Showing posts with label horror. Show all posts
Showing posts with label horror. Show all posts

Tuesday, June 28, 2022

Thirsty Ghoul

Art by an Anonymous contributor

Thirsty Ghoul
HD:
3 to 5
AC: +3
To-Hit: +3
Attacks: Two Claws (1d6+1), Proboscis (1d4)
Powers: Dark Liquor, Lair

The Thirsty Ghoul is an undead creature. It is very solitary, and unlike most ghouls, has a great deal of intelligence. It is very fond of conversation; mostly with itself. The easiest way to avoid this monster is to listen for chuckles and witty observations coming from rank passages.

Like all ghouls, this creature has an unnatural hunger for dead flesh. But this one has no hunger- only thirst. It ferments the body parts of its victims and cadavers it finds, spitting their blood, marrow, and other fluids into canoptic jars in little corners of the dungeon; marked with little scratches to catalog their vintage. All of them will have a favorite vintage; perhaps the spinal fluid of a dwarf, or the lymph of a young human- it drinks these brews luxuriously with a long black proboscis- capable of punching through skin and muscle to drink blood beneath- though it much prefers room temperature. There is no quicker way to spur the wrath of a thirsty ghoul then busting up one of their "wine cellars".

If you are using a ruleset with "heroic actions" or "lair actions" for higher creatures, then this ghoul probably gets one of those.

In addition; this ghoul's attack do not paralyze. Instead, they inflict Drunkenness. All damage this ghoul deals adds up points of Drunkenness to the character wounded. Easy method; if the number of points equal your Constitution- you start flailing around and acting really drunk, getting disadvantage on anything requiring grace or thought. More granular? Bust out your favorite drunkenness or carousing table. The ghoul prefers to inflict its victims into a state of bumbling confusion, before gently removing their organs and tucking them away under some stone recess in the dungeon so one day, many decades later, they can finally savor its delicious taste; aged as fine as any wine.

Wednesday, September 1, 2021

Plague of Men


They come from beds, mostly. You'll wake up morning and have them filled, sleeping next to you, or just under, sprawled out on the floor like they unrolled from the cot. They are men. Just like you and men, they look exactly as people- but they are all men.

These men act and look as people do. They need food, water, and shelter. They will offer to work at first, but will resort to begging if they have to. They also have desires beyond these needs; they will want luxury, homes, wives, children, and a place in the world.

Every day, there are more of them. They keep appearing, beyond the capacity of where you live. With each, there is less room to move. Your streets are crowded now; and with these men, all available masters are filled with apprentices. All market stalls are fulled staffed- there is no room for your hands. The price of food and drink increases as these men come from every corner, multiplying by the day.

Their bodies are filled with rose water. They look like you and me, but aren't the same. They feel fake, less real, less worthy. They still scream like men do, and beg and plead for their worthless lives, but they only take. Even if they don't mean to; by simply being here, they are a terrible burden.

You could let them stay; but by doing so, lower the quality of life of your own people. Significantly, your country is more polluted and poor. You could also drive them back, but there is nowhere to go. The only "real" solution then is to take upon the task of slaughtering them all, which perhaps will stem the tide, or slaughter them all and stop the problem for good- but it is messy and horrible. They don't want to die, it is a drain on the soul to do this, and others will profit on their misery. They will use it to paint you as a tyrant, or a murderer, for defending what you have. But you aren't defending against an enemy who wishes to kill you- it is a soft invader. But an invader nonetheless.

The truth solution to the Plague of Men? Not all problems have a cure or easy solution; any way you go forward you lose. There is no solution to the Plague of Men.

Thursday, August 5, 2021

Anten the Murderer

Anten is a murderer. He has killed three hundred and twelve people. He's done these killings over the last ninety eight years. He's also been executed for his crimes five times.

Anten is a seemingly normal human. He is moderately charming (+1 Charisma modifier) but average in every other way. Set all of his stats to 10. Anyone with a Wisdom modifier of +1 or greater can tell there is something "wrong" with him. Anten prefers to lure his victims away, and then kill them. Anten prefer victims smaller and weaker then himself; usually killing women, or children, though occasionally he will kill travelers or drunkards. Not included in his body count are the large number of stray animals, livestock, and pets he has also killed. Worst of all, none of Anten's abilities seem to revolve around his killing in any way. His apparent immortality, as well as skill with magic, have seemingly nothing to do with his murderous appetite. As far as everyone can tell, he just does it because he enjoys it.


Anten
(3 HD, +2 to hit, 1d4+1 knife attack, spells)
Morale- 8 in the open, 11 in Lair

Anten the Immortal
Unlike many others beings with immortality, Anten's doesn't give him youth or any kind of special supernatural resistance to anything. He's a regular human who can be killed by anything a human could be killed by- the problem is he comes back.

Whenever Anten is killed, whoever killed him begins to experience delusions, antisocial behavior, and becomes more and more isolated and irritable. The strongest willed can last many years, but eventually, they go out and kill just like Anten did. They chop apart their victims into pieces, and eventually, they turn into Anten. This isn't like a sudden or instant physical transformation, its just something that happens. Eventually the person is gone and Anten is back, leaving behind no body or trace of the unfortunate host.

In an attempt to circumvent his ability to come back; the last time Anten was executed, he was bricked into a stone tomb with plenty of water but no food, so he would slowly starve to death as his punishment. He complained quite a bit about that, saying its "less fun this way", but it seemed to work for a while. Until one day, the mason who bricked Mason in smashed his wife's head in with a brick, and soon he was gone, and Anten returned.

It is believed that, perhaps, a being of incredible will and of moral good nature could slay Anten and if they were to die of old age he would be gone for good. Nobody knows what would happen if someone were to kill themselves or be killed by another after ending Anten; but it is believed that any violent death can return him back to life. This includes the PCs, of course.

Anten's Magic
Beyond his uncanny ability to return to life, Anten is also a magician. He only knows a handful of basic spells any Wizard may know, but also has invented a few of his own which aid him in spellcasting. As Anten is not known as an especially powerful magician, he can cast up to three spells a day, but casts every spell as though he was a caster-level lower then he is, meaning his spells are more easily countered and resisted. Secondly, all of his home made spells are designed poorly and weak; and require the supernatural energy of a lair to function.

For the purposes of Anten's spells, a lair is any place where the spell-caster has murdered someone in cold blood. Their body must be hacked apart into pieces and spread apart to the four corners of the room; just like how Anten does it. Each killing can add about a room or 20 feet worth of area to your "lair" space, which essentially grows more powerful the more kills are done there.

You can learn Anten's spells, if you were to somehow help him escape or evade the law. Some Wizards may also be able to read these spells out of Anten's skull after he is killed, but will likely be infected by his evil and be replaced like him at some point once corrupted by his taint.

Anten's Spells - Roll 1d4 for a random spell
[1] Anatomical Dummy - 1st level
This spell is a minor necromantic ability. If it wasn't for the fact that Anten is a poor magician, this could be used like a level 1 cantrip for any skilled necromancer.

