Showing posts with label New Rules. Show all posts
Showing posts with label New Rules. Show all posts

Wednesday, 28 June 2017

(Haunts and Horrors) New Preternatural Ability: Psychokinesis


Psychokinesis
Psychokinesis (New) Range 10 meters, Area of Effect, 2 Meters, Duration 1 Min per point of the users WIP, Initiative Penalty Nil

The ability of psychokinesis enables the user to influence physical items without physically contacting them. A form of Telekinesis it allows a creature to turn handles, operate machines or open doors as if it was physically touching them even when it is not. The ability can be used to operate machinery, pick locks and so forth.

Sunday, 14 May 2017

(Haunts and Horrors) New Creature! Adjule

Adjules
Type: Independent Things
Among the Tuareg people of the Sahara Desert region in North Africa there are legends of strange canine beings. These creatures, variously known to the Arabs and the Tuareg nomads as Adjules or occasional Kelb-el-khela.

Adjules hunt in packs and are believed by some to have the ability to sew discord among local populations in order to make prey easier to hunt. Some students of folklore insist Adjules do not hunt humans, while others disagree.

Adjules are extremely rare and tend to be found in and around the Sahara desert especially near Mauritania, the majority of sightings are dismissed as African Wild Dogs, and they do bear a striking resemblance to them form a distance. When seen up close however the creature's unatural nature becomes more common. The patterns on an Adjules fur seem to shift slightly and disconcertingly as one watches while its eyes seem to be windows into dark and terrifying realms beyond our reality.
STR; 25-35
SIZ; 10-35
AGL; 20-50
PER; 30-50
LUC; 25-40
WIP; 30-45
Attacks: Bite 60% or more KPA 18 Worrying
Armour: None
Preternatural Abilities
Emotional Projection Range;- line of sight Area of effect;- 1 person Duration;- 1 minute per point of the users WIP Initiative penalty;- -3 IL
Psychic Drain Psychic Drain Range;- 3 meters Area of effect;- 1 person Duration;- Instant. Initiative penalty;- -2IL
Translocation Range;- 1 meter per point of the users WIP Area of effect;- Self Duration;- Instant Initiative penalty;-N/A
Other Abilities
Adjules can regenerate, recovering 1d10 lost HP each round. Also once each round the most severe wound they have will reduce by one step. This can result in broken or destroyed limbs functioning again.
This ability stops once they Adjule is dead.

Adjules are susceptible to magic and psychic attack as well as normal weapons and injuries. They do not suffer from extremes of cold or heat.

Friday, 12 May 2017

(Haunts and Horrors) New Creature! Angra Mainyu

Today we have a new creature for your Haunts and Horrors game.  It is the first of a series of creatures from the folklore of the middle east, in this case, Persia.  The Angra Mainyu will be appearing in our upcoming H+H Scenario 'The Ahriman Tablets', due for release later this year.

Angra Mainyu
Angra Mainyu are dark spirits of destruction from the Zoroastrian tradition. The oldest Avestan writings seem to use the term as an alternative name for the destructive Deity Ahriman, the Zoroastrian equivalent of Christianity's Satan. Later writings begin to write of Angra Mainyu in the plural, as a range of demonic spirits in the service of Ahriman and his female counterpart Az.

These demons can be formed in various ways, some are the ghostly remains of Usij. Strictly speaking the Deava's in service of Ahriman and Az are a form of Angra Mainyu, but in game terms, the Deava's are the vastly more powerful spirits of destruction while the term Angra Mainyu is used for the lower level demonic and ghostly beings that serve Ahriman.

Due to the fact that there are several ways for an Angra Mainyu to come into being, their attributes and power can vary greatly between one individual and the next, which is reflected in the following profile.

STR: n/a
SIZ: n/a
AGL: n/a
PER: 20-70
LUCK: 20-60
WIP: 10-80

Preternatural Abilities
Different Angra Mainyu have different preternatural powers but what follows is a list of the more common ones. How many preternatural powers any given Angra Mainyu has also seems to vary wildly from 2 to 10.

