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Small Towns
PLAYTEST DOCUMENT
B.Richmond 9/7/2012

Contains: Chargen, Core Rules, Town Generation. To Add: Completed Monster List. Environmental Rules.

How to Play
Whenever you perform an action that has a chance of failure, you roll two six-sided dice, or 2d6. A roll of two (2) is a critical failure which will add further complications to the situation. For example if you played a character with glasses running from a monster and you rolled a two, you would not only fail to outrun the monster but you would also probably trip and break your glasses. A roll of twelve (12) is a critical success which should give you and possibly your allies some breathing room. For example, if you were running away from that previously mentioned monster and you rolled a twelve, you would make it back to your car in time to grab your gun and prepare a shot at the beast. Consult the following chart for rolls in between these extremes. Number Rolled(2d6) 2 3-6 7 8-11 12 What It Means Critical Failure. Failure. Partial Success. Success. Critical Success.

Focus
Starting Characters have a number of dice they can invest into three different Focuses. The Focuses are Fight, Think, and Run. For every dice you invest into a Focus, you gain a Focus Dice. A Focus Dice is an additional d6 that you can add to your 2d6 roll. Once a dice is used during a gaming session, it is up to the GM to determine when it can be used again. Child Characters begin play with 3 dice to invest into Focuses. Adult Characters begin play with 5 dice to invest into Focuses. Adult Characters can never invest more than 4 dice in any one Focus.

Fear
Fear is the most common issue your characters will face. When a character is suffering the effects of Fear, they must roll a Fear Dice. A Fear Dice is a d6 that you subtract from your 2d6 total. So if a character rolled 2d6 and got an 11 and then rolled a 6 on the Fear Dice, their Success would become a Failure. When a character is confronted by something that causes Fear they can roll 2d6, but not a Focus Dice. A Character may expend the use of a single Focus Dice to get rid of a Fear Dice. The situations that cause fear may have different effects on players, and these are reflected in the area/object/monster stat block. The GM is the ultimate authority on when Fear Dice should go away, but it should neither be immediate or too long lasting an effect.

Life and Death


There are several different levels of injury a character takes before they die. All characters start off Healthy and slowly degrade until they eventually end up Gone, which can mean dead or zombified, or completely insane with no chance of recovery depending on what sends the character to that level. Different weapons and attacks lower a characters Health Level. Child characters have six Health Levels. Adult characters have seven Health Levels. Monsters and Spirits have vastly different types of Health and are listed in their individual entries. Healthy is the starting health level, which means you suffer no adverse penalties. You are as you should be on a normal day. Minor Pain (Adults) is a level of moderate pain that can be shrugged off with a few moments of attention. Children end up Scraped Up rather than suffering Minor Pain. Scraped Up is a level lower and can be healed up in a day or twos rest. Hurt is when things start to get bad. Because of your injuries, pain, and trauma, when you roll an 8, 9 or 10 they are counted as Partial Successes rather than a Success. You will need some proper medical attention. Injured is worse still. You probably have some broken bones or a concussion. You suffer a -1 on all Focus Attributes, and a roll of 7 now counts as a Failure. You will need proper first aid and a trip to the doctors office. Down means you are virtually unconscious and barely able to whisper. A Downed character suffers a -2 on all Focus Attributes and a roll of 3 or 4 becomes a Critical Failure. You will need hospitalization. Gone means youve suffered enough damage to be dead, dying, insane, or worse. You will never fully recover from being Gone. The Character is essentially removed from play.

