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a syn roleplaying game -computer (ability to use a computer)

-weapon (spec ify a particular type, such as knives,

Survival handguns, rifles, cudgels etc)

-theft (picking pockets, sleight of hand)

Horror -lockpicking (opening locks, breaking into lockers


etc)

-climb (ability to scale walls, climb ropes etc)


writing and design by syn
-stealth (hiding and sneaking)
additional material by jdrakeh
-scrounge (ability to find useful items)

-search (ability to uncover hidden doors, traps


etc)
Survival Horror is Copyright © 2003 by syn
-interrogation (intimidation and coercion)

1.0 Survival Horror -spy (observation and surveillance skills)

-eavesdrop (listening skill)


This is a work in pro gress, inspired by a
popular series of video game s you may well be familiar
-repair (ability to fix and jury rig)
with.
-laboring (lifting, shoving and carrying ability)
2.0 Creating Characters
-haggle (ability to barter)
Characters are initially defined by a Chance
Level and Talents. A character’s Chance Level -appraisal (ab ility to estimate value and worth of
represents a character’s overall power, spirit and luck. an item)
A character’s Talents represent the kind of experience
and skills that the ch aracter possesses. -persuade (eloquence and debating skills)
To determine a character’s initial Chance
Level players may choose to roll or op t for the default -mech anic (ability to construct and mod ify
character Chance Level. The default Chance Level for mechanical equipment)
a character is three, but a player may roll 1D3+1 instead
- but once the decision to roll is made the result that -electrical (ability to work with electrical gear)
appears on the die must b e taken as the character’s
Chance Level. -driving (ability to handle cars, trucks etc)
A character begins with a number o f Talents
equal to seven, minus their Chance Level (for example, -poisons (ability to identify and use poisons)
if a character had the default Chanc e Level of three,
they would begin the game with four Talents). The -botany (knowledge of fauna)
following is a list of Talents which a character may
begin play with: -biology (knowledge of the body, anatomy etc)

-chemistry (ability to work with and identify


chemicals)
Once you have determined your character’s
-caving (ability to navigate undergrou nd, ide ntify
physical traits, it is time to move on to d efining their
safe passages, rock types etc)
psychological traits. This is done by either random ly
rolling on each of the following tables, or by picking
-medic (knowledge of healing)
one psychological trait for yo ur character from each:
-language (choose a foreign tongue)
Persona A (1d6) Persona B (1d6)
-track (following and identifying tracks)
1. Impulsive 1. Moody
-acting (ability to feign emotions, portray 2. Curious 2. Suspicious
different demeanor, etc) 3. Studious 3. Aloof
4. Brave 4. Devious
-swim (ability to avoid drowning) 5. Detached 5. M orbid
6. Eccentric 6. Deranged
-psychology (study of behavior and the mind,
including identifying mental illnesses, emotional
states etc)
After you have defined your character’s
perso nality traits, you should very quickly co me up with
-archaeology (study of artefacts and methods of
a background for your character. This can be as simple
excavation).
as writing down their profession (or lack thereof), or as
complex as penning an entire backstory for your
-athletics (running, leaping and balancing skills)
character. Alternately, you may roll on the table below
to randomly genera te a background for your character.
-research (ability to find information in bo oks, on
the net etc)
Background (3d6)

Once you have determined your character’s 3. Ho meless 11. Shop W orker
Chance Level and beginning Talents, you should use 4. Musician 12. Factory Wo rker
the following tables to define your character’s physical 5. T hief 13. Teacher
appearance. Yo u may randomly genera te physical traits 6. New-ager 14. Medic
by rolling a d6 on each table, or you may simp ly choose 7. Driver 15. G ovt Agent
a single trait from each tab le. 8. Journalist 16. Police Officer
9. Stud ent 17. Soldier
10. Office Wo rker 18. Actor
Height (1d) Weight (1d6)

