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Silent Hill Suppliment - MrGone's Character Sheets

Silent Hill Suppliment - MrGone's Character Sheets

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Closer can somehow use to walk. All over its body, it is<br />

covered with the trademark burned-looking brown and<br />

sickly-white skin that adorns most monsters in <strong>Silent</strong><br />

<strong>Hill</strong>.<br />

The Closer is quite strong, and its size makes it a<br />

very good obstacle in hallways. Because of its large and<br />

unwieldy form, however, it is clumsy. If travelers are<br />

careful, then they duck around the creature before it has a<br />

chance to follow them. If they are not careful, then they<br />

will be smashed or impaled.<br />

Storytelling hints: Storytellers are advised to use<br />

Closers sparingly.<br />

Mental Attributes: Intelligence 1, Wits 3, Resolve<br />

3<br />

Physical Attributes: Strength 5, Dexterity 1,<br />

Stamina 3<br />

Social Attributes: Presence 1, Manipulation 1,<br />

Composure 3<br />

Mental Skills: N/A<br />

Physical Skills: Athletics (Chasing) 3, Brawl 3,<br />

Weaponry (Arm-spike) 3<br />

Social Skills: N/A<br />

Merits: Giant<br />

Willpower: 6<br />

Initiative: 4<br />

Defense: 1<br />

Speed: 11<br />

Health: 9<br />

Weapons:<br />

--Arm-club, +0/B, Range: Melee, Dice pool: 8<br />

--Arm-spike, +0/L, Range: Melee, Dice pool: 8<br />

Static rating: 3<br />

Monster Making Tool -kit<br />

While these monsters provide some ready-made<br />

challenges for travelers, perhaps Storytellers will want to<br />

craft their own monsters that better fit their game and<br />

characters.<br />

<strong>Silent</strong> <strong>Hill</strong> is a twisted sort of mirror that reflects the<br />

worst of characters, or some aspect of their fears in the<br />

creatures that walk the passage ways and byways of the<br />

town. Someone who was cruel could find the creatures<br />

that haunt the streets have abilities that make any damage<br />

they inflict very lasting and painful. Someone who had<br />

fear of insects could find that most of the creatures he<br />

encountered made disturbing chittering noises with<br />

innumerable mandibles attached to tiny mouths all over<br />

their bodies.<br />

In short, the creatures in <strong>Silent</strong> <strong>Hill</strong> are not exactly<br />

the same for any two people. Usually, travelers are alone<br />

when journeying the haunted halls and alleys of the town,<br />

so the town only reflects the one individual, but<br />

sometimes, they may be able to stay together as a group.<br />

In such times, the town has a disturbing tendency to<br />

alternate fears and flaws of travelers amongst different<br />

creatures, or, worse yet, combine them into one<br />

horrifying whole.<br />

Fortunately, these creatures are not all-powerful, at<br />

least by and large. Often, they can be killed, or, at least,<br />

subdued. Usually, the weaker creatures reflect the lesser<br />

flaws, or fears, of the traveler. The stronger the trait,<br />

however, the stronger the creature that represents it.<br />

Traits that are deeply grained in the character are<br />

represented by creatures that are difficult, almost<br />

impossible, to kill.<br />

In general, consider most creatures to have a<br />

number Physical attributes dots, Wits, Resolve, and<br />

Composure equal to their Bound to the Town merit<br />

rating. In most cases, Presence, Manipulation, and<br />

Intelligence never rise above 1.<br />

Additionally, creatures have a number of skill dots<br />

equal up to three times their Bound rating, distributed<br />

among physical skills according to the ST. Number of<br />

specialties available are equal to the creature's Bound<br />

Rating – 1. In addition, creatures have a number of<br />

available Merit up to 2 plus their bound rating,<br />

distributable as the ST deems fit. Any physical merits<br />

can be taken, even if the creature does not meet the<br />

prerequisites.<br />

Each creature has a Static Rating equal to its Bound<br />

rating.<br />

Lastly, consider that each creature with a Bound<br />

rating at 4 or above has a Durability trait equal to that<br />

rating. With Potent creatures, this Durability only applies<br />

to the character's ranged attacks (whether mundane or<br />

supernatural). With Overpowering creatures, this<br />

Durability applies to all forms of attack. The only way to<br />

undo the Durability of an Overpowering creature is to<br />

find the Flauros or employ the use of Aglaophotis, both<br />

of which are rather hard to come by.<br />

Weak creature:<br />

Weak creatures represent a minor flaw or fear of the<br />

character. A character who doesn't like dogs will run into<br />

them on fairly regular basis, albeit a cancerous, diseaseridden<br />

dog. A character who is a bit mindless at times will<br />

run into creatures who walk about aimlessly, their entire<br />

upper torsos (such as they are) encased in a solid sheet of<br />

blackened skin.<br />

Weak creatures possess the Merit Bound to the<br />

Town, rated at 1.<br />

Fair creature:<br />

Fair creatures represent a slightly more prominent<br />

flaw or fear. <strong>Character</strong>s that have an aversion to knives<br />

will find that creatures will have rusted, blood-encrusted<br />

blades in the place of hands or feet. <strong>Character</strong>s that have<br />

some trouble being modest will find creatures that are<br />

tall, with long, thin limbs and swollen heads, towering<br />

above them.<br />

Fair creatures possess the Merit Bound to the Town,<br />

rated at 2.

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