Character Creation
Creating a character is meant to be a relatively simple process, and the goal is that you should be able to fit all the details you need on a single index card. First, come up with a name, gender, and age. Your GM should tell you if this is going to be a children-only game or an adult-only game, or if you will be in a mixed group. Second, once youve determined if you are going to be a kid or an adult, invest your dice into the Focuses: Fight, Think, or Run. Third, determine two specialties. Specialties are things that your character is exceptionally good at. Kids might be good at identifying bugs or sneaking around, while Adults might be skilled with using a hunting rifle or researching. Specialties give you a +2 Bonus on tests relating to these specific things. Fourth, come up with a few traits. You might be tall, you might be short, you might be fat, you might be thin. People might think youre cool, people might think youre weird, and people might think youre boring. For Adults, this also entails a job description like being a cop, reporter, teacher, or fisherman. Traits represent how people in the game see you, and what you may consider a positive can quickly become a negative. A cool cop who is screaming about ghosts is going to get more mockery than the loser cop who everyone already considered a weirdo. Five, determine your gear and budget. Kids should probably have a few necessary pieces of clothing for various weather changes (raincoat/winter coat), and maybe a few pieces of cheap technology (like a Polaroid camera, flashlights, super-soakers). Adults have a bit more things but the wealth doesnt go as far: a car, a place to live, and the means to live cost a lot of time and money. They should have some form of transportation or living arrangement, clothing, and some modest recreational gear and job equipment.

Combat and Weapons


To determine who strikes first in combat, roll 2d6. The Fight or Run Focus Dice can be used to get a higher number. Whoever has the highest number attacks first. Fights between humans are rarely to the death, mostly due to fear of being caught and fear of killing. Fights between monsters and humans are usually more lethal. When you hit with a weapon, you do the amount of Damage listed. If a Health Level is listed, the victim of the attack is lowered to that level or takes the amount of damage in parenthesis if they are already at that level. Blunt Weapons: Clubs/Bats/Sticks/Pipes/Fists On a Partial Success, 1 Damage. On a Success. 2 Damage. On a Critical Success. Enemy is Injured (or 2 Damage). Ballistic Weapons: Pistol/Hunting Rifle/Gun On a Partial Success, 3 Damage. On a Success. Enemy is Downed. On a Critical Success. Enemy is Downed or Gone (Shooters choice). Sharp Weapons: Knives/Swords/Blades/Teeth On a Partial Success, 1 Damage. On a Success. Enemy is Hurt (or 1 Damage). On a Critical Success. Enemy is Injured (or 1 Damage) Vehicle Impact: Bike/Car/Truck/Train If hit by a Bike, Biker takes 1 Damage. Enemy is Hurt (or 1 damage). If hit by a Car, Driver takes 0 Damage. Enemy is Down (or 2 damage) If hit by a Truck/Train. Enemy is Gone (or 4 damage)

The Setting
The Location of the town can be anywhere from Alaska to the badlands of the Midwest or the Pine Barrens of New Jersey. The only key important factor of the Location is that the small town is secluded, separated to the big cities and other towns by long stretches of highway and hard to traverse wilderness. Every small town has its secrets, and these secrets are known by The Authority. The Authority is made up of those who have been exposed to the secrets, either willingly or as a victim. The Authority need not be the antagonistic force, but rarely will they accept that a group of kids or a few men and women with guns can solve their problems. The secrets may come from or dwell within the Hidden Places. The Hidden Places are forgotten or shrouded in local mythology and rumors. The Authority, if they have the means, will try to keep people out of such places or make sure they are only told of in the drunken ramblings of those they cannot completely suppress. But for every Hidden Places, there are a few Safe Places. Havens created by those who have seen the truth and want to fight it, or places where the dark things do not tread. The most common Safe Places are common meeting areas where people can regroup, bind their wounds, eat or drink, use the bathroom, and get a moments reprieve from the true threat. That true threat is The Unknown. It is found in the Hidden Places, can slink into the Safe Places and is foolishly believed to be controlled or contained by those who are part of The Authority. The Unknown takes many forms. The Unknown corrupts the souls of mortals, torments their minds, and breaks them down into twisted, cruel, manic things. When creating a town, roll on the following charts. Your town can have however many members of The Authority you want. Every building could be a Hidden Place, and no Safe Places could exist. The Unknown could exist in such levels that it stinks of B-Movie cinema. Ideally, youll want to find a balance and have everything tie together in a well-woven conspiracy. These charts exist only for the option of random generation. You can of course pick and choose your own Location, Authority, Hidden and Safe Places, and Unknown threats.