1. Very Short 1. T hin


2. Short 2. Slender
Once you have determined a background for
3. Average 3. Average
your character, you need to define their Spe cial Ability.
4. Average 4. Average
All characters begin play with one Spe cial Ability
5. T all 5. Stocky
chosen or rolled randomly (1 d6) from the follow ing list:
6. Very T all 6. Large

Features (1d6) Age (1d6) 1. RESISTANCE

1. Skin Hue 1. Child The character has a greater then normal


2. Birthmark 2. Teenager resistance to diseases and poisons. When m aking
3. Scar 3. Young Adu lt tests to avoid the effects of a poison or disease,
4.Tattoo 4. Ad ult the character gets a +2 bo nus.
5. Unusual 5. Middle-aged
6. Hair Style 6. Elderly
3.0 Tests
2. RECOVERY
W henever a character attemp ts to perform an
The character heals from wounds faster action with an uncertain outcom e, a single six-sided die
than normal. Roll 1D 3 for the num ber o f points is rolled. This is known as a Test.
damage healed per day (rather than simply 1 per W hen making a Test, a player rolls 1d6 and
day). attemp ts to achieve a result that is equal to or less than
their character’s Chance Level.
If the player generates a result that is less than
3. TOUGH
or equal to their character’s Chance Level, their
character successfully accomplishes the action that they
The character gets a +1 bonus to the
were attemp ting to perform . If the player generates a
dam age he causes with melee attacks.
result that is higher than their character’s Chance Level,
their character fails in their attempt to perform the
4. A IM action in question.
If a player’s character p ossesses a Talent
The character is an incred ibly accurate which is immediately relevant to the action being
shot. When making ranged attacks, the character attempted, they gain a bonus of +1 to their Chance
receives a +1 bo nus to hit. Level for the purposes of making a Test.
W hen two characters are competing aga inst
5. EVADE each other, the players of each character make a Test.
Once this has been done, the Suc cess M argin of the two
The character has a better than average Tests are compared. The Suc cess M argin is the
ability to avoid injury. When the character takes difference betwe en the d ie result and the charac ter’s
dam age, subtract an additiona l point. Chance Level. Whichever character has the highest
Success Ma rgin, wins the test and triump hs ove r their
adversary.
6. LUCK
3.1 High Chance Levels
The character is naturally lucky. Once
per day the player may re-roll a single failed test.
Although it is possible for a character to have
a Chance Level of greater than six, barring a GM ruling
to the contrary, a d ie result of six while making a Test
is always considered a failure. That said, characters
Finally, you need to determine what kind of with a high Chance Level are still granted a boon in that
equipment your character has in their possession at the they are allowed to take multiple actions per turn.
beginning of the game. To do this, roll once on each of Subject to GM approval, a character with a
the following tables. Chance Level of six or more may attemp t to perform
multiple actions simultaneously (each requiring its own
test). If such an attemp t is allowed, the Chanc e Lev el of
Weaponry (1d6) Misc. (1d6) the character is divided as evenly as possible between
the actions for the purpose of making Tests. For
1. Knife 1. Rope (10m) example:
2. Chain 2. Backpack
3. Baton 3. Lighter Bernhardt Guest is attempting to evade a
4. Iron Bar 4. Paper & Pen horde of shambling undead, but finds his escape ro ute
5. Chainsaw 5. Flashlight barred by a locked door. Bernhardt’s player decides
6. Pistol (9mm) 6. First-aid Kit that Bernhardt will attem pt to unlock the d oor while
simu ltaneously firing a pistol shot at his persuers.
Bernhardt has a Chance Level of five. Bernhardt’s
player decides to allocate three points of Bernhardt’s
Chance Leve l to unlocking the door, and the remaining
two p oints to firing a pistol sh ot.
3.2 Combat

