told throughout history. Broken cannot interact with our world unless in possession of a human agreements simply mean that the phantoms continue to haunt host. Thus, exorcising a bane from a possessed mortal merely their victims, feeding off of their growing dementia. casts it out of the body, forcing it to seek out another of suitable • While they can be trained in any skills as per normal qualities. Banes can be banished from our world for short characters, brawling and tracking are common for hordes. periods of time with the Unholy Arts, but, their true names are almost never known, making it quite difficult. Banes seem to • In addition to the standard gimmicks for phantoms, they also exist for the purpose of making mankind suffer, but their true possesses the bounding, illusions, paralysis, shivers, and nature remains a mystery. Such qualities vary depending on terrorize gimmicks, as well as any combination of claws, the type of bane and are listed below. Their presence always fangs, spikes, wild limbs, and horns gimmicks depending signals disaster and subsequent mortal suffering. Banes cannot on the horror’s chosen form. interact with our world unless in possession of a human host. Sample Horde The following special rules apply to all banes: Fitness Awareness Creativity Reasoning Influence 5 3 1 1 3 • They can be trained in any skills as per normal characters. f a t i n j e t h • They possess the aura, broken mind, named, possession, Skills: brawling 4, tracking 3, n |  |  others as per normal characters toughness (5), umbra (5), unearthly, and unrelenting n |  |  gimmicks. Gimmicks: earthly endowment, endowment, n |  |  named, tainted will, repulsed (salt), n |  |  repulsed (divine ward), unrelenting, n |  |  Ravagers repulsed (hallowed ground), umbra (2), These banes seek out and possess those who are gluttonous vulnerability (salt), bounding, vulnerability (divine ward), illusions, paralysis, shivers, terrorize, fangs, spikes and greedy. Ravagers assume the lives of those possessed, living free of yearning at the expense of those around them. Appearance: tall, worm-like creature with sharp teeth and spikes down the back They cause shifts of probability in games of chance, financial negotiations to break down, and foodstuffs to rot in their presence. Ravagers never admit to their doings, but some have been known to bet (unfairly) against revealing the truth to those who get too close to it. • In addition to the standard gimmicks for banes, they also possesses the bad feelings, bad luck, corrosive touch, and spoil gimmicks. Sample Ravager Fitness Awareness Creativity Reasoning Influence 5 3 1 1 3 f a t i n j e t h Skills: as per normal characters n |  |  Gimmicks: aura, broken mind, named, possession, n |  |  toughness (5), umbra (5), unearthly, n |  |  unrelenting, bad feelings, bad luck, spoil, n |  |  corrosive touch n |  | 

Ghouls These banes are drawn to and possess the sick and frail. hide themselves from mortal culture, often venturing into the population only at night and only on rare occasions. They spread illnesses and pestilence, and promote their unhealthy lifestyles to weaken mortal society. Ghouls delight in taking credit for their actions.

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• In addition to the standard gimmicks for banes, they also possesses the dark animal call, earthly endowment, ghostly Brownies presence, sickening, and unknown gimmicks. Sample Brownies, also known as or sprites, inhabit houses and other structures. They commonly aid the mortal residents Fitness Awareness Creativity Reasoning Influence 1 2 3 3 2 in difficult tasks, but only at night. During the daylight hours, f a t i n j e t h brownies take on mortal appearances and walk freely along Skills: as per normal characters n |  |  the local city streets, although their physical forms are merely Gimmicks: aura, broken mind, named, possession, n |  |  illusions that look and feel real. Their daily activities vary from toughness (5), umbra (5), unearthly, sicken, n |  |  indulging their darkest of desires to playing tricks, or simply unrelenting, dark animal call, unknown, n |  |  mingling with other brownies. earthly endowment, ghostly presence n |  |  A brownie’s true appearance, only visible at night, is that of legendary beings with pointed ears and exaggerated body Tempests shapes. They take great pains to hide their true identities, These banes hunt and possess pacifists and naturalists. remaining in the shadows and unvisited places. Mostly Tempests continue to go through the motions of their vessels’ harmless, brownies can unintentionally induce panic in those lives, but are almost always present during natural disasters. unprepared for their presence. As supernatural beings, their Indeed, they are often the cause of such events, but it is purposes and motivations are alien, so their actions can be unclear whether they take pleasure in it or are merely doing extremely erratic from one day to the next. Brownies can suffer what they believe to be ordained. Tempests never admit to physical injury and fatigue, but are not affected by etheria. their hand in causing disasters. Unless otherwise noted, all brownies possess the nightly • In addition to the standard gimmicks for banes, they truth gimmick. Brownies also possess the apprehension, also possesses the apprehension, disastrous luck, earthly dark sight, haunting (specific house), and non-conscious endowment, silence, and winds gimmicks. gimmicks, but only at night. Sample Tempest Dwarves Fitness Awareness Creativity Reasoning Influence 2 2 4 3 4 Dwarves can muster tremendous strength and stamina in f a t i n j e t h their short and stocky, masculine frames. Their skin is dark, Skills: as per normal characters n |  |  and their black or brown beards often reach the ground. They Gimmicks: aura, broken mind, named, possession, n |  |  are no taller than children, but often just as wide as adults, toughness (5), umbra (5), unearthly, n |  |  if not more so. Dwarves love to tell stories describing their unrelenting, apprehension, disastrous luck, n |  |  earthly endowment, silence, winds n |  |  exploits, but these are often quite boring, especially when detailing the work they have performed on their residences. They are known to be short-tempered and ill-mannered, yet Screamers dwarves easily fit into society during the day. Many like to These banes possess only the depraved and those with gamble, drink, and partake in other, often illegal, vices. mental illnesses. Screamers act as leaders of cults, terror • In addition to the standard gimmicks for brownies, dwarves cells, and ethnic supremacy groups. Their sole purpose is to also possess the constitution, color-blindness, hardened, convince people to take up arms against their fellow man. musclebound, susceptibility (iron-based metals), and Screamers believe that the more casualties and pain they can toughness (3) gimmicks. cause, the stronger they become. Sample • In addition to the standard gimmicks for banes, they also possesses the bad feelings, dark pleasures, and incite gimmicks. Fitness Awareness Creativity Reasoning Influence 4 3 3 2 2 Sample Screamer f a t i n j e t h Skills: as per normal characters, usually a high  |  | n Fitness Awareness Creativity Reasoning Influence gambling   n 2 2 3 4 5 | | Gimmicks: color-blindness, constitution,  |  | n f a t i n j e t h hardened, musclebound, nightly truth,  |  | n Skills: as per normal characters, usually a high n |  |  performance susceptibility (iron-based metals),  |  | n n |  |  toughness (3) Gimmicks: aura, broken mind, named, possession, n |  |  toughness (5), umbra (5), unearthly, incite, n |  |  Nightly Gimmicks: apprehension, dark sight, unrelenting, bad feelings, dark pleasures n |  |  haunting (Anderson Farm), non-conscious

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Elves Sample are feminine, tall, wiry, and graceful in appearance. Fitness Awareness Creativity Reasoning Influence These exaggerated traits clearly set them apart from mortal 3 4 2 2 1 f a t i n j e t h beings, as does their white hair and pale skin. Elves love to Skills: as per normal characters, usually a high dance in the isolation of the woods, particularly in rings of a  |  | n finesse and stealth  |  | n dozen or more of their kind. The beauty of their dances can Gimmicks: dextrous, nightly truth, quick, illusions,  |  | n enthrall mortals, and elves often paralyze their audiences compelled (steal valuables when no one is looking)  |  | n until they have concluded. Likewise, elves are enthralled by Nightly Gimmicks: apprehension, dark sight,  |  | n watching mortals dance. Elves also like to frolic with children haunting (1251 Anson Street), non-conscious and animals, giving way to the countless tales thought to be invented by children. While elves are mostly joyous and friendly, they can also turn equally vindictive when children and animals that they have befriended are harmed or threatened. • In addition to the standard gimmicks for brownies, elves also possess the acute hearing, alluring, constitution, Liches, or , are creatures that rise from the grave enthralled (dancing mortals), natural compass, sure-footed, after death to drain the life and blood of the living. Liches have quick, repulsed (drunks), repulsed (alcohol), and repulsed existed throughout history, leaving their marks upon the world (violence) gimmicks. around them. Folklore in any number of cultures describes these predators in colorful tales and hushed whispers. There • Elves also possess the paralyze and silence gimmicks, but are several breeds of liches that prey upon the mortal world. only while dancing. They share a common element—the fact that they steal life Sample from those around them, often by draining their victims of Fitness Awareness Creativity Reasoning Influence blood. Unlike ghosts and similar horrors, liches can suffer 3 2 5 2 4 physical injury and fatigue and are not affected by etheria. It is f a t i n j e t h no easy task to wound a , however. Skills: as per normal characters, usually a high  |  | n athletics, music, and performance  |  | n Liches feed off the living in order to strengthen themselves Gimmicks: acute hearing, alluring, constitution,  |  | n and reduce any injury that they may have sustained. Whenever enthralled (dancing mortals), natural compass,  |  | n a liche feeds from a mortal, successfully draining its life nightly truth, sure-footed, quick,  |  | n essence, it can heal itself. See the appropriate drain gimmick repulsed (drunks), repulsed (alcohol), for each type of lich for more details. Liches sometimes infect repulsed (violence) their victims that are near-death, thereby creating new liches Nightly Gimmicks: apprehension, dark sight, that can serve them. haunting (Jovial Manor), non-conscious Dancing Gimmicks: paralyze, silence Unless otherwise noted, all liches possess the dark sight, hardened, infectious blood, overconscious, regeneration, repulsed (divine ward), toughness (5), susceptibility (fire), Gnomes susceptibility (sunlight), and undead gimmicks. Standing at only two-feet in height, gnomes are delicate in appearance, yet gruff in personality. They are hoarders, taking Enticers whatever is not nailed down to their secret caches. They Enticers, who like to call themselves the Children of the use illusions to protect their treasures and trick interlopers. Night, are a recent phenomena among the liches. These younger The tales of leprechauns stem from gnomes, as do stories of creatures have adapted to modern society and technology in trickster spirits that live in the woods. Gnomes love to toy with ways other liches have not. Enticers own legitimate businesses, lost travelers, drunks, and stray animals through the illusions live in fancy apartments, and have scores of human servants. they create. Lost or stolen valuables without evidence of a Many of them also enjoy connections with government agents break-in is often the work of a greedy gnome. and organized crime. Hip and stylish, these predators feed on the young party elite that frequent nightclubs and raves. • In addition to the standard gimmicks for brownies, gnomes also possess the compelled (steal valuables when no one is While these liches are barely stronger than the humans upon looking), dextrous, quick, and illusions gimmicks. which they feed, enticers often gain easy access to modern weapons, skilled bodyguards, and high-tech security systems through their own social successes.

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• In addition to the standard gimmicks for liches, enticers also Lilim possess the alluring, blood drain, dark pleasures, fangs, These ancient liches have haunted the night, feeding on hidden truth, paralyze, and susceptibility (attack to the humanity for thousands of years, even as far back as the heart with a wooden steak) gimmicks. ancient cities of Persia and Babylon. Some say that lilim are • Enticers possess the toughness (2) gimmick instead of descendents of demons and fallen , while others claim toughness (5). that they have always existed, culling the weak to encourage natural selection. • Many enticers also possess one or two connection and cultural gimmicks. It is not uncommon for a lil to possess knowledge of the Unholy Arts, allowing it to make frightening use of powerful Sample Enticer rituals. Phantoms can be summoned, and endowments Fitness Awareness Creativity Reasoning Influence granted to further a lil’s power. This unnatural act places lilim 4 4 3 2 3 amongst the most powerful liches in the world. f a t i n j e t h Skills: as per normal characters  |  | n • In addition to the standard gimmicks for liches, enticers also Gimmicks: alluring, blood drain, dark sight,  |  | n possess the bad luck, blood drain, dark animal call, fangs, corporate contacts, dark pleasures, fangs,  |  | n ghostly presence, mist, susceptibility (attack to the neck hardened, hidden truth, infectious blood,  |  | n with a metal blade), and susceptibility (attack to the heart overconscious, paralyze, regeneration,  |  | n repulsed (divine ward), toughness (2), with a wooden steak) gimmicks, as well as any one unholy susceptibility (fire), susceptibility (sunlight), undead, wealth, gimmick. susceptibility (attack to the heart with a wooden steak) Sample Lil Fitness Awareness Creativity Reasoning Influence Gangshi 4 4 3 3 4 f a t i n j e t h Gangshi have haunted the villages and towns of Asia for Skills: as per normal characters, including  |  | n hundreds of years. Also known as jiang-shi and kyonshi, Unholy Arts skills  |  | n depending on the country in which they have established their Gimmicks: bad luck, blood drain, dark sight,  |  | n lairs, these liches have even begun to travel between Asian dark animal call, fangs, ghostly presence,  |  | n hardened, infectious blood, mist,  |  | n communities in Western nations in search of fresher feeding regeneration, overconscious, toughness (5), grounds. Moving from their typical territories has often caused repulsed (divine ward), undead, unholy sacrifice, conflict with other types of liches. Woe to the innocent mortal susceptibility (fire), susceptibility (sunlight), who gets caught in the crossfire. susceptibility (attack to the neck with a metal blade), susceptibility (attack to the heart with a wooden steak) Unlike other liches, gangshi continue to decay throughout the course of their existence. Over time, they resemble rotting corpses, which can hinder their mobility, eventually relying on hopping and jumping. Their limited range of movement Unlike the other types of liches, nosferatu are almost does not make gangshi any less dangerous, however. Their entirely feral in nature. They are primitive creatures, with bodies also take on a green, furry exterior due to the growth of little reasoning behind their actions. Nosferatu are hideous in fungus and molds. Gangshi utilize powers that affect the mind, appearance, stalking their pray from the shadows. pale flesh enslaving mortals victims and also feeding on their madness. hangs from the bone, waving from side to side as a nosferatu • In addition to the standard gimmicks for liches, gangshi also moves. The jaw is often disjointed, and the eyes are dried, possess the claws, compelled (count loose grains), craze, protruding from their sockets. Their claws rip open mortal dreamsend, life drain, and open mind gimmicks. flesh in order to quickly ravage a body for the much-needed Sample Gangshi life blood. There is no reasoning with a nosferatu, making them the most fearsome of liches. Fitness Awareness Creativity Reasoning Influence 3 2 3 2 1 • In addition to the standard gimmicks for liches, nosferatu also f a t i n j e t h Skills: as per normal characters possess the acute hearing, acute smell, blood drain, claws,  |  | n compelled (drink dripping blood), compelled (attack for Gimmicks: claws, compelled (count loose grains),  |  | n craze, dark sight, dreamsend, hardened,  |  | n blood when injured), fangs, ghostly presence, musclebound, infectious blood, life drain, open mind,  |  | n quick, spoil, tolerance to pain, and unair gimmicks. overconscious, regeneration, toughness (5),  |  | n repulsed (divine ward), susceptibility (fire), susceptibility (sunlight), undead

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Sample Nosferatu While lost souls do not sleep, they are just as susceptible Fitness Awareness Creativity Reasoning Influence to drugs as mortals (although drugs inflict etheria instead of 5 4 1 1 1 fatigue or injury). By sustaining five grades of etheria, a lost f a t i n j e t h soul is forced back into the abyss, but it is able to escape at Skills: as per normal characters, usually a high  |  | n athletics and brawling some other point in future. Killing a lost soul’s physical form,  |  | n however, destroys it forever, but this can be difficult. Gimmicks: acute hearing, acute smell, claws,  |  | n blood drain, dark sight, fangs, hardened,  |  | n Unless otherwise noted, all lost souls possess the broken compelled (drink dripping blood),  |  | n mind, dark sight, exsend, evidence (pungent smells), compelled (attack for blood when injured), regeneration, toughness (5), unrelenting, and vulnerability ghostly presence, infectious blood, musclebound, overconscious, quick, regeneration, repulsed (divine ward), (mind-altering and sleep-inducing drugs) gimmicks, as well spoil, toughness (5), susceptibility (fire), tolerance to pain, as other gimmicks relevant to their physical form (such as susceptibility (sunlight), unair, undead claws or wild limbs). The following special rules apply to all lost souls: • Unless manifested in physical form, they cannot interact with Lost Souls mortals with the exception of when a mortal is meditating or dreaming (depending on their gimmicks).

Lost souls are the remnants of mortals lost to meditative • They cannot perform fitness-based tasks or possess any trances. These horrors have no physical forms and exist as fitness-based skills unless made physical, after which pure conscious thought. They inhabit the crevices between this point, the fitness rating and fitness-based skills are added world and the Celestial Halls of Enlightenment, a realm thought as suggested by its appearance (at the gamemaster’s to be like Heaven, in which purity and perfection exist. discretion). Lost souls interact with our world only when mortals step into • They cannot use the dreamsend or exsend gimmick when their domain through meditation and, in some cases, made physical. during dreaming. Their life in the darkness without shape or change warps their beliefs Nightmare Souls and values to the point of making them These lost souls delight in causing callous and shallow entities. Most lost disturbing visions and allowing souls seem to have one purpose, and meditating and dreaming characters that is to once again exist in physical to believe that terrible cataclysms form. To this end, they often make and disasters are sure to occur (a contact with those entranced, catastrophic composure task may providing misinformation be required). Nightmare souls and masquerading as holy steer their victims to perform messengers or the victim’s own rituals at special locations in all-knowing, sub-conscious. the belief that the visions can be prevented from coming Weaknesses in the divide true. In reality, the rituals between here and there allow are intended to permit the lost souls to emerge into our horror to become manifest, at world. These weaknesses are which point, the nightmare soul geographical, requiring a mortal actually attempts to create such to enter a meditative state in disasters. Nightmare souls that an exacting location. Once this gain a physical form are rampant has been accomplished, the lost terrors. They are more common soul can enter our world, usually than one would think, and spare no taking the physical form of whatever efforts to achieve their worldly desires. is imagined by the mortal. As a physical horror, the lost soul is just as twisted in • In addition to the standard gimmicks body as it is mind, wreaking havoc on those for lost souls, nightmare souls also who annoy or oppose it. possess the dreamsend gimmick.

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Sample Nightmare Soul Sample Helliocite Fitness Awareness Creativity Reasoning Influence Fitness Awareness Creativity Reasoning Influence — 4 2 2 2 — 2 2 2 2 f a t i n j e t h f a t i n j e t h Skills: none, unless made physical n |  |  Skills: none, unless made physical n |  |  Gimmicks: broken mind, dark sight, dreamsend, n |  |  Gimmicks: broken mind, dark sight, exsend, n |  |  exsend, evidence (pungent smells), n |  |  evidence (pungent smells), exmanifest, n |  |  regeneration, toughness (5), unrelenting, n |  |  regeneration, toughness (5), unrelenting, n |  |  vulnerability (mind-altering and sleep- n |  |  vulnerability (mind-altering and sleep- n |  |  inducing drugs) inducing drugs)

Hellbringers These horrors focus on driving meditating characters insane. Skin Walkers Hellbringers trigger visions of suffering, abuse, death, and torture in their victims (a violent or horrific composure task is Skin walker is a general term applied to horrors that change required for recurring visions). When a victim finally becomes their physical form. Legends tell of mortals that transform into delirious, the hellbringer is freed from its non-physical vicious animals or even other mortals. The animal identity has existence, joining our world to spread even more mental and always been thought to bring power and protection by ancient physical abuse. Relentless in its pursuits, this horror can leave hunters and tribal communities. Religious ceremonies within a trail of broken minds in its wake. these cultures even emphasized the use of animal horns, • In addition to the standard gimmicks for lost souls, bones, hides, and masks. Some believe that skin walkers were hellbringers also possess the craze and terrorize gimmicks. born from these primal rituals, while others describe even older origins, likening them to spirits of nature or messengers of the Sample Hellbringer gods. As with liches, skin walkers can suffer physical injury or Fitness Awareness Creativity Reasoning Influence fatigue and are not affected by etheria; they can only be killed — 3 2 2 5 through their susceptibilities, however. f a t i n j e t h Skills: none, unless made physical n |  |  Unless otherwise noted, all skin walkers possess the Gimmicks: broken mind, craze, dark sight, n |  |  regeneration, susceptibility (silver), toughness (5), and exsend, evidence (pungent smells), n |  |  undead gimmicks. regeneration, terrorize, toughness (5), n |  |  unrelenting,vulnerability (mind-altering and n |  |  sleep-inducing drugs) Therianthrops These horrors are mortals who carry the curse of therianthropy, an infection that causes their physical form to Helliocites uncontrollably change into aspects of a particular animal. The Unlike other lost souls, helliocites inflict real pain on their best-documented form of therianthrop is the , but victims. They enter the subconscious of meditating characters, wererats and other werebeasts are certainly possible. When in triggering all sorts of pain and injuries, with the hope of killing an animal-state, these horrors are vicious, instinctive killers, their victims. Once a character dies within the meditative with little control over their urges to feed and survive. While state, the helliocite manifests within the victim’s body. With in mortal form, however, they are just that, with the same the horror in control of the body, it soon heals, and the weaknesses and knowledges common to mankind. helliocite can attempt to live as normal a life as possible. Therianthrops take on their animal aspects in cycles, often Because helliocites lack morals, however, they often ignore tracked by the moon. For example, some may transform laws and social conventions. The victim’s family members when the moon is full, while others might do so when only distance themselves, recognizing that he has changed for the the crescent of one side of the moon is visible. Furthermore, worse and typically without the possibility for redemption. the animal-state is only active at night, yielding to the original • In addition to the standard gimmicks for lost souls, helliocites mortal form during the day. also possess the exmanifest gimmick. • The standard gimmicks for skin walkers are only available to therianthrops when in an animal-state. • In addition to the standard gimmicks for skin walkers, therianthrops possess the therianthropy gimmick; therianthrops also possess the dark animal call gimmick

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when in an animal-state. animal and wearing its hide. These skin walkers are pure • Therianthrops also possess a number of gimmicks appropriate evil, and act, not on instinct, but through very calculated and for their animal aspects only while in the animal-state, such sadistic means. as acute hearing, acute smell, city compass, claws, dark • In addition to the standard gimmicks for skin walkers, sight, fangs, fur, horns, musclebound, natural compass, limikkin possess the aura, broken mind, named, and peripheral vision, quick, and sure-footed gimmicks. sacrificial skin gimmicks. Sample Therianthrop: Werewolf • Limikkin also possess a number of gimmicks appropriate for their animal aspects only while in animal form (this varies Fitness Awareness Creativity Reasoning Influence 4 3 2 2 2 by their current animal form; for example, a small cat may f a t i n j e t h possess the claws, acute hearing, acute smell, and dark Skills: as per normal characters  |  | n sight gimmicks, while a wolf could also possess the fangs Gimmicks: therianthropy  |  | n gimmick).  |  | n Werewolf Gimmicks: acute hearing, acute smell,  |  | n • Limikkin also possess the evidence (human eyes) gimmick claws, dark animal call, fangs, musclebound,  |  | n natural compass, quick, regeneration, undead, while in animal form. sure-footed, susceptibility (silver), toughness (5) Sample Limikkin: Krelaksis (in Lion form) Fitness Awareness Creativity Reasoning Influence 4 3 1 2 2 Limikkin f a t i n j e t h Limikkin are the earthly remnants of evil witches who have Skills: as per normal characters  |  | n given themselves to otherworldly horrors. They seek power Gimmicks: aura, broken mind, named,  |  | n and riches, taking true animal form to travel stealthily and regeneration, sacrificial skin, undead,  |  | n susceptibility (silver), toughness (5)  |  | n hide their true intentions. Limikkin can transform between  |  | n their mortal and animal forms at will by sacrificing the desired Animal Gimmicks: acute smell, acute hearing, claws, evidence (human eyes), dark sight, fangs, quick, sure-footed

Domovye A domovoi is almost like the guardian of a household. It selects a home or family to which it becomes attached, and watches over them. Attics and cellars seem to be their preferred areas of the house. Domovye perform chores and repairs in the guise of the head of the household. They do not like their presence to be known by anyone, but sometimes play with infants and small children when their cries are not answered by the parents. Domovye also punish family members who cause disharmony and pain by playing tricks, taking valuables, breaking things, dirtying floors and clothes, and preventing sleep. A domovoi’s true appearance is that of a tiny, old man with fur and a long beard. It is a rare occurrence to actually see this form, however. In most cases of domovye being witnessed, it is the master of the house who is seen in two different places at the same time. Some of these cases may have also involved fetches, however. • In addition to the standard gimmicks for skin walkers, domovye possess the broken mind, doppel, ghostly presence, haunting (a house or family), and unknown gimmicks.

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Sample Domovoi Fitness Awareness Creativity Reasoning Influence 1 2 2 2 1 f a t i n j e t h Skills: as per normal characters Trolls, also known as , make forests and overgrown  |  | n areas their homes. Their foul-tempered and brutish natures Gimmicks: broken mind, doppel, toughness (5),  |  | n ghostly presence, regeneration, undead,  |  | n are perfectly matched by their twisted bodies. Trolls are very haunting (the Gibson family), unknown,  |  | n territorial creatures, enforcing their rules on interlopers, mortals susceptibility (silver)  |  | n and other horrors alike. Some even collect tolls in the form of slave labor or payments. Most trolls find art and beauty repugnant, destroying such Fetches objects or people upon contact. This comes from jealousy, as Sometimes called dopplegangers, a fetch takes on the trolls are bitter over their own horrific appearances. For this appearance of a single individual, effectively becoming an reason, they also break mirrors and other reflective surfaces at exact look-a-like. Fetches are not inherently evil, but they do any cost in order to prevent seeing their true forms. Prepared go about their business in the mortal world with no regard for meals are not safe around trolls, as they love beer and home- the consequences to them or their doubles. This invariably cooked meals. Trolls look upon mortals as inferior beings, leads to trouble for the mortal counterpart. Fetches are afraid mocking and bullying them whenever possible. Trolls can suffer of the supernatural and other horrors, causing them to flee physical injury, but are not affected by fatigue or etheria. from such situations. Unless otherwise noted, all trolls possess the apprehension, • In addition to the standard gimmicks for skin walkers, compelled (break mirrors), compelled (take prepared fetches possess the doppel, repulsed (the supernatural), foodstuffs), musclebound, natural compass, regeneration, and repulsed (horrors) gimmicks. toughness (5), trigger (art and beauty), ugly, and unrelenting • Fetches possess the susceptibility (mirrored glass) gimmick gimmicks. instead of susceptibility (silver). Bugbears Sample Fetch Known also as bogies and bogeymen, bugbears have no true Fitness Awareness Creativity Reasoning Influence appearance. Instead, they are seen as their victims imagine 2 2 2 2 2 them as appearing—as frightening creatures or killers. One f a t i n j e t h Skills: as per mortal counterpart  |  | n person may see the same bugbear as a crazed, rabid wolf, Gimmicks: doppel, regeneration, toughness (5),  |  | n while another may see it as a creature of legend, such as susceptibility (mirrored glass), undead,  |  | n Big Foot or a ferocious Viking warrior. Not only do bugbears repulsed (the supernatural), repulsed (horrors)  |  | n despise beauty like other trolls, they also find displays of  |  | n affection, especially between lovers and towards infants, to be vile, and act accordingly. Their favorite past-time is the abduction and hiding of infant mortals, mostly children from first-time parents. • In addition to the standard gimmicks for trolls, bugbears also possess the compelled (abduct infants), ghostly presence, terrorize, and trigger (displays of affection) gimmicks. Sample Bugbear Fitness Awareness Creativity Reasoning Influence 5 3 2 1 3 f a t i n j e t h Skills: as per normal characters, usually a high n |  | n melee and brawling n |  | n Gimmicks: apprehension, ghostly presence, n |  | n compelled (abduct infants), musclebound, n |  | n compelled (break mirrors), natural compass, n |  | n compelled (take prepared foodstuffs), ugly, regeneration, terrorize, toughness (5), unrelenting, trigger (art and beauty), trigger (displays of affection)

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Goblins are the nomads of the woods, constantly on the Onis are , hairy trolls that occasionally have extra eyes move as they travel in packs. Temporarily settling in caves, or fingers, and sometimes even the lower bodies of goats. tree lodges, and overgrown root structures, goblins are still They stand well over eight-feet in height, and their skin can fiercely protective of their domains, discouraging outsiders vary in color (red, blue, and brown are common). Onis only from approaching with their ghastly howls, shrieks, baboon- make themselves visible to those whom they intend to harm like tactics, and foul smells. Goblins are green-skinned with or kill. They are repulsed by statues of animals, often letting sharp, pointy teeth and black hair. They stand about three- out a cry and retreating when encountered. Onis consider the feet in height in their natural, hunched state. Goblins have a entire forest their domain, but only act against interlopers who fixation on torturing their victims rather than outright killing desecrate the woods or threaten the life within the area. Their them. Some have even been known to boil their captives in rage is powerful, especially when they wield their huge clubs. giant caldrons in preparation for their periodical feasts. • In addition to the standard gimmicks for trolls, onis also • In addition to the standard gimmicks for trolls, goblins also possess the claws, dark compass, fur, horns, repulsed possess the claws and fangs gimmicks. (animal statues), tainted will, and unknown gimmicks. Sample • Unlike other trolls, onis do not possess the trigger (art and beauty) gimmick. Fitness Awareness Creativity Reasoning Influence 3 3 1 1 2 Sample f a t i n j e t h Skills: as per normal characters, usually a high n |  | n Fitness Awareness Creativity Reasoning Influence athletics and melee n |  | n 5 3 2 2 3 Gimmicks: apprehension, claws, fangs, n |  | n f a t i n j e t h Skills: as per normal characters, usually athletics n |  | n compelled (break mirrors), musclebound, n |  | n and brawling compelled (take prepared foodstuffs), ugly, n |  | n n |  | n natural compass, regeneration, toughness (5), Gimmicks: apprehension, claws, dark compass, n |  | n trigger (art and beauty), unrelenting compelled (break mirrors), fur, horns, ugly, n |  | n compelled (take prepared foodstuffs), n |  | n musclebound, natural compass, regeneration, repulsed (animal statues), tainted will, toughness (5), Hags unknown, unrelenting Appearing as wrinkled and hunched old women, these trolls live in abandoned cottages, deep in the woods or countryside. They take great pleasure in entering the dreams of those who Changelings fall asleep too close to their domains. Children, in particular, Trolls occasionally go mad, and not without good reason. are lured to the safety of a hag’s cottage by manipulating the Infant trolls are perfect beings. They appear mortal in every weather. Once invited inside, the children are allowed to rest, aspect, but as they age, the aspects begin to emerge. so that the hag can terrorize them in their dreams or even cook Their appearances slowly change, as do their personalities, them. The victims of a hag are eventually killed, but those particularly around puberty. It is believed that this change is found to be despicable or ugly may be released, since they what sours trolls to beauty, but not all of them. Acknowledging remind the hag of its own pathetic existence. that they can never again be graced with such allure, trolls • In addition to the standard gimmicks for trolls, hags also may turn to their offspring as a chance to raise beauty. This possess the dreamsend, paralyze, storms, and winds obsession leads them to abducting mortal infants and replacing gimmicks. them with their own progeny. Sample Hag Mortal parents raise the troll children, known as changelings, only to discover their shift in attitude and appearance when it Fitness Awareness Creativity Reasoning Influence 2 4 2 2 4 is too late. These creatures are often feared or discriminated f a t i n j e t h against in mortal society, forcing them to the absurdities of life Skills: as per normal characters, usually a high n |  | n in a circus, prison, or asylum. Conversely, the trolls raise the performance n |  | n mortal children as their own, teaching them to despise mortals Gimmicks: apprehension, dreamsend, unrelenting, n |  | n and their art, as well as providing the necessary tools to survive compelled (break mirrors), musclebound, n |  | n on their own in the wild. Some trolls, rare though it is, consider compelled (take prepared foodstuffs), winds, n |  | n natural compass, paralyze, regeneration, ugly, the abducted children to be nothing more than servants. storms, toughness (5), trigger (art and beauty) Troll infants and children are no different from typical mortals. As they grow closer to puberty, however, they develop certain