The Location (Roll 1d6)


# Rolled 1 2 3 4 5 6 The Location
Grassland Region Forested Region Mountainous Region Coastal Region Arid Region Winter Region

Grassland Regions include rolling hills, wide open plains, and an unobstructed view of the sky. The Great Plains region of the USA would be considered a Grassland Region for purpose of making a town. Forested Regions can be tropical bayous, deciduous woods or coniferous forests. Washington State and much of the East Coast of America would be considered Forested Regions for the purpose of making a town. Mountainous Regions are locations at high altitudes, near mountains, or even on mountains. Appalachian Range or the Rocky Mountains are good examples of Mountainous Regions a town may be located next to. Coastal Regions are in close proximity with large salt or freshwater bodies of water. The town could border the Great Lakes, the Atlantic or the Pacific Oceans for the purpose of town creation. Arid Regions are dry, and for the purpose of town creation, akin to deserts. The Badlands and much of the Mid-West fit into this category. Winter Regions refer to colder areas of the country, like Alaska or upper Maine. Winter Regions have long winters, heavy snow, and cold winds.

The Authority (Roll 2d6)


# Rolled 1 2 3 4 5 6 1-2
The Sheriff The Church The Candidate The Doctor The Waitress The Drifter

The Authority 3-4


The Mayor The Teacher The Old Man The False Friend The Camp Counselor The Secret Society

4-6
The Industrialist The City Council The Shopkeeper The Librarian The Laborer The Agent

The Sheriff is the head law enforcement officer in the town, with access to guns and a great deal of authority. The Sheriff can potentially assist the party in dealing with physical threats, though its more likely for the Sheriff to bust them for trespassing or illegally carrying a firearm. Or Disturbing the Peace. The Mayor is in charge of the town and can influence public policy. The Mayor is also the sort of person you dont want to threaten or tick off, as they can easily manipulate their allies against you. The Industrialist likely maintains a factory or some other business, possibly employing the bulk of the town. The Industrialist has the money and power to get away with crimes, as well as the ability to gather hired muscle in need of money who will work less than savory jobs. The Church refers to the person in charge of any local religious structure and by that extent, their subordinates. The Church can be a great ally against the forces of evil, but they can just as soon demonize the party and have characters ostracized by their good Christian neighbors. The Teacher can cause a great deal of issues for child characters and can watch their actions during the day. The Teacher is able to spread disinformation, make children stay after school, or interrupt parents from their work by means of an emergency parent/teacher conference.

The City Council is a powerful Authority, able to change public policies and manipulate many agencies. The City Council is also made up of beings from multiple agencies, the type of people who can influence Teachers, the Church, the Librarian, the Laborer, the Industrialist, and the Mayor. The Candidate is a person running for office, like Mayor or City Council; they have a lot of charisma but little power if they dont win the position. The Candidate likely has a built up following of loyal activists that he can use to blackball or harm those who stand in the way of his goals and ambitions. The Old Man has been around long enough to know the secrets of the town deeper than many other Authority figures. The Old Man may even know when the Unknown first came to the town. The Old Man may be crotchety or unsuspecting, depending on how the years, society and the burden of knowledge have weighed in on him. The Shopkeeper is able to keep his finger on the pulse of the locals, and he controls the flow of goods. The Shopkeeper can tarnish someones reputation by having them banned from his or her store, just as easily as he can assist them by selling batteries or bullets off the record. The Doctor has a great deal of power, including the ability to have people committed, should it be wanted. The Doctor can provide medical aid and scientific answers to the curious events if they arent directly working for the Authority. The False Friend is a personal associate of the players who happens to be working against them without their knowledge. The betrayals committed can be for the greater good of the town, but the betrayed may not see it this way. The Librarian knows the history of the town and can be a source of archaic information of blatant disinformation should it benefit the Authority. The Librarian can be a very helpful ally, but she can also be an enemy that can snuff out ones ability to research into local history.