Combat occu rs in turns, each representing a Punch or Kick 1d3


few seconds of activity. Characters can make one attack
per turn (unless they have a Chance Level of six or Cudgel or Sap 1d3+1
higher as previously discussed), and actions occur in an
order determined by the GM (often depending on the Rock (fist-sized) 1d3+1
situation - such as whether the characters are ambushed
or well prepared, etc). Knife 1d3+1
In order to hit a foe, a player must make a
successful Test as per the aforementioned rules. D o note Chain 1d
that if a character is attacking with a weapon in which
they have an applicable Talent, they gain a bonus to Iron Bar or Baton 1d
their Chanc e Lev el when making the Test.
Damage inflicted upon a target equals the Cleaver 1d
chara cter’s Chance Level plus the weapon’s rating (a d6
roll, as indicated in the section of these rules detailing Hatchet 1d
weapons). Damage is, however, reduced by the target’s
Chance Level plus the value of any armor he is wearing. Hammer or Mallet 1d
Thus, the final amount of damage inflicted to a target is
figured like this: Axe 1d+1

Attacker’s CL + WR - Target’s CL + AR Pick or Hayfork 1d+1

Once the total damage dealt to a character Sword 1d+1


exceeds twice their Chanc e Lev el, the cha racter falls
unconscious for a number of minutes equal to the Chainsaw 1d+2
amount by which their Chance Level was exceeded.
Should the total damage dealt to a character ever thrice Handgun (revolver) 1d+1, ammo 6
their Chanc e Lev el, the cha racter is shuffled o ff this
mortal coil (they die). Thus, a character with a Chance Handgun (auto) 1d+1, ammo 15
Level of three will fall unconscious when they are dealt
seven points of damage, and die once they are dealt ten Magnum Handgun 1d+2, ammo 6
points of damage.
Characters naturally heal 1 point of damage Submachine G un 1d+1, ammo 30
per day, as a matter of course. An injured character that
receives medical treatment (requiring a successful Te st) Assault Rifle 1d+2, ammo 30
heal 1 po int of damage immediately (or 2 points if a
first aid kit is used). Such treatment may be attempted Sniper Rifle 1d+2, ammo 15
as many times as a player wishes, but each attempt
requires a subsequent Test. On the downside, a failed Dbl Brl Shotgun 1d, ammo 2
treatment attempt actually inflicts further damage to a
character equal to the amount by which the Test result Automatic Shotgun 1d, ammo 8
exceeded the Chanc e Lev el of the character
adm inistering treatment.

