HORROR

Bad Things are stalking us – shadowy forms that slide away when you look – get ready to scream, because your fears are about to come to life . . .

GURPS Horror has everything you need to run a great horror campaign, including:

• A systematic dissection of horror as a genre and as a genre treatment – everything from the most brutal splatter to the most subtle psychological horror. • Plenty of tips on horror gaming, for both players and GMs. • Character templates, including the troubled Artist, the eccentric Detective, the dabbling Occultist, and the implacable Slayer. • Disturbing new takes on familiar advantages and disadvantages. • Evil clowns, werewolves, undead, and Things Man Was Not Meant To Know – with full game statistics and guidance on using them in a horror campaign. • Two original campaign frames: Seas of Dread and Blood in the Craters.

GURPS Horror requires the GURPS Basic Set, Fourth Edition. The information on plots, twists, and tricks is useful for any horror campaign. By Kenneth Hite Additional Material by J.M. Caparula, Peter Dell’Orto, ,

Werner H. Hartmann, and Sean Punch STEVE JACKSON Edited by Sean Punch Cover Art by Christopher Shy, Rogério Vilela, and Michael Whelan Illustrated by Igor Fiorentini, Christopher Shy, Bob Stevlic, and Jacob Walker

4TH EDITION, 2ND PRINTING GAMES PUBLISHED SEPTEMBER 2017 SJG 01-6013 01-6013 Printed on Demand HORROR

Bad Things are stalking us – shadowy forms that slide away when you look – get ready to scream, because your fears are about to come to life . . .

GURPS Horror has everything you need to run a great horror campaign, including:

• A systematic dissection of horror as a genre and as a genre treatment – everything from the most brutal splatter to the most subtle psychological horror. • Plenty of tips on horror gaming, for both players and GMs. • Character templates, including the troubled Artist, the eccentric Detective, the dabbling Occultist, and the implacable Slayer. • Disturbing new takes on familiar advantages and disadvantages. • Evil clowns, werewolves, undead, and Things Man Was Not Meant To Know – with full game statistics and guidance on using them in a horror campaign. • Two original campaign frames: Seas of Dread and Blood in the Craters.

GURPS Horror requires the GURPS Basic Set, Fourth Edition. The information on plots, twists, and tricks is useful for any horror campaign. By Kenneth Hite Additional Material by J.M. Caparula, Peter Dell’Orto, Scott Haring,

Werner H. Hartmann, and Sean Punch STEVE JACKSON Edited by Sean Punch Cover Art by Christopher Shy, Rogério Vilela, and Michael Whelan Illustrated by Igor Fiorentini, Christopher Shy, Bob Stevlic, and Jacob Walker

4TH EDITION, 2ND PRINTING GAMES PUBLISHED SEPTEMBER 2017 SJG 01-6013 01-6013 Printed on Demand Written by KENNETH HITE Additional Material by J.M. CAPARULA, PETER V. DELL’ORTO, SCOTT HARING, WERNER H. HARTMANN, and SEAN PUNCH Edited by SEAN PUNCH Cover Art by CHRISTOPHER SHY, ROGÉRIO VILELA, and MICHAEL WHELAN Illustrations by IGOR FIORENTINI, CHRISTOPHER SHY, BOB STEVLIC, and JACOB WALKER

Softcover: stock # 01-6013 • ISBN 978-1-55634-823-5 • PDF: stock # 31-1003 • Version 2.0 – September 2017 STEVE JACKSON GAMES Were-Forms ...... 61 Becoming a Werewolf ...... 62 Stopping a Werewolf ...... 62 Man-Eaters ...... 62 CONTENTS The Unnatural Natural ...... 64 Fear of Sex ...... 65 Attorney ...... 35 INTRODUCTION ...... 4 Fear of the Natives: Child ...... 35 Publication History ...... 4 The Manitou ...... 66 About the Author...... 4 Criminal ...... 36 Detective...... 37 FEAR OF MADNESS ...... 67 The Serial Killer ...... 67 1. THE RAG AND Doctor...... 37 The Psycho Killer ...... 67 BONE SHOP ...... 5 Explorer ...... 38 Journalist ...... 38 The Killer Beside Me...... 68 Embrace Your Fear...... 6 Mystic ...... 39 The Evil Clown ...... 68 CHARACTER DESIGN ...... 6 Occultist ...... 40 Mad Nature: The Shaggy Ones . . 69 Character Concept...... 6 Police Officer ...... 41 FEAR OF MUTILATION ...... 69 Brief Biography ...... 6 Priest...... 41 Mutilation Panics ...... 69 Character Hooks ...... 6 Retired Soldier ...... 42 The Ripper ...... 70 Personalizing Characters ...... 7 Slayer ...... 43 Jack the Ripper...... 70 Character Development ...... 9 Tech ...... 43 The Disembodied Brain ...... 71 Motivation, or, “Why Are We in Writer ...... 44 The Creeping Hand...... 71 This Graveyard at Night?” . . . 9 THE CHALLENGE ...... 44 FEAR OF STARVATION ...... 72 PARTY DESIGN ...... 9 Investigation ...... 45 Hungry Spirits ...... 72 Against the Darkness: Heroes . . 10 Monster-Hunting...... 45 FEAR OF THE UNIVERSE ...... 73 Working With the THE MONSTER-HUNTER’S Fear of the Foreign ...... 73 Other Players ...... 10 Things Man Was Not Monsters as Characters ...... 11 TOOLBOX ...... 46 Investigatory Gear...... 46 Meant To Know ...... 73 TRAITS ...... 11 Combat Gear ...... 48 Describing the Indescribable . . . 74 Advantages ...... 11 Holy Water Heresies ...... 48 Fear of God...... 75 Independent Body Parts...... 15 Helpful Herbs ...... 49 Alien Invaders ...... 76 New Advantages ...... 20 Silver Weapons ...... 52 FEAR OF THE UNNATURAL . . . . .77 New Limitations ...... 22 Magic Bullets ...... 53 The Ghost...... 77 New Perk ...... 22 Ghostly Possession Modifiers . . 80 Disadvantages ...... 22 2. THINGS THAT GO BUMP The Tulpa...... 81 Secret Advantages IN THE NIGHT . . . . . 54 Malevolent Objects ...... 81 and Disadvantages ...... 22 CHOOSING YOUR MONSTER . . .55 The Natural Unnatural ...... 81 Disadvantages from Fear of Witches...... 82 Fright Checks ...... 26 Stereotypes and Archetypes . . . 55 FEAR OF OTHERS ...... 82 New Disadvantage...... 26 Monsters as Fears ...... 56 New Meta-Traits ...... 27 Bullets Can’t Stop It! ...... 56 The Unseelie ...... 82 Skills ...... 28 FEAR OF TAINT ...... 57 Faerie Fear Filters...... 83 The Occult!...... 29 The Vampire ...... 57 Other Hidden Races ...... 84 New Techniques ...... 30 Vlad the Impaler...... 57 Alien Infiltrators ...... 84 Powers ...... 30 The Ghoul ...... 59 The Metamorphic Invader . . . . 85 FEAR OF DISEASE ...... 86 CHARACTER TEMPLATES ...... 33 Poisoning Phobias ...... 59 Academic ...... 33 FEAR OF NATURE ...... 60 The Killer Virus ...... 86 Aristocrat ...... 34 The Werewolf ...... 60 Stopping the Plague ...... 86 Artist ...... 34 The Wolf-Man ...... 61 Nosferatu ...... 87

GURPS System Design ❚ STEVE JACKSON Chief Executive Officer ❚ PHILIP REED Executive Editor ❚ MIRANDA HORNER GURPS Line Editor ❚ SEAN PUNCH Chief Creative Officer ❚ SAM MITSCHKE Marketing Director ❚ RHEA FRIESEN Assistant GURPS Line Editor ❚ JASON “PK” LEVINE Chief Operating Officer ❚ SUSAN BUENO Director of Sales ❚ ROSS JEPSON GURPS Project Manager ❚ STEVEN MARSH Art Direction ❚ WILL SCHOONOVER Prepress Checkers ❚ MONICA STEPHENS GURPS FAQ Maintainer ❚ Production Artist and Indexer ❚ NIKOLA VRTIS and MIRANDA HORNER VICKY “MOLOKH” KOLENKO Cover Production ❚ ALEX FERNANDEZ Page Design ❚ PHIL REED AND JUSTIN DE WITT

Lead Playtester: Jeff Wilson Playtesters: C.J. Beiting, Kyle Bresin, Ciaran Daly, Chris Davies, Peter V. Dell’Orto, Shawn Fisher, Werner H. Hartmann, Martin Heidemann, Jonathan Helland, Leonardo Holschuh, Urtzi Jauregi, David Johnston, Michael Kreuter, Jonathan Lang, Jimmy Bruun Madsen, Phil Masters, Scott Maykrantz, Garðar Steinn Ólafsson, Ralph Palm, Kelly Pedersen, Emily Smirle, Shawn K. Stevenson, and William H. Stoddard

GURPS, Warehouse 23, and the pyramid logo are registered trademarks of Steve Jackson Games Incorporated. Pyramid and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Horror is copyright © 1987, 1990, 2002, 2011, 2017 by Steve Jackson Games Incorporated. All rights reserved. Printed in the USA. The scanning, uploading, and distribution of this book via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated.