The Waitress keeps an eye on travelers and helps dispel notions about strangeness on the roads. The Waitress also deals in foods and drinks, giving her ready access to poison her enemies while gathering information like where they are from and why they are in town. The Camp Counselor spread propaganda to children, turning dark truth into local myth and legend. The Camp Counselor is able to keep tabs on many kids and is often the only adult watching them for a prolonged period of time. The Laborer works the mills, factories and docks of the town, not a being of great authority but one with friends and physical power. The Laborer is able to appeal to his fellow workers for support or political influence. The Drifter is a stranger, one who might be followed or one who might be following the Unknown. The Drifter is usually a pawn of The Authority or The Unknown, unwittingly reporting activity or allowing the Unknown to flaunt its power. The Secret Society is an organization of the Authority, run by those who know the truth and those they deemed worthy enough to learn of it. The Secret Society could be benevolently protecting the town in silence, but their methods may not be approved of by all. The Agent is a government employee with a good budget, a sharp suit, and a gun; sent to investigate something and unwilling to let the locals interfere. The Agent is rarely directly part of The Authority. More often than not, the Agent is a hapless pawn or cover-up specialist.

The Hidden Places (Roll 2d6)


# Rolled 1 2 3 4 5 6 1-2 The Hidden Places 3-4
Haunted Place Place Where No Man Treads Earthworks Lost Monument Cold War Relic Demesne of the Strange

5-6
Devils Place Sacred Waters Ancient Glyphs Caverns Deep Carnal Pit The Secret Club

Derelict Place Forgotten Battlefield Nexus Point Murder Scene Broken Institute The Rock

The Derelict Place refers to an abandoned place of industry. Good examples include an abandoned slaughterhouse, an abandoned mine, a factory in disrepair, an old mill, or a train Station on long dead tracks. The Haunted Place refers to a place that is generally rumored and considered to be haunted by the locals. This could be the creepy old house from colonial times, a bridge where a man committed suicide, or a grove where body parts were found back in the fifties. The Devils Place is an anomalous location, like an unlucky crossroads or a place of satanic ritual. The Devils Place is generally considered to be unlucky, and weird things are often seen by firelight in ones peripheral vision here. The Forgotten Battlefield is a place of great violence, forgotten by the history books or considered unimportant in comparison to greater battles. Old bullets can be found in the trees and the in the soil. At night, mists may roll over the grounds and horns may be heard on the wind. The Place Where No Man Treads is a rarity in the modern world. Such a place has a feeling of natural purity and gives humans a fear of no longer being the dominant species.

The Sacred Waters are places of spiritual energy. The Sacred Waters could be an alleged fountain of youth, an old lake considered holy to Native American Tribes, or the lone watering hole for all the animals in a region. The Nexus Point is an area where the natural and elemental ley lines of the world converge. Strange lights and issues with electronic equipment is commonplace in such locations. The Earthworks are earthen platforms, burial mounds and temple mounds, as well as things like the Nazca Lines. Earthworks had religious meanings to Native American tribes, and they may also serve as curious signifier to extraterrestrial beings. The Ancient Glyphs can be found carved into trees, stones, and painted on the walls of caves. Their meanings are unknown, even to the indigenous people of the region. They could foretell prophecy, doom, or simply be a puzzle waiting for a solution. The Murder Scene is a spot where a gruesome murder occurred and where the land itself never recovered from the traumatic event. The ground may be darker, the walls or trees brittle and cracked, or there may even be a body still located at the scene. The Lost Monument is a statue, cairn, or totem to a forgotten person, tribe, of thing. The build and appearance of such a monument should have a connection to the Unknown terrorizing the region, so a strangely made totem of weeping men and red-eyed wolves would be appropriate in a region terrorized by a Skinwalker. The Caverns Deep refers to a series of caves, potentially inhabited and most likely dangerous. The caves may have been used as an old smugglers route, or once been inhabited by bears. The Broken Institute is an abandoned and derelict schoolhouse, hospital, or prison. The wilderness has overtaken the complex and graffiti marks the walls.