4.0 Weapons and Armor W eapons such as knives and rocks can be
thrown. Such weapons have a short effective range in
The following is a list of weapons com mon to meters, roughly twice the Chance Leve l of the character
the world of Survival H orro r. Listed to the right of each utilizing them in such a m anner. Any Test made to
weapon is that weapon’s rating, a die roll made to attack a target beyond this range is made a half of the
determine damage inflicted by a successful attack. attacking character’s Chance Level.
Firearms have their ammo cap acity listed as well.
Firearms have an effective range in meters of In addition to armor physically worn by a
roughly ten times the Chanc e Lev el of the character character, their surroundings may also help to reduce
using them, with the exception of shotguns, which have the amount of damage that they take from a given
an effective range equal to roughly four times the incoming attack. In this case, such cover is treated like
Chance Leve l of the utilizing character in meters Any armor for the purpose of determining damage taken.
Test made to attack a target beyond a firearm’s effective That is, cover bestows an armor rating of either one or
range is made at half of the attacking character’s two points dependant upon the exact situation (normally
Chance Level. cover is only useful in protecting a character from
All firearms are capable of being fired twice ranged weapo nry).
per turn, provided that they have enough am munitio n in
them. A cha racter firing mo re than one sh ot in a turn is 5.0 Character Development
subject to the previously discussed rules governing
multiple actions being made in a turn, as each shot fired
Over the course of a game, characters can
counts as an action.
acquire additional talents and increase their Chance
Submachine guns and assault rifles are capable
Level. Players acquire these ch aracter improvements by
of sustaining automatic fire. The number of bullets that
expending Experience.
hit a target are eq ual to the Success Margin of the Test
Experience is an abstract measure of the
made to attack., with each successful hit causing the
knowledge that a character accumulates during game
amount of dama ge indicated o n the list of weapo ns. The
play. For each Game that a character completes, they
number of actual bullets fired is equal to the Success
gain one point of Experience. What constitutes a Game
Margin of the Test mad e to attac k, plus o ne.
is determined by the GM. A Game might be defined as
Shotguns fire a spray of pellets, causing a great
a single session of play, a complete scenario, or a series
amount of damage. W hen fired at a target in close range
of scenarios d ependant upo n the G M.
(half of the weap on’s effec tive range in meters), a
To increase a character’s Chance Level by one
shotgun inflicts an additional amount of damage equal
point a player must expend an am ount o f Experience
to the Success Margin of the Test made to attack.
equal to the character’s current Chance Level. Thus, a
The following is a list of armor types common
player whose character has a Chanc e Lev el of three
to the world of S urvival Horror. A s previously noted,
would need to expend three p oints of Experience to
armor increases a character’s defensive capab ility,
raise that character’s Chanc e Lev el to four.
reducing the damage that they a re dealt by an incoming
Acquiring a new Talent for a character only
attack. Listed to the right of each arm or type is that
costs one p oint of Experience, but the purchase o f a
armo r’s rating. The number before the slash rep resents
given Talent must somehow coincide with actions that
an armor type’s ability to absorb damage inflicted by
the character has attempted to perform during the
melee weapons, the numb er after the slash rep resents its
current Game. For example:
ability to absorb d amage inflicted by firearms.
Damon Creed ha s attem pted to heal a fellow
character during the current Game. Damon’s player
Padded Leather 1/1 decides that they will expend a poin t of Experience to
acqu ire the Talent “medic”. This is com pletely
Flak Jacket 1/2 acceptable. If, however, Dam on’s pla yer wanted to
acqu ire the Talent “weapon - grenade launcher”, they
Stab Vest 2/1 cou ld not do so unless Damo n had attempted to use,
examine, or otherwise interact with a grenade launcher
Ballistic Vest 1/3 during th e cou rse of the current G am e.