This spell allows a corpse to be posed and stand on its own power, much like a dummy or mannequin. It's similar to an animate dead spell, but grants the body no intelligence or ability to move, just enough to support its own weight. The more full and complete the corpse is, the more stable it is on its feet. Corpses missing several body parts or with hollowed out body cavities can be shoved over with a stiff push, but fully corpses with only minor injuries take a powerful weapon hit to knock to the floor, ending the spell.

Anten sometimes decorates his lairs with several standing dummies, especially around the chair, bed, or table where he straps his victims, as though an audience for his activities.

[2] True Cut - 1st level
This spells makes a knife or short-bladed weapon act as a +1 magic weapon for a single cut or attack. This adds +1 to hit and damage like a normal magic weapon, and is not consumed until it hits a target. It cuts straight and true, leaving a very clean, surgical slice. Anten doesn't know or hasn't been able to learn more common spells that are similar to this one, but better. 

Perhaps unintentionally, the energies infused into a blade or blade-point by this spell can be used to leave magic marks into whatever is cut, as long as its done in a single "cut" or long stroke. You could scratch your name in cursive on a wall, or your wizard's mark, for instance.

[3] Freeze Grasp - 1st level
This spell is intended to pin down and bind victims when more reliable restraints are not available. It requires a melee to-hit roll with an open palm. The caster must slam or push a target's body part into a solid object or surface. When successful, the spell creates a small frozen patch of ice, as though wetness was present and rapidly froze when the two bodies collided. So if you took someone's hand and slammed it into a wall with your own hand, the back of their hand would suddenly be frozen to the wall, as though glued on with ice.

By struggling free for one round, you can pull yourself away, leaving behind a small amount of clothing or skin on the surface you were stuck to. The ice will also melt after one exploration turn, unless in a place that's below freezing in temperature to being with. Also, any fire spells or warm water can be used on the ice to melt it away prematurely.

[4] Body-Burn - 2nd level
When cast, this spell creates a magical blood-red flame that grows fast and only consumes corpses. It will follow trails of flood or entrails like a fuse or line of gasoline. When it reaches a body part, it rapidly consumes it and explodes. Small body parts like hands or feed deal one damage, where as a full corpse would deal 1d4 damage to everyone adjacent. Large piles of corpses (or a room full of Anatomical Dummies) would likely deal Fireball levels of damage, consuming the corpses. However, nothing harmed by this spell will actually burn unless they were killed by it, just an explosion of heat and force.

This spell is Anten's most powerful creation, something he made to destroy large amounts of evidence if he needed to. Even after casting it, he gets winded and loses -2 to his AC for the rest of the combat encounter, as though drained of something fundamental to his being. More experienced spellcasters will not have this problem when casting the spell.

Monday, April 12, 2021

4 Silent Hill Spells


[1] Warp Space
- 1st level
Draws a "place" near and dear to the caster's memory and person into another space. This is a false space, but is generally populated with items and things that would fit the original space. For example, the caster could draw their cell from their years in wizard college into the nook between two large caverns down within the ancient caves to act as a slightly more comfortable resting space. 

This space has no special protections against the outside world, and requires a visual "break" between places- so you can put this space in a crevice, alleyway, behind a door, etc. When you exit the space from a side, you will go out roughly where the space would have been if it existed. This spell essentially just adds a room or area to an indoor place; making it bigger on the inside then outside, taken from the caster's own experiences. All items or resources created or generated by this spell are found to be mostly ineffectual, before being replaced with something from the real world as though a "real" illusion.

This spell is not permanent, but doesn't have a set duration. Instead, the space slowly fades away meaning people just can't find it anymore, until it's gone. This takes about a week. The caster's death accelerates this to 1d4 hours. If the caster's corpse was placed in the space, then it disappears along with the place and can't be found again, ending up in Nowhere.

[2] Summon Angel - Variable
This spell summons an angelic being down from God. This angel has a HD appropriate for the power of the caster casting this spell. For the sake of simplicity, let's say the Angel has a HD equal to the spell level this spell was prepared and/or cast at.

The "angel" summoned by this spell looks like a beautiful and graceful servants of God, exactly how the caster would envision, to the caster. To those who do not share the caster's beliefs closely, the "angel" looks like a hideous, twitching monster appropriate to the theme you're going for.

The "angel" has the stats of a minor supernatural creature. It has a magic resistance of 20%, as due to its occult origins, but is easily defeated by brute force.

[3] Call Aglaophotis - 3rd level
This spell gives the caster a magical sense of the location of nearby Aglaophotis; a rare and very special herb. The herb is said to have magical protective properties and is known to be able to bind and banish the "angels" of the order. When using Aglaophotis, consider it as a multiple use Protection from Evil spell if smeared on a surface or smoked for incense. If forcibly ingested or thrown on an angel, it deals damage equal to holy water and will force them to discard any glamors they may be using to hide their true appearance.

[4] Seal of Metatron - 4th level
This powerful magic seal is said to be able to increase the supernatural power of the user- but it serves both good and evil masters, and is incredibly difficult to control. As such, even learning of the symbol is difficult. It is an arcane and occult power.

The Seal of Metatron must be carved or painted in the world to be effective. Larger symbols seem to be more powerful, and multiple seals can be used to create an even larger Seal, further boosting its abilities. The caster who controls the Seal gains the power to spread their supernatural essence and influence over the area where it is drawn. This can include remote viewing, appearing as a specter, or even replacing reality with one's own vision of it- but this is sporadic and very taxing.

For each Seal of Metatron, consider the caster as having 30% control over the area just around and within the seal, growing with each subsequent seal. In this case, "Control" is more akin to reality warping then anything else, but requires the caster to already have magical power or a way to control reality, else the seal will do nothing.

Friday, April 2, 2021

20 Things that come flying down spooky hallways at you

[1]
Screaming skulls
[2] Running skeleton
[3] Several humanoid figures, which are revealed to be a group of zombies
[4] Lights or torches go out from far away towards you like woosh woosh WOOSH
[5] You don't see anything but you hear something. It's on the ceiling creeping closer.
[6] This one requires a door or corner or elevator- just a shit ton of blood sloshing towards you.
[7] You can't see them with your eyes; dark spooky ghouls which you can only see in mirrors.
[8] Generic looking ghost person floating, gives dire warning, fades away with echoing moans.
[9] Creaky wheelchair is on its side, wheel spinning for no reason.
[10] Ball bounces down hallway towards you, spooky kid laugh eminent.
[11] Little puppet on a tricycle rolls up to you, clearly just a machine. Still a little spooky.
[12] Bunch of mannequins. Seem to move when you're not watching.
[13] B A T S
[14] Giant hand or grasping tentacle, slams down, then slinks away into darkness.
[15] It's like snow that falls from the roof. You taste it but it's actually ash.
[16] Ghostly figure of a big face that warbles laughter at you. Probably asks you riddles.
[17] Arrows. It's just orcs. Not supernatural horror at all, just a good ambush.
[18] Some kind of pipe or something shaking along the wall. When you reach the end of it- just a blood handprint is all that's left.
[19] Bloody normal person who is really screwed up. They fall in your arms and say something ominous and then die.
[20] You see a man a coat and broad-brimmed hat moving towards you from the darkness, the hat pointed downwards to hide the man's face. Of course there is no man, when you get close enough to see he has no legs it falls down and you realize it's just some random clothes that were levitating.