54 Supernatural Mystery Roleplaying GhoStories aspects common to the particular type of troll from which they Holy Fighters were born. Changelings, therefore, can possess any number of Some people fight to survive, while others fight to spread appropriate gimmicks, depending on their age—a small child their influence all over the world. These misguided and may not have any, while a ten-year old may possess a third or intolerant souls hold only their beliefs to be the true path. They half of the gimmicks that a normal adult troll would. building networks of like-minded militants to overthrow modern Sample Goblin Changeling civilization. They are ripe pickings for banes, phantoms, and other horrors. Fitness Awareness Creativity Reasoning Influence 1 2 2 1 1 f a t i n j e t h Serial Killers Skills: athletics 3, stealth 4, performance 3  |  | n The sociopaths and deranged are considered just as evil as Gimmicks: claws (when not clipped), ugly,  |  | n the horrors by the majority of the tainted. They are driven by fur (when not shaved), toughness (2)  |  | n  |  | n urges to kill and maim, making them not only dangerous on  |  | n their own, but also to the machinations of horrors. Misguided Innocents Misguided Tainted Horrors and their misguided innocent lackeys are surely In addition to the horrors, innocents often become embroiled threats, but so are the tainted who are at cross-purposes with in supernatural occurrences and stories. They are sometimes the characters. pulled into the action through typical real-world causes, but just as often, they are tricked or manipulated into carrying out Diabolists diabolical plans. Pursuers of the occult are often made to do the bidding of Corporate Contractors phantoms. Diabolists become even more dangerous, however, when they discover the skills necessary to turn the tables on Banes and other corporeal horrors (or evil tainted characters) phantoms, using them to gain information and power with the often employ others to do the dirty work when they can afford threat of banishment or worse. it. This outsourcing can include the contracting of mercenaries, security services, and even gangs who know nothing of the true Evil Sorcerers situation. Ego and arrogance often gets the better of experienced sorcerers, turning them into with the power to Demon Hunters destroy those who get in their way. Their pride prevents them While stalkers hunt the horrors as a way to protect their from recognizing the evil in their ways, and their arrogance charges, demon hunters seek only to stop the horrors. They distances them from mankind, viewing innocents as nothing do not typically care about innocents or moral values, doing more than ignorant sheep. Sorcerers believe that only they can only that which brings them closer to their goals of ridding the lead man, forsaking mortal rules and society for their own. world of a perceived evil. Mad Scientists Ghost Hunters Mad scientists are a dubious lot. They ignore ethics and the More investigators than hunters, these individuals research law just so they can bring new life to the inanimate. Some do it and track ghostly sightings and supposed hauntings. They to gain armies that will serve them, while others merely desire are mostly regular people with an interest in the paranormal, creating life from the abyss. They are not dangerous in and posing little or no threat to the characters, although they have of themselves, but they are often highly-intelligent, illusive, a tendency to get in the way. and capable of turning their creations against anyone who threatens them. Goths Some folks throw themselves into the Goth culture, an Self-Proclaimed Prophets and Saviors alternative lifestyle of angst, black and red colors, and punk Those of faith spread their word, convincing followers of their attitudes. They are not a threat directly, but some are mistaken authority by way of the Divine Arts. Only with loyal armies as possessed individuals by the tainted from time to time. can they bring their faith to the masses, eventually usurping local communities and then national governments. While they have grand aspirations, prophets and saviors may be capable

Supernatural Mystery Roleplaying 55 GhoStories of such deeds with enough experience in the Divine Arts and Broken Mind the horror can be identified as a strong enough army. Alternatively, they may just end up such by characters who possess getting all of their followers killed. at least four grades of dementia, even as a ghost or when bound to or possessing a vessel, with Special Gimmicks an impossible awareness-based composure task; normal penalties The following gimmicks are for use with the horrors presented from dementia are not applied to in this chapter. They are not for use by player characters. this task Animal Frenzy all animals in the immediate vicinity Claws the horror has sharp claws that can of the horror forget their training inflict +1i n j and social order, deferring to their Compelled the horror is compelled to perform primitive instincts by seeking food or a particular action when faced with protecting their territories a specific object or situation; the Apprehension the horror causes all characters horror cannot cease this action until in sight of it to become anxious, it is completed; the tainted will causing a penalty of -4 on their gimmick can also be used to resist reactions rolls the effects of this gimmick (as if it were a repulsion) Aura the horror’s true nature can be identified, even as a ghost or when Corrosive Touch structures made of wood, weak bound to or possessing a vessel, metals, and flesh partially dissolve with a second sight awareness task when touched by the horror (the (if the character possesses the spirit exact degree of corrosion is left to sight gimmick) the gamemaster’s discretion) Bad Feelings the horror can cause a character Craze the horror causes one or more to feel an overwhelming sense characters to suffer the effects of that something bad is going dementia, inflicting 1d e m times happen along the current course of its influence rating; the maximum action—a challenging reasoning- number of characters that are based composure task allows a affected each time is equal to the character to ignore the feeling and roll of one die; this can only affect a continue with his intentions (tainted specific character once per story characters receive a bonus of -2d i f f Dark Animal Call the horror can summon nearby on this task); failure of this task animals to come to its aid; this means that the character must stop includes nocturnal and dark-colored what he is doing animals like cats, rats, hounds, Bad Luck the horror can create shifts in bats, and roaches probability, modifying tasks by Dark Compass the horror, once it sees a character, +3d i f f ; this can only be done a knows his location and can number of times per game session ultimately find him; the horror is equal to the horror’s influence rating limited to being able to find one Blood Drain each grade of injury that the horror character at a time, and cannot inflicts on a character with a bite choose another character until the reduces one grade of fatigue or current one is dead, buried, or injury that the horror has sustained possessed Bounding the horror can leap great distances, Dark Pleasures the horror can cause a character to glide in the sky, and seemingly feel a sense of deep pleasure and disappear and reappear in the euphoria distance, all in a matter of one turn

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Disastrous Luck the horror can alter probability Exsend the horror can invade a character’s so that all unlikely hazards of a subconscious during a meditative harmless task manifest, with the state, molding visions and thoughts potential of causing harm to a to its will character, such as by a safety- Fangs the horror has sharpened teeth that line breaking, seat-belt failing, or can inflict 1i n j floorboard breaking; this can only be done a number of times per Fur the horror is covered in thick fur, game session equal to the horror’s providing an armor rating of 2 influence rating Ghostly Presence the horror casts no reflections or Discharge the horror can cause an electrical shadows, nor can its appearance spark to discharge from the vessel or sounds be captured on film on in which it is bound; the spark electronically causes 1i n j Haunting the horror is linked to a specific Doppel the horror is identical in appearance place, object, or person and is never to a living mortal; if the mortal dies, far from it the horror takes on the appearance Hidden Truth the horror’s true appearance is of another hidden from the earthly world, Dreamsend the horror can invade the dreams of appearing as a typical mortal until it innocents, molding them to its will; becomes enraged; the horror turns invading the dreams of the tainted to dust upon its death is only reliable half of the time (an Horns the horror has horns that can inflict even result on the roll of one die) +2i n j Earthly Endowment the horror can grant an endowment Illusions the horror can create sensory to itself once per day (see Unholy illusions that characters perceive Arts in the previous chapter) as real—a challenging investigation Endowment the horror can grant endowments to task allows a character to see characters (see Unholy Arts in the through the illusions (tainted previous chapter) characters receive a bonus of -2d i f f on this task) Enthralled the horror is mesmerized when faced with a specified object or Incite the horror causes a number of situation, and cannot act until innocents equal to its influence separated from its presence rating to become enraged, verbally or physically assaulting those Evidence the horror produces specific, closest to them quantifiable side-effects when it is present; examples include Incorporeal the horror has no corporeal form, temperature drops, power drains, although it can affect the physical and radio interference world with the interaction skill or possession Exmanifest the horror can invade a character’s subconscious during a meditative Infectious Blood a character who has sustained state, triggering physical five grades of injury and ingests manifestations to occur throughout the horror’s blood or other bodily the victim’s body, simply by the fluids falls into a coma that is easily power of the mind; this can include mistaken for death (an impossible burns, cuts, infected tissue, boils, medicine task can be made to tell etc. (the gamemaster can use his the difference) for a number of discretion as to how much fatigue days equal to the roll of one die; or injury is caused by this gimmick, after which time, the character is transformed into the same type of but no more than 3f a t or 3i n j should be gained during a single horror that infected him (acquiring meditation) its gimmicks)

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Life Drain each grade of dementia that the Repulsed when faced with a specific location horror inflicts on a character or object designated as a repulsion, reduces one grade of fatigue or the horror immediately either injury that the horror has sustained removes itself from the area or from Mist the horror can transform itself in a the physical world stream of mist, allowing it to travel Sacrificial Skin when the horror kills an animal along the wind or through cracks and skins it, the hide can be worn and crevices, changing back to its to transform it into that type of original manifestation at will animal; the horror can return to its Named the horror possesses a unique humanoid form at will; this hide name, which can be used to banish cannot be used by another horror or it with the Unholy Arts character Nightly Truth the horror’s true appearance can be Shivers the horror can cause a drop in seen only at night; it appears mortal body temperature in all characters in every respect during the day within its immediate vicinity; if near the horror for more than twenty Non-Conscious when the horror has sustained minutes, a character suffers one five grades of fatigue, it does not grade of fatigue become unconscious, instead further fatigue is applied as injury Sicken the horror can cause a character to become ill due to disease, infection, Open Mind the horror can freely read the minds or simply fatigue—two grades of of innocents; reading the minds of fatigue are inflicted and the illness the tainted is only reliable half of plagues the character, inflicting two the time (an even result on the roll grades of fatigue each day for a of one die) number of weeks equal to the roll of Original Sin destroying the horror’s original body/ one die corpse banishes it from the physical Silence the horror can cause all sound in world; the vessel to which it is an enclosed area to be silenced, bound, reverts to its original form whether it be a room, field, or (corpses become lifeless, machinery stadium functions normally, and humans or animals die) Spikes the horror has spikes all over its manifested form that can inflict Overconscious when the horror has sustained +2i n j five grades of fatigue, it does not become unconscious; instead Spoil all foodstuffs and flowers decay +2d i f f is applied to all its tasks and rot after the horror has come near them within a number of turns Paralyze the horror can freeze a character in equal to the roll of one die his tracks, requiring a fitness-based composure task for the character to Storms the horror can cause powerful move—the difficulty is equal to the electrical storms to travel across the horror’s influence rating skies directly above its location Possession the horror can possess a specific Sympathy the horror causes innocents to feel a type of innocent at will for which strong sense of empathy towards it, there is no way to resist unless the fueling a compulsion to care for and innocent is protected by a repulsion protect it (see the repulsed gimmick) Susceptibility this gimmick is the same as the or possesses the closed heart vulnerability gimmick, except that gimmick; the fitness rating of a the effects of natural armor or the horror in possession of an innocent toughness gimmick are not applied becomes the higher of its influence to damage rolls involving the rating or the victim’s fitness rating specified source

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Tainted Will the horror can resist its repulsions Unknown the horror hides in the crevices with a successful influence-based of reality, preventing innocents composure or interaction task; the from perceiving it—a challenging difficulty of the task is equal to the investigation task is required to influence rating of the character recognize the horror for what it is holding/creating the object of Unrelenting the horror does not gain fatigue repulsion from any source Terrorize the horror causes one or more Vulnerability the horror is susceptible to specific characters to make a supernatural objects or sources of damage, composure task; this can only sustaining 1e t h each turn it is be done a number of times per exposed game session equal to the horror’s influence rating Wild Limbs the horror has additional limbs that are unlike anything from the mortal Therianthropy if the horror inflicts more than three world; they are twisted and function grades of injury on a character by in an unusual manner biting him, that character gains not only the therianthropy gimmick, but Winds the horror can cause great winds also the other gimmicks possessed to travel across an enclosed area, by therianthropes (he becomes a whether it be a room, field, or therianthrope) stadium Trigger the horror is enraged by a particular object, phrase, or situation—it attacks all those in the vicinity when the subject of this trigger is present; this gimmick may be assigned to a horror more than once, each representing a different trigger Umbra the horror has unusually high willpower to survive and can take more etheria than normal; this gimmick may be taken up to five times—each time it is, the horror gains one permanent point of protection (umbra) against etheria umbra (3), for example, means that this gimmick was selected three times for the horror and it has a permanent umbra rating of three Undead the horror cannot be completely destroyed unless enough injury has been inflicted to do so by one of its susceptibilities; otherwise, the horror is merely in a state of inactivity until it heals Unair the horror can cling to walls and ceilings, moving about as if it ere on the ground Unearthly the horror does not gain injury from any source, except when it is corporeal or in possession of a vessel

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The Horrors Ghosts

Embodied Spirits gremlins, golems, imps, zombies, dybbukim

Phantoms twilight bogies, beguilers, kinders, fiends, unholies, hordes

Banes ravagers, ghouls, tempests, screamers

Brownies dwarves, elves, gnomes

Liches enticers, gangshi, lilim, nosferatu

Lost Souls nightmare souls, hellbringers, helliocites

Skin Walkers therianthrops, limikkin, domovye, fetches

Trolls bugbears, goblins, hags, onis, changelings

Misguided Innocents corporate contractors, demon hunters, ghost hunters, goths, holy fighters, serial killers

Misguided Tainted diabolists, evil sorcerers, mad scientists, self-proclaimed prophets and saviors

60 Supernatural Mystery Roleplaying GhoStories theChapter wo Fiverld around us Our reality is scary enough on its own as a source for stories, but the addition of supernatural elements enhances the game even further. This chapter provides information on how to focus on those elements when creating and presenting stories. A collection of story ideas are also included to inspire the gamemaster to create his own.

As a storyteller and referee, the gamemaster is responsible characters in a more natural manner, rather than worrying for moving the plot forward, describing the setting, and about whether or not a task is too difficult simply by looking at portraying the non-player characters. the numbers involved. A good plot can keep the players guessing. Since no one can Players will undoubtedly raise questions during the course predict every decision made by the players, many of the roads of play and it is the gamemaster’s job to answer them. No travelled will need to be improvised by the gamemaster. As one wants to sit around waiting for him to find the answer in long as a basic story-line has been prepared, any divergence this book. The longer it takes, the more distracted the players can be made into an interesting addition. Movies, books, and become. If it takes more than a few minutes to find the television can all be good sources for diversionary stories and answer, the gamemaster should just make an educated guess. sub-plots, even if they come from different genres—the human After all, he is the referee and can make any call he sees fit condition is a constant. (as long as it is fair). Drama is yet another important factor in storytelling. The It is inevitable for players not to accept decisions made by gamemaster should impart all the gritty details to the players the gamemaster. It is perfectly acceptable to hear them out, by using the mood of the setting. If the characters are tracking but at the end of the day, the gamemaster’s decision is law. down a horror in a wooded area at night, describe what might Hostility and sulking can interfere with the enjoyment and be glimpsed out of the corner of an eye, the distant sound of pace of the game, and should be quashed at the first onset. an owl, or even how they might be feeling. When describing Try to appease players not enjoying themselves, but not at the what a non-player characters says, do it with feeling. Act it out expense of the others. and make the players really experience it. Capture the intended style of horror, whether it focuses on mysterious hauntings Favoring one player over another can also make the or supernaturally-powered heroes, by building suspense and game less enjoyable. Although these situations are usually narrating scenes with frightening imagery, keeping in mind encountered accidentally, a good gamemaster tries his best to the most common elements of horror—darkness, solitude, ensure that he is fair to all players. This also means that all location, and poor weather. players should be given chances to interact with the world and even become heroes. Refereeing When players exploit the rules to create extremely powerful The gamemaster must know the rules. It is unlikely that characters, it can unbalance the involvement of the other anyone will remember every single rule, but the gamemaster players. Keep players like this challenged with unusual tasks should still make sure that the basic rules foundation (abilities, or situations alien to their roles. Puzzles and mysteries can skills, and tasks), combat, and the horrors are solidly grasped. make the players think rather than react based on their over- On the other hand, players are not required to have this powering capabilities. If a character defeats every villain or knowledge, and games often play more smoothly when this is obstacle put before him, simply make a new, more powerful the case. Players without access to the rules can portray their antagonist or mystery just for him.

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The gamemaster should also watch over his players without but also by augmenting it with environmental situations—fog, sacrificing the enjoyment of the game. He is the characters’ electrical storms, darkness, and the like. Again, the solitude of guardian angel and inner voice. There will always be times a location, and the characters as a result, enhances the sense when players act foolishly or inappropriately. This is a sign for of dread and helplessness, lending to the desired mood. Back- a good gamemaster to either question their actions or subtly roads, country estates, cabins in the woods, sewers, cellars, and fairly punish them. and beaches work well to further the mood.

Players should always be free to have their characters act in Ghostly Evidence any manner they see fit, but just like the real world, actions One of the most frightening situations is hearing voices or always have consequences. When a person commits acts seeing shapes that are not actually real. Ghosts use these that go against his nature, he is viewed in a whole new light. manifestations as a way to communicate with the living, Relationships may be strained and his reputation can suddenly although they are not often viewed as such. These sensory change for better or worse. These elements can add flavor to apparitions do nothing but add to the anxiety and possible the game, as well as introduce further challenges and avenues hysterics in innocents. Tainted characters are more likely to of exploration. recognize these signs for what they are, yet it is still possible for them to be unnerved by the experience—knowing what Elements of Horror something is does not mean that the fear no longer exists. There are several factors that go into a story in order to convey the proper mood. Aside from the plot, the story’s mood Superstitions should be the gamemaster’s primary concern. It should produce Superstitions exist for a reason. They may originate from suspense, surprise, chills, and sometimes an overriding sense someone’s clouded observations or twisted deductions, but of desperation and dread. superstitions are grounded in some form of reality, no matter how tenuous. These can be used to great effect, shaping Solitude characters’ actions and understandings of a situation. Common Isolating a character from the rest of his colleagues can superstitions are likely to be known to players, subtlely coloring cause him (or the player) to face dangers, real or imagined. the choices they make for their characters. Strange thoughts could run through his mind, ominous sounds Superstitions can have a variety of uses. They can cause can be heard, and mysterious shadows can be seen. These people to act in a certain way; explain how to avoid or deal with elements should be conveyed to the player, so that he can a particular supernatural situation; or simply create tension, better picture what his character may be feeling. anxiety, and even complete fear. Superstitions can be the A character in isolation is not the only form of solitude, backbone of stories, lending their underlying themes, imagery, however. A group can be isolated from the civilized world and cause-effect relationships to the mix. A superstition can by being stranded in a dark forest or locked in a supposedly- be used as the center-piece, requiring the characters to come haunted mansion. Loss of contact with the outside world can be together in order to seek the truth of its tale. While they may further amplified by eliminating the use of radios, telephones, believe it to have some truth, others around the characters internet access, and other forms of communication. dismiss it as nothing more than children’s tales. Conversely, At the very least, isolated characters should know that they a superstition could drive the actions of those around the are all alone, incapable of requesting aid from others. At worst, characters, while they see it as nonsense. characters could be required to make composure tasks to resist With some additional work, the gamemaster can even gaining dementia from the perceived dangers. Every sensation, instill more tension and danger by researching the origins from the sound of the howling wind, sight of fireflies, smell of a superstition and using it in his own stories, ultimately of rotting meat, or even touch of cobwebs, should convey the making the game that much more enjoyable. Furthermore, tension of the situation. mythological creatures and stories can also be borrowed for Environment even more chills. The environment is often the primary element of fear. The Unknown This is likely due to cultural stereotypes and superstitions. Characters faced with things that they do not recognize or For example, most people are wary of visiting a cemetery at understand is normally the way it should be. When characters night. While this could stem from superstitions of the restless face what they know, it often defines the level of danger or dead haunting such places, it is also likely to be the result of allows them to better judge a proper course of action. The being dark, unfamiliar, and isolated places. unknown, however, means that the characters cannot predict The location, like the aforementioned cemetery, is key to the outcome of the story or even what their chances are at instilling fear, not only by its very nature (dark, hazardous, etc.), defeating the antagonist.

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If they are hunting a suspected serial killer, for example, it is not until they actually face him that they realize he is not Reactions from the Public quite normal, especially seeing him get up and walk away after taking four gunshots to his chest. This unknown element Characters will inevitably have to face the public’s reactions sparks the characters’ interest, forcing them to investigate to their efforts. Some may believe the wild tales that the further, and eventually leading them to make conclusions. characters tell, while most are likely to consider them to be They discover new clues along the way, and while some of con-men, lunatics, or even dangerous criminals. While the these clues may reveal different aspects of the story, such as portrayal of the supernatural, as well as its acceptance, can the suspect being a horror, they do not know how to stop him vary between games using them as myth or as the fantastic, or where he will strike next. the general public should be treated the same—they are generally not open to it, and are likely to fear and deny its Focusing on Pursuits and Gimmicks existence. Of course, there are always believers, but the extent Pursuits and gimmicks should have more purpose in the of their beliefs should be decided by the gamemaster in order game than just described in this book. They should be worked to benefit the mood of the story. into the stories, creating an intimate link with one or more s FOR EXAMPLE characters as they develop through play. Characters following The characters are investigating reports of sacrificial rituals a particular pursuit are more likely to attract others with the in a small town. If the truth is nothing more than a gang same pursuit, so an innocent occultist is more likely to be of psychopaths that escaped from an asylum, town locals approached by another occultist, since he shares common may believe it to be linked to a new order of druids who goals and knowledge. While a tainted character is more likely have summoned some sort of nasty spirit. In this case, they to seek out another tainted individual as a matter of capability, believe in the supernatural, but it is a simple matter of contacting an innocent of the same pursuit may even be more reversing the situation. productive, since it means that a common frame of terminology and ritual is shared by both (although the innocent would have Law Enforcement no knowledge of their true purposes). No matter the degree of reality portrayed, police and federal Gimmicks are also important in play. For example, characters investigators are probably going to dismiss any case of the with connection gimmicks may be asked for help by their supernatural as mere fancy. Characters claiming something to contacts or they could be implicated in a crime by their very be the work of ghosts or other paranormal causes are going to relationships with contacts. Those with the prestige gimmick either be ignored or harassed. Even if an lawman is ready to are likely to be recognized, making it harder for them to hide in accept one of these stories, the chances of him admitting to it a crowd. Conversely, characters with the poor vision gimmick publicly are slim for fear of losing his job or being humiliated. may not notice a horrific illusion created by a horror, saving him the trouble of gaining dementia. In short, gimmicks are Clergy not only part of the game mechanics, but also a tool for telling Because of the numerous religious organizations and their more gripping and character-centric stories. offshoots, the clergy can have any number of reactions towards those involved with the supernatural. Some may be open to Props it, willing to assist in an exorcism or perform research, while Most players love to find treasure. In horror stories, however, others may either try to dissuade the characters from believing treasure is often a means of propelling the characters deeper in their delusions. Those of the strictest of faith are even likely into the story. From inheritances to excavations, treasures can to view the supernatural as the work of the devil, regardless of be presented in a number of ways. Indeed, the method in the characters’ intentions, and seek to stop them at all costs. which a treasure is presented to a character can be central to the story, but just as often, it is merely used as a plausible way Community Leaders to get the character involved in the primary story. Some leaders guide their communities with ritual and social Treasures, or more appropriately called props, can range from pressure. When the peace is threatened, they eliminate the ancient artifacts, collector’s items, old coins, and antiquated threat. Characters may be considered a threat when they either technology to supernatural photographs, mysterious audio or prevent the ritual or attempt to pervert it into something else. video recordings, mangled corpses, and newly-released books. Of course, in more modern cities, the community leaders are Whatever the shape or form, props can create a focus for the often normal people who do not stand for the absurdities of story, giving the characters a reason to explore or a reason to purported paranormal accounts. They have no time for such be haunted. nonsense, and would sooner ignore the characters than listen to their claims

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Businessmen the personal lives of the parties involved in the case. A number Time is money. When someone interferes with an individual’s of clues can be found, but hidden and serendipitous one are income, he must have a really good reason to do so. For most likely. Motives behind crimes can vary greatly, from greed businessmen, the threat of the supernatural is not typically and lust to jealousy and revenge. Some crimes can even be a good reason. Any such attempt to distance a businessman caused by accidents, the mystery resulting from a cover-up. from his earnings is likely to result in legal action, physical Supernatural mysteries focus on the same elements, only violence, or a combination of the two. their definitions are expanded to include unlikely events. Method can describe the paranormal powers used by a horror The Media or evil cabal. A leap of faith is required when the supernatural Reputable news outlets are not going to report on an attack is considered to be myth or the fantastic, but is readily- by a horror. If they do, the facts either show a logical reason considered when the supernatural is part of reality. for the events or reveal it to be a mystery. While individual Even more of a leap is required to discover the opportunity, reporters might believe the claims of the supernatural, it is not because if a horror is involved, this could be as foreign to something that would be disclosed that way. Less-reputable human analysis as air is to grasp. A horror’s opportunity could outlets, however, delight in these events, as they use fantastic be limitless—between the incorporeal spirits and possessing stories to sell their news. In today’s reality, the paranormal is banes, any moment of the day has the same potential to be the left to the supermarket tabloids, which are less than credible, opportune time. Still, experienced investigators can sometimes along with entertainment programs that are not concerned make educated guesses or have hunches that prove to be with journalistic integrity. correct. As with opportunity, a horror’s motive is often an impossibility to truly understand. Since the horrors are akin to alien creatures, Performing Investigations and Research with unique thought processes and unusual experiences, there are a multitude of reasons for why they do the things they do. Typical mysteries often involve murder, theft, or abductions. In the majority of supernatural mysteries, man cannot begin to These are crimes that innocents investigate, although they fathom the motives behind them. can sometimes be caused by and lead to discovery of the One additional element important to supernatural mysteries is supernatural. Tainted characters are unlikely to bother with that of proving or disproving the existence of the supernatural. such mundane mysteries, but they know that the horrors Just because someone claims to have seen a ghost, it does prefer to shroud their actions in the mundane. Thus, any not make it so. Investigations must not only focus on what crime has the potential to be connected to horrors or tainted people claim to have happened, but also logical explanations. antagonists. A ghost, for example, can be explained away by any number There are three elements that investigators use to solve of reasons—a dream-state induced by potent sleeping pills, mundane crimes—method, opportunity, and motive. Methods lack of sleep playing tricks on the senses, tricksters using tell the investigator how the crime was committed. They are technology to fake a sighting, or just old-fashioned hoaxes. the easiest to identify, since the crime scene can be searched A good investigator takes all these factors into consideration and analyzed for clues. In most cases, the method is fairly when seeking to solve a supernatural mystery. obvious. Clues can be found by characters investigating the scene. While overt clues are common, so too are hidden and Clues forensic ones. Once a method has been determined, characters While not every clue should be obvious, players should still can begin looking for someone who had the opportunity. be given a fair amount of overt or serendipitous clues so that Opportunity explains when and under what circumstances they can solve at least part of a mystery. It is no fun running the suspect committed the crime. This element can sometimes around in circles with no hope of success. be difficult to analyze, since it means discovering who was Some investigations may require further consultations. present not only at the crime scene (if there was an obvious Characters can perform research by using libraries and the one), but also at the proper time. This is when alibis become internet; consulting the local clergy and spiritual advisors; or important. If a credible source cannot vouch for the suspect’s examining records from government agencies, hospitals, or whereabouts at the time of the crime, he remains a suspect. financial institutions. Of course, acquiring these records is not When the method and suspects with the opportunity have easy unless a character happens to have the proper authority, been established, characters must establish a motive. This contacts, or charisma. Non-classified federal government files explains why the crime was committed, and is likely to be the can also be requested via the Freedom of Information Act in most difficult part of the investigation. It requires researching the United States, although this could take months.

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Other sources of data can also be subplots all their own, Fantastic requiring a special journey, expedition, or further research. The supernatural as the fantastic means that it exists, and This can lead to finding lost tombs, occult books, secret people may openly admit to experiencing it. There could be monastic orders, supernatural relics, or ancient scrolls. a large number of groups, innocent or tainted, that dedicate In many cases, research can be performed by just locating themselves to tracking paranormal activity. Those in authority someone who supposedly knows something. The best (and are not typically going to admit to believing in such things, possibly the only) way to find out who that person is and what but it does happen. As fantastic as the supernatural may be, they know is to talk to them. Interviews, casual questioning, people seem to witness these events, and the fact that they and simple conversation can reveal much. Being friendly and cannot be disproved means that the characters can call on open to people can also help create contacts and allies who others with experience, sometimes even those in authority, might assist a character on future cases. should they require assistance. Talking does not do any good without listening. Close Reality attention should always be paid to what people say. If When the supernatural is a part of every-day life, the world is deception is suspected, white lies and inconsistencies in the just as it seems even though strange occurrences are explained stories should be expected. Eyewitnesses are often mistaken away by the authorities to maintain calm. More people are about some aspects of what they saw, as are other people with likely to be tainted, and paranormal activity is of a much information in other areas, so facts should not be considered higher frequency. Strange experiences are shared by countless accurate until verified with other witnesses. Also keep in people, with magical powers exerted over the reality that we mind that the more time that passes between the incident believe exists. Those in authority may know the truth and even and the witness’s testimony, the less likely it is to be reliable. support the characters, as long as it does not become a public Eavesdropping is another effective option, even though it is relations problem. Anything is possible. considered rude. Intimidation, violence, and calling upon the supernatural should always be a last resort to get information from The Cabal someone. Such tactics are often illegal, not very classy, and potentially dangerous—a good investigator is not a thug or Players are intended to portray characters who are all part show-off. Just because a character can defend himself or of the same group, be it a bunch of night stalkers, police use the supernatural to his benefit, it does not mean that he detectives, executives, or simply close friends or family who should go around bullying suspects or flaunting his powers. look out for each other. For purposes of simplicity, this group This could backfire and cause someone even more powerful of characters is referred to as the “cabal.” to go after him. As a cabal, all characters share the same goal and work out Reality Level of the same town. While the cabal’s goal is used to develop the central trigger of their stories, an individual character’s The various degrees of supernatural acceptance in reality can goals can be quite different from that of others, providing affect the game, making different aspects of the story easier or plot twists and ideas for subplots. When creating characters, more difficult for the characters. Note that references made to the gamemaster should decide upon a common goal that all the support a character can get from others is not the same as characters share and make it the cabal’s goal. In addition, all what contacts he has. players should describe one to three additional goals for their Myth characters, typically related to their roles and pursuits, so that When the supernatural is viewed as myth, characters are the gamemaster can mold the included scenarios and future hard-pressed to find individuals or organizations that believe. stories into more riveting adventures based on the characters’ While common citizens and paranormal groups may accept needs. The members of a cabal, as well as their goals, can be the existence of paranormal activity, very few to none in any a melting pot of roles and pursuits. position of authority do. The occasional police detective or city councilman may want to believe out of respect to the Innocent Cabals characters or due to past unexplained experiences, but it is Innocents are concerned with their mundane realities rather not something that they can act upon given their positions, than the supernatural. However, it only takes one paranormal nor is it something that they are likely to encounter. With incident to shift their focus on seeking the supernatural. the exception of ineffectual innocents seeking to experience Because of this, most cabals possess a mundane goal, supposed paranormal events, the characters are not going to although it can overlap with the supernatural. Some examples get much support in the story. of innocent cabals are described below.