2 CONTENTS FEAR OF TECHNOLOGY ...... 88 4. OMINOUS FEELINGS, Building in the Twists...... 134 The Android...... 88 GATHERING The Payoff ...... 134 VICTIMS: THEIR CREATION The Evil Computer ...... 88 SHADOWS ...... 120 FEAR OF THE STATE ...... 89 AND ABUSE ...... 135 ELEMENTS OF HORROR . . . . .121 The Men In Black ...... 89 A GOOD BAD MAN IS Uncertainty ...... 121 FEAR OF DEATH ...... 90 Isolation ...... 122 HARD TO FIND ...... 136 The Zombie ...... 90 The Cell Phone Problem...... 122 It’s Only the Wind...... 136 The Mummy ...... 92 The Unnatural ...... 123 Cowards Die The Lilitu ...... 93 a Thousand Deaths...... 138 STYLE AND THEME ...... 123 FEAR OF APOCALYPSE ...... 94 Styles ...... 123 FEAR, MADNESS, AND DECAY . .139 The Daikaiju ...... 94 Thrills vs. Gore ...... 124 Fright Checks...... 139 FEAR OF HELL ...... 95 Gothic Horror...... 125 Multiple Fright Checks...... 140 The Demon ...... 95 J-Horror ...... 126 Cumulative Effects of Fear . . . 140 ”Be Thou Not Afraid”...... 95 Survival Horror ...... 127 Stress and Derangement . . . . 141 Fear of No Hell: Themes ...... 127 Not Just Stunned ...... 141 Frankenstein’s Monster . . . . 97 Romantic Horror ...... 128 Tumors ...... 142 Symbolic Settings ...... 128 Demonic Possession ...... 142 3. DARK THEATRES . . . 98 Modes ...... 129 Insanity...... 142 Tell Me More About CAMPAIGN LENGTH ...... 99 RUNNING HORROR ...... 131 These “Vampires” ...... 145 One-Shots...... 99 Who Can You Trust? ...... 131 Psychiatric Drugs ...... 146 Extended Campaigns ...... 99 Timing ...... 131 Power Corrupts ...... 146 NARRATIVE STRUCTURES . . . . .100 Changes of Pace ...... 131 Escape ...... 101 Props and Atmosphere ...... 131 5. TALES TO TERRIFY. . 149 Gauntlet ...... 101 Adding In Horror ...... 132 SEAS OF DREAD ...... 150 Nemesis ...... 101 SCENARIO DESIGN ...... 132 BLOOD IN THE CRATERS . . . . .157 Picaresque ...... 101 The Teaser ...... 133 Quest...... 101 The Story Hook ...... 133 BLASPHEMOUS LORE . 162 Mix and Match ...... 101 First Blood ...... 133 ANTAGONISTS ...... 102 Making It Different...... 134 INDEX ...... 173 The Nature of the Beast: Enemies . . . . . 102 GURPS Cabal...... 102 Let the Players Play . . . . . 103 Precisely About GURPS Calibrated Evil...... 103 Steve Jackson Games is committed to full support of GURPS players. We can be High-Powered Horror . . 104 reached by email: [email protected]. Our address is SJ Games, P.O. Box 18957, Austin, TX 78760. Resources include: DESIGN PARAMETERS . . . 105 Scale...... 105 New supplements and adventures. GURPS continues to grow – see what’s new at Scope ...... 106 .sjgames.com. Austerity ...... 106 Warehouse 23. Our online store offers GURPS print items, adventures, play aids, and Boundaries ...... 106 support. You can also get digital copies of our books in PDF form, and exclusive mate- Rural or Urban? ...... 107 rial available only on Warehouse 23! Just head over to warehouse23.com. Some Horrific Planes . . . 108 Pyramid (pyramid.sjgames.com). Our monthly PDF magazine includes new rules and articles for GURPS. It features systemless locations, adventures, and much more. Look for UNCANNY POWERS . . . . . 109 each themed issue from Warehouse 23! Magic ...... 109 Internet. To discuss GURPS with our staff and your fellow gamers, visit our That Old Black Magic . . . 110 forums at forums.sjgames.com. You can also join us at facebook.com/sjgames or Standard Magic Items . . . 111 twitter.com/sjgames. Share your campaign teaser in 140 characters or fewer with Psionics ...... 111 #GURPShook on Twitter. Or explore that hashtag for ideas to add to your own game! Black Technology ...... 112 The GURPS Horror web page is gurps.sjgames.com/horror. Other Abilities ...... 112 Gamer and Store Finder (gamerfinder.sjgames.com): Connect with other people and Things Fall Apart ...... 112 places playing our games. Add yourself to our database so they can find you as well! HORRIFYING GENRES . . . 113 Bibliographies. Bibliographies are a great resource for finding more of what you love! Fantasy Horror ...... 113 We’ve added them to many GURPS book web pages, with links to help you find the next Dreamland: perfect element for your game. One Rules Model . . . . 114 Errata. Everyone makes mistakes, including us – but we do our best to fix our errors. Historical Horror ...... 114 Errata pages for GURPS releases are available at sjgames.com/errata/gurps. Horror Across Time . . . . . 116 Rules and statistics in this book are specifically for the GURPS Basic Set, Fourth Modern-Day Horror . . . . 117 Edition. Page references that begin with B refer to that book, not this one. Science-Fiction Horror . . 118 Infinite Horrors ...... 119

CONTENTS 3 INTRODUCTION So what is horror? around the metaphorical campfire, listen to the snarl of the Horror is a matter of intent, and a matter of content. saber-tooth tiger, and to share the oldest and strongest Anything written to frighten the audience is horror. emotion . . . and to make it brand new again. Horror is usually a goal, not a genre; horror can appear in Pleasant screams. Westerns, romances, science fiction, fantasy, and myster- ies. Wherever the writer wants to make your flesh creep, there’s horror. Horror can be a genre, though, and in one PUBLICATION HISTORY sense it’s the oldest genre of all. The first stories we have, This is the fourth edition of GURPS Horror. It expands from the Sumerian epics, are full of evil gods, the birth of upon, mutates, and replaces GURPS Horror, Third Edition monsters, and malevolent scorpion-men. And we have (2002), which Kenneth Hite sewed together and reanimated only added to that supply of scares over the next five mil- from his own horror roleplaying guide Nightmares of Mine, lennia. Vampires, werewolves, psycho killers, haunted along with the gigantic and wonderful limbs and organs pre- houses, and hundreds of other time-tested elements now viously assembled by J.M. Caparula in GURPS Horror, jam-pack the horror toolbox. Second Edition (1990). That madman attached such things to These are, however, diverse elements. Horror doesn’t the hellish torso of GURPS Horror, First Edition (1987), have to be supernatural – the Black Death was completely given eldritch unlife by Scott Haring. Its heart still beats natural, and completely horrific. Horror doesn’t have to be within the unholy amalgamation you hold now. human – the slow, inevitable death of the universe scared H.P. Lovecraft more than any personal narrative ever did. But horror doesn’t stay in its box – the Black Death helped ABOUT THE AUTHOR inspire the legend of the vampire, and the inevitable laws of Kenneth Hite fervently believes that he was the first per- physics gave the 20th century both the mighty Godzilla and son to buy Call of Cthulhu in the state of Oklahoma, and has Great Cthulhu. Horror is as sloppy as a Jack the Ripper been running and playing horror RPGs nigh-constantly since killing, and as neat as Josef Mengele’s fingernails. then. Also since then, he has (among other things) developed With something so slippery, it can take some work to get and co-authored GURPS Infinite Worlds and GURPS it right. That’s true of writers, film directors, and artists – WWII: Weird War II, written GURPS Cabal, and created and roleplayers. The GM has to want to scare you, work to over 300 “Suppressed Transmission” columns for Pyramid scare you, try to scare you. You, the players, have to want magazine. Additionally, he has written for Nephilim, to be scared, work to be scared, try to be scared. Horror is Vampire: The Masquerade, Deadlands, Vampire: The Dark the most collaborative of styles, which makes it perfect for Ages, Unknown Armies, Call of Cthulhu d20, Vampire: The roleplaying games. The GM and players must contract to Requiem, Delta Green, and a smattering of games less obvi- play a horror game, and agree to build the atmosphere of ously horrific. fear together. Otherwise, it just plain won’t work. His most recent works include the ENnie Award- But when it does work – well, then, you have roleplaying winning RPG Trail of Cthulhu, a Savage Worlds setting at its finest pitch. Fear is the strongest, oldest emotion of describing The Day After Ragnarok, the blasphemous all, buried deep in all our psyches from the caveman days, children’s books Where the Deep Ones Are and The when we were one campfire away from the saber-tooth Antarctic Express, the critical essay collection Tour de tigers. But as deep as it’s buried, you can bring it to the sur- Lovecraft: The Tales, and the ongoing “Lost in Lovecraft” face with some dim lighting, a hushed tone, and a good column for Weird Tales magazine. story. It’s a bottomless well of power, catharsis, and bloody He lives in Chicago with many a quaint and curious vol- farm implements, and it’s waiting for you. ume of forgotten lore, his wife Sheila, the mandatory So enter freely and of your own will, both GM and Lovecraftian cats, and a tell-tale heart. player, ready to scare and to be scared, to join hands

