TEXT: BY MICHAEL TRESCA
  FOR MY LITTLE BROTHER, WHO INTRODUCED ME TO SESSION 9. I’VE NEVER 
  BEEN COMFORTABLE IN INSANE ASYLUMS SINCE.
  Visit our Website:
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  COVER ART 
  JEREMY SIMMONS
  INTERIOR ART
  JOHN LONGENBAUGH, MICHAEL TRESCA 
  LAYOUT
  CHRIS DAVIS
  EDITING
  AMBER TRESCA
  Requires the use of the d20 Modern Roleplaying Game and the Urban 
  Arcana Campaign Setting, published by Wizards of the Coast, Inc
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  BLOOD AND BLADES: 
  THE PROFILER’S GUIDE TO SLASHERS
  
  PAGE - 2
  INTRODUCTION
  Blood and Blades: The Proﬁler’s Guide requires the use of 
  the d20 Modern Roleplaying Game and the Urban Arcana 
  Campaign Setting, published by Wizards of the Coast, Inc.
  SUMMARY
  The best and worst humanity has to offer face off against 
  predators stalking their favorite prey: humans.
  CAMPAIGN IN BRIEF
  The slasher.  The quintessential mass murderer for the 20th 
  century, the slasher’s psychotic, oft-masked persona has 
  slowly evolved from crazed killer to unstoppable revenant.  
  In Blood and Blades, the slasher is real.  And he’s out for 
  blood.
  Slashers rack up more murders than any other type of 
  serial killer.  Their attacks eventually lose any sense of  
  rhyme or reason, as they vainly seek to recapture the thrill of 
  their ﬁrst kill.  Silent, invincible, unstoppable—slashers have 
  become such an epidemic that humanity decides to ﬁght 
  back.
  But no mere mortal can take the slasher on alone.  
  Teenagers, psychics, cops, and FBI agents have all have 
  tried and failed. It will take teamwork, nerves of steel, and 
  more than a little luck. The PCs have but one goal—stop the 
  slasher before he stops them.
  THE ROLE OF THE HEROES
  Blood and Blades: The Proﬁler’s Guide usually takes place 
  in the 1980s: the height of slasher movies.  The slasher is not 
  just a psychotic killing machine; a slasher kills with style, be 
  it a modus operandi or a supernatural edge.  Demon, undead, 
  ghost…whatever the slasher’s form, he’s not going to be 
  easy to stop.
  So who hunts the hunters?  Those schooled in the art of 
  proﬁling will have an edge, but even they aren’t immune 
  to the depredations of the slasher.  Enter the Paranormal 
  Response Unit (PRU), a secret branch of the Critical Incident 
  Response Group (CIRG [and yes, the government does have 
  an acronym for everything]).  The PRU doesn’t just hunt 
  down slashers;  the one and two man teams’ main job is to 
  take the supernatural slasher down by any means necessary.  
  When the PRU shows up, it’s usually because things have 
  gone to hell, escaped, and are playing basketball with your 
  neighbor’s head.
  THEME
  Blood and Blades pits the art of proﬁling against the 
  quintessential slasher movie.  An offshoot of horror and 
  monster movies, slasher movies involve a psychotic killer, 
  melee weapons, and heaps of victims.  Not all horror movies 
  are slasher movies, but all slasher movies are horror movies.
  Teenagers.  The teenagers are stereotypes such as the 
  nerd, the jock, the virgin, and the stoner.  And of course, said 
  teenagers die by the boatload.  In fact, the victims come and 
  go so often that the killer, not the victims, is  really the star 
  of the show.
  It was a dark and stormy night. My assignments always seemed to take me to places like this.  You know 
  the kind—old, decrepit houses that are dark.  With storms overhead.
  I checked my revolver for the fourth time.  Sure, it was antiquated.  But it never jammed and it had enough penetrating 
  power to stop a nutjob high on PCP.  Or was that LSD.  I lose track of all the drugs kids do these days.
  The perp this time around is pretty uncreative: Just your standard machete-wielding maniac who’s really pissed off 
  about his mom.  Whatever happened to Mom, Baseball, and Apple Pie?  If the moms of these psychos were to be graded, 
  they would deﬁnitely get a big “F” from me. And a couple of other words that start with that letter. 
  “Billy,” I said in my sternest voice, “come out here, this is the…” I searched for a word.  “Police.”  It was a lie, but 
  calling myself a member of the Paranormal Response Unit was sort of like screaming, “I’m hear to blow your head off if 
  you don’t come quietly!”
  Billy didn’t believe me anyway.  I could tell by the way he swung his machete at my head.  Fortunately, I’ve been 
  around enough of these guys to know when to duck.
  He’s fast and larger than I expected.  I’m no slouch at six feet tall, but this guy’s nearly seven and maybe a few inches 
  on top of that.  The sounds of his footfalls are unmistakable; serves me right for rambling off on my own self-narrative.
  “I guess this means you’re not going to come quietly,” I say as I catch my breath.  Billy’s too intent on pulling his 
  machete out of the crumbling molding of his mother’s family home to respond.
  That’s when I notice the back of his head.
  Now I’ve seen a lot of ugly mothers in my time.  But Billy was ugly even from the back.  The straps of his mask (of 
  course he was wearing a mask, don’t they all?) bit deep into his ﬂesh.  He must have been wearing that mask forever.  
  Nobody wears a mask that long and survives.  That whole Man the Iron Mask 
  
  PAGE - 3
  Sex.  Where there are teenagers, there’s sexual tension.  
  Slasher ﬂicks have copious amounts of gratuitous sex and 
  nudity because…well, because it makes it more interesting 
  for the teenagers who are watching it.  The killings are 
  even more horrible when people are murdered at their most 
  vulnerable moments.
  Boo! Things hop out at the victims (usually false alarms, 
  at least the ﬁrst time), people are found murdered in horrible 
  ways, and the killer seems to be everywhere and nowhere at 
  once.
  Blood.  Buckets of blood.  Swimming pools of blood.  
  Whole oceans of blood—you get the idea.  It’s not a 
  slasher ﬂick if there’s not plenty of gore as victims are 
  hacked, mulched, stabbed, ground, burned, melted, ripped, 
  shredded, eviscerated, disemboweled, decapitated, smashed, 
  defenestrated, or otherwise mangled in a suitably graphic 
  manner.
  The slasher as icon has been with us throughout history, 
  although we did not always have a name for him.  Harkening 
  back to the 1400s, Giles de Rais slew more than 100 
  children.  Margaret Davey poisoned her employees in 1542.  
  And of course, there are the so-called werewolves of the late 
  1500s who killed and ate a lot of people.
  Serial murders continued well into the 19th century, the 
  most famous being Jack the Ripper.  Good ‘ole Jack stalked 
  the darkened streets and further enforced the myth of the 
  dapper man by day and psychotic murderer by night.  Not 
  that anyone has ever positively identiﬁed Jack…
  As society became more advanced, repeat murders became 
  more common.  It’s almost as if serial killers are a reaction 
  to the stress of our collective conscience crammed so tightly 
  into one place.  Or perhaps they’ve always been with us. In 
  the wilderness there are no witnesses. 
  The United States in particular has more than its fair 
  share of serial killers.  In the ﬁrst half of the 20th century, 
  there were an average of two serial murder cases per year 
  nationwide. By the 1960s, authorities logged six cases a 
  year; by the 1970s it was 18 cases a year.  Since 1980, the 
  United States averages three new serial killers a month and 
  the numbers continue to rise.  PRU agents have to get up 
  every morning to those kinds of statistics.  And you thought 
  your job was bad.
  Serial killers differ from slashers.  The slasher myth arose 
  from serial killers, but the two are now only distantly related.  
  Serial killers are actually even more violent and gruesome 
  than depicted in the plots of slasher ﬁlms.  That’s because 
  serial killers have serious personality defects.  (As opposed 
  to scriptwriters, who are just greedy.) Slashers attack quickly 
  and without warning.  And they have a fondness for sharp 
  objects. 
  The slasher is well on his way to joining the Horror Hall of 
  Fame.  And so, the psycho with the knife has been elevated 
  to something more than just horror movie status—he is a 
  horror staple, a character so progressively awful and familiar 
  that we end up rooting for him.
  Disclaimer: Serial killers aren’t funny.  This book makes 
  fun of slashers, not serial killers, but there’s a ﬁne line 
  between the two.  Those who are easily offended should 
  run away from this book with their hands over their ears 
  shouting “LALALALALA!” For the rest of you who plan 
  to continue reading, we will make fun of cheerleaders, 
  authority ﬁgures, sex, the mentally ill, and gamers. Consider 
  yourself warned.
  
  PAGE - 4
  CHAPTER ONE: CHARACTERS
  This chapter covers everything you need to make a character.  
  Maybe the ﬁrst hint was the title.
  If you want to start hunting slashers, the Paranormal 
  Response Unit (PRU) is a good place to start.  The PRU is 
  trained to take the psychos down with a well-placed bullet.  
  Preferably from somewhere out of machete reach.  But of 
  course, it never works that way.  If it did, slasher movies 
  would be very short.
  The PRU is one way to approach slashers with the PCs as 
  heroes.  Conversely, the PCs can play victims, which is the 
  plot of every slasher movie ever made: teenagers in a remote 
  location get attacked by mad slasher; ﬁnal girl maims slasher 
  just enough so that he can survive for a sequel.  Rinse and 
  repeat. Voila! Instant horror franchise.
  If you want to play a horror movie-style game, this chapter 
  covers a host of victim rules, including character creation, 
  victim classes, and ﬂaws.  That’s right, ﬂaws: the usual 
  tropes that are a sureﬁre indicator a victim will be killed by 
  the slasher.  Remember the bitchy cheerleader, the arrogant 
  jock, and the lazy frat boy?  Now you can collect the whole 
  set…and then kill them!  
  VICTIMS
  “Victims” are everyone else.  They’re the poor saps terriﬁed 
  out of their wits by the shape at the window, the fools who 
  get stabbed when they go outside to take a whiz, and the 
  clueless goobs that always go down into the basement to 
  “check it out.”  They never come back.
  Victims don’t have to be NPCs.  Playing a victim can be 
  a lot of fun.  Why?  For some, role-playing a normal person 
  defeating the slasher really makes it special—it’s one thing 
  to shoot a slasher with an AK-47, it’s entirely another to 
  outwit the slasher with a ball of string and a frying pan.  
  For a game that’s not about combat, playing the victim can 
  actually be a blast.
  GROUPS
  Victims—us—tend to work in groups.  These groups can 
  vary considerably.  Try these on for size:
  Family: The victims are all related.  This is the typical 
  daddy, mommy, and children scenario.  Although the dad 
  might at ﬁrst seem like the hero, it’s often the mom who 
  is left to protect her brood.  Not all families have this 
  mix however—families can be broken up, have extended 
  members (a creepy psychic grandma is always a nice touch), 
  or just be a parent and child.  The one thing a family has is 
  each other.  Whatever the hell that means.
  Slasher Exposé: These “Dare You to Eat It!” types 
  of shows throw young, attractive people into dangerous 
  situations and then capture it on camera.  Alternately, the 
  victims might be trying to tape their own documentary.  Of 
  course, this is like hanging meat out for a tiger; the victims 
  are perfect bait for slashers.  And ghosts.  And zombies.  
  (But those are other books entirely.)
  Tourists: Ah, tourists.  They’re the perfect target for 
  slashers because they don’t know where they are, they don’t 
  know anybody, and they carry cameras around with them.  
  Okay actually that’s a disadvantage, but really, slashers turn 
  that around by killing the tourist.  No more worrying about 
  those pesky pictures—see what happens when you think 
  positive?
  
  PAGE - 5
  CHAPTER 1: CHARACTERS
  CREATING VICTIMS
  Victims are built using the eight victim classes (Tough Guy, 
  Jock, Nerd, Mundane, Outcast, Cheerleader, Stoner, and 
  Scream Queen) and have starting occupations, skills, and 
  feats.  As they gain levels, victims increase their skill points, 
  base attack bonus, saving throw modiﬁers, Action Points, 
  Defense bonus, and Reputation bonus just as heroes do.  
  However, victims differ from heroes in several ways. 
  A victim character has:
  • 
  The standard starting ability score package
  • 
  Random starting hit points
  • 
  No levels in an advanced class
  STARTING ABILITY SCORES
  Victims do not roll their ability scores.  They start with the 
  standard score package: 15, 14, 13, 12, 10, 8.  The player can 
  assign the scores as he or she sees ﬁt.  At 4th level and every 
  four character levels thereafter (8th, 12th, and so on), a victim 
  adds 1 point to one ability score—just as heroes do.
  HIT POINTS
  Unlike heroes, victims do not automatically receive 
  maximum hit points at 1st level.  The GM should roll a 
  victim’s starting hit points normally.
  ADVANCED CLASSES
  Victims cannot multiclass between the victim classes.  
  They’re bad stereotypes, not well-rounded personas.  
  However, if a victim survives until 5th level, he or she can 
  advance thereafter as a hero. 
  CHILDREN
  Children (newborn to age 11) are handled differently from 
  other characters. They do not have classes or levels. They 
  begin with the same ability score package as victims (15, 14, 
  13, 12, 10, 8), but their ability scores are reduced as follows: 
  –3 Str, –1 Dex, –3 Con, –1 Int, –1 Wis, –1 Cha.
  Children have 1d4 hit points plus their Constitution 
  modiﬁer (minimum 1 hit point). They have no skills, feats, 
  action points, or occupations.  Their base attack bonus 
  is +0, they have a +0 modiﬁer on all saving throws (plus 
  any modiﬁers for high or low ability scores), and their 
  Reputation bonus is +0. Children have a +0 modiﬁer to 
  Defense and a normal speed of 20 feet.  Children have no 
  effective attacks and should be treated as noncombatants.
  When a child turns 12, he is considered a young adult and 
  takes his ﬁrst level in one of the victim classes. 
  Why play kids?  Beyond the obvious physical 
  disadvantages, playing a child means a world of know-it-all 
  adults, unsympathetic authority ﬁgures and plenty of slasher 
  fodder.  What’s not to like?
  I’ve dealt with plenty of maniacs in my time, 
  but if they had a king, he would most certainly be Dr. 
  Cannibal.  
  He had a name once, but I think he traded it away 
  with the rest of his soul.  Dr. Cannibal’s a little too 
  enamored with his self-image. The man ﬁled his teeth to 
  points, for crying out loud.  
  When I stand in front of his cell, the guard stiffens.  
  Sometimes Dr. Cannibal takes a swipe at me.  Never 
  physically of course.  He’s blackmailed guards, made 
  three escape attempts, and even convinced a few 
  cellmates to commit suicide.  I keep telling the PRU 
  brass to just put him in a plain old cellblock, Alcatraz-
  style, but they never listen.  
  People are Dr. Cannibal’s meat, literally and 
  ﬁguratively.  He might have a taste for ﬂesh, but it’s 
  their minds he most enjoys nibbling on.
  “Hello, Mr. Beckem,” he says in hushed tones.  
  Except for the ﬁled down teeth, Dr. Cannibal could be 
  Santa Claus.  He was quite jolly with kind eyes and a 
  long, bushy beard.  Of course, Santa Claus didn’t eat 
  twenty-seven people and sell the food as a “special 
  brand of sausage.”
  His history not withstanding, Dr. Cannibal’s really 
  a nice guy, once you get to know him.  And have two 
  inches of plexiglass between you.
  “Hello Doc.  Guards treating you well?”
  “Oh, well enough.  I’ve got my books back, so things 
  are looking up.”
  Dr. Cannibal is a voracious reader.  Sorry, that was too 
  easy.
  “You know why I’m here?”
  “Of course,” says Dr. Cannibal.  He was sitting in the 
  corner of his cell, shadows covering most of his face 
  except for his gleaming white teeth.  I swear, he could 
  sell more dentures than a dozen celebrities with those 
  chompers.  All of them still intact too. “And you know 
  what I expect in exchange?”
  “You want Billy’s drawings.  I can’t give you the real 
  things, but I can give you copies.”
  “That’ll never do,” he says.  “I want to smell the 
  crayons.  Taste the desperation, the rage, the hurt.”
  “All right, one of the originals.  That should be scent 
  enough for that shnoz of yours.”
  “So pedestrian,” he says.  For all his pleasant 
  mannerisms, the Doc is very sensitive about his 
  proboscis.  It’s not overtly large, but I guess he wished it 
  were smaller.  It’s a minor weakness, but I play on it to 
  keep him under control.  “Speaking of delicious odors, 
  you had teriyaki chicken today with that delicious treat 
  of a partner.  I can smell her on you.  Have you slept 
  with her yet?”
  “You’re getting slow, doc,” I say, ignoring the jab.  
  He knows I’m married.  “You didn’t mention this,” I 
  
  PAGE - 6
  CHAPTER 1: CHARACTERS
  VICTIM CLASSES
  CHEERLEADER
  Cheerleaders are known for their good looks, loose morals, 
  and tight-ﬁtting clothes.  As cheerleaders, they are known 
  for their acrobatics and the ability to shout phrases at the 
  top of their lungs.  In the bedroom, they are known for their 
  acrobatics and the ability to shout phrases at the top of their 
  lungs.  And oh yeah—cheerleaders are hot.  At the Game 
  Master’s option, Cheerleaders can also double for hot guys 
  who have no athletic skill (thus not qualifying them as 
  Jocks).  
  Class Information
  Hit Die: 1d4
  Action Points: 3 + one-half her character level, rounded 
  down, every time the character attains a new level in this 
  class.
  Class Skills
  The Cheerleader’s class skills (and the key ability for 
  each skill) are: Craft (Int), Disable Device (Int), Hide (Dex), 
  Move Silently (Dex), Perform (Cha), Sleight of Hand (Dex), 
  Spot (Wis), Survival (Wis).
  Skill Points at Each Level: 6 + Int modiﬁer
  Class Features
  Class Features
  Popular: A Cheerleader gains a +4 Charisma bonus.
  Cheerleader (Ex): As a standard action, the Cheerleader 
  can cheer for allies, bestowing a +1 morale bonus to either 
  attack rolls, damage rolls, AC, hit points, saving throws, or 
  skill checks as chosen by the Cheerleader.  The effect lasts 
  for as long as the allies hear the Cheerleader cheer and for 
  1 round thereafter.  The bonus increases as the Cheerleader 
  increases in levels.  Use of this ability costs 1 action point 
  but the competence bonus can be increased by +1 for every 
  additional action point spent.
  Tight Shirt (Su): Cheerleaders were clothes at least one 
  size too small for a reason, and it’s not because they can’t 
  read store tags.  Okay, maybe it is.
  Each male humanoid to be fascinated must be within 90 
  feet, be able to see and hear the Cheerleader, and be able 
  to pay attention to her.  The Cheerleader does not need to 
  be able to see the male however (perv!).  The distraction 
  of a nearby combat or other dangers prevents the ability 
  from working.  The Cheerleader must make a Perform (act) 
  check.  Her check is the DC for each affected male’s Will 
  save against the effect. If a male’s saving throw succeeds, the 
  pull out the crayon drawing.  I knew Dr. Cannibal could 
  smell it.
  “Please, let me see it,” says the Doc, excitement 
  creeping into his voice.
  I plaster it up against the Plexiglas.  It’s a family 
  portrait of a mother and child, but with one subtle 
  difference.  A single stick ﬁgure hand sticks out of a 
  nearby lake. 
  I can’t see the Doc’s eyes, but he scans it in a moment 
  and determines it’s the real thing.  I pull it away.
  “So, about Jerry.” 
   “Ah, Jerry.  Yes, he was my patient several years ago.  
  He had quite a thing for the kiddies, you see.  I tried to 
  cure him, but it didn’t work out.”
  I knew how the Doc cured his patients.  They turned 
  into Mystery Meat for the unsuspecting guests at his 
  restaurant.
  “I don’t imagine you like the taste of child molesters,” 
  I said with a smirk.
  “Not at all, too stringy,” he replies without skipping a 
  beat.  “Have you found slash marks on the victims?  The 
  should be,” he put one hand out into the light, ﬁngers 
  splayed, “arranged in groups of ﬁve.”
  “Yes,” I said.
  “That’s Jerry’s trademark.  He invented a glove with 
  blades attached to each ﬁnger.  He showed it to me 
  several times during our sessions.  Jerry was quite proud 
  of it. He called it the Dreamcatcher.  Jerry believed he 
  could draw out the dreams of each dying child and play 
  them like strings on a cello.”
  “Great,” I said.  “So I’ve got another psycho with 
  another blade.”  I reminded myself whom I was talking 
  to.  It’s easy to forget with the Doc.  “No offense.”
  “None taken,” he says. 
  “So how do I catch him?”
  “You can’t,” says the Doc.  “You see, before I could 
  see Jerry for his last visit, the local peasants took matters 
  into their own hands and burned him at the stake.  He’s 
  quite dead, I assure you.”
  “I was afraid you were going to say that,” I said, 
  pushing the drawings into the drawer that allowed me to 
  exchange objects with Dr. Cannibal.  
  “If it’s true, if he’s come back,” said Doc, “you’ll be 
  afraid of much, much worse.  Always a pleasure, Mr. 
  Beckem. Say hello to beautiful Gabriel for me.”
  And with that he retreated back into the darkness of 
  his cell.
  TABLE 1-1: THE CHEERLEADER
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +0
  +0
  +0
  +2
  Cheerleader +1, tight shirt, ﬁt, popular
  +2
  +2
  2nd
  +1
  +0
  +0
  +3
  Charming
  +2
  +2
  3rd
  +2
  +1
  +1
  +3
  Cheerleader +2
  +3
  +2
  4th
  +3
  +1
  +1
  +4
  My Boyfriend
  +3
  +3
  5th
  +4
  +1
  +1
  +4
  Pretty Please?, cheerleader +3
  +3
  +3
  
  PAGE - 7
  CHAPTER 1: CHARACTERS
  Cheerleader cannot attempt to fascinate that male again for 
  24 hours.  If his saving throw fails, the male sits quietly and 
  stares at the Cheerleader, taking no other actions, for as long 
  as the Cheerleader continues to cheer (up to a maximum of 
  1 round per Cheerleader level).  While fascinated, a target 
  takes a –4 penalty on skill checks made as reactions, such 
  as Listen and Spot checks.  Any potential threat requires 
  the Cheerleader to make another Diplomacy check and 
  allows the male a new saving throw against a DC equal to 
  the new Diplomacy check result. Any obvious threat, such 
  as someone drawing a weapon, casting a spell, or aiming 
  a ranged weapon at the target, automatically breaks the 
  effect.  Tight shirt is an enchantment (compulsion), mind-
  affecting ability.  A normal use of this ability requires the 
  expenditure of 1 action point and affects one male per level 
  of the Cheerleader.  However, the Cheerleader may affect 1 
  additional male per additional action point spent.
  Fit: The Cheerleader gains the Endurance or Run feat as a 
  bonus feat. All that cheering works up a sweat.  Down boy!
  My Boyfriend (Ex): The Cheerleader can select one other 
  teen to be “My Boyfriend.”  The boyfriend’s maximum 
  action point value increases by 1 and he receives a +1 morale 
  bonus to all saves.  Any time the Cheerleader takes damage, 
  she may expend 1 action point to cause half of the damage to 
  be inﬂicted on the boyfriend instead.  This relationship can 
  be ended at any time.  A boyfriend who has been dumped 
  receives a –1 morale penalty to all rolls for one day, but still 
  retains the action point for the rest of the day.   If she’s really 
  unlucky, the boyfriend might end up starring in his own 
  slasher ﬁlm.  
  Charming (Ex): Cheerleaders double their Charisma 
  bonus on all Diplomacy checks. This is how cheerleaders get 
  their jobs.
  Pretty Please? (Ex): The cheerleader asks…nicely.  The 
  deﬁnition of “nicely” usually involves strategically revealed 
  skin. Cheerleaders can spend 1 action point per Hit Die of 
  their target to make a suggestion as per the spell. Using 
  this ability does not break the Cheerleader’s concentration 
  on the fascinate effect, nor does it allow a second saving 
  throw against the fascinate effect.  A Will saving throw 
  (DC 10 + 1/2 Cheerleader’s level + Cheerleader’s Cha 
  modiﬁer) negates the effect.  This ability affects only a 
  single creature (but see mass suggestion, below). Suggestion 
  is an enchantment (compulsion), mind-affecting, language 
  dependent ability.
  JOCK
  Jocks are exceptionally good at one sport, and that’s about 
  it—unless you count abusing their girlfriends or having sex 
  as sports.  They have physical prowess in their favor, but as 
  everyone knows, that’s useless against slashers.
  Class Information
  Hit Die: 1d6
  Action Points: 3 + one-half his character level, rounded 
  down, every time the character attains a new level in this 
  class.
  Class Skills
  The Jock’s class skills (and the key ability for each skill) 
  are: Balance (Dex), Climb (Str), Jump (Str), Spot (Wis), 
  Swim (Str), Tumble (Dex).
  Skill Points at Each Level: 2 + Int modiﬁer
  Class Features
  Heroic Surge (Ex): The jock gains a temporary +2 morale 
  bonus to Strength, Dexterity, and Constitution for 2 rounds 
  per action point spent.  Entering a heroic surge is a free 
  action that may only be initiated on the jock’s turn.  At the 
  end of the surge, the jock is fatigued for 1 minute per round 
  of the surge. 
  Trained: Jocks gains Power Attack or Weapon Finesse as 
  a bonus feat.
  Jock: Jocks receive a +2 Strength and Dexterity bonus.
  Athletic (Ex): Jocks are into sports.  This may come as a 
  shock to you non-jocks (uh, all of us).  A Jock may choose 
  to use his Strength or Dexterity modiﬁer for Climb, Jump, 
  Tumble, or Swim checks.
  Fearless (Ex): Jocks are not terribly imaginative and thus 
  don’t know enough to be afraid of slashers.  They receive a 
  +4 morale bonus to Fear saves.
  Team Spirit (Ex): The Jock works best when working 
  on a team.  All “aid another” actions involving the jock, 
  regardless of whether he performs the action or receives the 
  beneﬁts, confer a +4 instead of the standard +2 bonu
  MUNDANE
  Mundanes are pretty boring.  They do exciting things like 
  eat, sleep, and generally obey the rules.  They have social 
  cliques that aren’t very large.  They wear fashionable clothes 
  but nothing too daring.  They read the stuff that’s on the 
  top ten best-seller list and watch only the movies that win 
  Oscars.  In short, Mundanes are what make the world slowly 
  TABLE 1-2: THE JOCK
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +1
  +2
  +2
  +0
  Heroic surge 1/day, trained
  +3
  +2
  2nd
  +2
  +3
  +3
  +0
  Athletic
  +4
  +2
  3rd
  +3
  +3
  +3
  +1
  Heroic surge 2/day
  +4
  +2
  4th
  +4
  +4
  +4
  +1
  Fearless
  +4
  +3
  5th
  +5
  +4
  +4
  +1
  Team spirit, heroic surge 3/day
  +5
  +3
  