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s FOR EXAMPLE Researchers If a cabal’s goal is to keep their neighborhood safe from Knowledge is indeed power, but also the future of mankind. all threats, this also means that they are dedicated to Many tainted cabals desire to enlighten mankind, and the preventing horrors from causing trouble. While dealing with only way that is possible in their minds is to gain a better horrors is not specifically their goal, it does overlap with understanding of the supernatural. They explore new theories their mundane goal. and investigate ancient claims, so that through their own achievements, mankind can evolve. Of course, there are also Cults those who seek to increase their own power, either for selfish Some innocents wish to gain power and hidden knowledge. means or simply to aid in their cause against the horrors. To do so, they reenact ancient rituals, research mystical theories, and attempt to unearth magical relics. While it may be possible for them to awaken a dangerous horror, they are Gaining the Taint unlikely to cause any significant supernatural event directly.

Gangs Should the gamemaster wish to change a character from an Thugs commonly organize themselves into a group in order innocent to one of the tainted, the event must be played out to consolidate their power. Most terrorize unsuspecting citizens as part of the story. If the character possesses a pursuit, it now on the streets, while others have grander aspirations, such as becomes a tainted one. Otherwise, the player should choose taking over a city or toppling a government. Regardless of their a pursuit for his character or the gamemaster can assign one plans, gangs probably consist of vigilantes. based on the story. This pursuit becomes an even stronger compulsion for the character, and it should prove impossible to Ghost Hunters resist the urge to explore it during the first few weeks. After that Innocents who want to witness the supernatural join forces to period, the character is drawn to others who possess the same investigate strange events. Some perform proper investigations, pursuit, innocent or tainted. He surrounds himself with like seeking to legitimize that which cannot be explained, while minds, and is likely to ignore the other members of his cabal, others automatically accept every wild claim. especially if they are innocents. Any action to resist these urges should be simulated with an impossible awareness-based Police and Federal Agents composure task. It is possible that the character will forsake Law enforcement officials often form fraternal bonds, caring his cabal or that he eventually returns markedly changed to the for each other’s families and working together to prevent point that they do not understand his behavior. crimes and misfortunes. If the gamemaster wishes to have all members of a cabal Tainted Cabals become tainted, a similar process should be used, but rather While even tainted cabals have to deal with the mundane than ignoring the cabal, they are more likely to cling to it, since world, they are more concerned with goals relating to the all the members share a common experience relating to the supernatural. Some examples of tainted cabals are described supernatural occurrence that sparked their evolution. below. Newly tainted characters do not automatically gain any new skills associated with their pursuits, but they do gain Good vs. Evil the gimmick(s) described with the relevant tainted pursuit in Some cabals take a zealous approach to the ideals of good Chapter One. and bad, although these terms are likely to be misnomers. The members of this type of cabal spend every waking moment fighting whatever they consider to be bad, though they may be Story Ideas the truly bad ones. It is a feud of perceived morals, and only one side can remain standing. Those of faith may be at war A number of story ideas are presented here. These are mere with those practicing the Unholy Arts or sorcerers may seek to suggestions, as any part of them can be changed to better put an end to the machinations of the mad scientists. And on reflect the vision of the gamemaster or adapt to the players. what side do specific horrors fall?

Local Guardians Hauntings The cabal exists to protect the innocents of their town from A family is plagued with a ghost. It causes such a ruckus that the horrors. They probably keep a low profile in more down- they are scared to set foot in the house. A cabal of investigators to-earth stories, quietly preventing serious supernatural threats are called in to determine if it really is a ghost, and if so, get without anyone learning the truth. rid of it. They must research the house, previous owners, and

66 Supernatural Mystery Roleplaying GhoStories the current inhabitants to uncover what the ghost wants and Urban Legend Turned Real how to complete its ghostly mission. Is there a legend circulating about your city or region? Perform an internet search for “supernatural” or “paranormal” Possessions along with your state or city. There is likely to be some sort People are acting out of character. The alternative media of unexplained phenomena or unsolved mysteries that can be reports on those with paranormal powers. Then it hits close to turned into a story for Ghostories. And if there is nothing for home when someone the cabal knows begins to act strangely, your location, simply try another. committing all sorts of heinous crimes. Are these people truly possessed or is there more to it than that? Tabloid Story Turned Real Pick up a supermarket tabloid and find the most interesting Ghostly Vengeance article with a supernatural feel to it. Use the article as the Killed by his boss for the credit, the ghostly remnant of premise for a story, playing down certain parts or embellishing a computer game designer is bound to a vessel by a mad others as needed. With the variety of articles written over the scientist. His memories resurface and the embodied spirit years, the source material should be endless. now goes after his boss with a vengeance. The mad scientist and the lucky-to-escape boss each scramble for assistance. Children of the Flock One of them involves the cabal, while the other contacts less- They have taken the children. The locals’ sons and daughters scrupulous allies. The two sides now race against the clock to seem to have taken control. They exhibit strange powers and help their colleagues, but what does the vengeful embodied the adults are now afraid of them. They appear to be working spirit do? with a mission, but their goal is a mystery. Are these really the same children or have they been brainwashed, possessed, or Cult Threats replaced by kinders? A compound sits in a small, country town. Not only is it filled with the locals, but also people from all over the country. The Woman in the Woods More and more arrive daily, transported in unmarked vans. A tale is told of the woman in the woods who welcomes The federal government believes them to be a cult, but to weary travelers that stumble upon her cabin. She invites them what end? What exactly is enticing these people to join and inside to eat and rest, but they are never seen again. The why is everything a mystery. The unconvinced townsfolk seem woman is said to protect her cabin with a ten-foot-tall beast, to think that evil is at work. A bunch of reporters or a tainted as well as shimmering lights and sounds. No one truly believes cabal could go undercover and infiltrate the cult, discovering this nor has anyone who actually met her been found. Is she their true nature. Is the leader a true prophet, endowed mortal, a bane, sorcerer, or diabolist? And who is passing on these or a bane? stories?

Evil Town In the Sewers The cabal arrives in a small, isolated town only to find some Stories of alligators in the sewers have been circulating for sort of sacrificial ceremony taking place. The cabal is given the years, but what if the alligators are really hordes intent on choice to join or be sacrificed to their diabolical master. If they causing panic and latching on to weak-minded souls who can refuse, escape is the only option, but what if they can reveal do their bidding? Trekking through the sewers is the only way who the master is? Could a phantom or bane be responsible for to find the truth in this, but when normal people claim that the all this or is it simply human manipulation? Then the townsfolk sewers are really crawling with horrific monsters, who believes show signs of paranormal endowments. Surely, the cabal can them? Does this start a panic or does it go mostly ignored, with stop this before it consumes more lives or expands into other the phantoms acquiring more victims as time passes? Only the towns. cabal can get to the bottom of this and stop the hordes.

Ultimate Power Underground One of the cabal’s colleagues is in search of an ancient Deep underground, there exists a sub-culture, one of darkness artifact that will bring him ultimate power. Once a trusted ally, and ritual. They feast on the lowly animals who share the the cabal discovers his secret manuscripts detailing the artifact sewers with them. Primitive and uncivilized, these mortals are and his entries in a diary about using the relic to reshape the said to be hiding from something sinister. Perhaps they know world to his design. The cabal must stop him, finding the something that other people do not, such as the source behind artifact before he can or preventing its use. Are they up to the all evil in the world. It may be that they removed themselves challenge or must they call on entities who can help? from society in order to avoid the phantoms that plagued them

Supernatural Mystery Roleplaying 67 GhoStories in their former above-ground lives. What happens when they No Memory are faced with a new evil—one born of their underground Most serial killers savor their crimes, but this one has no ways? Can they stop it on their own or is this why they have memory of them. He maintains his innocence, and from his contacted the cabal? standpoint, he is innocent. That is why his mother, a devout Catholic, believes that her son is possessed. The cabal is asked Sold His Soul to investigate this claim, but they first need to gain access Little Johnny made a deal with a phantom when he was to him. There are other possibilities aside from possession, ten years of age. Eight years later, the phantom is calling in however. This could be drug-induced or the result of mental the debt, but Johnny is not willing to kill as is the agreement. illness. Or are those simply a mask for the bane in possession Contacted by a concerned party, the cabal is asked to of his body? investigate Johnny’s unusual behavior (forgetfulness, talking to himself, heavy drinking, etc.), since it seems linked to a Shadows paranormal experience that occurred weeks earlier. Can the Wherever the character goes, along goes his shadow. His cabal get Johnny to open up to them, discover the loophole in eternal companion is something more, however. Within the the contract, and/or banish the phantom? darkness lies a horror that does not wish to be seen, so it hides in the shadows. It waits for the perfect opportunity to strike Worship Him at the character, the reasons unknown. The other members A man has arrived that can bring peace to the world. All of the cabal start seeing strange shapes in the shadow, and it those who speak with him are convinced of his ability and eventually sinks in that something else is around them. Can sincerity. He is without physical flaw and the masses are they find a way to detect it and eventually banish it, or will it attracted to both him and his words. There are those who first act on its nefarious ways? suspect that something evil lies beneath the surface, however. They call him the Anti-Christ. Some say that he must exist in Them Against Us order to return glory to the world, but the others see him as a The cabal must thwart the plans of a rival group of tainted threat to humanity. The cabal must work with other scattered characters. One seeks to control the city, while the other plans cabals to identify his origins and powers, and avoid the zealots to rid it of evil, including those who intend to control it. Each who stone all those not convinced of his divine right. cabal is composed of characters with different tainted pursuits. Who will emerge victorious, and who will be driven away or Infiltration destroyed? The government has been infiltrated by banes. The cabal is picked up by federal agents for a stop-secret conference with Zombies are Everywhere other paranormal investigators. Their goal is identify the banes The stereotypical zombie scenario puts the cabal right in the and remove them from power. This is no easy task, however, center of the action. A consortium of mad scientists have not as the cabal gets no special security clearance or authority. In only given life to an army of zombies, but have also imbued fact, they are not allowed to do much. Is this enough for them them with the power to spread disease. This has resulted in to assist the government or is there more to it than meets the an epidemic, killing countless citizens, and providing a new eye? source of vessels for the mad scientists. Can the cabal fend off the zombies and stop the evil at work? Not into their Hands The cabal must stop a group of phantom-controlled killers Demon Against Demon from getting their hands on an ancient knife. This weapon A band of phantoms have joined forces to keep rival banes is said to be imbued with the power to permanently kill from succeeding in the real world. They will stop at nothing phantoms and banes. The killers are ruthless and have been to prevent the banes’ success even at the cost of human life endowed with powers by the phantom. Should they get the on a massive scale. While the phantoms manifest on Earth, knife before the cabal, its secondary power will be turned the banes seek out new human hosts from which they can against the innocents—when thrust into an innocent’s heart, mobilize their forces. Which side has the advantage and how he dies, but the spirit remains in the body, turning him into a can the cabal prevent innocents from being harmed in the zombie under the control of whomever wields the knife. crossfire?

68 Supernatural Mystery Roleplaying GhoStories expandingChapter Six the game While everything you need to play has already been presented to you, this chapter contains additional material that can extend the usefulness of the game. This includes improving characters in on-going games, time-saving suggestions for non-player characters, making the game more cinematic, additional setting material, and converting characters between different systems.

• The expenditure of five (5) points increases a skill rating Character Advancement by one if the associated ability is three or more, or if the skill is associated with an innocent pursuit. The skill may If this game is used for extended play (multiple sessions or a not be raised above eight (8). full-length story), players should be allowed to gain and spend • The expenditure of ten (10) points adds a new skill with experience points on their characters. Experience reflects that a rating of 1 to the character’s repertoire if the associated which is learned during the course of their adventures and can ability is two or less. If no one ability is relevant (such as improve their skill and, sometimes, their ability. for composure), the cost is also ten points. Experience may be gained in the following ways after each • The expenditure of five (5) points adds a new skill with a gaming session: rating of one to the character’s repertoire if the associated • Players who repeatedly chose to forego violence and role- ability is three or more. played their way out of a dangerous situation receive two • The expenditure of twenty (20) points adds a tainted (2) points of experience for each occurrence. gimmick for the pursuit that the character follows only if • Players who stayed in character the entire session, not he already possesses one. straying from their character’s beliefs or background, Spending Experience receive three (3) points of experience. raise an ability by one level 20 points • Players who have repeatedly described their character’s raise a skill by one level (ability: 1-2) 10 points actions cinematically or creatively receive two (2) points raise a skill by one level (ability: 3-5, or pursuit) 5 points of experience. gain a new skill (ability: 1-2) 10 points • Each character receives one (1) point of experience by gain a new skill (ability: 3-5) 5 points default if no other experience was awarded. gain a new tainted gimmick 20 points Experience may be used in the following ways after each gaming session: • The expenditure of twenty (20) points increases an ability Extras rating by one. The ability may not be raised above five (5). Extras can be important in a game. They are used as • The expenditure of ten (10) points increases a skill rating henchmen, friends, obstacles, sources of information, and by one if the associated ability is two or less. The skill may of course, cannon fodder. What sets extras apart from the not be raised above eight (8). antagonist/protagonist set of characters is that they require

Supernatural Mystery Roleplaying 69 GhoStories very little detail and can be created and dealt with more gritty and ongoing games in which the gamemaster wants to quickly than normal. Player characters always defeat extras in foster a sense of character development or verbal interaction. tasks unless the outcome is important to the progress of the story. Extras cannot be tainted. Heroics Normal characters are not likely to last long in a combat- Creating Extras intensive game, so players should either learn to avoid combat Extras only possess one ability—this determines their or understand the advantages of taking cover. One way to keep primary function. Its rating represents not only the extra’s characters in the game longer is to make them heroes—their potential, but also his training—assign a rating based on the armor rating is equal to their fitness rating. This method desired level of competence (see Chapter One). Skills can be potentially needs considerable firepower to incapacitate them. assigned as needed based on their function, and using a rating Another method is to make all players roll a bonus die when equal to the extra’s ability rating. Roles and gimmicks may also attempting tasks. Compute the sum of the two lowest dice for be assigned at the gamemaster’s discretion. the dice total. This can greatly increase the character’s odds of Types of Extras success. This style of play works best for one-shot and operatic physical extras fitness games. observant extras awareness Yet another option increases a character’s chances for artistic extras creativity success throughout the game. At the start of a story, each intelligent extras reasoning character gets a number of luck points equal to his creativity social extras influence rating. Luck can be expended at any time during the game to roll an extra lucky die for a single task. No more than one s FOR EXAMPLE lucky die can be rolled for a task. Once expended, luck cannot For example, a police officer would possess the fitness be replenished until the story ends. The lucky die is added to ability since he usually enforces the law, but a police the character’s skill total rather than counting towards the dice detective whose job it is to locate and bring evidence total. In this manner, it is possible for characters to achieve against suspects through investigation might possess the margins greater than they would normally be capable. This is awareness ability. An experienced and talented extra would a good way to create more cinematic, over-the-top stories, but have a rating of four or five, while an average one would is only recommended for supernatural as reality games. have a rating of two or three. The police officer would be able to use firearms at a skill level equal to his fitness ability. Long-Term Effects of Injury & Dementia Hurting Extras The gamemaster is not required to track health for extras, For longer games in which characters suffer from severe but may do so if he chooses. A simpler method is for successful injury or dementia, their ordeals can develop into permanent attacks that inflict fatigue to automatically cause extras to fall problems. This is simulated by gaining a new gimmick; if unconscious, and attacks that inflict injury to cause extras to the character already possesses the gimmick, a different one become incapacitated. should be chosen instead. Injury Dramatics and Heroics When a character ends a story with four or five grades of injury, he develops a permanent injury. Roll a single die and consult the table below to determine which gimmick the The following rules changes can be adopted in order to alter character gains as a result of his wounds. the intensity of the game to one of two extremes—dramatics and heroics. Long-Term Effects of Injury Dramatics r o l l g i m m i c k Rolling dice can be a trap to some. It encourages a reliance 1–2 ugly on high skill ratings rather than creative roleplaying. One way 3 clumsy to prevent this is to use dramatics. This is achieved by making 4 poor vision abilities limit skill ratings—no skill rating may be raised above 5 poor hearing twice the value of the corresponding ability. For example, a 6 weak character with a fitness of three (3) cannot have a firearms rating greater than six (6). This style of play works best for

70 Supernatural Mystery Roleplaying GhoStories

Dementia Oversized the horror is larger than the typical When a character ends a story with four or five grades of mortal, making it easier to target— dementia, he develops a mental illnesses. Roll a single die all attacks directed at it receive a and consult the table below to determine which gimmick the bonus of -2d i f f character gains as a result of his trauma. Undersized the horror is smaller than the typical mortal, making it harder to target— Long-Term Effects of Dementia all attacks directed at it receive a r o l l g i m m i c k penalty of +2d i f f 2 fear (should have something to do with the cause) 3 paranoia 4 stammer Creating Custom Horrors 5 trigger* (should have something to do with the cause) 6 weak-willed 7 compulsion (should have something to do with the cause) Designing new types of horrors for a specific story is a simple 8 depressed process. The first step is to invent a reason and purpose for 9 despair the horror, and choose an existing template—ghost, embodied 10 guilt-ridden spirit, phantom, or bane. Next, assign the required gimmicks, 11 impulsive any extra gimmicks that sound relevant, and ability ratings 12 lethargic to the horror. If you are not sure about the abilities, use the *same as the horror gimmick, but for characters sample horrors as a guide. Finally, add the skills—incorporeal horrors usually possess just the interaction skill, while phantoms, banes, and the possessed are likely to have a wide range of skills depending on their backgrounds and goals. Working with Extreme Creatures Feel free to add your completed new horrors to the Precis Intermedia Collaborative or post about it on our forums. New At the gamemaster’s option, some horrors can be taken to gimmicks can also be invented for use with the horrors should extremes, either by size or sheer power. The following optional they be warranted. gimmicks can be used to simulate these extremes. h t t p ://w w w .p i g a m e s .n e t /collaborative Extra Strong the horror is extremely strong; this h t t p ://w w w .p i g a m e s .n e t /f o r u m gimmick may be taken up to five times—each time it is, a brawling Converting to Impresa or melee attack inflicts an additional 1i n j or 1f a t (depending on the attack) This is very simple. All abilities, skills, and gimmicks work with Impresa™. The only required modification is to change extra strong (2), for example, skill ratings of one (1) to zero (0) for normal skills and two (2) means that when the horror for academia (skills that cannot be used without training). successfully punches an opponent, its normal damage of 1f a t is increased to 3f a t before making a damage roll Converting from Unbidden Extra Tough the horror is extremely resilient; this gimmick may be taken up to five Converting characters from the Unbidden™ roleplaying times—each time it is, all fatigue or game for use with Ghostories is also possible. The Unbidden injury inflicted upon the horror from book is still needed, however, since it contains special rules a single attack is reduced by one for the mythos lore. before rolling for damage Abilities extra tough (3), for example, means Consult the table below and simply use the relevant trait that an attack on the horror that rating as the new ability rating, or roll a die to determine its inflicts 4i n j is first reduced by 3 rating. Sixes should be counted as fives. The reaction, stamina, (down to 1i n j ) before making a and dementia ratings can be ignored since they are no longer damage roll used. Note that the mythos trait is replaced by the influence ability, so substitute all references to mythos with influence.

Supernatural Mystery Roleplaying 71 GhoStories

Abilities Abilities n e w a b i l i t y o l d t r a i t First consult the table below to determine the abilities to fitness (strength + dexterity) / 2 which MasterBook attributes correspond. awareness perception Abilities creativity willpower n e w a b i l i t y o l d a t t r i b u t e reasoning reasoning fitness average of agility, dexterity, strength, and endurance influence mythos awareness intellect creativity confidence Skills reasoning mind Skills and their ratings can remain the same unless the influence average of charisma and confidence gamemaster wishes to change them. The only thing to remember is that skill ratings now only go as high as eight (8), Then consult the table below to determine the relevant so if one has a higher rating, reduce it to eight. Also, make ratings for each ability sure that you verify the ability with which each skill is now associated. Ability Rating m a s t e r b o o k r a t i n g n e w r a t i n g Personal Demons less than 6 0 Personal demons can remain unchanged. Simply use their 6 1 ratings as the difficulty rating required to resist them. 7-8 2 Lores and Endowments 9-10 3 These elements can remain unchanged. 11-12 4 13 5 Difficulties more than 13 6 Difficulty ratings can be converted by consulting the table below. Because Unbidden utilizes bonus and penalty dice like Now go back and convert the individual ratings for agility, the original version of Ghost Stories’ basic rules, conversion for dexterity, strength, and endurance. If they are different from them is handled in the same manner. the averaged fitness rating, add the following gimmicks to Difficulties compensate: g h o s t o r i e s u n b i d d e n • If converted agility is higher than fitness, add the sure- trivial simple or easy footed gimmick. routine average complex challenging • If converted agility is less than fitness by two or more, add challenging hard the clumsy gimmick. impossible impossible • If converted dexterity is higher than fitness by two or more, add the dextrous gimmick. Outcomes • If converted dexterity is less than fitness by two or more, Because Ghostories does not concern itself with variable add the maladroit gimmick. outcomes apart from successes and triumphs, the average • If converted strength is higher than fitness by two or more, results for skills and endowments should be used. In the case add the musclebound gimmick. of triumphs, the best possible result should be used. • If converted strength is less than fitness by two or more, add Damage the weak gimmick. Divide all stamina and dementia gain by four before applying • If converted endurance is higher than fitness by two or (rounding down), with a minimum result of one. more, add the constitution gimmick. • If converted endurance is less than fitness by two or more, Converting from MasterBook/Bloodshadows add the reduced stamina gimmick. Skills Converting characters from the Masterbook™ roleplaying Skill descriptions can either remain the same or be game system and Bloodshadows™ game world for use with consolidated into those from this game. Consult the table Ghostories is also possible. below to determine skills ratings.

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Skill Rating m a s t e r b o o k a d d s n e w r a t i n g Updating Characters 0 0 1 2 Characters can also be updated from the original Ghost 2 3 Stories to this revised version. 3 4 Abilities 4-6 5 Consult the table below and simply use the relevant trait 7-8 6 rating as the new ability rating, or roll a die to determine its 9-10 7 rating. In either case, sixes should be counted as fives. The 11 or more 8 reaction and stamina ratings can be ignored since they are no longer used. Gimmicks Abilities Most of MasterBook’s advantages and compensations can be converted to genreDiversion’s gimmicks. Others can be n e w a b i l i t y o l d t r a i t applied directly, such as giving the character the appropriate fitness fitness awareness empathy equipment or adding a new skill. creativity willpower Difficulties reasoning reasoning MasterBook’s difficulty numbers can be converted to influence roll one die (re-rolling on 6) genreDiversion difficulty ratings simply by subtracting 6. Backgrounds Damage and Armor Backgrounds are not used with this version, so a role and/or MasterBook’s damage and armor values can be converted to pursuit can be chosen instead. genreDiversion ratings. Consult the tables below. Skills Damage Values Skills and their ratings can remain the same unless the m a s t e r b o o k d a m a g e n e w d a m a g e gamemaster wishes to change them. Keep in mind that skill STR+1 to STR+3 +1f a t ratings now only go as high as eight (8), so if one has a higher STR+4 to STR+7 +2f a t or +1i n j rating, reduce it to eight. Also, make sure that you verify the STR+8 to STR+9 +3f a t or +2i n j ability with which each skill is now associated. STR+10 to STR+11 +4f a t or +3i n j 14 1i n j Magical Skills 15 to 17 2i n j Ratings of the old ESP, sorcery, and true faith skills can be 18 to 20 3i n j allocated to their current incarnations (Second Sight, Sorcery, 21 to 22 4i n j and Divine Arts) at the gamemaster’s discretion. 23 to 24 5i n j Game Mechanics 25 6i n j While the task resolution rules in this book replace those 26 or more 7i n j or more from the previous edition, some special powers may provide Armor Values task modifications in the form of bonus and penalty dice and m a s t e r b o o k a r m o r n e w a r m o r difficulty levels. These can be converted for use with this TOU+1 to TOU+4 +1 vs f a t edition by using the guidelines below. TOU+5 +2 vs f a t References to losing or gaining stamina or taking damage TOU+6 Archaic +3 vs i n j may be converted to either fatigue or injury (gamemaster’s TOU+6 Modern +2 vs f a t & +2 vs i n j discretion) at a rate of three points of stamina to one grade TOU+7 Archaic +2 vs f a t & +2 vs i n j of health (3:1). This is a rough conversion and should be TOU+7 Modern +3 vs f a t & +3 vs i n j adjusted to best suit the situation. TOU+8 Archaic +2 vs f a t & +3 vs i n j References to difficulties (such as trivial and routine) require TOU+8 Modern or TOU+9 +2 vs f a t & +4 vs i n j no changes, although the gamemaster should feel free to TOU+10 +4 vs f a t & +4 vs i n j tweak difficulty levels if he feels it is appropriate. Each change in difficulty level in the old rules is now the same as ±2 (each ¡ = -2d i f f and each § = +2d i f f ). References to ! should also be read as -1d i f f and 1 as +1d i f f (at a 1:1 ratio).

Supernatural Mystery Roleplaying 73 GhoStories

would increase the effort required from 2 to 3 (the +2d i f f Going Diceless becomes an increase in difficulty of 1). Difficulty While many tasks in this game can be performed without r a t i n g e f f o r t r e q u i r e d the need to roll dice, it can also be used with Active Exploits™ trivial 0 Diceless Roleplaying to eliminate dice from tasks completely. routine 1 Abilities complex 2 Since the abilities are the same in both games, characters challenging 4 can simply use their existing ability ratings to exert effort on impossible 6 tasks. Refer to the table below to determine how much effort can be exerted (and what the equivalent rating is for Active Health Exploits characters). Heroic and epic games allow characters While damage values remain the same, the amount inflicted to exert extra effort. should be reduced by the armor rating before applying. Since Ability Rating / Effort dice are not used, damage rolls are skipped. r a t i n g d r a m a t i c e f f o r t h e r o i c /e p i c e f f o r t Other Game Elements 0 -1 -1 Other options like principles, convictions, and threads can be 1 0 0 added to characters before play as desired in order to enhance 2 0 +1 the game. 3 +1 +2 4 +1 +3 5 +2 +4 The Veil

Skills Skills provide free effort depending on the rating. Those The Veil, or the Shaded Veil as it is sometimes called, is an imperfect barrier that separates our world from that in which marked with the U symbol represent academia and provide extra free effort at lower ratings. the horrors reside, a place known as the Astral Realm. This is optional information that can be used to add a little detail to Skill Rating / Free Effort supernatural stories, drawing on it to explain certain things. r a t i n g r a t i n g (f r e e e f f o r t ) Parts of the Veil thicken and thin during specific times of 0 -1 unskilled (0) the year. When the Veil is thin, horrors from the other side are 1-2 unskilled (0) more likely to manifest in the real world. This change in the 1-2 U novice (+1) Veil is referred to as shading. 3-4 novice (+1) 5-6 proficient (+2) Entering the Astral Realm is like stepping into an abyss. It 7-8 expert (+3) lacks physicality and is home to billions of horrors that are capable of interacting with one another. Our world is clearly visible, yet incorporeal to the Astral inhabitants. Mortals Discipline and Luck sometimes unknowingly enter the Astral Realm while sleeping, Discipline should be set to 2 for dramatic games, 4 for heroic exposing themselves to the nightmares of the other side, but games, and 6 for epic ones. Luck may be chosen randomly (a it is not something that can normally be reached. This form of single die roll) or assigned by the gamemaster. dream travel can leave mortals vulnerable to possession and Backgrounds and Gimmicks ghostly influences. These should work without modification, although some difficulty modifiers may be changed to effort modifiers by the Times of Shading gamemaster. Samhain Difficulties Samhain, or more commonly All Hallow’s Eve, occurs on The base difficulty for tasks should be determined according the last day of October and marks the period of maximum to the rules presented here. This represents the amount of thinning. More horrors visit our world during this day than any effort required for success (see table below). The value for each other. increase or decrease in difficulty is then reduced by half before • All tasks involving Sorcery or the Unholy Arts attempted applying it. For example, modifying a complex task by +2d i f f during this period receive a bonus of -2d i f f .

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• All tasks involving Second Sight attempted during this period • All tasks involving the Divine Arts attempted during this receive a penalty of +2d i f f . period receive a bonus of -2d i f f . • All interaction tasks attempted during this period receive a • All interaction tasks attempted during this period receive a bonus of -2d i f f . penalty of +2d i f f .

Yule Umhvar Yule occurs for twelve days beginning on the twentieth of Umhvar begins on the twenty-first of September and December, marking the Veil’s recovery from its past shadings. continues until Samhain. It marks the beginning of an increase It is a period of reflection for most sorcerers. in thinning which ends after Samhain. • All tasks involving Second Sight attempted during this period • All tasks involving Sorcery, Second Sight, and the Unholy receive a bonus of -2d i f f . Arts attempted during this period receive a penalty of • All interaction tasks attempted during this period receive a +1d i f f . bonus of -1d i f f . • All tasks involving the Divine Arts attempted during this period receive a bonus of -1d i f f . Imbolc Imbolc occurs around the first few days of February and is a • All interaction tasks attempted during this period receive a period of rebirth for both worlds. It is during this time that the bonus of -1d i f f . Veil acts as an umbilical cord, connecting both worlds so that order is restored. A Touch of • All tasks involving the Divine Arts attempted during this period receive a bonus of -1d i f f . The following information is designed to mesh Ghostories • All interaction tasks attempted during this period receive a with the Mean Streets™ roleplaying game for film noir horror. bonus of -1d i f f . Veering slightly to the left of the default setting, this alternate Ostara setting incorporates magic against the backdrop of the Forties, Ostara marks the return of nature’s power over our world. where Hollywood is a town in which expensively-dressed It occurs on the first day of spring and lasts for approximately gangsters are master sorcerers, spirits get the third degree three days. It is during this period that we are more susceptible from cops, zombies come six to a crate, and the average to entering the Astral Realm while dreaming (the gamemaster landlady is a licensed medium. Characters should be created can use this to help shape his stories). using the steps found in Mean Streets, but choosing pursuits • All tasks involving Second Sight or the Divine Arts attempted from Ghostories. The setting should not be taken too seriously, though, as it was meant as a light-hearted change of pace, during this period receive a bonus of -1d i f f . literally interjecting a bit of Hollywood magic. • All interaction tasks attempted during this period receive a It is a mythical 1946, and magic is just a new, ubiquitous penalty of +1d i f f . tool for making life easier. People use it as a means of attaining Beltane success and pleasure. Hollywood producers and directors use Beltane occurs for two days beginning on the last day of binding lore to resurrect long-dead writers and playwrighst, so April. It marks an increase in the thickening of the Veil. that they can work on the next big blockbuster. • All tasks involving Sorcery, Second Sight, and the Unholy To Senator Thomas Lloyd Grettings, however, magic signals Arts attempted during this period receive a penalty of a sinister, moral decay and a threat to the family. He attributes +1d i f f . this as the eventual collapse of the American way of life. • All tasks involving the Divine Arts attempted during this Senator Grettings sets his political and publicity sights on period receive a bonus of -1d i f f . a personal to rid Hollywood of magic, against which he preaches as it being degenerate and corrupt. Much like • All interaction tasks attempted during this period receive a the McCarthy-era “witch hunts” of the Fifties, his personal penalty of +1d i f f . vendetta shatters many Hollywood careers. Midsummer Grettings certainly has his opponents, many of which are Midsummer occurs for an entire month beginning on the ides fellow Congressmen and citizen’s action groups. Challengers to of June. It is during this period that the Veil is thickest. Grettings’ campaign argue that the senator should be focusing • All tasks involving Sorcery, Second Sight, and the Unholy less on Hollywood and more on the criminals who utilize magic Arts attempted during this period receive a penalty of to further their own nefarious schemes. Criminal syndicates in +2d i f f . New York, Los Angeles, San Francisco, and Chicago rule the

Supernatural Mystery Roleplaying 75 GhoStories underworld in their respective cities with an iron fist, using magic as a way to maintain control and get away with crime. As a result of the split in Congress regarding Grettings’ radical views, not much has been done to quell the use of magic in society. While debates and arguments on Capitol Hill continue, magic remains a powerful tool for millions of Americans.

