Silent Hill Suppliment - MrGone's Character Sheets
Silent Hill Suppliment - MrGone's Character Sheets
Silent Hill Suppliment - MrGone's Character Sheets
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slightest at dragging their darkest secrets into the<br />
light. Long-protected affairs, murders, and even<br />
debased sexual fantasies are all fair game.<br />
Therapy session -- Dr. Abernathy is able to<br />
draw characters into a small room, one that perfectly<br />
resembles a therapy room. Whether or not the place<br />
is real is beside the point, as, here, Dr. Abernathy<br />
will speak with a character one on one, usually<br />
talking about whatever flaws or sins are appropriate.<br />
Once he has said what he wants for the time being,<br />
then the character finds himself back where he was<br />
when the doctor summoned him.<br />
Reveal true nature -- When Dr. Abernathy<br />
shows what he truly is, tentacles erupt from his<br />
torso, ready to be used as weapons. When he<br />
undergoes this transformation, Dr. Abernathy can<br />
use his tentacles like they were fists, and use brawl<br />
attacks against characters that are within 5 meters of<br />
him. These tentacles also serve perfectly well as<br />
grappling tools, and even provide him with a +2<br />
bonus on grappling rolls. Also, when Dr. Abernathy<br />
spends a Willpower point, he can make two attacks<br />
for the next turn, his tentacles writhing in fury.<br />
Pyramid Head<br />
Quote: "*grind...grind*"<br />
Variant: Any<br />
Background: Pyramid Head is an inhuman,<br />
implacable foe, one which will hunt a specific traveler<br />
with relentlessly. Pyramid Head's basically resembles<br />
those mysterious executioners during the Civil War camp<br />
days of the town, replete with the stained apron and large,<br />
pyramid-shaped hood. While it is more human-seeming<br />
than other monsters in the town, it cannot be reasoned<br />
with, and it fulfills its tasks with grim determination.<br />
Pyramid Head typically utilizes its considerable<br />
presence to intimidate its targets. If threatening does not<br />
dissuade the traveler, then the monster will move on to<br />
attacking those people and things that the traveler holds<br />
dear. When it finally comes time, the monster does not<br />
hesitate to confront its target physically, which typically<br />
ends in the death of the victim.<br />
Description: Pyramid Head looks like the old<br />
executioners of Civil War times, a spindly man under a<br />
long, dark, pyramidal hood. These thin limbs possess an<br />
inhuman strength, and the hood stops bullets as though it<br />
were composed of armor plating.<br />
Pyramid Head also travels with one of two<br />
weapons. The first, and more seldom seen, is the short<br />
spear, an alabaster rod with a long blade at its tip. More<br />
common is the Great Knife, a blade seven feet long,<br />
carried waist height by the Guardian who is a full foot<br />
shorter than his blade. The exact weight of the weapon is<br />
unknown, but it most be heavy in order to give the<br />
Pyramid Head as much trouble as it does.<br />
Storytelling Hints: Pyramid Head is most like a<br />
force of nature, and its coming and going is enigmatic.<br />
Eventually, though, the characters will have to face<br />
Pyramid Head in a fight to the death. This is achieved by<br />
filling the Pyramid Head's health boxes with damage of<br />
any sort. When the damage boxes are filled, the Pyramid<br />
Head turns its own weapon on itself, committing suicide.<br />
Mental Attributes: Intelligence 2, Wits 4, Resolve<br />
4<br />
Physical Attributes:Strength 6, Dexterity 2,<br />
Stamina 5<br />
Social Attributes: Presence 1, Manipulation 1,<br />
Composure 5<br />
Mental Skills:<br />
Physical Skills: Weaponry (Great Knife, Spear) 4<br />
Social Skills:<br />
Merits: Bound To The Town 4<br />
Willpower: 10<br />
Virtue: Fortitude<br />
Vice: Wrath<br />
Initiative: 7<br />
Defense: 2<br />
Speed: 13 (10, if carrying Great Knife)<br />
Health: 13<br />
Static rating: 4<br />
Weapons:<br />
--Great Knife, +5/L, Range: Melee, Dice Pool: 15,<br />
swing takes two turns, due to intense weight<br />
--Spear, +3/L, Range: Melee, Dice Pool: 12,<br />
Defense +1<br />
Fashioning Guardians<br />
There are a number of approaches that Storytellers<br />
can use to make their Guardians.<br />
First, he can just use the monster making toolkit<br />
encountered earlier in this chapter. These are monsters<br />
that are exalted to the position of Guardian, much as the<br />
Pyramid Head was.<br />
Second, he can use actual characters. In the<br />
beginning, just fashion a character just as you would<br />
normally, applying whatever templates you wish (if any).<br />
Make sure that these people have some sort of flaw or<br />
dark quality, such as overwhelming greed or a strong<br />
thirst for blood.<br />
Once normal character creation is complete, then<br />
determine the circumstances under which the character<br />
became bound to <strong>Silent</strong> <strong>Hill</strong>, then add the effects of the<br />
Bound to the Town rating, which is always rated at 4 for<br />
Guardians. In addition to all the benefits that merit<br />
provides, add a number of supernatural powers to the<br />
character, even over and above any other powers that<br />
they might possess. These powers can be practically<br />
anything, but they should suit both the character and the<br />
level of challenge the player group needs.<br />
In the Guardians presented in this chapter, Eddie's