  PAGE - 8
  CHAPTER 1: CHARACTERS
  grind around and around.  Almost all adults in a Blood and 
  Blades game that aren’t heroes are Mundanes.
  Class Information
  Hit Die: 1d6
  Action Points: 4 + one-half her character level, rounded 
  down, every time the character attains a new level in this 
  class.
  Class Skills
  The Mundane’s class skills (and the key ability for 
  each skill) are: Craft (Int), Drive (Dex), Knowledge (Int), 
  Profession (Wis).
  Skill Points at Each Level: 4 + Int modiﬁer
  Class Features
  Bonus Feat: Mundanes get to choose from the following 
  bonus feats: Acrobatic, Alertness, Animal Afﬁnity, Athletic, 
  Attentive, Builder, Cautious, Conﬁdent, Creative, Deceptive, 
  Educated, Focused, Gearhead, Guide, Low Proﬁle, Medical 
  Expert, Meticulous, Nimble, Stealthy, Studious, Trustworthy, 
  Vehicle Expert.
  Told you they were boring.
  NERD
  Nerds are students who have difﬁculty ﬁtting in with 
  everyone else.  They also happen to be the most well-read 
  of slasher victims, which sometimes gives them an edge.  
  Sometimes.  They are particularly fond of role-playing 
  games, which is like a homing beacon for slashers looking 
  to hack them up into little dice-sized pieces.  Hey, wait a 
  minute…
  Class Information
  Hit Die: 1d4
  Action Points: 4 + one-half her character level, rounded 
  down, every time the character attains a new level in this 
  class.
  Class Skills
  The Nerd’s class skills (and the key ability for each 
  skill) are: Computer Use (Int), Craft (chemical, electronic, 
  mechanical, pharmaceutical) (Int), Knowledge (any) (Int), 
  Repair (Int), Research (Int).
  Skill Points at Each Level: 2 + Int modiﬁer
  Class Features
  Nerd: Nerds receive a +4 bonus to Intelligence. ‘Cause 
  they’re smart.  And stuff.
  Insight (Ex): By spending action points, the DM can 
  provide the player with a useful piece of advice in reply to 
  a question concerning a speciﬁc goal, event, or activity that 
  is to occur within one week.  The advice can be as simple as 
  a short phrase, or it might take the form of a cryptic rhyme 
  or omen.  If the Nerd doesn’t act on the information, the 
  conditions may change so that the information is no longer 
  useful.  Multiple use of insight about the same topic by the 
  same Nerd yields the same answer each time. For questions 
  that do not pertain to slashers, the more action points spent, 
  the more information the Nerd receives (minimum of 1).  
  It requires one action point per Hit Die of an opponent to 
  discover its weakness.
  Astounding Intellect (Ex): Nerds double their 
  Intelligence modiﬁer whenever we—err, they—are required 
  to make a check involving riddles, conundrums, or problem 
  solving. This is why nerds will one day rule the world.
  Enforce Logic (Ex): Once per day, at a cost of half of his 
  maximum daily action points, the Nerd can force a slasher 
  to attempt a Will save (DC equal to 10 + ½ the Nerd’s level 
  + Int modiﬁer).  Should the creature fail, it loses access to 
  all spell-like and supernatural abilities for the duration of 
  the encounter while the Nerd logically explains why the 
  slasher’s abilities couldn’t possibly work. Pointy ears are 
  optional.
  OUTCAST
  Ah, the Outcast.  Maybe he’s on his skateboard in the park 
  at night, peering out from beneath his long stringy hair at 
  people who pass.  Maybe she’s the goth grrl with a perpetual 
  attitude and more piercings than she can count.  Or maybe 
  TABLE 1-3: THE MUNDANE
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +0
  +0
  +0
  +0
  Bonus feat
  +1
  +1
  2nd
  +1
  +0
  +0
  +0
  Bonus feat
  +1
  +1
  3rd
  +1
  +1
  +1
  +1
  Bonus feat
  +2
  +1
  4th
  +2
  +1
  +1
  +1
  Bonus feat
  +2
  +2
  5th
  +2
  +1
  +1
  +1
  Bonus feat
  +3
  +2
  TABLE 1-4: THE NERD
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +0
  +0
  +0
  +2
  Focused, insight 1/day, nerd
  +2
  +1
  2nd
  +1
  +0
  +0
  +3
  Astounding intellect
  +2
  +1
  3rd
  +1
  +1
  +1
  +3
  Insight 2/day
  +3
  +1
  4th
  +2
  +1
  +1
  +4
  Enforce logic
  +3
  +2
  5th
  +2
  +1
  +1
  +4
  Insight 3/day
  +3
  +2
  
  PAGE - 9
  CHAPTER 1: CHARACTERS
  it’s that one person who just has absolutely no social skills 
  and smells like cat urine.  Whoever the Outcast is, it takes 
  days for people to notice she’s missing.
  Class Information
  Hit Die: 1d4
  Action Points: 3 + one-half her character level, rounded 
  down, every time the character attains a new level in this 
  class.
  Class Skills
  The Outcast’s class skills (and the key ability for each 
  skill) are: Bluff (Cha), Craft (Int), Hide (Dex), Spot (Wis), 
  Move Silently (Dex), Perform (Cha), Sleight of Hand (Dex), 
  Survival (Wis).
  Skill Points at Each Level: 6 + Int modiﬁer
  Class Features
  Outcast: An Outcast gains a +4 Dexterity bonus. They 
  tend to be very good at disappearing.
  Forgettable (Ex): Outcasts are never noticed by anyone, 
  including slashers.  When presented with other targets, the 
  Outcast is always the last to be attacked. What were we 
  talking about again?
  Quick: Outcasts receive Combat Expertise or Dodge as a 
  bonus feat.
  Sneak Attack (Ex): If an Outcast attacks an opponent 
  while the opponent is unable to effectively defend himself, 
  she can strike a vital spot for extra damage.  The Outcast’s 
  attack deals extra damage any time her target is denied a 
  Dexterity bonus to AC (whether the target actually has a 
  Dexterity bonus or not) or any time she ﬂanks her target.  
  This extra damage is 1d6 at 1st level, and it increases by 
  1d6 every two Outcast levels thereafter.  Should the Outcast 
  score a critical hit with a sneak attack, this extra damage is 
  not multiplied.  Ranged attacks can count as sneak attacks 
  only if the target is within 30 feet.  With a sap (blackjack) or 
  an unarmed strike, an Outcast can make a sneak attack that 
  deals nonlethal damage instead of lethal damage.  She cannot 
  use a weapon that deals lethal damage to deal nonlethal 
  damage in a sneak attack, even after the usual –4 penalty is 
  applied.  
  An Outcast can sneak attack only living creatures with 
  discernible anatomies—undead, constructs, oozes, plants, 
  and incorporeal creatures lack vital areas to attack.  Any 
  creature that is immune to critical hits is not vulnerable to 
  sneak attacks.  The Outcast must be able to see the target 
  well enough to pick out a vital spot and must be able to reach 
  that spot.  An Outcast cannot sneak attack when the target 
  is a creature with concealment or when striking a creature 
  whose vitals are beyond reach.
  Deceptive (Ex): Outcasts use their Intelligence modiﬁer 
  for untrained Bluff checks instead of Charisma.  Outcasts 
  double their Dexterity modiﬁer for all Move Silently checks.
  Uncanny Dodge (Ex): An Outcast can react to danger 
  before her normal senses would typically allow her to do 
  so.  She retains her Dexterity bonus to AC (if any) even if 
  she is caught ﬂat-footed or struck by an invisible attacker.  
  However, she still loses her Dexterity bonus to AC if 
  immobilized. 
  Hide in Plain Sight (Ex): An Outcast can use the Hide 
  skill even while being observed. In fact, one is hiding behind 
  you right now…
  SCREAM QUEEN
  Scream queens have it tough.  They are faithful to their 
  boyfriends, traumatized by the murders of family members, 
  and never quite ﬁt in despite their hot bodies and tight-ﬁtting 
  clothes.  Some horrible incident in their past has scarred 
  them for life but made them true survivors, capable of 
  withstanding even slashers (at least for one or two sequels, 
  anyway).
  Class Information
  Hit Die: 1d8
  Action Points: 3 + one-half her character level, rounded 
  down, every time the character attains a new level in this 
  class.
  Class Skills
  The Scream Queen’s class skills (and the key ability for 
  each skill) are: Bluff (Cha), Climb (Str), Craft (Int), Escape 
  Artist (Dex), Hide (Dex), Knowledge (Int), Search (Int), 
  Spot (Wis), Move Silently (Dex), Sleight of Hand (Dex), 
  Survival (Wis), Treat Injury (Wis).
  Skill Points at Each Level: 6 + Int modiﬁer
  Class Features
  Resourceful (Ex): Scream Queens know what to do in 
  just about every situation because they use their common 
  sense.  A Scream Queen can apply her Intelligence bonus to 
  any Horror checks.
  Scream (Ex): By spending an action point, a Scream 
  Queen can scream once per Scream Queen level to 
  automatically succeed on a Horror check. Strangely, nobody 
  ever seems to come to her rescue.
  Sense Trouble (Ex): The Scream Queen notices when 
  TABLE 1-5: THE OUTCAST
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +0
  +0
  +2
  +0
  Forgettable, quick, sneak attack +1d4
  +4
  +0
  2nd
  +1
  +0
  +3
  +0
  Deceptive
  +5
  +0
  3rd
  +1
  +1
  +3
  +1
  Sneak attack +2d4
  +5
  +1
  4th
  +2
  +1
  +4
  +1
  Improved uncanny dodge
  +6
  +1
  5th
  +2
  +1
  +4
  +1
  Hide in plain sight, sneak attack +3d4
  +6
  +1
  
  PAGE - 10
  CHAPTER 1: CHARACTERS
  things don’t seem right.  She receives a +4 insight bonus to 
  Sense Motive checks.
  Elaborate Plan (Ex): A Scream Queen is capable of 
  formulating plans that would make a military commander 
  jealous. She receives a +4 insight bonus to Knowledge 
  (tactics) checks.
  Survival Instinct (Ex): Scream Queens receive a +4 
  insight bonus to Escape Artist and Survival checks. Because 
  unlike the rest of us, Scream Queens really, really want to 
  live.
  Empathic Link (Su): By spending 1 action point, the 
  Scream Queen can detect the surface emotions of a slasher 
  within 100 feet.  She can sense basic needs, drives, and 
  emotions.  Thirst, hunger, fear, fatigue, pain, rage, hatred, 
  uncertainty, curiosity, friendliness, and many other kinds 
  of sensations and moods can be perceived.  The Scream 
  Queen gains a +2 insight bonus on any Bluff, Diplomacy, 
  Intimidate, or Sense Motive checks that she makes against 
  the slasher for 1 minute per Scream Queen level.
  Prophetic Vision (Su): By spending 1 action point, the 
  Scream Queen poses a question about the slasher and then 
  falls asleep.  If the slasher is active within 10 miles, the 
  Scream Queen receives a vision about the slasher’s activities 
  by succeeding on a Wisdom check (1d20 +1 per Scream 
  Queen level) against DC 20.  If only detailed information 
  on the slasher is known, the DC is 25 and the information 
  gained is incomplete.  If only rumors are known, the DC is 
  30 and the information gained is vague.
  STONER
  Stoners are dudes who know how to have a good time.  And 
  by that, we don’t mean sex; we mean the other good time: 
  drugs.  Be it pot or ecstasy or whatever kids take to get high 
  these days, stoners do it all.  They’re popular because they 
  bring the fun stuff to parties.  Unfortunately, their favorite 
  hobby makes them useless in a crisis.  In their favor, stoners 
  rarely freak out when faced with the supernatural.  
  Class Information
  Hit Die: 1d4
  Action Points: 8 + one-half his character level, rounded 
  down, every time the character attains a new level in this 
  class.
  Class Skills
  The Stoner’s class skills (and the key ability for each skill) 
  are: Bluff (Cha), Craft (chemical) (Int), Gather Information 
  (Cha), Knowledge (popular culture, streetwise) (Int), Sleight 
  of Hand (Dex).
  Skill Points at Each Level: 6 + Int modiﬁer
  Class Features
  Dude: A stoner’s creative use of drugs and alcohol makes 
  him better at hiding his illegal activities.  At 1st level, a stoner 
  gains Deceptive or Improved Initiative as a bonus feat (gotta 
  be fast to hide the stash, man!).
  Stoned: Stoners receive a +4 Wisdom bonus.  Just ‘cause.
  Happy Thoughts(Ex): A Stoner can heal the wounds 
  of one of his allies as a standard action by indulging in his 
  favorite pastime.  The Stoner and the wounded character 
  must be in direct contact—if enemies are nearby, it provokes 
  an attack of opportunity.  The Stoner can heal 1d4+1 hit 
  points of damage per action point spent.  Alternately, the 
  Stoner can heal one of his allies within 30 feet through the 
  miracle of secondhand smoke.  This is also a standard action 
  that provokes an attack of opportunity, but all allies in range 
  (including the Stoner) regain 1 hit point per action point the 
  Stoner spends.
  Rapid Recovery (Ex): Thanks to the Stoner’s 
  extracurricular activities, he can recover spent action points 
  faster than normal.  Once per day, by spending half an hour 
  doing nothing but “idle daydreaming,” the Stoner may 
  recover 1d4 action points.
  Dude? (Ex): Stoners double their Wisdom modiﬁer when 
  making Craft (chemical) checks.
  I Think I Can (Ex): By believing in himself, the Stoner 
  can accomplish nearly anything.  By spending 1 action 
  point, the Stoner can take 20 on any skill check as a standard 
  TABLE 1-6: THE SCREAM QUEEN
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +2
  +2
  +2
  +2
  Resourceful, sense trouble
  +2
  +2
  2nd
  +3
  +3
  +3
  +3
  Scream
  +3
  +3
  3rd
  +3
  +3
  +3
  +3
  Elaborate plan, empathic link
  +3
  +3
  4th
  +4
  +4
  +4
  +4
  Survival instinct
  +4
  +4
  5th
  +4
  +4
  +4
  +4
  Prophetic vision
  +4
  +4
  TABLE 1-7: THE STONER
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +0
  +0
  +2
  +2
  Dude, stoned, happy thoughts
  +2
  +2
  2nd
  +1
  +0
  +3
  +3
  Rapid recovery
  +2
  +2
  3rd
  +2
  +1
  +3
  +3
  Dude?
  +3
  +2
  4th
  +3
  +1
  +4
  +4
  I think I can
  +3
  +3
  5th
  +4
  +1
  +4
  +4
  Dude!
  +3
  +3
  
  PAGE - 11
  CHAPTER 1: CHARACTERS
  action, even when circumstances or time would normally 
  prohibit it.
  Dude! (Ex): The Stoner receives a +4 morale bonus to 
  Fear saves.  This can turn out to be a disadvantage if running 
  away in terror would be the wiser course of action.
  TOUGH GUY
  The name says it all; tough guys are tough and they’re 
  guys.  It’s possible to have tough girls, in which case they’re 
  almost like guys anyway.  All that bravura means little when 
  it comes to facing down a slasher.  Teasing and socking the 
  slasher in the nose usually don’t work too well.  In any case, 
  everyone’s glad when tough guys die because they’re big 
  bullies that taunted us just like in high school…wait, are we 
  sharing too much?
  Class Information
  Hit Die: 1d8
  Action Points: 3 + one-half her character level, rounded 
  down, every time the character attains a new level in this 
  class.
  Class Skills
  The Tough Guy’s class skills (and the key ability for each 
  skill) are: Bluff, Intimidate, Knowledge (streetwise), Sense 
  Motive, Search, Spot.
  Skill Points at Each Level: 2 + Int modiﬁer
  Class Features
  Tough Guy: Tough Guys gain a +2 Constitution and +2 
  Charisma bonus.
  Brawler: Tough Guys are practiced in the art of brawling.  
  At 1st level a Tough Guy gains Improved Unarmed Strike or 
  Improved Grapple as a bonus feat.
  Smite Weakling (Ex): A Tough Guy can smite a weakling 
  with one normal melee attack.  He adds his Charisma bonus 
  to his attack roll and deals 1 extra point of damage per 
  Tough Guy level.  A weakling is considered any target with 
  a Strength score lower than that of the Tough Guy.  If the 
  Tough Guy tries to smite a target that does not qualify as a 
  weakling, the smite attack has no effect and the ability is 
  used up for that day.
  Taunt (Ex): As a standard action, a Tough Guy can 
  attempt to taunt a foe with an Intelligence of 3 or higher, 
  once per day per level.  The foe must be able to hear the 
  Tough Guy clearly and must understand his language.  The 
  target must make a Fear save or suffer one of the effects 
  below.  The DC is 10 + ½ the Tough Guy’s level + Cha 
  modiﬁer.  If the target succeeds, it is immune to the Tough 
  Guy’s taunting for the rest of the day.  Creatures that have at 
  least 4 or more hit dice than the Tough Guy are immune to 
  the effect.  This ability may be used more than once per day 
  per level but doing so costs 1 action point per use.
  Hesitation: A Tough Guy with 4 or more ranks in Bluff 
  may use his taunts to instill doubt in his target’s mind.  The 
  target receives a penalty to its next initiative roll equal to the 
  Tough Guy’s level.
  Doubt: A Tough Guy with 5 or more ranks in Bluff can 
  ridicule a target until it becomes fatigued; it can neither 
  run nor charge and must take a –2 penalty to Strength and 
  Dexterity.  This effect lasts for one round per level of the 
  Tough Guy.
  Worry: A Tough Guy with 6 or more ranks in Bluff can 
  threaten and intimidate a target creature so that it is shaken 
  for one round per level of the Tough Guy.  While shaken, the 
  victim suffers a –2 penalty on attack rolls, saving throws, 
  skill checks, and ability checks.
  Anger: A Tough Guy with 7 or more ranks in Bluff can 
  taunt a target until the target singles him out in combat.  The 
  target will move to attack the Tough Guy to the exclusion of 
  all others.  The creature will only resort to ranged attacks if 
  it cannot gain access to the Tough Guy.  This effect persists 
  until the creature hits the Tough Guy with a melee attack.
  Shock: A Tough Guy with 8 or more ranks in Bluff can 
  release a stream of profanity so foul and offensive that the 
  target is dazed for a single round.
  Fright: A Tough Guy with 9 ranks in Bluff can frighten a 
  target for one round per level of the Tough Guy.  Frightened 
  creatures ﬂee immediately and suffer a –2 penalty on all 
  attack rolls, saving throws, skill checks, and ability checks.  
  If the target succeeds its saving throw against the Tough 
  Guy’s insults, it instead becomes enraged and gains a +2 
  morale bonus to attack and damage rolls against the Tough 
  Guy for the remainder of the encounter.
  Intimidating (Ex): Tough Guys double their Charisma 
  modiﬁer whenever they use the Intimidate skill.
  Pile-On (Ex): Tough Guys bestow a +4 circumstance 
  bonus to grapple checks to each ally participating in the 
  grapple.
  Protector (Ex): Tough Guys who live long enough to 
  reach 5th level realize that survival is more important than 
  bullying.  Once per round, when an adjacent ally is the target 
  of an attack, the Tough Guy may intervene and take the 
  target’s place.  The ability must be declared before the attack 
  roll is made.  The Tough Guy and the target switch spaces 
  and the attack is resolved normally.
  TABLE 1-8: THE TOUGH GUY
  Level Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +1
  +2
  +0
  +0
  Tough Guy, brawler, smite weakling 1/day, taunt
  +2
  +2
  2nd
  +2
  +3
  +0
  +0
  Intimidating
  +2
  +2
  3rd
  +3
  +3
  +1
  +1
  Smite weakling 2/day
  +3
  +2
  4th
  +4
  +4
  +1
  +1
  Pile-on
  +3
  +3
  5th
  +5
  +4
  +1
  +1
  Protector, smite weakling 3/day
  +3
  +3
  
  PAGE - 12
  CHAPTER 1: CHARACTERS
  THE PARANORMAL RESPONSE 
  UNIT
  The CIRG facilitates the FBI’s rapid response to, and the 
  management of, crisis incidents. CIRG was established in 
  1994 to integrate tactical and investigative resources and 
  expertise for critical incidents that necessitate an immediate 
  response from law enforcement authorities. CIRG deploys 
  investigative specialists to respond to terrorist activities, 
  hostage takings, child abductions and other high-risk 
  repetitive violent crimes. 
  Each of the three major areas of CIRG—the Operations 
  Support Branch, the Tactical Support Branch, and the 
  National Center for the Analysis of Violent Crime 
  (NCAVC)—furnishes distinctive operational assistance 
  and training to FBI ﬁeld ofﬁces as well as state, local and 
  international law enforcement agencies. CIRG personnel are 
  on call around the clock, seven days a week, to respond to 
  crisis incidents.
  The NCAVC consists of three components: the Behavioral 
  Analysis Unit (BAU), Child Abduction Serial Murder 
  Investigative Resource Center (CASMIRC) and the Violent 
  Criminal Apprehension Program (VICAP).  But there is a 
  fourth unit that is hidden from the public eye: the PRU.
  Agenda: The mission of the PRU is to combine 
  investigative and operational support functions, research, 
  and training in order to provide assistance, without charge, 
  to federal, state, local, and foreign law enforcement agencies 
  investigating paranormal violent crimes. Typical cases for 
  which NCAVC services are requested include mysterious 
  disappearance of children, unexplained serial murders, and 
  missing persons.
  Structure: Full-time national level tactical government 
  agency.
  Symbol: The initials “PRU.” The PRU is not known for 
  its creativity.
  Most Common Allegiance(s): U.S. Government.
  Requisition Limit: (40) military.
  OVERVIEW
  Formed in 1984, the PRU specializes in crimes that have 
  no other explanation but the paranormal. They have one 
  purpose: to ﬁnd and eliminate supernatural serial killers.  
  The colloquial name that the PRU uses for its opponents are 
  “slashers,” to distinguish them from the repeat killers that 
  plague America already.
  The PRU’s successes have been few and far between.  The 
  most notable was the capture of “Dr. Cannibal,” who was 
  imprisoned and consulted on a variety of cases in an effort 
  to build a technical proﬁle of supernatural slashers.  The 
  Internet sensationalized the PRU’s association with him, the 
  very type of murderer the PRU seeks.
  Perhaps in part due to the insane insight provided by 
  Dr. Cannibal, the PRU was able to ﬁnally track down the 
  “Goalie Slasher” to his lair.  On May 13, 1994, PRU agents 
  blew the Goalie Slasher to smithereens in a carefully planned 
  ambush.  Shortly thereafter, the PRU was roundly criticized 
  for violating the civil rights of their targets. In 1995, the PRU 
  was supposedly disbanded. In reality, the PRU has simply 
  become much more discreet about its clean-up operations.
  Structure
  The PRU has approximately 100 agents in the ﬁeld.  The 
  PRU are structured to deploy with part, or all. of its 
  personnel and resources, depending upon the magnitude of 
  a crisis. The PRU can be augmented by other CIRG entities 
  with specialists trained in areas of negotiation, behavioral 
  science, and communications.
  Bases of Operation
  PRU Headquarters is currently located in Holbrooklyn, NJ. 
  Resources
  The U.S. Government funds the PRU through the CIRG.  
  The PRU has an annual budget of around 25 million dollars, 
  which pays for salaries, forensics laboratories and weapons.  
  Requisition procedures for anything other than basic 
  equipment can take a few days or longer, depending on the 
  nature of the request.  
  The PRU is just as bureaucratic as any other government 
  organization and requires a signiﬁcant amount of paperwork 
  to requisition specialized equipment.  A purchase DC of 25 
  or higher requires an Agent in Charge’s authorization, 30 or 
  higher requires the Assistant Director’s authorization, and 35 
  and higher requires the Director’s authorization.
  INVOLVING THE HEROES
  One does not choose to join the PRU; the PRU chooses 
  you.  Most agents are culled from the other branches of 
  the CIRG, although police ofﬁcers and U.S. soldiers will 
  often be recruited if they have a successful encounter with a 
  supernatural entity (read: they kill the monster).  Heroes who 
  have high proﬁle contact with the paranormal are likely to be 
  monitored and, if they have the right contacts and interest, 
  may get their foot in the door.
  The PRU is at its best when hunting down slashers.  With 
  only 100 agents, resources are stretched very thin, so it’s 
  unlikely for more than one agent to be available at any 
  one time.  Slashers who rack up a high enough body count 
  will eventually warrant an extreme tactical response that 
  involves tanks and explosives.  After 1994, the PRU actively 
  disassociates itself from military action and only acts in an 
  advisory capacity to the National Guard.  The PRU considers 
  the National Guard to be a last resort.
  PCs who use paranormal abilities like psionics or spells 
  to kill enemies will pique the interest of the PRU.  Should a 
  PC ﬂagrantly disregard the law or kill a series of people (3 
  or more) without being caught, a PRU agent will inevitably 
  be assigned to the case.  Although PRU agents are few, their 
  expertise is formidable.  All PRU agents have a license 
  to kill and will resort to sniper attacks, poison, or small 
  explosives as necessary.
  
