Horror GM's.pdf

(3709 KB) Pobierz
24190633 UNPDF
Horror Gm’s
Paul “Wiggy” Wade-Williams
ToolkiT
24190633.026.png 24190633.027.png 24190633.028.png 24190633.029.png 24190633.001.png 24190633.002.png 24190633.003.png 24190633.004.png 24190633.005.png 24190633.006.png 24190633.007.png 24190633.008.png 24190633.009.png 24190633.010.png 24190633.011.png 24190633.012.png
Horror
ToolkiT
By:
Paul “Wiggy” Wade-Williams
Editing: Jodi Black
Proofreading: Simon Lucas, Piotr Korys, Dave Blewer
Layout: Sarah Robinson
Art: Leanne Buckley, Chris Malidore, Daniel Rudnicki
Savage Worlds Rules by Shane Lacy Hensley
Requires the Savage Worlds rules, available at
www.peginc.com.
Savage Worlds, Smiling Jack, Great White Games, Pinnacle Entertainment Group, and all associated marks and logos are
Copyright © 2006, Great White Games.
Gm’s
24190633.013.png 24190633.014.png 24190633.015.png 24190633.016.png
inTroducTion
Virtually every Savage Setting has some element of horror in it.
Okay, we’ve given you enough horror to make your hair go gray, but what if you want to create your own
setting? What steps do you need to take to make your world setting come to life? What gear should you use,
and are the existing spells dark enough?
Created with this in mind, the Horror GM’s Toolkit is a handy resource for cutting corners. It contains
advice, example rules, and gear both magical and mundane, suitable for any style of horror game.
We begin our walk down the path of darkness with a look at some styles of horror. This is primarily
intended for those of you who wish to create your own setting, and it explains what decisions you need to make
to lay the foundation. Then we take a brief look at creating atmosphere at the table.
The next chapter introduces new equipment suitable for a range of horror settings, including weapons
and ghost hunting equipment. Whether you want to kill vampires or just bust ghosts, there’s something
here for you.
Then we enter the darker realms, taking a look at sanity, insanity, and fear, and how you can use them
in your game. Following that we present a quick way to create grimoires (magic tomes), including books that
supply the Power Points and arcane skill.
Next we present a look at dark magic, including a system for summoning, binding, and banishing demons
and other extradimensional entities, and some new powers suitable for the vilest of villains. Related to this are
sections on curses and demonic pacts.
There’s also a sample of magic items suitable for horror games, ranging from anti-demon swords to
vampire’s cofins. Finally, we end up presenting a system on how you can introduce fortune telling into your
horror setting.
None of the new rules are written in stone. Instead, think of them as guidelines and examples to help
you design the setting you’ve always wanted. If you want to use the material as it stands, then that’s going to
save you some time. However, if you want to use it as a model for your own rules and creations, then that’s
just as cool.
Boo!
Did I scare you, cowards? No, well, we’ll see if we can’t change that attitude once
yu start reading.
What you have in your sweaty hands, in case you missed it on the cover, is a toolkit
designed to help the GM create a cool horror setting.
What’s a toolkit do? Let me tell you what it doesn’t do—it doesn’t give you another rulebook.
Sure, it’s got rules in, but they’re optional with a capital “O.” The aim of these toolkits is to
make your life easier as a GM by giving you tools—remember that word, kiddies—to making your
own setting as unique and exciting as anything my deformed minions produce.
They explore every aspect of a setting, and I mean every aspect. From designing a cool
world to populating it with interesting cultures; from designing new weapons to cool artifacts,
like magic and starships.
A lot of what’s in these toolkits is advice rather than gospel. You get to pick and choose the
bits you want for your setting and discard the rest.
And if you don’t like what Jack has to say, change it!
We’ve giving you the tools to make kick-ass settings—if your game falls lat after reading
this, then it’s your own fault for not following my advice.
Now, get reading and go make Jack proud!