Film Noir and By taking the dark and gritty setting of Mean Streets and applying the mystical elements of Ghostories, the classic film noir tale can be taken to an all-new level. It opens the door for further exploration into the occult and fantastical that many detective pulp authors found fascinating and film noir directors explored sparingly. Armed with the Second Sight, private eyes and detectives gaze into the past with a heightened ability to discern crime scenes; femme fatales use Sorcery to weave illusions, luring unsuspecting men into their web of deceit; priests and ministers protect their flock from evil with the Divine Arts; and gangsters skilled in the Unholy Arts are able to pull off daring bank heists in broad daylight and murder rivals with impunity, thanks to their phantom benefactors. All of this is made possible by interjecting a bit of magic into the classic film noir tale. This setting makes no assumptions about how or why magic works and when it came into existence. People just simply take it for granted, as if it has always been present and is here to stay. Magic has become a large part of American pop-culture, but like many crazes before it, there are certain factions of politicians, religious fundamentalists, and self- righteous zealots that want to see it go away. Unfortunately, something as pervasive and powerful as magic is not repressed so easily.

Magic and the Law Public use of magic largely goes unnoticed, unless someone performs a particularly destructive act or uses magic in such a way as to cause a public distraction. That blase attitude quickly wanes, however, if magic is used to commit a crime, no matter how heinous. Local and federal law enforcement agencies impose strict penalties and punishments on perpetrators of magical crimes, with sentences and fines often doubling their mundane counterparts. All citizens who display an aptitude for magic must register their ability with their local Department of Magical Usage. Much like a driver’s license, those with a state-backed license can practice magic freely within the bounds of the Magic Criminal Code. Those who are caught practicing magic without a license can face up to two years in prison and one-thousand dollars in fines. Most law-enforcement agencies in large cities have a Magic Victims Unit comprised of veteran detectives. These intrepid individuals are powerful sorcerers and mediums and have much leeway in apprehending and investigating heinous acts of sorcery.

76 Supernatural Mystery Roleplaying Part 2 the stories

What are supernatural mysteries without the tales that fuel them? This section provides nine ready-to-run scenarios so that the gamemaster can get started more quickly. Most of these scenarios are suitable for cabals of three to five characters. Their purpose is also to illustrate how the horrors can be integrated into mysteries of your own design. The gamemaster is free to modify these stories as needed for his style of play or the demands of his players. GhoStories

1. Not Forgotten

This scenario involves the restless ghost of a murdered young John returned home the next day to find the house empty. woman and is suitable for any new cabal. The characters do Most of Anita’s things were gone and she had left a typed note not need to have any special skills or gimmicks to take part in for him on his computer. It explained her second thoughts this story, but certain tainted gimmicks (such as Spirit Sight) about getting married. John was so devastated that despite the may be useful. support of his family and friends, he decided to end his own The story begins at night as the characters drive over an life. After leaving a message on Chris’ voice mail, thanking him unremarkable river bridge. They see a man standing near the for being such a good friend, John proceeded to throw himself bridge’s rail. As the cabal drives past, the man picks up a off of the bridge. cinder block tied to a rope around his waist and then jumps John Phillips is an Army corporal whose unit has just spent over the side. If the cabal keeps driving, skip ahead to No three months training in the desert in preparation for duty Compassion. in Iraq. John is normally friendly and outgoing, but at the If the characters attempt to help the man, they must jump beginning of this adventure, he is so depressed that he has into the river. The bridge is only about twenty-feet above the decided to take his own life. As the adventure unfolds, John river, so jumping into it poses no danger. The riverbed is will be of limited help. He refuses to believe that Anita is dead about ten-feet deep. The jumper made no attempt to hold his and it is impossible to convince him otherwise without seeing breath and is unconscious by the time the cabal reaches him. her body. Pressuring him on the matter only makes him angry, An athletics task is required to untie the rope and drag him especially since he has begun to think that he is going crazy, to shore. Once there, a medicine task is needed to purge the hearing, smelling, and even seeing Anita sometimes when he water from his lungs and get him breathing. If no one succeeds is alone. Characters who make the effort to get to know John at either task, skip to Police Presence. better, find him to be an honest and loyal friend. John Phillips Background Fitness Awareness Creativity Reasoning Influence The suicidal man is an army corporal named John Phillips. A 4 3 2 3 1 year ago, John’s unit was ordered to report for desert training f a t i n j Skills: athletics 5, driving 2, melee 4, firearms 5, in preparation for deployment to Iraq. While in training, John  |  - stealth 3, martial arts 4, tracking 2,  |  +1d i f f proposed to his longtime fiancee, Anita Herman, and the two computers 2, mechanics 2, medicine 1,  |  +2d i f f planned to get married in a private ceremony before he was general knowledge 2, survival 4, negotiation 2  |  +3d i f f deployed. Gimmicks: none  |  John’s best friend is a police officer named Chris Hamilton, who has just gone through a messy divorce and is jealous of Anita and John’s relationship. He has been trying to talk John No Compassion out of getting married for some time, without any luck. The Only the most heartless of men would keep driving and let night before John’s return, Chris tried to get Anita to break off John commit . If this happens, John’s ghost returns as the engagement. Anita refused and in the heated argument that a to haunt them. John’s ghost is bound to all of followed, Chris lost control and strangled her. Once he came the characters, and he uses the same ghostly manifestations to his senses, Chris decided to cover up the murder. Anita has as outlined in Ghostly Messages. The characters must do no family in the area and only a few friends from work, so he some investigative work to find out who John is and why he figured it would not be difficult to fake her disappearance. committed suicide. Much of this information can be pieced

78 Supernatural Mystery Roleplaying GhoStories together from the newspaper story covering his death, but they Ghostly Vision can also talk to Chris, David, and Kala. The gamemaster must As Chris drives away, the character with the highest adjust the events of the investigation appropriately. In order to awareness rating briefly sees a ghostly image of Anita with oil free John’s spirit, the characters must find Anita’s body and spilling down her hair and body. The character must make a expose her killer. successful awareness-based composure task or receives 1d e m . If the cabal inspects the area where Anita appeared, they find Police Presence the dirt churned up there in a rough circle. This is a reference As the characters attend to John, Chris Hamilton screeches to Anita’s engagement ring (see below). up to the shore in his squad car. If the characters are unable to resuscitate John, Chris leaps out of the car and successfully Anita’s Ghost performs CPR. This means that John survives, so long as the Anita Herman was John’s longtime fiancee. She loved John characters at least make an attempt to save him. and could hardly wait for them to get married. Anita was killed by Chris Hamilton during an argument, and her spirit has Once John comes around, Chris chastises him for being an been unable to rest. She can be freed by discovering her body, idiot, but his concern for his friend should be obvious. Chris which is hidden in Chris’ garage. John is the ghost’s link to does his best to console John as he starts to cry and repeatedly the real world and she can manifest anywhere near him. Since asks why Anita left. Chris eventually leads John to his squad John has not been receptive to her interactions, she attempts car. to contact others with her ghostly messages. She may also be Once John is settled in the car, Chris quietly informs the detected through the use of certain gimmicks. Anita’s ghost is characters about Anita, whom he calls the “Runaway Bride.” afraid of Chris and never attempts an interaction task in his Chris reveals that he and John are like brothers and asks the presence. cabal to forget about the incident as John does not need this Anita Herman’s Ghost going on his military record right before he is deployed. Chris believes that John will be fine once he has had some time to Fitness Awareness Creativity Reasoning Influence — 3 4 — 3 get over Anita. i n j e t h Chris either writes down the characters’ names or records Skills: interaction 4  |  - their license plate number in case he needs to contact them Gimmicks: aura, broken mind, unearthly,  |  +1d i f f incorporeal, evidence (drastic temperature + d i f f later. He then takes John home.  |  2 drop), evidence (electrical power drain),  |  +3d i f f unrelenting, fear (Chris Hamilton) Chris Hamilton  |  Chris Hamilton has been John’s best friend since grade Link: John Phillips school. The two of them joined the Army together, but Chris Mission: guide mortals to her body in Chris Hamilton’s garage decided not to reenlist in order to marry a local girl named Gina. Chris was very abusive in their relationship and Gina Ghostly Messages eventually left him for another man. Chris’s anger and jealousy Anita attempts interaction tasks whenever the characters are of Anita and John’s relationship is what caused him to kill her. near John. While those specifically stated in other parts of the Tying him to the murder is no easy task. Chris is friendly and story are automatic, other manifestations require rolls. Anita’s well-liked, especially by other cops. Without strong evidence, ghost is not particularly strong and therefore her interactions the characters cannot expect much help from other members never last longer than one turn. Her interactions take the form of the police department. of circles, choking, and oil spills. The circles are a reference Chris Hamilton to the diamond engagement ring, and can manifest as steam Fitness Awareness Creativity Reasoning Influence on windows, leaf patterns, drawings in dirt or dust, and the 3 4 1 3 2 like. The choking is a reference to her being strangled by f a t i n j Chris Hamilton, and can cause a character (or someone near Skills: athletics 4, martial arts 4, driving 4,  |  - them) to begin choking on a piece of food. The oil spills are a finesse 1, firearms 4, melee 3, stealth 2,  |  +1d i f f reference to the container in which her body has been hidden, interrogation 3, investigation 3, computers 2,  |  +2d i f f general knowledge 3, mechanics 5,  |  +3d i f f manifesting as oil spilling out of a vehicle near John. streetwise 3, negotiation 3, street cred 3  |  Gimmicks: legal authority Silent Watcher Items Carried: semi-automatic pistol, shotgun, nightstick, Anita’s younger brother, David Herman, witnessed John’s handcuffs suicide attempt (but not the ghostly vision) from a nearby hiding place. David attends a local college and is active in

Supernatural Mystery Roleplaying 79 GhoStories several grass roots anti-war movements. David was opposed Game Night to his sister dating a soldier, but he knows that she loved John This section assumes that the characters accept John’s and would never leave him without contacting her family. invitation to watch the game. Chris also attends the get- Anita had told him about her arguments with Chris in the past together and the characters have the opportunity to learn more and David suspects that Chris might have had something to about both men. John tries to be nonchalant, but it is obvious do with her disappearance. David was going let John in on that he is still upset about Anita leaving him. Chris, however, his suspicions, but after witnessing the suicide attempt, he appears to be having a great time, drinking beer, talking about vaguely suspects that John may have been involved in her cars, and recounting his and John’s childhood adventures. disappearance. He believes that John’s guilt may have driven John’s house is a simple three-bedroom home in a quiet, him to take his own life. Treat David as an observant extra. blue-collar neighborhood. The houses here are close together. David follows the characters to wherever they are staying, The front and back yards are small, but clean and well-tended. making a stealth task. Any character whose awareness rating This is the kind of neighborhood where everyone knows each is equal to or greater than the task’s margin spots David. If other. His house is also spotless. confronted, David denies following them. If the characters At some point when Chris is not around yet nearby, Anita’s persist, he threatens to call the police for their harassment. ghost makes another attempt to get the cabal’s attention, smashing the bottles in the refrigerator just as she did earlier. Apologies If the characters find the engagement ring underneath the At some point within the next few days, John personally refrigerator and show it to John, see Diamonds are Forever. contacts the characters, thanking them for their help and apologizing for the incident at the bridge. He appears to be The Investigation thinking clearly now and seems to have his emotions better The cabal should be fairly convinced that something controlled. He invites the cabal to his house to watch the next supernatural is happening. John does not believe in ghosts, big game (football, soccer, baseball, etc.) on his fifty-two-inch and refuses to believe that Anita is dead. If the characters want plasma television. He is still upset over Anita leaving him, but to investigate, they must do so by themselves. The following states that his best friend Chris has been helping him adjust events happen over the course of the next few days (or weeks) in no preset order. Many of these events depend largely upon and get over her. how aggressively the characters conduct the investigation. Note: It is recommended that one of the characters befriends John, so the gamemaster should try to subtly push The Shadow them in that direction with incentives like common interests, David intermittently tails the characters around town, but invitations to parties, and free tickets to games. John could be denies this if confronted. If David thinks that the characters from the same hometown as one of the characters, have gone might be able to help him, he contacts them later with to the same high school or college, be distantly related, or just his suspicions about Chris Hamilton (at the gamemaster’s be a likable guy. discretion). David is particularly useful if the characters miss obvious clues or do not aggressively pursue the investigation.

Ghostly Interaction Losers Weepers Anita’s ghost interacts with the real world in two different John’s ex-girlfriend, Kala Brookline, starts spending a lot of ways. The first interaction occurs when the characters are time at John’s house. When John and Kala were together, she gathered in one of their own homes and John unknowingly constantly cheated on him, but they have kept in touch since drives past it. She smashes all of the bottles and cartons inside the breakup and have lately been on good terms. Kala was the refrigerator. If the cabal investigates, they find fluids (milk, glad to learn that Anita had left John. She knows what a good juice, beer, etc.) leaking out of the refrigerator and flowing man he is and now hopes to get back together with him. underneath it. Should they move the refrigerator to clean up The characters see Kala throwing out a box of Anita’s clothes the mess, it is evident that the fluid has stained the tile in a and personal effects. She is trying to get rid of any remnants of ring-like shape. Anita. The cabal might get the notion that Kala had something The second interaction occurs shortly after, and is discovered to do with Anita’s disappearance. If questioned, she has when John decides to pick up some beverages for the game. nothing good to say about Anita. Treat Kala as a social extra Anita causes John’s car to suddenly leak oil, forcing him to call Oil Connection a cab. Anyone who looks underneath the car notices that the The characters see Chris in his driveway working on his car, oil has flowed into a circular, ring-like pattern. covered in grease and oil. This can be used as a serendipitous See Anita’s Ghost for the significance of these interactions. clue, associating this with Anita’s ghostly messages.

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Rivals the driveway. Anita’s body is hidden inside a fifty-gallon drum Chris and Kala get into a heated argument while John is filled with sludgy oil in the garage. Chris had originally planned away. Chris claims that he does not want her taking advantage to bury her body after John leaves for Iraq, but he is starting of John; in reality, he just does not want her moving in with to enjoy having her here in a sick and twisted sort of way. John. The characters arrive just as Chris threatens to get Anita’s body is considered a complex hidden clue that requires physical with Kala. Chris quickly regains control of himself, but a search of the house, unless the characters specifically state those who witness the argument, see a side of Chris that they that they are searching the garage. See The Body for more have not seen before. about the discovery.

Purification The Body After several ghostly interactions, Kala begins to think that The cabal finds Anita’s body in Chris’ garage. Each character John’s house is haunted and decides to hire a television who views the body must make a horrific awareness-based medium named Miss Mona to cleanse the house of evil spirits. composure task. Skip to Lethal Weapon. Miss Mona is a fraud, but her actions might confirm to the cabal that something otherworldly is occurring—especially if Lethal Weapon Miss Mona is seen fleeing John’s house in terror after Anita’s Chris eventually realizes that someone (either David or the ghost makes an appearance. cabal) suspects him of being involved in Anita’s disappearance and decides to take extreme action. If the characters confront The Tiles Chris with evidence, he attempts to kill and then frame them An investigation task reveals that the kitchen tiles and for Anita’s murder. He may attack the characters immediately hardwood floors in John’s house have been recently scrubbed. or wait until late at night after he has had a chance to plan the Chris thoroughly washed the floors to remove any evidence of deception and cover his tracks. the murder. During Anita’s struggle with Chris, her engagement ring slipped off her finger and rolled under the refrigerator. If the cabal’s investigation stalls (or never takes place), The ring is considered a complex hidden clue that requires Chris discovers that David is tailing him and decides to kill a general search of the house. If the characters specifically him. After killing David, he tries to get the cabal to meet him move the refrigerator, however, they find it immediately. See at an abandoned motel on the edge of town, claiming to be Diamonds are Forever for more about the discovery. worried about John and to have information about Anita. If the characters meet with him, he tries to kill and frame them for Diamonds are Forever the murder of both David and Anita. If the characters refuse to The characters find Anita’s engagement ring. It is a plain meet with him, he breaks into one of their homes that night, gold band topped by a one-carat diamond that is crusted intent on killing its occupants and leaving David’s corpse at with a thin layer of dried blood. If the characters are able to the scene. If this happens, the cabal can expect quite a bit of evaluate forensic clues by testing the blood (or having it tested) scrutiny from the police. Chris makes sure that any evidence against that of John, Chris, and Kala, they discover that the points towards the characters. It is possible that one or more blood belongs to Chris Hamilton. Once the ring is discovered, characters may be brought in for questioning or even arrested. Anita no longer uses ghostly circle messages (see below) in In this case, the only way for them to clear their names is to her interactions. If the characters show the ring to John, he find Anita’s body. immediately contacts Chris, hoping to use his police contacts to look for evidence of foul play. If the cabal takes the ring to Concluding the Story the police, Chris makes sure that it gets lost in the evidence If all goes well, the characters locate Anita’s body and room. Once Chris learns the that ring has been found, skip to expose Chris as the murderer. John is not only stunned by Lethal Weapon. the betrayal, but also furious. If Chris is alive, John may even Chris’s House attempt to kill him, putting the cabal in the awkward position Chris lives three houses down the block from John. His of having to protect Chris so that John does not commit home is nearly identical to John’s except for a garage/workshop murder. John ships off to Iraq after Anita’s , but he may in the backyard. Chris keeps a partially-restored vintage car become a lifelong friend of the cabal; his military contacts may inside the garage and can often be seen tinkering with it in prove invaluable one day.

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2. Desecration

This scenario involves a mad scientist and his zombie Paul Jorgensen servant. The characters must be part of an established cabal Fitness Awareness Creativity Reasoning Influence that is known to investigate the supernatural. The characters 2 4 2 5 2 do not need to have any special skills or gimmicks to take f a t i n j Skills: driving 2, finesse 4, firearms 3, stealth 4, part in this story, although knowledge of Binding Lore and the  |  - interrogation 4, investigation 4, computers 4,  |  +1d i f f Unholy Arts would be useful. commodities 4, general knowledge 6,  |  +2d i f f legends 6, medicine 7, theology 2, The story begins with the cabal being contacted by Melissa  |  +3d i f f academics 5, ancient languages 2,  |  Carnegie, a colleague who dabbles in the occult. There have behavioral sciences 4, paranormal sciences 5, been some strange happenings at the church in recent days, biological sciences 4, physical sciences 4, negotiation 4, and Melissa would like the cabal to investigate. She claims performance 2 that her uncle, a Catholic priest by the name of Father Robert Gimmicks: dextrous, crystal binding Carnegie, was attacked on the church grounds by what he Items Carried: revolver, scalpel claims to have been a demon. Melissa is young, smart, and attractive, and currently very worried about the attack on her uncle. She has studied theology and the supernatural for years, In the late nineteenth century, a series of strange incidents and believes that there is some truth to what he claims. Treat led Father O’Leary to conclude that forces of the Devil were Melissa Carnegie as an intelligent extra. at work in the community, and he petitioned his superiors for help and guidance. His claims were met with skepticism Background and disbelief, and his request to conduct an exorcism on a young boy who was supposedly possessed was denied. Father Dr. Paul Jorgensen was once a plastic surgeon whose O’Leary went ahead with the exorcism anyway, but suffered a cocaine addiction caused him to botch several operations. heart attack and died during the attempt. After his death, the He was eventually banned from practicing medicine in church declared him to be guilty of heresy and ordered O’Leary the late Nineties. Unable to find work, he purchased a to be buried in the unconsecrated portion of the church’s small small crematorium service and began contracting it out cemetery. to funeral homes and veterinarians. Jorgensen’s isolation slowly caused him to go insane. His casual studies into the Dr. Jorgensen’s crematorium is located in an abandoned supernatural gradually became more serious, and he soon factory and warehouse district. He lives in a small office began experimenting with the corpses in his care. apartment on the second floor. A padlocked steel door leads to a basement laboratory where Jorgensen conducts experiments Now a mad scientist, his longtime goal is to summon a on human and animal remains. The laboratory walls are covered phantom, something that is not normally possible with Binding in occult and scientific symbols (pentagrams, formulae, ankhs, Lore. Jorgensen’s research eventually uncovered the rumor pi, and the like) and a sacrificial altar has been erected in one of a Father Ryan O’Leary being buried at St. Paul’s Church corner of the room. A steel door leads to a meat-locker where cemetery with a satanic book of demon summoning. Jorgensen Jorgensen keeps about half a dozen corpses hanging on meat believes that the key to summoning a phantom resides within hooks at any given time. Characters who see the corpses must that book. make a horrific awareness-based composure task.

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Jorgensen located Father O’Leary’s headstone in the small It was considered hallowed ground until it was defiled by the cemetery that adjoins the church. Knowing that the zombie Satan’s Disciples a few nights past. Evidence of the desecration he created would not be able to enter hallowed ground, he can still be seen as it is littered with fallen headstones, spray- sent a band of misfits known as Satan’s Disciples to defile the painted pentagrams, beer cans, and other forms of vandalism. cemetery. The next night, he sent the zombie to dig up Father A freshly-dug hole is also present in front of Father Ryan O’Leary’s remains and retrieve the book. O’Leary’s gravestone. The hole is more than twelve-feet deep Father Robert Carnegie is the elderly priest in charge of St. and looks to have been dug by hand. There is no sign of a Paul’s Church. Shocked and appalled by the desecration of coffin or body inside the hole, but the churned earth is littered the cemetery, he had been waiting at the church, hoping to with fresh prints. A tracking or investigation task enables the confront the defilers should they return. Hearing a noise in the characters to identify signs of a scuffle, Father Carnegie’s cemetery, Carnegie went to investigate, only to find himself footprints, and numerous handprints of various sizes. face-to-face with the zombie, which immediately attacked him. Unbeknownst to most, the church’s driveway and shed The elderly priest fled into the church where he stumbled and are built over the unmarked graves of those who have been fell, breaking his hip and leg, and passing out from the pain. excommunicated or otherwise lost their right to be buried on Unable to enter the hallowed church, the zombie returned to hallowed ground. The small shed lies beneath an ancient oak the cemetery and resumed its work. It stopped digging just tree at the end of a gated, cobblestone driveway. A church van before dawn and returned to Dr. Jorgensen empty-handed. is parked in front of the shed, which contains a riding lawn- mower and a variety of other landscaping tools. St. Paul’s Interviewing Father Carnegie Church once paid a grounds-keeper to care for the land, but Father Carnegie is currently in the hospital with a broken that duty has recently fallen to Father Carnegie and his niece hip and leg. The heavily-sedated priest claims to have been Melissa. attacked by a demon, but is not much use to the characters. Father Ryan O’Leary was actually buried in an unmarked He can remember few details, such as it having many arms grave beneath the ancient oak. Despite the church’s edicts, and legs, one of which bore a tattoo of the Satan’s Disciples the junior priests buried him with full blessings. A mystical pentagram (see Interviewing Satan’s Disciples). The police text detailing how to summon and banish a demon (actually think that he is delusional from pain and medication, but they a phantom) was also buried with him. The grounds-keeper’s have rounded up the Disciples and are currently holding them shed now rests atop the site of Ryan O’Leary’s grave. in a juvenile detention center for questioning. Father Carnegie’s superiors believe that he is going senile and are in the process Investigating the O’Leary Scandal of seeking his replacement. Treat Father Robert Carnegie as a The hole in front of Father O’Leary’s grave is an obvious social extra. clue. Melissa knows only that he was involved in some sort of scandal back in the nineteenth century. The characters can Investigating the Church look through the church records to discover more about Father Melissa opens the church for the cabal to investigate. St. O’Leary. The only mention of his name, however, is an entry Paul’s Church was built in the mid-nineteenth century. The stating that he was absolved of heresy with no further details, main sanctuary is a beautiful, open chamber with high, and that his remains were moved to the hallowed cemetery in vaulted ceilings and antique stained-glass windows. The 1967. church grounds are surrounded by a brick-wall, except for the Characters who attempt to delve deeper into Father O’Leary’s small cemetery which is surrounded by a wrought-iron fence. history must do a little legwork to learn about the scandal and The church is a majestic structure from the past set in the the priest’s final resting place beneath the old oak. They can middle of a modern residential neighborhood. Father Carnegie also discover that the unconsecrated cemetery was paved over and his niece have worked hard to take care of the church and in the Forties—almost thirty years before Father O’Leary’s body grounds during the faith’s recent hard times and a decline in was supposedly moved. All of this information is a complex attendance, but its age is beginning to show. hidden clue available at the local library. A complex street St. Paul’s was one of the first Catholic churches to be built cred task can also be made to discover the information from in this primarily Protestant region. A residential Catholic a local old-timer who might have heard the story from his neighborhood slowly grew around the church, and Father Ryan grandfather. O’Leary oversaw the welfare of the entire community. The church’s small cemetery contains gravestones and Interviewing Satan’s Disciples mausoleums dating back to the nineteenth century. The The Disciples are a gang of six rebellious teenagers who wear cemetery is no longer used to house worshippers, however. dark clothes, smoke marijuana, listen to heavy-metal music,

Supernatural Mystery Roleplaying 83 GhoStories and claim to worship Satan. Their leader is a slick fifteen-year- Mad Scientist on the Move old named Patrick “Ace” Greely. The gang-members all come Dr. Jorgensen is not idle while the characters conduct their from dysfunctional homes and have been in and out of juvenile investigation. He calls in a few favors, performs some research hall since grammar school. They have no respect for the law. online, and even visits the local library where he discovers The Disciples were nothing more than street punks until more details about Father O’Leary’s life and death—the cabal they broke into the old crematorium one night, hoping to steal might even run into him at the library, which could provide a corpse. Upon entering Jorgensen’s secret laboratory, they some interesting interactions. If confronted, Jorgensen denies found him in the middle of a ritual and begged him to become any knowledge of the trouble at St. Paul’s Church or Satan’s their mentor. Flattered by the attention, Jorgensen allowed Disciples. He attempts to flee or call for help if attacked. them to witness the creation of his zombie. After the ritual was Jorgensen eventually uncovers enough information to lead completed, one of the boys got scared and wanted out of the him to Father O’Leary’s true grave. He returns to the church gang. The Disciples killed him to demonstrate their loyalty, and with his zombie during the night, enters the shed, and has the Jorgensen grafted the boy’s arms to the zombie (one of these zombie begin breaking up the concrete floor with a pickaxe. If arms bears the Satan’s Disciples tattoo; see below). Treat confronted, he orders the zombie to attack while he fires his Satan’s Disciples as physical extras. revolver into the melee from a distance. If Jorgensen recovers the book, he studies it for a few weeks before attempting to summon a phantom. Jorgensen’s zombie is a conglomeration of human body parts. Jorgensen has grafted three extra sets of arms onto its legless torso and the zombie moves around like a spider. One of the zombie’s arms contains a Satan’s Disciples tattoo. Due to its horrific appearance, anyone seeing the zombie for the first time must make a horrific awareness-based composure task. Sample Zombie Fitness Awareness Creativity Reasoning Influence 4 2 — — — f a t i n j e t h Skills: brawling 5, melee 3  |  |  Gimmicks: aura, named, original sin, clumsy,  |  |  When the story begins, the young punks known as Satan’s hardened, non-conscious, tolerance to pain,  |  |  repulsed (hallowed land), wild limbs  |  |  Disciples have already been arrested, but denied desecrating  |  |  the church cemetery or attacking Father Carnegie. If the characters ask, Melissa can arrange for them to talk to the boys. Most of the Disciples are defiant and refuse to cut a deal Concluding the Story with the police or even the characters. One of the boys, Edgar The final showdown between Jorgensen, the zombie, and “Trip” Thompkins, is sixteen years of age, and the authorities the cabal depends on how the investigation progressed. It are considering charging him as an adult. Trip does not want could happen at the crematorium, church shed (the suggested to go to jail, but he is terrified of Doctor Jorgensen. If the location), while Jorgensen is studying the book, or even characters offer to speak to the cops on his behalf, a complex during or after he has successfully summoned a phantom. In negotiation task or a character with the law enforcement the case of the latter, he may be significantly more powerful contacts gimmick is enough to convince Trip to tell them by forging a deal with the phantom (the type of phantom is what he knows about the church desecration, zombie, and up to the gamemaster). Jorgensen normally attempts to flee Dr. Jorgensen’s supernatural powers. The police are happy to any physical , leaving the zombie to cover his charge the Disciples with destruction of property and aggravated tracks. If Jorgensen escapes, he can return later to harass the assault, but scoff at any mention of the supernatural, despite characters, especially if the summoning was successful. Trip’s pleading sincerity. The police do offer to send someone Melissa Carnegie is grateful to the cabal, and she may be to talk to Jorgensen (whom they describe as a strange, but able to provide them with information or assistance in the harmless old man), but it should be obvious to the characters future. Father Carnegie eventually recovers from his injuries, that the police consider the case to be closed. and his first act is to hallow the entire church grounds. If Father Carnegie retains his post at St. Paul’s Church, it could become a safe haven for the cabal in times of trouble.

