D20 Modern Horror – Scholars Part 2

1.3.4 Ex-Doctor

It just takes one simple mistake, a slip of the wrist for a surgeon or a slip of the tongue for a psychiatrist and then their career and psyche lie in ruins. Whatever the tragedy was, they have moved on into anonymity until the moment when the Horror brings out the best in them. Inspirations: Jack Sheppard from Lost, Copper from The Thing, Charles Dance in Alien 3.

PRIME REQUISITES – A high INT is essential for practicing the medical sciences. A Surgeon MUST have a high DEX to perform surgery. A Psychiatrist requires a high WIS and CHA to understand and reach those poor broken souls and help them to mend themselves.

PROTAGONIST ALIGNMENT – Ex-Doctors follow the Hippocratic Oath (Do No Harm etc etc etc) even now, thus they are all of Good alignment.

PSYCHOLOGICAL DISORDER – The crushing responsibility of holding someone’s life in your hands can wear away at the soul and sanity of any Practitioner, because of this they develop coping mechanisms (unhealthy ones). An Ex-Doctor may choose from one of the following disorders or a single disorder from the larger groups: PTSD, Addiction (Alcohol or Prescription Drugs), Hematophobia (Ex-MD only), Depression, a Sleep Disorder or a Personality Disorder.

CLASS SKILLS – All Ex-Doctors start with Latin (Rank 2) as a written language. An Ex-MD also starts with Knowledge (Human Physiology) (Rank 4), Treat Injury (Rank 4) and Craft (Pharmaceutical ) (Rank 2). The Ex-MD must also pick a medical specialty as well (for example, Neurosurgeon, Oncologist, Gynaecologist, Plastic Surgeon, Dermatologist, etc), he receives a +4 to Treat Injury and Surgery whenever he is working in his specialized field. An Ex-Psychiatrist starts with Knowledge (Behavioural Sciences) (Rank 4), Psychoanalysis (Rank 4) (Call of Cthulhu D20 Corebook) and Craft (Neuropharmacology) (Rank 2).
Bluff (Psychiatrist only), Computer Use, Concentration, Craft (Writing), Diplomacy (Psychiatrist only), Drive, Knowledge (Current Events), Navigate, Pilot, Profession, Read/Write Language, Research, Sense Motive (Psychiatrist only), Speak Language and Swim.
Skill Points at 1st Level: (7 + Int modifier) x 4
Skill Points at Each Additional Level: (7 + Int modifier)

FEATS – Ex-Doctors start with 2 Feats at 1st level and then 1 feat every level divisible by 3 (3rd, 6th, 9th, 12th, etc). Armour Proficiency (Light), Attentive (Psychiatrist only), Brawl only, Deceptive (Psychiatrist only),  Educated, Endurance, Focused, Great Fortitude, Iron Will, Lightning Reflexes, Low Profile, Medical Expert (Ex-MD only), Personal Firearms Proficiency only, Point Blank Shot only (Ex-MD only), Renown, Run, Simple Weapon Proficiency, Studious, Trustworthy and  Windfall.

CLASS FEATURES – At 1st level each Ex-MD receives the bonus feat of Surgery. Bonus Features : The Ex-MD receives the same bonus features as a Field Medic in D20 Modern (pg. 181). At 1st level the Ex-Psychiatrist receives only one bonus class feature but it’s the most important ability in the game: Restore Sanity: (this ability replaces the Immediate Care feature of Psychoanalysis) Whenever a Protagonist suffers SAN loss during the course of a Tale, the Ex-Psychiatrist can take a full round action in an attempt to restore the SAN loss. The Ex-Psychiatrist makes a Psychoanalysis check against a DC 20 + the SAN points lost by the victim, if he succeeds then he restores a number of SAN points equal to his level (but no more than the initial SAN loss). If the Protagonist has also failed his secondary SAN check then the Ex-Psychiatrist may take another full round action and a 2nd DC check to stop the onset of the Protagonist’s Psych Disorder symptoms.

SAVE TABLES (PHB3.5 PG.22) – Fortitude (Good), Reflex (Good for Ex-MD but Poor for Ex-Psychiatrist), Will (Poor for Ex-MD but Good for Ex-Psychiatrist)

BASE ATTACK BONUS (PHB3.5 PG.22) – Poor

STARTING EQUIPMENT: All Ex-Doctors start with a Luxury Sedan or Sports car of their choice. Ex-MDs begin with a Medical Kit as well as a Surgical Kit specific to their medical specialty. Ex-Psychiatrists begin with a Digital Audio Recorder. Wealth bonus is 10 + Level + INT modifier.