There is no delight the equal of dread. – Clive Barker

4 INTRODUCTION Necrophone (TL6) (Parapsychology) roll. The technology functions far more In the October 1920 issue of Scientific American, Thomas reliably with a medium; without one, attempts to contact a Edison announced that he was working on the design of a specific spirit are at -6. Mark IV: $3,200, 80 lbs., external machine to contact the spirits of the dead. No plans or pro- power. LC4. totypes were discovered in his laboratory after his death in 1931. In a séance 10 years later, Edison directed two electri- cal engineers to a blueprint of the device. COMBAT GEAR Edison’s necrophone is a sensitive electrical valve, pow- This equipment is just a start. For even more fearsome ered by a chemical electrolyte solution, which amplifies paraphernalia, see GURPS Loadouts: Monster Hunters. spirit voices captured by a large, trumpet-shaped aluminum dish-aerial apparatus. The ghosts speak through a micro- Armor and Protection phone hooked up to the valve. Tuning the necrophone to a Holy Water (TL0): Holy water may burn some monsters specific spirit requires something connected to that spirit or like acid (see Acid, p. B428). If so, then holy water from holy a summoning ritual – and the ghost isn’t required to answer. wells, lakes, or rivers (e.g., Glastonbury, Lake Nemi, the To use the device, roll against Electronics Operation/TL6 Jordan, or the Ganges) might do extra damage. Of course, it’s (Parapsychology). $800, 22 lbs., external power. LC4. hard to test in advance. Holy water is free from the font at Spiricom (TL7) the front of any Catholic or Orthodox church; water from a specific source costs more. Anyone with Clerical Investment In 1980, electrical engineer George Meek and medium can bless water with one minute and a Religious Ritual roll. Bill O’Neil built Spiricom, a machine for communication See Holy Water Heresies (below) for some further options. with the dead. They used it to communicate with deceased Water, holy or impious, weighs 1 lb./pint. LC4. NASA scientist George Mueller, who helped them perfect Crucifix (TL1): A crucifix or other holy symbol may the Spiricom Mark IV by 1982. This system uses multiple- provide protection or just comfort. Small silver model: frequency tone generators to isolate ghostly voices from a $25, neg. LC4. room’s “white noise,” and creates a spiritual “carrier wave” Electric Pentacle (TL6^): Invented by Thomas Car- to speak with or summon a specific spirit. Ascended and nacki in 1907, this device consists of mercury-vapor evolved spirits come in on the 29.5 MHz band or higher; tubes set in a pentagram shape, wired in parallel to an tuning the Spiricom to lower frequencies contacts baser, induction coil, powered by two lead-acid batteries. The even inhuman, spirits. tubes emit specific wavelengths of blue light that repel Operating the Spiricom requires 1d¥10 minutes spirits; ghosts or demons that wish to cross the light bar- of tuning and a successful Electronics Operation/TL7 rier must win a Quick Contest of Will vs. the barrier’s DR.

Holy Water Heresies In the modern world, only Roman Catholics and to holy symbols has the 0-point feature “Affected Only by Orthodox Christians doctrinally believe in holy water as True Faith,” and the fearless vampire-slayers had better a method of resisting or repelling evil forces. Some High hope that the priest who blessed the font at St. Patrick’s Church Anglicans, Sikhs, Jews, and Buddhists use water was truly faithful! ritually, if not explicitly to zorch demons. A hard-core Jansenist Variant: The wielder has to maintain suit- Evangelical Protestant (or 17th-century Puritan) would able reverence for the holy water for it to retain its sacra- consider holy water frivolous at best, idolatrous at worst mental status. He must roll vs. Will each minute that the – using it might expose the wielder to evil! Fantasy reli- water is contained in an inappropriate vessel (squirt gun, gions could have their own intricacies: perhaps the Fire Big Gulp cup, etc.), and whenever he blasphemes, pol- God condemns holy water. The GM will have to adjudi- lutes, or otherwise acts irreverently toward it. Failure cate the theological implications for his campaign, or means the holy water reverts to mundane water. Part of just let the Pope (and Hammer Films) do it. Armoury (Esoteric) (p. 28) might be the secret of inscrib- The GM might be understandably nervous about ing a water gun with angelic glyphs, or building it from allowing monster-hunters potential access to sprayer chased silver and crystal. The charitable GM may allow trucks full of vampire-killing solvent, or feel that toting the wielder who sings a hymn or chants a prayer while “Holy Super-Soakers” cheapens the campaign’s Gothic toting the “sacred fire hose” to make a Religious Ritual tone. The rules as given essentially track Catholic teach- roll and add his margin of success to these Will rolls ings on holy water. For GMs feeling their inner Martin while the prayer or hymn continues. Luther, here are some heretical variants: Valentinian Variant: Blessing water takes 10 seconds per gallon, as the “sacredness” must propagate through Donatist Variant: Anyone without at least one of the pipes or across the swimming pool. During this Blessed, Power Investiture, or True Faith has -4 on his time, the celebrant must take constant Concentrate Religious Ritual roll to create “vampire-proof” holy maneuvers. This at least somewhat constrains the old water. Alternatively, any vampire, demon, etc. vulnerable “bless the sink and hit the fire alarm” plan.

48 THE RAG AND BONE SHOP In the above example, the GM should ask himself why photographs of ghosts as proof face another challenge: con- vampires don’t cast reflections. Some legends assert that it’s vincing the authorities that such photos aren’t hoaxes in because the vampire has no soul, which is what the mirror this age of Photoshop. reflects. If so, then all reflective or image-capturing devices If you’re moving a monster out of its “native” habitat, become useless; vampires certainly won’t show up on video then a little thought about what you’re moving, and why, can surveillance cameras, and a telephone might not even pick pay big dividends of game realism – and hence, of horror. up a vampire’s voice! Conceivably, vampires’ names might not be recordable on computer databases – that would cer- tainly explain why they wind up hanging around derelict MONSTERS AS FEARS warehouses. Others traditions specify that the mirror in With the above in mind, the remainder of this chapter is question is silver-coated and point out that silver is harmful organized into sections that address some basic human to vampires. In that case, only silver-coated or -backed reflec- fears. Each fear has a “signature” monster, some variations, tive surfaces are ineffective; while some cameras use silvered and game notes attached to it. The monster given for a par- film and mirrors, digital cameras and X-ray machines don’t. ticular fear is a starting point; this organization is descrip- Incorporeal beings such as ghosts pose different prob- tive, not prescriptive. If you decide that vampires are lems. Sometimes, ghosts are manifest – but can they be fundamentally not about the fear of taint and disease, but photographed? Generally, yes, since a photograph (or video rather the fear of the unloved dead, then revamp (ahem) image) is a recording of rays of light, and it could be said your bloodsucker accordingly. Some creatures – and fears that a ghostly manifestation is one of light. The GM may – have pointers and advice for such adjustments. Add new wish to redefine the concept of ghosts to prevent photo- monsters for specific fears, and recombine monster tem- graphic recordings, however; perhaps their manifestations plates with Frankensteinian abandon. The goal here is to are merely psychic illusions that only the mind can per- help the GM think about monsters in terms of their role as ceive. Some ghosts might even use magic to render cam- thematic elements first and foremost, as portents of the eras useless. Of course, modern-day PCs who hope to use uncanny, rather than as opponents.