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3. Web of Seduction

This scenario involves a beguiler phantom in a moderate to Hammerman lives in a large home in a wealthy residential large city. The characters must be part of an established cabal neighborhood. The manicured grounds are surrounded by that is known to investigate the supernatural. The characters a six-foot-tall, brick fence. The house itself is a lavishly- do not need to have any special skills or gimmicks to take part decorated bachelor pad, complete with swimming pool, in this story, although knowledge of Sorcery and the Unholy Jacuzzi, bar, dance floor, and other trappings of single life. Arts would be helpful. If the characters attempt to sneak into the home, a complex technical sciences or impossible finesse task is required to Maria Sanchetti is a young, pretty office-worker who is bypass the security system. The cabal must also overcome engaged to be married to Justin Wohler. She had a bit of a wild Hammerman’s two trained Rottweilers (Mike and Ike) who can streak when she was in college a few years past. One night, be found anywhere on the grounds or in the house. Treat these Fred Hammerman drugged and coerced her into performing as physical extras. several lewd acts that he secretly taped. Hammerman recently contacted her with the tape, threatening to show it to her Once inside the house, a challenging investigation task fiance unless she agreed to seduce a local politician. is required to locate the secret door in the master bedroom closet. The room behind it contains video screens displaying Being a relative of one of the characters (the gamemaster the grounds and every room in the house. A large safe contains should choose one of the cabal at random), Maria has decided a vast library of DVD recordings of Hammerman’s blackmail to ask him for help. If pressed, Maria ashamedly gives more victims. The safe also contains the Poisoner’s Handbook (see details about the situation. Dealing with Hammerman). If Hammerman has made the Maria wants her relative to help her get back the tape. How poison before the house is searched, it is also in the safe. she approaches the character depends on his reputation. If the Hammerman uses all of his resources to find anyone who character is known to be shady, Maria asks him to steal the steals the book. tape from Hammerman’s home. If he is wealthy, she asks him to buy the tape. If he is known to be violent, she asks him to Interviewing Justin intimidate Hammerman into giving up the tape. Maria offers Justin Wohler is the young man engaged to Maria Sanchetti. her assistance in any way she can, such as luring Hammerman He is a delivery driver who met Maria while bringing a package away from his home and setting up a meeting with him. Treat to her office, and the two hit it off right away. Justin loves and is Maria Sanchetti as a social extra. fiercely protective of Maria. He knows that she has been upset over the past week and wants to discover the reason. Justin Investigating Hammerman is included here mainly as an extra hook for the gamemaster Characters who take the time to investigate Hammerman and provides extra incentive for the characters to deal with can learn some interesting things. Characters with the Hammerman. Treat Justin Wohler as a physical extra. street contacts, investigative contacts, or law enforcement Justin confronts the related character some time after contacts gimmick (or others with a street cred task) find that the meeting with Maria. He believes that the character is Hammerman’s name is mentioned in connection with a lot of the source of Maria’s problems and warns him to leave her shady dealings. He has been charged with invasion of privacy alone. A complex negotiation task is needed to calm Justin several times after recording and selling a series of amateur and convince him that Maria is a close relation. Otherwise, adult videos without consent, publicly accused of blackmail Justin attacks the character, stopping only when either of twice, and listed as a key witness in at least one messy divorce them sustains three grades of fatigue of injury. If the character trial. Any charges brought against Hammerman in the past explains to Justin about the blackmail, he demands to know were either dropped by the accuser or dismissed due to lack of the details. hard evidence. It is pretty obvious that Hammerman is a real If Justin learns about Hammerman, he immediately starts sleazy guy. a search for him. Hammerman’s bodyguard (Paulie) has no

Supernatural Mystery Roleplaying 85 GhoStories problem subduing and interrogating Justin to learn about executive, and if they agree to take pictures of the couple the related character. Hammerman then keeps Justin locked together, he can use the photos as leverage. If the characters in his cellar while he contacts the character and arranges a do this for him, Hammerman agrees to hand over the meeting. original and all copies of Maria’s tape (and release Justin, if Paulie Giamatti is Fred Hammerman’s well-paid bodyguard. applicable). If the cabal agrees to help Hammerman, proceed He is not smart, but he is big, tough, and a bit of a sadist. to The Setup. Paulie is a murderer-for-hire and Hammerman has no problem If attacked, Hammerman prefers to flee, leaving Paulie and paying him extra to eliminate those who threaten him. Paulie the characters to do battle. does what he is told with ruthless efficiency. He does not know that Chalmers is a phantom (see Investigating Chalmers). The Setup Treat Paulie Giamatti as a physical extra. If the characters agree to help Hammerman, he tells them that Chalmers is due to meet the executive’s wife tonight Meeting Hammerman at a roadside motel. All the characters have to do is take Fred Hammerman is a sleazy, adult filmmaker who made some photos of her and Chalmers entering the motel room a deal with Chalmers long ago and has been working for him together. ever since. He is a coward at heart, interested only in money In reality, there is no wife. Hammerman has wanted to and power. Hammerman is responsible for the video and eliminate Chalmers for some time, but is afraid of what might audio evidence that Chalmers uses in many of his blackmail happen to him if he fails. After the cabal departs, Hammerman schemes, but he also runs his own operation on the side. For sends a blackmail message to Chalmers, claiming to be the years, he has used drugs and promises of stardom to seduce related character and demanding that they meet at the motel women for his schemes once they have settled into otherwise tonight. normal lives. Hammerman has made a small fortune working for Chalmers, but he wants more. After much searching, he Investigating Chalmers finally discovered and obtained the Poisoner’s Handbook (see Characters who attempt to learn more about Leigh Chalmers Dealing with Hammerman). Once Chalmers is dead, he plans find that his reputation is similar to that of Hammerman, but to step into the spotlight and take over Chalmer’s much larger on a much grander scale. His name is easily found in several operation. newspaper articles, usually associated with celebrity divorces, Fred Hammerman child custody battles, and political scandals. He is listed as Fitness Awareness Creativity Reasoning Influence an attorney, but does not seem to represent any of the parties 1 4 1 3 3 involved. f a t i n j Skills: driving 2, firearms 1, stealth 4,  |  - Characters with the media contacts, investigative contacts, gambling 3, interrogation 4, investigation 4,  |  +1d i f f law enforcement contacts, or street contacts gimmick learn disguise 2, commodities 6, computers 4,  |  +2d i f f that Chalmers enjoys having affairs with married women and general knowledge 2, streetwise 3,  |  +3d i f f is rumored to have been associated with a number of cases paranormal sciences 3, technical sciences 5,  |  negotiation 5, seduction 5, street cred 4 of blackmail. Infidelity and marital strife seem to follow him wherever he goes, and one jealous ex-husband even went so Gimmicks: none far as to try to kill him. A complex investigation task reveals Items Carried: revolver that this man was later assaulted and killed in a prison shower, shortly after claiming that Chalmers was a demon. How the cabal meets Hammerman depends entirely on The beguiler known as Leigh Chalmers appears as a its approach to the situation. Maria might set up a meeting strikingly attractive male. Chalmers has made a fortune between Hammerman and the cabal, the characters can through blackmail and is currently posing as a wealthy run into him during a botched break-in at his home, he may attorney. He now prefers to blackmail for favors instead of approach them after he kidnaps Justin, or he could track them money. His victims are primarily prominent businessmen, down after they steal the Poisoner’s Handbook. celebrities, and politicians. Chalmers enjoys the limelight and Once confronted, Hammerman dismisses Paulie and pretends takes great pleasure in the emotional anguish and distress to break down into submission. He claims that he is being that he causes. Chalmers has no home address or telephone forced to blackmail Maria by a man named Leigh Chalmers, number, but he is currently living in a high-rise apartment that and says that his life would be in forfeit if he refused to obey. was provided by one of his blackmail victims. Chalmer’s cell Hammerman asks the cabal for help. He tells the characters phone is also unlisted. that Chalmers is currently seducing the wife of a corporate

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Leigh Chalmers (Beguiler) The Poisoner’s Handbook is a comprehensive text containing Fitness Awareness Creativity Reasoning Influence recipes for almost every poison known to man. Among these 4 4 2 3 4 is a recipe for one designed to kill a demon (phantom). The i n j e t h individual phantom’s blood, as well as a number of other Skills: stealth 4, seduction 6, brawling 4,  |  - exotic and expensive ingredients, are required to create the firearms 4, performance 4, commodities 5 +  |  1d i f f poison. The book was originally penned during the Spanish Gimmicks: earthly endowment, endowment,  |  +2d i f f named, tainted will, repulsed (salt),  |  +3d i f f Inquisition, but its contents have been expanded over time. repulsed (divine ward), unrelenting,  |  Only a dozen copies of the Poisoner’s Handbook are currently repulsed (hallowed ground), umbra (2), thought to exist. vulnerability (salt), vulnerability (divine ward), alluring, dark pleasures, evidence (sweet smells), dark compass Hunting Chalmers Once Chalmers reforms, he uses the dark compass gimmick Motel Photo Shoot to create a bond with the related character. He then begins calling in favors to make the character’s life a living hell— Chalmers is waiting to confront the related character as harassing police officers, nosy investigative reporters, and soon as he arrives at the motel. Chalmers is amused by the eventually deadly assassins are all sent after the related attempted blackmail and is planning to make him pay dearly. character, his friends, and family members. Chalmers may try Chalmers approaches him exclaiming, “I don’t know who put to seduce and humiliate people who are close to the related you up to this, but I’m afraid you’ve made a huge mist...“ His character, or he may murder them, framing the character words are cut off as Paulie Giamatti walks up behind him and with a crime of passion. The gamemaster can work these shoots him in the back of the head. As Chalmers goes down, encounters into future stories as a recurring subplot until the Paulie quickly wipes up some of his blood with a handkerchief cabal finally decides to end Chalmers’s existence. If attacked, and then flees the scene. Chalmers prefers to flee rather than fight. Keep in mind that The characters would be wise to flee the scene just like killing Chalmers’ mortal form merely makes him incorporeal for Paulie. Just as they start to leave, however, Chalmers’s body a few days unless a poisoned weapon is used. begins to smolder and dissolve. In seconds, nothing is left but dust, as Chalmer’s “death” has forced him to become Concluding the Story incorporeal for a few days. Maria is in the cabal’s debt if the tape is recovered, and she can provide information or seeds for future stories. If Dealing with Hammerman the characters decide to put an end to Hammerman’s sleazy Hammerman has Maria’s tapes ready as soon as the operation, they can find the blackmail tapes in his safe, which characters find him. They are likely to be furious with could land him in jail for some time. There are a lot of people Hammerman. If confronted, Hammerman claims that he had who would pay good money to have the tapes returned, and an no choice, since Chalmers is a demon who is not really dead unscrupulous cabal could take advantage of this. Should the and that his physical body will soon reform. He admits to cabal return the tapes, some of the victims might attempt to arranging the setup, because he needed some of the demon’s hire them to exact revenge on Hammerman. If the characters blood to create a poison that could kill it. steal the Poisoner’s Handbook, they might come under the Hammerman reveals that the demon will soon seek revenge scrutiny of other cabals, collectors, or even phantoms who on the related character and offers to give him the poison want to acquire the book or see it destroyed. to kill the demon upon its return. If the cabal agrees to kill As some point, either Chalmers or another phantom may it, Hammerman takes three days to prepare the poison. The approach the characters with a deal. They could trade the poison must coat a bladed weapon, which must then be used poison or its recipe in exchange for endowed powers. Whether to cut the demon in order to be effective. The cabal is given the characters agree to this is up to them, but there are always enough poison for three applications, while Hammerman consequences, as are there hidden costs to such a deal. keeps three more for himself, just in case they fail.

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4. Dark Tremors

This scenario involves a tempest bane and takes place in The Gentleman’s Union is a loose cabal of prominent, wealthy the city of San Francisco, although the characters do not need men who came together in the nineteenth-century to protect to be in California from the start. The characters must be part personal and business interests from supernatural horrors. of an established cabal, but they do not need to have any While they are sometimes forced to fight horrors, the Union special skills or gimmicks to take part in this story, although prefers to negotiate with or avoid them whenever possible. The knowledge of banes and the Divine Arts would be helpful. Union tries to capitalize on conflict and strife caused in the The cabal receives a long-distance phone call from an wake of supernatural events and creatures, particularly banes, occult colleague named Craig Porter. He is calling from San making a huge profit from reconstruction, security, arms sales, Francisco, where he says that he has been researching a major and other business contracts. The Gentleman’s Union uses a story, which is code for a supernatural investigation. Craig wide network of contacts to track Craig’s bane and take steps claims to have stumbled onto something big and he needs to ensure that no one interferes with its mission. the cabal’s help. He cannot talk about it over the phone, but Craig’s fears prove to be well-founded. Not long after he warns that there might be danger involved. Craig has booked contacted the characters, he was confronted by Gil Bradley airplane tickets for the characters on the next available flight and Lila Elverson, and forced into his hotel room at gunpoint. to San Francisco International Airport if they choose to assist Craig expected to be questioned about what he knew, but Gil him. He agrees to meet them there. and Lila were not paid to interrogate him. Craig Porter is a young paranormal investigator who poses as a tabloid journalist for a magazine that he secretly owns known Destination: No Arrivals as The Super Sargasso Sea. The characters’ flight to San Francisco is uneventful, but Craig is not at the airport as arranged. Craig does not answer Craig Porter his cell phone, but the characters can rent a car or take a cab Fitness Awareness Creativity Reasoning Influence to the hotel in which he has been staying. 2 4 2 3 3 f a t i n j The characters should experience their first tremor on the Skills: athletics 2, brawling 2, driving 2,  |  - way to the hotel. The ground shakes, vehicles slow down or finesse 4, firearms 4, melee 2, stealth 4,  |  +1d i f f stop altogether, and pedestrians clear the streets. The tremor interrogation 2, investigation 6, tracking 2, +  |  2d i f f lasts for about thirty seconds, but causes no serious damage. disguise 3, forgery 3, prose 4, computers 4,  |  +3d i f f general knowledge 4, legends 4, theology 3,  |  Once it is over, the people resume their routines as if nothing streetwise 3, academics 2, negotiation 4, untoward had happened. If the characters ask, they are told ancient languages 2, paranormal sciences 4, street cred 4 that there have been several such tremors over the past few Gimmicks: media contacts, wealth weeks, but most experts say that these are not a cause for Items Carried: revolver worry. The gamemaster should feel free to insert a few more tremors during the course of the adventure, each one slightly Craig has recently been researching a string of natural worse than the last, to help heighten tension and pave the way disasters and has discovered what he suspects to be the for the final quake. involvement of a tempest bane named the Harbinger. Once Craig’s hotel room door is locked, but the characters hear the learning of the Harbinger, Craig began tracking its path from sound of a television set from within. A finesse task is required one natural disaster to another. During his research, Craig to pick the lock. Inside, the cabal finds Craig lying on the bed, stumbled onto something called the Gentleman’s Union and apparently the victim of a heroin overdose. The characters realized that the conspiracy went beyond just the bane. know that Craig never used drugs and should immediately Fearing that his inquiries might have attracted the Union’s suspect foul play. attention, he decided to hide his research, leaving clues for the cabal to find in case something happens to him.

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Investigating the Room reluctant to leave him alone, Craig’s lawyer and friend-of-the- Craig is comatose and in need of immediate medical family sends a bodyguard named Trent Corman to watch over attention, so the characters should quickly call emergency Craig until he recovers. Corman should be treated as a physical services. While they wait for paramedics to arrive, the cabal extra. can search the room. There are a number of clues here that could point them towards Jessica Montaigne. Tracking Down Jessica Montaigne • Craig has been staying with Jessica, so his clothes and If the cabal tries to discover Craig’s attacker and his current luggage are not in the room. This is an overt clue that can projects, they must locate Jessica Montaigne. Her phone be noticed by characters with an awareness rating of 2 or number is listed in the telephone directory, and the characters greater. can eventually find her dancing at The Cheetah. • A pack of unused matches from a strip-club named The Jessica is an exotic dancer who works at a strip-club named Cheetah rests on the night-stand next to Craig’s keys, The Cheetah under the name of Jesse Montana. She lives cell phone, and some pocket change. Jessica’s name and in a small apartment in a seedy residential neighborhood. home telephone number are written on the inside of the Fascinated by the occult, Jessica believes that she is psychic. matchbook. This is an overt clue that can be noticed by She met Craig a year ago, while he was investigating a characters with an awareness rating of 3 or greater. sighting, and the two hit it off right away. Craig is one of the few people who value Jessica for her insight, and she hopes • Jessica’s name and home telephone number appear their semi-casual relationship can grow into something more several times in Craig’s cell phone log. This is a hidden serious. Craig has been staying with her during his visit to San clue that requires a complex investigation task to uncover Francisco. Treat Jessica Montaigne as a social extra. if not specifically searched by the characters. Gil and Lila have been ordered to kill Jessica. They were • Other clues can be uncovered in the hotel room. A series instructed to make Craig’s death look like an overdose, but of numbers are written on a folded piece of paper inside also plan to have some fun with her. The timely arrival of the Craig’s shirt pocket. The numbers are 13–712708. This characters is what saves Jessica’s life. is a hidden clue that requires a complex investigation task If the characters seek Jessica at The Cheetah, they find or a search of Craig’s clothes to uncover. The significance her performing a lap dance for Gil and Lila. If the characters of the numbers is detailed in The Locker. approach her at home, Gil and Lila are on the street, preparing • The key to a safety deposit box is mixed in with Craig’s to enter her apartment building. Once the cabal makes contact car and house keys. This is a cryptic clue that requires a with Jessica, Gil and Lila report back to their superiors and complex finesse task to decipher should the characters await further instructions. look for keys. The key has #895 engraved on it, but no markings to identify the bank to which it belongs. Its Meeting Jessica Montaigne significance is detailed in The Safety Deposit Box. Jessica is happy to meet the characters, since Craig told If all else fails, characters who talk to the hotel staff learn her that he was expecting them. She has not spoken with that Craig has not been staying at the hotel apart from his first him since last night, however, causing her to worry. Jessica few nights. He also left Jessica’s phone number for forwarding becomes distraught if she learns about Craig’s overdose. She messages in case he could not be reached on his cell phone. knows that he never took drugs and suspects that someone This is a serendipitous clue that can be uncovered by talking tried to kill him. to the staff or if no other clues are found. Craig had been staying at her house, while he researched his story. She does not know any of the details of his work, but The Authorities and Hospital is sure that it had something to do with Hurricane Katrina in Paramedics and police officers arrive at the hotel soon Louisiana. Jessica says that Craig had started getting nervous after a call is made. Craig is loaded into an ambulance. The and thought he might be in danger. He planned to move back police question the characters about the details, but do not to the hotel after the characters arrived to keep her from being seem overly concerned. This looks like an obvious overdose to involved. Jessica offers to let the characters look through his them, and they see those all the time. They do write down the things in the hopes that they might find something useful. characters’ names and contact information, which may be one Craig’s possessions are at Jessica’s apartment. A roll way that Tarkington learns of them. of recently-developed film is among them. Most of the Craig is admitted to a private room at San Francisco photographs are of San Francisco’s major landmarks and General Hospital. He receives excellent care, but remains in a tourist attractions. Two photographs stand out as a complex coma throughout the rest of the story. If the characters seem hidden clue—that of a drab, downtown bus station and an

Supernatural Mystery Roleplaying 89 GhoStories ordinary-looking bank. The number thirteen (13) is written on the locker and combination numbers from Craig’s shirt pocket, the back of the bus station photograph. The key on Craig’s key they can open the locker with no problem. If they have only the ring belongs to a safety-deposit at the bank in the picture (see locker number (from the back of the bus station photograph), The Safety Deposit Box) and the combination found in Craig’s someone with the technical sciences skill is needed to open pocket belongs to locker thirteen inside the bus station (see the locker. A finesse task is also required to avoid drawing the The Locker). attention of bus station security. Jessica tells the cabal that Craig was always on the phone The locker contains a number of charts and a duffel bag and constantly writing down notes on a pad. While the containing three books. The charts track seismic activity notepad is empty, a pencil can be rubbed across it to make the across California (San Francisco in particular), and most last note to appear. If no one thinks this, it can be a routine of the research points to an impending earthquake in the hidden clue. San Francisco Bay area. The first book is one on demonic The note contains five names. The last one is circled and possession. Characters who possess the paranormal sciences the words “UNION CONNECTION - DANGEROUS?” are written skill know that demonic possession is often associated beside it. The cabal can learn all the information listed below with banes. The second book is a pamphlet describing the by making a quick check on the internet or through the street Gentleman’s Union, connecting them to the fabled Illuminati. contacts or law enforcement contacts gimmick. It was written by a paranoid conspiracy-theorist named The Whistle Blower. Characters with the street contacts gimmick • Daniel Killian was the highly-decorated assistant chief of know that he is almost impossible to find, but his information the San Francisco Police Department until he died in a car is often reliable. The third book is Craig’s homemade scrapbook accident last month. of newspaper articles covering various recent natural disasters, • Gabriela Verde was the emergency management director including Hurricane Katrina, floods and tornadoes in the for the San Francisco Red Cross, in charge of organizing Midwest, and Arizona wildfires. The Harbinger appears in the disaster response services and programs until she was background of many of the photographs taken before and after murdered a few weeks ago during a home invasion. the disasters—this is an overt clue that requires an awareness • Stephen Nesbit was the chief of the San Francisco Fire rating of 3 or greater. Department until he died in a freak fire-training accident a The Safety Deposit Box week ago. The safety deposit box is located on the other side of the • William Southerly is the Emergency Management Director Golden Gate Bridge in a bank near the San Francisco Bay. for all of San Francisco. He just gave a speech on the The box can only be opened by Craig Porter, or the proper recent tremors this morning, so he is apparently still authorities in the event of his death. One of the characters alive. can present himself as Craig, however. Anyone with the underground contacts or street contacts gimmick can obtain • Charles Tarkington is the CEO of Ennixsoft, Incorporated, fake identification for a price, as can a challenging street cred one of the world’s foremost leaders in computer software task. Otherwise, a challenging forgery task is required to create technology. Its main office is based in San Francisco. the proper identification (roll when it is presented to bank Following the Trail staff). If the bank employee detects a forgery, he quietly alerts the authorities, and the cabal might find themselves in serious The cabal should now have several leads to follow—the bus trouble. The gamemaster must adjust the rest of the adventure station locker, bank safety deposit box, and Charles Tarkington. to any complications that arise. If the bank employee accepts They can also try to contact William Southerly at his office or the identification, he leads the character into the back, uses home, but the actual meeting should be postponed until the his key to jointly extract the box, and then leaves the character gamemaster is ready to end the adventure (see The Big One). alone with it. The only thing inside the box is a single scrap of Jessica spends much of the next few days at Craig’s bedside, paper with the word Bartimaeus written on it. but offers to help the characters in any way she can. She begs the cabal to find out who it was that tried to kill Craig. The Bartimaeus characters can use Jessica’s street contacts gimmick during The reference to Bartimaeus refers to a Biblical story in the course of the adventure, if the gamemaster allows. the Gospel of Mark. According to the tale, Bartimaeus was a blind man whose sight was restored by the touch of Jesus. The Locker In Biblical times, it was often believed that the blind were The locker is located in the downtown bus station that Craig victims of demonic possession. Bartimaeus is actually the true photographed. The first thing that the characters should notice name of the tempest bane that is known as the Harbinger. upon entering the station is the row of lockers with digital The significance of the name is a cryptic clue that requires a combination-locks occupying one wall. If the characters have challenging theology task to uncover.

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Meeting Charles Tarkington method, the better. The two are heavily into bondage and their The cabal may decide to drop by Tarkington’s office at favorite hangout is a steamy San Francisco nightclub called Ennixsoft. Tarkington has learned of the characters by now, The Hangman. either from the police, Gil and Lila, or from tracing Craig’s Gil and Lila sometimes dress conservatively in order to blend phone calls. Tarkington’s secretary refuses to let the cabal see in with mainstream crowds, but often wear more exotic dress him without an appointment, but Tarkington eventually tells like spiked heels, girdles, and studded wristbands underneath her to let them pass. their clothes. Perceptive characters might be able to spot Tarkington is a prominent member of the Gentleman’s Union these items and see through their disguises. Gil and Lila are and the CEO of Ennixsoft. He is a smug, selfish man who often hired by Tarkington to eliminate potential threats to his believes that his money and power place him above the law. organization. They know nothing about the Gentleman’s Union Tarkington has been preparing for the upcoming earthquake in or the bane. San Francisco for months. When he learned that Craig Porter Gil Bradly was investigating the Harbinger, he ordered Gil Bradley and Fitness Awareness Creativity Reasoning Influence Lila Elverson to eliminate him. Treat Charles Tarkington as an 3 3 2 3 2 intelligent extra. f a t i n j Skills: athletics 4, brawling 4, driving 3, Tarkington smugly denies any knowledge of Craig Porter or  |  - finesse 4, firearms 4, melee 4, stealth 4,  |  +1d i f f the Gentleman’s Union, but he adds that if there was such an investigation 2, disguise 3, commodities 4,  |  +2d i f f organization, it probably would be wise to forget about it. If computers 2, general knowledge 2,  |  +3d i f f accused of a crime, he tells the characters to have the police streetwise 4, negotiation 3, seduction 2,  |  contact one of his three dozen lawyers. At some point during street cred 6 the meeting, Tarkington’s secretary comes over the intercom Gimmicks: street contacts, sure-footed saying that his helicopter is ready to take him to the airport. Items Carried: semi-automatic pistol If asked, Tarkington explains that he is taking a vacation for a Larry “Lila” Elverson few weeks, but hopes that the characters enjoy the rest of their Fitness Awareness Creativity Reasoning Influence stay in San Francisco. 3 4 2 2 2 If the cabal tracks down all the leads up to this point, the f a t i n j Skills: athletics 4, brawling 2, driving 3, characters should know that Tarkington is connected to the  |  - finesse 4, firearms 2, melee 4, stealth 4,  |  +1d i f f Gentleman’s Union, an earthquake is imminent, a tempest investigation 2, disguise 3, commodities 4,  |  +2d i f f bane is involved, and the bane’s true name is Bartimaeus. computers 2, general knowledge 2,  |  +3d i f f They should also strongly suspect that William Southerly’s life streetwise 4, negotiation 3, performance 4,  |  might be in danger and they should try to locate him. If the seduction 4, street cred 6 characters do not attempt to locate Southerly, proceed directly Gimmicks: street contacts, alluring to The Big One. Items Carried: revolver, custom pistol (35m, 1i n j ; taped to inner thigh); straight razor (same as knife) William Southerly has been busy inspecting disaster readiness protocols all over San Francisco for the past few days, making him almost impossible to locate. If the characters leave The Big One messages with his secretary or on his voice mail, he eventually returns their calls and agrees to meet with them. Otherwise, When the gamemaster is ready to run the final series of the characters can hope to get lucky and happen to catch him encounters and the characters are en route to meet Southerly, outside of his home or office. they now find him trapped inside his car, with the Harbinger standing nearby. The Harbinger is a tempest bane who travels Once Tarkington learns about the characters, he orders across the globe, running just ahead of a string of natural Gil and Lila to kill them. Gil and Lila have a wide range of disasters. The tempest causes blindness in those it possesses street contacts and it is only a matter of time before they find and revels in the sound of human pain and suffering. The Bane the characters. The gamemaster can have them attack the currently appears as a tall, black man with dreadlocks and characters at any time during the investigation, wait until the milky white eyes. Those who know of it, call it the Harbinger, characters attempt to meet with William Southerly, or have although Bartimaeus is its true name. them attack during the earthquake. Gil Bradley is a lean, muscular man with pale blue eyes and a blond crewcut. Larry Elverson is a red-headed transvestite who calls himself Lila. Gil and Lila are professional assassins- for-hire who get a rush out of killing—the more painful the

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The Harbinger aka Bartimaeus (Tempest) The characters can stop the quake by dealing with the bane. Fitness Awareness Creativity Reasoning Influence The Harbinger attacks anyone who exorcises it or speaks its 5 3 4 4 5 true name. If the Harbinger is exorcised, the tremors subside i n j e t h until the bane finds a new host. Once it possesses another Skills: brawling 6  |  - body, the quake resumes, although its severity is lessened. If + Gimmicks: aura, broken mind, named, possession,  |  1d i f f the Harbinger is banished, it lets out a bone-chilling scream as toughness (5), umbra (5), unrelenting,  |  +2d i f f apprehension, disastrous luck, silence,  |  +3d i f f it is forced out of this world. Once the bane has been exorcised earthly endowment, winds, repulsed (swine),  |  three times or banished, the quake subsides. evidence (milky white eyes) Concluding the Story A freak electrical malfunction has caused the ignition system A lot of what happens at this point depends upon the in Southerly’s car to fail and the electronic locks to freeze. severity of the earthquake. If the Harbinger was not banished, The Harbinger laughs as the earth begins to shake. Southerly it moves on, resurfacing elsewhere in a few months, and the begins frantically kicking at the driver’s side window as the cabal can try to track it down at a later time. ground splits beneath his car. With a violent lurch, the car is If the cabal exorcised the bane at least once, the quake upended and Southerly is thrown headfirst into the windshield, was bad, but manageable. If they failed to exorcise or banish knocking him unconscious. The car slowly begins to slide into the bane, the quake causes epic damage throughout the the hole. region, destroying much of San Francisco and turning it The cabal finds itself caught in what could turn out to be the into a devastated city. The region is thrown into chaos as mother of all earthquakes. The quake is tied to the bane, and the new heads of the police, fire, and Red Cross struggle to therefore, the characters might be able to stop it, or at least coordinate their personnel. Fires, rioting, and looting rage out lessen its severity. The bane defends itself if attacked, ignoring of control, and food and medical supplies are quickly depleted. Southerly’s fate. Its work is done and it can now enjoy the The Federal Emergency Management Agency and California rewards. The Harbinger raises its arms to the sky and laughs National Guard are eventually called in to restore order, which as the tremors increase. During the quake, all fitness-based may or may not complicate things even further. tasks receive a penalty of +2d i f f due to the instability of the If the cabal rescues Southerly, he becomes a key player in ground. organizing the relief efforts that save thousands of lives. He The characters can attempt to rescue Southerly. Smashing can use his newfound fame to later enter politics or manage the car’s window and dragging him to safety requires a disasters on a national level, but he never forgets his debt to challenging athletics task. If the task fails, those participating the cabal. Jessica volunteers to help the Red Cross, and could receive 3f a t from being jostled and slammed around during become a good source of street contacts and information the quake. If the characters do not attempt a rescue, Southerly for the characters if they ever return to San Francisco. The becomes one of countless victims of the Harbinger’s quake. characters might even choose to stay in the area for awhile, As an added complication, Gil and Lila may attack the as other horrors are sure to take advantage of the chaos. characters during the rescue attempt. These killers maintain Craig eventually recovers from his overdose, resuming his their attack until one of them suffers three grades of fatigue or paranormal investigations, and the gamemaster can always injury. If one of them is killed, the other fights to the death. use him as a hook for future adventures.

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5. From the Past

This scenario works best as a modern-day mystery in which Read the following aloud to the mediums in the group: the supernatural is viewed as myth or the fantastic. It could “Three young boys approach an abandoned mansion. The even take place during the Edwardian-era (early twentieth two older boys are teasing the younger one about ghosts century), but the gamemaster would have to adjust the who supposedly haunt the house, but the younger boy is setting as best he can. Any type of character role or pursuit is not buying it. They dare him to go inside alone. The young acceptable, but at least one character should be a medium. boy clambers inside an open window and shines his torch Additionally, one of the characters must have a relationship around in the darkness. He spots the photograph of a young with Mary Worthington. The nature of the relationship is girl resting beside this very book and picks it up, studying irrelevant as long as the two are close. it closely. Sensing someone behind him, the boy whirls A young woman by the name of Mary Worthington has around to see the young woman from the photo standing recently come into adulthood and inherited an estate that has before him. Blood runs down the side of her head. Startled, been in her family for generations. Unfortunately, the mansion the boy moves backward only to bump into an older woman is now deserted and local legend claims that it is haunted by with slashed wrists. He screams and scrambles away, but poltergeists. These ghosts are said to have either chased away encounters a man with a bullet wound to his head. The boy, or caused the death of several family members. Some say that now completely terrified out of his mind, screams again and the current owners of the house, the Worthington family, is darts out the window, calling for his friends. Inside, the boy’s cursed and paying the price at the hands of a supernatural torch continues to shine on the now-smashed photograph of accuser for past misdeeds. the young girl.” Fearful of the legends that surround the estate, Mary contacts the character with whom she has a relationship. Sobbing, Hitting the Books Mary explains about a letter that she received from the family Mary has distanced herself from the family ever since lawyer, stating that she inherited the estate on her twenty-first she turned eighteen, being something of a black sheep, so birthday. She asks the character to meet her in a local cafe she does not know much about her family’s history. If the to further discuss the situation. Treat Mary Worthington as a characters express an interest in researching her family beyond social extra. those in the old book or the legends surrounding the house, a complex investigation task reveals an old newspaper article A Plea for Help written about the family tragedy. The article is titled Family Once the pleasantries of the meeting are out of the way, Tragedy Continues and recounts the latest incident to befall Mary confides how she wishes the estate had burned to the the residents of the estate. According to the article, after ground, for the of several family members who lived in Patricia Worthington died, her mother committed suicide and the house at one point or another have left her traumatized. her father shot himself a few weeks later. The article also Continuing, she explains that the house has been empty for asserts that Mary Worthington is the last remaining family eight years since the death of her father, and is said to be member. haunted by the spirits of her dead relatives and her sister, The cabal may also attempt to search police records—this Patricia. She asks the character to accompany her to the house can be done by a character with the law enforcement (and bring anyone he knows that may be of help) to either contacts or legal authority gimmick, a challenging negotiation disprove the legends that claim it is haunted or help her lay or seduction task involving a police officer, or an impossible the spirits to rest. street cred task involving a police insider. A successful search Toward the end of the meeting, Mary hands the character or acquisition of the information reveals that Patricia’s death an antique book detailing the history of her family. Shortly was an open and shut case, as she fell from a flight of stairs thereafter, the book should come into contact with the medium and cracked her skull during a birthday party. If Mary is asked in the cabal. Because of the intense emotional energies about the incident, her answer is that she witnessed the event surrounding the book, the medium experiences a vision from and left home shortly thereafter. the past no matter what Second Sight gimmicks he possesses.

