Stinger Begins… The Cast

Hello everyone, I apologize for the delay but work and family have been a priority the last few weeks. Be that as it may, I have finally gotten the cast of characters roughly completed. There may be a few additions later but this is close to complete. I would also strongly urge anyone that wishes to DM this Tale to first find a copy of the original work by Robert R. McCammon to better familiarize yourself with the story and characters. Enough stalling, everyone say hello to the denizens of Inferno and Bordertown!

Note: Ex-Cons, Ex-Cops, and War Vets in this Tale are not actually ex-anything. By the end of the story they will be though.

PS: Spoiler Alert! Spoiler Alert! WOOP WOOP!

Characters
The Locketts
Cody Lockett – Leader of the Renegades Gang (Juvenile Delinquent). 18 years old, 6’ tall and lean with curly blonde hair cropped short on the sides and left shaggy on top, with grey eyes set below thick blond eyebrows. Has a sharp nose and chin. Distinguishing feature: Wears a silver skull pendant earring in his left earlobe. Owns a red Honda 250cc motorcycle with a maximum speed of 70mph, comes with a pair of leather aviator goggles.
Curt Lockett – Father of Cody Lockett and a drunk (Victim). 42 years old with muddy grey eyes sunken into a nest of wrinkles in a square-jawed, boney face with a narrow, chiseled nose. Has a wiry build with wide shoulders and narrow hips, his hair is dark brown, shot through with grey and thinning on top. He wears it in a stiff Vitalis-frozen pompadour. Owns an old dark brown Chevy with rusted bumpers and a bashed in passenger door.

Criminals
Mack Cade – Crime Boss of Inferno (Victim/Ex-Con). 33 years old with ice blue eyes and thinning pale blond hair. Owns a silver-blue late model Mercedes. Wears a Rolex with diamonds in the dial on the left wrist and a gold chain with “Mack” engraved on it on the right wrist, has a number of gold chains hanging around his neck as well. 2 diamond studs in his left earlobe. Always wears his gold-tinted aviator shades. Armed with a pearl-handled .45 automatic with an extra clip.
Typhoid & Lockjaw – Mack Cade’s guard Dobermans. (Typhoid Aims for the Groin, Lockjaw Aims for the Throat)

The Hammonds
Jessie Hammond – Local Veterinarian (Field Researcher / Biologist), wife of Tom and mother of Stevie and Ray. 34 years old, 5’5” tall and lithe with a farmer’s tan, short-cut dark brown hair and green eyes. Owns a sea-green Ford pickup.
Tom Hammond – High School Social Studies Teacher (Scientist / Historian), husband of Jessie and father of Stevie and Ray. 37 years old, 6’ tall and slim with a bit of paunch around his waist, thinning light brown and light brown eyes behind glasses. Worked for 11 years at W.T. Preston High School. Owns a late-model white Honda Civic.
Stevie Hammond / Daufin – 6 year old daughter of Tom and Jessie / escaped alien slave and rebel leader (see Daufin description for details). 6 years old, 3’2” tall with auburn hair and green eyes (her eyes turn blue when Daufin takes over her body).
Ray “X-Ray” Hammond – 14 year old son of Tom and Jessie (Hacker). Student in Grade 9 at W.T. Preston High School. 5’4” tall, 115lbs and scrawny, cropped light brown hair with orange-dyed spikes and light brown eyes behind coke-bottle glasses.

Inferno Authorities
Celeste Preston – Owner of Preston Ranch (Entertainer / Musician (Singer)) and widow of Wint Preston the founder of Inferno. 53 years old, 115lbs white-haired with a wiry and petite frame. Owns a lemon-yellow convertible Caddy.
Tania & Miguel – Maid and Groundskeeper of Celeste Preston (Survivalists but with no resources)
Sheriff Ed Vance – Sheriff of Inferno (Ex-Cop). 53 years old, 5’10” and over 230lbs with beady light brown eyes and a comb-over of light brown hair. He wears lizard skin cowboy boots.
Danny Chaffin – Deputy to Sheriff Vance (Ex-Cop). 22 years old
Leland Teal – Night Deputy, middle-aged and pot-bellied with a face like a weary weasel.
Keith Axelrod – Night Deputy
Johnny Brett – Mayor of Inferno as well it’s Fire Chief. 49 years old and barrel-chested. He used to be the shift foreman on the rock crusher at the copper mine before it shut down. On the take from Mack Cade.
Doris Brett – Wife of Johnny Brett (Victim)

The Jurados
Rick Jurado – Leader of the Rattlesnakes Gang (Juvenile Delinquent), brother of Miranda and grandson of La Paloma. 18 years old, 5’9” with a dark bronze muscular build and  jet-black hair and eyes. Distinguishing features : Wears a white fedora with a snakeskin hat band and carries a jade handled silver-bladed switchblade, “The Fang of Jesus”. Owns an old black Camaro.
Miranda Jurado – Sister of Rick Jurado (Entertainer / Musician (Singer)). 16 years old with jet-black hair cut to her shoulders. Tawny eyes set in a high-cheekboned, oval face. She is 5’6” and slender. Wearing a red-checked blouse and khaki trousers, black sneakers, and a small silver chain and heart that lies in the hollow of her throat.
“La Paloma” Jurado – Grandmother of Rick and Miranda Jurado (10th level Victim / Survivor). Mid-80s in age, 5’1” and very thin with long flowing white hair.