Curse, Chill, Darken, Drain Strength, Dream Speak, Fright, Inflict Wound, Manipulate Object, Phantom Sound, Phantom Sound, Physic Drain, Pestilence, Plague, Possession, Silence, Strike Blind, Strike Deaf, Strike Mute, Suggestion, Warp.

Angra Mainyu tend to prefer powers that reflect destruction and darkness over all others and cannot use powers that would create something real. Thus they can not use 'The Writing on the Wall' or similar powers, as it would create something ('Writing'). The only exception is the creation of illusions.

Other Abilities
Angra Mainyu can remain invisible in dark places, even when some light is present they may remain invisible so long as there are deep, dark shadows deep enough that a human in dark clothing would be permitted a stealth roll to avoid detection. In sunlight or when trapped directly in a beam of light – or when viewed via 'Mind's Eye' or similar powers, the creatures appear as dark shadows of vaguely human form as if clad in tattered rags. They lack legs and their eyes seem to be pools of even deeper darkness.

Some Angra Mainyu may retain the ability to practice magic.

Destroying Angra Mainyu
These spirits can be driven back to whatever hell spawned them via an Exorcism, although they will use everything at their disposal to prevent themselves from being exorcised.

Sometimes the creatures are 'Bound' to unholy altars or artefacts which are concentrated to Ahriman or Az. When this is the case no exorcism will succeed until the item is found and its consecration to the dark gods is undone. This can be done by blessing it or re-consecrating it to another deity (Usually Ahura Mazda in the Zoroastrian tradition but in truth any deity that isn't tied to Ahriman will suffice just as well).

Other Notes
Angra Mainyu should be considered to belong to the classification 'Demons', even when they were created from the spirits of dead Usij.


Thursday, 11 May 2017

(Haunts and Horrors) New Creature - Efreet

As promised, we are continuing our presentations of new creatures for your Haunts and Horrors Games with the Efreet.  From the mythology of the middle east, the Efreet have apeared in the folklore of the Ancinet Persians, Egyptians and bothe pre and post Islamic Arabs.  

Efreet

Aka Efrit. Ifrit, Jan
A type of Djinn in Arabic folklore noted for their strength and cunning.
In their native form the Efreet are enormous winged creature of a vaguely human form but composed entirely of fire. These creatures can be either male or female in appearance.
The Efreet can be found haunting ruins or underground places but according to folklore they may band into tribal societies with social stratification akin to the early Arab tribal societies.

Although their nature is that of fire, making them wild and destructive by nature they also have a strange tendency to seek revenge against murdered when a murder occurs near them or the body is disposed of near them. In this instance the Efrit gains the ability to assume the physical appearance of the victim. Driving an iron nail into the spreading blood or the blood stain of the fatal wound of the murder victim will prevent the Efreet from gaining the ability to take the victims form or from making revenge for the murder.

Efreet can also assume the forms of scorpions or jackals.

When in the form of a jackal, scorpion or murder victim hat form may be harmed by natural means of normal weapons, however this does not harm the Efreet itself which will reform infinite native form within an hour or so.

The djinns natural form is immune to normal weapons or harm but is vulnerable to magic.

The Efreet were spoken of in Islamic mythology and Arabic foklore gut many occult students believe they were also known to the ancient Persians.

According to Egyptian folklore the Efreet were spirits of the desert and could assume the form of a whirlwind. The Egyptians believed these creatures were servants of Set.

Although common in Islamic folklore and even mentioned in the Quran and other Islamic scriptures, Efreet are thought to have been known to both the ancient Egyptians and he ancient Persians.

Burning Man Form
STR 75- 90
SIZ 60-85
AGL 15-55
PER 25-55
WIP 50-80
LUC 10-40
Scorpion Form
RF;5
HP; 5
BI; 9
Armour; 1 point
Nip; 42% KPA; -0- Maximum Injury Level (Mil); Superficial
Sting; 70% KPA -0- Maximum Injury Level (Mil); Superficial Special; Poison.
The “Scorpion's” poison is a potent neurotoxin with an attack of 75 and a POT of 25 which has the following effects.