  PAGE - 13
  CHAPTER 1: CHARACTERS
  USING THE PRU
  PRU agents will arrive on a crime scene when several 
  murders appear to be related.  They discreetly advise law 
  enforcement personnel under the aegis of FBI involvement 
  and will only become personally involved to remove any 
  evidence of paranormal activity.  This includes eliminating 
  the paranormal threat.
  The deﬁnition of “paranormal threat” is intentionally 
  vague, giving the PRU jurisdiction in tracking down spell 
  casters, the psychically gifted, mutants, ghosts, and yes, 
  zombies.  The PRU and the National Center for Reanimation 
  Prevention and Control (NCRPC) have come into conﬂict 
  on several occasions, most speciﬁcally in the Goalie Slasher 
  case; the NCRPC classiﬁed the Slasher as a zombie, the 
  PRU classiﬁed him as merely paranormal.  Ultimately, the 
  PRU caught their man (er, corpse), tarnishing the NCRPC’s 
  reputation.  The NCRPC has never forgotten this.
  As an ally to the heroes, an NCRPC agent will counsel 
  those facing paranormal threats but will only identify 
  himself as an FBI agent.  Many PRU agents are more 
  focused on removing the evidence of the paranormal than 
  actually targeting the slasher, which results in a lot of clean 
  up operations, with agents arriving too late to actually do any 
  good.  Some critics even accuse the PRU of making it easier 
  for slashers to get away with murder.
  Any spell caster or psychically gifted person who commits 
  more than 3 murders can be deﬁned as a slasher (according 
  to PRU guidelines).  Most PRU agents do not deﬁne their 
  targets so liberally—there are far too many targets already.  
  However, some of the more experienced PRU agents in 
  the ﬁeld react to spell casting with extreme prejudice.  
  Because PRU agents have a very short life expectancy, the 
  few remaining long-term agents are tough as nails. And 
  extremely paranoid.
  LEARNING ABOUT THE PRU
  The heroes can gather information about the PRU through 
  the use of the Knowledge (popular culture) or Research 
  skills.  The charts below represent the amount of detail a 
  hero can collect by using each skill.
  Knowledge (Popular Culture)
  Although it does have a public face, the PRU is often 
  considered to be a joke manufactured by writers with too 
  much time on their hands.  Therefore, much of the lore 
  surrounding the PRU encompasses conspiracy theories 
  involving slashers.
  DC 1: The PRU supposedly hunts serial killers full-time. 
  DC 5: The PRU is an ofﬁcial government organization 
  that deals with paranormal serial killers.
  DC 10: The PRU’s top priority is to stop paranormal 
  slashers by any means necessary. 
  DC 15: The PRU believes there are several cults active 
  in the United States and around the globe who groom and 
  propagate slashers.
  DC 20: The PRU’s budget increased considerably in the 
  1990s to help pay for new technology and more personnel.
  DC 25: The GM can provide information about the 
  rumored locations of slashers around the United States. 
  DC 30: The PRU has “Dr. Cannibal,” a notorious serial 
  killer and psychotherapist, in captivity as an advisor.
  Research
  Research checks represent a hero’s ability to collect data 
  about an organization through fact-ﬁnding efforts like trips 
  to the library and browsing the Internet.  The PRU has its 
  own Web site at: http://michael.tresca.net/pru. 
  DC 1: The PRU’s Web site provides helpful tips on how to 
  avoid becoming a slasher victim.
  DC 5: The hero knows the attributes of slashers and can 
  identify one at a glance.
  DC 10: The PRU funds the development of several B 
  movies about slashers to educate the masses.
  DC 15: The PRU provides advice and assistance to local 
  law enforcement authorities on identiﬁcation and prevention 
  of slasher attacks.
  DC 20: The PRU has been deployed over 200 times since 
  1984 and has eliminated over 50 paranormal threats.
  DC 25: The PRU shares information with an unnamed 
  sister organization based in the United Kingdom and Italy 
  that monitors European slashers.
  DC 30: The PRU actively monitors Internet and library 
  activity to look for patterns of slasher activity.
  Members
  When a slasher is suspected but unconﬁrmed, GMs should 
  use statistics for PRU Agents  (Tough/Smart/Dedicated).  If 
  the situation escalates and the PRU Agent cannot eliminate 
  the threat alone, the Tactical Support Branch (Fast/Tough) 
  will be mobilized arrive to eliminate the slasher. 
  ADVANCED CLASSES
  BOUNTY HUNTER 
  Bounty Hunters track down bounties, earning a living from 
  successful captures.  There is no such thing as a bad bounty 
  hunter—bounty hunters who suck at their jobs end up very 
  poor or very dead.  Because Bounty Hunters live on the 
  edge, nothing, not even the supernatural, fazes them.  When 
  all others fail to catch the slasher, Bounty Hunters inevitably 
  show up to claim the glory.
  Requirements
  To qualify to become a Bounty Hunter, a character must 
  fulﬁll the following criteria.
  Base Attack Bonus: +2.
  Skill: Investigate 6 ranks, Listen 6 ranks, Sense Motive 6 
  ranks.
  Class Information
  The following information pertains to the Bounty Hunter 
  advanced class.
  
  PAGE - 14
  CHAPTER 1: CHARACTERS
  Hit Die: 1d6.
  Action Points: 6 + one-half character level, rounded 
  down, every time the character attains a new level in this 
  class.
  Class Skills :The Bounty Hunter’s class skills (and the 
  key ability for each skill) are: Bluff (Cha), Computer Use 
  (Int), Disable Device (Dex), Drive (Dex), Forgery (Int), 
  Gather Information (Cha), Intimidate (Cha), Investigate 
  (Int), Knowledge (behavioral sciences, civics, current events, 
  streetwise) (Int), Listen (Wis), Profession (Wis), Read/Write 
  Language (none), Research (Int), Search (Int), Sense Motive 
  (Wis), Speak Language (none), Spot (Wis).
  Skill Points at Each Level: 5 + Int modiﬁer.
  Class Features
  The following features pertain to the Bounty Hunter 
  advanced class.
  Track: A Bounty Hunter gains Track as a bonus feat.
  Contact (Ex): A Bounty Hunter of 2nd level or higher 
  cultivates associates and informants.  Each time the Bounty 
  Hunter gains a contact, the GM should develop a supporting 
  character to represent the contact.  The player can suggest 
  the type of contact his or her character wants to gain, but the 
  contact must be an ordinary, not a heroic, character.
  A contact will not accompany a Bounty Hunter on 
  missions or risk his life.  A contact can, however, provide 
  information or render a service (make a speciﬁc skill check 
  on the Bounty Hunter’s behalf).
  At 2nd level, the Bounty Hunter gains a low-level contact, 
  at 5th a mid-level contact, and at level a high-level contact.
  The Bounty Hunter can’t call on the same contact 
  more than once in a week, and when a contact is called, 
  compensation may be required for the assistance the 
  contact renders.  In general, an occupational associate 
  won’t be compensated monetarily but instead will maintain 
  that the Bounty Hunter owes him a favor.  Contacts with 
  underworld or street connections usually demand monetary 
  compensation for the services they render, and skilled 
  experts normally want to be paid for the services they 
  provide.
  For underworld or street contacts, this expense is 
  represented by a Wealth check against a purchase DC of 10 
  for the low-level contact, 15 for the mid-level contact, or 20 
  for the high-level contact.  For skilled experts, the purchase 
  DC is 10 + the ranks the expert has in the appropriate skill.
  Bonus Feats: At 3rd, 6th, and 9th level, the Bounty 
  Hunter gets a bonus feat.  The bonus feat must be selected 
  from the following list, and the Bounty Hunter must meet all 
  the prerequisites of the feat to select it.
  Advanced Firearms Proﬁciency, Armor Proﬁciency (light), 
  Armor Proﬁciency (medium), Brawl, Defensive Martial Arts, 
  Dodge, Double Tap, Educated, Knockout Punch, Personal 
  Firearms Proﬁciency, Point Blank Shot.
  Nonlethal Force (Ex): At 4th level, a Bounty Hunter 
  becomes adept at using nonlethal force to subdue an 
  opponent.  From this point on, he or she can deal nonlethal 
  damage with a weapon that normally deals lethal damage 
  (if he so chooses) without taking the normal –4 penalty on 
  the attack roll. That’s the “alive” part of “Dead or Alive” on 
  wanted posters.
  Discern Lie (Ex): At 7th level, a Bounty Hunter develops 
  the ability to gauge whether another character is telling the 
  truth by reading facial expressions and interpreting body 
  language.  The Bounty Hunter must be able to see and 
  hear (but not necessarily understand) the individual under 
  scrutiny.
  With a successful Sense Motive check opposed by the 
  subject’s Bluff check result or against DC 10 (whichever is 
  greater), the Bounty Hunter can tell whether the subject is 
  deliberately and knowingly telling a lie.  This ability doesn’t 
  reveal the truth, uncover unintentional inaccuracies, or 
  necessarily reveal omissions in information.
  Swift Tracker (Ex): Beginning at 7th level, a Bounty 
  Hunter can move at his normal speed while following tracks 
  without taking the normal –5 penalty.  He takes only a –10 
  penalty (instead of the normal –20) when moving at up to 
  twice normal speed while tracking.
  Sixth Sense (Su): At 10th level, a Bounty Hunter becomes 
  so attuned at tracking his prey that he rarely misses a clue.  
  Whenever the Bounty Hunter spends 1 action point to 
  improve the result of a skill check while using certain skills, 
  the Bounty Hunter may add an additional 1d6 to the result.  
  The skills that Sixth Sense applies to are Gather Information, 
  Investigate, Listen, Research, Search, and Spot.
  TABLE 1-9: THE BOUNTY HUNTER
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +0
  +0
  +1
  +1
  Track
  +1
  +1
  2nd
  +1
  +0
  +2
  +2
  Low-level contact
  +1
  +1
  3rd
  +2
  +1
  +2
  +2
  Bonus feat
  +2
  +1
  4th
  +3
  +1
  +2
  +2
  Nonlethal force
  +2
  +2
  5th
  +3
  +1
  +3
  +3
  Mid-level contact
  +3
  +2
  6th
  +4
  +2
  +3
  +3
  Bonus feat
  +3
  +2
  7th
  +5
  +2
  +4
  +4
  Discern lie, swift tracker
  +4
  +3
  8th
  +6
  +2
  +4
  +4
  High-level contact
  +4
  +3
  9th
  +6
  +3
  +4
  +4
  Bonus feat
  +5
  +3
  10th
  +7
  +3
  +5
  +5
  Sixth sense
  +5
  +4
  
  PAGE - 15
  CHAPTER 1: CHARACTERS
  PROFILER
  The Proﬁler is an expert in understanding how other people 
  (particularly criminals) think. After studying a subject, 
  the Proﬁler has the ability to accurately predict how the 
  subject would react to a speciﬁc situation, what choices 
  he would make, and how he would feel in a certain set of 
  circumstances.  A good Proﬁler can help authorities predict 
  when and where the criminal will strike next, why he is 
  acting a certain way, and the details of how he is executing 
  the crimes.  Most proﬁlers are PRU agents or were trained 
  by PRU agents.
  Proﬁlers eventually cross paths with the supernatural.  
  In their line of work, they are the ﬁrst line of defense 
  against the unknown and the unknowable.  Unlike other 
  investigators of the occult, Proﬁlers aren’t afraid to bring 
  along plenty of backup, including other PRU agents, 
  ﬁrepower, and the long arm of the law.
  Requirements
  To qualify to become a Proﬁler, a character must fulﬁll the 
  following criteria.
  Skills: Gather Information 3 ranks, Knowledge 
  (behavioral sciences) 6 ranks, Sense Motive 6 ranks.
  Feat: Attentive.
  Class Information
  The following information pertains to the Proﬁler advanced 
  class.
  Hit Die: 1d6.
  Action Points: The Proﬁler gains a number of action 
  points equal to 6 + one half her character level, rounded 
  down every time she attains a new level in this class.
  Class Skills: The Proﬁler’s class skills (and they key 
  ability for each skill) are: Craft (visual art, writing) (Int), 
  Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), 
  Gather Information (Cha), Intimidate (Cha), Investigate 
  (Int), Knowledge (behavioral sciences, current events, 
  popular culture, streetwise) (Int), Profession (Wis), Read/
  Write Language (none), Research (Int), Sense Motive (Wis), 
  Spot (Wis), and Speak Language (none).
  Skill Points at Each Level: 7 + Int modiﬁer.
  Class Features
  The following features pertain to the Proﬁler advanced class.
  Proﬁle (Ex): A Proﬁler knows how to create a proﬁle of a 
  slasher (see Proﬁling in the Hunting Slashers chapter).  In 
  the Criminal Proﬁle stage, the Proﬁler can make a Gather 
  Information check (DC 13) to compile a rough mental 
  picture of the suspect.  This Gather Information check 
  overrides the usual Knowledge (behavioral sciences) check 
  for the Criminal Proﬁle stage and does not take into account 
  the slasher’s Challenge Rating.
  The Proﬁler can complete the Investigation stage by 
  making an Investigate check (DC 14) involving the 
  crime scene or other evidence linked to the suspect.  This 
  Investigate check overrides the usual Research or Gather 
  Information checks for the Investigation stage and does not 
  take into account the slasher’s Challenge Rating.  Success 
  provides a +2 circumstance bonus on any skill checks 
  made in the Apprehension stage that involve catching the 
  slasher—the Proﬁler develops a sense of the suspect’s goals 
  and where he might strike next.
  Read Target (Ex): At 2nd level, the Proﬁler gains the 
  ability to quickly gain deep insight into the people she meets.  
  While talking directly with a person, the Proﬁler may spend 
  1 action point and attempt a Sense Motive check (opposed 
  by the target’s Bluff) to “read” the target’s general nature.  
  If the Proﬁler’s check is successful, she gains a +1 insight 
  bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive 
  checks against the target.  At 6th level, the Proﬁler’s insight 
  bonus against targets she successfully reads increases to +2.  
  At 8th level, the Proﬁler’s insight bonus against targets she 
  successfully reads increases to +4.  At 10th level, the Proﬁler 
  may spend 1 action point to increase the insight bonus to +6. 
  Bonus Feats (Ex): At 3rd, 6th, and 9th level, the Proﬁler 
  gets a bonus feat.  The bonus feat must be selected from the 
  following list, and the Proﬁler must meet all the prerequisites 
  
  PAGE - 16
  CHAPTER 1: CHARACTERS
  of the feat to select it.  Alertness, Conﬁdent, Deceptive, 
  Educated, Iron Will, Low Proﬁle, Personal Firearms 
  Proﬁciency, Renown, Studious, and Trustworthy. 
  Identify Motive (Ex): At 4th level, the Proﬁler can use a 
  crime scene (or evidence from a crime scene) to determine 
  the slasher’s state of mind at the time he committed the 
  crime.  She receives her Proﬁler level as an insight bonus 
  to all Knowledge (tactics) checks in the Crime Assessment 
  stage of an investigation.
  Enhanced Proﬁle (Ex): At 5th level, the Proﬁler 
  improves her ability to create a general psychological proﬁle 
  of a slasher in the Criminal Proﬁle stage of an investigation.  
  She does so by attempting a Knowledge (behavioral 
  sciences) check with a variable DC (see below).  If this 
  check is successful, the Proﬁler can better determine the 
  suspect’s background, as represented by the suspect’s class 
  level.  Rather than produce a speciﬁc number, this allows 
  the Proﬁler to determine the suspect’s level within a certain 
  range. The ranges are: 1st–3rd level, 4th–6th level, 7th–10th 
  level, 11th–14th level, and 15th–20th level.  The DC for the 
  Knowledge (behavioral sciences) check is 13 + the suspect’s 
  Challenge Rating.  The DC is increased by 5 if the suspect 
  has levels in any advanced class and is lowered by 5 if the 
  suspect is an ordinary character.  If the check is successful, 
  the GM should provide reliable information.  If the check 
  fails, the GM should provide inaccurate level information—a 
  little too low if the suspect is an ordinary character or a little 
  too high if the suspect is a heroic character.
  Anticipate Move (Ex): At 7th level, the Proﬁler gains 
  the ability to intuit what a slasher will do next.  The Proﬁler 
  may attempt a Sense Motive check with a DC equal to 10 
  + the slasher’s character level.  If the check succeeds, the 
  GM should give the Proﬁler a general idea of what the 
  slasher will do next.  If the check fails, the GM should give 
  the Proﬁler misleading information about the slasher’s 
  next move.  In general, the information given indicates 
  that the slasher may do one of the following: hide (drop 
  out of circulation), brag (tell other s what he has done), 
  escalate (commit a bigger or more vicious crime), confess 
  (contact the authorities, though not necessarily turn himself 
  in), relocate (move to a different area without otherwise 
  changing patterns), or practice (commit another crime of the 
  same sort, in the same general area). 
  Mindhunter (Ex): At 10th level, the Proﬁler is able to put 
  together an extremely accurate proﬁle of the slasher.  The 
  Proﬁler adds her Proﬁler level to the Knowledge (behavioral 
  sciences) check in the Criminal Proﬁle stage.
  SKILLS
  KNOWLEDGE (BEHAVIORAL SCIENCES)
  The Sanity rules presented here provide a new use for the 
  Knowledge (behavioral sciences) skill, allowing a trained 
  therapist to help characters recover lost Sanity points.  The 
  DC and effect of a Knowledge (behavioral sciences) check 
  made to restore lost Sanity depend on whether the therapist 
  is trying to offer immediate or long-term care.
  Immediate Care: When a person suffers an episode of 
  temporary insanity, a therapist can bring him out of it—
  calming a patient’s  terror, snapping him out of his stupor, 
  or doing whatever else is needed to restore him to the state 
  he was in before the temporary insanity—by making a DC 
  15 Knowledge (behavioral sciences) check as a full-round 
  action.  A therapist can also use immediate care to stabilize 
  the Sanity score of a character whose current Sanity is 
  between –1 and –9.  On a successful DC 15 check (requiring 
  a full-round action), the character’s Sanity score improves to 
  0.
  Long-Term Care: Providing long-term care means treating 
  a mentally disturbed person for a day or more in a place 
  away from stress and distractions.  A therapist must spend 
  1d4 hours per day doing nothing but talking with the patient.  
  If the therapist makes a DC 20 Knowledge (behavioral 
  sciences) check at the end of this time, the patient recovers 1 
  Sanity point.  A therapist can tend up to six patients at a time 
  but each patient beyond the ﬁrst adds 1 hour to the total time 
  per day that must be devoted to therapy with each patient.  
  The Knowledge (behavioral sciences) must be made each 
  day for each patient.  A roll of 1 on any of these Knowledge 
  (behavioral sciences) checks indicates that the patient loses 
  1 point of Sanity that day, as he regresses mentally due to 
  suddenly remembered horrors. Couches are optional.
  DIPLOMACY
  A character can use the Diplomacy skill to get  freaky with 
  a member of the opposite sex (or the same sex—whatever 
  TABLE 1-10: THE PROFILER
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +0
  +1
  +2
  +2
  Proﬁle
  +0
  +1
  2nd
  +1
  +2
  +3
  +3
  Read target+1
  +1
  +1
  3rd
  +1
  +2
  +3
  +3
  Bonus feat
  +1
  +1
  4th
  +2
  +2
  +4
  +4
  Identify motive
  +1
  +2
  5th
  +2
  +3
  +4
  +4
  Enhanced proﬁle
  +2
  +2
  6th
  +3
  +3
  +5
  +5
  Read target +2, bonus feat
  +2
  +2
  7th
  +3
  +4
  +5
  +5
  Anticipate move
  +2
  +3
  8th
  +4
  +4
  +6
  +6
  Read target +4
  +3
  +3
  9th
  +4
  +4
  +6
  +6
  Bonus feat
  +3
  +3
  10th
  +5
  +5
  +7
  +7
  Mindhunter, read target +6
  +3
  +4
  
  PAGE - 17
  CHAPTER 1: CHARACTERS
  ﬂoats your boat).  Most PC victims start with a reaction 
  of Friendly—they probably wouldn’t be available if they 
  weren’t friends with the character in the ﬁrst place.  NPCs 
  have a reaction of Indifferent unless other circumstances 
  apply.  For example, perhaps one of the PCs brings their 
  girlfriend along, who would be Helpful in that case.
  In case it’s not clear, the other person’s Attitude must be 
  Helpful before any sex happens.  Ahem.
  In a scenario where anyone might be the slasher, the 
  Diplomacy DC is modiﬁed by the Guilt Points (see Playing 
  a Slasher Game in the Hunting Slashers chapter) the victim 
  believes the PC has.  For every Guilt Point, add 1 to the DC.  
  In other words, a character is  less likely to sleep with a PC 
  that she thinks may be the killer.
  Attitude 
  Means 
  Possible Actions
  Hostile 
  Hates you
  “Not if we were the last people 
  on earth, dork!”
  Unfriendly 
  Dislikes you
  “Uhm, no, get away from me!”
  Indifferent 
  Doesn’t know you 
  well enough
  “Maybe we should get to know 
  each other better ﬁrst.”
  Friendly 
  Likes you
  “You’re a great friend.”
  Helpful 
  Will sleep with 
  you
  “Come here…”
  As everyone knows, anyone having sex is a homing 
  beacon for a slasher.  Roll a Wandering Monster Check 
  (d100%) when the lovers get together. On a 10 or less, the 
  slasher shows up to crash the party.
  IMPROVISED IMPLEMENTS 
  In your hands, screwdrivers become daggers, wrenches 
  become clubs, and electrical cords become garrotes.
  Beneﬁt: The character no longer takes a –4 penalty 
  when wielding an improvised weapon.  Also, the character 
  is able to make do without proper equipment in certain 
  circumstances.  For example, the character no longer takes a 
  –4 penalty when using the Climb and Disable Device skills 
  without the proper tools.
  IMPROVISED WEAPON DAMAGE 
  Your kitchen is a veritable arsenal.
  Prerequisites: Improvised Implements.
  Beneﬁt: Attacks using improvised weapons deal 
  more damage.  The character treats an improvised 
  weapon as one size category larger than it is for the 
  purpose of determining the damage it deals.
  VIRGIN 
  So long as you’re pure, you have a real chance at surviving.
  Prerequisites: If you don’t know, ask your parents.
  Beneﬁt: So long as the character retains her virginity, she 
  receives a +2 morale bonus to all saving throws.  Characters 
  that lose their virginity immediately lose this feat…and 
  become slasher bait.
  FLAWS
  Flaws are the traits that often deﬁne victims.  Slashers just 
  love to dice up the bitchy cheerleader, the arrogant jock, or 
  the slovenly fat guy.  A character that takes any one of these 
  ﬂaws may take another feat in exchange.
  AMBITIOUS
  You crave power.  Money is nice, but being in charge 
  of other people is your favorite thing.  You are likely to be 
  brought down by attempting a risky grab for power and 
  failing.
  Beneﬁt: Once per day, the GM or another player can cause 
  you to chase after power, even if the deal you’re getting is 
  high-risk. You suffer a –4 morale penalty to Sense Motive 
  checks in pursuit of an unwise goal. 
  ARROGANT
  You ﬁrmly believe that you are better than everyone else.  
  Your ideas are the best, your clothes are the most stylish, and 
  you’re not afraid of telling anyone who will listen just how 
  insigniﬁcant they really are.
  Beneﬁt: Once per day, the GM or another player can cause 
  you to show contempt or disdain for someone else.  You 
  suffer a –2 morale penalty to all Charisma-based checks with 
  that person from that point on.
  COWARDLY
  You have a strong sense of self-preservation.  You often 
  hesitate to put yourself at risk, even if there’s a good reason 
  to do so.
  Beneﬁt: Once per day, whenever you’re in a dangerous 
  situation, the GM or another player can talk you out of 
  putting yourself into danger.  You become shaken.  A shaken 
  character suffers a –2 morale penalty on attack rolls, checks, 
  and saving throws until the threat is gone.
  CRUEL
  You have a sadistic streak that causes you to perform acts of 
  cruelty for no good reason. Like making people read role-
  playing supplements from front to back.
  