Rattlesnakes Members (All Juvenile Delinquents)
Carlos “Zarra” Alhambra – whip-wielding member of the Rattlesnakes, rail-thin.
Chico Magellan & Petey Gomez – members of the Rattlesnakes
Paco LeGrande, Juan Diegas & Ruben Hermosa – Junior members of the Rattlesnakes
Sonny Crowfield – daytime assistant at the Texaco and Rattlesnake member. (Victim). Lean build, shoulder-length black hair and deep brown eyes always with a sullen expression. Lives in a shack near the auto yard, he collects animal skeletons and has a stash of Molotov cocktails and dynamite as well.
Pedro “Pequin” Esquimelas – School senior and member of the Rattlesnakes
Chris Torrez, Diego Montana & Len Redfeather – School seniors and members of the Rattlesnakes
Maria Navarre, Tina Mulapes & “Animal” – Seniors and female members of the Rattlesnakes
Ramon Torrez – Rattler and next-door neighbour of Rick Jurado.
Joey Garracone – Rattler member from 2nd Street.
J.J. Melendez & Freddie Concepcion – Rattler members that live on 3rd Street.

Teachers & Students
Julius Rivera – Principal of Preston High School
Mrs. Geppardo – History teacher at Preston High School. She is white-haired and cockeyed.
“Sarge” Dennison – Brain damaged (plate in his skull) janitor at Preston High School (War Veteran / Army with full-blown PTSD). In his early sixties with very cross-cropped white hair, a moon-shaped face with deep lines and brown age spots. He has an unmistakable indentation at his left temple. His right leg folds up at the knee joint like an accordion. Has an imaginary dog named Scooter.
Mr. Odeale – Shop teacher at Preston High School
Robby Falkner & Mike Ledbetter – Freshman nerds (Hackers)
Billy Thellman – Student

Military Personnel
Colonel Matt Rhodes – Webb Air Force Base commander (War Veteran / Air Force). With a hawk-like profile he is tall and lean with grey eyes and a black crewcut going grey at the temples, he is tanned and fit. Wearing aviators, well-worn blue jeans and a beige knit shirt. Has worked for 6 years with the Bluebook Project. Investigated a UFO crash 3 years ago in Vermont and another one in Georgia last year. He and the military have theorized that Earth is near to a galactic “super-highway”.
Captain David Gunniston – Aide to Col. Matt Rhodes (War Veteran / Air Force). Tall, lean and pale-skinned with close-cropped light brown hair and matching eye colour. Freckles across nose and cheeks. Wearing a blue Air Force uniform and cap.
Jim Taggart – Helicopter pilot for Col. Rhodes (Victim)

Renegades Members (All Juvenile Delinquents)
Nancy “Nasty” Slattery – punk rocker and senior at Preston High School and member of the Renegades (Juvenile Delinquent). 5’10” with a lithe figure and a tall platinum blonde Mohawk.
Joe “Tank” Taylor – Senior and member of the Renegades. Always wears a beat up football helmet painted in camo. 6’ tall, 200 lbs with a craggy face and deep-set black eyes. His brother, Mitch, died 2 years ago when he ran his Mustang head-on into a train while high on coke. 2 girls and Mayor Brett’s son also died that night. Owns a camo-painted 4×4 pickup truck.
Will Latham, Mike Frackner, Bobby Clay Clemmons & Davy Summers – Seniors and members of the Renegades
Jack Doss – Senior and member of the Renegades

Residents of Inferno
Bess & Tyler Lucas – Owners of Sweetpea and the Lucas Ranch (Victims). Bess is 58 years old and wiry with grey hair and bright blue eyes set in a pretty heart-shaped face. Tyler is in his early sixties, big-boned, leathery skinned with a mane of white hair. He is retired from Texas Power and is a semi-successful writer of western novels. Sweetpea is a 8 year old golden palomino.
Vic & Arleen Chaffin – Parents of Deputy Danny Chaffin (Victims). Vic is the owner/operator of the Ice House.
Dodge Creech – Insurance salesman (Victim). Owns a faded red Buick. Has horrible taste in clothes and a mouthful of bright white capped teeth. Rotund with a round face. Big fleshy man in his early 40s with a broad, ruddy-cheeked face with baby blue eyes and thinning red hair.
Ginger Creech – wife of Dodge Creech
Red Hinton – Resident of Inferno, owns a pickup truck.
Mavis Lockridge – Owner/Operator of the Boots N’ Plenty shoe store.
Cecil Thorsby – Owner/Cook of the Brandin’ Iron Café. Balloon-bellied.
Sue Mullinax – Waitress at the Brandin’ Iron Café, dating Danny Chaffin. Big-hipped, big-boned blonde woman that wears too much makeup and has gentle, childlike brown eyes. (Entertainer / Musician (Singer))
Dr. Earl Lee “Early” McNeil – Town doctor (Ex-Doctor / Surgeon). Red faced, shoulder-length white hair but bald and age-spotted on top, a white beard and bright blue eyes. A big-boned and big-bellied man wearing an over-sized green scrub shirt and jeans with patches on the knees. Owns a bright red dune buggy.
Mrs. Santos – Nurse at the clinic.
Mrs. Murdock – Nurse at the clinic.
Mrs. Bonner – Nurse at the clinic.
Mrs. Stellenberg “The Cat Lady” – widow living across the street from the Locketts. (Victim)
Stan Frazier – Neighbour of the Locketts. Big-bellied Texan.
Mr. Nolan – Owner of the bakery
Jimmy Rice – Old-timer
Ida Younger – Owner of the House of Beauty
Tammy Bryant & May Davis – Busybodies, Tammy has mouse-brown hair.
Noah Twilley – Owner of the Inferno Funeral Home (Field Researcher / Coroner OR Victim). Slender and pale with straight black hair lank and going grey.
Ruth Twilley – Mother of Noah Twilley (Victim)
Mr. Kennishaw – Manager of the Warp Room Arcade
Jack Blair – Bartender at the Bob Wire Club
Harlan Nugent & Pete Griffin – Regulars at the Bob Wire Club (Victims)
Hal Clutching & Burl Keene – Regulars at the Bob Wire Club (Victims)
Laurie Rainey – Clerk at the Paperback Kastle (Victim)
Mr. Luttrell – Owner of Inferno Hardware Store
Mr. Diaz – Owner of  Inferno Shoe Repair (Victim)