Riot S uit 2/3 6.0 The World of Survival Horror


Riot Shield (Buckler-style)* +1/+1 The scientists invo lved with Project Eup horia
at the Benway Research Center were consumed with the
Riot Shield (Full T ower)* +2/+1 creation of a new designer drug that was to b e both
highly addictive and extremely difficult to manufacture
* Shields add a bonus to armor already being worn, or if no by anyb ody b ut themselves.
other armor is worn, bestow the bonus as a flat armor rating.
As the chemical base for this drug, the 6.1 Equipping the World
scientists chose a rare ha llucinog enic plant indigenous
to South America, which they cultivated and genetica lly
The following is a list of items that characters
altered in the privacy of their secret labo ratory. The
may stumble across during the course of an adventure.
plan was to create a global market for their new drug, a
You may roll three six-sided dice and consult the
market that only they could satisfy. Unfortunately, in
following table when you need to come up with some
their haste to fulfil the greedy vision of their benefactor,
equipment on the flay. Alternately, you can simply pick
the scientists neglected to thoroughly research the many
and choo se items off the list as you see fit.
side-effec ts associated with their chosen chemical base.
Now the scientists are dead, and the ir creation threatens
to destroy the w hole o f mankind.
The plant that the scientists utilized, Salvia Equipment (3d6)
Mortuus, was lon g known to a handful of ob scure South
American natives as something to be both respected and 3. Tent (sleeps 1d3 person)
feared. Many myths and legends surrounded the rare
plant, legend s of its connection to the sp irit world, of 4. Rope (1d x 10 meters)
monsters beyond description, of its ability to raise the
dead from their eternal slumber. The natives believed 5. Han dcuffs
that when a person ate the leaves of their sacred plant,
they became one with the world of the dead , if only 6. Ca mou flage jacket
temporarily - then the change began. The efforts of the
natives to stop the cultivation of the plant were met with 7. Ammunition (2d x 5 bullets)
violence, their w arnings falling on deaf ears.
By the time that the scientists became aware of 8. Cigarette lighter
the plant’s side-effects, it was already too late - samples
of the new drug had already been distributed throughout 9. Backpack
the world to dozens of laboratories affiliated with the
Benway Research Center. And then the reports started 10. Notebo ok and Pen
rolling in.
Faced with the promise of financial ruin, the 11. F lashlight
Benway Research Center quickly assembled a team of
experts to verify the content of its affiliate’s reports, set 12. Co mpass
about discovering what the problem was, and nullifying
the problem before it could be trac ed back to Benway’s 13. B inoculars
offices. As fate would have it, however, by the time that
this team was assembled, a greedy would-be- 14. F irst-Aid K it
entrepreneur had managed to sneak some of the new
drug on to the streets. 15. Lo ckpicks
The new drug, called Somnus by its marketers,
not only carried with it the prope rties of Salvia 16. T ool K it
Mortuus, but enhanced them a hundred times over.
W hile a harm less hallucinogenic whe n taken in small 17. Handgun
amounts, the drug bec ame a tool of impending
apocalypse when imbibed in larger doses. Overdose 18. Dbl B rl Shotgun
victims lapsed into a trance-like state only to sho rtly
thereafter be wracked by violent seizures and then die.
Only the problem didn’t end there. Within hours, the
dead test subjects were up and walking again - and 6.2 Antagonists
they’d d evelo ped a taste for huma n flesh.
Secret laboratories were sealed shut, entire W hat follows is a brief overview of typical
apartment complexes were swept clean, but it was all antago nists in the wo rld of Survival Horror. T his
for nau ght. For mankind, H ell is well on its way. collection of antag onists is by no means exhaustive, and
you are enco uraged to d evelo p your own as you se e fit.
Subject N ame: Som nus Zo mbie A player may make further Tests at the rate of
Report Number: 0203 one per turn in an attempt to have their character break
Issuing Department: Special Research SPR001 free from the Zom bie’s gra sp, but each failed attem pt to
Issuing Officer: Special Research Head SPR0010 break free allows the grappling Zombie another free
attack against the character being gra ppled.
The Som nus Zo mbie is the end result of Stage Zombies often surprise their victims by
One transformation as initiated by an overdose of the attacking from the shadows, shamb ling out o f dark
drug Somnus or the infectious bite of a Somnus Gho ul corners before their prey can react. A Zombie that
(Stage Two transform ation). manages to surprise their prey receives a free attack
The first visible symptom of Stage One against them.
transformation is an attack on the victim’s CNS. D uring Zombies do not fall unconscious. When
this time period, the victim is wracked by violent damage exceeds twice the Z omb ie’s Chance Level they
seizures as Somnus suppresses voluntary muscular are stunned, at which point they may fall down and
respo nse. appear to be dea d. After 1d6 turns a stunned Zo mbie
The second visible symptom of Stage One will recover and resume its attacks. Zombies are
transformation is the victim’s lapse into clinical brain destroyed when the total damage they have received
death. During this time perio d, the victim’s vital signs exceeds three times their Chance Level.
cease to register on even the most sensitive medical
instruments. For c linical purposes, the victim is
considered a co rpse.
The third visible symp tom o f Stage One
transformation occu rs only m inutes after the victim’s
lapse into a state of clinical brain death. At this time,
large p ustules begin to form beneath the surface of the
victim’s flesh, some swelling and expelling a pus-like
substance.
The final visible symptom of Stage One
transformation is quite evident - the victim’s corpse
arises of it’s own volition. During this time period, the
victim’s flesh continues to warp, falling prey to rigor
mortis and decay. The victim exhibits extreme
homicidal tendency, attempting to kill and devour all
living creatures that it comes in contact with.
There is approximately a 72-hour transition
period between the time that the final symptoms of Insert Zombie
Stage One transformation make themselves evident and
Artwork
the time that Stage Two transformation begins. It is
recommended that all victims presently subje ct to this
transition perio d be confine d for further stud y.