Friday, March 5, 2021

The Intruder

I can't take the credit for this monster. It's based on a really old creepypasta.

The Intruder
It's like a silhouette of a cat, huge and with unblinking eyes. It will watch you when you arrive home at night- listening closely to the sound of the tumblers in your lock. Trying to scare it away won't work, as it will just return. Nobody else will ever be around to see it; the Intruder is your own personal stalker. Eventually, one night you will hear a key banging around inside your door- that means the key it has made is almost perfected, and it will be able to enter the very next night.

When it arrives, you must turn out all the lights in your house. Only a single candle can be lit- anything more will blind you from how bright all sources of light become once it comes inside. The light of the candle is your only real chance against the monster. Also, others may be present to finally see the being that is haunting you, but they are at risk as the Intruder will kill everyone inside the house on that night when it finally gets inside.

Intruder (6 HD, +8 To-Hit OR +8 AC, 2d8 bite, 1d6 claw, supernatural hearing, light blinding, predator hiss and feline agility)
Morale- 15

The Intruder appears as a dark black cat of variable size. It chooses to stalk and kill one person, though will kill anyone else in the house on the night it makes its attacks. You cannot possibly attack it from stealth as its hearing is supernaturally powerful (it can hear a heartbeat). Once its key fits in your lock and it comes inside, the lights in the house become incredibly bright- a hearth fire becomes so bright as though it was the sun in your room. Electric lights are even worse. Using the light of a torch or Light spell would just blind you- fight as though you are blinded. Anything more then a single candle will be too blinding, though this light has no negative effect on the Intruder.

The Intruder is incredibly strong and agile. Its body is almost impossible to be damaged- except for right before it attacks. Every round the Intruder will alternate between preparing to strike, and then striking and retreating. Right before it attacks- it lets out an unnerving hiss and gains +8 To-Hit. It then attacks with its bite attack, and the next round gains +8 AC and will retreat while using only its claw attack. This switching pattern is the one saving grace of trying to fight an intruder.

Wednesday, January 6, 2021

Five Nights at Freddy's 3 is the Best in the Series

Back in the midst of ancient time, to the far off year of 2014- I had just gotten fired from my first job. I was very sad about it. I went to my Mom's house- It was closer to my workplace- plus she was away so I had to take care of her cat (RIP) at the time anyway. I cuddled up with the cat, turned on my laptop in bed, and watched a livestream of a little known popular streamer-bait game known as Five Nights at Freddy's. It was kind of magical experience.

Here's the thing- before this series got popular and flanderized, endlessly iterated upon and hated from being a pop culture icon of the annoying younger generation- it was a mysterious game. It had a lot going for it- incredibly simple in design and presentation, but totally unique. There was nothing quite like it at the time. I can say with absolutely zero percent irony that it was a really cool little gem. I should also mention here that I've never actually played any of these; I'm not a big fan of horror games like this and I find it hard to justify a purchase of something with so little content. So my knowledge of the series is mostly from the perception of an observer. But as an observer- I have come to a conclusion.

The third game is the best (ludonarratively). Here's why.

Five Nights at Freddy's Mechanics
To begin, let's look at the mainline series games. This is going to be about the series prior to Sister Location, which radically changed up the formula. The first game was about a security guard working in a small office, defending himself with a limited power supply and cameras to keep track of the movements of the animatronics. The second game was much the same; except now there were more attack angles from vents, a central direction, and the player had to put on a mask to hide from the machines. The third game has only a single opponent which you must distract while balancing different systems. The fourth game featured a child in their room, fending off the nightmareish creatures by shining a light on them and listening to audio cues at the doors.

These basic mechanics are all iterations of the main formula; but none of them fit exactly. You see, in the first FnaF game, you use the camera to keep track of the animatronics, but watching them on the screens is of little use (except Foxy, which slows his attack), as the animatronics are only going to be attacking from either side of you- you need to use your hallway lights to see them and close the doors. The second game is a more complex version of the first, but you have to use the camera to wind a ghost music box- this means you're actually penalized from watching the movements of the animatronics as you need to focus on the music box and your immediate surroundings by putting on the mask or watching the vents. None of the animatronics are actually a threat unless they're directly in your office or at the end of the hall. The fourth game is a bit of a departure and has a few things you need to watch, like keeping the toy freddy heads from piling up by shining your light on them (causing a game over if you don't keep tabs on them), closing a closet door that slowly opens to reveal a monster, and listening to audio cues. This game doesn't have a camera system at all- it's a bit of a departure.

Now of course- you can still use the camera for its intended purposes- keeping track of how close the danger is. It's just not optimal if you're playing the game on the later nights or the more difficult “custom night” mode. But for me; the original idea of the series was based on a simple premise- a security guard, trapped in a haunted location, playing a deadly game of cat and mouse. Your only eyes are your security cameras. You can't fight the monster, only try to play around it, using technology to give yourself the edge to survive.

Five Nights at Freddy's 3
Five Nights at Freddy's 3 features only one enemy- Springtrap. Springtrap is a unique animatronic in both look and feel, unlike anything that had come before in that point in the series. For the most part- the animatronics leaned into the uncanny valley effect that Scott's games already had (infamously, he began the series after a parent complained that his failed kid-friendly indie game about beavers was too creepy- they looked like animatronics as opposed to living thigns) The pre-rendered 3d models really helped with this as well. While some animatronics were broken up to that point, the idea of a totally decayed one with an actual human corpse inside (which had been implied to be a thing from up to that point) was unique. Secondly, Springtrap was unique as it was a solitary enemy- and he seemed to possess a sort of intelligence to him.

Using the camera is paramount in this game. You need to keep track of where Springtrap is- which is difficult as he often blends into the background. This game takes place in an in-universe horror museum, using actual animatronics and props from the other locations. But of course, one of the animatronics is alive. As such, every camera angle is filled with animatronics and rotting parts in darkness, making it hard to see him. Even when you DO see him, you need to lure him away from your security station by using noise cues with the camera, and you have to do this while balancing a few meters like heat and oxygen levels since the ventilation in the place sucks.

From a combination of these factors, I think the third FNaF game best encapsulates the basic concept of the series as a whole- no gimmicks or multiple ways to fight back. Even having only one enemy is a bit of a lie- there are ghosts of the other animatronics which will occasionally pop out to jump scare you- but it isn't an instant game over. They drain your other resources instead, which is a first for this series to have something like a “health” meter in this sense, beyond power. Basically, it gives more room to mess up and raises the stakes. In short- You are trapped somewhere with a malevolent force, and your only option is to outsmart it, watching it through a grainy television camera as the power is going out and the feed is cut- barely able to make out the shape lumbering in the darkness through the static. Your only option is to rely on ever failing noise makers, the same horrible feeling you get in a horror movie when all you can do is watch something on a screen with no power to actually control it- just praying it doesn't find you. This is the basic concept of the series distilled down in its purest form.