Level
Effect
W
The victim feels dizzy for 1d10 hours.
L
As W plus the victim looses 1-5 HP
M
The victim suffers 1-10 HP damage and becomes sick and dizzy for 2d10 hours
H
As M, plus the victim is left weak (-1 STR -1 AGL) for 1-5 days.
S
Victim loses 2d10 HP, lapses into unconsciousness for 1d10 hours and then suffers dizziness, sickness and weakness as in M
C
As S but the unconsciousness lasts 2d10 hours.
F
Victim lapses into a coma for 1-5 days.

Jakal Form
STR 30
SIZ 25
AGL 45
PER 40
WIP 40
LUC 20
BI;11
HF 10/15*
Bite 65% KPA 10 Worrying on subsequent rounds
* As a Jackal the Efreet's Horror Factor is 10 if anyone realises that they are actually fighting an Efreet, or believes it to be some other form of shape-shifting supernatural being, then the HF rises to 15.
Preternatural Abilities (Attack at 80% when used offensively)
Burning Touch Range;- Self Area of effect;- Self Duration;- 1 CR per point of the users WIP Initiative penalty;- -1I
Flight Range;-Self Area of effect;- Self Duration;- 1 minute per point of the users WIP Initiative penalty;- -2IL
Invisibility Range;- Self Area of effect;- Self Duration;- 1 min per point of the users WIP. Initiative penalty;--3 IL
Locate Range;- No limit Area of effect; N/A Duration;- Instant Initiative penalty;- N/A
Polymorph (limited) (Jackal, Scorpion, or Murder Victim) Range;-Self Area of effect;-Self Duration;-Unlimited Initiative penalty;--3 I (limited) Range;-Self Area of effect;-Self Duration;-Unlimited Initiative penalty;--3 IL
Phantom Sound Range;-1 meter per point of the users WIP Area of effect;- 1 meter per point of the users WIP Duration;- 5 CR or more Initiative penalty;- N/A
Phantasm Range;- 1 meter per point of the users WIP Area of effect;- 1 meter per point of the users WIP Duration;- As long as the creature continues to concentrate. Initiative penalty;- -1 IL
Summon Wind Range;- 1 meter per point of the users WIP Area of effect;-1 meter per point of the users WIP Duration;- 1 min per point of the users WIP Initiative penalty;- - 2 IL
Psychokinesis (New) Range 10 meters, Area of Effect, 2 Meters, Duration 1 Min per point of the users WIP, Initiative Penalty Nil
Other Abilities
Efreet are immune to normal harm or weapons but are vulnerable to magic. Their manifest forms of Jackal or Scorpion can be harmed by normal weapons but when destroyed, this has no effect on the Efreet itself other than forcing it to turn into a cloud of sand propelled by a whirlwind which then vanishes into the desert for 1d10 hours before the creature returns to normal.

Efreet also have a strange affinity with murder victims, the cause of this is unknown, however is a person is murdered within a mile of them, or the body of a murder victim is disposed of within a mile of he creature, it becomes determined to seek revenge for the murder. The Efreet gains the ability to 'Polymorph (limited) into the image of the victim and will be able to 'Locate' all those involved in or responsible for the victim's murder. I twill become obsessed with trying to avenge the victim.
The only way to prevent this is to drive an iron nail through the blood stain or pool of fresh blood that came form the fatal wound. Doing so severs this connection and the Efreet can no longer assume the victims form, use 'Locate' upon the killers, nor will it be determined to seek revenge for the murder.
Appearance
In it's native form the Efreet appears as a huge humanoid column of fire with bat shaped wings of flame.
Humans that touch or are touched by an Efreet suffer the effects of a 'Burning Touch'.
Special Note

When an Efreet is nearby (within 10 meters) flames begin to act oddly, they dance wildly, change colour or seem to bend and drift against the wind.

Wednesday, 10 May 2017

(Spelldacner) New Creature! Morindiar (aka; mace tail)

Morindiar (aka; mace tail)
STR          SIZ           AGL        PER          LUC         WIP
40-80        60-70        5-15        10-25        10-30        10-30
Armour;-     7 point underbelly, 14 point everywhere else
Attacks; -    Headbutt    20-45%    KP; 29                   Stomp        10-25%     KP; = half creatures SIZ
                   Tail Lash    25-45%     KP; 32
Description; - These large, powerful herbivores have 4 short legs, circular in cross section and with four short toes on each foot.
  The creatures have broad bodies covered in tough, gnarly hide, softest on the underbelly where it is smooth.
  They have muscular tails with dense, oval, keratinous growths at the end which can be swung like a mace.
The animals wide, broad head have large mouths, filled with flat teeth.  They have small, round eyes, sunken into their heads for protection, and they have two short, broad, horns sprouting from above the eyes at a slight angle.

