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Silent Hill Suppliment - MrGone's Character Sheets

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maps, and supplies, such as bandages and ammunition,<br />

though rarely in large quantities.<br />

Guardians<br />

Certain creatures, powerful and dangerous, seem to<br />

be especially designated to serve some higher purpose.<br />

These creatures are known as Guardians. At least a<br />

handful are human, or mostly human, but they are<br />

unmistakably tied to <strong>Silent</strong> <strong>Hill</strong>'s unholy power. Some<br />

Guardians are more intricate, intelligent monsters. They<br />

are unflagging stalkers or defenders, and only certain<br />

types of weapons can deal them harm. Even if they seem<br />

to be slain, they will return again, only to continue their<br />

purposes.<br />

Accounts point to a number of different beings that<br />

fall under this category. One seems to be a man in his<br />

early 20's, one who attempts to look like a young<br />

teenager, making himself look quite awkward in the<br />

process. This childish appearance belies a monstrous<br />

rage, one that will send him into a murderous rampage at<br />

the right provocation. Others speak of a famous<br />

therapist, one who once toured the self-help circuit, who<br />

has since become a merciless revealer of dark secrets.<br />

Consensus among travelers seems to indicate that<br />

Guardians are relatively few in number, which is a very<br />

good thing.<br />

The Otherside<br />

Every town and city has a dark side, an underneath<br />

that people only see when they know where to look.<br />

<strong>Silent</strong> <strong>Hill</strong> shares this quality, but instead of remaining<br />

hidden, the dark side shows itself in a very literal way.<br />

Sometimes, it a black cloud rolls out, digging its<br />

polluting tendrils into the town. Other times, the traveler<br />

is shunted into a living nightmare.<br />

In either case, the world around the traveler decays,<br />

and almost bleeds. The first to change is almost always<br />

the walls. Replacing bricks and paint is rusted, wire<br />

mesh, with blood oozing down. Following that is the<br />

floor, which is replaced with a thin grating, or rusted,<br />

riveted steel plates, suspending the traveler above a<br />

bottomless dark. Instead of normal items, this nightmare<br />

is decorated by mutilated bodies hung from meat-hooks<br />

and viscera.<br />

While all these accouterments do not manifest in<br />

every location, the grating seems to be consistent. Much<br />

like the monsters, however, the town twists itself<br />

especially for each traveler. The specifics of the<br />

transformation also change depending on the location.<br />

Should an atrocity have been committed nearby, the<br />

Otherside will echo it.<br />

The Otherside is not inescapable, and many thank<br />

God for that. Sometimes, just as it arrived, it will recede,<br />

the world returning to normal with the darkness' passing.<br />

Travelers are not always so lucky. The Otherside<br />

sometimes seems to require a task to be complete before<br />

it will release its grip. Such tasks can be anything from<br />

slaying a powerful monster to finding a certain key or<br />

opening a certain entrance.<br />

The Otherside seems to cover all of <strong>Silent</strong> <strong>Hill</strong>, even<br />

the 'normal' roads of the town, which are, instead<br />

replaced with the thin grating. While dwelling in the<br />

Otherside, darkness is prevalent. Few sources of light<br />

exist there, so any light-producing equipment will prove<br />

indispensable in the Otherside.<br />

Besides the profound darkness, the corrupting touch<br />

of the Otherside has other, far-reaching consequences.<br />

Temporal distortions are worst in the Otherside, and time<br />

ceases to have any meaning. Space, too, malfunctions.<br />

Travelers can travel for hours in the Otherside, take an<br />

elevator up to the place the started, even though that<br />

should be impossible.<br />

The Otherside behaves by rules that are<br />

unknowable, and travelers are forced through such a<br />

place. They can only hurry through and pray that their<br />

stay won't be long.<br />

The Siren<br />

Certain reports of the dealings in the town indicate<br />

that the transition to the Otherside is punctuated by the<br />

sound of siren, which is detectable no matter where in<br />

town a person may be. This siren is beneficial, as it gives<br />

travelers a chance to brace for the worse. Siren sounds<br />

seem to be another variable in the town, so not all are<br />

fortunate enough to benefit from it.<br />

Unplaces<br />

Otherside manifestations include much more than<br />

just warped versions of existing environments. It also<br />

contains places that do not exist in 'normal' reality.<br />

Buildings that should have only 3 floors have 4 instead.<br />

A building that has only one basement will grow a second<br />

in the Otherside.<br />

Such locations are called 'Unplaces' because they do<br />

not correspond to any real-world space. Often, the<br />

monstrous, hidden history of a place is exposed in its<br />

Unplace. While Unplaces usually exist as extensions to<br />

buildings in 'normal' <strong>Silent</strong> <strong>Hill</strong>, sometimes an entire<br />

structure may exist only as an Unplace. One traveler<br />

reported that he entered an old-time prison underneath the<br />

Toluca County Historical society. Despite the building's<br />

entire destruction in the early 1900's, he claims to have<br />

explored the prison at length, which means that it was<br />

surely an Unplace.<br />

Entering an Unplace can be done through a number<br />

of means, and certain actions will open the way, even if<br />

the Otherside is not currently manifested.

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