Such places are generally filled with negative emotions, as many travesties and unreported sins occurred behind their walls. The Cold War Relic is an abandoned bunker, underground number station, crashed USSR satellite or bomb shelter from a time when America feared an oncoming nuclear holocaust. Propaganda and dust-covered consoles line such places, as well as half-finished formulae on chalkboards. The Carnal Pit is an underground location of unfortunate butchery. This could be an abandoned quarry where the mob buried the bodies of rats and cops. It could be a tiger-trap like pit cave that plants conceal, only for unfortunate travelers to fall into and become an additional set of bones. The Rock is a place of isolation, carefully positioned in places dangerous or hard to reach. The Rock can refer to a lighthouse constantly beset by storms, a jailhouse built to harbor a dangerous criminal in need of constant isolation, a hunters cabin in the mountains or an astronomers research station that hasnt been unlocked in years. The Demesne of the Strange is a place where the dark things come from. It is something well into the realm of the paranormal, like an underwater cave-city, a house that only appears on a full moon, or a crashed UFO. The Demesne of the Strange, if it exists in the region, should be well-hidden and speaking of such a location should quickly reach the ears of the Authority. The Secret Club is a strange place, maintained by strange or eccentric people. The Authority may have an agent within the Secret Club, but they at the very least have heard rumors of its existence. A gypsy caravan, a shanty-town built during a festival, or a cabinet of curiosities could all be considered Secret Clubs.

The Safe Places (Roll 2d6)


The Safe Places # Rolled 1 2 3 4 5 6
1-3 The Relatives Place The Local Shop The Library The Church The Police Station The Campgrounds 4-6 The Schoolhouse The Shopping Center The Playground The Clubhouse The Allys Place The Outlier

The Relatives Place is a safe place for one or more characters because it belongs to an Uncle, Aunt, Cousin or Sibling who wont mind too much about them crashing on the couch or using the garage for something private in the early hours of the morning. The Schoolhouse is usually not open at night without a good reason, and theres no way youll be getting in carrying a weapon. The Schoolhouse might be considered a designated safe meeting place for the community, meaning it can be used to stay safe through hurricanes or other calamities. The Local Shop belongs to pleasant enough people, or it might just be a good safe territory when your buddy is working the shift there. It doesnt get a ton of business, and the lights are bright enough to give a good view of anything coming at you from the parking lot. The Shopping Center is located just on the outskirts of town. Its made up of several major chain stores, open 24 hours a day and 7 days a week. The Shopping Center is destroying local businesses and isnt looked upon fondly by many of the locals. The Library is a place of research, often open late, and with easy to access private meeting rooms. The Library is a safe area to seek out information via online catalogs or long forgotten tomes of local history.

The Playground is closed at dark, but crowded by parents and kids during the day, which makes it easy for individuals to blend in. Children without adults or adults without children can possibly warranted the suspicion of concerned parents or possible predators. The Church is a place of holy strength, provided those who maintain it are pious and pure. Demons and evil spirits cannot enter beyond its threshold lest they be scorched and be banished back from whence they came. Churches are open most hours of the day, but those running them will not approve of certain attire, attitudes, or any overt weaponry. The Clubhouse refers to a tree house, after school activities room, or a secret meeting place. This safe place is easy to maintain and notice intrusions from the Authority, as it is very personal or used so often that minor changes will be noticed. The Police Station is not an ideal meeting place, but it is certainly safe. There are trained and armed professionals at work behind the bulletproof glass of the waiting room. The issue with using the Police Station as a meeting place is that Cops will ask you questions and anything borderline illegal will create a mess of problems. The Allys Place belongs to an unknown ally who is working against the Unknown and the Authority. To determine an Ally and what sort of place this might be, roll on The Authority chart. The Ally has all the benefits of what was rolled without the need to report back to some higher power. The Campgrounds are a safe place when you need to hide. They are abandoned most of the year, surrounded by wilderness, and generally have a sparse population during their good seasons. Sign-in registry for cabin use can be easily ignored unless someone is actively looking for intruders. The Outlier is a Hidden Place that is free of the dangers usually found within. The Outlier might be a place of positive spiritual energy, benevolent ghosts, or some form of protection that keeps it as hard to penetrate and find as a usual Hidden Place. To determine this Outlier, roll on The Hidden Places chart.