Habitat; - Temperate shrub lands, fens and forests across Eroon, although they are more common in the east than the west of the continent.

Behaviour; - Passive herd dwellers, they live in herds numbering between 30 and 90 individuals, for protection from predators.
They are generally quite passive, unless attacked, in which case they will lash out with their tails, head butt their attackers or stomp on anything that is smaller or closer to the ground than they are.
Seismic activity of any kind makes the creatures jittery and nervous since one of their most common predators are the tunnelling terrors.

(Spelldancer) New Creature!

Dronith
STR          SIZ            AGL         PER          LUC        WIP
40-80        40-70        10-25        10-40        10-40        10-40
Armour;-     2 point hide, 4 point wool
Attacks;-      Head butt    20-45%    KP; 13
                     Stomp          10-55%    KP; = half creatures SIZ
Description; - Dronith are large quadrupeds with short, forward-curving horns.  The creatures have large heads with wide, round eyes and large, drooping ears which they can prick up and swivel 240 degrees.  Their bodies are covered with a thick wool in the colder seasons, which they shed in the warmer seasons.
Their skins are dark brown, and the wool of the females is white whilst the wool of the males is black.

Habitat; - The natural habitat of the Dronith is fertile, temperate hills, fens and grassland, and they can be found across Eroon.  They are commonly domesticated by beast men as draft animals, sources of wool and sources of milk.  Since their meat is quite bitter, they are not commonly farmed for food, at least not where Carsen can be reared.
Behaviour; - These large herbivores are placid to the point of being docile.  With no natural predators, they have little sense of danger, and will often stand and watch dumbly as danger thunders towards them.

They are prone to parasites, especially Sanguiphage Larvae, although they are also often found in the presence of Sornth birds, which feed upon the Sanguiphage larvae and live in symbiotic relationship with the Dronith.

Dronith feeds on grass and root vegetables.

Tuesday, 9 May 2017

(Spelldancer) New Creature! Thanikol

Thanikol
STR        SIZ         AGL          PER          LUC        WIP
5-10        5-10        20-50        30-70        10-30        10-30
Armour; -     None
Attacks; -    Bite    30-65%    KP; 8
                     Talons    40-80%    KP; 8
Description; - Thanikol are large birds with rusty brown feathers covering their bodies and wings.  Their tail feathers are black, and their heads, which are bare of feathers, are a brown-pink in colour. They have long, and wickedly sharp beaks, wich they use to strip flesh from cadavers.

Habitat; - Found all over Eroon and D’grathia, especially in warm climates.

Behaviour; - Thanikol can usually be found in flocks of 10-20 and are carrion feeders.  They are attracted to freshly killed, warm-blooded animals, and as such can be found where one may expect to find freshly killed warm blooded animals. (Usually in the hunting territory of other carnivores).  They will usually only descend to feed on a kill once the predator that has brought the kill down has fed and left, so they tend to eat other animals leftovers.  However, they will attack the sick, injured and dying.

Since the animals are carrion feeders, they tend to carry horrible diseases on their beaks and talons, a wound by these creatures has a +30% chance of becoming infected.

Hit Location;-
Roll Nit location
91-00 Head
70-90 Left Wing (Limb)
 51-70 Right wing (Limb)
21-50 Body  11-20 Tail (Limb)
06-10 Left leg
01-05 Right leg

(Spelldancer) New Creatue! Sornth Bird

Sornth Bird
STR       SIZ       AGL        PER           LUC         WIP
1-2        2-4        20-50        10-40        10-30        10-30
Armour; -     None
Attacks; -    Peck    30-65%    KP; 5
Description; - These yellow birds are about the size of a small domestic cat.
Habitat; - Found wherever one finds Dronith.
Behaviour; - Sornth lives near Dronith herds, and feed upon the Sanguifage larvae that live on the larger animals.  By feeding on the larvae the birds perform a symbiotic function for the Dronith.
The birds generally live in mated pairs and are only territorial if food is scarce, so if a large number of Sornth are seen with a Dronith herd, it is a good indication that the herd is seriously infected with Sanguifage larvae.
The birds are not commonly aggressive but may peck if they feel threatened.