Bordertown Residents
Xavier Mendoza – Owner of the Texaco Gas Station and a bright blue tow-truck. Husky, white-haired man in his mid-50s with a large white mustache.
Lazaro Mendoza – Uncle of Xavier Mendoza

Religious Leaders
Father Manual LaPrado – Priest at Sacrifice of Christ Catholic Church (Holy Man / Catholic Priest)
Father Domingo Ortega – Assistant Priest (Holy Man / Catholic Priest)
Reverend Hale Jennings – Reverent at Inferno Baptist Church (Holy Man)

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Why Modern Horror?

Update: I am slowly but surely plodding through the adaptation and yes it will eventually be finished but in the mean time….

Something I realized I should explain is why? why Modern Horror? Well, internet straw-man let me tell you why. All horror-based games can be split pretty much into 2 categories; either you play as the monster (Vampire: The Masquerade and all its many spin-offs) or you are the member of a secret society / privy to secret knowledge (The Secret World MMO, Call of Cthulhu and its numerous imitators). I’m not counting Zombie RPGs since they are technically post-apocalyptic. There has never really been a game dedicated to the normal John Q. Publics that populate the vast majority of horror fiction whether it be TV, Movies or Books. That has always amazed me since the feeling of vulnerability that comes with playing as a normal human being would increase the dramatic tension of any Tale you run through.

Even in Tales where there are many super-competent types around the audience identification character is always pretty normal (Aliens is the prime example of this). So I wrote this game to fill a niche that I believe was begging for it. This even opens it up to run end-of-the-world scenarios such as Cabin In The Woods, The Bridge by Skipp & Spector, or The Mist (book not movie) for examples. I am still torn on whether I would run those sorts of Tales myself since it obviously means rebooting the campaign if the End does come.

Hopefully, next time I shall finally have the map of Inferno & Bordertown up on the blog.

Victims & Survivors : The 2 Types of Tales

If you watch or read any modern horror story you will find that you can split the environment of these stories into two broad categories; Open or Isolated. Examples of Isolated environments are easy to find; The Thing, Phantoms, Evil Dead series, the Alien series, Splinter, The Mist, Predator, etc. An Isolated environment enhances the fear of both the characters and the audience since no help is forthcoming once everything inevitably heads south. It is also much easier to keep a story tight and free of continuity or plot problems when there are less variable story elements to deal with. The Open environment type of modern horror tale is uncommon in comparison but offers much more fertile territory for Modern Horror gameplay. Examples of Open Tales would be Predator 2, Stinger, Hellraiser 3, The Nightmare on Elm Street series (yes the characters were isolated in their dreams but they lived in a large town and thus Open), The Fly (1986), Mimic, The Strain trilogy, They Thirst and any Stephen King story set in a small Maine town (most of them). There is the rare exception that operates as a hybrid of these types, Jaws being the classic example.

Another difference between these two environments are the number of survivors at the end of the Tale. In Isolated Tales there is never more than 2 survivors (sometimes none). In an Open environment the only characters in danger from the Horrors are the characters directly involved in the plot. For example, the vast majority of the population of London survived American Werewolf in London. The difference in survival rate means that if the DMs wishes to play many Isolated Tales he should never have more than 2 characters that aren’t Victims. There should also be a stable of characters a bit larger than the number of Victim players so that people can keep playing rather than finding themselves sidelined (though a low character population can prove to be great motivation for wise play and not just throwing a life away) until the next Tale starts.

As a reversal from Isolated Tales, Open Tales offer the Victim players the option to be involved in every scene. If the DM wishes he may allow the Victim players to take on the roles of any secondary characters in scenes involving the Survivor PCs. For example, one player could be playing the a sidekick-victim that is off doing research and during a scene where the other Survivor Protagonists are sweeping a sewer for Horrors he takes on the role of the City Employee guiding them through the tunnels.  Another example, would be playing the first victim that always gets offed early in the proceedings (see any Friday the 13th movie) as a means to get the story started and then the player jumps to the role of his main Victim character.

Of course, if a player intends to play 90 year old Granny Smith he isn’t going to be allowed to pump skill points into Climb and feats in Combat Martial Arts. The DM must make sure to list the Skills and Feats available to any playable NPCs. It goes without saying that XPs can be earned when playing any secondary roles (of course I did just say it…).

Cleaning things up.