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The Uninvited Upstairs Landing When the cabal decides to investigate the estate, it should This area is accessible from the stairs in the ballroom. Once be described as a decrepit-looking mansion that does indeed the characters reach the top, they hear the sound of a young appear like it has not been occupied in years. Tall grass and woman laughing. If Mary is present, she begins to shake and weeds litter the front yard, many of the shutters on the front sob, exclaiming that it is Patricia’s voice. The ghostly image windows hang loose and bang hard against the rotting wood- of Patricia then appears (and is identical to the medium’s siding every time the wind howls, and the front porch is riddled vision), buy only if Mary is present. She is dressed in a flowing with dead leaves and untracked dust. The house looks like white dress that is covered in dripping blood. Patricia lunges it will fall apart as soon as someone steps foot on its rickety toward the stairs, passing through anyone in the way, and surface. tumbles down the stairs until she hits the ballroom floor. A When the cabal enters the house, Mary comments that pool of blood begins to coagulate behind her head before she she has not stood here for a long time. If someone tries a disappears. Judging by the force of her fall, Patricia may have light switch, the house remains dark and lifeless (the power been pushed down the stairs—this is an overt clue that can was shut off long ago). As the characters move throughout be deduced by characters with an awareness rating of four or the house (possibly in search of a fusebox), Mary becomes greater. increasingly frightened and says that the house smells of death. Indeed, any medium feels a strange uneasiness while Family Secrets traversing the house’s dark hallways, but there are no specific At some point after the characters witness the death of indications of the cause. Patricia, the medium in the group experiences a vision. It can come at any time and by a catalyst relevant to the medium’s As the characters investigate various parts of the house, Second Sight gimmick (picking up one of Patricia’s belongings, they are slowly introduced to the supposed ghosts that haunt tripping on the steps, or coming into direct contact with the estate. These ghosts are actually the handiwork of the Patricia’s ghost). The experience is rather poignant, as Patricia phantom—illusions. This fact is not likely to be deduced by is clearly seen being pushed to her death. Mary screams at the characters, however. the top of the landing as her sister tumbles to the ballroom The Uninvited floor. Since no one else is present, it appears that Mary was A sudden drop in temperature assails the characters who responsible for pushing Patricia down the steps. enter this room. As someone moves further into the room, his While it seems like Mary is responsible for killing her sister, exhaled breath is seen as gusts of thick suspiration. Several there is no direct proof and it is not clear that Mary actually books suddenly jump from the shelves and swirl about those did it. If the cabal decides to confront Mary about this, she present, while a forceful wind fills the room. An unholy grows angry and horrified at being accused of such a ghastly cacophony of ghostly screams begins to emanate from the proposition. Mary argues that she never had any intention of center of the room and then suddenly stops. The wind then keeping the house in the first place and is entrusting its sale dies and the books drop to the floor. to her lawyer. Mary then breaks down in tears, mumbling that she just wants this nightmare to end. Kitchen As the characters enter the kitchen, a drawer suddenly opens The truth is that Mary did not murder her sister. Generations and slams shut by itself. Shortly afterward, the wind picks up ago, Mary’s great-grandfather, who was a powerful medium, outside, causing the shutters to bang open and closed, and made a pact with a phantom. The phantom promised that it then quickly stop. As a stillness hangs in the air, burners on would bestow him with untold riches if he assisted in delivering the gas stove ignite automatically. the essence of innocent mortals for its consumption. This required her great-grandfather to murder his victims, which he Ballroom did for several months. Guilt soon plagued the man, causing This room is where Mary’s sister, Patricia, met an untimely him to take his own life. Enraged, the phantom still exacts end. The winding stairs that lead up to a darkened landing revenge by killing every member of the family who lives in the slowly become slick with blood, which drips down the staircase house. Patricia was the most recent family member to meet for several minutes before disappearing. Any characters who an untimely demise at the hands of this entity, and it plans examine the stairs after this occurs find no trace of the blood. on making Mary its last. It seeks to drive Mary insane first by The faint sound of piano music then fills the room. Its source haunting her with visions of her dead sister. The fact that the is unknown. cabal has become involved is even better—the phantom plans to use them to further its plans simply by tricking them into accusing Mary of murder.

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While this knowledge is not directly explained in the ancient The tension builds as the ritual is being performed. The book given to the character by Mary, it is considered a complex phantom does everything in its power to stop the cabal from cryptic clue due to some of the strange accounts noted in it. completing the ritual, including attempts to kill the characters. This clue should only be available if the book is thoroughly If the ritual is completed, the phantom is forever banished from read and analyzed. Only then, it reveals some sort of pact the real world, ending its vendetta against the Worthington with a spirit and the fact that Mary’s great-grandfather was a family. As the cabal rushes to Mary’s aid, the room suddenly medium. There is no indication of the entity being a phantom, grows cold and the lights flicker until the ballroom is cast however, other than the existence of a pact. Even without in a pale light. The ghosts of each family member killed by this clue, it may be obvious that some invisible force pushed the phantom slowly manifest before Mary, exonerating and Patricia down the stairs and that it may still be present. An thanking her for finally ending the family curse and allowing ancient book detailing arcane rituals can also be found in the them to rest in peace. library with an exhaustive search or as a serendipitous clue if If the phantom is not permanently banished, it eventually the cabal gets stuck in the investigation. This book describes returns to take away everything that Mary holds dear. It how to banish this specific phantom permanently. A character no longer wishes to kill her, but to make her suffer. Future who is knowledgeable in the Divine or Unholy Arts can scenarios can be created by the gamemaster to pit the understand how to decipher the meaning behind the rituals, characters against the phantom once again. but other characters require a complex legends or ancient languages task to do so. The Worthington Phantom (Horde; name unknown) The phantom appears as the archetypical, suave devil with Death to You All two horns. Once the cabal discovers that Mary’s family has been Fitness Awareness Creativity Reasoning Influence haunted for generations by a phantom, the horror makes its 4 3 2 2 3 final move with an attempt on Mary’s life. One way or another, f a t i n j e t h Skills: brawling 4, tracking 4, music 4, n |  |  the cabal should be led to the ballroom for this climactic end seduction 5 to their investigation. n |  |  Gimmicks: earthly endowment, endowment, n |  |  Once in the ballroom, they discover that it has been named, tainted will, repulsed (salt), illusions, n |  |  decorated with balloons and party streamers. Mary comments repulsed (divine ward), unrelenting, paralysis, n |  |  that the room was similarly decorated on the night of the repulsed (hallowed ground), umbra (2), vulnerability (salt), bounding, vulnerability (divine ward), party. As the cabal moves further into the room, the ballroom shivers, terrorize, horns doors slam closed and the ghost of Patricia appears again at the top of the stairs. Patricia addresses her sister this time, accusing Mary of killing her. Distraught, Mary denies it and Interesting Twists falls to her knees as she tells Patricia that she loved her. While the ghosts witnessed throughout the house are Patricia then floats down the stairs with an outstretched hand, illusions created by the phantom, some of the sightings may pointing towards Mary, who is now gasping for air. This is actually be genuine ghosts. At the gamemaster’s discretion, the phantom’s attempt to take Mary’s life. In order to save ghosts of Mary’s family can manifest in order to aid her in Mary, the cabal needs to perform the ritual. While skills like destroying the phantom. Her great-grandfather, in particular, hallowing or banishing can be used, it is not a permanent might not be able to rest until he corrects the wrongs that he solution, with the phantom eventually returning for Mary at committed when alive. Now is his chance to make things right some other time and/or another place. If this path is chosen, and protect his descendants. the story does not conclude here, and the gamemaster can continue it as another scenario. Another possibility is that Mary did push Patricia down the stairs. The phantom has kept Mary alive, knowing that The ritual consists of a single character reciting a six-page repeated visions and apparitions of her sister would eventually passage six times, each in a different portion of the room. If drive her mad. The phantom would take much more pleasure the character leaves the room before completing the ritual, he in this route rather than simply killing her, since it means many must start from the beginning. years of such delight.

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6. Amends

This scenario works best as a modern-day mystery in which whatever horror that was banished within it, has been released the supernatural is viewed as myth or the fantastic. It could into the mortal world. Should the characters believe that they also be set during the Victorian or Edwardian period, but can banish the horror themselves, perhaps by some elaborate the gamemaster would need to adjust the setting as best he ritual that they find in an occult book, allow them to believe can. The characters should be innocents, suddenly thrust that they are successful, but Uncle Jack remains free. unwittingly into the world of shadows and darkness. The purpose of this story is to propel innocents into the realm of Little Girl Lost horror, so that they strive to learn more about the supernatural One or more of the characters should eventually hear and perhaps eventually become tainted by it. a faint sound resembling a child sobbing outside. If the A local dilettante is hosting a Halloween masquerade ball cabal investigates, they discover a young girl named Greta, and the characters have been invited to attend. For most of who explains that she lost her mother at the party. If the the evening, the event goes as planned. The guests engage in characters decide to help her search for her mother, Greta is activities that are appropriate for such a party. very thankful. Greta has actually been possessed by the bane, who has rendered her mother unconscious and hidden the Toward the end of the party, however, things take a turn body. Just as the cabal begins to tire of searching for the girl’s for the worse as one of the guests (or one of the characters) mother, they happen upon a small room. Strong winds surge discovers what looks to be a crystal ball. If a member of the around the characters once they enter, and the door slams cabal discovers the relic, the characters should be allowed to shut, locked from the outside. When the winds subside, the explore the enormous mansion a bit beforehand. little girl stops in her tracks, taunting the characters about their For a Victorian-era story, the masquerade ball is hosted incompetence. She then explains: within the walls of a Gothic Revival mansion or chateau, “I understand your apprehension, but do not be afraid. I complete with hidden rooms, secret passageways, high have a chance to make amends. I have come back from the towers, and few windows. For an Edwardian-era setting, the nether realms to undo the curse and you shall help lay me story takes place in an expansive mansion set deep within the to rest once and for all by correcting my greatest sin—the English countryside, complete with an elegant foyer consisting murder of my wife!” of a high ceiling and granite pavement that echoes with every footstep, sitting room with comfortable and masterful furniture, Once the cabal gets over the initial shock, they find and dining room with leather-cushioned chairs situated around themselves in a locked room with no discernable exits. A secret a gigantic mahogany table. door is hidden behind a bookcase (a challenging hidden clue). Beyond the secret entrance lies a darkened stairwell leading Spirits of the Night to a subterranean room containing the body of a women. Regardless of who locates the crystal ball, a bane known She appears to be dead. The little girl trails behind them, as Uncle Jack is released from it simply by grasping the eventually explaining further: object and gazing into its glass interior. The ball then glows a “I need you to locate an object known as the Wishbringer sickly green color and the lights suddenly flicker and die. As Stone, which will release my wife’s soul so that she and I can the guests panic, one of the characters is asked to enter the both find peace. If I can free my wife from her torment in basement and fix the fuse (or check the gas or re-light the Purgatory, the curse will cease.” candles). Once the lighting has been restored, eerie sounds If the characters decline to help the bane, he does not begin to emanate from the walls and grow in pitch until the allow them to leave the vault, trapping them forever in an ceiling above opens with debris showering the guests, causing underground tomb until they die. If asked where the stone is them to flee in terror. located, the girl confesses that she does not know exactly, but Characters who pursue the occult or make a successful that it resides somewhere within the house. If asked about the legends task realize that by playing with the crystal ball, state of the little girl, she explains:

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“Do not worry about this child. She is safe. I am merely The Search borrowing her form, so that I can interact with you. When I The search is now on for Uncle Jack before he can locate am released from this curse, she will be returned to you.” a body and continue with his murderous rampage, which The characters eventually locate the Wishbringer Stone, which was originally ended for him several decades ago. Jack is seemingly nothing more than a smooth, polished rock. The immediately seeks out a stronger body to possess, beginning a girl then tells them to go to the basement where they should new existence with his companion. While the little girl will be hold the stone over the body of the late wife. Surprisingly, the left a little weak, but otherwise unharmed, she will be alone body is completely preserved and does not even look dead. If a and in an unknown place. This will surely haunt her until the character examines the body with a medicine task, he realizes day she dies. that she is still alive. For this reason, the girl claims that the The gamemaster can now use this story as a springboard for body must not be disturbed and only one person can approach involving the characters in the world of the supernatural. While it. The body is actually the little girl’s mother, who is still alive they may not meet the duo of banes now, they can always be and placed here in different clothing. on the hunt for them, making an interesting set of recurring If one of the characters performs the task, a stream of horrors. light jumps from the stone to the body. When the light show Uncle Jack (Screamer Bane) ends, the body sits up, looks at those present, and smiles. Fitness Awareness Creativity Reasoning Influence Another trapped bane has been released from its slumber, now 2 3 2 4 4 possessing the body of the little girl’s mother. f a t i n j e t h Skills: brawling 5, stealth 6, tracking 4, prose 4, The little girl attacks the character holding the stone in n |  |  negotiation 3, performance 5, seduction 3 n |  |  an attempt to recover it. Whether or not the girl manages to Gimmicks: aura, broken mind, named, n |  |  snatch it, both banes flee the room at the earliest opportunity, possession, toughness (5), umbra (5), n |  |  locking the characters in the basement of the home. unearthly, unrelenting, bad feelings, n |  |  dark pleasures, incite Trick of Treat Soojed (Ravager Bane) The door can be unlocked with a complex finesse task, Fitness Awareness Creativity Reasoning Influence giving the characters access to the ground floor. The characters 4 2 1 1 5 are likely to be angry for allowing themselves to be tricked f a t i n j e t h by what they believe to be a spirit. They are probably also Skills: athletics 5, melee 4, interrogation 5, n |  |  design 4, commodities 5, negotiation 4, n |  |  curious about the so-called Wishbringer Stone. Researching performance 6, seduction 6 the relic unlocks its secrets. This requires a complex cryptic n |  |  Gimmicks: aura, broken mind, named, n |  |  clue using the legends skill. The research should be a focus of possession, toughness (5), umbra (5), n |  |  the story, setting them off on a quest for various dusty tomes unearthly, unrelenting, bad feelings, bad luck, in the house’s library, occult bookstores, and other similar spoil, corrosive touch venues. An ancient manuscript that details the Wishbringer Stone should eventually be found. While its origin is unknown, legends suggest that a number of similar stones have been Interesting Twist used over the centuries to trap entities known as banes (Uncle A third bane might still be trapped in yet another vessel Jack was actually bound to the crystal ball by a powerful within the house. Before the cabal leaves the house, the bane diabolist knowledgeable of the Lost Arts, but his companion musters all of its power to call out to them. Its goal is to lure was trapped by the stone). One of these horrors can be made them to release it from the confinement it has been made immune to the stone by performing a ritual upon the body of to endure, but it first needs a host. This bane agrees to help an individual who died a peaceful death. A challenging cryptic the cabal in finding Uncle Jack and companion. Of course, clue using the legends skill can reveal that the bane inhabiting nothing is ever as it seems. The third bane seeks not only the little girl is named “Uncle Jack,” and like other banes, to exact revenge on the pair for past events, but also release delights in mortal suffering. other banes and use the cabal as hosts. While the bane’s motivations and plans may be revealed to the characters via research or guesses, they are likely to be clueless to its true intent until it is too late.

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7. The Reverend

This scenario is intended as a modern-day mystery in which forested area of Washington State called Angel Lake. In fact, the supernatural is viewed as myth or the fantastic. Any type numerous disappearances have taken place here in fifty-year of character role or pursuit is acceptable, but at least one cycles. The last disappearance was in 1950, when a man character must be a medium. by the name of Sam McDermott was reported missing by his The cabal is pulled into the dangerous investigation of brother, James McDermott. This information can be obtained supernatural phenomena involving a long-lost religious with a routine investigation or impossible legends task. If the commune and a fanatical spiritual leader. Unlike other characters do not discover this information on their own, a investigations of this type, the characters are steered toward serendipitous clue in the form of a nosy, old man approaches this investigation through the paranormal itself, as one of them them and reveals the information. (a medium) receives a number of visions. The visions manifest as nightmares and continue nightly until an investigation is Cold Shoulders underway. As the cabal makes their way to the Washington state region, it should become apparent that they are entering a The cabal finds a religious leader who welcomes all visitors remote area, far beyond the beaten path. A roadside gas to his commune. The leader calls himself the “Right Reverend station and small town, ten to twenty miles from Angel Lake, Jacob Busse,” and seemingly possesses the power to murder make appropriate way-points. The folks at either location are people and then raise them from the dead. A powerful ritual amiable and accommodating until the cabal asks questions places the risen soul under the Reverend’s control as a about the area or the disappearances. If questioned about the mindless follower of a mad holy man. region’s history, the residents suddenly grow cold and distant.

Visions of the Past Trail of Darkness The opening scene is actually a dream sequence in which The road toward Angel Lake eventually ends at a narrow one or more mediums witness a terrible death. Read this path that can only be traversed by foot. If the cabal has a map, section aloud to all mediums: the characters can hike their way up the trail. It is an ominous “As you lie sleeping in your bed, your dreams suddenly and winding trail in a forest that is easily imagined to have transport you to what looks like an eighteenth-century bears and other wild animals. Hiking the trail is harrowing colony. A man dressed in appropriate clothing rushes from enough, but the group gets a sense of dread, especially those the church enraged, screaming at those following him out who follow the pursuit of empathy. of the church about how it is not God’s will. He uses such The cabal eventually locates a stream that can only be words as blasphemy and asks how long they are willing to crossed by a narrow bridge that looks to be several decades wait. He then flees into the woods as a voice from inside the old. Crossing it is easy, but when they reach the other side, church beckons him. The man runs until he reaches a bridge. each character must make a challenging investigation task. Attempting to cross it, the bridge grows until he appears to If successful, a green light can be seen rippling around the be running in place. The man finally collapses in exhaustion bridge for an instant before it disappears. After following the and turns to find a preacher looking over him. The preacher trail for another hour, the cabal eventually finds the commune places his hand on the man’s forehead, which now glows. The grounds. man drops to the ground and dies.” The mediums have just experienced a vision of the past—a The Reverend particularly horrifying and secret episode in the history of a The commune consists of several barracks, dining hall, place called Angel Island. If the cabal expresses an interest in town square, small church, and various other wood buildings interpreting the vision they can investigate further. If not, the scattered throughout. When the cabal enters the commune, nightmare returns each night until they do. A few landmarks they are greeted with utter silence, as if the place is abandoned. should lead them to discover that the events occurred in a Searching the compound’s buildings reveals that people do live

98 Supernatural Mystery Roleplaying GhoStories here, however. The group must locate the church, since this is If the characters attempt to search the buildings, the only where all the residents have gathered for the afternoon. A man real structure of interest is the church. This house of worship stands at the pulpit within, illuminated by the dust streaming is a slap-dash affair constructed entirely of wood. There is a in the window as he preaches fire and brimstone. He back entrance, but it is fastened with a sturdy padlock. A set immediately notices the group (even if they are spying through of wooden steps in the front leads up to a single door. Once the windows) and welcomes them to the colony, which they inside, the characters find themselves in a large room with have named New Eden. The man introduces himself as the pews on either side of a central aisle. At the opposite end of Right Reverend Jacob Busse. the room is Busse’s pulpit, which rests on a dais. Windows on both sides of the walls do not have shades, so anyone can Right Reverend Jacob Busse peer into the church with ease. A secret door behind the pulpit Fitness Awareness Creativity Reasoning Influence leads into a small back room. The secret door opens only if the 3 4 2 3 4 pulpit is turned completely around in a clockwise manner. This f a t i n j d e m Skills: athletics 5, brawling 4, interrogation 6,  |  |  is considered an impossible hidden clue (or a serendipitous investigation 5, legends 4, negotiation 4,  |  |  clue if the characters get suck). ancient languages 3, performance 5,  |  |  The section behind the secret door is a small room with seduction 4, composure 3, conditioning 6,  |  |  tethering 5  |  |  an area of about one-hundred and forty square feet. It also Gimmicks: reflective binding, eloquent happens to be the Reverend’s office. Inside is a small cot, plain wooden desk and chair, full-length mirror, and small nightstand. Searching the room reveals a small, handheld Breaking Bread mirror framed in brass along with an old book that, upon closer After exchanging pleasantries with the Reverend, the cabal examination, appears to be a journal. If the characters searched is invited to dine with the commune. Should they refuse the other buildings in the commune, a successful reasoning-based offer, Busse argues that dusk is just around the corner and investigation task allows them to recall never seeing any other the woods are not safe at night. If they insist on leaving, the mirrors on the grounds. Flipping through the journal yields a Reverend and his congregation bid them farewell and good surprising discovery—it details the daily life of Busse since luck. Nothing is ever that easy at Angel Lake, however. As he began his ministry more than one-hundred and fifty years the characters navigate their way back toward the road, they ago. Even worse for the characters, they discover that the suddenly find themselves lost and moving in circles. No matter Reverend’s congregation is comprised mostly of dybukkim, which direction they travel, the cabal finds itself back at the some of which have been under his control since the middle commune. of the nineteenth century. Other members are innocents who At dinner, various members of Busse’s commune split up the have succumbed to his teachings. party, taking them in different directions and distracting them Confronting the Revered with this discovery can certainly with a barrage of questions about their lives, philosophies, lead to the death of the characters, as Busse is not about to and the outside world. Throughout this scene, characters who let out his secret. This should greatly unnerve the characters, survey the room catch a glimpse of Busse watching them. and they must find a way to prevent becoming Busse’s next Aside from these uncomfortable exchanges, dinner progresses victims. smoothly, after which the characters are escorted to their The Mirrors barracks. Unbeknownst to the characters at this point, the unassuming Still the Night hand-held mirror is actually the key to relinquishing Busse’s control over his minions. By holding the mirror in front of a The characters can leave the barracks at any time. In fact, dybuk follower, the conditioning and tethering is broken, and the windows and doors are never locked. They are more than the dybuk can break free of the Reverend’s control. The mirror welcome to find a way out of the compound, but always is a powerful relic that also creates incredible illusions and end up back where they started. Once the sun dips below grants to anyone who keeps it within the pages of the horizon, there is only the natural light of the stars to their consistently-updated journal or diary. The large mirror is provide illumination. Attempts to search the grounds receive used by the Reverend to bind spirits to the lifeless bodies that a penalty of +4d i f f . Likewise, members of the commune he produces. on patrol receive the same penalty to notice the characters. It should be expressed to the players how their characters, especially mediums, sense an evil presence that permeates Dangerous Ground Armed with knowledge of the Right Reverend’s past, the the compound. Since it is quiet in the hills at night, every little characters have a number of options. If they decide to confront sound should threaten to shatter the stillness of the area.

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Busse with the accusation, he denies any wrongdoing and themselves alone in the forest. The Reverend disappears into counters by stating that the cabal is trying to disrupt or disband the night—the cabal can begin an ongoing search for him or he the commune. He may even accuse them of trying to usurp can return in a future story. Without his mirror, the Reverend his religious importance to his children and fracture their way begins to age normally. of life as ordered by Satan and his minions. In either case, Busse’s diatribe serves to enrage his followers, who take their An Alternate Conclusion fears and aggressions out on the characters, making for a If the cabal made contact with a member of Busse’s deadly turn of events (see The Tension Builds). commune, such as Sister Ellen, this person is captured instead of the characters. Busse orders the heathen to be burned at the A second option is for the cabal to bide their time, and try to stake. This should prompt the cabal into a daring rescue. The locate and convince someone who is not under Busse’s control ceremony is as portentous as possible—as the flock ties the that their leader is not who he claims to be. This should be a heathen to the stake, Busse quotes passages from the Bible difficult feat, however, as the Reverend keeps a close eye on and asserts that God will pass judgement on the wicked. The his flock. This course of action requires careful planning if the sky begins to grow dark and the air thickens with oppression cabal hopes to find someone willing to help them. One wrong and dread. This should give the characters the impression that move could land them in trouble. Busse possesses supernatural powers. The cabal can then If the players are at a loss as to what to do next or if they reveal the mirror to the commune to save themselves and the are chasing dead leads, a member of the commune can innocents. contact them first. A young woman by the name of Sister Ellen sneaks into the cabal’s barracks at night and asks one Interesting Twists of the characters if the world is still a desolate waste with no Rather than the spirits being freed from their bodies, they sign of the Messiah. The woman is obviously scared about are only freed from their lives of servitude. Still dybukkim, something. If the group presses her into revealing information, the embodied spirits flee the commune. Some wreak havoc in Ellen inquiries about their intended methods for leaving the normal society, while others seek to live in peace. Regardless commune. Whatever their answer, she dejectedly replies of their intentions, it would be a moral imperative for most with, “I thought you knew a way; only the Reverend has the cabals to find a way to exorcise the spirits and allow the mortal key,” and flees the area. If the characters produce the mirror, hosts to have control of their bodies returned. It should be Ellen begins to weep, claiming that the group was sent by the made understood that the possessed people are still alive, yet Messiah to save them all. She then explains that the mirror is incapable of free will. the key to salvation. The Reverend may also be in possession of several relics that give him other powers. Even with the loss of his army of The Tension Builds dybukkim, these relics can give him the edge and allow him to If the cabal confronts Busse, he orders his children to stand his ground against the cabal. capture them so that the characters may be judged before the eyes and will of God. If the cabal has learned of the importance Finally, the illusion of the commune and surroundings that of Busse’s mirror, now would be the best time for them to use prevent the characters from leaving the area may not simply it. If one of the characters reveals the mirror to the commune, cease once the mirror is destroyed. The illusion could be the dybukkim see themselves as they truly are—trapped spirits permanent, requiring an exhaustive search in order to find bound to a prison of foreign flesh, and who are now free. The sensory faults—sights or sounds that just do not seem right. followers then appear to rise up in beams of light that stretch These faults could grow worse as the characters trace a path toward the Reverend. After a cacophony of screams, bright outside of the illusion’s full sphere of influence. Since the flashes, and disembodied souls soaring up toward the sky, dybukkim can see through the illusions, the characters can the illusion of the commune vanishes in a gust of wind. The also try to catch or convince one or more to help them escape characters, along with the few innocents in the commune, find before it is too late.

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8. The Cup Runneth

This scenario works best when the supernatural is viewed the cabal discovers that the leaf is from a rare form of ivy called as myth. It can be set in just about any era, from Edwardian Grasper’s Ivy. It is indigenous to Western Europe, specifically to modern, or even the Roaring Twenties. Characters involved the Scottish Highlands. It can be deduced that this type of ivy in law enforcement or an investigative field are best suited; was used to strangle the murder victims, but if not, provide utilizing the Means Streets™ game for a film-noir version is this information as a serendipitous clue. also possible. The cabal should be allowed to follow up on this lead, which A maturing dilettante has found the key to ageless beauty can take them to several florists in the area who deal with and immortality in the form of a nineteenth-century, golden exotic flowers and other foliage. Not one of them has ever seen chalice decorated with ornate vine and flower engravings. or sold this type of ivy before, however. In fact, one particular By offering an individual a drink from the chalice, the aging florist states that this type of plant is particularly rare, and even aesthete is able to steal and absorb the imbiber’s life force as provided the inspiration for engravings on cups and chalices he is slowly strangled by vines that stretch from the cup and throughout the nineteenth century. around the victim’s throat. Note that because this story focuses more on investigation than physical activity, treat all non- Fools’ Gold player characters as appropriate extras (the would be It should become apparent to the characters by now that an intelligent extra and Evelyn, the maturing dilettante would perhaps the gold-like substance found in the murder victims be a social extra, for example). is connected to this new lead. If they believe that the victims were poisoned before being stangled, their investigation Strange Portents eventually puts them in contact with an antique dealer that The cabal is assigned to investigate a string of homeless specializes in nineteenth-century goldware, specifically cups murders that have been occurring for the past several weeks. and chalices. In all cases, the victims appear to have been strangled, but When the cabal arrives at the dealer’s showroom, they the ’s office has yet to determine the exact make a grisly discovery. As they move to search the dealer’s method by which the victims are asphyxiated. backroom, they find it crawling with vines. A further search It is suggested that the cabal first speaks with the county (a complex hidden clue) uncovers the corpse of the dealer, coroner, a man by the name of Charles Allen. He is scheduled buried among the bizarre undergrowth that fills the room. A to perform an on the latest victim later in the afternoon. horrific composure task may be in order due to the characters The coroner is an amiable fellow, but has no idea what type of witnessing the murder scene. A biological sciences task can be weapon was used to strangle the victims. He does, however, made to determine the as being asphyxiation. note that each murder victim ingested a strange liquid The dealer’s business ledger is also buried in the undergrowth substance that has yet to be identified. Initial analysis of the (this is a challenging hidden clue). Upon inspection, the liquid revealed that it was tainted with a gold-like mineral. characters are able to narrow down several customers who During the questioning, a complex overt clue reveals a greenish purchased antique cups and chalices within the last several stain on the victim’s neck. A further challenging hidden clue months. If the characters decide to analyze the vegetation in reveals leaves in the body bag that are of the same color as the room back at the crime lab, they discover that it is the the stain on the corpse’s neck. The characters should be able same type of plant that was pulled from the initial autopsy for to grab a few leaves before they leave the coroner’s office, if the latest homeless victim. they notice them. A Rose By Any Other Name Green Thumbs The number of customers that should be interviewed is left The strange leaf is a routine biological sciences cryptic up to the gamemaster. Numerous red herrings can be used to clue. One or more of the characters can research it or it can drag out this part of the story, but prevent the characters (and be examined by a forensic pathologist or colleague from the players) from growing frustrated. They eventually locate Evelyn medical examiner’s office. Whatever means at their disposal, Loda, a wealthy dilettante and philanthropist who donates

Supernatural Mystery Roleplaying 101 GhoStories large portions of her wealth to organizations in pursuit of the schedule: awake by 10:00 AM... out the door for lunch by arts. She is a well-known and well-respected woman in the noon... back home by 2:00 PM... and out again during the city. Interviewing Ms. Loda turns up nothing, despite the fact evening, attending social functions. Evelyn performs this that she is the spree killer. routine for the next several days, so a sense of monotony During the interview, the characters can make a complex should be impressed upon them—surveillance is often boring interrogation task to notice that something about Evelyn just and tedious work. Just as the characters are about to give up, does not seem right—as if her beauty is unnatural. Characters Evelyn suddenly changes her schedule. Instead of leaving in with the innocent sight gimmick also sense this. The characters the evening to attend an opera, she takes a sudden drive into are free to investigate her background. one of the city’s more decrepit neighborhoods and parks in an old factory parking lot. Checking into Evelyn’s background proves nothing useful at first. Evelyn comes from a wealthy family that made its money Evelyn exits her vehicle, carrying what looks like a purse in textiles during the Twenties. The Lodas managed to escape or small handbag. The characters surely want to trail her, financial ruin during the Great Depression and their fabulous but must remain hidden at all times, lest she discovers that wealth carried them through the decades. someone is following her. Evelyn eventually makes her way towards an overrun park. She approaches a bench and wakes Evelyn is the last remaining Loda, and inherited her family’s up the homeless man sleeping on its cold, hard surface. She wealth when she was young. Since that time, she has been then offers him a cup of booze from the chalice, and he takes very generous with her wealth, although she is known as a drink. Suddenly, leafy vines spring from the cup and wrap something of a spendthrift—thousands of dollars are spent on around the neck of the struggling man. Evelyn looks on as antique and rare objects d’art each month. the poor man gasps for breath. The characters must make Checking newspaper archives for articles on Evelyn turn up supernatural composure tasks for witnessing such a horrible the first red flag. One in the local city paper, dated several and unnatural event. months ago, reports Evelyn’s acquisition of a rare golden The cabal can jump to prevent the man’s death, but it chalice crafted in the early nineteenth century. It is reported is not easy. The minute they make their presence known, to be worth millions due to its craftsmanship and rarity. A Evelyn releases the vines from the man’s neck and attempts to museum in Chicago attempted to purchase the chalice from entangle and suffocate the characters. In order to get to Evelyn, Evelyn, so that it can be displayed, but the dilettante refused. they must cut through the vines (this requires knives or other The chalice that Evelyn purchased from the dealer is actually bladed or sharp weapons/tools). A number of characters equal a mystical artifact that allows its owner to steal the life force to half the roll of a single die become entangled by the vine. from anyone who drinks from it. The life force is transferred The life begins to drain from these characters at the rate of back into the chalice’s owner, effectively making the person one grade of fatigue per turn. Once they become unconscious, ageless and immortal. Evelyn has always been a vain woman. injury is gained at the same rate. Fearing her death, she sought a way to extend her life span. If the characters manage to successfully cut their way Modern medicine is incapable to doing such a feat, so the through the vines, they are presented with an opportunity to dilettante searched for other means. During her research, the wrangle the chalice from Evelyn’s grasp. A successful brawling woman came across information that led her to the chalice. attack results in Evelyn losing her grip on the chalice. and she The characters could also discover this information, if they quickly drops to her knees, uttering an unholy scream as her perform a lot of occult research. own life force begins to leave her body. Within a matter of Unfortunately, the dealer who possessed the cup would not seconds, the dilettante murderer begins to decay until she is sell it, so Evelyn tricked him into sipping from it, knowing that nothing more than a pile of ash and dust. the intricate vine engravings would suddenly come to life and strangle him. Evelyn was then able to take possession of the Interesting Twist item herself, while feeding on the dealer’s life force. One of the characters, now in possession of the chalice, is tempted by the power that it offers. Succumbing to the Reaching Out gift of immortality, the character takes over Evelyn’s role as If the characters think to trail Evelyn, they can see her murderer come serial killer. Now, the cabal must hunt one of for what she truly is. Evelyn mostly follows a fairly standard their own.