The Unknown (Roll 2d6)


# Rolled 1 2 3 4 5 6 1-2
The Hairy Man The Mutant The Creature The Artifact The Under-People The Inspired Killer

The Unknown 3-4


The Extraterrestrial The Walking Dead The Magician The Time Traveler The Eldritch Abomination The Tormented Savior

5-6
The Spirit World The Demon The Vampire The Fair Folk The Water Monster The Devil Himself

The Hairy Man refers to creatures such as Sasquatch, Werewolves or Giants. Hairy Men are generally large, physically powerful, and often have a stench to them. Hairy Men tend to solve their issues via hunting and violence. The Extraterrestrial refers to traditional depictions of aliens. Greys, Nordics, Insectoids, and Reptoids all fit into this category. Extraterrestrials are unknowable entities; to comprehend them is to try at madness. The Spirit World refers to Ghosts, Wisps, and Orbs as well as to more mythological entities like Wendigo or Skinwalkers. The Spirit World is a primal place, and the evil entities often seem more common than the benevolent ones. The Mutant was once human, and this is the source of its rage and shame. The Mutant can be reasoned with, though it often has many topics that drive it into a fit of violence and pain. The Walking Dead means Zombies, Skeletons, Ghouls, and the unfortunate living individuals who find themselves possessed. The Walking Dead are often driven by hunger or some other baser desire, making them more like animals than once-living humans. The Demon is a hard creature to pin down, as the legions of the Underworld are many. Demons of Greed, Demons of Wrath, and Demons of Temptation are the most common sort to blight the mortal world with their whispered sins.

The Creature is something that could vestigial resemble a real thing, but it is exaggerated and twisted in appearance that it cannot be confused for anything other than a monster. Giant Spiders, Lizard-Men, and the Jersey Devil are all solid examples of this type. The Magician is a mortal practitioner who has dabbled in areas man was not meant to know. Such hubris brings scorn from the righteous and lust from darker powers. Magicians include Cultists, Diabolists, Psychics, and Witches. The Vampire is a harbinger of blight, carrion, disease and death. In the twisted guise of what could be considered human, Vampires play their shadow games, manipulating others into becoming cattle or performing tasks in ancient plots. The Artifact is an item, the likes of which could be used for great good or evil. The darker powers of the world will always seek to twist the whims of those who use it. Artifacts could include an Infernal Device, a Phylactery, or a Magic Sword. The Time Traveler is a wayfarer in our petty perceptions of how the universe works. Even the most benevolent Time Traveler may cause irrefutable harm to the galaxy, possibly causing it to collapse in on itself due to paradoxes. The Fair Folk are an ancient kindred of spirits found all over the world. Fairies, goblins, elves, trolls, and the mighty Sidhe compose the ranks of the Fair Folk. These creatures are the sort that steal children from cribs and string organs up in trees. They demand all services be paid in kind, that bargains be held on pain of death, and they all possess a common idea that mortal kind is frail and fun to use. The Under-People are strangers in our world. They could be an ancient civilization that sought refuge from cataclysms we know of only in folklore. They could be remnant freaks from a government program or the refugees of an alien intelligence. The Under-People share a common hatred of the sun and the surface, xenophobia uniting even the most bitter enemies in their ranks to solidarity.