  PAGE - 18
  CHAPTER 1: CHARACTERS
  Beneﬁt: Once per month, the GM or another player may 
  cause a cohort or follower, tired of the treatment he receives 
  at your hands, to betray you.  The underling acts as soon as 
  it’s feasible for him to strike back.  The betrayal can range 
  from simple abandonment to a literal knife in the back.  You 
  receive a –2 morale penalty to all Charisma-based checks 
  with that underling.
  ENVIOUS
  Everyone else seems to have it better than you do.  They 
  have more money, better toys, and more attractive lovers.  
  You are envious even of the little things.
  Beneﬁt: Once per day, the GM or another player may 
  cause you to covet something belonging to someone else.  
  You can’t hide your obvious need for whatever it is the other 
  person has, bestowing a +2 profane bonus to Spot checks 
  against you by the owner.
  EXTRAVAGANT
  You enjoy living in the lap of luxury.  Ale is never good 
  enough when you can get ﬁne wine instead.  You aren’t 
  happy with anything less than the ﬁnest lodgings.
  Beneﬁt: Once per month, the GM or another player may 
  cause you to focus on your own comfort instead of your 
  job or plans.  You suffer a –2 morale penalty to all Will 
  saves involving creature comforts until you can acquire said 
  comfort.
  GREEDY
  Money makes your eyes light up with joy.  The more, the 
  merrier, as long as you can spend it.
  Beneﬁt: Once per day, whenever you’re divvying up the 
  loot, offered a bribe, or catching wind of some fabulous 
  treasure, your GM or another player can cause you to grab 
  HOW TO SURVIVE A SLASHER MOVIE
  These rules apply to all sorts of environments and should be taken to heart:
  • 
  Wear your best pair of active footwear.  You’ll need them.
  • 
  Screaming is pointless, because there’s always some loud noise to drown out your cries.  Seriously, even if you have 
  a bullhorn, a nuclear bomb will go off nearby to ensure nobody hears your call for help.
  • 
  Don’t look back.  It will only slow you down.  And besides, you’ll probably…
  • 
  Trip at least a few times.  Practice getting up.  Faster than that, you idiot, can’t you see he’s got a machete?!
  • 
  Think you’ve outdistanced the guy with the power drill?  Think again and keep running, because slashers can cover 
  a lot of distance without too much effort.
  • 
  Don’t bother asking for help from outsiders.  Outsiders are walking body bags…without the bags.
  • 
  If you insist on asking for help, at least talk to someone with a gun.  They may shoot the slasher and slow him down.  
  Or maybe even try to arrest him.
  • 
  Once the slasher kills said holder of ﬁrearm, loop back and pick up the ﬁrearm.  Don’t worry, slashers prefer to get 
  up close and personal with their victims, so he won’t pick it up.
  • 
  Now you wait.  Do not hide in old tool sheds, basements, or anywhere that does not involve putting your back to a 
  cement wall.
  • 
  After shooting the slasher, shoot him again, in the head this time.  Of course, there’s the off chance that this might 
  not work, in which case you’re dealing with a supernatural slasher.  If that happens…
  • 
  See the ﬁrst tip and repeat until one of you is dead.
  for as much money as possible.  You suffer a –4 morale 
  penalty to Appraise checks as you desire more and more of 
  the booty.
  HEDONISTIC
  You love a good time.  You party too much, drink too much, 
  and eat too much.  You have trouble resisting an invitation to 
  join someone in a drink and sometimes shirk your duties if 
  offered a more enjoyable time elsewhere.
  Beneﬁt: Once per day, the GM or another player may 
  cause you to relax your guard. You suffer a –2 morale 
  penalty to Listen and Spot checks for the duration of the 
  distraction.
  HOT-HEADED
  You have a big chip on your shoulder and a very short fuse.
  Beneﬁt: Once per day, the GM or another player may 
  cause you to lose your temper. You suffer a –2 morale 
  penalty to all Charisma-based checks until you calm down. 
  INDECISIVE
  You hesitate when faced with difﬁcult choices or split-
  second decisions. Wait…we’ll get back to you.
  Beneﬁt: Once per day, the GM or another player may 
  cause you to freeze in indecision.  You are dazed.  A dazed 
  creature can take no actions but defends itself normally.
  LECHEROUS
  You revel in the pleasures of the ﬂesh and ﬁnd the lure of 
  lust almost impossible to ignore. Yeah baby, YEAH!
  Beneﬁt: Once per day, the GM or another player may 
  cause you to give in to temptation.  You suffer a –4 morale 
  penalty to all Sense Motive checks with the object of your 
  lust.
  
  PAGE - 19
  CHAPTER TWO: 
  HUNTING SLASHERS
  This chapter covers everything from how to catch a slasher 
  to the madness that drives them.  Need a little push to ensure 
  PCs do something stupid when faced with a slasher?  Have 
  no fear, horror saves are here!
  PROFILING
  The act of proﬁling is not simply guesswork. It is also not 
  the art of drawing sketches of peoples’ heads. It requires 
  a thorough investigation of the crime and the criminal, 
  ranging over a wide variety of disciplines.  Proﬁling is a 
  six-step process that involves Proﬁling Inputs, Decision 
  Process Models, Crime Assessment, The Criminal Proﬁle, 
  The Investigation, and The Apprehension.  Collectively, 
  these steps can be used to determine where and when the 
  crime happened and, more importantly, what type of person 
  committed the crime.
  If you want to use only some of these rules, here’s a 
  quick and dirty version that is representative of the fact 
  that slashers intentionally cover their tracks.  All proﬁling 
  requires an Investigate check as an opposed roll against 
  one of the slasher’s skills.  Depending on the evidence, the 
  skill that applies might be Bluff, Forgery, Hide, Sleight of 
  Hand, or Survival.
  Technically, cases can be investigated and closed without 
  having a wide variety of skills (this is because many 
  different forms of expertise are necessary to carry out a 
  criminal proﬁle).  However, the following skills can be used 
  at a –4 to ﬁll in the blanks where a hero does not have a 
  skill that would normally provide the information: Gather 
  Information, Investigate, Knowledge (behavioral sciences), 
  and Research.  
  PROFILING INPUTS
  This stage involves gathering materials related to the case. 
  The following skills can be used at this stage:
  Craft (visual art): The hero takes photographs of the 
  crime scene and victim.  He carefully captures on ﬁlm 
  anything that might be an important clue.
  Research: The hero performs a comprehensive 
  background check on the victim.
  Investigate: The hero accurately interprets any autopsy 
  ﬁndings or forensic evidence.
  The GM should assign a DC of 10 + the slasher’s 
  Challenge Rating for all skill checks involving the slasher’s 
  crime scene.  Success in this phase bestows a +1 insight 
  bonus to the next phase; failure bestows a –1 insight penalty 
  to the next phase.
  DECISION PROCESS MODELS
  In this stage, the hero arranges all of the information 
  gathered in the previous stage into a pattern.  The following 
  skill can be used at this stage:
  Gather Information: The hero can establish how many 
  victims were involved and whether or not the crime was the 
  result of a slasher by processing all of the evidence. 
  The Game Master should assign a DC of 11 + the slasher’s 
  Challenge Rating.  Success in this phase bestows a +1 
  insight bonus to the next phase; failure bestows a –1 insight 
  penalty to the next phase.
  CRIME ASSESSMENT
  At this stage, the hero reconstructs the sequence of events 
  that led to the crime.  It may include the behavior of the 
  victim as well as the slasher.  The following skill can be used 
  at this stage:
  
  PAGE - 20
  CHAPTER 2: HUNTING SLASHERS
  identify and apprehend the bad guy.
  If the check is successful, the GM should provide an 
  accurate proﬁle.  If the check fails, the GM may provide 
  a completely inaccurate proﬁle or mix bits of truth and 
  falsehood together into a dangerously misleading proﬁle.
  This mental picture provides a physical description, 
  including distinguishing marks and mannerisms.  Success 
  makes the proﬁle accurate, at least concerning a particular 
  suspect as seen by witnesses.  However, the hero has no 
  way to be certain that the criminal didn’t wear a disguise or 
  otherwise mask his identity.
  A hero with 5 or more ranks in Knowledge (behavioral 
  sciences) can perform an advanced proﬁle.  This proﬁle 
  includes: education and income level, choice of vehicle, 
  general appearance (including race), mode of dress, 
  occupation (by ﬁeld), criminal record (by type of crime), 
  current and recent relationships (friends, lovers, family), 
  victim proﬁle, social skills, childhood traumas, and how to 
  goad the perpetrator into a confession. 
  The Game Master should assign a DC of 13 + the slasher’s 
  Challenge Rating.  Success in this phase bestows a +1 
  insight bonus to the next phase; failure bestows a –1 insight 
  penalty to the next phase.
  Jerry was much worse than the doctor let on.  Much, 
  much worse.
  I didn’t realize what coming back from the dead meant 
  for Jerry.  I ﬁgured it was the usual zombie-thing, like 
  Billy.  But no, not Jerry.  Jerry was like a hole opened 
  up in hell, only it all funneled into Jerry’s twisted brain.  
  Worse, he was in my dreams.
  You might think that my psyche is pretty messed up 
  inside, given what I do.  But really, I’m an average Joe.  
  Sure, I like the occasional beer.  On holidays, I probably 
  drink too much.  I sneak a look at porn just as much as 
  the next guy.  But the stuff Jerry’s making my mind do is 
  almost too much.
  I won’t bother to explain it.  Sufﬁce it to say it involved 
  Gabriel, my mom, and some lady I think I saw at a Y-
  Mart once.  And not everybody has their limbs in the right 
  places.
  “That’s pretty good,” I say, realizing that ultimately 
  Jerry can read my thoughts anyway.  Maybe I’m not even 
  speaking them right now. 
  “Oh, I’m just getting started,” says Jerry.  “You created 
  this fantasy.  I can understand the hottie you work with, 
  but your mom?  You’re married!  What’s up with that?”
  “Don’t get all holier-than-thou on me now, Jerry.”  I ﬁnd 
  myself wishing I had my piece instead of standing naked 
  strapped to a cross.  “I’m not the one chopping up kids.”
  “Oh, but you will be,” says Jerry.  He looks pretty 
  excited about the upcoming show.  Considering that Jerry’s 
  face is a red and white mottled mess, any expression is an 
  achievement. “I think you should see the world through 
  my eyes.  Maybe I should give you a…taste.”
  It’s hard to take Jerry seriously, given that he doesn’t 
  really seem angry.  Mostly, his voice rises a few octaves.  
  Which is more comedic than anything.  Still, I know 
  Jerry’s not fooling around.  Time for a new game.
  “You know we have a an acquaintance in common, 
  Jerry.”
  “Oh, I don’t think so,” says Jerry.  “You wouldn’t like 
  the people I hang out with.”
  “You’re right, I don’t.  Dr. Cannibal isn’t my friend, but 
  he does like to share.”
  Jerry freezes.  The undulating forms of all the people I 
  know or might have known disappear with a loud pop.  At 
  least I don’t have to look at that anymore.
  “You remember him, don’t you Jerry?  Get this—it’s 
  funny, you’ll like this Jerry—he used to eat the patients he 
  thought ‘couldn’t be saved.’”  
  Jerry’s sweating.  Maybe.  Hard to tell with that messed 
  up ﬂesh of his. 
  “You lie!” he says, pointing a bladed ﬁnger at me.
  “I can’t lie in here, Jerry, you’d know.  Yeah, Dr. 
  Cannibal had you next up on his menu, actually.  Too bad 
  the townsfolk cooked you up so quickly.  He likes his meat 
  raw.”
  Jerry didn’t see the gigantic mouth, fangs and all, rise 
  out of the background like a cartoon shark.  He turned and 
  wailed as the dream Dr. Cannibal did what he did best.
  Before the gigantic head ﬁnished chewing, it winked at 
  me.  Then I woke up.
  Great.  Saved from one psychopath by another. 
  That was the day I started seeing a psychologist.  
  Knowledge (tactics): The hero comprehends what role 
  each individual had (victim or slasher) in the crime.
  If the slasher attempted to hide the nature of his crime 
  (such as making a premeditated murder look like a burglary 
  gone awry), the hero must make a Sense Motive check 
  instead of a Knowledge (tactics) check, opposed by the 
  slasher’s Bluff check.  If more than one murderer committed 
  the crime and the hero does not know this fact, the Bluff 
  check receives a +5 bonus.  Success allows the hero to 
  understand the emotional state of the slasher(s) at the time of 
  the crime and reveals how many slashers were involved.
  The Game Master should assign a DC of 12 + the slasher’s 
  Challenge Rating.  Success in this phase bestows a +1 
  insight bonus to the next phase; failure bestows a –1 insight 
  penalty to the next phase.
  CRIMINAL PROFILE
  By far the least qualitative stage of the investigation, the hero 
  lists behavioral, physical, and background characteristics of 
  the slasher.  The following skill can be used at this stage:
  Knowledge (behavioral sciences): The hero uses his 
  knowledge of how slashers work to create a proﬁle.  This 
  stage provides information on how to most appropriately 
  
  PAGE - 21
  CHAPTER 2: HUNTING SLASHERS
  INVESTIGATION
  The hero provides the criminal proﬁle to other agencies 
  (local police, sheriff, etc.) to help ﬁnd the killer.
  Research: The proﬁle is applied to databases and 
  generates suspects.
  Gather Information: Using word on the street, the proﬁle 
  is used to identify suspects through anonymous tips and 
  concerned citizens.
  The Game Master should assign a DC of 14 + the slasher’s 
  Challenge Rating.  Success in this phase bestows a +1 
  insight bonus to the next phase; failure bestows a –1 insight 
  penalty to the next phase.
  APPREHENSION
  The most dangerous stage, this is the part where the heroes 
  confront the slasher.  The confrontation can be a vicious 
  struggle, or the slasher may go peacefully, only to lash 
  out when the heroes least suspect it.  Sometimes slashers 
  are difﬁcult to apprehend because they stop performing 
  their crimes, have been arrested, or were killed in another 
  incident.  Less than 50 percent of proﬁled cases reach the 
  Apprehension stage.
  TIES
  The ties that bind involve an attachment to a particular 
  thing—a lover, a spouse, children, family, friends, a home, 
  an organization, a belief or philosophy, a religion, a dream, a 
  goal, anything that the character might live or die for.  Like 
  your 40-piece meticulously painted miniature army*. A 
  beginning character has 5 permanent tie points to allocate 
  and one temporary tie point that reﬂects the character’s 
  current goals.  Multiple points can be allocated to a single 
  tie.
  Number of 
  Tie Points
  Connection
  1
  Character has a strong connection to tie.
  2
  Character considers risking life and limb for tie.
  3
  Character will die to protect tie.
  4+
  Character is obsessed with tie.
  When a tie is threatened, the character can roll an extra 
  1d10 per tie point for saving throws, attack rolls or skill 
  checks that directly help in saving or protecting the tie.  Each 
  tie can be used only once in this fashion, although a tie can 
  be reused if it is threatened again after being successfully 
  rescued or protected.
  Tie points can be lost, but these are life-changing events.  
  A tie to a child who dies is traumatic, while being laid off 
  from a job may be comparatively harmless.  A character can 
  gain new ties.  Losing a tie costs a character 1/1d8 Sanity 
  Points.  A character that has lost all his ties suffers a grand 
  total sanity loss of 6/6d8 and is probably quite insane.
  It therefore follows that the majority of slashers have lost 
  their ties.  A few have just one tie, but it was an obsession 
  (4 or more tie points).  In most cases, this is a tie to their 
  mother.  Don’t ask why.  You don’t want to know.
  *In case you’re wondering, losing a ﬁgure from your 
  miniature meticulously painted miniature army costs 
  10/10d8 Sanity Points.
  HORROR
  A horror save is a special kind of saving throw that occurs 
  when a character is confronted by a horriﬁc or disturbing 
  encounter.  If the character fails his saving throw, he is 
  scared, nauseated, or otherwise hindered.  If he succeeds, he 
  can act relatively normally as his courage is strong enough to 
  overcome his fear.  Horror saves are far more damaging than 
  normal saving throws; if a character fails by a large margin, 
  he can become psychologically scarred.
  Horror saves are also a really fun way to make normally 
  sane and stable characters go utterly bonkers and do 
  irrational things like kick the only map into a nearby river.
  There are three kinds of Horror saving throws: Panic, Fear, 
  and Madness.  Panic saves use all Reﬂex save modiﬁers, 
  Fear saves use all Fortitude save modiﬁers, and Madness 
  saves use all Will save modiﬁers.  The modiﬁers below are 
  generic modiﬁers that affect any form of Horror save.
  Modiﬁer
  Situation
  -4
  Alone (no allies).
  -2
  One other person.
  +0
  Small group (2-6 people).
  +2
  A crowd.
  -2
  More enemies/monsters than friends present.
  -2
  Dark/dim light.
  -4
  Total darkness. This assumes that the horror can still 
  be detected.  If the horror is purely visual, the character 
  does not have to make a horror save.  If a horror is 
  primarily visual but other stimuli are present (e.g., a 
  giggling slasher), the –4 penalty applies.
  -1/point Difference between character’s starting and current 
  sanity.
  -2
  Mild phobia to stimulus.
  -4
  Severe phobia to stimulus.
  In general, the appearance of a slasher precipitates only 
  one form of Horror save.  In general, the DC for a Horror 
  save should be 10 + ½ the slasher’s Hit Dice + his Charisma 
  bonus, although the GM may adjust this DC up or down 
  depending on the slasher.
  PANIC SAVES
  A Panic save is required whenever the character is suddenly 
  confronted by immediate danger.  The danger does not 
  have to be supernatural, but it must be a current threat.  
  Immediacy is the essence of panic. 
  Panic 
  Save DC
  Situation
  5
  The character hears a gunshot.
  10
  A car drives straight toward the character.
  10
  A slasher springs out of a dark alleyway.
  
  PAGE - 22
  CHAPTER 2: HUNTING SLASHERS
  10
  The character takes 10 or more points of damage in one 
  round.
  12
  A knife-wielding slasher suddenly attacks the character.
  12
  The character is trapped in a burning building.
  12
  Someone shoots at the character.
  15
  A large explosion happens near the character.
  15
  The character ﬁnds himself caught in crossﬁre.
  20
  A hideous (Charisma 6 or lower) slasher pursues the 
  character.
  25
  The character is chased through a dark maze by an even 
  more hideous slasher.
  If the character fails the Panic save by 5 or less, he cowers 
  for a number of rounds equal to the margin of failure. The 
  character is paralyzed with fear and can take no actions. A 
  cowering character takes a –2 penalty to Defense and loses 
  his Dexterity bonus (if any).  The character may make a 
  Will save (DC equal to the panic save DC –5) to unfreeze 
  if someone shouts at him or otherwise tries to snap him out 
  of his stupor.  When the character unfreezes, he may roll 
  initiative and act normally thereafter.
  If the character fails by 6 or more, he is panicked.  A 
  panicked character must drop anything he holds and ﬂee 
  at top speed in a random path away from the source of his 
  fear.  He will also ﬂee from any other dangers he encounters 
  during his ﬂight.  The character can’t take any other actions 
  while panicked.  In addition, the character takes a –2 penalty 
  on all saving throws, skill checks, and ability checks.  If 
  cornered, a panicked character cowers and does not attack, 
  but will typically use the total defense action in combat.  A 
  panicked character can use special abilities, including spells, 
  to ﬂee; indeed, the character must use such means if they are 
  the only way to escape. 
  A panicked character may make a Fortitude save at a DC 
  equal to the Panic save to attack the source of his panic.  
  A character that ﬁghts must either attack the thing that 
  caused the panic or pick a goal (such as ﬁnding survivors or 
  retrieving an item lost or damaged in an explosion), which 
  he then obsessively tries to accomplish.  The character 
  becomes single-mindedly ﬁxated on the attack or goal and is 
  simply incapable of thinking about anything else.
  This state of panic lasts for a number of rounds equal to 
  the margin of failure.
  If the character rolls a 1 on the Panic save he loses 1d3 
  Sanity points.
  FEAR
  Fear saves are required when the character is in a scary or 
  disturbing situation.  An example of an easy Fear save is 
  resisting the urge to hide under the blanket after hearing 
  footsteps coming up the stairs.  A more difﬁcult Fear saves 
  would be realizing that there are too many shadows in the 
  room and something is dripping onto your shoulder. 
  Fear 
  Save DC
  Situation
  5
  Wandering through a dark, empty house.
  5
  Remembering a nightmare.
  10
  Finding a dead animal.
  10
  Spooky, unexplainable sounds.
  12
  Seeing truly disturbing or disgusting images.
  12
  Being lost in a dark maze.
  12
  Trapped in a nightmare and being unable to wake up.
  15
  Finding a corpse.
  15
  Being confronted with the object of a phobia.
  20
  Finding a friend’s corpse.
  If the character fails the Fear save by 5 or less, he is 
  shaken for a number of rounds equal to the margin of failure.  
  A shaken character takes a –2 penalty on attack rolls, saving 
  throws, skill checks, and ability checks.  Shaken is a less 
  severe state of fear than frightened or panicked.
  If he fails by 6 or more, he is fascinated for 1d4 rounds.  
  The character stands or sits quietly, taking no actions other 
  than to pay attention to the fascinating effect.  He takes a –4 
  penalty on skill checks made as reactions, such as Listen and 
  Spot checks.  A fascinated character’s ally may shake him 
  free of the fascination as a standard action. 
  If he fails by 7 or more, he is frightened for 1d4 rounds.  
  A frightened character ﬂees from the source of his fear as 
  best he can.  If unable to ﬂee, he may ﬁght.  A frightened 
  character takes a –2 penalty on all attack rolls, saving 
  throws, skill checks, and ability checks.  A frightened 
  character can use special abilities, including spells, to ﬂee; 
  indeed, the character must use such means if they are the 
  only way to escape.  Frightened is similar to shaken, except 
  that the character must ﬂee if possible.  Panicked is a more 
  extreme state of fear.
  If he fails by 8 or more, he is nauseated for 1d4 rounds.  
  Nauseated characters are unable to attack, cast spells, 
  concentrate on spells, or do anything else requiring attention. 
  The only action such a character can take is a single move 
  action per turn.
  If the character fails by 10 or more he is nauseated and 
  loses 1d4 Sanity points.
  MADNESS
  It’s a mad, mad world. In campaigns using these rules, 
  characters gain a new attribute called Sanity.  This statistic 
  functions like an ability score in some ways, but it has its 
  own unique mechanics that represent the character’s descent 
  from a stable and healthy mental state into confusion, 
  dementia, and psychosis.  As a character encounters slashers, 
  witnesses horrible acts, or casts spells, his Sanity score and 
  his corresponding ability to function normally, deteriorates.  
  This gradual descent is balanced in part by the powers that 
  characters gain each time they overcome a horriﬁc foe or 
  grow in skill and expertise.  However, as characters grow 
  in power, they know or fear that an even greater peril lies 
  ahead—the threat of becoming permanently insane.
  