Bullets Can’t Stop It! “God made man. Sam Colt made men equal.” By the combat to attack; e.g., man-eating lions, invisible mad- numbers, Sam Colt (or perhaps Richard Gatling) may men, or the xenomorphs in Aliens. even have made man equal to monsters. Daikaiju and Charming Monsters: The monsters use mind control Ancient Ones aside, few critters can withstand a hail of (or pure terror!) to make victims pause when they well-directed lead for long. So how can the GM un-level should shoot; e.g., a vampire who can mesmerize you the playing field again? to drop the gun, impossibly beautiful faeries, or little kid zombies you don’t want to shoot. No Guns: Set the story in a place, time, or situation No Safe Target: The monsters lurk where one where there would be no guns; e.g., medieval France, a shouldn’t discharge a firearm; e.g., any monster hid- remote island after a plane crash, or an insane asylum. ing in plain sight in a crowd, a monster on a pressur- No Gunmen: The PCs don’t carry guns; e.g., kids at ized jet or submarine, or the xenomorph nest under summer camp, Buddhist monks, or maximum-secu- the heat exchanger in Aliens. rity prisoners. No Good Target: The monster’s organs aren’t where Lousy Gunmen: The PCs have guns but can’t hit the they should be, requiring a roll against an obscure Phys- broad side of the barn; e.g., most people in a zombie iology specialty to target its vitals, or the creature has No apocalypse, CIA “desk jockeys,” or overconfident Vitals (p. B61); e.g., alien invaders, golems, or revenants. street thugs. No Target At All: The monster can’t be dealt with by No Reloads: The PCs are trained but must conserve shooting; e.g., Hill House, the Colour Out of Space, or ammo; e.g., soldiers behind enemy lines, a police sniper a tiny grub that parasitizes people and makes them during that zombie apocalypse, or hunters backpacking act erratically. in the Canadian wilds. Won’t Stay Shot: The monster gets back up shortly An Inconvenient Shoot: The monsters lurk where after being shot (although shooting buys the victims guns’ effectiveness is diminished; e.g., total darkness, some time, because the monster must recover before underwater, twisty tunnels, or dreams. Consider striking again); e.g., vampires, Michael Myers in Morlocks, Deep Ones, or Freddy Krueger. Halloween, or tulpas. Smart Monsters: The monsters are intelligent or cun- ning enough to take away guns or ammo; e.g., a were- Ghosts aside, relatively few monsters are simply bul- wolf who dislikes taking a silver risk, a ripper who lives letproof. In fact, most go down just fine against a skilled to terrorize his prey, or Roy Batty in Blade Runner. shooter with a good gun and ammo, set up where he Sneaky Monsters: The monsters are too stealthy can’t be flanked, covering an evacuated kill zone, and and/or fast to engage effectively before they enter close warded against dirty tricks. The trick is setting that up . . . and the GM’s trick is to make it impossible.

56 THINGS THAT GO BUMP IN THE NIGHT Concept disease – a starkly medieval image, disgusting and evil. Where Dracula’s aristocratic bearing and sexual charisma A player who deduces the disease’s vector, etiology, cause, hint at syphilis, the nosferatu is the plague, tuberculosis, or and true nature (demonic imp-virus, mummy cooties, mad- perhaps typhus. Such creatures are the “walking pestilence,” science serums in the water, germs from planet Zelkor, or sapping strength and life, and then spreading through the whatever) should get a bonus on the Concept roll. land by transforming their victims into their likeness. This older image can suggest more scenario ideas: A Prototype plague has struck the town, and a mysterious figure has Make a Prototype roll once per month – or once a year, been seen at night – coming up from the sewers, some say. in a high-realism campaign. Even at TL7-8, disease A reward has been offered to anyone who can stop the research requirements are grim: a cure for polio required Bringer of the Black Death. Investigators who work to find millions of dollars and decades of research. In the case of the meaning behind the monster can find ways of dealing AIDS, billions of dollars and over 20 years of study have with it. For example, a vampire’s aversion to garlic is due to developed only a few (expensive and bulky) suppressants. If the bulb’s nourishing, healing qualities; his fear of running the germ is a variation on a known bug, or if there has been water stems from the fact that it is generally considered a long, ongoing research effort on the disease, the GM clean and cleans that which enters it. Perhaps salt, sunlight, might realistically cut research time from years to months and other traditional purifiers can also stop the fiend! or weeks. Such time scales, as abbreviated as they are, may The GM can use a monster’s meaning to rework its still prove too long for many campaigns. Fortunately, PCs appearance into a more appropriate and interesting form. often have magic, high technology, secret alien formulae, In an American Civil War setting, the nosferatu might be and other advantages that the Mayo Clinic doesn’t – and accompanied not by rats, but by the pigs that fed on the when all else fails, the GM can adjust things cinematically. bodies of dead soldiers. In a post-nuclear war setting, such a vampire may bring an army of cockroaches, glowing Cinematic Cures green at night. Larger-than-life germ-stomping uses Gadgeteering (pp. B475-477). The Gadgeteer advantage (p. B56) is manda- tory. Relevant skills are as discussed above (typically Physician), but the GM may also wish to require Science!, Thou shalt not be afraid for Weird Science, or something similarly cinematic and arcane. the terror by night; nor for the Cinematic horror cures use the standard gadgeteering mod- ifiers, times, costs, etc. with these Complexity levels: arrow that flieth by day; Average: A suppressant that stops the development or Nor for the pestilence that progress of symptoms. walketh in darkness; nor for Complex: A vaccine that prevents an uninfected person from contracting the disease. the destruction that wasteth Amazing: An antidote that completely cures the disease at noonday. in an infected patient. – Medieval talisman, Complications from Psalm 91:5-6 Remember that the “bugs” in an alien invader vaccine may be big bugs indeed! While the PCs are working with – and, dare we hope, fighting monsters around – all their dangerous, fragile, virus-covered equipment, the GM can work with Contagion (p. B443) and Infection (p. B444), Nosferatu especially if an afflicted PC could turn into a horror him- 43 points self. Even if all goes well, the GM should feel free to vary the Advantages: Allies (Rat swarm; Built on 25%; 12 or less; cure’s effectiveness, onset time, and other parameters as Summonable, +100%) [24]; Claws (Talons) [8]; Pestilent dramatic tension requires. (p. 22) [1]; Speak With Animals (Specialized, Rats, -80%) [5]; Vampire (p. B262) [150]. Disadvantages: Appearance (Monstrous) [-20]; Bad Smell NOSFERATU: [-10]; Disturbing Voice [-10]; Dread (Salt) [-10]; Frightens Animals [-10]; Infectious Attack [-5]; Lifebane [-10]; No THE PLAGUE VAMPIRE Alternate Forms [-30]; No Dominance [-20]; No Speak There’s a type of vampire – the nosferatu – that bears With Animals (Specialized, Wolves and Bats, -60%) [-10]; no resemblance to Dracula. It’s dead white, with long fin- Vulnerability (Impaling Wood to Heart ¥2) [-10]. gernails and rat-like teeth. It looks and smells awful; can Features: Achilles’ Heel includes fire as well as wood. turn to mist but not assume animal form; and summons rats, not wolves. When it sucks blood, there’s nothing sex- Variations ual or romantic about it; the victim wastes away and dies For a nosferatu embodying a plague spirit, add Plague in agony. Like many vampires, the nosferatu symbolizes (p. 16).