Hit Location;-
Roll Nit location
91-00 Head
70-90 Left Wing (Limb)
51-70 Right wing (Limb)
11-50 Body
06-10 Left leg
01-05 Right leg

(Spelldancer) New Creature! The Flying Shroud

Flying Shroud
STR           SIZ           AGL        PER           LUC        WIP
10-25        10-20        30-50        40-85        10-30        10-30
Armour;-     1 point hide on head and body
Attacks;-    Bite    30-65%    KP; 20 + Poison
                   Grapple 55-75%    Pin
Description; - These giant brown creatures can grow to a considerable size, the largest examples have a wingspan of well over 10 feet.  Their ears are large and funnel-shaped, and they have large, round eyes, above oval sensor pits that allow them to see into the infrared.  Their large mouths have two long, needle sharp fangs.

Habitat; - Flying shrouds initially evolved in the eastern, temperate, regions of Eroon.  Since then they have expanded west and can be found in temperate areas and sub-tropical forest regions of places like the kingdom of Aarr.  They avoid arid regions, such as Thule and the southern Steppes.

Behaviour; - Flying shrouds live in dark areas, such as caverns or under dense forest canopies, and in colonies of between 10 and 50.  They hunt at night and are carnivorous, hunting warm-blooded animals.  On their own, these animals will not attack anything larger than themselves, however, in groups, they will happily attack much larger prey, and there are many stores of small parties of humans or other beast men being attacked by a flock of these creatures.

 When attacking, they will swoop down on prey and attach themselves to their victim.  Only the first bite is poisonous, as their poison sacks only contain enough poison for one dose every 24 hours.
Once they have bitten a victim they will remain attached to their prey, usually trying to wrap their wings about the victim (treat as a wrestling hold) whilst they try to worry at the wound (giving them +15 to hit, and resulting in each wound after the first being to the same location).

Special abilities; -  As mentioned, the first bite of the flying shroud injects a toxin with a POT equal to the creatures SIZ.  The poison takes effect in 1-4 Cr.

Result Effect
W The toxin has no effect on the victim

L The toxin causes sluggishness in the victim for a period of 1-10 minutes. The victims AGL and IL fall to three-quarters of their usual level during this time.

M The toxin causes intense sluggishness in the victim for a period of 2-20 minutes. The victims AGL and IL fall to three-quarters of their usual level during this time.

H The toxin causes intense sluggishness in the victim for a period of 2-20 minutes. The victims AGL and IL fall to half of their usual level during this time.

S The toxin causes the victim to become completely immobile for the period of 1-5 Combat rounds.  During this time the victim is conscious but unable to move any muscle.

C The toxin causes the victim to become completely immobile for the period of 1-10 combat rounds.  During this time the victim is conscious but unable to move any muscle.

F The toxin causes the victim to become completely immobile for the period of 2-20 combat rounds.  During this time the victim is conscious but unable to move any muscle.

Hit Location;-
Roll Nit location
 91-00 Head
70-90 Left Wing (Limb)
51-70 Right wing (Limb)
21-50 Body
11-20 Tail (Limb)
06-10 Left leg
01-05 Right leg

(Spelldancer) New Creature! "Cloud Snapper"