1.3.4 Holy Man

Faith is the bedrock upon which a Holy Man’s sense of Self is built. But even that powerful foundation can be shaken by the Evil perpetrated by the Horrors and Man himself. As a consequence, the Holy Man Protagonist has left his Church to wander the Earth as many a Hermit, Martyr and Guru have before him. The denominations described below are just a small sample of the many Faiths of Man, but these are the ones that most commonly show up in works of Horror Fiction. NOTE 1 : The distinction between Druids and Wiccan Witches is purely gender-specific, Druids are always male and Wiccans are always female. NOTE 2 : Catholic Priests and Buddhist Monks take a vow of celibacy. Inspirations: Father Merrick from The Exorcist (plus all the Catholic Priests in every Demonic Possession movie ever made), the Kung-Fu Priest from Dead/Alive, Reverend Martin from The Rising, that Goth Wiccan Witch Girl from Blair Witch 2, the Harseesis Child from Stargate SG-1 (think about it).

PRIME REQUISITES – A high WIS is essential for maintaining Faith and the resilience of character required to combat the Forces of Darkness. A high INT is useful for the scholarly side of religious studies and a high CHA is required for sermonizing to and teaching the flock.

PROTAGONIST ALIGNMENT – Righteousness is key to being a Holy Man, so all are of Good alignment. Catholic Priests, Rabbis, and Buddhist Monks are Lawful Good. Voodoo Houngans are Chaotic Good and Druids / Wiccans are Neutral Good.

PSYCHOLOGICAL DISORDER – A Holy Man that had his Faith shaken or broken seeks Redemption through the war against the Darkness. Even so, they are mortal, so they are flawed. Each Holy Man chooses a single disorder from the following: Addiction (Alcohol), PTSD, Agoraphobia (specifically phobic about leaving holy ground), Panic Disorder, Generalized Anxiety Disorder or a Sleep Disorder.

CLASS SKILLS – Catholic Priests begin with Speak & Read/Write Latin (Rank 4) and Knowledge (Theology & Philosophy – Catholicism) (Rank 4). Rabbis begin with Speak & Read/Write Hebrew (Rank 4) and Knowledge (Theology & Philosophy – Judaism) (Rank 4). Buddhist Monks begin with Speak & Read/Write Tibetan (Rank 4) and Knowledge (Theology & Philosophy – Buddhism). The Houngan begins with Speak & Read/Write Swahili (Rank 4) and Knowledge (Arcane Lore – Voodoo). Druids and Wiccan Witches begin with Speak & Read/Write Ancient Celtic (Rank 4) and Knowledge (Arcane Lore – Druidism).
Balance (Buddhist Monk only), Concentration, Craft (Pharmaceutical – Houngan Only, Visual Arts, Writing), Decipher Script, Diplomacy (Catholic Priest and Rabbi only), Drive, Escape Artist (Buddhist Monk and Houngan only), Forgery (Specific to the religion of the Holy Man only), Handle Animal (Druid / Wiccan and Houngan only), Investigate, Jump (Buddhist Monk only), Knowledge (Arcane Lore, Art, History and Theology / Philosophy), Perform (Sing), Profession, Read / Write & Speak Language, Research, Riding (Druid / Wiccan only), Swim and Treat Injury.
Skill Points at 1st Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: (6 + Int modifier)

FEATS – Holy Men start with 2 Feats at 1st level and then 1 feat every level divisible by 3 (3rd, 6th, 9th, 12th, etc).  Note: Holy Men are one of the few classes that never use guns. Animal Affinity (Houngan only), Archaic Weapon Proficiency, Athletic, Attentive, Brawl (Only for Holy Men except Buddhist Monks) and related feats (Buddhist Monk only), Combat Expertise and related feats (Buddhist Monk only), Combat Martial Arts and related feats (Buddhist Monk only), Combat Reflexes (Buddhist Monk only), Creative, Defensive Martial Arts and related feats (Buddhist Monk only), Dodge and related feats (Buddhist Monk only), Educated, Endurance, Exotic Melee Weapon Proficiency (Buddhist Monk only), Focused, Frightful Presence (Houngan only), Great Fortitude, Improved Initiative (Buddhist Monk only), Iron Will, Lightning Reflexes, Low Profile, Meticulous, Nimble (Buddhist Monk only), Renown, Run (Buddhist Monk only), Simple Weapons Proficiency, Studious, Trustworthy, Two-Weapon Fighting Proficiency and related feats (Buddhist Monk only), Weapon Focus, and Windfall.