  PAGE - 23
  CHAPTER 2: HUNTING SLASHERS
  WHAT IS SANITY?
  Sanity is the natural mental state of ordinary life.  Normal 
  mental balance is endangered when characters confront 
  horrors, entities, or activities that are shocking, unnatural, 
  and bewildering.  Such encounters cause a character to 
  lose points from his Sanity score, which in turn risks 
  temporary, indeﬁnite, or permanent insanity.  Mental stability 
  and lost Sanity points can be restored, up to a point, but 
  psychological scars may remain.
  Insanity occurs if too many Sanity points are lost in too 
  short a time.  Insanity does not necessarily occur if Sanity 
  points are low, but a lower Sanity score makes some forms 
  of insanity more likely to occur after a character experiences 
  an emotional shock.  The character’s Sanity may be regained 
  after a few minutes, recovered after a few months, or lost 
  forever.
  SANITY POINTS
  Sanity points measure the stability of a character’s 
  mind.  This attribute provides a way to deﬁne the sanity 
  inherent in a character, the most stability a character can 
  ever have, and the current level of sane rationality that a 
  character preserves, even after numerous shocks and horrid 
  revelations.
  Sanity is measured in three ways: starting Sanity, current 
  Sanity, and maximum Sanity.  Starting and current Sanity 
  cannot exceed maximum Sanity.
  Starting Sanity
  A character’s starting Sanity equals his Wisdom score 
  multiplied by 5.  This score represents a starting character’s 
  current Sanity, as well as the upper limit of Sanity that can 
  be restored by the Knowledge (behavioral sciences) skill 
  (see The Knowledge Skill and Mental Treatment in the 
  Characters chapter).  After creation, a character’s current 
  Sanity often ﬂuctuates considerably and might never again 
  reach his starting Sanity.  A change in a character’s Wisdom 
  score changes his starting Sanity in terms of what treatment 
  with the Knowledge (behavioral sciences) skill can restore. 
  Current Sanity, however, does not change if Wisdom rises or 
  falls.
  Current Sanity
  A character’s current Sanity score ﬂuctuates almost as often 
  as (and sometimes much more often than) his hit points.
  Making a Madness Save: When a character encounters a 
  gruesome, unnatural, or supernatural situation, the GM may 
  require the player to make a Madness save. 
  Madness 
  Save DC
  Situation
  10
  Reading the diary of a slasher.
  12
  Having an out-of-body experience.
  15
  Finding evidence of a paradox.
  20
  Meeting an alternate reality or time-traveling version 
  of yourself.
  25
  Experiencing a paradox or dimensional fold.
  On a successful check, the character either loses no Sanity 
  points or loses only a minimal amount.  Potential Sanity 
  loss is usually shown as two numbers or die rolls separated 
  by a slash, such as 0/1d4.  The number before the slash 
  indicates the number of Sanity points lost if the Madness 
  save succeeds (in this case, none); the number after the slash 
  indicates the number of Sanity points lost if the Madness 
  save fails (in this case, between 1 and 4 points).
  In most cases, a new Sanity-shaking confrontation requires 
  a new Madness save.  However, the GM always gets to 
  decide when characters make Madness saves.  Confronting 
  several horribly mangled corpses at one time or in rapid 
  succession may call for just one Madness save, while the 
  same corpses encountered singly over the course of several 
  game hours may require separate checks.
  Going Bonkers: Losing more than a few Sanity points 
  may cause a character to go insane, as described below.  If 
  a character’s Sanity score drops to 0 or lower, she loses 
  another point of Sanity each round and begins the quick 
  slide into permanent insanity.  Once a character’s Sanity 
  score reaches –10, she is hopelessly, incurably insane.  
  The Knowledge (behavioral sciences) skill can be used to 
  stabilize a character on the threshold of permanent insanity 
  (see The Knowledge Skill and Mental Treatment, below, for 
  details).
  A GM’s description of a Sanity-shaking situation should 
  always justify the threat to a character’s well being.  Thus, 
  a horde of frothing fanboys is horrifying, while a single 
  ordinary fanboy usually is not (unless, of course, the fanboy 
  has access to the Internet).
  LOSS OF SANITY
  Characters ordinarily lose Sanity in a few types of situations: 
  during an encounter with something unimaginable, while 
  suffering a severe shock, while being affected by a certain 
  type of magic or a particular spell, or when reading Blood 
  and Spooks: The Ghost Hunter’s Guide.
  Encountering the Unimaginable
  When people perceive creatures and entities of unspeakable 
  horror, the experience costs them some portion of their 
  minds, because such creatures are intrinsically discomforting 
  and repellent.  We never lose awareness of their slimy, fetid, 
  alien nature.  In this category, we can include supernatural 
  events or agents, such as hauntings, slashers, vampires, 
  curses, or six smelly guys gaming in a basement.
  The Table provides some default Sanity loss values for 
  encountering creatures, based on their type and size.  These 
  are only default values—the GM can, and should, adjust 
  individual slashers he deems more or less horrible than 
  others of their size.  In addition, certain types of monstrous 
  behavior might force additional Madness saves, much like 
  those described under Severe Shocks, below. 
  
  PAGE - 24
  CHAPTER 2: HUNTING SLASHERS
  Severe Shocks
  A shocking sight of a more mundane nature can also cost 
  Sanity points.  Severe shocks include witnessing an untimely 
  or violent death, experiencing personal mutilation, losing 
  social position, being the victim of treachery, or whatever 
  else the GM decides is sufﬁciently extreme.  The following 
  list gives some examples of severe shocks and the Sanity 
  loss each one provokes.
  GETTING USED TO AWFULNESS
  Never underestimate the ability of the sentient mind to adapt, 
  even to the most horriﬁc experiences.  Seeing the same 
  horrible image over and over eventually provokes no further 
  loss of Sanity. This is also why few horror movies hold up 
  over time. Within a reasonable interval of play, usually a 
  single game session, characters should not lose more Sanity 
  points for seeing monsters of a particular type than the 
  maximum possible points a character could lose from seeing 
  one such monster. For instance, the Sanity loss for seeing a 
  single monstrous humanoid slasher is 1/1d6.  Thus, in the 
  same game day or in the same play session, no character 
  should lose more than 6 Sanity points for seeing any number 
  of monstrous humanoid slashers.  Keep in mind that the 
  interpretation of “reasonable interval” will vary by GM and 
  situation.  Where appropriate, the GM should rule that the 
  horror is renewed and points must be lost again.
  Learning or casting spells never becomes a normal 
  occurrence. No matter how many times a character casts a 
  spell, no matter what the time interval between castings may 
  be, the Sanity loss is always the same.  This point is also true 
  for anything that a character does willingly.  For example, if 
  brutally murdering a friend costs 2/1d10 Sanity, this loss is 
  incurred each time, even if the character loses the maximum 
  possible points (10) after the ﬁrst such murder he commits.
  Sanity Resistance
  Each character has a Sanity resistance equal to his character 
  level + his Wisdom modiﬁer.  This number is the amount 
  of Sanity loss a character can ignore when he encounters a 
  creature that requires a Madness save.
  Insane Insight
  Sometimes a little insanity goes a long way.  The character 
  may make a DC15 Wisdom check to have a burst of insane 
  insight that leads him to “think like the a game designer” 
  [EDITOR’S NOTE: Are you sure you don’t mean crazy 
  people?]—he might understand how demonic forces work, 
  comprehend the goals of a slasher, or ﬁgure out how to open 
  one of those child-proof medicine bottles.
  Face Your Fear
  A character that has already encountered a particular horror 
  may declare that he is facing his fear before encountering it 
  again.  Choosing to Face Your Fear is a full-round action.  
  The character loses 1 Sanity point, but also gains a +1 
  morale bonus to the ﬁrst Horror check caused by that horror. 
  TYPES OF INSANITY
  Character insanity is induced by a swift succession of 
  shocking experiences or ghastly revelations.  Horrifying 
  encounters can result in one of three states of mental 
  unbalance: temporary, indeﬁnite, and permanent insanity.  
  Temporary insanity and indeﬁnite insanity, can be cured.  
  Permanent insanity results when a character’s Sanity points 
  are reduced to –10 or lower.  This condition cannot be cured.
  Temporary Insanity
  Whenever a character loses Sanity points equal to one-half 
  her Wisdom score from a single episode of Sanity loss, she 
  has experienced enough of a shock that the GM must ask for 
  a Madness save.  If the check fails, the character realizes the 
  full signiﬁcance of what she saw or experienced and goes 
  temporarily insane.  If the check succeeds, the character does 
  not go insane, but she may not clearly remember what she 
  experienced (a trick the mind uses to protect itself).
  Temporary insanity might last for a few minutes or a 
  TABLE 2-1: SANITY LOSS FROM CREATURES
  Slasher Type
  Slasher Size
  Up to Tiny
  Small
  Medium
  Large
  Huge
  Gargantuan
  Colossal
  Outsider, undead
  1/1d4
  1/1d4
  1/1d6
  1/1d10
  1d4/1d10
  1d6/1d10
  1d6/2d10
  Elemental, fey
  0/1d4
  1/1d4
  1/1d6
  1/1d8
  1/1d10
  1d4/1d10
  1d4/2d6
  Construct, 
  monstrous humanoid
  0/1
  0/1d4
  0/1d6
  1/1d6
  2/2d6
  2/2d6
  3/3d6
  Humanoid
  0/01
  0/11
  0/1
  0/1d4
  0/1d4
  0/1d4
  0/1d6
  TABLE 2-2: SANITY LOSS FROM 
  SITUATIONS
  Sanity Lost
  Shocking Situation
  0/1
  Ignore the temporary loss of 1 ability point for 1 
  round.
  0/1d2
  Surprised to ﬁnd mangled animal carcass.
  0/1d3
  Surprised to ﬁnd human corpse.
  0/1d3
  Surprised to ﬁnd human body part.
  0/1d4
  Finding a stream ﬂowing with blood.
  1/1d4+1
  Finding a mangled human corpse.
  0/1d6
  Awakening trapped in a cofﬁn.
  0/1d6
  Witnessing a friend’s violent death.
  1/1d6+1
  Meeting someone you know to be dead.
  1/1d8
  Losing a tie (per number of ties invested).
  0/1d10
  Torture.
  1/d10
  Seeing a corpse rise from its grave.
  1/d20
  Someone actually proves that their favorite edition 
  of an RPG is superior over all others.
  
  PAGE - 25
  CHAPTER 2: HUNTING SLASHERS
  few days. Perhaps the character acquires a phobia or fetish 
  beﬁtting the situation, faints, becomes hysterical, or suffers 
  nervous twitches, but she can still respond rationally enough 
  to run away or hide from a threat.
  A character suffering from temporary insanity remains 
  in this state for either a number of rounds or a number of 
  hours; roll d% and consult Table: Duration of Temporary 
  Insanity to see whether the insanity is short- or long-term.  
  After determining the duration of the insanity, roll d% and 
  consult either table below to identify the speciﬁc effect of the 
  insanity.  The GM must describe the effect so that the player 
  can role-play it accordingly.  Ideas for phobias and episodes 
  of insanity are described later in this chapter.
  Successful application of the Knowledge (behavioral 
  sciences) skill (see The Knowledge Skill and Mental 
  Treatment in the Characters chapter) may alleviate or erase 
  temporary insanity.
  Temporary insanity ends either when the duration has 
  elapse, or earlier when the GM considers it appropriate.
  After an episode of temporary insanity ends, traces or even 
  profound evidence of the experience should remain.  What 
  remains behind after a brief episode of temporary insanity 
  should exert a pervasive inﬂuence on the character.  The 
  character may still be a bit batty, but her conscious mind 
  once again runs the show.
  As a variant rule, if the amount of Sanity lost exceeds the 
  character’s current Wisdom score, consider the temporary 
  insanity to be of the long-term variety.
  TABLE 2-3: DURATION OF TEMPORARY INSANITY 
  D%
  Temporary Insanity Type
  Duration
  01-80
  Short-term
  1d10+4 rounds
  81-100
  Long-term
  1d10x10 hours
  TABLE 2-4: SHORT TERM TEMPORARY INSANITY EFFECTS 
  d%
  Effect
  01-20
  Zzzzz. Character faints (can be awakened by vigorous action taking 1 round; thereafter, character is shaken until duration 
  expires). 
  21-30
  AAAHHH! Character has a screaming ﬁt.
  31-40
  Run Away! Character ﬂees in panic.
  41-50
  WAAAAH! Character exhibits physical hysterics or emotional outburst (e.g., laughing, crying).
  51-55
  A-bleh, a-bleh, a-bleh, a-bleh…Character talks in incoherent, rapid speech or in a torrent of coherent speech.
  56-60
  Fear Itself. Character gripped by intense phobia, perhaps rooting her to the spot.
  61-65
  Kill Everyone. Character becomes homicidal, dealing harm to nearest person as efﬁciently as possible.
  66-70
  Pretty Colors. Character has hallucinations or delusions (details at the discretion of the GM).
  71-75
  Simon Says. Character experiences echopraxia or echolalia (doing or saying whatever those nearby say or do).
  76-80
  Yummy! Character gripped with strange or deviant eating desire (e.g., eating dirt, eating slime, practicing cannibalism).
  81-90
  Wha? Character falls into a stupor (assumes fetal position, oblivious to events around her).
  91-99
  THUD. Character becomes catatonic (can stand but has no will or interest; may be led or forced to simple actions but takes no 
  independent action).
  100
  Roll on Table: Long-Term Temporary Insanity Effects.
  TABLE 2-5: LONG TERM TEMPORARY INSANITY EFFECTS 
  d%
  Effect
  01-10
  Out Damned Spot! Character performs compulsive rituals (e.g., washes hands repeatedly, walks with a particular rhythm such as 
  avoiding cracks, obsessively checks to see if crossbow is loaded).
  11-20
  Pretty Colors. Character has hallucinations or delusions (details at the discretion of the GM).
  21-30
  They’re Out to Get Me. Character becomes paranoid.
  31-40
  Fear Itself. Character experiences severe phobia (refuses to approach object of phobia except on successful DC 20 Will save).
  41-45
  Hubba, hubba. Character has aberrant sexual desires (exhibitionism, nymphomania or satyriasis, teratophilia, necrophilia).
  46-55
  Me Lucky Charms! Character develops an attachment to a “lucky charm” (object, type of object, or person) and cannot function 
  without it.
  56-65
  What? Character develops psychosomatic blindness, deafness, or the loss of the use of a limb or limbs.
  66-75
  Tap-tap-tap-tap…Character has uncontrollable tics or tremors (–4 penalty on all attack rolls, checks, and saves, except those 
  purely mental in nature).
  76-85
  Who Are You Again? Character has amnesia (memories of intimates usually lost ﬁrst; Knowledge skills useless).
  86-90
  More Pretty Colors. Character has bouts of reactive psychosis (incoherence, delusions, aberrant behavior, and/or hallucinations).
  91-95
  […]Character loses ability to communicate via speech or writing.
  96-100 �
  independent action).
  
  PAGE - 26
  CHAPTER 2: HUNTING SLASHERS
  Indefinite Insanity
  If a character loses 20% (one-ﬁfth) or more of her current 
  Sanity points in the space of 1 hour, she goes indeﬁnitely 
  insane.  The GM judges when the impact of events calls for 
  this measure.  The GM may choose to apply this concept 
  only if it is precipitated by a single roll because this state 
  can remove characters from play for extended periods.  An 
  episode of indeﬁnite insanity lasts for 1d6 game months 
  (or as the GM dictates).  Symptoms of indeﬁnite insanity 
  may not be immediately apparent (giving the GM time to 
  determine the effects of the bout of insanity).
  Table: Random Indeﬁnite Insanity is provided as an aid to 
  selecting what form a character’s indeﬁnite insanity takes.  
  (The mental disorders mentioned on this table are explained 
  later in this section.)  The GM may prefer to choose a 
  manifestation appropriate to the circumstances that provoked 
  the insanity.  The GM may also consult with the player to 
  determine which type of insanity the player wishes to role-
  play.
  The state of indeﬁnite insanity is encompassing and 
  incapacitating.  For instance, a person with schizophrenia 
  may be able to walk the streets, ﬁnd rudimentary shelter, and 
  beg for enough food to survive, but most coherent thoughts 
  are not possible.  She cannot fully interact with friends, 
  family, and acquaintances.  Self-respect and the ability to 
  converse or cooperate with other people are gone. Reminds 
  us of the guy we threw out of a game last week.
  Depending on the form the insanity takes, it is possible a 
  character with indeﬁnite insanity to be played as an active 
  character.  The character may attempt to fumble madly 
  through the rest of the adventure.  However, her weak grasp 
  on reality makes her a danger to herself and to others.
  A character that suffers from indeﬁnite insanity regains 
  Sanity points if her Current Sanity is less than her Starting 
  Sanity.  A character can only succumb to a particular 
  disorder one time.  In essence, although she now has a 
  mental disorder, she is no longer penalized by the loss of 
  sanity.  If the player wishes to continue with a character that 
  suffers from an unplayable insanity, she may remove the 
  disorder at the cost of 1 permanent Wisdom point.
  As a general rule, a character suffering from indeﬁnite 
  insanity should be removed from active play until she 
  recovers.  At the GM’s discretion, the player may be allowed 
  to continue with a temporary character until the end of 
  the story.  The GM will determine if this character is an 
  incidental NPC from the adventure, is the same level as the 
  rest of the company, is 1 or 2 levels lower than the rest of the 
  group, or is a 1st level character. 
  If a character becomes indeﬁnitely insane near the end of 
  an adventure, the GM may decide to set the next adventure 
  to begin after the insane character has recovered.
  Characters suffering from indeﬁnite insanity are in 
  limbo and are unable to help themselves or others.  The 
  Knowledge (behavioral sciences) skill can be used to restore 
  Sanity points during this period, but the underlying insanity 
  remains.
  After recovery, a character retains traces of the insanity.  
  For example, a character whose insanity manifested as 
  terrifying nightmares may be afraid of going to sleep, even 
  though she knows she no longer suffers from the insanity.  
  The character is now coherent and in control of her actions, 
  but the experience has changed her, perhaps forever.
  d%
  Sanity 
  Rest.
  Mental Disorder Type
  01-15
  3
  Anxiety (includes severe phobias)
  16-23
  4
  Dissociative (amnesia, multiple personalities)
  24-30
  2
  Impulse control (compulsions)
  31-35
  2
  Mood (manic/depressive)
  36-45
  2
  Personality (various neuroses)
  46-54
  4
  Psychosexual (sadism, fetishism)
  55-70
  2
  Schizophrenic/psychotic 
  (delusions, hallucinations, 
  paranoia, catatonia)
  71-83
  4
  Sleep (night terrors, sleepwalking)
  84-95
  3
  Substance abuse (alcoholic, drug addict)
  96-100
  4
  Other (megalomania, quixotism, panzaism)
  Permanent Insanity
  A character whose Sanity score falls to –10 goes 
  permanently insane.  The character becomes an NPC under 
  the control of the GM.
  A character with permanent insanity may be reduced to a 
  raving lunatic or may be outwardly indistinguishable from 
  a sane person.  Some of the most well-known slashers are 
  characters who have become permanently insane.
  A character that has gone permanently insane can never 
  be psychologically “normal” again.  This need not mean a 
  lifetime locked away from society, but that the character has 
  retreated so far from reality that healthy mental functions 
  can never be completely restored.  She might be able to lead, 
  within limits, a more or less normal life as long as she is 
  not exposed to the stimulus that triggers her psychosis.  A 
  relapse may come quickly; her calm facade can evaporate 
  in seconds if even a small reminder her madness disturbs 
  her fragile equilibrium.  In any event, the eventual fate of a 
  permanently insane character is a matter for individual GM 
  and players to decide.
  GAINING OR RECOVERING SANITY
  A character’s Sanity score can increase during the events of 
  a campaign.  Although a character’s Sanity score can never 
  exceed 99, her maximum Sanity and current Sanity can 
  exceed her starting Sanity.
  Level Advancement: A character’s current Sanity can 
  become higher than her starting Sanity as a result of gained 
  levels: whenever a character gains a new level, she rolls 
  1d6 and adds the result to her current Sanity.  A GM may 
  disallow this increase in sanity if he feels that such self-
  improvement is antithetical to the dark tone of the setting or 
  campaign.  A variant would be to allow the increase it if the 
  player’s rolls is higher than her character’s current Sanity.  
  The choice to allow or disallow this rule may be moot, 
  because characters continue to go insane regardless of how 
  many Sanity points gained.  
  
  PAGE - 27
  CHAPTER 2: HUNTING SLASHERS
  Story Awards: The GM may decide to award increases 
  in Sanity if the characters foil a great horror, stop a demonic 
  plan, or ﬁnish writing this book before the deadline.
  Downtime: A downtime in the adventure of at least two 
  weeks allows a character to recover Sanity; the amount is at 
  the Game Master’s option.
  Mental Therapy
  To give useful mental therapy, a therapist must have the 
  Knowledge (behavioral sciences) skill.  Intensive treatment 
  can return Sanity points to a character that receives it.  
  However, Sanity points restored in this manner can never 
  cause the patient’s Sanity score to exceed her starting 
  Sanity or maximum Sanity, whichever is lower.  A character 
  can have only one therapist at a time.  Okay, he can have 
  multiple therapists, but they won’t help. See The Knowledge 
  Skill and Mental Treatment sidebar for a detailed description 
  of how this works.
  Such treatment may also be used to help a character snap 
  out of an episode of temporary insanity (for example, from 
  an acute panic attack).  Therapy does not speed recovery 
  from indeﬁnite insanity, but it can strengthen a character by 
  increasing her Sanity points.
  Recovery from indeﬁnite insanity only comes with 
  time (typically, 1d6 months).  It is not dependent upon the 
  character’s Sanity points and is not connected to them.  A 
  character could be sane with 24 Sanity points and insane 
  while possessing 77 Sanity points.
  Sheer Grit
  A character can regain one point of Sanity by making a Will 
  save (DC 20) once the effect that caused the loss has expired.  
  For example, if the Sanity point was lost while the character 
  was panicked for 10 rounds, the character could make a Will 
  save at the end of the 10 rounds.  If multiple Sanity points 
  are lost during a single encounter, the character can only 
  regain 1 Sanity point in this manner.
  Deal With It Later
  The character can remove penalties to Horror saves from 
  lost Sanity points by refusing to deal with the trauma until 
  a later time.  He must then take a full-round action to cope 
  with the horror.  The character loses 1 extra Sanity point, 
  and must still buy back lost Sanity points, but he can ignore 
  the penalty from the Sanity loss.  If the character loses more 
  Sanity points after declaring that he will Deal With It Later, 
  he suffers the usual penalties.  The character can choose to 
  Deal With It Later again but loses 1 extra Sanity point every 
  time he does so.
  Restoring Sanity with Magic
  The way that Sanity loss and magic healing interact can 
  greatly affect the feel of your game.  The GM can choose to 
  rule that magic can cure Sanity loss. In effect, Sanity point 
  become “mental hit points” that allow for interesting role-
  play of side effects (insanity).  When playing with this rule, 
  characters can usually restore themselves to full Sanity with 
  a day or two of rest and spell casting.
  Restoration: If the caster chooses, restoration can restore 
  1d6 Sanity points per two levels to the subject (max 5d6) 
  instead of having its normal effect.
  Restoration, Lesser: If the caster chooses, lesser 
  restoration can restore 1d4 Sanity points to the subject 
  instead of having its normal effect.
  Drug Treatments
  In the real world, psychotropic drugs play a key role in the 
  treatment of many mental disorders.  Although psychotropic 
  drugs were administered to patients in the early part of the 
  20th century, they were not broadly and consistently effective 
  in treating the symptoms of emotional trauma until the 
  1940s and later.
  As long as a character can afford the correct chemical 
  substances and is able to ingest or inject them, the symptoms 
  of indeﬁnite insanity can be disregarded.  Receiving 
  these drugs does not make a character immune or even 
  particularly resistant to further Sanity losses.  A DC 25 Craft 
  (chemical) check is needed to accurately prepare an effective 
  medication and administer the correct dose.
  Long-term drug treatment restores lost Sanity points 
  similar to the use of the Knowledge (behavioral sciences) 
  skill.  For each month the character takes an accurately 
  prescribed psychotropic medication, she regains 1d3 
  Sanity points.  As with treatment through the Knowledge 
  (behavioral sciences) skill, long-term drug therapy can never 
  raise a character’s current Sanity above her starting Sanity.
  A character cannot regain Sanity from both treatment 
  with the Knowledge (behavioral sciences) skill and drug 
  treatment in the same month.
  TREATMENT OF INSANITY
  Temporary insanity ends so quickly that schedules of 
  treatment are essentially pointless. The main goal with 
  temporary insanity is to protect a deranged character from 
  further upset or harm.  On the other hand, treatment of 
  permanent insanity has no real meaning.  By deﬁnition, a 
  permanently insane character never recovers, no matter how 
  skilled the therapist or the facility.  Thus, indeﬁnite insanity 
  is the only form of mental illness that might be addressed 
  through intervention.
  After 1d6 months, if undisturbed by further trauma 
  and with the agreement of the GM, an indeﬁnitely insane 
  character ﬁnds enough mental balance to reenter the world.  
  Three kinds of non-magical care may help the character 
  regain Sanity points during this recovery period.  When 
  choosing between them, the GM and player should consider 
  the character’s resources, her friends and relatives, and how 
  wisely she has behaved in the past.
  Private Care
  The best care available is at home or in some friendly place 
  (perhaps a small church or in the home of a wealthy friend) 
  