Sunday, February 24, 2019

Dirt Simple Slashers

Very simple d6 roleplaying game based on mass-murdering slashers from the movies. Loosely based on the Cabin in the Woods mythos.

This game may feature any number of victims as playable characters, and one player to play as the DM or Slasher. Every player rolls a 1d6 to see what role they pick, lower rolls being better. If you lack a player, slide everyone down to fill the empty space.

These are the roles;
  1. The Virgin
  2. The False Suspect (The Gentleman)
  3. The Scholar
  4. The Athlete
  5. The Fool
  6. The Whore
Each roll can be played by any gender, but the virgin and the whore are almost always women. The 2nd roll “The False Suspect” is totally optional. Once the rolls are determined, the killer must roll a 1d6+1 to see who he targets first. The killer always targets the person closest to the roll going downwards; so if they roll a 7, then they go after the Whore, or the Fool if the Whore is not in play. The reason for the 1d6+1 is because the killer never targets the virgin first, who has the best chance of survival. Every time a character is killed, everyone moves down a space on the d6 roll, this way the killer will slowly pick off victims one by one until the virgin is usually the last, or the survivors manage to escape. With only 5 characters, The Whore actually has a chance of escaping.

Every “round”, the killer will chase the target. The target may react by using the environment to stave off the killer; hiding in a closet, building a barricade, arming themselves with a weapon, etc. If the killer rolls their number or under, their defense wasn't enough and they die. The killer dictates how they die, and usually leaves behind the corpse in an obvious place so the other characters can find it. If the character is the virgin, who should usually die last, the Killer may just toy with her instead; such as giving her a scar, or dropping her into a pile of corpses and leaving her for dead even though she isn't, and so on. This goes with the special victory condition of the killer with the last survivor being the virgin, just horribly scarred for life.

If the character acted out their role and used their personal skills they can lower their rank by one; for example the athlete can use a weapon or their strength to try and attack the killer, or to run away over an obstacle. The scholar can use their intelligence to make a plan, or the fool can do something unexpected and stupid, like playing dead, which somehow works if the killer fails the roll. The False Suspect gets to lower his rank against the killer if he acts in defense of another character, or does something incriminating that makes the other characters doubt him. While the players OOC know he is just a player, in the game he is the “most likely” person to be the killer and may be accused or taken away by police.

The only exception to the above is the virgin, who can lower her rank (and therefore always evade the slasher) if she calls for help. Once all the other characters are dead, then the virgin is finally vulnerable. If the character cannot think of any kind of defense, the killer just kills them. If the killer's roll is over the characters rank, then the killer is evaded temporarily and it will select a new victim with a 1d6 roll, going down the list of whoever is left.

Finally; the game can also end early based on the fiction. For example, if the killer is buried in a rockslide that they couldn't lift out of even with their superhuman strength, or if they were blown apart by a bomb, then the slasher is dead and the survivors win. Some slashers may be supernatural even moreso, such as a ghost or malevolent AI, in which case defeating them requires more fitting means; trapping the ghost in a puzzle box, hacking the AI with a virus, etc. Regardless, the Killer wins the game if all characters die, or if the Virgin gets away but was scarred and suffered horribly through the events of the game.

Friday, October 12, 2018

50 Terrible Knowledges

[1] Perfectly formed in your mind is the schematics and practical construction of a specific device. The device is a large table where you strap down a member of a mortal race; your mind also easily envisions how to adjust the machine for each race common in the setting, and the machine will sever all their limbs, scoop out much of their insides, and insert inside them a series of pipes and tubes along with hollow mechanical arms to allow liquid to flow through and control their every action and motion.

You have no knowledge of what specific liquid allows for the total body control or suspends the life of the being so they do not die from the machine, nor do you know what other liquids may do if added, unless you experimented to find out. Your morality has not changed, but this design is clear.

[2] You now know that every single insect in the world was born after being given a strict set of instructions by someone. Every one of them has a specific destiny and knows exactly when they will be born, eat, mate, and die unless disrupted by a thinking being. Despite not having the intelligence or personality to use this knowledge. You don't know who or what does this, and you don't know what purpose it could possibly serve.

[3] Roll a random elder god. They owe you a very minor favor, equivalent to a spell. Once you collect this favor, you then owe it a very, very large favor, equivalent to a life taken. Due to the nature of these things, you cannot simply refuse their favor to cancel out your end of it.

[4] You know the specific number, relative heights, and angle and position of metal cymbals to place outside of someone's window when it rains. If they sleep through the noise, or can hear it for more then 3 hours, it drives them totally fucking insane, permanently. Saving throw can be made at the start of each hour if the character is aware of the cymbal's power.

[5] There is a specific combination of clothes, accessories, makeup, and body language you could employ to seduce a holy virgin archpriest or priestess with little effort. Their religious rites and magic powers depend on their virginity, and many people would lose faith if you took it. This power doesn't confer any Charisma bonus, nor does it work on anyone else, just this holy and respected person- the knowledge lays bare in your mind.

[6] By aligning a few hundred stones in the woods in the proper way, and painting the trunks of some of the trees blue, you know how to call a Childeater to inhabit that place.

Childeater (4 HD, +4 to hit, -1 AC, 2 attacks at 1d8 suction cups, senses kids)
Morale- 8 vs adults
Numbers- One

Gaunt pale beast with blue skin; has two tentacle arms with suction cups arms with membranes that stretch at the end that capture and digest things trapped within. Makes no sound.

[7] You know the exact location of the ruined Church of Blue Flame. Everything it burned was to create holy ash- but was turned over by a cruel, heretical lord when the Church refused to pay his fees. Once a sanctuary, now its crumbling basement holds the souls of those suffocated and buried alive in piles of ash. You also know why the trapped spirits within cannot harm you alone.

[8] You learn a horrendous torture you can perform on young horses. Once complete, one of the horse's severed hooves will become painted with gold, and scrapping off the paint will earn you a few gold. The torture method is so bad that the horse suffers enough to make it into a ghost that haunts its stable, despite just being an animal.

[9] You can carve a strange sluice for water in solid stone along with a wheel made of specific materials to create a machine that endless empties and fills its own fountain. The unlimited energy machine corrupts the water and land around it; animals grow fat and starved at the same time, and the water itself turns crops it waters into little black eggs for various horrible pests.

[10] You see something that makes your heart stop beating. You are still alive, but will never “detect” as a living thing ever again; becoming invisible to some spells and creatures.

[11] You learn a secret word. This word can be used as a substitute for secret magic words that activate magic items, or as passwords for magic locks, this word allowing you to bypass them as though you knew the actual passcode. However, you also know every time you speak this secret word out loud, an innocent person you will never meet spontaneously combusts and burns to death in front of their loved ones.

[12] By wrapping them up in a series of blankets folded in a special order, you know how to make a pregnant cat give birth to a single two headed kitten with gigantism. You are 90% certain that this same technique could work on a human.