The Eldritch Abomination should not exist by all rational comprehension. They could be ancient uncaring gods, beings from an alien world where physics are no longer holding sway, or visitors from an unknown dimension. Sentient lights, all-devouring blobs, and goat-legged merchants made of tentacles under their clothing are possible examples. The Water Monster dwells beyond the reach of man, forever avoiding them even as they search for proof. The Water Monster can be found in ancient paintings and legends by the indigenous people, all of whom generally agree that the creature should be avoided. Water Monsters tend to appear as great serpents, fish, squids, fish-like men, or leftover dinosaurs. The Inspired Killer tried to survive their encounter with the Unknown, but they were left with a permanent psychic scar. Perhaps they are driven to madness by an invisible pattern, or they might be haunted by what theyve seen and think their slaughter to be mercy killings. The reluctant killers are the most tragic, as they fight the inspiration through each murder and must deal with their human emotions when the whispers leave them knee deep in a chest cavity. The Tormented Savior is much like the Inspired Killer, as the Savior dealt with the Unknown as well. The Tormented Savior might be the first victim of the Unknown, a trapped soul trying to resist the corruption only to be overtaken and cause harm. The Tormented Savior is cursed to do harm, and can only find oblivion by causing another to take its damned burden. The Devil Himself takes many forms and goes by many names. Old Hobb is usually a short fat man who will get you what you want at the cost of what you need. Mr. Scratch is tall and handsome, he likes to play and enjoy the lives of those he reaps, ensuring they go down to the dark place with a smile on their mugs. The Man in the Smoked Glasses is a form the Devil takes when hes in a bind and way behind and willing to hunt, gamble, and scam to get what is required.

Black-Eyed Kids (Demon, Vampire, or Extraterrestrials) Black-Eyed Kids are an enigma. They are pale and child-like with two black eyes, which means they may be what people call Gray aliens. But they need permission to enter the home, which could mean theyre Vampires or Demons. The overwhelming emotional damage they cause plays off mans primal fear of being hunted. Black-Eyed Kids Health Levels: As Child Characters. Fight: 1 / Think: 1 / Run: 1 Hypnotic Eyes Any creature looking into the eyes of a Black-Eyed Kid must make at least a Partial Success on Run Test to be able to move even an inch away from the creature. Predatory Eyes Any character who fails their Run Test against the BlackEyed Kids Hypnotics ability suffers a Fear Dice on future Run Tests. A nights sleep after locking the doors and closing the blinds removes this dice, as does killing the Black-Eyed Kid. Weakness: The Black-Eyed Kids cannot enter a buildings threshold without permission from those within the structure. This can also apply to things like cars or places of business, provided the location is considered to be a home rather than merely a place to stay.

Bogeyman (Spirit World, Demon) The Bogeyman or to the exceptionally unlucky the plural of Bogeymen, is a type of spiritual entity, almost always malevolent, that lurks within closets and under beds. The Bogeyman has no specific appearance, though it seems to be found of hiding under sheets and bags, rising up off the ground like a child in a poorly constructed Halloween costume. The goals of the Bogeyman are unknown, though they generally involve terrifying an individual or stealing them away into the closet by means of a heavy gunnysack. Bogeyman Health Levels: 3. Healthy/Injured/Gone Fight: 2 / Think: 1 / Run: 2 Combat: See Poltergeist. Amorphous and Imaginary - The Bogeyman does not exist in a physical form; as such physical weapons can do no harm to the Bogeyman. Poltergeist - The Bogeyman cannot be seen but it can still move and manipulate objects. The Bogeyman is able to throw objects to harm characters. Objects should generally be classified under the Blunt Weapons category, though if someone has brought Sharp Weapons with them or they are located in the room, the Bogeyman will use them. If the Bogeyman gets a Success or Critical Success on its target, that target suffers a Fear Dice. Getting out of the Bogeymans haunt or banishing the Bogeyman removes the Fear Dice. Weakness: To harm the Bogeyman, a ritual of banishment must be performed. Each time a human commands the Bogeyman to leave; the Bogeyman loses one level of Health. Each time it is commanded to leave, it can use the Poltergeist with a +1/+2/+3 bonus for the purpose of determining damage. After the third command, the Bogeyman gets one final attack before its presence vanishes.