  PAGE - 28
  CHAPTER 2: HUNTING SLASHERS
  where nursing can be tender, considerate, and undistracted 
  by the needs of competing patients.
  If psychiatry or medication is available, roll d% for each 
  game month that one or the other is used.  A result of 01-
  95 is a success: add 1d3 Sanity points for either therapy or 
  medication, whichever is used (a character cannot beneﬁt 
  from both during the same month).  On a result of 96-100, 
  the psychiatrist fumbles the diagnosis or the character 
  rejects the drug treatment.  She loses 1d6 Sanity points, and 
  no progress is made that month.
  Institutionalization
  The next best alternative to private care is commitment. 
  Not to a relationship, but to a high-quality insane asylum.  
  Asylums may be said to have an advantage over home care 
  in that they are relatively cheap or even free when provided 
  by a government or a powerful church.  Institutions are 
  of uneven quality, however, and some may be potentially 
  harmful.  Some are creative places of experimental therapy, 
  while others offer nothing but conﬁnement.  In any setting, 
  concentrated and nourishing treatment by strangers is rare.
  Therapy using the Knowledge (behavioral sciences) skill 
  is usually the only treatment available in institutions, but in 
  many cases, primitive institutions offer no treatment at all.  
  Sometimes an institution can convey a sense of uncaring 
  that undermines any beneﬁcial effects from drug treatment, 
  leaving the character with feelings of anger and loss.  The 
  character is likely to be distrustful of such an organization 
  and its motives.  Escape attempts by inmates are common.
  Roll d% for each game month a character is in the care of 
  an institution.  A result of 01-95 is a success; add 1d3 Sanity 
  points if therapy if the Knowledge (behavioral sciences) 
  skill is available or 1 Sanity point if no treatment is offered.  
  On a result of 96-100, the character rebels against the 
  environment.  She loses 1d6 Sanity points, and no progress 
  can be made that month.
  Wandering and Homeless
  If no care is available, an insane character may become a 
  wandering derelict struggling for survival.  A character that 
  is wandering and homeless regains no Sanity points unless 
  she is able to join a group of other homeless persons and 
  make at least one friend among them. It’s a lot like gaming, 
  actually.
  To make a friend, the character can make a DC 15 
  Charisma check once per month.  If a friend is made, the 
  character recovers 1 Sanity point per game month thereafter.
  Roll d% for each game month an insane character lives as 
  a derelict.  On a result of 01-95, the character survives.  On 
  a result of 96-100, the character dies as the result of disease, 
  exposure, or violence.
  MENTAL DISORDERS
  This section offers descriptions of many speciﬁc mental 
  disorders.  Where appropriate, suggested modiﬁers to attack 
  rolls, saves, and checks are also given.
  Anxiety Disorders
  When fear and anxiety overwhelm a character for a 
  prolonged period of time, the character suffers from an 
  anxiety disorder.  The most common forms of anxiety 
  disorders are described below.
  Generalized Anxiety Disorder: The character suffers 
  from a variety of physical and emotional symptoms that can 
  be grouped into certain categories.
  Motor Tension: Jitteriness, aches, twitches, restlessness, 
  easily startled, easily fatigued.  All attack rolls, Fortitude and 
  Reﬂex saves, and checks involving Strength, Dexterity, or 
  Constitution take a –2 penalty.
  Autonomic Hyperactivity: Sweating, racing heart, 
  dizziness, clammy hands, ﬂushed or pallid face, rapid pulse 
  and respiration even when at rest.  All attack rolls, saves, and 
  checks take a –2 penalty.
  Expectations of Doom: Anxieties, worries, fears, and 
  especially anticipations of misfortune.  All attack rolls, 
  saves, and checks take a –2 morale penalty.
  Vigilance: Distraction, inability to focus, insomnia, 
  irritability, impatience.  All Will saves and checks involving 
  Intelligence, Wisdom, or Charisma take a –4 morale penalty.
  Panic Disorder (Panic Attack): This illness is marked 
  by a discrete period of fear in which symptoms develop 
  rapidly.  Within minutes, symptoms of palpitation, sweating, 
  trembling, and difﬁculty in breathing develop and are 
  strong enough that the victim fears immediate death or 
  insanity.  Burdened with the recurrence of these episodes, the 
  character is fearful of their return.  This reaction often leads 
  to agoraphobia (see below).
  Agoraphobia: The character avoids unfamiliar places and 
  people and must make a DC 15 Will save in order to leave 
  home or engage socially.  May be linked to panic disorder 
  (see above) or to a related phobia (see below), such as social 
  phobia, barophobia (fear gravity), or xenophobia (fear of 
  strangers).
  Obsessive-Compulsive Disorder: This illness manifests 
  in one of two main forms, obsessive thoughts or compulsive 
  actions; some characters exhibit both.
  Obsessions: The character cannot help thinking about an 
  idea, image, or impulse that often involves violence and self-
  doubt.  These ideas are frequently repugnant to the character, 
  but they are so strong that during times of stress she may be 
  unable to concentrate on anything else, even if her survival 
  is endangered.  Obsessive impulses can be very dangerous 
  when combined with auditory hallucinations because the 
  “voices” may urge the character to take some dangerous or 
  hostile course of action.
  Compulsions: The character insists on performing ritual 
  actions such as touching a doorway at left, right, and top 
  before passing through it.  Though she may agree that 
  the actions are senseless, the need to perform them is 
  overpowering and may last for 1d10 rounds.  Even in times 
  of great stress, the character may ignore dangers in order to 
  perform the actions.
  Post-Traumatic Stress Disorder: After a traumatic event, 
  perhaps even years later, the character begins to relive the 
  
  PAGE - 29
  CHAPTER 2: HUNTING SLASHERS
  trauma through persistent thoughts, dreams, and ﬂashbacks.  
  Correspondingly, the character loses interest in daily 
  activities.  She may return to normal once the memories have 
  been thoroughly explored and understood, but that process 
  may take years.
  Phobia or Mania: A character afﬂicted by a phobia or a 
  mania persistently fears a particular object or situation.  She 
  may realize that the fear is excessive and irrational, but the 
  fear is disturbing enough that she avoids the stimulus.
  Phobia: A DC 15 Will check is required for a character to 
  be able to force herself into (or remain within) the presence 
  of the object of her phobia, and even then the character takes 
  a –2 morale penalty as long as the object of fear remains.  
  In severe cases, the object of the phobia is imagined to be 
  omnipresent, perhaps hidden—thus, someone with severe 
  acrophobia (fear of heights) might be frightened when in 
  an enclosed room on the upper story of a building, even if 
  there were no window or other way to see how high up the 
  room was.  As many phobias exist as one cares to notice or 
  name—the lists provided below cover merely some of the 
  more common phobias that might affect characters.
  Mania: Manias are rarer than phobias.  A character 
  affected by a mania is inordinately fond of a particular 
  stimulus and takes great pains to be with it or near it.  When 
  sexuality is involved, the mania may be termed a fetish.  
  Thus, teratophobia would be an inordinate fear of monsters, 
  while teratophilia would be an unhealthy (possibly sexual) 
  attraction to them.  See the following lists of phobias for 
  ideas on what sorts of disorders could manifest as manias.
  Real-World Phobias: The following list provides 
  examples of phobias from the real world that lend 
  themselves to inclusion in a D20 Modern campaign.
  Phobia
  Fear of...
  Acrophobia
  heights (formerly known as vertigo)
  Aerophobia
  wind
  Agoraphobia
  open places
  Ailurophobia
  cats
  Androphobia
  men (males)
  Astrophobia
  stars or celestial space
  Autophobia
  being alone or oneself
  Bacteriophobia
  bacteria (“germs”)
  Ballistophobia
  bullets
  Bathophobia
  depth, deep submerged places
  Bibliophobia
  books
  Blennophobia
  slime
  Brontophobia
  Thunder and lightning
  Chionophobia
  snow
  Claustrophobia
  enclosed spaces
  Demonophobia
  demons
  Demophobia
  crowds
  Dendrophobia
  trees
  Entomophobia
  insects
  Equinophobia
  horses
  Gephyrdrophobia
  crossing bridges
  Gynephobia
  women (females)
  Hadephobia
  hell
  Hamartophobia
  sinning
  Haphephobia
  being touched
  Heliophobia
  sunlight or the sun
  Hematophobia
  blood or bleeding
  Hierophobia
  priests or sacred things
  Hydrophobia
  water
  Hypnophobia
  sleep or being hypnotized
  latrophobia
  doctors or going to the doctor
  Ichthyophobia
  ﬁsh
  Kenophobia
  voids or empty spaces
  Maniaphobia
  insanity
  Merinthophobia
  being bound or tied up
  Monophobia
  being alone
  Musophobia
  mice (and rats)
  Necrophobia
  death or dead things
  Nyctophobia
  the dark or night
  Odontophobia
  teeth or dental surgery
  Onomatophobia
  hearing a certain name, word, or phrase
  Ophidiophobia
  snakes
  Ornithophobia
  birds
  Pediphobia
  children
  Phagophobia
  swallowing, eating, or being eaten
  Pharmacophobia
  taking medicine
  Phonophobia
  noise, including one’s own voice
  Pyrophobia
  ﬁre
  Scotophobia
  darkness
  Spectrophobia
  specters or ghosts
  Taphephobia
  being buried alive or cemeteries
  Teratophobia
  monsters
  Thalassophobia
  the sea
  Tomophobia
  surgery
  Uranophobia
  heaven
  Xenophobia
  foreigners or strangers
  Zoophobia
  Animals
  Dissociative Disorders
  Individuals suffering from dissociative disorders cannot 
  maintain a complete awareness of themselves, their 
  surroundings, or the passage of time.  The disorder is often 
  in response to a psychological trauma that is too terrible 
  to remember.  Characters who have gone insane from an 
  encounter with powerful monsters often suffer a form of 
  dissociative disorder.
  Dissociative Amnesia (Psychogenic Amnesia): This 
  is the inability to recall important personal information, 
  brought on by a desire to avoid unpleasant memories.  The 
  character must make a DC 20 Will save to recall the details 
  or the cause of the amnesia. 
  Dissociative Fugue: The character ﬂees from home 
  or work and cannot recall her past or her identity.  Once 
  the ﬂight halts, the character may assume an entirely new 
  identity.
  Dissociative Identity Disorder (Multiple Personality 
  Disorder): The character appears to have more than one 
  personality.  Each personality is dominant at different 
  times and has its own distinct behavior, name, and gender.  
  The player must keep track of the personalities.  (Each 
  personality has the same ability scores and game statistics 
  but a different attitude, outlook, and goal.)
  
  PAGE - 30
  CHAPTER 2: HUNTING SLASHERS
  Impulse Control Disorders
  These disorders include compulsive gambling, and stealing 
  (kleptomania), pathological lying, , and the impulse to start 
  ﬁres (pyromania).
  Intermittent Explosive Disorder: The character’s 
  aggressive behavior is   out of proportion to the 
  seriousness of the social or psychological stress.  This 
  results in uncontrollable rages culminating in assault or 
  destruction of property. Lay people also call this disorder 
  “Internetitis.”
  Mood Disorders
  These disorders affect the victim’s attitude and outlook.  
  Mild mood disorders can be almost impossible to detect 
  without prolonged contact with a character that has one, 
  but severe mood disorders are usually readily apparent.
  Depression: Symptoms of this illness include changes 
  in appetite, weight gain or loss, sleeping too much or 
  too little, persistent feelings of fatigue, and feelings of 
  worthlessness or guilt which, in severe cases, may lead 
  to hallucinations, delusions, stupor, or suicidal ideation.  
  All attack rolls, saves, and checks take a –4 morale 
  penalty.  A depressed character may use alcohol or other 
  mood-altering substances in an attempt to self-medicate 
  the condition or its symptoms.  A character suffering 
  from severe chronic depression may feel so hopeless that 
  she stops participating in daily activities—for example, 
  deciding not to get out of bed for two years.
  Mania: The character has a consistently euphoric, or 
  possibly irritable, mood.  Symptoms include talkativeness, 
  increased activity,  increased self-esteem (to the point of 
  delusion), a decreased need for sleep, an inability to focus, 
  a willingness for dangerous or imprudent activities (such as 
  reckless driving), delusions, hallucinations, and generally 
  bizarre behavior.  All attack rolls, saves, and checks take 
  a –4 morale penalty.  A manic character may use alcohol 
  or other mood-altering substances in an attempt to self-
  medicate the condition or its symptoms.
  Bipolar Disorder: The character oscillates between 
  depression and mania, sometimes remaining in one state 
  for weeks at a time, sometimes rapidly switching between 
  moods.  Also known as manic-depressive.
  Personality Disorders
  These long-term disorders have consistent effects on 
  a character’s behavior, making interaction with others 
  difﬁcult, and making him unpleasant to be around. This is 
  an important point to keep in mind when role-playing—
  few characters will want to spend time with another 
  character that suffers from a personality disorder.
  In game terms, the character takes a -4 penalty on all 
  Charisma-based checks.  In addition, the attitudes of 
  NPCs the character encounters are negatively shifted.  
  The player must make a Charisma check for the character 
  when determining NPC attitudes.  On a successful check, 
  the attitude of the NPC in question shifts one step toward 
  hostile; on a failed check, the attitude of the NPC shifts 
  two steps toward hostile.
  Personality disorders are classiﬁed into the following 
  categories.
  Antisocial: Displays behavior that is short-sighted, 
  reckless, and confrontational; frequently lies; shirks 
  professional and personal obligations; is dismissive of the 
  rights and feelings of others.
  Avoidant: Has low self-esteem; is withdrawn; is 
  hypersensitive to rejection; will only enter a relationship 
  that has a guarantee of acceptance.
  Borderline: Exhibits inappropriate or uncontrollable 
  display of emotions (especially anger), impulsivity, and 
  rapid mood shifts; suicidal behavior; may self-mutilate; 
  is unpredictable; and may have feelings of boredom or 
  emptiness.
  Obsessive-Compulsive: Has a preoccupation with rules 
  and order; desires to control others; is inﬂexible to the 
  point of inefﬁciency. See also: rules lawyer.
  Dependent: Relies on others to provide emotional or 
  social needs; is submissive and excessively attached to 
  others.
  Histrionic: Displays overly dramatic and attention-
  seeking behavior; is shallow; craves approval and 
  reassurance.
  Narcissistic: Has an inﬂated sense of self-importance 
  and a lack of feeling for others; feels entitled to things; 
  uses others for personal gain.
  Passive-Aggressive: Feelings of aggression are dealt 
  with passively, such as by being stubborn and intentionally 
  forgetful and inefﬁcient. Fear game masters with this 
  disorder.
  Paranoid: Views others as threatening; is jealous, 
  suspicious, and easily offended.
  Schizoid: Cold; aloof; indifferent to either praise or 
  criticism from others.
  These disorders may make for an interesting NPC from 
  whom the players must extract information or a favor, 
  but their antisocial nature makes them ill-suited for hero 
  characters.
  Psychosexual Disorders
  Recognizable disorders of this type include transsexualism 
  (a belief that one is actually a member of the opposite sex), 
  impaired sexual desire or function, nymphomania and 
  satyriasis (an inordinate and uncontrollable sexual appetite in 
  women and men, respectively), and paraphilia (requirement 
  of an abnormal sexual stimulus, such as sadism, masochism, 
  necrophilia, pedophilia, exhibitionism, voyeurism, fetishism, 
  or bestiality).
  Most of these disorders could make the player of 
  an afﬂicted character uncomfortable and thus are not 
  appropriate for all role-playing groups. However, they can 
  make for striking (if unpleasant) slashers.
  
  PAGE - 31
  CHAPTER 2: HUNTING SLASHERS
  Schizophrenia and Other Psychotic 
  Disorders
  A psychotic character experiences a break with reality. 
  Symptoms can include delusions, hallucinations, and 
  cognitive impairment. In general, only drugs or magic 
  can treat this type of disorder. Note, however, that many 
  psychotic characters suffer from the delusion that nothing 
  is wrong with them, and therefore they feel no need to take 
  their medication.
  Schizophrenia (Schizophreniform Disorder, Dementia 
  Praecox): A schizophrenic character’s attention span and 
  ability to concentration are greatly diminished; to reﬂect this, 
  use only one-half of the character’s normal skill modiﬁer 
  on any skill check requiring attentiveness (such as Disable 
  Device, Spot, Search, and Concentration). Symptoms 
  include delusions, paranoia, auditory hallucinations (“hear-
  ing voices”), incoherent speech, emotional detachment, 
  social withdrawal, aberrant behavior, and a lack of the sense 
  of self. Symptoms from more than one type of schizophrenia 
  and mood disorders can occur in the same individual. For 
  example, catatonic schizophrenics sometimes have manic 
  episodes of extreme activity alternating with periods of 
  complete withdrawal. Schizophrenia brought on by sudden 
  stress is called acute schizophrenia; characters that go 
  insane and rant about vast global conspiracies usually are 
  diagnosed as suffering from “acute paranoid schizophrenia.” 
  A schizophrenic character may ﬁt into one of the following 
  categories:
  Undifferentiated: Impaired cognitive function, emotional 
  detachment.
  Disorganized: Inappropriate behavior, shallow emotional 
  responses, delusions, hallucinations.
  Catatonic: Mutism (loss of ability to talk), extreme 
  compliance, absence of all voluntary movements, complete 
  immobility (“statuism”).
  Paranoid: Delusions of persecution, illogical thinking, 
  hallucinations.
  Other Psychotic Disorders: By some deﬁnitions, 
  all severe mental illnesses are classiﬁed as psychoses, 
  including mood disorders, dementia, and anxiety disorders. 
  This section deals with some of the interesting behavioral 
  syndromes that may turn up in your game.
  Amok (running amok)—An outburst of violence with 
  aggressive or homicidal behavior directed at people and 
  property. Amnesia, return to consciousness, and exhaustion 
  occur following the episode. During a killing spree, the 
  character will use whatever weapons are at hand.
  Boufee Detirant—Outburst of aggressive, agitated 
  behavior and marked confusion, sometimes accompanied by 
  visual and auditory hallucinations or paranoia.
  Brain Fag—Impaired concentration, fatigue, neck and 
  head pain, a sense that worms are crawling inside one’s head.
  Ghost Sickness—Weakness, loss of appetite, feelings of 
  suffocation, nightmares, and a pervasive feeling of terror 
  attributed to witches or malignant otherworldly powers.
  Piblofeio—“Arctic madness,” wherein the afﬂicted rips off 
  clothing and runs through the snow howling like an animal.
  Susro—A variety of somatic and psychological symptoms 
  attributed to an incident so traumatic that it dislodges the 
  victim’s spirit from her body.
  Taijin Kyofusho—“Face-to-face” phobia, an intense 
  anxiety when in the presence of other people; fearfulness 
  that one’s appearance, odor, or behavior is offensive.
  Voodoo Death—Belief that a hex or curse can bring 
  about misfortune, disability, or death through a spiritual 
  mechanism. Often the victim self-fulﬁlls the prophecy 
  by refusing to eat and drink, resulting in dehydration and 
  starvation.
  Wacinko—Anger, withdrawal, mutism, and immobility, 
  leading to illness and suicide.
  Wendigo Syndrome—The afﬂicted believes she is a 
  personiﬁcation of the Wendigo, a cannibalistic creature with 
  an icy heart.
  Shared Paranoid Disorder (Shared Delusional 
  Disorder, Folie à Deux): The character assumes the 
  delusions of a person with whom he has been in close 
  contact. Four people with this disorder does not constitute a 
  gaming group.
  Sleep Disorders
  These disorders include insomnia (character has difﬁculty 
  falling asleep or staying asleep) and narcolepsy (character 
  frequently falls asleep, almost anywhere and at inappropriate 
  times). Characters performing demanding tasks such as 
  engaging in combat or casting a spell may, when stressed, 
  need to make DC 15 Concentration checks to stay awake and 
  not put themselves in a dangerous situation.
  Night Terrors: A sleeping character wakes after a few 
  hours of sleep, usually screaming in terror. Pulse and 
  breathing are rapid, pupils are dilated, and hair stands on 
  end. The character is confused and inconsolable. Night 
  terrors are more intense and disruptive than nightmares.
  Somnambulism: Sleepwalking. As with night terrors, 
  this behavior occurs in the ﬁrst few hours of sleep. An 
  episode may last up to 30 minutes. During the episode, the 
  character’s face is blank and staring, and she can be roused 
  only with difﬁculty. Once awake, she recalls nothing of the 
  activity.
  Substance Abuse Disorder
  A character with a substance abuse disorder ﬁnds solace 
  in using a drug, develops an addiction, and spends much 
  time maintaining, concealing, and indulging the habit. 
  Addictive drugs include alcohol, amphetamines, cocaine, 
  hallucinogens, marijuana, nicotine, opium (especially 
  morphine and heroin), and sedatives.
  A character in the grip of an addiction feels the personal 
  struggle daily. Will saving throws might be used to resist or 
  succumb to cravings, especially just before periods of stress 
  (for example, just before a confrontation with evil cultists 
  where melee is likely). All attack rolls, saves, and checks 
  take a -2 morale penalty because of withdrawal symptoms. 
  
  PAGE - 32
  CHAPTER 2: HUNTING SLASHERS
  Sanity losses could occur from binges or bad trips. Some 
  characters might ﬁnd that drugs promote communication 
  with alien entities and deities, and that dreams about them 
  become more vivid and horrifying. Conversely, these 
  substances may function as a suppressant, deadening a 
  character’s fears and offering temporary defenses against 
  Sanity loss.
  Other Disorders
  Other disorders exist in common parlance, but most of these 
  are actually symptoms or speciﬁc instances of disorders 
  already mentioned above. These include quixotism (seeing 
  the supernatural everywhere, even in the most mundane 
  surroundings), panzaism (seeing extraordinary events as 
  ordinary and rational), and megalomania (delusions of 
  power, wealth, fame, and ability). 
  PLAYING A SLASHER GAME
  Although it’s certainly possible to play a campaign that 
  centers on hunting slashers, there’s another fun way to play.  
  It doesn’t even require a Game Master.  How?  Glad you 
  asked!
  In this game, one of the victims is the slasher.  But who?  
  We won’t know until the very last moment!
  ACT I: MEET YOUR VICTIMS
  The location of the slasher scene should be mapped out 
  in detail.  This is the setting for the slashing to take place 
  and it will be important when victims start panicking and 
  screaming for their lives.  Place the heroes somewhere 
  comfortable or have them role-play amongst themselves…
  maybe it’s around a campﬁre telling scary stories, sleeping at 
  a creepy old haunted mansion, or skinny-dipping in a lake*.  
  Whatever the activity, the victims shouldn’t be armed to the 
  teeth and looking for a ﬁght.  This is a slasher movie, not a 
  war movie.
  *Feel free not to act this out.**
  **And if you do, please don’t tell us about it.
  Example: Mike, Jeremy, Amber, and Matt are playing the 
  slasher session.  They are all victims, but any one of them 
  could be the slasher.
  If the victims have ﬂaws, give them ample opportunity to 
  play them out.  This is a great chance to role-play characters 
  and hint at their various strengths and weaknesses. 
  The slasher should also be created at this stage.  He can 
  be any of the monsters listed in this section or just your 
  everyday, run-of-the-mill psycho.  The slasher has twice 
  the average level of the collective victims and should have 
  a combination of strong, tough, or fast hero classes. Give 
  him a trademark weapon (see Equipment in Chapter Three), 
  roll up a name (see Just Add Water… in Chapter Four), and 
  you’re ready to start slashing!  
  One other thing: the slasher’s identity is concealed.  He 
  may wear a mask, speak with a different accent, or maybe 
  even masquerade as a member of the opposite sex.  It doesn’t 
  matter; nobody knows who the slasher is for sure.  Ignorance 
  is integral to playing this sort of mystery game—once the 
  slasher’s identity is revealed, everything goes to hell.
  ACT II: SLASH-O-RAMA 
  Then the fun starts.  The players each roll on the Tracking 
  the Slasher table below. Each roll representing the passage of 
  10 minutes. Each player rolls in a counterclockwise fashion 
  around the table (or around the pool or wherever you game). 
  Instead of rolling on the table below, victims can move 
  around the area instead.  If a victim starts to get suspicious of 
  his comrades, this might seem like the wise thing to do.  On 
  the other hand, paranoia might not always pay off—being 
  alone means the slasher will have the advantage when he 
  appears.  
  Example: Amber strongly suspects that the boys are loco, 
  so she chooses not to roll and moves herself out of the room 
  instead.  This makes her vulnerable to some effects that 
  occur in the room and immune to others.
  Whenever a Guilty effect is called for, the player in 
  question should roll randomly to select one of the other 
  victims (not including himself).  This causes the victim 
  to believe that one of his comrades is guilty and secretly 
  awards him 1 Guilt Point.  Of course, nobody knows how 
  many Guilt Points they have accumulated because it’s kept 
  secret; the race is on to determine who will ultimately be the 
  guiltiest.  
  Example: On Mike’s turn, he rolls a 47.  He reads the 
  effect out loud: I saw a shadow lurking behind me!  Since 
  Jeremy, Amber and Matt are all in the room with him, he 
  secretly writes down: Matt 1, Jeremy 1, Amber 1.  On the 
  second round, Jeremy rolls.  He reads his roll in turn.  Then 
  Amber and Matt roll their turns, respectively.  
  Some effects award everyone Guilt Points in the victim’s 
  eyes because of the circumstances (i.e., a door closes, so 
  anyone who isn’t in the room must be guilty).  Any victim 
  that dies loses 1 Guilt Point in everyone’s eyes, because he 
  probably isn’t the slasher.  But this by no means precludes 
  the slasher from being the dead victim.  As everyone knows, 
  slashers are notorious for coming back from the dead as well 
  as faking their own deaths.
  Remember: the trick here is that each character is 
  potentially guilty in the other character’s eyes.  This keeps 
  the players on their toes, because while they might think 
  someone is guilty, they won’t know for sure until the slasher 
  is unmasked.
  ACT III: THE SLASHER UNMASKED
  After everyone has rolled a number of rounds equal to 
  the highest level victim, the slasher is unmasked.  It’s time 
  to determine just who has been so hack-happy. Incidentally, 
  just because a victim dies does not mean the player is out 
  of the game.  The player of the dead victim still gets to vote 
  like everyone else and can use his action points to argue 
  innocence.  It’s not like he’s going to need it in the next Act 
  anyway.
  This Act has ﬁve Phases. 
  