[13] You know who writes all the plays, and you know how much suffering is caused by giving them even a single copper coin.

[14] You can identify any normal mushroom by sight and smell, and heal 1 HP if you eat and find the rarest and most deadliest mushrooms; their poison has no effect on you. Spores of mushroom based creatures also don't effect you either. If your skull is split open after you die; people will find mold-like spots growing on your brain.

[15] You fear something deep below. Merciful sleep washes over you every time you are submerged in cold water. You float instead of sinking and cannot be harmed or drown in this state. Once you return to dry land you wake up.

[16] You have a compulsion to collect and gather some seemingly worthless trinkets. You have little control over this, and must make a save to avoid stabbing someone who tries to take them from you or keep you away from them. The next solar eclipse; you can gather the trinkets to create a beam that brings down a star being, which blesses you and heals all injuries and suffering to those who receive her gentle touch.

[17] You know what happens when you die, and because of it, you desperately seek immortality. +2 against all death saving throws and you live an extra 10 years of natural life span, clinging on.

[18] By aligning silver coins on strings and forcing someone in a chair to watch them for a day, you can force the most sociopathic, empathy-lacking person to suddenly grow a conscious. They will have to decompress and remember, feel, and regret every single bad thing they've done without caring and will be unable to do anything else for a time.

[19] The God of War is an imposter. He killed the last god of war in his sleep. You know what mountain range the old god is buried; you don't know what would happen if you tried to find him, or wake him back up.

[20] Pistons made of brass and tin can be used to hammer impurities out of gems; the impurity being that the gemstones are really eggs for some long, long dead race of beings. Each one is a little different, has a little spell tied into their very being, and a little maniacal.

[21] As long as you can fit your hands around it; you can grip the body of any snake or serpent and using a special grip and motion in your hands, cleanly push out the organs and flesh while keeping the skin, eyes, and fangs lifelessly in your hands. The fleshy lump pushed out is the snake, which suffers immense pain and dies, blinded and defanged, within a few minutes. Intelligent and monstrous snakes seem to hate you most of all, even if they don't know this ability, and an intelligent snake or a snake of 3 HD or higher gets a saving throw to avoid your hands of death.

[22] You know how to extract the gland in a nursing woman's brain that forges a lifelong connection between her and child. This process is fatal the mother. If injected into any creature, they could imprint on whoever you wish; feeling protective instincts of them as though they were their own child.

[23] You know how to stalk and kill a tiger while it sleeps. If you do this, you must wear its skin and act out three days in its life. You receive +1 to your stealth rolls for the rest of your life when you wear that tiger skin, as long as you do not kill anything else and prove to the tiger skin that you are not a born killer like it thought.

[24] Whenever you are crawling in a small, enclosed space or tunnel, you have a 1 in 6 chance to sense anything that is crawling towards you, if it knows of you or not. Whenever you sleep in a cage or jail cell, a rat crawls out of your mouth and runs outside; tries to get eaten by a falcon.

[25] To you, the relationship between animals and their types is much, much different then to normal people. If you were to perform a surgery on an animal, feed it, train it, or butcher you can do techniques that would work on its “actual” ancestors that defy logic but function. Horses are actually closely related to wolves, and can be trained to sic people and feel no fear, for example. Doing this causes the animals you interact with to shift into unnatural forms between these unusual genetic cousins.

[26] There are eight stars in the sky that you refuse to name, and all constellations and navigational methods that use those stars are totally off limits. Once per adventure, you can point up to the night sky and cause panic in mortals like Turn Undead. Every time you do this, one of these stars winks out, like a weight is lifted.

[27] By presenting a bloody femur that was extracted from a body that died less then an hour ago; you can use it as a holy symbol and get +1 to turn undead rolls. The undead shirk and whimper from it, as though reminding them of an even lesser existence.

[28] If you are starving to death, you can “bake” dust into little pies and stave off death. This does not you from taking penalties and damage to your stats due to the starvation, simply keeps you alive on a bitter, awful diet.

[29] Whenever a creature is summoned near you, you always smirk because you know that the spell caster is never the one that decides what gets sent, even if they choose when they cast the spell. You get +2 damage against summoned beings with all attacks, spells, and other effects.

[30] You know the name and how to show respect to the mother of grubs. If you incant her name on an altar and cut off one of your fingers, she'll grant you a magic grub that can halt any poison or disease for an entire day. Does not cure.

[31] You know a method to remove tattoos from skin. It requires straining and digging in soil and loam and permanently makes that land infertile and barren. The area of land required to remove a tattoo is 10,000x the surface area of skin.

[32] You become extremely adept at creating furniture, clothing, utensils, and other items out of the body parts of members of your own race.

[33] You know the truth about the importance of skin coverings, and how to changes how other beings view the mortal races. You wouldn't be caught dead unless at least 90% of your outfit is made of leather from harmless species and especially pathetic, gormless individual creatures. You get +1 AC as long as you wear no other armor then this outfit.

[34] No matter what you eat or how sick you become, you will only ever vomit once again in your entire life. You can do so at will; and the resulting red bile will deal 2d6+ Con modifier acidic damage to anyone or anything.

[35] You now know what terrible beast causes all men and beasts to sleep, and how much it enriches that beast. It is hard for you to sleep, but nobody can ever sneak up to you and kill you in your sleep, nor are you effected by the Sleep spell.

[36] You gained supernatural skills of mediation and consoling. You can start a willing, desperate person with no one else to turn to on the Sixth Steps of Hope; and once begun on the path, one stage will be completed within each year or faster until all Sixth stages are complete. The path cannot be stopped, and the person will require your guidance or will advance at the slowest rate.

The 1st step grants religious piety and devotion, suspending curses and divine punishments sent against that person. The 2nd step teaches dedication, allowing the person to gain either +10% XP or gain another HD after finishing some training, or whichever is more fitting. The 3rd step teaches love and lust, which grants the person +1 to their Charisma modifier. The 4th step removes vanity and physical greed, allowing the person to gain XP for donation/willing give up their treasure or wealth for charity. The 5th step teaches hope for the future, and grants +1 to all saving throws and to hit modifiers for attacks. Finally, the 6th step of reunion comes and goes in a day; where the person lays down, refuses to move, blesses everyone they see, and dies when night falls.

[37] By carving and polishing two black stones, you can use bread dough and rare mineral oils to form a lump. When the eyes are inserted, the lump becomes a creature that looks like a child of whatever species the dough was shaped as. If a human child is created, most people will feel the same need to protect it, or if its an animal child then most animals of its type will want to protect and kill it depending on their nature. Regardless of its type, it smells delicious to monsters and outsider beings. After it takes 1 hit point of damage or after 1 day, the dough turns back into useless mush and the eyes dissolve into black smoke.

[38] You know just where and how deep to cut to perform ritual bloodletting. Each cut deals 1d4 hit point damage but restores 1 point of a damaged attribute. If anyone else tries to copy your technique they will deal 1d6+1 damage to the patient instead with no benefit.