Well, I figured now that I have the rules finished that I better post them in a more cohesive format, so now you will find a link at the top of the page that allows full and concise access to them. I have also decided to streamline the name a bit, as it always seemed a bit clunky to me. So I hope you all enjoy Modern Horror : A D20 RPG!

D20 Modern Horror Miscellany

And here it is, the final entry in the rules for D20 Modern Horror. I will be posting the rules in their completed form as a page for easy access once I re-edit and clean up the text. I would also ask that anyone that sees something missing or that you wish to see added to or changed in the rules please drop me a comment and let me know (as a quick aside, I already realize I have no specific rules for Electricity or Prosthesis so I will be adding them both in the near future). So here we gooooo…….

6.0 Psychic Powers

6.1 Sanity Loss
Any psychic is in danger of doing lasting damage to his sanity and his brain from overuse of his powers. Every single use of a psychic power has a cumulative effect on the mind of the Psychic until he has the chance to have 8 hours of uninterrupted sleep. The first use of a power after waking from rest incurs no penalty but the 2nd use causes the loss of 1 point of SAN, the 3rd use causes the loss of 3 points of SAN. The 4th and subsequent uses cause 5 points of SAN loss. The constant increase in difficulty can only be reset with 8 hours of uninterrupted sleep as stated previously. A single use of a power is actually a fluid length of time, every time a Psychic makes a Psychic Focus or Psychic Attack check he makes a Concentration check with the same DC as the Psychic Focus check or AC of the opponent (in the case of a Psychic Attack), as long as the Protagonist can maintain this and no more than 5 rounds without Psychic activity occurs then all Psychic activity is considered a single use. As soon as a Concentration check is failed or 5 rounds without Psychic activity occurs then the single use has ended.

6.2 Psychic Skills – Psychic Focus
This skill operates differently than in D20 Call Of Cthulhu, all Physical Psychics and Mentalists start at 1st level with 1 Rank in this skill. From that point forward no more ranks are put directly into this skill but are expended on the Psychic Discipline the Protagonist has chosen. Whenever a skill check is made for his Psychic Feats its actually this skill that he is using. For example, a Physical Psychic at 1st level has chosen Pyrokinesis and put 3 skill points into it, thus he has 4 Ranks in his Feat (including the Rank in Psychic Focus) whenever he must make a skill check in Pyrokinesis those are the Skill Ranks he adds. NOTE : When an attack roll is required for a Physical Psychic Attack  the WIS modifier replaces the standard STR or DEX mod and for Mentalist powers the CHA modifier does the same. Pyrokinetics and Cryokinetics are Touch attacks even when ranged but Telekinetic are standard attacks. Pyrokinesis uses Fire for Critical Hits on Body Locations, Telekinesis uses Pierce and eventually Gunshot, Cryokinesis has the same effects as Acid due to either shattering or frostbite leading to the slewing off of flesh.

7.0 Campaign Concepts

7.1 Victims
Victims are key to a successful Modern Horror campaign, if the DM runs Tales dramatically they can both enhance the story as well as act as a last line of defence for the long-term Protagonists. Finally, someone gets to be the cool death scene, make the ultimate sacrifice, speak the bad-ass last words, and yet they still advance through the game. Depending on the lethality of the campaign, the DM may determine a set number of players that must play Victims. In situations such as this it is best to let each Victim also keep some form of equipment from character to character (a simple example is every Victim a player runs owns a car by default). Evil Victims can be great for situations such as “Who is the infected zombie/Thing/vampire?” but if a player is Evil too many times from character to character he will find himself always the one on the outside of the barricade with the cannibals. Alignment is a useful tool that MUST be used with care.
A REMINDER: Just to be clear, the skill points and feats that accumulate over the course of a Victim’s levelling are transferred from character to character so that as the Protagonists level and the threats they face become more formidable the Victims of all this turmoil also become harder to kill… but nonetheless they die. These skill points and Feats can be spent differently from Victim to Victim as the Player chooses.

7.2 Encounter Levels
This game is meant as a simulation of all those tense-incredible action-Sci-Fi horror movies / books we have watched, read and enjoyed. Which means the Protagonists are always outgunned and outclassed, the key is to give them some key piece of information that will allow them to exploit a weakness in their Enemy that will allow eventual victory, even if it means an ultimate sacrifice. To that end, the DM should always make the CR of each encounter vary between 1.5 to 3 times the average level of the group. Even though every successful encounter will make the Protagonists rocket level-wise they still have the problem of the constant deadliness of every encounter…thus the necessity for Victims.

7.3 Tale Concepts
There are major differences between a Modern Horror Tale and standard adventures / quests. The first and most important is that a Tale is not broken down into encounter locations, instead it should be broken down into a timeline of events. These events will have preset outcomes according to the GM, but these outcomes can and should be altered by the actions of the Protagonists. A completely unimpeded timeline should always lead to an unhappy ending! The first adventure, Stinger, will be a good example of this structure.

The DM should have a very detailed knowledge of the source material to run a Tale smoothly. To be honest there is not much that differentiates this set of rules from many others, the key is pacing. At all times remember… PACING. I have tweaked the D20 standard rules with pacing in mind and though combat will be violent and bloody it will be fast paced since it usually doesn’t take too many attacks before someone is incapacitated (to put it nicely). I made these rules in the hopes of playing through the stories that get my blood pumping and everyone else that wants to be a Modern Horror DM should also run the stories they know best.

NOTE: It is best to think of the first gaming session for a new Tale as having the same story beats as the first act of a horror movie; character and relationship introductions, the dropping of some plot hints, and a building sense of dread and/or doom.