24190633.017.png 24190633.018.png 24190633.019.png 24190633.020.png
 
TaBle oF conTenTs
introduction 3
draWing Board 5
style of Horror 5
action
5
losing it 20
edges & Hindrances 21
douBting tHomas 21
(major Hindrance)
Hardened (Weird edge) 21
sound mind (social edge) 21
magic 21
fear 21
knoW tHe rules 21
frequency of cHecks 21
modifiers
Bargaining 33
Bargaining modifiers 33
samPle summoning
sPells 34
summon Black judge 34
summon gluttony demon 34
summon jjrikillimsg 34
summon liBrarian demon 34
summon living god 34
summon terrorizer 34
Warding 34
creating a Warding 35
testing tHe Ward 35
Binding & BanisHing 35
Bind entity 35
BanisH entity 35
neW PoWers 36
designing from scratcH 36
introducing neW sPells 36
examPle neW PoWers 36
consecrate ground 38
corPse senses 38
drain life 38
encHant WeaPon 38
enHance undead 38
grave sHroud
tHe Pact 48
reWards 48
Basic system 48
intermediate system 48
detailed system 48
tHe cost 49
salvation 49
final Word 50
magic items 50
Bandages of anuBis 50
Blood money
greater evil
5
dark
6
setting
6
fantasy
6
sci-fi
6
modern
6
Historical
8
22
50
oPen or secret
knoWledge 8
oPen 8
closed 9
location 9
Hook 9
Plot Point 9
Plot Point ideas 10
Background 10
forWard Planning 10
creating atmosPHere 11
set tHe initial mood 11
traPPings & tools 11
sHoW, don’t tell 12
isolation
additional fear
modifiers 22
insanity taBle 22
tomes of PoWer 23
mundane tomes 24
taBle 1a: suBject taBle 24
taBle 1B: skill Bonus 24
taBle 1c: language 24
naming Books 24
descriPtion 26
using a mundane tome 26
Passive 26
active 26
samPle mundane Books 26
tHe land of atlantis 26
ecliPses, alignments,
and otHer celestial
events
Brazier of
conjuration 50
canniBal mask 50
ceramic masks 52
cold iron cHainmail 52
corPse dust 52
diary of a madman 52
flail of unHealing flesH 52
frankenstein’s
laBoratory 52
corPse golem 53
grave dust 53
Hellfire Blade 53
Hockey mask of terror 53
jack’s scalPel 53
jade mirror 53
mark of tHe demon 55
collector demon 55
moonBlade 55
music infernalis 56
nigHtmare stone 56
Portrait of immortality 56
Puzzle Box 56
ring of magical Warding 56
sacrificial knife 57
soul candles 57
staff of tHe necromancer 57
temPlar Blade 57
voodoo dolls 57
Warding cHalk 58
Wax messengers 58
WitcHes’ cauldron 58
vamPire’s coffin 58
fortune telling 58
limiting readings 59
Basic card system 59
Basic dice system 59
in-dePtH card system 59
tHe story metHod 59
Professional edges 60
designing neWedges 60
name 60
requirements 60
Bonus 62
draWBacks 62
acquisition 62
Background 63
arcane Professional edges 63
examPle Professional edges 63
exorcist
12
39
tHe sense of tHe
unknoWn 12
suBtlety vs gore 12
tools of tHe trade 13
melee WeaPons 13
corPse catcHer 13
stake 14
ranged WeaPons 14
atomic gHost
grave sPeak
39
nigHtmares
39
26
sacrifice
39
egyPtian Book
of tHe dead
sPirit sHield
40
26
strengtH of tHe
undead suPPress 40
lycantHroPy 40
curses 40
mundane curses 41
fundamentals 41
tyPes of curses 41
self-induced 41
vengeance 41
Wording a curse 41
crime & PunisHment 42
triggers
leylines of
Western euroPe 27
tHe sealing of jars 27
sPell tomes
27
Hunting Pack 14
flare Pistol 14
Holy Water grenade 14
Holy Water Pistol 14
rePeating crossBoW 15
WincH crossBoW 15
ultraviolet grenade 15
ammunition 15
garlic Bullets 15
silver Bullets 15
silver nitrate Bullets 15
ultraviolet Bullets 15
Holy Water 15
making Holy Water 16
mundane gear 16
crucifix 16
gHost traP 16
melee WeaPons 17
ranged WeaPons 17
ammunition 17
kirlian camera, still 17
kirlian camera, video 17
kirlian goggles 19
mirror 19
motion tracker 19
neck Protector 19
uv flasHligHt 19
Warding material 19
sanity & fear 19
sanity 19
starting sanity 20
losing sanity 20
recovering sanity 20
sanity recovery taBle 20
treatment
taBle 2a: arcane
Background
27
taBle 2B:
random sPell 27
grimoires 27
creating a grimoire 28
taBle 3a: arcane Background 28
taBle 3B: sPell
42
28
strengtH
42
taBle 3c: arcane PoWer
and PoWer Points
taBle 3d: numBer of 28
sPeical aBilities
taBle 3e: sPeical aBilities 28
using a grimoire 28
no arcane Background 28
arcane Background 30
examPle grimoires 30
Book of eartHly
resurrection
deadly
42
dangerous
42
deBilitating
42
30
annoying or
emBarrassing 42
looPHoles 43
game mecHanics 43
curse modifier taBle 43
effects 43
examPle curses 44
tyPical fantasy curse 44
limited effect curse 44
PoWerful curse 44
magical curses 44
existing sPell 44
extended duration taBle 44
neW sPells 45
examPle curse sPells 45
curse of tHe BaBBling fool 45
curse of tHe emPty stomacH 45
curse of lost sigHt 45
curse of misfortune 45
curse of luna’s calling 45
curse of tHe snail’s Pace 47
demonic Pacts 47
not for Players 47
finding a Patron 47
Book of tHe
WritHing one 30
tHe dark scriPture 30
tHe fletcHer’s guide 30
liBer timor 30
dark magicks 30
summoning rituals 31
WHat can Be summoned? 31
summoning sPells 31
rank 31
cost 31
range 31
duration 31
traPPings 32
timing 32
arcane skill roll 32
63
fanaticism
(leadersHiP edge) 63
fortune teller 64
necromancer 64
imProved necromancer 64
occult researcHer 64
talisman creator 64
vamPire slayer 64
WereWolf Hunter 64
20
24190633.021.png 24190633.022.png 24190633.023.png
drawinG Board
your typical fantasy or pulp heroes, and can hold their own in a
ight against all but the toughest foes.