Cloud Snapper
STR           SIZ           AGL        PER           LUC         WIP
10-25        10-25        20-50        40-80        10-30        10-30
Armour;-     1 point hide
Attacks; -    Bite    30-65%    KP; 18
        Talons    40-80%    KP; 22
Description; - Cloud snappers look a lot like small Kakari, although they differ from their western cousins in that they have longer, finer heads and are a blue-grey in colour.
Habitat; - Unlike their western cousins, the Kakari, cloud snappers are found in D’grathia and southern Eroon.
Behaviour; - These aerial predators live in small colonies, usually with a familial relationship, numbering 2-6 individuals.  They nest on cliffs and mesas and hunt alone, with each adult member flying in a different direction to find prey.
They tend to take prey animals that are smaller than themselves and can be carried off.  Consequently, they rarely attack humans, although such attacks have been heard off.  They more commonly take mountain goats or hunting canines, which they will sweep down upon and try to pick off the ground.
Cloud snappers will try to kill their prey quickly, and then take it back to the nest to share with the rest of the colony.
Hit table;-
Roll Nit location
 91-00 Head
70-90 Left Wing (Limb)
51-70 Right wing (Limb)
21-50 Body
11-20 Tail (Limb)
06-10 Left leg
01-05 Right leg

Tuesday, 28 February 2017

Fear and Mental Stress


This section details a slight alteration to the fear test mechanic for earlier versions of our games.  This version will now be the cannon and will appear in all future Gethsemmane Games RPGs.

It is inevitable that your characters will encounter things which cause them fear, sooner or later. Whenever a character is confronted by a frightening or horrific creature, situation or event the character will need to make a “Fear Check”. A fear check is a type of WIP saving throw. The character must try to roll under his or her  usual (ie undamaged) WIP+Current WIP, on d%.

Fear Save = Undamaged WIP+Current WIP


If the character passes this roll, then (s)he has been able to fight down the terror and can continue to function normally. However, if the character rolls higher than their WIP, then (s)he will grow frightened and will suffer some WIP loss and some other effects. WIP points lost this way can be recovered normally.

When a character fails a WIP test, the amount that (s)he failed by is referred to as the “Fear Strength” Look up the  “Fear Strength” on the “Fright Chart” (located at the end of this section) to see what effect the character suffers as a result.

Fear Factors

Some creatures have a FF listed in their statistics. Other events or experiences may also have a FF at the GM's discretion.

 Whenever a character makes a Fear Check, the “Fear Factor” of the creature or event which caused the fear check should be applied as a penalty to the characters chance of passing the fear test.

Effects of WIP Loss

The loss of WIP can have a significant effect upon a character and the exact nature of this effect depends upon how much WIP the character has lost.

Frayed Nerves;- whenever a character loses 6 or more points of WIP in a single combat round his nerves become frayed. The character becomes easily upset, irritable and moody. These effects last until the character has a good nights sleep (8 or more hours) or until some one passing a “Psychology” roll spends half an hour soothing the characters nerves.

Temporary Insanity;- When a characters WIP falls to half their usual WIP or less then they go temporarily insane. The character gains a phobia, mental or emotional drawback which lasts until their WIP recovers to more than half their usual score.

Permanently Insane;- If the characters WIP ever drops to less than 10 the character gains a mental or emotional drawback permanently. (Unless a good psychologist can cure them at a later date). This drawback is not lost when the character regains their WIP.

Catatonic;- Should a characters WIP ever fall to 0 or less the character will become catatonic. A catatonic character is unable to act or even speak independently and becomes passive, as if they were a automation. This lasts until the characters WIP is restored to at least half of their usual level, at which point they become permanently insane (see above). In addition, the WIP of the catatonic character is permanently reduced by 1 point.




Final Fear Strength
Fear level
Effects on the character
0 (Zero) or less
Worried
IL is halved for 2 rounds. Lose 1 point of WIP
1 to 10
Alarmed
Character may take no offensive action this round and loses 2 points of WIP
11 to 20
Mildly frightened
Character may take no offensive action this round, IL is halved next round and loses 1-5 points of WIP
21 to 40
Harrowed
Character may take no offensive action this round, IL is halved next round and loses 1-10 points of WIP
41 - 60
Scared
Character may take no offensive action this round, IL is halved next round and loses 1-10 points of WIP. Suffers 5% to all skills for 1-5 rounds.
61 to 80
Cowed
Character may take no offensive action this round, IL is halved next round and loses 2-20 points of WIP. Suffers –5% to all skills for 1-5 rounds
81 or more
Fear struck
The character loses 2-20 WIP and will either flee, faint, hide or vomit for 1-5 rounds depending on circumstances and the GM.