THINGS THAT GO BUMP IN THE NIGHT 87 Survival Horror The polar opposite of High-Powered Horror (pp. 104- bitter, selfish, panicky, and cruel. If the GM wants to 105), “survival horror” channels powerlessness as a emulate such intraparty conflicts, then it’s probably best wellspring of terror. This style privileges resource man- to make survival-horror games one-offs unless everyone agement, tactics, and stealth while foreshadowing a fun- involved truly likes that kind of roleplaying. damentally bleak endgame: sooner or later, the horrors Dwindling resources. Guns run out of bullets or get will swallow up the heroes. Exceptions exist, such as the lost. Armor is torn off. Food grows scarce. The heroes theatrical version of 28 Days Later, but are almost always slowly lose their technological and cultural crutches, driven by nervous producers rather than by narrative bringing them down to the level of the monsters outside logic. While its literary origins go back to Lovecraftian – often despite having whole cities’ worth of abandoned tales like “Herbert West – Reanimator” and “The Lurking gear nearby. Some gamers find this incredibly frustrat- Fear,” survival horror only blossomed with George ing, so the GM should clear it going in. Romero’s Night of the Living Dead (1968) and the subse- Invaded Houses (p. 130). Nowhere is safe for long; quent zombie boom. In video games, it arguably began the heroes must keep moving or die. If there’s a win- with Alone in the Dark (1992), although Resident Evil dow, something will crash through it. (1996) was the first game to market itself as “survival Labyrinths. Especially in video games, the heroes horror.” The label is now applied to any game or movie must navigate maze-like paths to avoid the hordes. This that features zombies or similar shambling hordes. trope also shows up in films like The Descent and Other common (though not universal) traits of sur- This Is Not a Love Song, featuring protagonists lost in vival horror include: unfamiliar terrain, and Cloverfield, where a familiar city becomes an obstacle course. Brutes vs. brains. The nearly always mindless hor- Promised Land. The heroes are seeking a safe haven: rors appear in swarms or hordes of identical monsters. the evacuation zone in Cloverfield, “the island” in Dawn Surviving heroes are smart, not just tough. of the Dead, etc. The GM decides whether it’s a lie, a Disunity. Particularly in films, there’s tension, argu- mirage, full of zombies, or a genuine refuge. Survival- ments, or even outright betrayal within the human sur- horror purists regard having a real “Promised Land” vivor community or protagonist group. Rather than join as cheating! against the common threat, the pressures turn people

for bullets) or as the tragic flaw in a truly beloved and THEMES otherwise noble NPC. Presenting a theme isn’t a matter of distributing hand- Be warned that betrayal is easy to overuse. In all but the outs that state, “This campaign is about corruption.” Nor is most conspiratorial games, it can actively prevent the play- it a matter of an NPC nodding sagely and offering a few ers from investing any emotional energy in the game world thoughts on the topic of doom. Themes are hidden notes, if it becomes too common. However, it works at the heart best kept under the story itself. Think of a game’s theme as of isolation in the horrific world: We’re all separate from its skeleton, its bones: they give it structure and let it stand each other, alone against the dark. up – and as with your own skeleton, it’s seldom a good sign if the bones show up too clearly. You don’t have to decide Corruption on a theme at the beginning; if you’re telling a good story, then your theme will emerge in due time. Themes show up Closely related to betrayal, corruption is the slow change in little bits of offhand character development or evocative of something good into something evil. Decaying flesh, rot- symbolism; eventually, these tiny pebbles add up into an ting meat, disintegrating cities, eroding morality . . . all of avalanche that sweeps your story to its climax. these things tell the story of horror loose in the world. In dark, gritty campaigns, the corruption is omnipresent; the party may have to choose to defend a corrupt world against Betrayal an even worse alternative. In brighter, more heroic games, The theme of betrayal plays a key role in horror. “Trust the corruption comes from outside: invaders from Mars, no one” is the code, but that’s easier said than done. Players skeleton ships from the Dry Tortugas, or vampires from far- and characters alike tend to lower their guard around the off Transylvania. Corruption might have a face, making it a obviously harmless or actively useful NPCs. The GM should mirror and/or a target for the heroes. Images of corruption occasionally remind them that this is a mistake. Especially include not only rot, mold, and decay, but also such horror in conspiratorial horror – but to an extent in any game – elements as the ruined castle and the abandoned factory. any NPC can be a villain. The friendly clown could be a The GM should know that expanding the corruption’s madman, the nice old lady at the sweetshop might be a can- visible scope while limiting the game’s scale increases the nibal, and the heroes’ mentor may be using them for his players’ sense of confinement. Make sure they fight back own fiendish purposes. Little marks of betrayal can show and don’t withdraw! See Power Corrupts (pp. 146-148) for up in a symbolic fashion (30 pieces of silver, to melt down some rules that model such growing corruption.

OMINOUS FEELINGS, GATHERING SHADOWS 127 Forgotten Lore and Horrible Secrets Knowing this information, or casting this spell, assuredly opens you or your loved ones up to evil, madness, or Especially in games of psychological and cosmic horror, Things Man Was Not Meant To Know (e.g., your grand- the horror might come not only from monsters and father infected your children with the ghoul virus when corpses, but also from the heroes’ discovery of horrifying he last visited you): -5 truths about the world, themselves, or their place in the The Awful Truth has global scope (e.g., the ghoul cult has universe. These discoveries can require Fright Checks. existed for centuries, and controls major healthcare Since much horror magic forces the caster to confront institutions): -7 directly, accept, and indeed invite such knowledge, even The Awful Truth strikes at the core of your identity (e.g., casting a spell might demand a Fright Check! For rules, see your grandfather initiated you into the ghoul cult as a Fearsome Magic in GURPS Thaumatology. child and erased your memory of it until now): -7 Whether a Fright Check is required in a given case This knowledge, or spell, could destroy the world – perhaps depends on the campaign. In a traditional Gothic horror it’s doing so right now (e.g., the ghoul cult has laced this game, discovering that one’s grandfather went mad might year’s flu vaccine with the ghoul virus): -10 demand such a Fright Check; in a gritty, alien-hunting black- ops game, only the realization that an alien race is pulling the ops’ strings is likely to shake them to the core. In general, the TRESS AND ERANGEMENT more clearly and completely the new discovery reveals an S D Awful Truth threatening the heroes’ sanity or worldview (or In some horror, especially horror dealing with Things even the worldview that they still desperately wish to believe Man Was Not Meant To Know, certain frights can blast the in), the greater the Fright Check penalty. Some examples: sanity from those who behold (or discover) them. The Thing simply cannot exist – the mortal mind cannot per- This information demonstrates the Awful Truth, but might ceive it and remain sane. Without going the full Lovecraft, be explained away (e.g., the graphically realistic graffiti a horror campaign might still posit a difference between art in the subways shows ghouls killing people): no simple terror and adrenaline shock, and madness-inducing modifier visions and experiences. One way to draw this distinction is This information clearly demonstrates the Awful Truth; to separate Fright Checks into two categories: ordinary rejecting it takes willful denial (e.g., this transit police Fright Checks, which cause Stress, and Sanity-Blasting report clearly indicates the presence of a ghoul colony in Fright Checks, which cause Derangement. the New York subways): -1 In this model, failing an ordinary Fright Check causes This information shows the Awful Truth goes deeper, or the effects on the Fright Check Table and adds -1 to Stress – has wider meaning, than previously thought (e.g., these or -3 on a critical failure. Sanity-Blasting Fright Checks diaries prove that a group of madmen have spread ghoul work similarly, but worsen Derangement instead of Stress. colonies to Oregon): -3 The victim has a cumulative penalty to all Fright Checks The Awful Truth strikes directly at your life or beliefs (e.g., equal to current (Stress + Derangement)/2, rounded against your grandfather somehow became a ghoul and faked him. Unforgiving cosmic horror games with truly sanity- his death): -3 blasting stimuli may halve only the Stress penalty!

Not Just Stunned The Fright Check Table (pp. B360-361) depends a lot either flee the scene at his highest Move or attack the on “stunned” results. In short (one- or two-second) frightening stimulus as if Berserk. If he already has a bursts, there’s little wrong with that – but when stun similar disadvantage (Cowardice or Berserk), he must lingers on, players can find themselves spending an roll vs. the lower of Will or that disadvantage’s self- entire combat with nothing to do but defend at -4. control number to snap out of it. (Fainting is even worse, but it’s intended to turn the vic- Stun is Fun: Provided that the character isn’t doing tim into monster bait.) While the GM should try to anything useful, and only defends at -4, he need not just make combats terrifying enough to capture everyone’s stand there. He might run around in little circles having attention, even those playing inactive characters, there hysterics (roll his direction randomly each turn, as for are several alternatives to stun: Scatter, p. B414), or collapse and moan, or scream at the top of his lungs, or rant and gibber, or anything Down the List: The player can always suggest a along those lines. If the GM agrees that the move is tac- worse (but perhaps more fun to roleplay!) result from tically useless, he may even let the victim try to take pic- further down the Fright Check Table. The GM should tures, frantically text his location, or pull out his gun make sure that this choice is at least as inconvenient – only to drop it from nerveless fingers and chase it along if not as tiresome – as being stunned. the floor. The GM should allow any free action during Flight or Frenzy: The alliterative alternatives to “horror stun” that wasn’t caused by a creature deliber- “freeze.” After one second of stun, the character must ately attempting to freeze its victims in place.