[39] You know a confounding riddle that could stump always anyone; though you don't know the answer. Telling this to someone who craves riddles and games will stump them, unless they are very old or very powerful. If anyone ever tells you the answer, you die.

[40] There's a passenger inside your head. They watch everything you do, and feel everything you feel, but can't speak in any way you can understand. After 1d4 years, the passenger will return to the other realm with its findings, but deposit in your mind some chilling logical observations and simple truths that would terrify most normal people. You gain Intelligence equal to the years the passenger watched you, permanently.

[41] If you deal at least 6 damage to an enemy on a single attack, you can store a single drop of their blood in a vial. Over a year it turns into a deep red crystal, which you can use to conjure glowing lights underneath your skin by crushing the gem with your thumb. The lights either grant effects like the Light spell, or force a morale check against animals and beings closely aligned with the forces of Nature or Neutrality.

[42] You have knowledge of a mechanical schematic made of metal strong enough to bear the strain with springs and straps. When placed on the back of an animal; it snaps the animal's body into an upright, standing position and lets them walk like a man. After a few days of awkwardness, the animal can move similar to a man, and gains more dexterity in their paws/claws/arms to be similar to a servant that cannot speak. Other animals are fearful of and cry out in pain when they see a strapped animal. If you could find metal strong enough, there is no limit to how large an animal you could strap. Dogs and horses are best for this, since you can train them easily and repress most of their destructive instincts.

[43] By strengthening your neck muscles and controlling your breathing; you can put yourself in a state of false death when you are strangled to death or your neck is broken from being hung. You can be awoken in a few days and are helpless until someone wakes you up. Make sure to have friends to dig you up after you're buried, since everyone will sense you as being dead.

[44] You know when the sweetness in the air is really rotting flesh, and can smell any corpse up to half a mile away as long as it's in the stage of decomposition where it starts to smell.

[45] You've learned math; techniques to crunch numbers, carry the one, and move money around. You can get +10% money on loans or taxes you take out, but each year you do this there is a 1 in 6 chance one person you collect from finds out you're messing with the numbers and starts an angry mob to try and kill you. Even if you tried to teach this to somebody else, they just can't get the numbers to work the way you can.

[46] You can create a powerful, tasteless, colorless poison using rare materials and by giving up one level to infuse the brew with magic. Anyone who drinks the elixir, even if mixed with something else, will slowly have their bones becoming weaker until they can't move without snapping their own limbs and ribs. They die within 1d6+2 dies without help.

[47] You know the health benefits and secret methods to cut open people that match your race, gender, and general size and shape and steal their pancreas from them. Stealing them, storing them in jars, and later surgically implanting them into yourself will greatly improve your lifespan and health. Each time you do this, you can reroll all of your HD and take it as your new hit point total if its higher then your old one. If you take at least 4 pancreases into yourself, you can speed up your body once a day and perform two actions or attacks in one round. You cannot cast two spells in a round, as your tongue gets all twisted up trying to speak spells that fast.

[48] You can throw objects at a strange angle that increases the distance far beyond what is sensible to your species or level of strength and agility. The object “catches the air” and just hangs at a certain altitude, not falling until much further along then it normally could. This applies to ranged weapon projectiles and throwing weapons as well.

The thrown projectiles make a high pitched squealing noise as they move through the air, and anyone who is a cannibal or human eating monsters hear wonderful music instead of a whistle.

[49] You can take a step behind a shadowy corner, ask everyone to turn around, or throw up a cloud of smoke and suddenly disappear. You can then reappear where someone can see you, stepping out from behind a new corner or from a shadowy place. You can even reappear in places you couldn't normal reach; such as reappearing on the other end of a small chasm.

Every time you use this power, you appear 1d8 years older or lose 1d4 Dexterity permanently, whichever is worse.

[50] You've learned how to see. Truly see. Whenever attacked by or accosted by an invisible creature, spell, object, or trap you get a saving throw to see it. Whenever you encounter a creature with a gaze attack, you get no penalty to attacking it without looking at it directly; there are plenty of clues. But 1 in every 20 people you see has a thing growing on them, curled around them. You know they're corrupted inside and can't be trusted, but you don't know how to fix them.

Wednesday, August 29, 2018

[Class] The Other

Expanded concept and class based on the final entry of this table.

The Other
HD- d8
Max AC- 15 / Minimum Hit-Points- 5

You are not a person. You look like a human, or a fantasy race of your choice, but you are not. Spells, magic items, and potions that have specific effects on that race or type of being do not effect you; you are treated as something “else”. Though you are similar and blend in with their society, you have a tell- roll this table. Use the left entry if your highest stat is even, use the right if its odd.

Other” Tell Table - 1d12
[1] You have a six fingers / You have a claw on your big toe
[2] You have a spiked, puncturing tooth behind your incisors / You have too many teeth
[3] You smile too wide / Your mouth is very small
[4] Your eyes are heterochromic / You have a second iris + pupil under your eyelid
[5] You shiver in hot places / You sweat in cold places
[6] The hairs on your back react to touch / the hairs on your chest are strong as nails
[7] You have a hare lip / All your scars are symmetrical along your body's vertical axis
[8] Your blood is bright pink / You don't bleed; your wounds sound like gas escaping your veins
[9] Your veins have a blackish tint / Your sweat is similar to honey
[10] You're double jointed in both your elbows / Your spine is very flexible, like a ferret's
[11] Mimic the chirp of a songbird when happy / Mimic a horse's whinny when frightened
[12] Stick out your tongue; taste things at distance / You can and enjoy eating rotten foods

At 1st, 3rd, and 5th level, you gain +1 to hit with all weapons and Fearsome Flesh.

Every even level, you get +1 to rolls to tinker with machines, magitech devices, and power crystal arrays. If this involves creating portals between dimensions; you get a bonus +1 to the roll.

You have power slots. At 2nd, 6th, and 10th level, you gain a slot. These slots have two purposes. The first is to force any mutation or curse you acquire to become beneficial, or gain a beneficial use. This mutation also becomes a part of your body permanently, 'locking' it in place, so only a powerful magic ability that could take away a natural ability can remove it. If the mutation was neutral and provided both good and bad effects, you can incorporate it into your biology to minimize its negatives and improve its positives. Vestigial limbs and organs gain a use, excesses and growths grant bonus hit points, cursed luck is redirected upon opponents and so on. If you don't have any mutations, you can keep a slot open until you get a good one or roll on a random power table.

The second use of the power slots is for your special power; Fearsome Flesh. You can only use this ability once per adventure per power slot. Make an attack- on a hit, you deal (1d6 + maximum power slots) whatever damage type you want. Your body shifts and morphs to perform the attack. You cough up liquid nitrogen bile to freeze an enemy, or a spiked tentacle shoots from your gut to pierce an enemy's armor, and so on. Using this power makes all hirelings following you take a morale check, as it is quite frightening to see your boss as an inuman monster. Additionally, whenever you use up all of your Fearsome Flesh uses on a single adventure, you gain another permanent tell to mark you as an Other.