CLASS FEATURES – Catholic Priests and Rabbis are immune to SAN loss from Damnation Lore enemies. At 1st level Buddhist Monks begin with Blind-Fight Feat and the Living Weapon ability (D20 Modern pg.167). At 1st level Druids / Wiccan Witches begin with Animal Affinity and Proficiency in the Scythe and Sickle. At 2nd level all Holy Men except Buddhist Monks gain the Turn / Rebuke Undead ability as detailed in D20 Modern pgs. 324-325. At 2nd level the Holy Man gains Arcane Research (Scrolls) (see D20 Modern pg. 294) with the restriction that the scrolls are Divine spells only. At 8th level Catholic Priests gain the Turn / Rebuke Outsider ability (D20 Modern pg. 325). At 9th level all Holy Men gain access to the 5th level Cleric spell, Hallow. They may only cast this once a week. At 10th level a Rabbi may create a single Clay Golem servant, if it is ever destroyed it can never be replaced. At 10th level a Houngan may create a single Flesh Golem servant (a Zombie), if it is destroyed it can never be replaced. At 10th level a Catholic Priest gains the ability Exorcism, with proper religious equipment and 24 hours (without sleep) the Priest may expel a demonic entity from an innocent victim (an opposed DC check where the Priest adds his level, WIS Bonus and CHA bonus. The Entity adds its HD, WIS Bonus and INT Bonus.) If the Priest fails he must rest 24 hours before trying again and if he rolls a 1 on his DC check then the strain on his body was too great and he dies of cardiac arrest.

SAVE TABLES (PHB3.5 PG.22) – Fortitude (Poor), Reflex (Poor), Will (Good)

BASE ATTACK BONUS (PHB3.5 PG.22) – Average

STARTING EQUIPMENT: All Holy Men start with one of these: sub-compact car, dirt bike, moped or mountain bike. Wealth bonus is 10 + Level + INT modifier.

1.3.5 Conspiracy Theorist

You aren’t paranoid if they are all out to get you. The Truth is Out There. That is the mindset of the Conspiracy Theorist. They represent the intellectual counterpart to the Survivalist. Inspirations: The Lone Gunmen & Special Agent Fox Mulder, Doug E. Doug in Eight-Legged Freaks, Woody Harrelson in 2012.

PRIME REQUISITES – A high INT and WIS are essential for delving into the secrets …that they don’t want you to know. Conspiracy Theorists lack in the CHA to attract others to their cause celebre, whether through bad hygiene or Asperger’s Syndrome or simple shyness they never begin with a CHA higher than 14.

PROTAGONIST ALIGNMENT – “You gotta fight the Man, man! You can’t trust the guv’mint! You know what I mean, man?” All Conspiracy Theorists are Chaotic in alignment, they unequivocally  distrust all authority no matter what form it may take.

PSYCHOLOGICAL DISORDER – To say Conspiracy Theorists are paranoid is a wild dangerous UNDERSTATEMENT.  They begin with Personality Disorder – Paranoid (see D20 CoC Corebook pg. 54)(though this paranoia is directed specifically to authority figures). This Protagonist must also choose another disorder from one of the following categories: Anxiety Disorders, Somatoform Disorders, Sleep Disorders, Personality Disorders or Mood Disorders.

CLASS SKILLS – All Conspiracy Theorists start with Knowledge (Current Events) (Rank 4) and Computer Use (Rank 4). At 1st level all Conspiracy Theorists also start with one Rank in their Insanity Skill, either Knowledge (Extraterrestrial) OR Knowledge (Black Book Secrets). Each Occultists may only spend skill points on the skill chosen at 1st level, the other skill may only be learned and increased through the course of normal play like any other Protagonist would. Also, the Occultist still incurs SAN loss with every skill point he spends on his Insanity Knowledge Skill.
Bluff, Concentration, Craft (Electronic, Visual Arts, Writing), Decipher Script, Disable Device, Drive, Forgery (Government Documents only), Gather Information, Investigate, Knowledge (Business, Technology), Profession, Research, Read / Write & Speak Language, Repair (Computer and Communication equipment only), Research, Spot and Swim.
Skill Points at 1st Level: (7 + Int modifier) x 4
Skill Points at Each Additional Level: (7 + Int modifier)

FEATS – Conspiracy Theorists start with 2 Feats at 1st level and then 1 feat every level divisible by 3 (3rd, 6th, 9th, 12th, etc). Alertness, Armour Proficiency (Light), Attentive, Builder, Cautious, Deceptive, Educated, Far Shot & Dead Aim, Focused, Gearhead, Iron Will, Lightning Reflexes, Low Profile, Meticulous, Personal Firearms Proficiency and related feats, Point Blank Shot and related feats, Quick Draw, Quick Reload, Studious, Weapon Focus and Windfall.

CLASS FEATURES – At 1st level Conspiracy Theorists receive a bonus feat : Subliminal Resistance : this ability means that any form of non-magical mind control from a position of Authority always fails when applied to the Conspiracy Theorist. Bonus Features : At 2nd, 7th, and 10th level the Conspiracy Theorist gains the Contact, Discern Lie and Sixth Sense feats detailed in D20 Modern pg. 183.

SAVE TABLES (PHB3.5 PG.22) – Fortitude (Poor), Reflex (Poor), Will (Good)

BASE ATTACK BONUS (PHB3.5 PG.22) – Poor

STARTING EQUIPMENT: All Conspiracy Theorists start with a compact or sub-compact car. They also start with a single handgun and 3 reloads of ammo. Wealth bonus is 10 + Level + INT modifier.

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