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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

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