  PAGE - 33
  CHAPTER 2: HUNTING SLASHERS
  Guilt Phase: Once Act III begins, each player makes 
  an accusation without revealing how many Guilt Points he 
  has accumulated for the other victims.  He is given a few 
  minutes to make an impassioned argument as to who the 
  slasher is and why.  Ideally, the player will pick the victim 
  with the most Guilt Points, but that isn’t necessarily the case.  
  What’s more important is that other victims agree with him. 
  For example, Amber has 5 Guilt Points for Mike, 3 Guilt 
  Points for Matt, and 1 Guilt Point for Jeremy.  Amber 
  accuses Mike of being the slasher and explains how she saw 
  a trail of blood, a corpse, and how he wasn’t in the room 
  when the doors were suddenly locked.  Amber writes down 
  “Mike +5” on her voting sheet.  She declares that she thinks 
  Mike is guilty, but does not disclose how many Guilt Points 
  she has assigned to him.
  On Jeremy’s turn, he decides to believe Amber—although 
  he actually has 6 Guilt Points for Amber and 4 for Mike, 
  he thinks he can protect himself from being the slasher by 
  voting for Mike instead. Jeremy writes down “Mike +4” 
  on his voting sheet, giving Mike a total of 9 Guilt Points.  
  Jeremy declares that Mike is also guilty, but he does not 
  disclose how many Guilt Points he has assigned to him.
  On Matt’s turn, he declares Amber guilty and secretly 
  assigns her 10 Guilt Points.  On Mike’s Turn, he decides 
  Matt is guilty, with 5 Guilt Points.
  Innocence Phase: Without revealing the number of Guilt 
  Points each player has assigned to his comrades, they can 
  attempt to subtract Guilt Points from a particular player by 
  bidding with their remaining action points.  Each player 
  can (but does not have to) argue the innocence of another 
  victim.  However, he cannot argue for his own innocence.  
  TABLE 2-6: SLASHER ENCOUNTERS
  D20
  Event
  01-05
  Dream: You have a dream of the slasher.  You think you can see his face, but it’s blurry and indistinct. Randomly assign 1 
  Guilt Point to another victim.
  06-10
  False Lead: You think you’re on the right trail, but realize you made a mistake. Randomly subtract 1 Guilt Point from a victim.  
  If the victim has no Guilt Points, he is considered to have a Guilt Point deﬁcit (thus making him less likely to be guilty).
  11-15
  Flashback: You have a ﬂashback to a time when you thought you were attacked by the slasher. Randomly assign 1 Guilt Point 
  to another victim.
  16-20
  Diary: You discover a diary that seems to indicate who the slasher is. Although it never directly lists names, the person seems 
  to have real hate for the other victims.  Randomly assign 1 Guilt Point to another victim. Make a Madness save (DC 10).
  21-25
  Footsteps: You hear footsteps.  Everyone in the room must make a Fear save (DC 10) or suffer the consequences. All victims 
  that are not in the room with those who hear the footsteps automatically gain 1 Guilt Point.
  26-30
  Freak Out: You can’t take it anymore!  You must make a Panic save (DC 10) or completely freak out. Assign 1 Guilt Point to 
  each of the other victims.
  31-35
  Oops!: You stumble over something in the confusion.  You must make a Panic save (DC 10). 
  36-40
  Locked In: Somebody locked the door! One of the entrances to the room (randomly determined) is locked. If necessary, it 
  closes and then locks.  Consider it a good wooden door with a Hardness of 5, 15 hit points, and a locked DC of 18.  Everyone 
  in the room assigns 1 Guilt Point to anyone not in the room.  Everyone must make a Fear save (DC 10).
  41-45
  You!: You openly accuse another victim of being the slasher.  This doesn’t help matters, but does make everyone suspicious of 
  you.  You gain 1 Guilt Point in the eyes of the other victims. The victim you accuse (randomly selected) loses 1 Guilt Point.
  46-50
  Lurking Shadow: You see a shadow lurking behind you!  Make a Fear save (DC 15).  Assign 1 Guilt Point to each person in 
  the room with you.
  51-55
  Secret Door: You discover a secret door! While you’re leaning against a wall, you accidentally activate a secret door.  Choose 
  one wall in the room that does not have a door on it—you end up on the other side with no way to get back.  Gulp. You gain 1 
  Guilt Point in everyone else’s eyes.
  56-60
  Darkness: The lights go out! The lights in the room you’re in go out permanently. Make a Fear save (DC 20).  Everyone 
  assigns everyone else 1 Guilt Point. Creatures without darkvision are effectively blinded. In addition to the obvious effects, a 
  blinded creature has a 50% miss chance in combat (all opponents have total concealment), loses any Dexterity bonus to AC, 
  takes a –2 penalty to AC, moves at half speed, and takes a –4 penalty on Search checks and most Strength and Dexterity-based 
  skill checks.
  61-65
  Sex?: You try to get your freak on.  Bow-chikka-bow-bow!  Select another victim (of the opposite sex or not, whatever ﬂoats 
  your boat).  You and the victim move to an adjacent room.  See the Diplomacy skill variant in Chapter One to determine how 
  successful you are. If you do it, you’re both convinced that other person is not the slasher, so subtract 1 Guilt Point for each of 
  you. This is a good way to lose the Virgin feat.  If you don’t do it, you both gain 1 Guilt Point.
  66-70
  Blood Trail: A trail of blood leads out of the room. Assign 1 Guilt Point to a victim outside of the room or randomly assign it 
  to a victim in the room if there’s no one outside. Lose 1 Sanity.
  71-75
  Nightmare: You have a nightmare of the slasher.  You think you can see his face, but it’s blurry and indistinct. Randomly 
  assign 1 Guilt Point to another victim. Make a Fear save (DC 5).
  76-80
  Corpse! You ﬁnd a corpse!  Everyone gains 1 Guilt Point.  Make a Fear save (DC 15). Lose 1d3 Sanity.
  81-90
  No Event: Whew!
  91-100
  Slasher!: The masked slasher attacks! Make a Panic save (DC 10). Everyone in the room with you loses 1 Guilt Point. The 
  slasher disengages after 1d4 rounds of combat and leaves the room. The slasher attacks normally.  If you want to get fancy, a 
  randomly assigned player (but not you) controls the slasher’s actions. Killing the slasher doesn’t work either—he only SEEMS 
  dead.
  
  PAGE - 34
  CHAPTER 2: HUNTING SLASHERS
  After everyone has their chance, the players also write 
  down how many action points they would like to assign to 
  reduce the guilt of one person (if they have any action points 
  left). These action points are considered spent and do not 
  replenish until the scenario ends.
  For example, Amber has made a pretty good argument 
  against Mike.  However, Mike makes an impassioned speech 
  for why he’s innocent and how everybody always picks on 
  the good-looking guy. Matt believes Mike.  Since he has 
  three action points left, Matt writes down “Mike –3” on his 
  voting sheet. He publicly declares Mike innocent, but keeps 
  the number to himself.  Now Mike feels bad for accusing 
  Matt of being the killer.  
  Tally Phase: After the speeches, everyone writes their 
  “vote” on a piece of paper along with the number of Guilt 
  Points for the slasher.  Keep it secret from the other players. 
  If there’s a Game Master present, he can collect the votes.
  For example, everyone reveals their votes: Amber and 
  Jeremy voted against Mike (+5 and +4, respectively), and 
  Matt used his action points to argue for Mike’s innocence 
  (-3).  That leaves Mike at a grand total of 6 Guilt Points.  
  What no one expected is that Matt voted a whopping 10 
  Guilt Points for Amber.
  If there’s a tie, there are two slashers working together.  
  However, instead of playing the slasher character, the 
  victims get to play themselves with one trademark weapon 
  (maybe a knife or a bat).  After all, two heads are better than 
  one…
  Revelation Phase: Each player then reveals how many 
  Guilt Points they had for each victim.  In turn, each victim 
  who has been accused must add up his collective Guilt 
  Points.  Whoever has the highest number of Guilt Points is 
  the slasher and controls the slasher’s actions for the rest of 
  the scenario.
  For example, after tallying everyone’s votes, the results 
  are revealed. At the end of the Revelation Phase, Amber has 
  10 Guilt Points, Mike has 6 Guilt Points, Matt has 5 Guilt 
  Points, and Jeremy has 0 Guilt Points. Surprise!  The hot 
  chick is the killer!
  Slasher Phase: Something catastrophic happens: a 
  gunshot, a loud scream, thunder and lightning, weird moans, 
  etc.  It doesn’t matter what it is so much as the effect: every 
  victim, no matter where he is, must make a Panic save (DC 
  20 + Challenge Rating of slasher).  Remove the suspect (we 
  now know who the slasher is) and place the slasher next to a 
  randomly determined victim.  The slasher starts this Act fully 
  healed even if she was wounded earlier.
  At this point, most victims will be at a distinct 
  disadvantage.  They’ll probably be panicked if not 
  completely out of their minds and they will most certainly be 
  separated.  It’s up to the victims to try to rally together and 
  take out the slasher.  The slasher no longer pops in and out of 
  the scenario; he’s now a character like everyone else and can 
  be killed.  
  NPC VICTIMS
  If you want to spice things up, be sure to have NPCs present 
  as well to keep everyone guessing.  In this case, NPCs can 
  receive Guilt Points.  They exist primarily to be killed and 
  have sex with. NPCs do not get to vote for or against anyone.
  If NPC victims see something obviously dangerous, 
  they’ll move away at 30 feet per round at initiative count 
  0. It takes a DC 15 Diplomacy check or DC 20 Intimidate 
  check to convince a NPC victim to move in a particular 
  direction, and the NPC victim must be able to hear or see the 
  character making the attempt. It takes a full-round action to 
  make the Diplomacy check, but the Intimidate check is a free 
  action.
  If two or more characters are trying to direct a NPC victim 
  in different directions, they make opposed Diplomacy or 
  Intimidate checks to determine whom the NPC victim 
  listens to. The NPC victim ignores everyone if none of the 
  characters’ check results beat the DCs given above.
  VARIANT: HEROES
  If you want to just use standard heroes in this scenario, the 
  slasher should be triple the level or Hit Dice of the average 
  level of the PCs.  You can also have a mixture of NPC 
  victims and PC heroes.  The PRU makes for an excellent 
  excuse to get people together. Make liberal use of the new 
  monsters listed in this book to up the ante.
  VARIANT: BEING AN IDIOT
  Ah, we love the idiot.  Idiots go places nobody else should 
  go, open doors nobody else would open, and do brilliant 
  TAKING A TRIP?
  Before going to any location where a slasher movie might take place (abandoned house, old camp grounds, or the like) 
  be prepared:
  • Check that your car is in good repair and has plenty of fuel.  Then check it again.
  • Part of checking your car means you checked the tires, right?  And you have a spare…right?
  • Pack your car with useful stuff, including a ﬁrst aid kit, a survival kit, and some type of non-perishable food.  Have a 
  map of where you’re going and bring a compass. 
  • You know how to read the map and use a compass, right?
  • TASERs, mace, and a knife are always useful in a ﬁx.  Just be sure they’re legal in the state you’re visiting.
  • Before you leave, make sure you let friends and family know where you’re going and when you’ll be back.
  • Check the weather forecast.  Storms are bad days to travel.  But you knew that.
  
  PAGE - 35
  CHAPTER 2: HUNTING SLASHERS
  things like stick their hands in trash compactors.  Every rule 
  in life tells you, with great emphasis: DON’T BE AN IDIOT.
  Well we’re here to tell you that this is the one time it’s 
  okay to be an idiot.  You’ll even be rewarded for it.  On the 
  round when a victim would normally roll on the Slasher 
  Encounter Table, he instead makes a Wisdom check (DC 20). 
  Failure means he does something stupid.
  The victim must say something along the lines of, “I’ll 
  be right back,” or “Let’s split up,” or “It’s probably just the 
  wind.”  Then he intentionally walks out of the room and 
  moves two rooms away.  There is a 10% chance the slasher 
  shows up as a result.  As a reward for his stupidity, the 
  victim gains 1 action point.  He can do this each round, but it 
  must end with him walking into a room with no one in it.
  VARIANT: WITH A GAME MASTER
  A standard game with a Game Masters opens up the 
  possibilities tremendously.  For one, the slasher doesn’t 
  have to be controlled by a player anymore, as the GM runs 
  him.  For another, the slasher doesn’t even have to be one of 
  the player-controlled victims.  It could be an NPC or just a 
  psycho from the outside.  
  THE END
  There are a few ways the scenario ends:
  Victims Kill the Slasher: Victims who survive get the 
  experience points for killing the slasher, possibly increasing 
  their level.  
  Slasher Kills All the Victims: The victim who becomes 
  the slasher gains experience points for killing the other 
  victims. These experience points are applied to the player’s 
  original victim character.  If the victim character goes up a 
  level, the slasher is advanced as well. Roll up new victims…
  it’s time for a sequel!
  Slasher Kills Some of the Victims: The slasher only 
  kills a few of the victims but is then killed.  That’s okay; the 
  victim who is the slasher still gets all the experience points 
  for killing the other victims, as above.  In this case, the 
  slasher is not advanced in power, cause he’s dead and stuff.
  All these rules encourage the player controlling the slasher 
  to kill as many people as possible—as it should be.  Note 
  that just because one player is the slasher in the ﬁrst game 
  does not necessarily mean that player is a slasher in the next 
  game. 
  EQUIPMENT
  Slashers are known for their creativity in wielding all sorts 
  of equipment. This section expands upon the improvised 
  weapon rules and allows a variety of normal, everyday, 
  innocent items to be turned into murderous weapons of 
  destruction.  As if that weren’t bad enough, it also covers 
  magic, psionics, and special items that give slashers an edge.
  Hey, those teenagers can be tough to kill sometimes!
  IMPROVISED WEAPONS
  Any portable object can be used as a weapon in a pinch. 
  In most cases, an object can be wielded either as a melee 
  weapon or a ranged weapon. 
  A character takes a –4 penalty on his or her attack roll 
  when wielding or throwing an improvised weapon. An 
  improvised weapon is not considered simple, archaic, or 
  exotic, so weapon proﬁciency feats cannot offset the –4 
  penalty.  
   
   
  Object Size
  Examples
  Damage
  Diminutive
  Ashtray, CD case, crystal paperweight
  1
  Tiny
  Fist-sized rock, coffee mug, softball, 
  ﬂashlight
  1d2
  Small
  Bottle, ﬁre extinguisher, ﬂower pot, 
  helmet, hubcap, vase
  1d3
  Medium-size
  Bar stool, brick, briefcase, bowling 
  ball, garbage can lid, hockey stick
  1d4
  Large
  Empty garbage can, guitar, computer 
  monitor, ofﬁce chair, tire iron
  1d6
  Huge
  10-foot ladder, mailbox, oil barrel, park 
  bench, sawhorse
  1d8
  Gargantuan
  Desk, dumpster, ﬁle cabinet, large sofa, 
  soda machine
  2d6
  Colossal
  Junked vehicle, stoplight, telephone 
  pole
  2d8
  A character can effectively wield or throw an object of his 
  or her size category or smaller using one hand. A character 
  can effectively wield or throw an object one size category 
  larger than him or herself using two hands.  An improvised 
  thrown weapon has a range increment of 10 feet. Increase 
  the range increment for creatures of Large size or larger as 
  follows: Large 15 feet, Huge 30 feet, Gargantuan 60 feet, 
  Colossal 120 feet.
  Damage: Improvised weapons deal lethal damage based 
  on their size, although the GM may adjust the damage 
  of an object that is especially light or heavy for its size. 
  The wielder’s Strength modiﬁer applies only to damage 
  from Tiny or larger improvised weapons; do not apply the 
  wielder’s Strength modiﬁer to damage from Diminutive 
  objects. Improvised weapons threaten a critical hit on a 
  natural roll of 20. Improvised weapons of Fine size deal no 
  damage.
  Unlike real weapons, improvised weapons are not 
  designed to absorb damage. They tend to shatter, bend, 
  crumple, or fall apart after a few blows. An improvised 
  weapon has a 50% chance of breaking each time it deals 
  damage or, in the case of thrown objects, strikes a surface 
  (such as a wall) or an object larger than itself.
  WEAPONS
  The weapons collected below are easily accessible and 
  can be found in any kitchen or garage.  The standard rules 
  indicate that these tools of death are merely “improvised 
  
  PAGE - 36
  CHAPTER 2: HUNTING SLASHERS
  weapons” and that one cannot gain any expertise in them.  
  “Fie!” says the slasher.  
  Slashers have been using these weapons for years with 
  great effect.  Their inclusion here ofﬁcially makes them 
  worthy tools of destruction that a slasher can become 
  specialized in. 
  CLEAVER
  Cleavers are excellent for carving pumpkins or teenagers’ 
  heads. 
  CLUB
  Clumsy but serviceable, the club keeps cars locked up safe 
  and stuns victims who don’t see it coming.
  CROWBAR
  Crowbars are useful for prying stuff open, like stubborn 
  doors, stuck windows, and ribcages. A crowbar grants a 
  +2 circumstance bonus on Strength checks made for such 
  purposes. 
  HAMMER
  The hammer is a ﬁne weapon for slashers who secretly want 
  to be carpenters.  Best of all, it can be used as a bludgeoning 
  attack or if ﬂipped around can poke someone’s eye out! A 
  hammer grants a +1 circumstance bonus on Strength checks 
  when prying something open.
  ICE PICK
  Ice picks are especially effective when stabbed through the 
  back of the head or in the eye.  More than one slasher fondly 
  remembers their ﬁrst ice pick killing.
  KNIFE
  Knives are great for slashers who ascribe to the kill-as-
  you-go style of murder.  After all, a sharp steak knife is just 
  a kitchen drawer away. A slasher can select the Weapon 
  Finesse feat to apply his or her Dexterity modiﬁer instead of 
  Strength modiﬁer to attack rolls with a knife.
  WRENCH
  Wrenches are functional tools as well as heavy weapons.  
  Slashers who work as plumbers on their days off ﬁnd 
  wrenches to be very effective in stopping pipes from leaking.
  ARCHAIC MELEE WEAPONS
  Most of these weapons deal damage by means of a blade or 
  a sharp point. 
  HATCHET
  This light axe is a chopping tool that deals slashing damage 
  when employed as a weapon. Female slashers tend to use 
  these things.
  FIREMAN’S AXE
  Wielded by strong slashers and, well, ﬁremen. Or ﬁremen 
  slashers.  Look, it’s a big red axe, that’s all you need to 
  know.
  MACHETE
  This long-bladed tool looks much like a short, lightweight 
  sword. A slasher classic.
  TABLE 2-7: WEAPONS
  Weapon
  Damage
  Critical
  Damage Type
  Range Increment
  Size
  Weight
  Purchase DC
  Simple Weapons (require the Simple Weapons Proﬁciency feat)
  Cleaver
  1d6
  19–20
  Slashing
  —
  Small
  2 lb.
  5
  Club
  1d6
  20
  Bludgeoning
  10 ft.
  Med
  3 lb.
  4
  Crowbar
  1d6
  20
  Bludgeoning/Piercing
  —
  Large
  5 lb.
  6
  Hammer
  1d6
  20
  Bludgeoning/Piercing
  10 ft.
  Med
  2 lb.
  5
  Knife
  1d4
  19–20
  Piercing
  10 ft.
  Tiny
  1 lb.
  7
  Ice Pick
  1d2
  19–20
  Piercing
  10 ft.
  Tiny
  1 lb.
  4
  Wrench
  1d2
  19–20
  Bludgeoning
  10 ft.
  Tiny
  3 lb.
  4
  Archaic Weapons (require the Archaic Weapons Proﬁciency feat)
  Fireman’s Axe
  1d10
  x3
  Slashing
  —
  Large
  8 lb.
  6
  Hatchet
  1d6
  20
  Slashing
  10 ft.
  Small
  4 lb.
  4
  Machete
  1d6
  19–20
  Slashing
  —
  Small
  2 lb.
  5
  Pitchfork
  1d6
  x2
  Piercing
  10 ft.
  Large
  4 lb.
  7
  Straight Razor
  1d4
  19–20
  Slashing
  —
  Tiny
  0.5 lb.
  4
  Exotic Melee Weapons (each requires a speciﬁc Exotic Melee Weapon Proﬁciency feat)
  Bladed Glove
  1d6
  x2
  Piercing or slashing
  —
  Small
  4 lb.
  10
  Chain saw
  3d6
  20
  Slashing
  —
  Large
  10 lb.
  9
  Garrote
  Special
  -
  Slashing
  —
  Small
  1/10 lb.
  4
  Power Drill
  2d6
  20
  Piercing
  —
  Large
  8 lb.
  10
  Scythe
  2d4
  x4
  Piercing or slashing
  —
  Large
  10 lb.
  9
  Sickle
  1d6
  x2
  Slashing
  —
  Med
  2 lb.
  6
  