Monday, 27 February 2017

Saving Throws in our Games



Saving throws, often also called “Attribute Tests” are a particular type of check used to determine if a character's Primary or Secondary attributes protect them from some harmful effect or allow them to succeed at some feat of Strength, Will, Perception or so forth.  This section details a slight alteration in the way saving throws are made compared to some early versions of our rules (Later versions already use this method).

Whenever a saving throw is called for by the GM, the player should roll a d% and attempt to roll equal to or less than the appropriate target number.  If the player succeeds in rolling the target number or less then they have succeeded, or passed, if hey roll higher, then they have failed.

To find the target number of any given saving throw, take the characters attribute number and adjust it according to the difficulty level of the saving throw being called for, as follows;-

Easy Attribute x2.5
Sandard    Attribute x2
Difficult Attribute x1

The GM will set the difficulty level of he saving throw when he or she calls for one, and should base the choice of difficulty level on how easy or how hard he or she feels the task is.  Some common examples are included above, but they are by no means exhaustive and the GM should use his or her judgement.

Quite often a saving throw may be the result of a player trying to do something that may or may not work, but which is not covered by their skill, but is instead likely to depend upon one of their attributes.  For example, if a player wishes to listen carefully to see if they can hear any noise through a door the GM may call upon them to make a Perception saving throw.  If the GM knows there are a number of people on the other side engaged in conversation he may set the difficulty as “Standard”, if hey are engaged in noisy activity (s)he may set the difficulty as “Easy” where as if hey are sleeping but may or may not snore, perhaps the GM will decide the difficulty is “Difficult”.

Alternatively, saving throws may be called for by the text of an adventure or the GM may rule there is a need for one.  For example, a party of Entropy Stalkers chasing an entropy mutant across the roofs of a city come to the end of one roof and must leap, safely, to the next.  The GM calls for each entropy stalker to make either an Agility save to make the jump safely, and, since (s)he feels the gap is not a large one and the building they are jumping to is slightly lower than the one they are jumping former, the GM sets the difficulty as Standard.  Later, the party are called on to jump over a much larger gap and the GM sets the difficulty of that one as Difficult.  Certain skills may be usable instead of the saving throw, in the above example an acrobatics skill may be appropriate.

Unlike skills checks, saving throws do not earn the character experience points and no tick is placed et to the tested attribute.

Hydrokinesis: A New Preternatural Ability for Haunts and Horrors

Hydrokinesis
(This preternatural ability first appeared in the H+H adventure “Suffer Little Children” and is reproduced here, from that adventure module).

Range;- Creature's WIP in Meters
Area of effect;- 1 individual or 1 litre of water per point of the creatures WIP
Duration;- 1 CR per point of the users WIP
Initiative penalty;- -5IL
Creatures with this ability have power over water, they can manipulate it in a variety of strange ways, or may even create it out of thin air.
There are several ways a creature can use this preternatural ability, such as;-

The creature may change the colour of water, even making it look like other fluids (such as wine, blood or milk, for example).
The creature may create water, up to 1 litre per point of the creatures WIP. This water is real in every way for as long as it lasts, but will only last for a period not exceeding 1cr per point of the creature's WIP. Strangely, however, if a living being drinks the water, the being will gain all the benefits form having done so, regardless of the fact that the water would have vanished in a few scant moments.


The creature can effect the taste of the water, making it taste salty, fresh, brackish, soapy or even making it taste of some other substance such as wine, blood or milk.


The creature may also change the temperature of the water by a few degrees (WIP ÷ 5 in degrees Celsius each round. This costs the creature 1 point of WIP – temporarily – per round it continues to alter the temperature). Once the creature stops actively altering the temperature, it will remain at that temperature until the duration of the preternatural power ends.
The creature can also use the power offensively to try and drown a character. When this is done, the character that is the victim of the attack suffers 1 round of drowning – as per the H+H rules.


Each round thereafter the victim may make a WIP save (Difficult the second and third rounds, standard on the fourth and fifth rounds and easy thereafter). If the character passes one of these saving throws the drowning attack ends immediately, each round they fail, they continue to suffer drowning effects. Whilst using the power in this offensive manner the creature is unable to do anything else without the Hydrokinesis use coming to an end.



The GM may come up with other creative uses of this ability, and should decide if they are possible.