7.3.1 The Groundhog Day Tale
Something that I find fascinating as a concept but never did find in any RPG I played was the time loop quest/mission/tale. I encourage any DM to try this at least once in a Modern Horror, since it is ideally set up for it. Since encounters and events are time based its fairly simple to convert any Tale into a Groundhog Day event. All the DM has to do is be especially cruel in dealing with the Protagonists so they have almost no way of completely the Tale without a Complete Party Wipe. Then they get to keep trying until they get it right, of course the DM must be especially anal about the Timeline for his Tale before attempting this.

7.4 Group Makeup
Think of every horror movie you’ve watched or novel you’ve read, think of who the Protagonists are. How many of those stories involve a disparate group of people with inappropriate backgrounds ill-suited to the Evils they must face? 90%? 95%? And even if they are appropriately trained for the task at hand (think Aliens for example) then they are either heavily outgunned or outnumbered by the horrors they face. This means that if the players decided to min-max their characters (all Survivalists with a personal armoury each for example) they will just be slaughtered faster by far greater threats. Players should always remember that the point of playing Modern Horror is to 1) SURVIVE and 2) DEFEAT EVIL. Sometimes the most obvious solution is the one that gets everyone killed and the one that makes the least sense at first is the one that ultimately brings victory. So resist the urge to roll up a bunch of Warriors and consider the occasional Stand-Up Comic instead.

7.5 Demonic Possession
There are many forms of demonic possession but for now let us detail the classic Abrahamaic possession. The victim must both be stained with Original Sin and Innocent, so invariably the victim will be an unbaptized girl that has just experienced menarche but is still a virgin (usually between 11-16 years of age). There will be signs for the 3 days leading up to full-blown possession (i.e. sleepwalking, night terrors, sudden temperature drops in the presence of the soon-to-be possessed, poltergeist events around the victim, etc).

D20 Modern Horror Combat System Part 6 – Arms

My initial intention was to roll Arms together with the special damage effects but this section is already running to 3 pages so I shall leave the last for best (or something like that…).

Whole Arm (Medium Body HP)
ZERO LHP : The shoulder has been dislocated, this means the character is unable to use that arm for anything until it has been popped back into the socket (i.e. healed for 1 LHP).
DOUBLE MAX : The character has suffered multiple breaks in his upper arm and forearm, the limb is useless and must be set and kept in a sling and cast for at least 1d4 months before full use is restored.
CRITICAL : Gunshot : The bullet has lodged itself in the arm and also perforated a major artery (-4 to all skill and attack rolls, bleeding at 3 HP/round). The bleeding is stoppable with Staunch Wound but the bullet will require either a hospital or Triage Surgery to remove (the -4 penalty applies until the bullet is removed).
Slice : REFLEX Save DC 25 or the arm is severed at the elbow! The character is bleeding at 3 HP/round whether the save is successful or not. Obviously if the arm is severed no action can be performed with that hand and Preserve Limb must be employed to ensure that reattaching is even possible. -2 to all skill and attack rolls with that arm if save is successful (the -2 penalty remains until healed to full LHP).
Pierce : The arm is impaled! Bleeding at 3 HP/round and -2 to all skill and attack rolls with that arm (the -2 penalty remains until healed to full LHP).
Crush : As Double Max.
Rip / Tear : As Slice Crit except bleeding is 4 HP/round due to the ragged nature of the wound.
Fire : REFLEX Save DC 25 or else the arm is cooked! Amputation is required within 12 hours if the save is failed, if this is not performed then the character dies in 12 more hours from sepsis and shock. If the save is successful then the arm suffers 3rd degree burns to 80% of its surface (-4 to all attack and skill rolls with that arm), this will require skin grafts over the course of 1d4 weeks to repair and if this character is not hospitalized within 12 hours of being burned then he will die in 12 more hours from sepsis and shock.
Acid : REFLEX Save DC 25 or else the arm is melted off! The character is bleeding at 3 HP/round whether or not the save is successful. If the save is successful then the arm suffers 3rd degree acid burns to 80% of its surface, this will require skin grafts over the course of 1d4 weeks to repair and if this character is not hospitalized within 12 hours of being melted then he will die in 12 more hours from sepsis and shock.