Cultist (Magician) The Cultist is a mortal with some modest talent in the arts of manipulating reality. The true power of the Cultist comes from his charisma, which somehow enthralls the masses into seeing him as a messiah figure. The Cultist, like other humans, has his own goals, such as obtaining further power from another source of The Unknown in the region. Cultist Health Levels: 3. Healthy/Injured/Gone Fight: 0 / Think: 2 / Run: 1 Combat: Pistol or Knife. Charisma The Cultist has a strange air about him that conveys a sense of superiority, power, and trust. The Cultist may spend a Think Focus Dice to enthrall characters to his cause. On a Partial Success, the victim suffers -1 to Think Tests. On a Success, the victim loses whatever Think Focus Dice they possessed and all Critical Successes the victim would score on Think Tests become Partial Successes. If the Cultist rolls a Critical Success, the victim is completely enthralled and believes the Cultist to be a deity given flesh. The effects of this control are largely suggestive, as though the victim were under a form of hypnosis. The victim may think it a good idea to spill information or hand over money when enthralled. A 12 on a Think Test will allow the thrall to ignore a single command. A victim wont willingly kill someone unless theyve killed before. Charisma can only affect a character once in normal circumstances. If for example a character is enthralled by Charisma while sober and breaks free, he may be susceptible to the Charisma should he become drunk. In this case, for the Cultist to achieve whatever power he once had over the victim, he must roll a Critical Success. Behold My Power The Cultist possesses a minor magical talent, like being able to conjure fire or turn water to wine. Such powers are largely non-combat

oriented. If a character is subject to the Cultists power prior to the Cultist using his Charisma, the Cultist gains a +1 bonus to his Charisma roll. Weakness: The Cultist loses his power of Charisma if the focus of his power is destroyed or whatever entity provided the power grows bored of the Cultist. Equipment: The Cultist should have several sets of high quality clothing, often with some sort of pseudo-religious trapping to them. Concealed weapons, such as an ornamental knife or a pistol will help the Cultist keep order and deal with non-cooperative followers. The Cultist probably also keeps a book with his beliefs and a manifesto of his teachings. All Cultists have a Focus of Power, which is a minor item like a ring or a sash that helps him maintain his power in the mortal world. Other than that, they probably have the full bank accounts worth of money for however many people they have under their spell.

Dybbuk (Artifact, Demon, Spirit World) The Dybbuk is a possibly malevolent spirit from Jewish folklore said to be the dislocated or corrupted soul of a dead person. The Dybbuk comes in two forms, those that are bound to objects and those that attempt to possess the bodies of humans. Dybbuk Health Levels: 2. Healthy/Gone Fight: 2 / Think: 2 / Run: 0 Combat: As Nightmares. Bound Spirit The Dybbuk can be bound within objects such as boxes or scrolls. A Dybbuk that is bound within an object cannot physically attack. If a character uses an object possessed by a Dybbuk, that character suffers a Fear Dice on the next type of roll they make (Fight/Think/Run). This Fear Dice lingers until the character utilizes some form of religious material (like stepping in a church, holding a bible, or burning ritual candles). If this is not done immediately, the victim will find it impossible to sleep without having horrible nightmares. Nightmares The Dybbuk causes terrible unrest to those who have the bound demon in their possession. Though it will target the one who opened the box first, it has no qualms about harming others in its path. Every night a character sleeps with the Dybbuk in their home, their Health Level drops by 1. When a character awakens, the feel as though they have not rested and their body is covered in burns, scratches and bruises. Any Fear Dice that would go away by means of rest remain. Weakness: The Dybbuk will only attack those who are not of pure motives. A good man can beseech the Dybbuk for aid and receive it in subtle ways (finding an old wallet in a jacket, an enemy is a bit more friendly than usual). A being of less than pure motives is subject to the bound spirit and its nightmares. Placing two gold coins in the object will appease the spirit, but to stop the nightmares it must be hidden away. If a character breaks the box, the nightmares will never stop unless they are blessed in a synagogue by a faithful rabbi.

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