OMINOUS FEELINGS, GATHERING SHADOWS 141 INDEX Abilities Only limitation, 20. Bike locks and chains, 46. Characters, abilities in campaigns, 112- Academic template, 33-34. Biological power modifier, 30. 113; adventure tips, 6, 10, 44-46; Accelerated Healing enhancement, 21. Black magic, 110. archetypes, 7; biographies, 6; concept, 6; Adam monster, 97. Blessed advantage, 13. consequences of actions, 106; design, 6- Addiction disadvantage, 22-23. Blobbs, 153. 9; development, 9; hooks, 6-8; monsters Addictive Bite enhancement, 21. “Blood in the Craters” campaign, 157-161. as, 11; motivation, 9; party design, 9- Advantages, existing, 11-20; new, 20-21; Body of Swarm enhancement, 14. 11; personalizing, 7; point levels, 10; powers and, 31-33; secret, 22. Body parts, independent, 15, 71. power levels, 103, 104; special Adventures, character hooks, 6-8; Boundaries, 106-109; examples, 151, 158. considerations, 6; stereotypes, 7; maintaining the mood, 6, 10, 44-46; Britannica-3 worldline, 119. templates, 33-44; see also Advantages, Monster Hunters, 11; Plain Folks, 10- Brute monsters, 97. Disadvantages, Enhancements, 11; see also Campaigns. Bullets, see Ammunition. Limitations, Monsters, Villains. Affliction advantage, 12-13. Byles, 153. Charlatan template, 40. AI, evil, 88. Cabal, 10, 11, 14, 52; Chemlights, 46. Aliens, infiltrators, 84-85; as enemy, 102; Chi power modifier, 30. invaders, 76; see also Code of Honor, 23. Child template, 35. Unseelie. Cameras, monsters Childhood curse hook, 7. Ammunition, magic, 53; and, 56. Cihuateteos, 93. reducing effectiveness, Camp horror, 129; Clerical Investment advantage, 13. 56; silver, 52-53; see also Silly Clowns, evil, 68-69. wooden, 53. Horror. Code of Honor disadvantage, 23. Ancestor hook, 7. Campaigns, adding Coitophobia, 25. Ancient Ones, 73-75. horror, 132; Cold Spot Supernatural Feature, 26. Androids, 88. atmosphere, 131- Collector Contacts, 13-14. Angels, as monsters, 95. 132; boundaries, Combat, gear, 48-53; reducing effectiveness, Animals, giant, 65; 106-109; building 56. hordes, 64-65; in the twists, 134; Communications, equipment, 46-48, 122; man-eating, 62-63. casting suspicions, spectral, 47-48. Animation limitation, 19. 131; changes of Compulsive Behavior disadvantage, 23. Antagonists, see Villains. pace, 131; design, Computers, evil, 88-89. Antiquary Talent, 19. 132-134; elements, Conspiracy horror, 117; austerity, 106; Apeirophobia, 25. 121-123; character hooks and, 8; character traits Ape-men, 152-153. examples, 150-161; and, 13, 18, 24, 25; example settings, Apes, fifty-foot, 65. extraordinary abilities 158; high-powered horror and, 105; Apocalypse, fear of, 94; in, 112-113; first magic and, 110; monsters and, 59, 82, Phobia, 25. encounter with evil, 133; high-powered, 86, 89; narrative structures and, 101; Apparitions, 78. 104-105; hooks, 6-8, 133; length, 99- other styles and, 125; scale, 105; scope, Ardat-lili, 93. 100; magic in, 109-111; other modes, 106; settings, 107, 109, 115-119; Area Knowledge skill, 28. 129; payoff, 134; plots, 102-103; power themes, 127. Arendians, 85. level of, 55, 99, 103, 114; preventing Contacts advantage, 13-14. Aristocrat template, 34. formula horror, 134; props, 131-132; Corporeal Undead meta-traits, 27. Armada-2 worldline, 119. psionics in, 111-112; reality of legends, Corrupting limitation, 22. Armor, 48. 136; running horror, 131-132; scale, Corruption points, 146-147; example Armoury skill, 28. 105; scope, 106; settings, 106-109, 128- system, 147-148. Artist template, 34-35. 130; styles, 123-130; symbolic settings, Corruption, of magic and powers, 146-148; Aslais, 96. 128-130; teasers, 133; technology in, theme, 127. Astral plane, 108. 112; themes, 127-128; timing, 131; Cosmic deities, 73, 74; see also Things Attorney template, 35. uncertainty in, 121; unnatural Man Was Not Meant To Know. Aura spell, item, 111. elements, 123; see also Adventures, Cosmic horror, 124-125; austerity, 106; Austerity, 106; examples, 151, 158. Design Parameters, Fears, Genres, character traits and, 14, 16, 19, 25, 32; Aware enhancement, 13. Narrative Structures, Villains. example settings, 151; Fright Checks, Bad Places, 128-130; ghosts and, 77; Candles, demon, 111. 141; insanity and, 142, 147; modes, planes and, 108; planets as, 118; Cannibals, legendary, 84; other forms, 72, 128; monsters and, 65, 73-76, 83, 94; supernatural Corruption and, 147. 83, 154. narrative structures and, 102; other Balloon, water, 49. Cannot Close Eyes Supernatural Feature, styles and, 124; scale, 105; scope, 106; Bane limitation, 14, 18, 52-53. 26. settings, 107, 109, 115-119; technology Banshees, 80. Cannot Memorize Forms limitation, 18. and, 112; themes, 128; villains, 103, Bear were-form, 61. Cat were-form, 61. 137, 138; see also Things Man Was Not Beasts, see Monsters, Villains. Cell phones, 46; problem, 122. Meant To Know. Beheading Blow technique, 30. Chainsaws, 49-51. Cosmic power modifier, 30. Being Buried Alive Phobia, 25. Chalkies, 68-69. Cowards, 138. Bibliography, see Reference Material. Channeling advantage, 13. Cratiphobia, 25.