Upper Arm (Small Body HP)
ZERO LHP : The shoulder has been dislocated, this means the character is unable to use that arm for anything until it has been popped back into the socket (i.e. healed for 1 LHP).
DOUBLE MAX : The character has suffered a break somewhere between the shoulder and elbow. The limb is useless and must be set and then placed in a sling and cast for at least 1d3 months before full use is restored.
CRITICAL : Gunshot : The bullet has perforated an artery and lodged in the bicep/triceps (-3 to all skill and attack rolls, bleeding at 2 HP/round). The bleeding is stoppable with Staunch Wound but the bullet will require either a hospital or Triage Surgery to remove (the -3 penalty applies until the bullet is removed).
Slice : REFLEX Save DC 25 or the arm is severed at the shoulder! The character is bleeding at 4 HP/round whether the save is successful or not. Obviously if the arm is severed no action can be performed with that hand and Preserve Limb must be employed to ensure that reattaching is even possible. -3 to all skill and attack rolls with that arm if save is successful (the -3 penalty remains until healed to full LHP).
Pierce : Arm impaled through the bicep/triceps (-3 to all skill and attack rolls, bleeding at 2 HP/round). The bleeding is stoppable with Staunch Wound but the muscle will require either a hospital or Triage Surgery to repair (the -3 penalty applies until the wound is sewn up).
Crush : See Double Max.
Rip / Tear : As Slice Crit except the penalty is -4 to attack and skill rolls if save is successful.
Fire : REFLEX Save DC 25 or else the upper arm is cooked! Amputation is required within 12 hours if the save is failed, if this is not performed then the character dies in 12 more hours from sepsis and shock. If the save is successful then the upper arm suffers 3rd degree burns to 80% of its surface (-3 to all attack and skill rolls with that arm), this will require skin grafts over the course of 1d3 weeks to repair and if this character is not hospitalized within 12 hours of being burned then he will die in 12 more hours from sepsis and shock.
Acid : REFLEX Save DC 25 or else the arm is melted off! The character is bleeding at 3 HP/round whether or not the save is successful. If the save is successful then the upper arm suffers 3rd degree acid burns to 80% of its surface (-3 to all attack and skill rolls with that arm), this will require skin grafts over the course of 1d3 weeks to repair and if this character is not hospitalized within 12 hours of being melted then he will die in 12 more hours from sepsis and shock.

Forearm (Small Body HP)
ZERO LHP : The elbow has been dislocated, this means the character is unable to use that arm for anything until it has been popped back into the socket (i.e. healed for 1 LHP).
DOUBLE MAX : The character has suffered a break somewhere between the elbow and wrist. The limb is useless and must be set and then placed in a cast for at least 1d4+4 weeks before full use is restored (-2 penalty to all attack and skill rolls with that hand during this time).
CRITICAL : Gunshot : The bullet has torn through muscle and tendon, rendering the limb almost useless (-3 to attack and skill rolls, bleeding at 2 HP/round). Triage Surgery is required to repair the tissue damage but the penalty will still apply until full LHP is restored to the Forearm.
Slice : REFLEX Save DC 25 or the arm is severed at the elbow! The character is bleeding at 3 HP/round whether the save is successful or not. Obviously if the arm is severed no action can be performed with that hand and Preserve Limb must be employed to ensure that reattaching is even possible. -3 to all skill and attack rolls with that arm if save is successful (the -3 penalty remains until healed to full LHP).
Pierce : The forearm is impaled (-3 to all skill and attack rolls, bleeding at 2 HP/round). The bleeding is stoppable with Staunch Wound but the wound will require either a hospital or Triage Surgery to repair (the -3 penalty applies until the wound is sewn up).
Crush : See Double Max.
Rip / Tear : As Slice Crit except the penalty is -4 to attack and skill rolls if save is successful and bleeding at 4 HP/round.
Fire : REFLEX Save DC 25 or else the forearm is cooked! Amputation is required within 12 hours if the save is failed, if this is not performed then the character dies in 12 more hours from sepsis and shock. If the save is successful then the forearm suffers 3rd degree burns to 80% of its surface (-3 to all attack and skill rolls with that arm), this will require skin grafts over the course of 2 weeks to repair and if this character is not hospitalized within 12 hours of being burned then he will die in 12 more hours from sepsis and shock.
Acid : REFLEX Save DC 25 or else the arm is melted off near the elbow! The character is bleeding at 3 HP/round whether or not the save is successful. If the save is successful then the forearm suffers 3rd degree acid burns to 80% of its surface (-3 to all attack and skill rolls with that arm), this will require skin grafts over the course of 1d3 weeks to repair and if this character is not hospitalized within 12 hours of being melted then he will die in 12 more hours from sepsis and shock.

Hand (Small Body HP)
ZERO LHP : The wrist has been dislocated, this means the character is unable to use that hand for anything until it has been popped back into place (i.e. healed for 1 LHP).
DOUBLE MAX : The wrist and hand have experienced multiple fractures in the many bones that comprise them. The hand is useless for all attacks and skill rolls and must be set and placed in a cast for 1d3 months before use is restored.
CRITICAL : Gunshot : REFLEX Save DC 25 or bullet passes through center of hand, severely damaging tendons, muscles and bones in the process. A failed save means the hand is completely useless for any attacks or skill rolls, it will require surgery and 2d4 weeks in a cast before full functionality is returned. A successful save means the character is only bleeding at 1 HP/round.
Slice : REFLEX Save DC 25 or hand is amputated (bleeding at 2 HP/round and FORT Save DC 20 to remain conscious due to the pain). If the save is successful then the wrist was slit instead (Bleeding at 2 HP/round and -3 to attack and skill rolls with that hand until Triage Surgery is performed and all LHP are restored).
Pierce : See Gunshot Crit.
Crush : REFLEX Save DC 20 or else the hand is pulped (amputation is required within 12 hours or sepsis and shock sets in and death occurs after 12 more hours). If the save is successful then use the rules for Double Max.
Rip / Tear : See Slice Crit except bleeding penalties are 3 HP/round.
Fire : REFLEX Save DC 20 or else the hand is cooked! Amputation is required within 12 hours if the save is failed, if this is not performed then the character dies in 12 more hours from sepsis and shock. If the save is successful then the hand suffers 3rd degree burns to 80% of its surface (-2 to all attack and skill rolls with that hand), this will require skin grafts over the course of 2 weeks to repair and if this character is not hospitalized within 24 hours of being burned then he will die in 12 more hours from sepsis and shock.
Acid : REFLEX Save DC 20 or else the hand is melted off at the wrist! The character is bleeding at 2 HP/round whether or not the save is successful. If the save is successful then the hand suffers 3rd degree acid burns to 80% of its surface (-2 to all attack and skill rolls with that hand), this will require skin grafts over the course of 1d3 weeks to repair and if this character is not hospitalized within 24 hours of being melted then he will die in 12 more hours from sepsis and shock.