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9. Tears of Joy

Lyla woke from a bad dream when the “Shh. It’s all right, angel,” she cooed. Lyla felt a slight pang of loss as she laid baby started crying. She stood up from the The child nuzzled against her neck, content, the child back into the crib. Leah stirred as rocker, stretched, and tried to make some sense and Lyla was surprised at the depth of emotion if to waken again, but then quieted as Leah from the disturbing images floating unbidden she felt for her, considering that she was only stroked her hair and crooned to her. in her mind—a Christmas wreath on fire, the baby-sitter. Yet she loved Leah and all the North Star falling to earth, and a baby When the baby was settled, Lyla turned to children. Caring for them filled a void in her crying out in the dark. Why would she dream leave the room. She bumped into a solid mass heart that she had not known was there until of such things? Christmas Day was just of darkness in the shape of a man. the day of her revelation. around the corner, but she had always looked Rough hands grabbed her before she could on the holiday as a commercially-inspired Dr. Mitchell said that embracing such register what was happening. Lyla was spun invention, but not with dread. emotions would further her journey down the around and held tight in an iron grip. Her Lyla shuddered, then suppressed the last path of enlightenment, so she focused on doing belated scream was silenced by a wad of fragments of the dream as she walked over to just that, using the meditative breathing cloth—damp and reeking of chemicals. She the crib. Leah sensed her presence in the dark techniques he had taught her and the others and immediately stopped crying. The infant at the Wellness Center. The technique chased struggled against her attacker in vain. The smiled up with her bright, shining eyes. Lyla away the last fragments of her nightmare and cloth was pressed harder against her mouth, returned the smile, and settled her into place also had a soothing effect on Leah. Soon the almost suffocating her. Her vision blurred and on her shoulder. infant was sleeping soundly. in seconds, Lyla Litkvitz knew no more.

This longer adventure is suitable for a mix of three to six The Center is located on the top floor of a rental property in innocent and tainted characters, most of whom are driven the professional district of town, with a furniture store on the by the pursuit of meditation. They are linked by a common bottom and the rental office in between. A dozen rooms occupy organization, so belonging to a cabal is not entirely necessary. the center, although only three are utilized by members of the It takes place in the United States, but can easily be changed group—a peaceful meditation room, social meeting/gathering to fit the group’s country of choice. The intention is to bring room, and rest-room. The other rooms are dusty and unused, a cabal together emotionally as well as physically. Suspicion except for one that serves as Dr. Mitchell’s apartment. and mistrust may arise at several points during the game as There are thirty-two members of the Universal Wellness various bits of evidence are misleading. The final six character Center, but only the player characters and those relevant to the templates in the back of this book are designed specifically for story should be given any real focus. Dr. Mitchell has called this adventure. the members to the meeting room to discuss the current crisis This story is centered around the members of the Universal affecting three of its members—Robert and Sue Doncaster, Wellness Center, a non-profit organization founded several and Lyla Litkvitz. The characters begin the game in the years ago by Dr. Kendall Mitchell in an effort to promote meeting room. spiritual growth and development. It is a place of hope and Two weeks ago (at the beginning of December), the daughter healing, with its members meeting regularly as they seek of Robert and Sue Doncaster was abducted while they were insight from personal reflection and meditation. Dr. Mitchell out for dinner. The baby-sitter, Lyla Litkvitz, was drugged with oversees a group session each week, during which he stresses chloroform but otherwise unharmed. All three were thoroughly the importance of optimism, positive thinking, and compassion questioned by the police and later the FBI. At Robert’s for one’s fellow man as guides on the path to enlightenment. insistence, however, no mention was made of the Wellness Center or the work done there.

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The kidnappers left a crucifix, set of rosary beads, and Mitchell reveals the real reason for them to be present—he unmarked Bible in the crib. Despite a flurry of publicity, feels that a group meditation might help everyone focus their there have been no ransom demands. The whereabouts of thoughts. He believes that by focusing the power of their Leah Doncaster, as well as the identity and motivation of her collective minds around Lyla and Robert, they might be able to abductors, remain a mystery. recreate the events of the night of the abduction and perhaps On the night of the abduction, Robert Doncaster and his sense something that the police either missed or were unable wife returned home long after the kidnappers had gone. to perceive in their unenlightened state. When Robert realized that his daughter had been abducted, he became convinced that he sensed a dark and malevolent, The Truth Behind the Events supernatural presence (Satan, devil worshippers, demons, and The real story behind Leah Doncaster’s abduction is a sick the like) involved in the kidnapping of his daughter. Because of and twisted, convoluted plot that was masterminded by Angel this, he withheld this information along with his connection to Crutetta, Dr. Mitchell’s right-hand man. It all began many the Center from the authorities, feeling that Dr. Mitchell might years ago when Dr. Mitchell worked for the city, counseling be the only one capable of finding his daughter. Treat Robert underprivileged youths. Angel was barely twelve years of age Doncaster as an observant extra, Sue Doncaster as a social when they met. He had been in and out of foster homes since extra, and Lyla Litkvitz as an intelligent extra. he was six. Dr. Mitchell saw a potential for great things in Angel. He worked closely with him and eventually found a Dr. Kendall Mitchell family who was willing to adopt the boy despite his troubled Kendall Mitchell is a doctor of psychiatry and the Guru past. of the Universal Wellness Center. He is compassionate and understanding, and genuinely tries to help others along the Dr. Mitchell was the first one to ever help Angel without path to enlightenment. He had experienced his revelations expecting something in return. Because of this, the boy while working with those less fortunate than himself. Although developed a form of worship for him. His gratitude and he comes from a Catholic background, he seeks to create a continual meditative experiences led to his own revelation. new religion/faith based on his experiences. Angel volunteered to help his old orphanage and the local indigent shelter in order to show Dr. Mitchell his appreciation Fitness Awareness Creativity Reasoning Influence 3 4 3 3 4 of all that he had done. Angel still felt that he was not doing f a t i n j d e m enough to repay the man who had gotten him off the streets, Skills: athletics 6, brawling 4, driving 4,  |  |  however. He began to convince the homeless and downtrodden design 6, academics 3, theology 5,  |  |  medicine 7, behavioral sciences 7, to steal things for him—a gold watch, DVD player, and some  |  |  jewelry. Angel gave these prizes to Dr. Mitchell as gifts, legends 4, performance 7, composure 5,  |  |  revelation of harmony 5, revelation of passion 4  |  |  claiming that he had bought them with money earned doing Gimmicks: meditative guidance, tolerant, odd jobs. clergy contacts, guilt-ridden Angel Crutteta Angel Crutteta is a tough, young Latino whom Dr. Mitchell The Meeting helped get off the streets. He is now Dr. Mitchell’s right-hand man and often calls him “Boss.” He has blind faith in Dr. Dr. Mitchell arranges for everyone to meet at the Center Mitchell and has even become deluded into believing that Dr. around eight o’clock at night. The only member of the group Mitchell is a holy prophet. not present is Sue Doncaster. She has not left the house since the kidnapping, having slipped into a near-catatonic state. Fitness Awareness Creativity Reasoning Influence Robert is present, but has his cell phone handy in case of any 3 4 1 2 1 f a t i n j d e m breaking news. He told the FBI that he needed some time to Skills: athletics 2, brawling 4, finesse 3,  |  |  himself, so they let him go. driving 2, stealth 4, academics 1, legends 2,  |  |  performance 4, street cred 5, composure 2, Once everyone else has arrived, Dr. Mitchell repeats the  |  |  revelation of splendor 3  |  |  information given above. Most of the members are well Gimmicks: meditative guidance,  |  |  aware of the general details surrounding the abduction, but dark secret (criminal record), Dr. Mitchell now describes the “dark presence” that Robert compulsion (protect Dr. Mitchell) Doncaster felt upon returning to his home. The characters should have ample opportunity to discuss this new information and the current situation between themselves. Once the conversation begins to dwindle, Dr.

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It was during this time that he met the brothers DeSalle, Needless to say, Angel’s respect and adoration for the man James and Joseph, as altar boys who had volunteered at grew delusional. When Dr. Mitchell founded the Universal the orphanage. While the orphanage is funded by the state, Wellness Center, Angel felt that he finally understood—Kendall the Catholic Church runs it, thereby explaining the church Mitchell was no ordinary man, but a prophet from God. services. Angel wants the whole world to see Dr. Mitchell the same When Joseph DeSalle died, Angel sensed the conflict arise way he does. Angel has helped the Center prosper, although within James. He nurtured it, intending to use it for his own he keeps his views regarding Dr. Mitchell’s divinity to himself. ends. This led to Angel being on-hand when James’ new Only Jimmy D knows (and agrees) with him. persona finally emerged as Jimmy D. Since then, Angel has Angel has grown jealous of the new members at the Center, kept a close eye on James, knowing that Jimmy D’s aggression many of whom have more in common with Dr. Mitchell than might be channeled in the future. he does. His jealousy turned to rage when Robert and Sue James DeSalle Doncaster asked Dr. Mitchell to be Leah’s godfather. James DeSalle is an electrical engineering student at the By playing on Jimmy’s delusions and fears, Angel eventually local university. He is youthfully idealistic and believes that convinced Jimmy that Leah Doncaster was the next coming courtesy, honesty, and understanding can help mankind. of the Anti-Christ. He coaxed Jimmy into kidnapping the child James has a drinking problem. He occasionally blacks out and to keep it safe until Dr. Mitchell could bless it. When after just a few drinks, and wakes up smelling of perfume, Jimmy kidnapped the baby, he took her to an old abandoned cigarette smoke, and liquor with no recollection of events; he church. Angel knows about this, as well as the location of the also occasionally finds blood on his clothing. church. He plans to manipulate Dr. Mitchell into being the one to rescue the child, so he can be lauded as a divine hero. Fitness Awareness Creativity Reasoning Influence 4 2 3 3 3 The plan is flawed in many ways, although Angel is too f a t i n j d e m Skills: athletics 7, driving 5, computers 6, delusional to realize it. In addition, he does not know that  |  |  Jimmy intends to sacrifice the child on Christmas Day in order technical sciences 4,  |  |  revelation of inspiration 3  |  |  to save the world. Angel also does not know that Jimmy’s Gimmicks: meditative guidance,  |  |  friend, Daniel Hewitt, was involved in the kidnapping and is compulsion (alcohol)  |  |  now at the church with the baby. Jimmy D James is schizophrenic. His alter ego manifests as a man The Meditation named Jimmy D, who is the opposite of James in every At the meeting, Dr. Mitchell endeavors to put the entire group way—he is loud, cruel, deceitful, and full of rage. Jimmy into a meditative state. He explains the state as a dream-like often drinks, carouses, and gets into fights. He is still deeply condition linking all of the participants. His intention is for religious, however, attending mass whenever he can. Jimmy’s everyone to concentrate and focus their energies on Robert only friends are Angel and Hewitt. Jimmy (and unknowingly and Lyla. Dr. Mitchell answers any questions regarding the James) always carries a straight razor in his back pocket. procedure as best he can. He has never actually attempted it on a group, however, and this information is kept to himself. Fitness Awareness Creativity Reasoning Influence Characters who are skilled in the revelation of substance can 4 3 1 2 1 attempt to recognize his omission. f a t i n j d e m Skills: athletics 7, brawling 5, driving 4,  |  |  This is a good time for one or two extras to opt out of the street cred 4, composure 5  |  |  meditation. Dr. Mitchell is sorry to see them go, but does not Gimmicks: intolerant, impulsive, liar, materialist,  |  |  try to convince them to stay, explaining that the participants selfish  |  |   |  |  must be willing for it to work successfully. Dr. Mitchell asks everyone to get comfortable as he lowers Angel continued to lead his petty crime-ring until the police the lights and plays some soothing music. He then leads came calling and found Dr. Mitchell in possession of several the group in breathing exercises until they slowly drift into a stolen items. Dr. Mitchell lied to the police, explaining that the dream-like state. All characters with the meditative guidance items had been left as gifts by persons unknown. He agreed to gimmick enter the meditative state without issue. Characters resign from his job rather than be fired to avoid bad publicity for with other meditation gimmicks can enter the state only if they the programs on which he had worked. The Doctor did not give use the appropriate aids. The characters have free will during Angel’s name to the police, but later lectured Angel, believing this meditation, observing and interacting with objects within that the boy had just made a well-intentioned mistake. the vision, but not going beyond what is shown to them.

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Read or paraphrase the following to the players: as a second character steps on it, taking much of the floor with After what feels like swimming through a mental haze, it. Each character in the general area must make an athletics you find yourselves in a surreal setting. The red sky above task to avoid plummeting into a bottomless shaft. As soon as is darkened by clouds of rolling smoke and what looks to the floor collapses, a scream of agony also rises from the shaft, be demonic, winged creatures that circle high above. The requiring a reasoning-based horrific composure task. The shaft surrounding landscape is filled with jagged hills and rocky itself is circular and its sides are decorated with bones and crags, some adorned with skeletons of dead trees. Smoke human skulls. Characters can leap over the hole in the floor wafts out from cracks in the charred earth and the air smells with a trivial athletics task. like burnt matches. An oppressive moaning sound, which The Continuing Vision in the Nursery might or might not be the wind, hangs over everything. The crying stops as soon as someone enters the nursery. A dilapidated, two-story house is a short distance away. It The walls are lined with bright, eerie Christmas lights and appears to have been nearly gutted with fire. Headstones and decorations. A nativity scene is arranged around the crib, but weathered statues lean at odd angles in the yard—most are all of the figures are turned backwards. Two statuettes, one human but some are not. Closer inspection reveals the human of an angel and the other a demon, are perched facing each ones to be statues of robed men and women. A broken sign other on either end of the crib. An old, wooden bucket filled lays face down and is covered by soot on the lawn. with blood is resting inside the crib. The numbers “666” are Characters who are skilled in theology or cultural sciences burned into the side of the bucket. recognize that the statues represent the Catholic saints. If The statues are symbolic of Angel and James/Jimmy. Those someone thinks to ask about the sign, it is an old church examining the demon can detect a small, hairline crack running marquee that reads “St. Gabriel’s.” Noticing that Dr. Mitchell directly through the center of the statue (a complex overt clue). is wearing a gold signet ring in the vision is a complex overt If the statue is touched, it splits apart and falls to the floor. clue. If asked, the Doctor is unaware of the ring’s significance. Everyone should be given a chance to examine the room A theology task can be made to reveal that the ring is identical before it is suddenly filled with the smell of chloroform. Just to the one worn by the pope. as Lyla recognizes the smell, the shadows in the room come This desolate landscape draws on the thoughts and emotions to life and make a grab for each character. An influence-based of Robert and Lyla, as well as those of Angel and Jimmy. It composure task is required to ward off the shadows. Anyone depicts common stereotypes of Hell, in addition to some of the snared by the shadows must make a reasoning-based horrific events leading up to and after the abduction of Leah Doncaster composure task due to the terror. Dr. Mitchell is snared by one (for instance, the significance of the signet ring is drawn from of the shadows, struggles briefly with it, and finally manages Angel’s delusion regarding the divinity of Dr. Mitchell). to end the meditative state for everyone. The overall experience should be quite upsetting, and not everyone is mentally strong enough to endure the experience. Awakening All characters must make a reasoning-based supernatural The characters awaken, disoriented and scared. The composure task. This is another good time to remove a few meditation room is also in shambles from their thrashing. extras from the mix. Some become delirious with terror, while Characters who were snared by the shadows or who fell others collapse into tears. through the floor are unconscious, but can be awakened Soon after their arrival at the house in the vision, a baby can with smelling salts. One extra of the gamemaster’s choosing, be heard crying. Both Robert and Lyla recognize it as Leah’s however, has struck his head and is bleeding profusely. cry and rush inside. Another extra has disappeared. This extra cannot be located for the duration of this story, but his disappearance and/or The Continuing Vision inside the House search could be the focus of the next story should the players The interior of the house is an unstable wreck that has barely choose to continue. Otherwise, they are likely to wonder what withstood a fire. Several burned books and discarded fliers lie happened to this extra, and whether or not he played a greater scattered on the floor. Closer examination reveals the books role in these events. to be Christian Bibles. The fliers are announcements for St. Meanwhile, the sight of the injured extra is unnerving to Gabriel’s Church, dated December of 1972. The advertised many of the others, most of whom are badly shaken from the sermon for that week is for the book of Revelations and the trance. Dr. Mitchell is also a bit stunned, but wants to get the coming of the Anti-Christ. injured extra to the hospital immediately. This is another good The floorboards groan and creak with each step, as if time to get rid of additional non-player extras. Some offer weak threatening to collapse under too much weight. In fact, the excuses, requiring them to leave. Dr. Mitchell is sorry to see area just in front of the staircase is unstable—it collapses just them go, but has other pressing issues on his mind.

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Angel stays to help Dr. Mitchell, as do Robert and Lyla. The Failure indicates that he is pelted with a handful of pseudo- characters may choose whether or not to stay. The Center’s religious pamphlets, hurled by Homer Moreland. van (an old, brown and beat-up passenger van) is used to Homer lives across the street and has watched the comings transport the extra to the hospital. The characters can ride and goings of the Center. He believes that the members are along or follow in their own vehicles. part of a Satanic cult and wastes no time in denouncing the characters as devil worshipers. The FBI Homer gets in the way of the characters, knocks items out of Agents belonging to the Federal Bureau of Investigation are their hands, and does everything short of striking them while tailing Robert Doncaster. They suspect that he might have continuing to spout his rhetoric: played a role in Leah’s abduction, but do not want to create a scandal, in case they are wrong. Agents Smith and Carter have “Satan walks among you, filling your heads with lies and been assigned to follow him and take notes on wherever he deceit. He and his minions of evil would put themselves goes. Any character who spots them might come to the wrong above the one true God. But the Almighty’s Eye is upon you conclusion (such as them being responsible for the abduction). all!” Treat Agents Smith and Carter as physical extras. Homer flees if attacked. If he is physically restrained, Homer struggles to get away, calling upon God to strike down The Hospital the characters. If the police are called, they arrive and take The injured extra is brought to the hospital. Dr. Mitchell him into custody. Homer refuses to speak to the authorities, provides a bogus story for the nurse, explaining how the extra believing that they are also in league with the Devil. The police fell and struck his head. Given the group’s rattled state and also want to question the characters regarding the encounter, disheveled appearances, the nurse appears dubious. and this might bring unwanted attention to the Center. Homer does not follow the characters if they drive away. When the injured extra is taken away by the medical staff, the characters may wish to discuss the situation or their recent If Robert is present, Homer singles him out and says: experience. Dr. Mitchell states that given what happened “You! I have watched you! I know what you have done. How during the meditation, he is now, more than ever, convinced dare you risk the soul of your own flesh and blood! Your own that some sinister force is behind the kidnapping—something child! May God have mercy on your soul!” possibly beyond the power of the police to subdue. At this point, the characters may wrongly assume that Robert A doctor approaches the group with the news that the is somehow involved with the kidnapping. The comment was injured extra has been admitted to intensive care. Dr. Mitchell made, because Homer saw Robert and Sue bring the infant to is remorseful and decides to stay at the hospital overnight or one of the meetings and he just assumed the worst. until the extra wakes. Angel, of course, decides to stay with him and offer his support. Dr. Mitchell suggests that everyone Interlude should return to their homes for much-needed rest. He also Once the characters leave the hospital, give them free reign asks them to reflect on the whole experience in the hopes to describe their actions for the rest of the night and the of remembering a crucial bit of information. He offers to call following morning. The next encounter is not scheduled to everyone for a meeting tomorrow to discuss a possible course happen until around noon of the following day, so they can of action. perform research, follow up on leads, or just go home and Before the characters leave, Dr. Mitchell asks if anyone sleep. would mind stopping by the Center to pick up a few of his The clues pointing to St. Gabriel’s Church are the most personal effects (clothing, overnight bag, etc.). If any of the coherent ones. If the characters picked up on this during the characters agree, this would be a good time to run the Gospel meditation, they can discover its history and location from any of Homer encounter (below). number of sources, including the local chamber of commerce, The after-effects of the meditative state linger until the library, internet, or a Catholic church. characters get a good night’s rest. This makes them more After agents Smith and Carter report the night’s events susceptible to revelation visions, but none should be connected back to their superiors, the authorities become convinced to the current situation. that Robert is involved in foul play. They begin a thorough background check on the Wellness Center and its members. The Gospel of Homer By the next day, the agents have enough information to start This encounter can occur at any time during which the bringing people in for questioning. They decide to talk to the characters make a trip to the Center. Each character on the other group members first, and bring Robert in last in order to street in front of the Center must make an investigation task. avoid a scandal.

Supernatural Mystery Roleplaying 107 GhoStories

The Roundup Bobby H. The next day around noon, each character receives a Fitness Awareness Creativity Reasoning Influence frenzied call from Angel. He says that the police and the FBI 3 2 2 1 3 have begun arresting members of the group in connection with f a t i n j d e m Skills: athletics 4, brawling 2, street cred 3,  |  |  the kidnapping. They are also apparently investigating the composure 2  |  |  circumstances surrounding the injured extra. Gimmicks: none  |  |  Dr. Mitchell was taken into custody at the hospital, but Angel  |  |   |  |  managed to escape. He wants to meet everyone downtown at Knuckles Joe’s Pizzeria in one hour. Given the advanced warning, the Fitness Awareness Creativity Reasoning Influence gamemaster can assume that most of the characters are safely 5 1 1 2 1 able to elude the police. f a t i n j d e m Skills: athletics 7, brawling 8, driving 4,  |  |  This is yet another good opportunity to eliminate the majority firearms 5, street cred 6, composure 5 of the extras, as they are rounded up by the police.  |  |  Gimmicks: none  |  |  Characters who escape from the police should keep a low  |  |  profile for the rest of the story, as their description is circulated  |  |  among the authorities and possibly even the media; it might add a sense of urgency if the characters see their faces on the The men confront James (calling him Jimmy), outline the television. situation, and begin to graphically explain what they are about to do to him. Given James’ appearance and naive demeanor, Joe’s Pizzeria Bobby is not completely sure that he has the right man. James has no idea what the man is talking about. Anyone with the Joe’s Pizzeria is a small and unremarkable takeout pizza revelation of substance should be able to discern that James shop. Angel is there waiting for the characters to arrive. He is is telling the truth (as far as he knows it). badly shaken and is starting to feel that he is in deep over his head. Hopefully by now, the characters have an idea of where Violence can be avoided by diplomacy. The police are they need to go. If not, Angel states that Dr. Mitchell had a immediately called if a fight breaks, and the characters must vision last night, in which he glimpsed both the child and scram to avoid being arrested. The men fight dirty, using where she was being held. With this information, he can lead bottles and chairs as weapons. If any character produces a the characters to the church. gun, however, they wisely back off, vowing revenge in the future. Towards the end of the conversation, James (who arrived at the same time as the characters) is approached by three St Gabriel’s Church tough-looking, Italian men. One of them has a scabbed wound on his forehead in the rough shape of a “J.” Several weeks ago, St. Gabriel’s is a small rural church that once catered to the Bobby H. was badly beaten by Jimmy D. Afterwards, when few Catholic families living here. Unknown vandals set fire Bobby was unconscious, Jimmy used his razor to cut the “J” to the church in 1972 and it was never rebuilt. Much of it into Bobby’s forehead. Now Bobby is looking for revenge. is still intact, although it is now little more than a blackened . Vinny H. The forest has grown close to the remains of the church. A Fitness Awareness Creativity Reasoning Influence small, but picturesque cemetery is located close to one side 5 2 2 2 2 of it. Behind the church is an ancient and empty well. James f a t i n j d e m Skills: athletics 2, brawling 6, driving 4,  |  |  becomes extremely nervous when he sees the church. melee 5, street cred 5, composure 3  |  |  Daniel Hewitt has been living inside the church ever since Gimmicks: none  |  |  the abduction. Once Hewitt is aware of the characters, he  |  |   |  |  immediately believes that he has been betrayed. He exits the church, spouts something about being double-crossed, and opens fire with his gun (a semi-automatic pistol). He specifically targets Jimmy and Angel, as well as anyone who rushes him or has a gun drawn. The sudden break out of the violence is cause for an awareness-based violent composure task.

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Daniel Hewitt Jimmy insults James’s weaknesses, tired of playing second Daniel Hewitt is Jimmy D’s close friend. He is also a string. The battle for control begins between the two egos. While sociopath. He does not believe that Leah Doncaster is the the players are unaware of this inner struggle, the gamemaster Anti-Christ, but respects Jimmy too much to argue. More can decide who wins the fight and takes control. This decision importantly, he enjoys the whole experience. can affect the outcome of the story, so the decision should be Fitness Awareness Creativity Reasoning Influence determined by what is best for the plot to continue. James is 2 2 2 2 1 likely no match for Jimmy’s ferocity, however. f a t i n j d e m If James wins, he immediately becomes aware of everything Skills: athletics 2, brawling 3, driving 2,    | | Jimmy has done, and can lead the characters to the well, finesse 3, gambling 5, music 4, streetwise 4  |  |  Gimmicks: bored  |  |  assuming that they defeat Hewitt. If Jimmy takes control, he  |  |  either makes peace with Hewitt (if still alive) or pretends to be  |  |  James. Jimmy skips town at the first opportunity to avoid any brush with the law. The characters can return fire (if they are armed) and/or seek cover. The forest is very close and can offer some cover, as The Well can the cemetery. Characters who have suffered dementia and Leah Doncaster is at the bottom of the old, dry well. Anyone possess a revelation gimmick could suffer from the delusion can climb down the rungs on the side of the well to retrieve of being chased by demons flitting through the headstones or the child, but a reasoning-based horrific composure task is trees, think that tree limbs are reaching out to snare them, or required at the sight of the poor infant. Jimmy and Hewitt were the forest trees are crowding together to block their path. keeping her alive until Christmas, but neither of them know The remainder of the non-crucial extras (if any) can now be much about infants. Leah is weak from malnutrition and nearly removed from the story. The gamemaster can have either have dehydrated, but she remains alive and can survive the ordeal them run away or be shot by Daniel Hewitt. If the characters (if the gamemaster desires). really get in over their heads, agents Smith and Carter can arrive to save the day. Concluding the Story Once Hewitt is defeated, the characters can search the Once Leah is discovered, the story is essentially concluded. church and its grounds for Leah Doncaster. Inside the church The authorities conduct a lengthy investigation into the is a calendar with Christmas Day circled in what appears to be kidnapping and the entire story is eventually revealed, red paint, but is actually Leah’s blood. A makeshift altar has including James’ role in it (although they might not realize his been erected where the old one once stood. Upon the altar are motivations). James is either admitted to a mental institution a well-worn Christian Bible and a metal crucifix with the long or the police conduct a manhunt for Jimmy, depending on end sharpened to a point. According to the writing on the front what happened between the two egos. page of the Bible, it was a gift from Joseph DeSalle to his little Even at this point, the characters can still be unaware of brother James. The pointed crucifix was intended to be used Angel’s involvement in the kidnapping. If so, he continues to to sacrifice the Anti-Christ on Christmas Day. subtly build Dr. Mitchell’s perceived divinity. Future stories can involve exposing him for the dangerous and deluded person The Battle Within that he is. Something strange happens to James when Hewitt appears. Meanwhile, Sue Doncaster recovers from her fugue, and the He runs off into the cemetery when the shooting starts. He couple eventually nurse Leah back to health. If the players wish eventually loses consciousness from a bullet wound and slips to continue beyond this story, they can build the foundation of into a dream-like trance where he must confront his alter-ego, a new Universal Wellness Center, led by Dr. Mitchell or form Jimmy. their own cabal and take a more pro-active stance in their quest for enlightenment.