INDEX 173 Criminal template, 36-37. Explorer templates, 38. Ghilan, 64. Crosses, 49, 50; of protection, 111. Extended Duration, Permanent Ghost hunter lens, 41. Crucifixes, 48. enhancement, 22. Ghostly Movement ability, 20. Cryptids, 81-82, 84; study of, 28. Faërie demiplane, 108. Ghostly Repetition Compulsive Behavior, Cryptozoology Expert Skill, 28. Faeries, 83, 84; see also Unseelie. 23. Cunning Folk Talent, 19. False Memories Delusion, 24. Ghosts, 77-81; Compulsive Behavior, 23; Current Affairs skill, 28. Fantasy horror, 113-114; historical, feeding, 77-78; Phobia, 25; Possession Curse Affliction, 12. 114-117. modifiers, 80; specialized, 80-81; Cyberpunk genre, 118. Fatigue Only limitation, 18. variations, 72-73, 160-161. Daggers, 111. Fear power, 31. Ghouls, 59-60; fantasy, 60; Martian, Daikaiju, 94. Fearlessness advantage, 14. 159-160. Damage Resistance advantage, 14; silver Fears, apocalypse, 94; death, 90-94; Ghuls, 60. and, 52-53. disease, 86-87; god, 75; hell, 95-97; Gill-men, 153. Dead Social Stigma, 25. madness, 67-69, 83; mutilation, 69-71, Glass shards, 49, 50. Death-fetches, 80. 83; nature, 60-66, 83; no hell, 97; Gore style, 124. Delusions disadvantage, 23-25. others, 82-85; Phobia disadvantage, 25; Gothic horror, 125. Dementophobia, 25. poisoning, 59; sex, 65-66; starvation, Government, fear of, 89-90; Phobia, 25. Demiplanes, 108. 72-73; taint, 57-60, 83; technology, 88- Guiafairos, 153-154. Demonology Expert Skill, 28. 89; the foreign, 73; the natives, 66, 83; Guilty secret hook, 7-8. Demons, 95-96; candles, 111; possession the state, 89-90; the universe, 73-76; the GURPS, 43, 114, 139, 150, 172; All-Star by, 142. unnatural, 77-82; witches, 82; see also Jam 2004, 172; Arabian Nights, 115; Dependents disadvantage, 135. Fright Checks. Atlantis, 156; Atomic Horror, 117; Derangement penalties, 141-142; Fiberscopes, 47. Autoduel, 119; Basic Set, 19, 139; conditions caused by, 144; see also Film, specialty, 46. Bio-Tech, 146, 158, 159; Black Ops, 43, Fright Checks. Fire extinguisher, 49, 51. 172; Blood Types, 172; Cabal, 102, 117, Design parameters, 105-109; example, 151, Five Rs, 45. 172; Cliffhangers, 116; Creatures of 158. Five Ss, 46. the Night, 172; CthulhuPunk, 172; Detective template, 37. Five Ts, 45-46. Cyberworld, 172; Egypt, 93, 115; Devil-beasts, 96. Flares, hand, 46, 50; pistols, 49. Faerie, 172; Fantasy, 72, 111, 146; Devotion Talent, 19. Flashlights, 49, 51. Greece, 115; High-Tech, 46, 53; Difficult Materialization limitation, 16. Flawed limitation, 18. Illuminati, 117, 172; Imperial Rome, Disadvantages, existing, 22-26; drug side Flying Swarm enhancement, 14. 115; Infinite Worlds, 116, 119, 129, effects, 146; Fright Checks and, 26, 143- Fortean horror, 129. 157; Loadouts: Monster Hunters, 48; 144; hooks and, 7-8; mental conditions Fortune Telling techniques, 30. Magic, 69, 95, 110, 114, 146, 147; Mars, and, 144; new, 26-27; secret, 22. 161; Martial Arts, 11, 30; Middle Ages Disadvantageous Alternate Form 1, 115; Monsters, 172; Old West, 115; option, 18. Powers, 14, 31, 69, 95, 146, 147; Disease power, 31. Power-Ups 1, 112, 146; Psionic Disembodied brain, 71. Campaigns, 112; Psionic Powers, 112, Divine power modifier, 30. 114, 147; Reign of Steel, 119, 172; Dixie-1 worldline, 119. Screampunk, 125, 172; Shapeshifters, Doctor template, 37-38. 172; Space, 119; Special Ops, 43; Doleovore enhancement, 21. Spirits, 172; Steampunk, 115, 151, Doppelgängers, 80. 158; Supers, 91, 118; Swashbucklers, Dracula, 57, 58; see also Vampires. 115; Technomancer, 111, 172; Dread disadvantage, 25. Thaumatology, 110, 141, 146, 151, 152, Dream power, 31. 172; Undead, 172; Voodoo, 115, 151, Dreamworlds, 114. 172; War Against the Chtorr, 161; Drills, power, 47, 50. Warehouse 23, 172; World War II, 117; Drugs, psychiatric, 146. WWII: Weird War II, 117, 172; Y2K, Duct tape, 46. 119, 172. Dybbuks, 78. Half-men, 154. Ectoplasmic Materialization limitation, 16. Handsome stranger (monster), 68. Eidolons, 79. Frankenstein’s Monster, 97. Haunt meta-trait, 27. Electronic voice phenomena (EVP), 47. Fright Checks, 139-146; bizarre and Haunted item hook, 8. Electronics Operation skill, 28. supernatural happenings, 140; Hazard enhancement, 21. EM filed meters, 47. conditions caused by, 144; cumulative Hazardous Materials skill, 29. Emotion Control limitation, 17. effects of, 140; curing conditions, 144- Headless Horsemen, 80. Energy Reserve advantage, 20. 146; dead bodies, 140; derangement Heals FP enhancement, 21. Enhancements, new, 13-17. and, 141-142; forgotten lore, 141; Hell, fear of, 95-97; plane, 108; power, 32; Equipment, armor, 48; breaking down, horrible secrets, 141; insanity and, 143- see also Demons. 112; cell phone problem, 122; holy, 48, 144 monsters and, 139; multiple, 140; Herbs, 49. 111; holy water, 48; magic, 53, 111; stress and, 141-142;”stunned” results, Hidden races, 84; see also Unseelie. malevolent, 81, 88-89; modern gear and 141; tables, 143-144. Higher Purpose advantage, 14. monsters, 55-56; protection, 48-49; Gaki, 72. Historical horror, 114-117. reducing effectiveness, 112; see also Gates, alternate plane, 111. Holy water, 48. Computers, Technology, Weapons. Gaudivore Affliction, 12. Hook, The, killers, 67. Esoteric Armoury, 28. Genii locorum, 79. Horrifying Window Affliction, 12, 13. Etheric plane, 108. Genres, 113-119; campaign examples, 150, Humanoid Form enhancement, 14. Evil ancestor hook, 7. 157. Hunger, fear of, 72-73; Phobia, 25; spirits, Expert Skill, 28-29. Gernsback worldline, 119. 72-73.

174 INDEX Hyperspace, 108. Mesmerist Talent, 19. Order of the Golden Fleece, 151. Incubi, 66. Metamorphic invaders, 85. Order of the Silver Sword, 151. Independent Body Parts variation, 15. Meta-traits, new, 27; see also Templates. Outsider meta-trait, 27. Independent enhancement, 17. Metuovore enhancement, 21. Paintball guns, 50, 51. Infiltration enhancement, 14. Meyhoms, 154. Palefaces, 68-69. Infinite Worlds campaigns, 119. Millenniphobia, 25. Panic Attacks disadvantage, 26-27. Infinity Phobia, 25. Mind Control advantage, 17. Paralyzing Touch Affliction, 12, 13. Infrared, film, 46; filters, 47. Minions, for Cosmic Deities and Ancient Parapsychology Electronics Operation, 28. Injury Tolerance advantage, 14-15; Ones, 75-76. Patrons advantage, 18; false-flagged, 18. Independent Body Parts, 15. Mirrors, gates, 111; realm, 108; vampires Pentacles, electric, 48-49. Innate Attack advantage, 15-16. and, 56, 58. Pepper spray, 50, 51. Insanity, 142-146; conditions caused by, Missing relative hook, 8. Perk, new, 22. 144; hook, 8; see also Fright Checks. Missing time hook, 8. Pestilence Innate Attack, 15-16. Insensitive limitation, 25. Misty limitation, 15. Pestilent perk, 22. Insubstantiality advantage, 16. Modern-day horror, 117-118. Phantasms, 79. Intact Undead meta-trait, 27. Modes, 129; examples, 151, 157; see also Phantom ships, 80-81. Invaded House, 130. Austerity, Boundaries, Fears, Scale, Phobia disadvantage, 25. Invaders, alien, 76; metamorphic, 85; see Scope, Styles, Themes. Photography skill, 29. also Unseelie. Monster-hunting, adventures, 11; checklist, Physician skill, 29. Investigations, checklist, 45; gear, 46-48; 45; equipment, 46-53. Piasa birds, 81-82. skills, 45; standard kit, 46; useful gear, Monsters, archetypes, 55-56; as Pirate template, 152. 46-48. antagonists, 102-105; characteristics of, Pishachas, 60. Investigative horror, 129. 136; characters as, 11; choosing, 55-56; Plague Innate Attack, 16. Isolation, 122. modern equipment and, 55-56; reality Plagues, 86-87; vampire, 87. Jack the Ripper, 70. of, 136; stereotypes, 55-56; see also Planes, 108, 109; gates to, 111. J-horror, 126. Fears, Villains. Plots, 102-103. Jiangshi, 58. Moral power modifier, 31. Pneumatology Expert Skill, 28. Johnson’s Rome worldline, 119. Morois, 58. Pocket dimensions, 108. Journalist template, 38-39. Mummies, 92-93; curses, 92. Pod people, 85. Jumper advantage, 16-17. Mummified Undead meta-trait, 27. Poet Talent, 19. Kaiju, 94. Murophobia, 25. Poisoning, fear of, 59; Phobia, 25. Kirlian camera, 47. Mutilation, fear of, 69-71; independent Police officer template, 41. Lamashtu, 94. body parts, 15, 71; monsters, 70-71, Poltergeists, 79. Lamia, 66, 93. panics, 69; Phobia, 25. Possession, advantage, 18; by ghosts, 80; Lawnmowers, 50. Myrmidons, 160. by demons, 142. Leech advantage, 20-21. Mystic template, 39-40. Post-apocalyptic genre, 119. Lenses, see Templates. Narrative structures, escape, 100-101; Power levels, campaigns and, 55, 99, 103, Leprous Touch Affliction, 12, 13. examples, 156, 161; gauntlet, 101; 114. Lights, gear, 46-47; tactical, 47. nemesis, 101; picaresque, 101; quest, Power modifiers, common, 30-31; new, Lilitu, 93-94. 102. 31-33. Limitations, new, 14-21. Natural unnatural monsters, 81. Powers, 30-33; Corruption and, 146-148. Limited Access limitation, 16. Nature power modifier, 31. Practitioner template, 39-40. Limouphobia, 25. NCO lens, 43. Priest template, 41. Lion, man-eating, 63. Neck Bite technique, 30. Prisms, magic, 111. Little People, 83. Neck protectors, 49. Projected Form limitation, 19. Lobotomization, 145-146. Necrophones, 48. Projection limitation, 16-17. Long Tongue Supernatural Feature, 26. Needs Sample limitation, 18. Protective gear, 46-47. Loups-garous, 72. Nergal worldline, 119. Psionic power modifier, 31. Lycanthropy, see Werewolves, Wolf-Men. Ngojama, 96-97. Psionics, 111-112. Madness, fear of, 67-69, 83; Phobia, 25; Night Vision advantage, 17. Psychic silhouettes, 160-161. power, 32. Nightmare, Affliction, 12, 13; plane, 108; Psycho killers, 67-68. Magic, black, 110; bullets, 53; campaigns power, 31. Psychological horror, 11, 125-126; austerity, and, 109-111; Corruption and, 146-148; No Pulse Supernatural Feature, 26. 106; character hooks and, 7, 8; character items, 111. No Vertical Move limitation, 16. traits and, 14, 23, 24; Fright Checks, Magical power modifier, 31. Noisy limitation, 16. 141; high-powered horror and, 105; Malevolent objects, 81, 88-89. Nosferatu, 87. insanity and, 143; narrative structures Malformed Feet Supernatural Feature, 26. Oathbound Code of Honor, 23. and, 100-102; no-magic, 110; other styles Mandroids, 90. Objects, malevolent, 81, 88-89. and, 124; scale, 105; scope, 106; settings, Man-eaters, 62-63. Obligate Doleovore limitation, 21. 107, 109, 115-119; themes, 128. Manifestation enhancement, 17. Obligate Metuovore limitation, 21. Psychology skill, 29. Manitous, 66. Occult crime consultant lens, 41. Pulp horror, 124; austerity, 106; character Marauds, 160. Occult! wildcard skill, 29. hooks and, 8; character traits and, 14; Martians, 158-159; ghouls, 159; Occultism skill, 29. example settings, 150, 158; mental technology, 159. Occultist, Talent, 19; template, 40-41. illness cures, 146; narrative structures Medium advantage, 17. Octopuses, giant, 154. and, 101, 102; scale, 105; settings, 107, Memory Wipe Affliction, 12, 13. Officer lens, 43. 115-119; themes, 128; villain Men In Black, 89-90. One Emotion Only limitation, 17. motivations, 137. Mental disorders, cures, 144-146; One Power limitation, 20. Rakshasa, 97. diagnoses, 144, 145; disadvantages Oni, 97. Rats Phobia, 25. and, 144; see also Fright Checks. Only Heals FP limitation, 21. Reality Tripod worldline, 157.