Game Information:

Chance Level: 1d3+1


Talents: Grapp le, Stealth
Attack Form s: Bite, G rapp le

The Somnus Zom bie’s primary form of attack


is that of a grapple. If a Somnus Zombie successfully
grapples a character (Test required), the character’s
player must make a Test versus the Zombie in order to
break free. If this Test is failed, the Zombie will then
bite the character on the following turn (no Test
necessary). The weapon rating of a Zom bie’s bite is
equal to their Chance Level plus 1d3.
victim, but they also possess the capacity to attack with
Subject Name: So mnus Ghoul their exposed nails (which look more like claws). The
Report Number: 0303 latter attack style is often employed when they are
Issuing Department: Special Research SPR001 unab le to catch a victim unaware. The weapon rating of
Issuing Officer: Special Research Tech SPR0012 a Gho ul’s bite is ide ntical to that of a Zombie’s bite.
The weapon rating of a Ghoul’s claws is 1d3.
The Somnus Gho ul is a product of Stage Two W henever a Somnus Gho ul inflicts dam age to
transformation, an extremely da ngerous evolution of the a character by means of a b ite, there is a chance that the
already lethal Somnus Zombie. Following a 72-hour chara cter may con tract the S omn us Virus.
transition period, the Somnus Zombie enters the first W henever a Somnus Ghoul inflicts dam age to
phase of Stage T wo transform ation. a character by way of a bite, the GM makes a Test
The first phase of Stage Two transformation is versus the Gho ul’s Chance Level. If this test is
signaled by a tautening of the Zombie’s flesh and the successful, the victim has been infected with the
subsiding of boils typical to that earlier stage of Somnus Virus. Only one such Test should be made per
transformation. This tightening of the flesh and Ghoul (that is, no matter how many times any given
subsiding of boils takes place over a period of two days Ghoul bites a character, only one such Test is made - if
during which the Zombie begins to appear more gaun t, a different Ghoul bites a character, however, another
it’s nails and teeth seemingly growing in length (of Test is in order).
course, this is an illusion - the tightening of the flesh Should a character be infected with the
mere ly conveys this image). Somnus Virus, they receive a single chance to resist its
The second phase of Stage two transformation effects. In the event that a character is infected with the
occurs within hours of the first phase’s completion, and Somnus Virus, their player makes a Test versus their
is signaled by a readily apparent increase in the chara cter’s Chanc e Lev el (with a bonus if their
Zom bie’s intellect (although this manifests merely as character possesses the Special Ability “Resistance”). If
increased animal cunning rather than true ability to this Test is successful, the character merely becomes a
reaso n). carrier of the Som nus Virus, suffering none of its
The third and final phase of Stage Two effects (although they can transmit it to others via the
transformation is not visible to the naked eye, but fluid transfer of blood and/or saliva). If this Test fails,
occurs approxim ately one week from the time that the the character will sustain one point of damage per day
Somnus Zombie completed the final phase of Stage One until they lapse into unconsciousness, at which time
transformation. It is at this time that the Zombie they enter the first phase of Stage One transformation.
completes its transform ation into a Somnus Gho ul and The damage dealt by the virus cannot be
gains the ability to infect victims with what we have healed by normal m eans, nor is it regained b y the
dub bed the So mnus Virus. natural healing process. Such an afflicted character has
Though not a true virus, the substance secreted but one hope - an antidote. If an antido te is
by the Somnus Ghoul acts as one, infiltrating and administered to a character before they enter the first
disabling the CNS of the victim to whom it is phase of Stage One transformation, the infection can be
introduced, triggering Stage One transformation. This eliminated. This of course assumes that such an antido te
ability to transm it the condition normally induc ed only exists.
by Somnus overdose makes the Somnus Gho ul As with Somnus Zombies, Somnus Ghouls do
extremely dangerous. Containment at this stage of not fall unconscious and are subject only to stun. They
transformation is not viable - all Somnus Gho uls shou ld sustain damage in the same way as the Somnus
be destroyed on sight. Zom bies.