Supernatural Mystery Roleplaying 109 Part 3 reference

A selection of tables, lists, blank sheets, and other reference material is provided here. From task difficulties and damage from violence to paranormal usage and gimmicks, this section eliminates much of the need to flip through the book to find specific rules, ultimately making the gamemaster’s job much simpler. The pages in this section may be duplicated for personal use only. GhoStories

Task Reference

Random Clues r o l l t y p e o f e v i d e n c e 1 who; someone close to the victim or suspect 2 what; something owned or used by the victim or suspect Difficulties Range 3 where; place involved in the mystery -2 trivial point blank 4 when; time of a meeting or event related to the mystery 0 routine short 5 why; motive for the mystery 2 complex 6 how; chain of events or methodology for the mystery 4 challenging medium Connection Tasks 6 impossible long typical request for contact no roll required It is possible for difficulty ratings to go lower than -2 or higher than 6. difficult request for contact challenging or impossible Composure Difficulties and Effects negotiation or performance task benign trivial (-2) — trivial request for non-contact automatic task (difficulty varies) violent routine (0) 1d e m request for extra street cred task (difficulty varies) abuse complex (2) 1d e m request for non-player character negotiation task (difficulty varies) horrific complex (2) 1d e m Health Penalties supernatural complex (2) 2d e m g r a d e f a t i g u e i n j u r y d e m e n t i a d i f f i c u l t y catastrophic challenging (4) 2d e m 1 dazed bruised sensitive - earth-shattering impossible (6) 4d e m 2 stressed sprained agitated +1d i f f torture +1d i f f per 1i n j 1d e m 3 strained wounded distracted +2d i f f Dementia Relief at 5 Grades of Dementia 4 exhausted maimed irrational +3d i f f r o l l e f f e c t 5 unconscious incapacitated delirious — 1 goes into the fetal position Types of Extras 2 hides behind nearest cover or in closest closet physical extras fitness 3 runs away out of fear in a random direction observant extras awareness 4 permanently denies that events occurred artistic extras creativity 5 screams profanities or incoherent words intelligent extras reasoning 6 attacks closest character, believing him to be a threat social extras influence

Sample Task Difficulties r a t i n g description o b t a i n i n g /negotiating (commodities /negotiation ) i n f l u e n c e /f i e l d -c r e d k n o w l e d g e -2 trivial ubiquitous items low-life ingrained information 0 routine common items/open markets timid/weak-willed common information 2 complex perishables/specialized markets easy-going/tolerant available information 4 challenging special requests/hunted/unearthed resolute/guarded specialized information 6 impossible valuables (gems/jewelry)/ancient discoveries paranoid/arrogant rare and valuable information

Supernatural Mystery Roleplaying 111 GhoStories

Violence Reference

Weapons Accuracy and Range w e a p o n a c c u r a c y r a n g e revolver - 50m Reaction Modifiers semi-automatic pistol - 75m wearing ‘heavy armor’ -1 hunting rifle - 200m knocked down -2 assault rifle -1d i f f * 50m surprised -2 shotgun -2d i f f ** 50m carrying heavy/bulky items -1 or -2 small, thrown items - 8m stressed/sprained/agitated -1 *point blank & short range only, when firing multiple bursts strained/wounded/distracted -2 **point blank and short range only exhausted/maimed/irrational -3 Weapons Damage Tasks Relating to Violence w e a p o n d a m a g e melee attacks* fitness + melee* brawling 1f a t axes, clubs, blackjacks, rocks, knives, staves revolver 2i n j thrown attacks fitness + athletics semi-automatic pistol 3i n j rocks, knives, grenades, etc. hunting rifle 4i n j brawling attacks* fitness + brawling* assault rifle 3i n j punching, kicking, and grappling shotgun 4i n j firearms attacks fitness + firearms club/blackjack/nightstick 2f a t pistols, rifles, and shotguns rock/bottle 2f a t melee defense* fitness + melee* knife 1i n j block or parry melee attacks sword 3i n j brawling defense* fitness + brawling* hammer/tire iron 2i n j block or parry punches and kicks garrotte/rope 1i n j * dodging and evasion fitness + athletics poison 1–4inj /turn dodge melee, brawling, and ranged attacks *plus asphyxiation damage escaping fitness + athletics break free from and avoid grappling attacks Armor * Martial arts replaces brawling and weapon arts replaces melee when a a r m o r r a t i n g p r o t e c t i o n character is trained in those skills. extremely heavy or rugged clothing 1 f a t Environmental Modifiers antiquated bullet-proof vest 2 f a t /i n j * f a t i n j moving target +2d i f f kevlar vest 3 / * f a t partial cover +2d i f f riot suit 3 f a t i n j partial light +2d i f f partial cover behind character 2 / f a t quickdraw +2d i f f partial cover behind wood crate 2 f a t i n j second weapon (ranged combat) +2d i f f each partial cover behind wooden desk 3 / f a t second attack (ranged combat) +1d i f f each partial cover behind wooden door 3 f a t i n j second target (ranged combat) +2d i f f each partial cover behind brick/concrete wall 5 / called strike (close combat) +2d i f f Damage Modifiers called strike (ranged combat) +4d i f f attacker’s fitness is 4 or greater +1 for brawling & melee fatigued, injured, or demented +1d i f f to +3d i f f prostrated task +1f a t /i n j for brawling & melee triumph +1, +2, or doubled

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Paranormal Reference

Second Sight Difficulties r a n g e p a s t e v e n t s d i f f i c u l t y Unholy Arts Endowment Ability Increase touch catastrophic/earth shattering trivial (-2) point blank supernatural/horrific routine (0) r o l l b o n u s t i m e u n t i l c h a n g e s m a n i f e s t short violence/abuse complex (2) 1 +1 months equal to roll of one die medium normal benign trauma challenging (4) 2-3 +2 weeks equal to roll of one die long nothing of consequence impossible (6) 4-5 +3 days equal to roll of one die 6 +4 turns equal to roll of one die Second Sight Dementia Modifiers g r a d e c h a r a c t e r ’s d e m e n t i a t a r g e t ’s d e m e n t i a Binding Lore Required Training 0 none +2d i f f none - electrical and mechanical devices mechanical sciences 1 sensitive - sensitive - computers/computerized devices technical sciences 2 agitated -1d i f f agitated +1d i f f shaped, carved, and sculpted objects structural sciences 3 distracted -2d i f f distracted +2d i f f animal and human corpses biological sciences 4 irrational -3d i f f irrational +3d i f f living animals and humans biological sciences 5 delirious -5d i f f delirious +5d i f f Binding Lore Difficulties Divine Arts Hallowing Difficulties electrical and mechanical devices (gremlin) +2d i f f size of a shed or mausoleum trivial (-2) computers/computerized devices (gremlin) +5d i f f size of a typical house or church routine (0) shaped, carved, and sculpted objects (golem) +3d i f f size of a mansion or cathedral challenging (4) animal corpses (imp) - size of a cemetery or ranch impossible (6) human corpses (zombie) +1d i f f living animals (imp) +3d i f f Sorcery Conjuring and Weaving Difficulties living humans (dybbuk) +6d i f f c o n j u r i n g w e a v i n g d i f f i c u l t y Etheria Penalties (Horrors only) size of a mouse size of a dog trivial g r a d e e t h e r i a interaction p e n a l t y size of a cat size of a man routine 1 pallid - size of a car size of a truck challenging 2 enfeebled +1d i f f size of a house size of a house impossible 3 impaired +2d i f f Revelation Meditation Tasks 4 muted +3d i f f meditative guidance awareness-based composure by guide 5 consumed — creativity-based composure by character Interaction Difficulties (Horrors only) meditative ritual creativity-based performance faint sounds and lights trivial meditative trance no task, but requires drugs faint speech* routine Revelation Meditation Time Required audible speech, faint appearance* complex meditative guidance 1 hour × die roll physical appearance, kinetic energy challenging meditative ritual 15 minutes × die roll corporeal form impossible meditative trance 5 minutes × die roll brightly-lit area (appearance only) +2d i f f remains in trance for 30 minutes × die roll noisy area (sound only) +2d i f f

Supernatural Mystery Roleplaying 113 GhoStories Gimmick Reference Connection Gimmicks Cultural Gimmicks Second Sight Gimmicks Special Gimmicks academic contacts legal authority animal sight animal frenzy sacrificial skin ancient order contacts local authority innocent sight apprehension shivers binding contacts military rank locus sight aura sicken clergy contacts multilingual spirit sight bad feelings silence corporate contacts prestige Divine Gimmicks bad luck spikes coven contacts wealth divine benediction blood drain spoil cult contacts Detrimental Gimmicks divine symbol bounding storms gang contacts bored divine consecration broken mind susceptibility investigative contacts claws sympathy closed-minded Sorcery Gimmicks law enforcement contacts compelled tainted will clumsy circles media contacts color-blindness corrosive touch terrorize medical contacts foci craze therianthropy compulsion inscriptions mental health contacts dark secret dark animal call trigger Revelation Gimmicks military contacts depressed dark compass umbra monastic contacts despair meditative guidance dark pleasures unair paparazzi contacts elitist meditative ritual disastrous luck undead scientific contacts enemies meditative trance discharge unearthly street contacts ex-convict Unholy Gimmicks doppel unknown underground contacts dreamsend unrelenting false ability unholy quorum earthly endowment vulnerability Inherent Gimmicks false destiny unholy ritual endowment wild limbs acute hearing false power unholy sacrifice enthralled winds acute smell fear Binding Gimmicks acute taste guilt-ridden evidence Optional Gimmicks charged binding acute touch idealist exmanifest extra strong crystal binding acute vision impulsive exsend extra tough reflective binding alluring intolerant fangs oversized artistic lecherous Heritage Gimmicks fur undersized city compass lethargic arxist’s legacy ghostly presence closed heart liar cuirack’s legacy haunting cold heart maladroit dojin’s legacy hidden truth constitution materialist empyrean’s legacy horns dextrous paranoia hyone’s legacy illusions eloquent poor kinsho’s legacy incite empathic poor hearing piallo’s legacy incorporeal internal clock poor vision rory’s legacy infectious blood jack of all trades reduced stamina zephyr’s legacy life drain musclebound selfish zraj’s legacy mist musical stammer Endowment Gimmicks named nightly truth natural compass ugly dark sight non-conscious peripheral vision weak hardened open mind stoicism weak-willed quick original sin sure-footed zealous regeneration overconscious tolerant tainted shell paralyze wordsmith toughness possession tolerance to pain repulsed

114 Supernatural Mystery Roleplaying GhoStories

Abilities Influence Creativity Reasoning name Fitness Awareness

health role Dementia - Injury Sensitive Fatigue Bruised +1d i f f Dazed Agitated Sprained +2d i f f Stressed Distracted Wounded +3d i f f Strained Irrational pursuit Maimed — Exhausted Delirious Incapacitated Unconscious equipment skills

background & experiences

gimmicks

©2007 Precis Intermedia. All rights reserved. Ghostories is a trademark of Precis Intermedia. This form may be duplicated for personal use only. GhoSt ories GhoSt ories GhoSt ories Character Character Character

Fitness Awareness Creativity Reasoning Influence Fitness Awareness Creativity Reasoning Influence Fitness Awareness Creativity Reasoning Influence

Fatigue Injury Dementia Fatigue Injury Dementia Fatigue Injury Dementia Dazed Bruised Sensitive - Dazed Bruised Sensitive - Dazed Bruised Sensitive - Stressed Sprained Agitated +1d i f f Stressed Sprained Agitated +1d i f f Stressed Sprained Agitated +1d i f f Strained Wounded Distracted +2d i f f Strained Wounded Distracted +2d i f f Strained Wounded Distracted +2d i f f Exhausted Maimed Irrational +3d i f f Exhausted Maimed Irrational +3d i f f Exhausted Maimed Irrational +3d i f f Unconscious Incapacitated Delirious — Unconscious Incapacitated Delirious — Unconscious Incapacitated Delirious —

Skills Skills Skills

Pursuits ` Gimmicks ` Personal Items Pursuits ` Gimmicks ` Personal Items Pursuits ` Gimmicks ` Personal Items

Supernatural Mystery Roleplaying Supernatural Mystery Roleplaying Supernatural Mystery Roleplaying GhoSt ories GhoSt ories GhoSt ories Horror Horror Horror

Fitness Awareness Creativity Reasoning Influence Fitness Awareness Creativity Reasoning Influence Fitness Awareness Creativity Reasoning Influence

Fatigue Injury Etheria Fatigue Injury Etheria Fatigue Injury Etheria Dazed Bruised Pallid - Dazed Bruised Pallid - Dazed Bruised Pallid - Stressed Sprained Enfeebled +1d i f f Stressed Sprained Enfeebled +1d i f f Stressed Sprained Enfeebled +1d i f f Strained Wounded Impaired +2d i f f Strained Wounded Impaired +2d i f f Strained Wounded Impaired +2d i f f Exhausted Maimed Muted +3d i f f Exhausted Maimed Muted +3d i f f Exhausted Maimed Muted +3d i f f Unconscious Incapacitated Consumed — Unconscious Incapacitated Consumed — Unconscious Incapacitated Consumed —

Skills ` Gimmicks Skills ` Gimmicks Skills ` Gimmicks

Link ` Mission ` Vessel ` Guise Link ` Mission ` Vessel ` Guise Link ` Mission ` Vessel ` Guise

Supernatural Mystery Roleplaying Supernatural Mystery Roleplaying Supernatural Mystery Roleplaying Part 4 templates

A selection of ready-to-use characters is provided, so that players can dive right into play. The final six named characters are for use with the Tears of Joy adventure, but can also be used as needed. The pages in this section may be duplicated for personal use only. GhoSt ories GhoSt ories GhoSt ories Empathic Priest Occult Thief Vigilante Cop You love the members of the congregation as if they You spend your nights in search of rare occult Your experience as a police detective never prepared were family and would do anything for them. In fact, manuscripts and relics, waiting for the perfect you for gang vengeance. They murdered people close you are so compassionate and receptive to human opportunity to snag a big score. When it happens, you to you. Filled with rage, you now go after those who feelings that apart from your religious studies, you can earn a pretty penny as there are always collectors elude punishment from the legal system, exacting your spend your life in the service of humanity, assisting and occultists in the market for such goods. A decent own justice. Since you know police procedure, it is folks with their spiritual, social, and mental issues. night can keep you on easy street for months. easy to cover your tracks and not get caught.

Fitness Awareness Creativity Reasoning Influence Fitness Awareness Creativity Reasoning Influence Fitness Awareness Creativity Reasoning Influence

2 4 1 2 3 4 3 2 1 2 4 3 1 2 2 Fatigue Injury Dementia Fatigue Injury Dementia Fatigue Injury Dementia Dazed Bruised Sensitive - Dazed Bruised Sensitive - Dazed Bruised Sensitive - Stressed Sprained Agitated +1d i f f Stressed Sprained Agitated +1d i f f Stressed Sprained Agitated +1d i f f Strained Wounded Distracted +2d i f f Strained Wounded Distracted +2d i f f Strained Wounded Distracted +2d i f f Exhausted Maimed Irrational +3d i f f Exhausted Maimed Irrational +3d i f f Exhausted Maimed Irrational +3d i f f Unconscious Incapacitated Delirious — Unconscious Incapacitated Delirious — Unconscious Incapacitated Delirious —

Skills Skills Skills prose 5 legends 4 finesse 5 brawling 4 brawling 5 driving 4 theology 6 ancient languages 4 driving 4 firearms 3 firearms 6 interrogation 4 performance 3 investigation 5 stealth 6 legends 6 investigation 5 street cred 3 academics 3 athletics 4 street cred 4 athletics 4 composure 4 computers 4 general knowledge 4 general knowledge 4 athletics 4 general knowledge 4

Pursuits ` Gimmicks ` Personal Items Pursuits ` Gimmicks ` Personal Items Pursuits ` Gimmicks ` Personal Items empathy pursuit clergyman role occult pursuit criminal role vigilantism pursuit detective role clergy contacts empathic ex-convict street contacts law enforcement contacts legal authority acute hearing fear (street thugs) fear (being photographed) medical contacts fear (heights) paranoia

Supernatural Mystery Roleplaying Supernatural Mystery Roleplaying Supernatural Mystery Roleplaying GhoSt ories GhoSt ories GhoSt ories Millionaire Pious Reporter Celebrity Psychic Your inheritance allows you to pursue whatever You work for a faith-based newspaper. While you You are well-known as a psychic to the stars, and interests take your fancy. Your latest hobby is magic, can cover any large, national story, you prefer revel in the buzz of live readings. It is all an act, of and you use its power of illusion to entertain and those involving acts of faith, miracles, and religious course, as your readings consist of nothing more than baffle. The family business runs itself, so you can discrimination. A well-read theologian, you can hold educated guesses, previous research, and attention to dedicate your time to inventing and researching the your own when it comes to religious debate, but prefer a subject’s reactions. Your skill permits a decent level next big trick, no matter how complex or dangerous. not to involve yourself with talk of the occult. of accuracy, however, convincing others of your gift.

Fitness Awareness Creativity Reasoning Influence Fitness Awareness Creativity Reasoning Influence Fitness Awareness Creativity Reasoning Influence

3 3 2 2 2 2 3 3 2 2 1 4 3 1 3 Fatigue Injury Dementia Fatigue Injury Dementia Fatigue Injury Dementia Dazed Bruised Sensitive - Dazed Bruised Sensitive - Dazed Bruised Sensitive - Stressed Sprained Agitated +1d i f f Stressed Sprained Agitated +1d i f f Stressed Sprained Agitated +1d i f f Strained Wounded Distracted +2d i f f Strained Wounded Distracted +2d i f f Strained Wounded Distracted +2d i f f Exhausted Maimed Irrational +3d i f f Exhausted Maimed Irrational +3d i f f Exhausted Maimed Irrational +3d i f f Unconscious Incapacitated Delirious — Unconscious Incapacitated Delirious — Unconscious Incapacitated Delirious —

Skills Skills Skills finesse 5 gambling 5 driving 3 interrogation 5 investigation 5 gambling 4 interrogation 4 prose 3 investigation 5 prose 6 prose 4 performance 7 academics 5 commodities 4 performance 3 street cred 3 legends 5 paranormal sciences 5 negotiation 3 composure 4 theology 5 composure 2 athletics 4 general knowledge 4 athletics 4 general knowledge 4 athletics 4 general knowledge 4

Pursuits ` Gimmicks ` Personal Items Pursuits ` Gimmicks ` Personal Items Pursuits ` Gimmicks ` Personal Items magic pursuit dilettante role faith pursuit journalist role empathy pursuit performer role jack of all trades wealth media contacts clergy contacts prestige wealth dextrous fear (water) fear (the occult) empathic acute touch poor hearing fear (facing a real medium)

Supernatural Mystery Roleplaying Supernatural Mystery Roleplaying Supernatural Mystery Roleplaying GhoSt ories GhoSt ories GhoSt ories Eccentric Professor Medium Housewife Evangelist Prophet You have always loved designing mechanical devices You spend most of the day keeping your home. Your As an ambassador of the Divine, you not only spread and writing computer programs. Most of your time husband and children are never around when you the gospel, but also assist mankind as best you can. is spent in the lab. You constantly feel like you are experience the “special moments,” as you sense You know that demons are a part of life and that just moments away from your next big discovery. The distant places and have flashes of past events. You while most are imagined or simply a manifestation of revelations do not come so soon, however, and you know that you are a medium, but do not wish to the psyche, the rest are real. You have taken it upon blame this on the constant interruptions. frighten your family by letting them in on the secret. yourself to protect mankind from this threat.

Fitness Awareness Creativity Reasoning Influence Fitness Awareness Creativity Reasoning Influence Fitness Awareness Creativity Reasoning Influence

1 2 3 5 1 2 3 2 3 2 2 2 3 1 4 Fatigue Injury Dementia Fatigue Injury Dementia Fatigue Injury Dementia Dazed Bruised Sensitive - Dazed Bruised Sensitive - Dazed Bruised Sensitive - Stressed Sprained Agitated +1d i f f Stressed Sprained Agitated +1d i f f Stressed Sprained Agitated +1d i f f Strained Wounded Distracted +2d i f f Strained Wounded Distracted +2d i f f Strained Wounded Distracted +2d i f f Exhausted Maimed Irrational +3d i f f Exhausted Maimed Irrational +3d i f f Exhausted Maimed Irrational +3d i f f Unconscious Incapacitated Delirious — Unconscious Incapacitated Delirious — Unconscious Incapacitated Delirious —

Skills Skills Skills physical sciences 6 computers 5 theology 5 driving 3 theology 6 prose 4 investigation 5 design 4 investigation 3 prose 4 legends 3 ancient languages 3 prose 3 technical sciences 6 v-cognition 5 post-cognition 7 performance 5 pacifying 4 mechanics 6 athletics 4 computer 3 athletics 4 healing 4 exorcising 3 general knowledge 4 general knowledge 6 athletics 4 general knowledge 4

Pursuits ` Gimmicks ` Personal Items Pursuits ` Gimmicks ` Personal Items Pursuits ` Gimmicks ` Personal Items science pursuit professor role empathy tainted pursuit faith pursuit faith tainted pursuit clergyman role scientific contacts fear (insects) free spirit role corporate contacts clergy contacts divine symbol reduced stamina empathic acute vision fear (not being liked) innocent sight fear (fame)

Supernatural Mystery Roleplaying Supernatural Mystery Roleplaying Supernatural Mystery Roleplaying GhoSt ories GhoSt ories GhoSt ories Upstanding Sorcerer Anarchistic Diabolist Desperate Scientist Your business is successful and you feel compelled to You despise the bureaucratic mentality and They call you a sad excuse for a surgeon, but you give back to society. You donate funds to charities and government authority. By gaining control over the have an obsession with proving them wrong. You share your corporate knowledge with small business unholy powers, you can elevate yourself and take your experiment with the human body, instilling the dead owners. You have also experienced the spark behind rightful place in the world. You defy all established with life and overlaying two souls in the living. Most Sorcery and now seek to apply those new gifts in the institutions, such as church and schooling, since they call your experiments butchery and nonsense, but you same manner as the old—by helping others. teach only lies and keep the average man stupid. have been successful, despite set-backs.

Fitness Awareness Creativity Reasoning Influence Fitness Awareness Creativity Reasoning Influence Fitness Awareness Creativity Reasoning Influence

2 2 3 3 2 2 1 5 2 2 1 3 2 3 3 Fatigue Injury Dementia Fatigue Injury Dementia Fatigue Injury Dementia Dazed Bruised Sensitive - Dazed Bruised Sensitive - Dazed Bruised Sensitive - Stressed Sprained Agitated +1d i f f Stressed Sprained Agitated +1d i f f Stressed Sprained Agitated +1d i f f Strained Wounded Distracted +2d i f f Strained Wounded Distracted +2d i f f Strained Wounded Distracted +2d i f f Exhausted Maimed Irrational +3d i f f Exhausted Maimed Irrational +3d i f f Exhausted Maimed Irrational +3d i f f Unconscious Incapacitated Delirious — Unconscious Incapacitated Delirious — Unconscious Incapacitated Delirious —

Skills Skills Skills commodities 4 academics 5 legends 6 design 4 biological sciences 5 investigation 5 composure 3 investigation 4 melee 4 disguise 4 medicine 5 physical sciences 5 design 5 computers 4 street cred 4 streetwise 4 composure 3 legends 3 weaving 4 warding 2 banishing 3 summoning 3 tethering 5 athletics 4 athletics 4 general knowledge 5 athletics 4 general knowledge 4 general knowledge 4

Pursuits ` Gimmicks ` Personal Items Pursuits ` Gimmicks ` Personal Items Pursuits ` Gimmicks ` Personal Items magic tainted pursuit executive role occult tainted pursuit criminal role science tainted pursuit doctor role corporate contacts wealth ex-convict underground contacts medical contacts charged binding dextrous foci unholy ritual fear (the government) fear (wild animals) enemies fear (violence)

Supernatural Mystery Roleplaying Supernatural Mystery Roleplaying Supernatural Mystery Roleplaying GhoSt ories GhoSt ories GhoSt ories Stalker by Night Vigilante Sorcerer Golem Master You are a famous ball-player by day, but when the Your powers are growing, but you must practice You love new toys. The power to create new toys sun sets, you venture into the night as a stalker of the to keep it that way. You use Sorcery to aid in your that move on their own is your greatest passion come damned. While you would save an innocent from the goal of righting wrongs and delivering justice for to fruition. You create golems just because you can. clutches of a criminal gang in a heartbeat, your real those whose voices have been silenced. Credit is The materials are easy to find due to your wealth, mission is to guard the night against the horrors that not something you desire, nor are thanks. Your only and your creative talents allow you to shape them as seek their prey. reward is that you can sleep peacefully. needed. Keeping them in line is the problem.

Fitness Awareness Creativity Reasoning Influence Fitness Awareness Creativity Reasoning Influence Fitness Awareness Creativity Reasoning Influence

5 4 1 1 1 4 3 1 3 1 1 1 4 4 2 Fatigue Injury Dementia Fatigue Injury Dementia Fatigue Injury Dementia Dazed Bruised Sensitive - Dazed Bruised Sensitive - Dazed Bruised Sensitive - Stressed Sprained Agitated +1d i f f Stressed Sprained Agitated +1d i f f Stressed Sprained Agitated +1d i f f Strained Wounded Distracted +2d i f f Strained Wounded Distracted +2d i f f Strained Wounded Distracted +2d i f f Exhausted Maimed Irrational +3d i f f Exhausted Maimed Irrational +3d i f f Exhausted Maimed Irrational +3d i f f Unconscious Incapacitated Delirious — Unconscious Incapacitated Delirious — Unconscious Incapacitated Delirious —

Skills Skills Skills martial arts 6 weapon arts 5 brawling 5 driving 4 structural sciences 5 design 5 firearms 4 stealth 5 stealth 6 interrogation 4 disguise 3 commodities 4 composure 4 investigation 4 forgery 4 computers 4 mechanics 5 conditioning 5 legends 3 streetwise 2 conjuring 5 composure 3 tethering 5 athletics 4 athletics 6 general knowledge 4 athletics 4 general knowledge 4 general knowledge 4

Pursuits ` Gimmicks ` Personal Items Pursuits ` Gimmicks ` Personal Items Pursuits ` Gimmicks ` Personal Items vigilantism tainted pursuit athlete role magic tainted pursuit vigilantism pursuit science tainted pursuit dilettante role musclebound prestige free spirit role ancient order contacts jack of all trades wealth Zephyr’s legacy fear (public speaking) dextrous circles underground contacts crystal binding stammer ugly fear (crowds) fear (zombies)

Supernatural Mystery Roleplaying Supernatural Mystery Roleplaying Supernatural Mystery Roleplaying GhoSt ories GhoSt ories GhoSt ories Dexter Pointman Ron Dewar Lisa Ann Gomez Dexter is a social worker who is unhappy with his job and Ron is an attractive man who took a job as a security Lisa is a psychiatrist who specializes in helping people aspires for greater things. He is a deacon at his church and guard at the mall after coming home from the Gulf overcome their addictions. Ironically, she has her has considered running for political office. He has recently War. He married young and divorced shortly after own serious vices. Her psychological problems stem begun to believe in his own perfection and is quick to point returning home when he learned that his wife was from her relationship with her abusive father. Lisa out the mistakes and limitations of others while stubbornly cheating on him. He then took to hitting the clubs and is extremely afraid of the occult, believing anything denying his own. sleeping with nameless women. supernatural to be Satan’s work.

Fitness Awareness Creativity Reasoning Influence Fitness Awareness Creativity Reasoning Influence Fitness Awareness Creativity Reasoning Influence

4 3 1 2 2 4 2 2 2 3 2 3 4 3 3 Fatigue Injury Dementia Fatigue Injury Dementia Fatigue Injury Dementia Dazed Bruised Sensitive - Dazed Bruised Sensitive - Dazed Bruised Sensitive - Stressed Sprained Agitated +1d i f f Stressed Sprained Agitated +1d i f f Stressed Sprained Agitated +1d i f f Strained Wounded Distracted +2d i f f Strained Wounded Distracted +2d i f f Strained Wounded Distracted +2d i f f Exhausted Maimed Irrational +3d i f f Exhausted Maimed Irrational +3d i f f Exhausted Maimed Irrational +3d i f f Unconscious Incapacitated Delirious — Unconscious Incapacitated Delirious — Unconscious Incapacitated Delirious —

Skills Skills Skills athletics 5 brawling 4 athletics 6 martial arts 6 investigation 3 medicine 5 driving 5 computers 4 firearms 6 investigation 4 behavioral sciences 6 biological sciences 5 theology 5 behavioral sciences 6 interrogation 4 seduction 5 seduction 4 street cred 2 performance 5 revelation of being 3 composure 3 general knowledge 4 composure 2 revelation of inspiration 5 general knowledge 4 athletics 4 general knowledge 4

Pursuits ` Gimmicks ` Personal Items Pursuits ` Gimmicks ` Personal Items Pursuits ` Gimmicks ` Personal Items meditation pursuit meditative guidance meditation pursuit meditative guidance meditation pursuit meditative guidance stoicism clergy contacts fear (fights) guilt-ridden compulsion (alcohol) compulsion (casual sex) mental health contacts false ability military contacts compulsion (cigarettes) fear (the occult) fear (public failure) mental health contacts

Supernatural Mystery Roleplaying Supernatural Mystery Roleplaying Supernatural Mystery Roleplaying GhoSt ories GhoSt ories GhoSt ories Chris Cha Nicholas Edwards Neil Ross Chris is an artist who specializes in abstract, but Nicholas is big, strong, bullish, and lazy. He is Neil is tall and well-built, with prominent Italian pleasing metal sculptures. He believes in more a former Navy Seal and has collaborated on one features. He runs an Italian restaurant with his traditional religious and philosophical views, but is novel with some help from an established writer. girlfriend, Annette, who is blond, pretty, and smart. open to studying other ways of experiencing them, Nicholas has been planning to write a war novel Neil is embarrassed by never having gone to college, but those who know him respect his street-smarts and such as through meditation. without help, but has little motivation to do so. drive to get things done.

Fitness Awareness Creativity Reasoning Influence Fitness Awareness Creativity Reasoning Influence Fitness Awareness Creativity Reasoning Influence

2 2 4 2 2 5 3 1 2 1 3 1 3 2 3 Fatigue Injury Dementia Fatigue Injury Dementia Fatigue Injury Dementia Dazed Bruised Sensitive - Dazed Bruised Sensitive - Dazed Bruised Sensitive - Stressed Sprained Agitated +1d i f f Stressed Sprained Agitated +1d i f f Stressed Sprained Agitated +1d i f f Strained Wounded Distracted +2d i f f Strained Wounded Distracted +2d i f f Strained Wounded Distracted +2d i f f Exhausted Maimed Irrational +3d i f f Exhausted Maimed Irrational +3d i f f Exhausted Maimed Irrational +3d i f f Unconscious Incapacitated Delirious — Unconscious Incapacitated Delirious — Unconscious Incapacitated Delirious —

Skills Skills Skills driving 4 design 7 athletics 5 martial arts 5 brawling 3 driving 4 commodities 4 mechanics 5 weapon arts 4 firearms 6 music 5 prose 4 computers 3 theology 3 interrogation 4 tracking 4 commodities 3 negotiation 6 negotiation 3 revelation of passion 4 survival 5 revelation of conviction 4 street cred 4 revelation of being 5 athletics 4 general knowledge 4 composure 5 general knowledge 4 athletics 4 general knowledge 4

Pursuits ` Gimmicks ` Personal Items Pursuits ` Gimmicks ` Personal Items Pursuits ` Gimmicks ` Personal Items meditation pursuit meditative guidance meditation pursuit meditative guidance meditation pursuit meditative guidance stoicism artistic constitution fear (achievement) law enforcement contacts fear (heights) fear (true evil) poor hearing poor

Supernatural Mystery Roleplaying Supernatural Mystery Roleplaying Supernatural Mystery Roleplaying

More Versatile… More Dynamic… It’s a Mean Old World Out There… Take your Enter a world adventures in of fantasy noir new directions

Third Edition

A toolkit for playing in any setting, from ancient …the sorcercer upstairs conjures too loud; the guy times to the far future. Easy to learn, but far more down the hall drinks blood from a six-pack; that robust, The genreDiversion 3E Manual provides rules stiff you left in the alley is up and walking around. If for incorporating vehicles, magic, and your own you’re lucky, the Guild will pay you for tonight’s work; custom elements. It even supports miniatures and if not, you’re going home in a box—a small box. diceless play, and includes Unbidden & Forsaken™, a Pulp adventure meets when tough sample modern-horror setting. detectives in weathered trench-coats swap biting Add a framework for heroic adventure to your comments with vampires in evening gowns; humans walk the dark streets with demonic breeds and genreDiversion 3E games with Bold & Brave™. long-dead ghouls; and death (or ) waits Portray paragons, gadgeteers, mutants, aliens, and around every corner! Your weapons are magic and constructs with this resource book for portraying technology, but neither replaces a good head on your super-powered heroes. shoulders—and you’ll have to work to keep it there!

More Heroic… More Exciting… Don’t forget your fedora and smokes…

w w w .p i g a m e s .n e t