And there should be some tough foes. Sure, there are
vampires and zombies that you can bitch slap into submission,
but there should also be powerful entities the group can’t just
walk up to and beat senseless.
An action game is likely to make use of “magic items,” and
characters are probably going to have access to them. Swords
enchanted to slay vampires, occult books, cloaks of demonhide,
and such like are tools rather than treasures.
Likewise, the heroes may have access to magic or miracles,
depending on how far you want to take the action. Unlike some
other types of horror, this magic doesn’t corrupt the user, or
require messy sacriices. No, this magic is designed for the good
guys to wield in their war on evil.
Horror stories are as old as humanity. Most people fear
something, and for our ancestors there was much to be afraid of.
Check out any culture on Earth and you’ll ind stories of ghosts,
werecreatures, vampires, and other horrors.
But times have changed, and horror has evolved to ind a
place among other genres. In the past we had ghost stories, but
now we have stories of aliens that grow inside human hosts, and
spaceships which have traveled to alternate dimensions and come
back with an evil presence aboard.
Horror games can be set anywhere from the days of
cavemen through to the glory of Rome, and onto the modern
era and far beyond.
The irst thing you need to decide is what type of horror game
you’re running. We don’t mean the obvious choices, like fantasy or
sci-i, although we’ll mention those as well, but the actual lavor of
the game. Take a look below and you’ll see what we mean.
GreAter evil
Mankind is pretty proud of his achievements since he
climbed down from the trees. He’s created cities, laws, religion,
vehicles that allow him to travel across the world in hours, and
has even made his irst steps to the stars.
That’s all well and good, but what if there is an evil in the
universe against which all our technology is next to useless? What
if mankind’s destiny isn’t to make some galactic empire, but to be
subjected to the whims of powerful beings akin to gods?
In the greater evil style of horror, mankind is nothing, a
race of mindless insects running around one small rock in an
otherwise hostile universe. Aliens aren’t little green men who
come in peace to trade cultural and technological ideals, either.
No, what lives beyond our world is too alien for humans to
understand and knows nothing of mercy or compassion.
In this style of game, the heroes aren’t usually heroes from
the outset, they’re normal people. They have jobs, they have
families, they pay their bills, and they know that unless they can
stop it, some truly terrible fate awaits humanity.
While the heroes have knowledge of Things Man Should Not
Know, the world at large is ignorant, and it’s for their own good.
The horrors that dwell in dark places aren’t vampires and walking
mummies. They are far older, far more powerful, and far more evil.
A greater horror game pits humans against these gods and
their servants. Modern weapons do little to stop these nightmares,
and Fear checks are made often, and usually with huge penalties.
Insanity or heart failure are just as likely to kill a hero as some
huge fanged beast from beyond mortal comprehension.
In fact, in a greater evil game, character survivability is not
guaranteed. After all, these are average Joes thrust into a ight
against a foe they have little chance of ultimately destroying.
Magic and miracles should be extremely rare, and what
powers can be invoked come at a price. Magic in this world isn’t a
toy, but a powerful force that few humans have ever mastered (at
least while retaining their sanity).
Likewise, magic items should be extremely rare, and rarely
style of Horror
Horror isn’t just about scaring people. Sure, that’s important,
otherwise it wouldn’t be horror, but there are several styles of
horror, each with its own scare factor. The irst step you need to
take is to decide which style its the tone of your setting.
Of course, by combining various elements, you can create a
more unique feel to your world.
Action
Action horror combines the usual horror monsters and
elements with fast paced action and two-isted combat. It’s
cinematic horror where the monsters get their butts kicked more
often than not.
Action horror doesn’t have to be stuck in either the pulp
or modern settings, as it often is on TV or in the movies. A
cowboy setting with gunslinging heroes can be action horror, as
can a Roman game, where the characters are legionnaires pitting
Roman steel against the horrors of the barbarian lands.
In an action game, monsters still have cool powers, but they
aren’t usually so tricky to kill. For instance, a standard vampire
has to be staked through the heart, which incurs a huge penalty
to attack rolls. Sure, this suits certain styles of horror, but not
this one.
Wouldn’t your game run faster if vampires took hits as
normal? The blow that actually kills the creature could be
considered to have been a stake to the heart or decapitation
without needing to worry about dice mechanics.
Action horror heroes aren’t innocent victims waiting to be
butchered by evil iends, either. No, these guys are more akin to
24190633.024.png 24190633.025.png
Zgłoś jeśli naruszono regulamin