Game Information:

Chance Level: 1d3+2 or 4


Talents: Clim b, Eavesd rop, Grapple, Stealth
Attack Forms: Bite, Claw, Grapple, Virus Insert Ghoul
Artwork
Somnus Gho uls often a mbu sh their prey,
hiding and listening to their chosen victims until an
opp ortunity to catch them off guard presents itself. Like
the Som nus Zo mbie , the Somnus Gho ul’s prim ary
attack form is that of grappling and biting an intended
Subject Name: So mnus Hound
Report Number: 0603
Issuing Department: Animal Testing AT001
Issuing Officer: Team Leader AT0011 Insert Hell Hound
Artwork
Of our early test subjects, only the stray dogs
managed to survive the rigors of So mnus side-effects
without succumbing to final death. T he resulting
organisms are no t unlike the “zombies” which I have
observed during my frequent trips to Special Research.
Many of the sam e symp toms visible in the
human subject have occurred in the canine test subjects,
as well. The only noticeable difference is that the fur of
the canine subjects is prone to falling off in large Subject: Somnus Hell Hound
clumps, almost as if they were suffering from radiation To: Team Leader AT0011
poisoning. From: Animal Testing Tech AT00129
It is my opinion that the threat posed by these Re: Immediate Subject Termination
organisms is negligible at best, lest they be encountered
in groups of two or more. Given their speed and I feel that your order to confine those canine
maneuverability, if encou ntered in packs, these test subjects which have progressed to Stage Two
organisms could prove to be very dangerous. For the transformation is made in po or jud gement. W hile
time being, I recommend only that extra security be keeping one o r two such anim als in confinement for
posted in the Animal Testing facility to ensure that observation poses no imm ediate risk, the data that I
these o rganism s can b e mo nitored safely. have collected sugge sts that retaining all 52 test
subje cts exceed s the executive risk level authorized for
Game Information: this project.
In acco rdance with safety pro tocols and in an
Chance Level: 1d3 or 2 effort to comp ly with the executive risk level assigned
Talents: Stealth, Track to our project, I must strongly recommend to you the
Attack Forms: Bite, Claw, Pounce imme diate termination of test subjects #01 - #50. If you
fail to heed this recommendation, I will (with great
The primary attack form of a Somnus H ound sorrow) be forced to report you to the department head
is to pounc e upon its victims from hiding. In order to for breaching authorization and recomm end that you be
execute this attack, first a succe ssful Test must be made remo ved from yo ur po sition as T eam Lead er.
versus the Ho und’s Chance Level. If this Test is
successful, the hound catches their prey off guard and Game Information:
forces them to make a Test against their Chance Level
to avoid being knocked to the ground. If the Hound Chance Level: 1d3+1
floors a victim, it gains a +1 bonus to its Chance Level Talents: Stealth, Track
for all attacks made against that character until they Attack Forms: Bite, Claw, Pounce
regain their foo ting. The weapo n rating o f a Hound ’s
bite and claw attacks is 1d3. Somnus Hell Hounds have exactly the same
As with Somnus Zombies, Somnus Hounds do abilities that the Somnus Hounds do, save for the fact
not fall unconscious and are subject only to stun. They that they can transmit the Som nus Virus in the same
sustain damage in the same way as the Somnus manner that a So mnus Gho ul does. Somnus Hell
Zombies. Hounds differ in appearance from Somnus Ho unds only
in that they have no hair and their skin has become taut
(like that o f a Som nus G houl).

Insert Hound
Artwork
7.0 Afterword

Survival Horror is a creatio n of syn with


additional material provided by jdrakeh. Survival
Horror may be reproduced and distributed for personal
use free of charge. Should you wish to distribute
Survival Horror for profit, you may do so only with the
creato r’s express written consent.

Survival Horror is Copyright © 2003 by syn

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