Similar to the undead, you can be turned. If you are successful Turned, you disappear from the world for 1d4 days. You have to find the “back door” to get back in. When you return, you return with a Terrible Knowledge from your time away. If you are turned and the result is a Destroyed, you return after 1d4 seasons with your highest stat permanently reduced by -1d6 and your level drained by 1, but with another Terrible Knowledge in tow and an obedient 1 HD Null Beast as a familiar.

Your condition is genetic and is passed on to your children. The older you get, the more inhuman you become, your tell is further exaggerated and your body morphs into your adult form. Eventually, you'll be unable to fit in with human society on your own.

At 10th Level, you have become a Outsider and can no longer be turned by a Cleric. Only very powerful magic can banish you now. Your family clusters around you further; you gain 3d6+1 loyal cultists, one of whom is always a 3rd level magic user and 1d4 of your family members develop into 2 HD Null Soldiers. If these soldiers are killed, 1d4 family members will step up to transform to help protect your brood. Also 2d6 Null Beasts bud off of random family members asexually, which will still be treated as children. If you are killed you will return in 2d6 years as long as your family continues to call to you for you to return to them; the cult requires 1d8x100 gold each season to operate. Any mutations you have gained along your adventures can now be hidden in your body with a slight tell, similar to your "Other" tell, but can be drawn out at a moment's notice.

Additionally; you may now build Gateways. Gateways are circles of standing stones, marked arches in city squares and cathedrals, quiet corners in libraries, and within holes dug between the house's own floorboards. You can pass through the gateway to spend 1d3 days acquiring another Forbidden Knowledge OR you can use a Gateway to instantly travel to any other Gateway you've made. Gateways must be sustained once per season through either constant guarding and suspicious activities by your brood, or bribes to locals costing 1d6x50 coins for a Gateway, or a sacrifice of a pure virgin for one Gateway. Failing to sustain a Gateway will make it permanently lose its powers.

Null Beast (1 HD, +1 to hit, -2 AC, 1 frenzied flesh at 1d4+1, reassembly)
Morale- 4, unless commanded to attack
Numbers- N/A

Null Beasts appear as small animals like cats, dogs, chickens, ferrets, rabbits, unusually big rats or lizards, as well as birds like crows and pigeons. While appearing as these animals, they do not fit in with animals of the same type, which are spooked and will break their necks in a panic to escape the false null beast. Null beasts are very cowardly on their own without direction, in which case they will fight to the death or as long as they are commanded. When they die, Null Beasts have a 50% chance to revive in 1d6 exploration turns after being killed at 1 hit point and severely weakened- to slink off and lick their wounds.

Null Beasts have a body that can reform in ways to make attacks. New teeth and claws sprout from unusual places, legs bend wrong to jump up to bite your face, and so on. They don't seem to feel pain, and can eat anything biological regardless of the form they appear. These animals act as familiars, guards, and pets of the “Others”.

Null Soldier (2 HD, +3 to hit, -2 AC, 2 frenzied flesh at 1d6+1, reassembly)
Morale- N/A
Numbers- N/A

Null soliders look like normal people or beings of specific races, tied to their brood. However, they are truly not and have off proportions and usually have either a calm smile or their teeth are constantly gnashing their lips and cheeks. Null Soldiers have no survival instinct, and seem unsure on how to use their bodies; they move unnaturally and fast, and their attacks allow them to exploit their unnatural biology.

When Null soldiers attacks, every part of their body contorts and mutates to cause injury. They may break their own teeth with their inhumanly strong bite, then using their tongue like a piston to spit the shards at you as a gun blast up close. Their eyes may pop just to shoot acid on your face when you wrestle them to the ground, their arms and joints bend backwards and bone exits skin to act as stabbing and slashing weapons, new mouths or organs may just appear from within them.

If the Null Soldier is killed by an elemental attack (burnt to a crisp, frozen solid, zapped by lightning, or melted by acid) or is totally crushed or exploded apart by a very strong attack, they will simply die like they're supposed to. But if they are killed by traditional weapons; the Null Solider will reassemble into a new lesser form with 1 HD and 1 attack. The Null Form is made of whatever is left over of the damaged and slain soldier, bending into a new form to bite and gnash. A decapitated head sprouts spider legs to jump and bite; a disemboweled soldier has his intestines slither out and calcify whatever unnatural organs were within into clubs. It cannot reassemble twice.

Friday, August 3, 2018

Punished Poacher

I saw this in a dream.
Punished Poacher
(or Ambulatory Abomination, or Suffering Strider, or Darwin Damned)

These cursed beings are punished by the God of the long walkers and herbivores. They appear as a large grazing mammal, with a human's bent upper torso, arms, and head as the animal's front left or right leg. They must spend all moments supporting the weight of the great animal they are bound to. Pulling grass and tubers from the ground to feed their beat with their arm can keep them alive and strong, failing to move quickly enough will allow wolves to tear out both their and their animal's throat. Any attempt to call out for help or communicate with regular humans will spook the herd and only cause more pain as they are forced to act as a leg of a charging, fast, very heavy animal.

There may also be version of this for other races; elves as the third limb for deer, dwarves for rams, kobolds from great crocodiles, and ogres for elephants. This curse counts as a 4th or 6th level spell and requires great efforts to undo. Most prefer to put this creature out of its misery.

Punished Poacher (3 HD beast, 1 HD man, trample at 1d8, can speak but spook herd causing stampede, can only attack once before needing to provide weight support)

Sunday, June 24, 2018

Garden City Slashers + Slasher Generator

The slasher as described in the Garden City General Encounters is for a specific purpose. It's the type of creature that the characters run into once, defeat, then move on. Remember, the Slasher on that blogpost only has 2 HD. They don't realize he's going to come back, start hunting their friends and family, become a nightmare, and try to kill them at every turn. That's what a Slasher does.

Slasher Info
Slashers are people that turn themselves over to a murderous persona. They become empowered by it, and their longevity is increased. More then one amoral wannabe has taken up the knife in an attempt at immortality. But there is more to them then this. You see, while Slashers are undoubtedly a psychic phenomenon of the queer city of Garden, an actual Slasher who is psychic is unheard of. It could be that being a Slasher requires a mind that is incapable of becoming a psychic, or perhaps becoming a Slasher IS a psychic gift, just a despicable one. Even the most revolutionary psychic scholars would be unlikely to classify it as a legitimate psychic power.

However all Slashers begin as normal people, and normal people have morals. Slashers don't kill just anyone, they always begin by killing only the right type of people. They only kill gang members, they kill for revenge, they kill bums or prostitutes, or they kill people of an alien species they don't like very much. But the more they kill, the farther their standards degrade. Eventually Slashers become so numb they'll kill almost anybody once their back is turned, retreat from any kind of normal life, and become totally outcasted. Taking the mask off at this point feels less like the real them then leaving it on. Eventually the Slasher ceases to be a person at all- their house left abandoned and they simply stalk the night. They still have territory and lair they stalk, but they no longer can communicate or care about anything but killing.