INDEX 175 Realms, 108, 109. Steal (Other Score) enhancement, 21. Ufology Expert Skill, 28. Reference material, bibliography, 162-167; Steal Youth enhancement, 21. Ultraviolet (UV) bulbs, 47. filmography, 167-171; for example Steampunk setting, 115. Undead meta-traits, 27. campaigns, 156, 161; ludography, Starvation, see Hunger, Wendigo. Unfazeable advantage, 19-20. 171-172. Strangle Hold technique, 30. Universal enhancement, 17. Regeneration advantage, 18; silver and, Stress penalties, 141-142; conditions Unkillable advantage, silver and, 53. 52-53. caused by, 144; see also Fright Checks. Unnatural natural monsters, 64-65. Revenants, 79. Strong Venom Innate Attack, 16. Unseelie, 82-84; aliens as, 84-85; androids Reversion enhancement, 16. Styles, 123-127; examples, 150, 157. as, 88; metamorphic invaders as, 85. Rippers, 70-71. Succubi, 66. Untrue Beliefs delusions, 24-25. Romantic horror, 128. Suggestion limitation, 17. Upurinas, 58-59. Rotting Undead meta-trait, 27. Summerland, 108. Urban horror, 107. Royal Society, 151. Sun lamps, 47. Urban living legends, 68. Rugose Skin Supernatural Feature, 26. Super power modifier, 31. Vampire Society Code of Honor, 23. Rural horror, 107. Supernatural abilities, 146-148; Corruption Vampires, 57-59; lords, 59; plague, 87; Satyrs, 69. and, 147-148; see also Magic, Powers. psychic, 58; romantic, 65-66; Scale, 105; examples, 151, 158. Supernatural Contacts, 14. variations, 57-59. Scatter enhancement, 14-15. Supernatural Durability, 19. Vampirologist lens, 41. Scent masking, 49. Supernatural Features disadvantage, 26. Vampirology Expert Skill, 28. Science-fiction horror, 118-119. Supers genre, 117. Vetalas, 59. Scientist lens, 33. Surrealism, 123. Victims, types, 135; sneaky tricks, 135. Scope, 106; examples, 151, 158; visible, 106. Survival horror, 127. Victorian, example setting, 157-161; faeries, Se’irim, 69. Swamp Monsters, 64. 83; horror aspects, 8, 25, 57, 65, 115, Sea serpents, 154-155. Syrens, 155. 125; mediums, 17; psionics, 111. “Seas of Dread” campaign, 150-156. Tables, describing Things Man Was Not Villains, as antagonists, 102-105; Second Sight ability, 18. Meant To Know, 74; improvised melee characteristics of, 136; high-powered, Secret history campaigns, 114. weapons, 50-51; improvised ranged 104-105; motivations, 136-138; no Secret Society Code of Honor, 23. weapons, 51; madness, 143, 144. motivation, 138; opportunity, 138; See Invisible advantage, 18. Taint power, 33. power levels and, 103; see also Fears, Serial killers, 67. Talent advantage, 19; for powers, 31-33. Monsters. Serpent-folk, 84. Talking boards, 47. Viruses, killer, 86. Settings, 128-130. Taphephobia, 25. Visual enhancement, 17. Sex, fear of, 65-66; phobia, 25. Tech template, 43-44. Vlad the Impaler, 57. Shades, 79. Techniques, new, 30. Voodoo dolls, 111. Shadowland, 108. Technology, anti, 112; black, 112; Vulnerability disadvantage, silver and, Shadows (ghosts), 79-80. malevolent, 81, 88-89; see also 52-53. Shaggy ones, 69. Computers, Equipment, Malevolent Shapeshifting advantage, 18-19. Objects. Shark suits, 49. Technothriller horror, 129. Sharks, man-eating, 63. Telekinesis advantage, 19. Shikaku-Mon worldline, 119. Temperature guns, 47. Ships, phantom, 80-81. Templates, character, 33-44; monster, Silly horror, 126; austerity, 106; modes 57-76, 78-85, 87-94, 96-97, 152-155, and, 129; scale, 105; settings, 117, 119. 158-161; see also Meta-Traits. Silver, mirrors, 56; nitrate, 53; weapons, Tempters, 97. 52-53. Tenuous Form, 15. Skeletal Undead meta-trait, 27. Terminal Condition limitation, 22. Skeletons, 27, 155; see also Zombies. Themes, 127-128; examples, 151, Skills, 28-29; investigation, 45; monster- 157-158. hunting, 45-46; wildcard, 29. Therapy, 144-145. Wainscot fantasy, 110. Skinbound limitation, 19. Things Man Was Not Meant To Know, Warp advantage, 20. Slayer template, 43. 73-76; describing, 74; plots, 103. Weapons, improvised, 49-51; magic, 111; Sleep Affliction, 12. Thought-forms, 81. reducing effectiveness, 56; silver, 52-53; Slow Recharge limitation, 20. Threshold Entity meta-trait, 27. wooden, 53. Social Stigma disadvantage, 25. Thrills, 124. Wendigo, 72. Soldier template, retired, 42. Time travel, 116. Were-forms, 61. Space genre, 119. Tome of the Sorcerer, 111. Werewolves, 60-61; becoming, 62; Special Recharge limitation, 20. Tone generators, 46. stopping, 62. Specter meta-trait, 27. Touch enhancement, 16. Wildcard skill, 29. Spectral communications, 47-48. Toxicophobia, 25. Wind walkers, 73. Spectrophobia, 25. Transhuman horror genre, 118-119. Window to the Soul, 111. Spiricoms, 48. Transhuman Space, 119. Witch template, 82. Spirit, daggers, 111; meta-traits, 27; power Traumatophobia, 25. Witch’s Mark Supernatural Feature, 26. modifier, 31. Troglodytes, 84. Witches, 82. Spirits, hungry, 72-73; see also Ghosts. True Augury technique, 30. Witiko, 73. Splatter style, 124; austerity, 106; example True Faith advantage, 19. Wolf were-form, 61. settings, 151, 157, 158; insanity and, True I Ching technique, 30. Wolf-men, 61-62. 143; scale, 105; settings, 115, 118, 119. True Scrying technique, 30. Wooden bullets, 53. Squirt carbines, 50, 51. True Tarot technique, 30. Writer template, 44. Stake to the Heart technique, 30. Tulpas, 81; examples, 68, 90. Zombies, 90-92, 155; B-movie, 91; mobs, State, the, power, 32-33. Tumors, 142. 91; voodoo, 91-92.

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