Fingers (Tiny Body HP)
ZERO LHP : The character has had a finger dislocated (-1 to all skill and attack rolls, -2 if the thumb is dislocated). The penalty is removed if 1 LHP is restored.
DOUBLE MAX : The finger has been mashed! It will require pins and splinting for 1 month before it will return to normal functionality. -1 to all skill and attack rolls, -2 if the thumb is mashed. If splinting and repairs do not occur within 12 hours then blood will pool and necrosis will set in. At this point the digit must be amputated or the character will die within 24 hours of sepsis and shock.
CRITICAL : Gunshot : REFLEX Save DC 20 or finger is shot off! Character is bleeding at 1 HP/round and -1 to attack and skill rolls with that hand (cumulative per finger). FORT Save DC 20 must then be made to see if there is enough of the finger to perform Preserve Limb. If the save is successful then the finger is broken by the bullet passing through it (bleeding at 1 HP/round and -1 to attack and skill rolls). After 1d4 weeks with the finger in a splint the attack and skill penalty is removed (this applies whether the finger was broken or reattached).
Slice : REFLEX Save DC 20 or finger cut off! Character is bleeding at 1 HP/round and -1 to attack and skill rolls with that hand (cumulative per finger). If the save was successful then the finger was sliced open instead (bleeding at 2 HP/round).
Pierce : The finger has been impaled! REFLEX Save DC 20 to determine whether the weapon becomes lodged. If the save is successful then bleeding at 1 HP/round, unsuccessful results incur bleeding of 2 HP/round and unable to use that hand for attacking or skill use until Triage Surgery can be performed to remove it.
Crush : Finger pulp! See Double Max for details.
Rip / Tear : The finger is torn off! The character is bleeding at 2 HP/round and -1 to attack and skill rolls with that hand. Damage is so great that reattaching the digit will be impossible.
Fire : REFLEX Save DC 25 or else the finger is cooked and must be amputated within 12 hours to avoid sepsis and death. If the save is successful then the digit has suffered 3rd degree burns and is useless from the pain (-1 to all attack and skill rolls with that hand, -2 if it is the thumb). As long as the finger is wrapped in sterile gauze it will not function but won’t get infected either. Skin grafts and 1 week of healing are required to remove the penalties.
Acid : REFLEX Save DC 25 or the finger is melted off. The digit is bleeding at 1 HP/round whether the save is successful or not. If the save is successful then the digit has suffered 3rd degree acid burns and is useless from the pain (-1 to all attack and skill rolls with that hand, -2 if it is the thumb). As long as the finger is wrapped in sterile gauze it will not function but won’t get infected either. Skin grafts and 1 week of healing are required to remove the penalties.

D20 Modern Horror Combat System Part 4 – Torso the Back

Well I finally did the butt. I think I did it up pretty good too.

OK, I promise that’s the last pun about body parts I’m going to crack. That’s an easy promise to make since all the funny parts are all finished up (well, I guess there is still the funny bone…OK OK I’ll stop!). So, let us continue…

Whole Back (Medium Body HP)
ZERO LHP :  You are suffering from severe back spasms and cannot walk or move in any way due to the pain. This will continue until at least 1 LHP is restored.
DOUBLE MAX : You have numerous fractured and herniated discs as well as a couple cracked ribs. You MUST NOT be moved unless it is on a neck board/spinal isolation gurney. If any movement is attempted before that equipment then you will be rendered permanently paralyzed from the waist down. The character can move at 10’ round if they can have their LHP raised to 1 but no attack/defence/skill use is possible until fully healed. Fully healed in this case means 2 month immobile in a hospital bed plus 4 months of physical rehab.
CRITICAL : Gunshot : REFLEX Save DC 15 or else the spinal cord was nicked and the character is now partially paralyzed from the waist down (will require a pair of cuffed walking canes to move at 10’ per round from now on) and that is only after 3 months of hospital stays and physical rehab. If the save was successful then the character is only bleeding at 3 HP/round instead.
Slice : Same effects as Gunshot Crit.
Pierce : Impaled! REFLEX Save DC 20 or else thoracic artery punctured, you will die of blood loss in 2 minutes unless you can get to an emergency room. If the save is successful then bleeding for 3 HP/round.
Crush :  Crushed! REFLEX Save DC 20 or else spine and ribs crushed, death in 2 minutes. If save successful then knocked unconscious for 5 minutes and lose 50% of walking speed and remaining hit points from multiple rib fractures.
Rip / Tear : Same effects as Gunshot Crit except bleeding at 4 HP/round is save successful.
Fire : FORT Save DC 20 to resist passing out from the pain and falling into a coma. If the save was successful then the character is awake and aware but unable to move though he can still attack from a prone or propped-up position. In both cases, the character will not recover without a week in hospital then 1d3 months for the skin grafts to take before returning to normal activity.
Acid : Same effects as Fire Crit with the added bonus of bleeding at 2 HP/round.