As Slashers kill, they become stronger. This general level of strength isn't always constant, as Slashers can become stronger against certain people by hunting them down and increasing the fear and suffering they cause that person. Slashers with 1 HD are barely starting out, and have limited abilities. Slashers with 2-4 HD are legitimate slashers now, starting to lose themselves or having already lost themselves to their persona. At this point, even after you defeat a Slasher, you may not be able to remove the mask from their face. It may be stitched or melded with their face directly, overtaking their entire being. Slashers at this point also start displaying their supernatural abilities such as super stealth, disappearing when nobody is looking, and incredible endurance; able to come back even after confirmed to be dead. Slashers with 5-8 HD or more are truly terrors of the night, and have an almost mythic reputation among the city's populace.

The Slasher's ability to come back from the dead is their most fel power and what helps along their immortality. Lesser Slashers of the 1-2 HD variety are simply tougher then most people and are capable of coming back after a few stab wounds or shotgun blasts. Unusual, but not impossible. Slashers of the higher tiers of power break reality much more. These Slashers may be able to recover incredible amounts of damage, even decapitation, blowing them apart, or watching them burn to ash may not stop them. At this stage they can return as a sort of semi-spirit, weakened but still capable of killing and becoming stronger. Even stronger Slashers may return fully corporeal immediately, or have a body that regenerates itself as soon as it is damaged and put themselves back together.

Ending a Slasher
It is still possible to end a Slasher; and a few madmen in Garden do it regularly to make money or just to make the city a better place to live. Defeating a Slasher requires the hunters to have no fear, and to keep their family and friends safe as the Slasher will seek revenge. While enough damage can kill lesser Slashers, more powerful ones will require many repeated gruesome deaths to put down or one of these advanced methods. Since one won't always cut it, using as many as possible to finally end the beast once and for all is what most Slasher hunters will do on their toughest adversaries.

The first way to end a Slasher is to remind them of their humanity/alienanity. By using one of the Slasher's still living family members or very close friends as bait, the Slasher may hesitate before killing them, and in that moment they become vulnerable to being put down for good. This can backfire if the Slasher kills the bait target instead; losing that last little attachment from the world will just make them even more dangerous.

The second method is to use a silver bullet trick. Many cultures in Garden come from worlds with rumors about special or sacred weapons; Humans have silver. Pink, eyeless Rhino people believe the Fingers of Isk'Kassa has monster-killing powers. Ratlings have poison gas from a rare type of weed in their world, and so on. These weapons ONLY work against Slashers coming from the same culture and species; so if you wanted to end a human Slasher you'd need to use a silver bullet. If this weapon hits it will only work once, and reduce the Slasher's HD by the damage dealt. If brought to zero or less HD, or if they are weakened enough to be finished off by conventional weapons, then the Slasher is finally defeated for good. It is also said that the supernatural weapons or items beneath Garden in the service tunnels may be extra effective against Slashers.

The third method involves destroying the Slasher's connection to the world. Destroying their lairs where they may store trophies or their victim's bodies, extra weapons, and create dark altars is a good way to reduce their connection to the physical world. Many Slashers leave behind their first mask and weapon in their old dwelling as a normal person, as well as sketches or diaries talking about their experiences at becoming a Slasher. Destroying these will cause the Slasher physical pain; but may draw their anger at you if it isn't enough to remove them from the world. You'll have to destroy their body again once their fetters are gone to send them to where they cannot return.

The final method involves psychic powers. Psychic probing of the Slasher's mind will only find a black hole of despair and evil that causes 1d6 psychic stress to the psychic that attempted to read the Slasher's mind; but Psychic attacks can cause damage on the Slasher's seemingly magical abilities. Extremely powerful reality warping psychics may be the only answer to the most powerful Slashers. The most famous Slasher of Garden, the Headsman, who chopped off and collected heads for his various collections was ended by a reality warper. Since the Headsman preferred to take the heads of powerful individuals, he hunted a reality warper. When detected, the reality warper simply erased the Headsman from existence, which ended his reign of terror once and for all. But there are still rumors to this day of decapitated corpses and mounted heads; some believe the Headsman managed to come back from even this and is stalking the night once again.

Slasher Generator
Roll once in each category.

Slasher's Mask 1d12
[1] Made of grass and leaves, two soulless slits for the eyes.
[2] Gas Mask.
[3] Bucket. Metal shards welded on to make spiky.
[4] Iron tragedy mask. Random expression.
[5] Minimalist rubber mask. Small mouth and eye holes, black cloth around head.
[6] Cardboard box. The faded logo is of an offworld company.
[7] Leather mask made from a face of a random alien species. -1 to hit if you're of that species.
[8] Upper skull of a strange and feared creature from outside the city's walls.
[9] Wears a large hood that obscures face with supernatural darkness.
[10] Carved, painted wooden head that mimics a random animal or alien animal.
[11] Motorcycle Helmet.
[12] Chainmail veil.

Slasher's Lair – 1d12
[1] Windowless white hover-van. Never seems to drive anywhere, just shows up.
[2] The service tunnels beneath the city. The tunnel's inhabitants seem amused by these antics.
[3] Stores all of its victims' bodies in a large black dumpster until it is found.
[4] Old scary complex out in the wilderness made of rusty alien-world shipping containers.
[5] Cluttered house. Multiple booby traps and tunnels in the garbage.
[6] Tin shack built on the roof of a skyscraper. Uses the “out of order” elevator.
[7] Uses a half sunken boat in Garden's water district. Air pockets are within.
[8] Abandoned slaughterhouse. Bioluminescent flowers grow along the blood gutters.
[9] Lives in a mysterious red subway car in Garden's subway system. Common superstition means almost nobody except new immigrants use that car.
[10] Abandoned wing of a still active shopping mall. Entrance boarded up, little trails of money, candy, or bullets try to lure people into the dark lair.
[11] Lives in a back ally, sewer tunnel, or under a bridge; walls nearby are totally covered with spooky scratches from the Slasher's weapon.
[12] Random apartment. Strangely spares little old lady next door neighbor, and even leaves her gifts of fabric and jewelry from the murdered victims. She'd be devastated if she knew.

Slasher's Iconic Weapon – 1d12
[1] Big butcher's cleaver. Has several smaller ones hanging from the belt.
[2] Pitchfork or heavy metal rake.
[3] Giant power drill. Used to drill in massive screws in constructions by big aliens.
[4] Giant wire cutters. Used to cut the giant metal wires by Garden's power industry.
[5] Punching fist circular-saw blades. By squeezing the handles can make the blades spin.
[6] Hover Chainsaw. Same as chainsaw, but uses hover tech to make chain rotate.
[7] Very goddamn big kitchen knife.
[8] Rusted long 'toothed' saw fashioned into a sword.
[9] Axe of alien design. Strangely organicly shaped, but still functions perfectly well.
[10] Lead pipe with sharpened end. When people get stabbed, blood flows out the other end.
[11] Super Nailgun. Fires whatever is loaded into chamber when pressed against victims. Shards of glass, long wooden splinters, rebar pipe, etc.
[12] Giant sack of coins. Likes to take one coin from each victim; gets mad and brutalizes corpse if they aren't carrying any.