Upper Back (Medium Body HP)
ZERO LHP : The character’s upper back is seizing up with muscle spasms, he can still move at full rate but will be unable to attack/defend or perform any skills involving his hands. The spasms will cease as soon as 1 LHP is restored to the Upper Back.
DOUBLE MAX : Both of the character’s shoulders are dislocated and his shoulder blades are fractured. FORT Save DC 25 to stay conscious and not pass out from the pain. Consciousness is not regained until 1 LHP restored to Upper Back. In either case, the character will require both arms in slings for the next 1d3 months even after restoration of full LHP.
CRITICAL : Gunshot : REFLEX Save DC 20, if unsuccessful then spinal cord severed and permanently paralyzed from the mid-chest down. If the save is successful then the character suffers a punctured lung. The character will suffocate and die in 2 minutes unless an emergency vent is performed (Treat Injury DC 20). In both cases, the character is bleeding at 1 HP/round.
Slice : See Gunshot Crit but bleeding at 2 HP/round.
Pierce : See Gunshot Crit.
Crush : The character has suffered several broken and fractured ribs. His movement is reduced by 50% and he suffers a -3 penalty to all attack, damage and skill rolls. This will persist until chest is tightly bound at which point it will be reduced to -1 for the next 2d4 weeks until fully healed.
Rip / Tear : Horrible lacerations across the character’s back and shoulders are bleeding profusely (4 HP/round).
Fire : REFLEX Save DC 25 avoid the full brunt of the blast and only lose 50% of overall HP. If save fails then the lungs are superheated and burst …yup, you’re dead.
Acid : REFLEX Save DC 25 avoid the full force of the spray and only lose 50% of overall HP. If save fails then the lungs are melted …yup, you’re dead.

Lower Back (Medium Body HP)
ZERO LHP : The character begins to suffer painful back spasms that make it impossible to walk or run (crawling is still an option). These spasms will cease as soon as 1 LHP is restored to the Lower Back.
DOUBLE MAX : The character’s lower back is broken and his spinal cord severed, he is now permanently paralyzed from the waist down. But in the near term he will die from shock and possible stroke if he is not immobilized and strapped to a neck board, until he heals to 1 LHP naturally in a hospital setting. It will require 1d3+3 months of rehab and bed-rest before he will be able to move around in a wheelchair.
CRITICAL : Gunshot : REFLEX Save DC 20, if unsuccessful then spinal cord severed and permanently paralyzed from the waist down and he is bleeding at 1 HP/round. If the save is successful then the character suffers a perforated organ (most likely liver, kidney or intestines) and is bleeding out at 2 HP/round.
Slice : As Gunshot Crit but the bleeding effect is always 3 HP/round.
Pierce : As Gunshot Crit but the bleeding effect is always 3 HP/round.
Crush : REFLEX Save DC 25, if unsuccessful then the lower spine is crushed and the character is permanently paralyzed from the waist down. If the save is successful then the character has suffered contused organs and is bleeding internally at 1 HP/round (Staunch Wounds only applicable in a hospital setting when dealing with internal bleeding).
Rip / Tear :  As Slice except the bleeding effect is raised to 4 HP/round.
Fire : REFLEX Save DC 25 avoid the full brunt of the blast and only lose 50% of overall HP. If save fails then the internal organs are superheated and cooked …yup, you’re dead.
Acid : REFLEX Save DC 25 avoid the full force of the spray and only lose 50% of overall HP. If save fails then the abdominal area melts and the character is now in 2 parts …yup, you’re dead.

Buttocks (Medium Body HP)
ZERO LHP : The character’s ass is numb, this makes it very difficult to walk or run (-50% movement speed). This effect will wear off if Buttocks are restored to 1 LHP.
DOUBLE MAX : The character’s gluteus maximi have been partially torn loose from his hips and pelvis (FORT Save DC 25 to remain conscious despite the pain, consciousness is regained when restored to 1 Buttock LHP). The character is unable to walk or run until he is restored to full Buttock LHP. Even after healing is complete the character will walk with a pronounced limp (-25% movement speed permanently).
CRITICAL : Gunshot : The character has taken serious muscle and nerve damage to one buttock (-25% movement) that can only be healed by surgical removal of the bullet and 2 weeks of bed rest.
Slice : A deep cut to the muscle slows the character by 25% and he is bleeding 2 HP/round. Extensive suturing and 1 week of bed rest is required to heal the movement penalty.
Pierce : The buttock has been impaled which slows the character by 50% and causes 1 HP/round bleeding. Extensive suturing and 1 week of bed rest is required to heal the movement penalty.
Crush : The buttocks have been severely bruised and this slows the character by 50%. 1 week of bed rest is required to heal the movement penalty.
Rip / Tear : As Slice Crit but bleeding at 3 HP/round.
Fire : Your Ass Is On FIRE! And it isn’t because of that bad burrito you ate for lunch. REFLEX Save DC 20 to limit the damage to muscles and nerves, if the save is failed then the flames enter the colon and cook the lower intestine…you, you’re dead (after 5 minutes of screaming agony). A successful save means that the character is unable to walk or run until Buttock LHP restored to full and skin grafts are applied (3 months in hospital total).
Acid : The character’s ass has melted, he is bleeding at 3 HP/round, cannot run or walk and unless a FORT Save DC 20 is made he will be permanently confined to a walker or wheelchair (basically infection sets in and the buttocks rot off). If the save is made then the character is unable to walk or run until Buttock LHP restored to full and skin grafts are applied (3 months in hospital total).