  PAGE - 37
  CHAPTER 2: HUNTING SLASHERS
  PITCHFORK
  Farmers and slashers alike make good use of this weapon.  
  Although the hay doesn’t scream as much when farmers use 
  a pitchfork on it.  This weapon can be thrown.  If you use 
  a ready action to set a pitchfork against a charge, you deal 
  double damage on a successful hit against a charging 
  character.
  STRAIGHT RAZOR
  This innocent tool of murder is 
  supposed to just cut the hairs off your 
  chin.  Of course, slashers usually cut 
  a little deeper, preferably right under the 
  neck and from behind.
  EXOTIC MELEE 
  WEAPONS
  Most exotic weapons are either atypical in 
  form or improved variations of other melee 
  weapons. Because each exotic weapon is unique in how it is 
  manipulated and employed, a separate Exotic Melee Weapon 
  Proﬁciency feat is required for each one in order to avoid the 
  –4 nonproﬁcient penalty.
  BLADED GLOVE
  Like a knife, only ﬁve times as much fun!  Bladed gloves 
  are essentially an exoskeleton with ﬁve blades built in 
  that protrude out of the ﬁngers.  Your opponent cannot 
  use a disarm action to disarm you of spiked gauntlets. 
  Unfortunately, wielding a glove like this essentially makes 
  the hand useless—all skill checks using that hand suffer a –4 
  circumstance penalty. But, boy, does it look scary! 
  CHAIN SAW
  When slasher met chain saw, it was love at ﬁrst sight.  Trees 
  have been heaving a sigh of relief ever since. Starting a 
  chainsaw takes a move action. If a chainsaw isn’t running, it 
  deals 1d6 points of nonlethal damage instead.
  GARROTE
  A garrote, when wielded in both hands, adds +4 to damage 
  inﬂicted when grappling someone.  This damage can be 
  nonlethal at the wielder’s discretion.
  POWER DRILL 
  The ultimate in phallic symbols! Starting a power drill takes 
  a move action. If a power drill isn’t running, it deals 1d4 
  points of nonlethal damage instead.
  SCYTHE
  Sure, scythes sound cool.  They have that whole grim reaper 
  thing going on.  But they’re hideously unwieldy and heavy.  
  A scythe can be used to make 
  trip attacks. If you 
  are tripped during your own trip attempt, you can drop the 
  scythe to avoid being tripped.
  SICKLE
  Sickles are like handheld versions of scythes, which make 
  them considerably more practical.  On the other hand, a big 
  circular blade is a bit difﬁcult to conceal.  A sickle can be 
  used to make trip attacks. If you are tripped during your own 
  trip attempt, you can drop the sickle to avoid being tripped.
  FX ITEMS
  DAGGER OF BANISHMENT
  The blade of this +1 dagger is long and seems to be made 
  of an actual spine.  It has a small skull on the pommel, and 
  it looks much like a ribcage wearing a helmet.  It deals 
  +2d6 points of bonus holy (good) damage against all of evil 
  allegiance.  If the creature is extraplanar, it must make a Will 
  save (DC 15) or be banished back to its home plane.
  Type: Weapon (magic); Caster Level: 10th; Purchase DC: 
  25; Weight: 2 lb.
  VOICE DISTORTION UNIT
  The voice distortion unit (VDU) was originally used as a 
  means of encrypting voices over wireless communications.  
  Fooling around one night in the lab, researchers discovered 
  they could make any voice sound the same.  The researcher 
  in question is long dead, but his invention lives on.  The 
  VDU can completely mask a speaker’s voice, bestowing a 
  
  PAGE - 38
  CHAPTER 2: HUNTING SLASHERS
  +10 to all Bluff checks.  Only electronic sensing equipment 
  can tell the difference. 
  Purchase DC: 30; Weight: 1 lb
  FX POWERS
  CONTROL OBJECT, MASS
  Psychokinesis (Con)
  Level: Psychogene 3
  Display: Me
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./ level)
  Target: 1 unattended object weighing up to 100 lb./level
  Duration: Concentration, up to 1 round/level
  Saving Throw: None
  Power Resistance: No
  Power Points: 3
  You telekinetically “brings to life” inanimate objects. 
  Though it is not actually alive, the object moves under 
  your control. Live vegetation cannot be controlled in this 
  fashion, nor can already animated objects or undead. The 
  controlled object moves like a puppet, with jerky and clumsy 
  movements, at a speed of up to 20 feet. If its form is rigid, it 
  makes creaking, groaning, or grating sounds as you control 
  it.
  A controlled object can attack an opponent if you direct it 
  to do so. It has one slam attack, at a base attack bonus equal 
  to your base attack bonus plus your Intelligence modiﬁer. If 
  the attack hits, it deals points of damage equal to 1d6 plus 
  your Intelligence modiﬁer. A controlled object has its usual 
  hardness and hit points.
  LESSER DOMINATION
  Telepathy (Cha) [Compulsion, Mind-Affecting, 
  Language-Dependent]
  Level: Psychogene 3
  Display: Me
  Manifestation Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One humanoid of Medium-size or smaller
  Duration: 1 day/level
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 7
  You can control the actions of any humanoid of Medium-size 
  or smaller. You establish a telepathic link with the subject’s 
  mind.  You can generally force the subject to perform as you 
  desire, within the limits of the subject’s abilities. You know 
  what the subject is experiencing but do not receive direct 
  sensory input from him.
  Subjects resist this control, and those forced to take 
  actions against their natures receive a new saving throw 
  with a bonus of +1 to +4, depending on the type of action 
  required. Obviously self-destructive orders are not carried 
  out. Once control is established, the range at which it can be 
  exercised is unlimited, as long as you and the subject are on 
  the same plane. You need not see the subject to control it.
  Protection from evil or a similar spell or power can prevent 
  you from exercising control or using the telepathic link 
  while the subject is so warded, but it does not prevent the 
  establishment of domination or negate it.
  FX SPELLS
  CREATE EVIL DOLL
  Necromancy
  Level: Arcane 5
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One doll
  Duration: Permanent
  Saving Throw: Will negates; see text
  Spell Resistance: Yes
  Just before death, you place your soul into a nearby doll. 
  To cast the spell, the doll must be within spell range and 
  you must know where it is, though you do not need line of 
  sight or line of effect to it. When you transfer your soul upon 
  casting, your body dies.
  Attempting to possess a doll is a full-round action. It is 
  blocked by protection from evil or a similar ward. If you 
  are successful, your life force occupies the host doll. You 
  keep your Intelligence, Wisdom, Charisma, level, class, 
  base attack bonus, base save bonuses, allegiance, and 
  mental abilities. The doll retains its Strength, Dexterity, 
  Constitution, hit points, natural abilities, and automatic 
  abilities. A doll with extra limbs does not allow you to make 
  more attacks (or more advantageous two-weapon attacks) 
  than normal. 
  If the host doll is slain, you may attempt to enter another 
  doll, if within range. If the host doll is slain and no other 
  doll is within range of the spell, you die. Any life force with 
  nowhere to go is treated as slain.
  PUMPKIN PACT
  Conjuration (Calling)
  Level: Divine 5
  Components: V, S, M, XP
  Casting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One pumpkin demon
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  By casting this spell, you summon a pumpkin demon (see 
  stats in the Monsters section) from the blood of a person 
  
  PAGE - 39
  CHAPTER 2: HUNTING SLASHERS
  who has been wronged. The blood must be poured over a 
  pumpkin, which then transforms into a pumpkin demon. 
  The pumpkin demon immediately sets out in a straight line 
  towards the recipient’s foes, intent on rending them limb 
  from limb. The creature returns to its home plane at the end 
  of its task or when the duration bargained for expires.
  The recipient of the spell and the pumpkin demon 
  empathically share their pain and suffering. Each time 
  the recipient suffers damage, the pumpkin demon suffers 
  damage equal to the amount inﬂicted on the recipient or 5 
  points, whichever is less. This damage is empathic in nature, 
  so the pumpkin demon’s damage reduction and resistances 
  do not lessen or change this damage. The damage inﬂicted 
  has no type, so even if the recipient took ﬁre damage, the 
  pumpkin demon will still be harmed.
  Material Component: Pumpkin, recipient’s blood (1d6 
  points of damage)
  XP Cost: 250 XP.
  SANITY-AFFECTING MAGIC
  The following types of magic and speciﬁc spells have 
  different or additional effects when the Sanity variant is in 
  Sometimes, my job takes a turn for the weird.
  I’ve dealt with guys who won’t stay dead, guys who turn 
  your dreams into X-rated snuff ﬁlms, and guys who think 
  “pass the liver and kidney beans” means “please bite my 
  face.”
  But this, this is too much.
  “So where is he?” shouts Gabe.  She knows Rex, the 
  multiple serial murderer, has somehow returned after being 
  shot dead by police.  And she can tell, from the hufﬁng and 
  pufﬁng I’m doing, that I’m in trouble.  What she can’t see 
  with her infrared scope is the doll that’s trying to strangle 
  me with an extension cord.
  I back up and smash Rex into the wall with all my 
  might.  His head compresses and makes a cute little 
  SQUEAK! sound.  I do it several times.
  “You shouldn’t mess with things you don’t understand, 
  Job,” says Rex through the teeth of the Cornbeef Patch 
  Kid.  I didn’t know those things could talk.
  SQUEAK!
  “If you hadn’t tracked me down to this toy store you’d 
  be able to live for another few days until some other nut 
  kills you off.”
  SQUEAK!
  I’m starting to see spots.  If I don’t get this damn doll off 
  of me soon, Rex will have achieved his goal: embarrassing 
  the hell out of me. If I die like this, the PRU agents will 
  laugh so hard they’ll have to mop up the ﬂoor afterwards.
  I reached behind me and grab for something, anything.  
  My ﬁnger catches on what feels like a ring.  I yank on it.
  “I loooooove you!” shouts Rex uncontrollably. 
  The cord tears Rex off of my back.  He tumbles to the 
  ground and the ring retreats into his back once more.
  “I’m going to kill you for that,” says Rex, dusting his 
  little doll outﬁt off with little doll hands. 
  I gasp for breath as I reach out, looking for something 
  to fend him off with.  My hands feel the cool rubber of an 
  aluminum baseball bat.  Man, I love baseball.
  Rex has a wicked looking knife out.  I don’t know where 
  he got it from, but it deﬁnitely wasn’t the toy store. He 
  takes little doll steps towards me.
  “Say Rex,” I manage to cough out. “according to your 
  packaging, it says you’re not a ﬂying toy.”
  Rex’s doll eyes narrow in rage.  “You’d be surprised 
  what I can cut from down here, Beckem,” he snarls.
  There’s a woosh and then I’m back playing wafﬂe ball 
  with my buddies, batting around my sister’s ugly Cornbeef 
  Patch Kid.  I knocked that doll so hard, I took its head 
  clean off. She cried for three days straight. 
  Rex may not be able to feel pain, but he yelps anyway 
  as his head sails over the action ﬁgure aisle.  His headless 
  body twirls around a few times and bounces off one of the 
  shelves, landing in a pile of toy trucks.
  I get in a few more lungfuls of air.  Gabriel comes 
  skidding around the corner, shotgun out. 
  “What the hell happened here?” she shouts, scooping out 
  the aisles.  
  “Nothing,” I say, rubbing my throat. “Mind if I borrow 
  your cell phone?  I need to call somebody.”
  “Sure,” says Gabriel without hesitation.  She tosses me 
  her phone.  “Why?”
  I pick up one of the doll packages.  “I think I owe my 
  sister an apology.”
  use. For the effects of healing spells and magical means of 
  recovering sanity, see Restoring Sanity with Magic, later in 
  this section.
  Fear Effects: Whenever a spell, creature, or other factor 
  produces a fear effect that causes its target to become 
  shaken, frightened, or panicked, replace the saving throw to 
  avoid the effect (if applicable) with a Fear save. Even on a 
  successful check, the character may lose some Sanity. The 
  table below provides a summary of the Sanity loss associated 
  with each spell that has the fear descriptor:
  Spell
  Sanity Loss on Successful 
  Check
  Sanity Loss on Failed 
  Check
  Bane1
  —
  —
  Cause fear
  1d6
  1
  Fear
  2d6
  1
  1 Bane works normally because its effect is less severe than that 
  of the shaken condition.
  Remove fear does not automatically suppress an existing 
  fear effect on its subjects, but if it is cast on a creature that 
  lost Sanity because of a fear effect within the last 24 hours, 
  that Sanity loss is halved (to a minimum of 1 point) and the 
  creature’s current Sanity is adjusted accordingly.
  
  PAGE - 40
  CHAPTER 2: HUNTING SLASHERS
  Illusions: Illusions, when they are believed, cause Sanity 
  loss just as if the slasher or event were present. The GM can 
  reduce the Sanity loss caused by illusions (or eliminate it 
  entirely) if such spells appear frequently in the campaign.
  Bestow Curse: When using the Sanity variant, this spell 
  can cause a Madness save rather than a Will save. If the 
  victim fails the Madness save, he loses 3d6 points of Sanity. 
  Unlike normal Sanity loss, this number is also subtracted 
  from the character’s maximum Sanity. Magic that removes 
  the curse (such as remove curse or break enchantment) can 
  restore the character’s normal maximum Sanity, but separate 
  magic or the use of the Knowledge (behavioral sciences) 
  skill is required to restore the character’s current Sanity.
  Status: In addition to the spell’s normal effect, the 
  caster can sense whenever the subject suffers Sanity loss, 
  temporary insanity, indeﬁnite insanity, or permanent insanity 
  during the duration of the spell.
  
  PAGE - 41
  CHAPTER THREE: 
  SLASHER FIELD GUIDE
  “So let me get this straight,” I say to the cultist standing in front of me with a knife, 
  “that whole conspiracy thing about Satanists across America…they were right?”
  “Absolutely,” says the esteemed professor of archaeology, Dr. Harold Tecmis. His voice is a rich baritone and the 
  blood dripping off his blade contrasts sharply with his bifocals and white lab coat.  I wasn’t entirely sure I wanted to 
  know why a professor of archaeology was wearing a lab coat.  “Actually, that’s not entirely true.  We are not Satanists.”
  “No, you’ve just been harboring a multiple murderer,” I say, keeping my revolver leveled at his head.  “That’s a lot of 
  trouble to go through.  Looks like you’re doing okay all by yourself.”
  Tecmis looks down at the knife in his hand and chuckles.  “Oh, this?  No, this is Bob’s.”
  “Bob?”
  “Yes. It’s Robert’s.  We initiated him into the Cult of Arawn several years ago.  He’s been coming along quite nicely.  
  Fifty two murders, at last count.”
  “Man alive!  Don’t you guys have anything better to do with your time?”
  “I’m afraid it’s our duty.” He takes off his bifocals and polishes them with the edge of his lab coat as if there isn’t a 
  pissed off PRU agent pointing a gun at his head.  “You see, we’re trying to save you.”
  “Save us from what?”
  “The end of the world.  If Bob doesn’t sacriﬁce a certain number of victims, the world will end.  Most historians 
  believe that philosophy to be derived from Aztec myth, but it was actually an ancient religion revered by all of humanity 
  before human sacriﬁce became too…costly.  Now, with overpopulation and crowding, the Avatar of Arawn can continue 
  his work to save us all.”
  “That’s great, Doc.  And just how many people have to die before the world is saved.”
  Tecmis looks at his watch.  “This year? Fifty-three.  Isn’t that right Bob?”
  I don’t have to look behind me to know whom Tecmis has in mind.
  THE SIX PHASES OF MURDER
  The act of killing has a certain rhythm to it.  GMs who want 
  to give slashers an ebb and ﬂow to their murders can use the 
  following phases:
  Aura: The ﬁrst phase is when the slasher begins to lose 
  his grip on reality.  He starts having fantasies of killing and 
  loses track of time.  For the duration, perhaps an hour or 
  more, the slasher suffers a –4 penalty to Listen, Spot, Search, 
  and Sense Motive checks.  Eventually he decides to do 
  something about it.
  Trolling: No, not harassing you on a message board.  
  The slasher begins looking for victims.  He receives a +4 
  bonus to Gather Information, Investigate, and Knowledge 
  (streetwise) checks. Upon ﬁnding a victim, he moves to the 
  Wooing phase.
  Wooing: This is a bit more nefarious than a marriage 
  proposal. The slasher attempts to lure his victim in.  
  Obviously, this applies more to organized types than 
  disorganized types, who have a tendency to confuse “woo” 
  with “chop in the head.”  Should the slasher be suave enough 
  to carry on a conversation, he receives a +4 bonus to Bluff 
  checks.
  Capture: The slasher springs his trap.  He gets a +2 bonus 
  to grapple checks.
  Murder: Pretty self-explanatory.  At this point the slasher 
  gets an emotional high and receives a +2 morale bonus to 
  Strength and Constitution, a +1 morale bonus on Will saves, 
  and a –2 penalty to AC. The effect is otherwise identical with 
  a barbarian’s rage except that the slasher isn’t fatigued at the 
  end of the rage.
  Depression:  Nothing is more pathetic than a sad slasher. 
  The slasher takes a –2 penalty on attack rolls, saving throws, 
  ability checks, skill checks, and weapon damage rolls until 
  he enters the Aura phase again.
  JUST ADD WATER…
  Need a slasher?  Roll on the below table and you’ll have 
  names in no time.  It may even give you ideas as to the type 
  of slasher and his methods.
  I THOUGHT YOU HAD THE 
  MAP!
  Slashers generally aren’t as successful without a big 
  dollop of confusion.  Successful slashers know how to 
  use the terrain to their advantage, relying on their victims’ 
  unfamiliarity with the area.  In many cases, the slasher 
  knows the place like the back of his hand, which is a 
  signiﬁcant advantage over his prey.
  A victim with at least 5 ranks in Knowledge (geography) 
  or Knowledge (local) pertaining to the area being traveled 
  through gains a +2 bonus on his Survival check to avoid 
  
  PAGE - 42
  CHAPTER 3: SLASHER FIELD GUIDE
  becoming lost. Check once per hour (or portion of an hour) 
  spent in local or overland movement to see if travelers have 
  become lost. In the case of a party moving together, only the 
  victim leading the way makes the check.
  Effects of Being Lost: If a party becomes lost, the 
  characters are no longer certain of moving in the direction 
  they intended to travel. Randomly determine the direction in 
  which the party actually travels during each hour of local or 
  overland movement. The victims’ movement continues to be 
  random until they blunder into a landmark they can’t miss, 
  or until they recognize that they are lost and make an effort 
  to regain their bearings.
  Recognizing that You’re Lost: Once per hour of random 
  travel, each victim in the party may attempt a Survival check 
  (see Slasher Locations below, –1 per hour of random travel) 
  to recognize that they are no longer certain of their direction 
  of travel. Some circumstances may make it obvious that the 
  victims are lost.
  Setting a New Course: A lost party is also uncertain of 
  determining in which direction it should travel in order to 
  reach a desired objective. Determining the correct direction 
  of travel once a party has become lost requires a Survival 
  check (see Slasher Locations below, +2 per hour of random 
  travel). If a victim fails this check, he chooses a random 
  direction as the “correct” direction for resuming travel. Once 
  the victims are traveling along their new course, correct or 
  incorrect, they may get lost again. If the conditions still make 
  it possible for travelers to become lost, check once per hour 
  of travel as described in the table below, to see if the party 
  maintains its new course or begins to move at random again.
  Conﬂicting Directions: It’s possible that several victims 
  may attempt to determine the right direction to proceed 
  after becoming lost. Make a Survival check for each victim 
  in secret, then tell the players whose victims succeeded the 
  correct direction in which to travel; tell the players whose 
  victims failed a random direction they think is right.
  TABLE 3-1: SLASHER NAMES
  2d20
  First Name
  1d20
  Second Name
  2
  Acid Bath
  1
  Assassin
  3
  Alphabet
  2
  Backpacker
  4
  Angel
  3
  Beast
  5
  Axe
  4
  Biter
  6
  Black
  5
  Butcher
  7
  Candyman
  6
  Cannibal
  8
  Child
  7
  Demon
  9
  Christmas
  8
  Executioner
  10
  Coed
  9
  Fiend
  11
  Cross Country
  10
  Killer
  12
  Educated
  11
  Monster
  13
  Fairy-tale
  12
  Murderer
  14
  Freeway
  13
  Of [Current Location]
  15
  Halloween
  14
  Piper
  16
  Happy Face
  15
  Ripper
  17
  Hillside
  16
  Slasher
  18
  Holiday
  17
  Stalker
  19
  Klown
  18
  Strangler
  20
  Mad
  19
  Torturer
  21
  Moors
  20
  Vampire
  22
  Nameless
  23
  Night
  24
  Passion
  25
  Phantom
  26
  Pied
  27
  Red
  28
  Sex
  29
  Shadow
  30
  Skid Row
  31
  Spider
  32
  Station
  33
  Stocking
  34
  Sunday Morning
  35
  Swamp
  36
  Thrill
  37
  Trailside
  38
  Twilight
  39
  Want Ad
  40
  Wolf
  
  PAGE - 43
  CHAPTER 3: SLASHER FIELD GUIDE
  Regaining Your Bearings: There are several ways 
  to become oriented to direction. First, if the victims 
  successfully set a new course and follow it to the destination 
  they’re trying to reach, they’re not lost anymore. Second, the 
  victims might run into an unmistakable landmark through 
  random movement. Third, if conditions improve—the fog 
  lifts or the sun comes up—lost victims may attempt to set 
  a new course, as described above, with a +4 bonus on the 
  Survival check. 
  Slashers haunt all manner of places, but they are fond 
  of a particular series of locations, primarily because said 
  locations are deserted and have a lot of hiding places.  Roll 
  on the below table to determine what place is worth stalking.
  1d20
  Location
  Survival DC
  1
  Apartment Building
  6
  2
  College Campus
  13
  3
  Cruise Ship
  6
  4
  Deep Forest
  15
  5
  Deserted Island
  14
  6
  Haunted House
  14
  7
  High School
  8
  8
  Highway
  10
  9
  Hospital
  13
  10
  Hotel
  10
  11
  Lighthouse
  6
  12
  Mall
  13
  13
   Mortuary
  6
  14
   Movie Set
  8
  15
   Prison
  13
  16
  Sanitarium
  13
  17
  Summer Camp
  10
  18
  Theatre
  8
  19
  Theme Park
  14
  20
  Train
  6
  Stealth and Detection: In most locations that a slasher 
  will frequent, the maximum distance at which a Spot check 
  for detecting the nearby presence of others can succeed is 
  2d6×10 feet. In other words, far too late for victims to run 
  away.  Because most squares possess either undergrowth 
  (when outside) or obstacles (desks, crates, etc). indoors, it’s 
  usually easy for a slasher to use the Hide skill. Concealment 
  and cover are both possible, depending on the circumstances.  
  In some places, the background noise makes Listen checks 
  more difﬁcult (e.g., a running generator or a rushing stream), 
  increasing the DC of the check by 2 per 10 feet, not 1 (but 
  note that Move Silently is also more difﬁcult if the ﬂoor is 
  cluttered with debris). In areas ﬁlled with dark spaces only 
  intermittently lit, slashers receive a +2 circumstance bonus to 
  Hide checks.
  SLASHER OCCUPATIONS
  DISORGANIZED KILLER
  Disorganized killers are not as smart as organized killers.  
  Their social skills…well, let’s just say they don’t get many 
  dates.  Disorganized killers are rarely coordinated enough 
  to drive or hold down a job for very long.  They are equally 
  incapable of hiding a crime scene. The disorganized killer 
  usually carries out “blitz” attacks, leaping out and attacking 
  victims without warning.
  Prerequisite: Must have killed more than three victims  
  during a relatively short interval.
  Skills: Choose three of the following skills as permanent 
  class skills. If a skill the character selects is already a 
  class skill, he or she receives a +1 competence bonus on 
  checks using that skill.  Climb, Hide, Intimidate, Jump, 
  Listen, Move Silently, Navigate, Search, Spot, Survival, or 
  Knowledge (behavioral sciences).
  Bonus Feat: Stealthy.
  MENTAL PATIENT
  Being a mental patient sucks.  It especially sucks when 
  nobody believes your story: that a psycho in a hockey mask 
  was the real killer.  Even the other mental patients make fun 
  of you for your lack of originality.  Most mental patients 
  eventually escape, which explains their propensity for 
  criminal skills.  
  Prerequisite: Age 18-.
  Skills: Choose two of the following skills as permanent 
  class skills. If a skill the character selects is already a class 
  skill, he or she receives a +1 competence bonus on checks 
  using that skill.  Disable Device, Disguise, Forgery, Hide, 
  SURVIVING SLASHER HUNTING GROUNDS
  In the local abandoned house, campground, or carnival?  Follow these tips to stay alive:
  • 
  Do the lights work?  You tried them, right?
  • 
  Called anyone recently?  Maybe now’s a good time.
  • 
  Or even better, make sure your cell phone is charged and has service.
  • 
  Now it’s time to learn the lay of the land.  Know how to get in and how to get out.
  • 
  It’s never a good idea to sleep alone.  Find somebody attractive and use the excuse that you need him or her for 
  “slasher protection.”  Works every time.
  • 
  Lock the utensil drawer.
  • 
  If there’s a dirt ﬂoor, attic, basement, cellar, or crawl space, check it out early with a ﬂashlight.  Find a dead body?  
  Then it’s TIME TO GO.
  • 
  No, it’s not Billy the class clown playing a joke.  What kind of sicko plays jokes like that?
  
  PAGE - 44
  CHAPTER 3: SLASHER FIELD GUIDE
  Knowledge (streetwise), Move Silently, or Sleight of Hand.
  Bonus Feat: Select either Brawl or Stealthy.
  ORGANIZED KILLER
  Organized killers are smart, socially competent, and capable 
  of pretending that they’re “normal” people.  They can 
  do normal people things like drive, read the newspaper, 
  and even hold down a job.  But they are so not normal. 
  Organized killers maintain control over their crime scenes 
  and usually have a high enough Investigate skill to use 
  forensic science against their trackers. They follow their 
  crimes in the media carefully and are often very proud 
  of their murders. The organized killer is usually socially 
  adequate and has friends and lovers, sometimes even a 
  family. 
  Prerequisite: Must have killed more than three victims 
  during a relatively short interval.
  Skills: Choose three of the following skills as permanent 
  class skills. If a skill the character selects is already a 
  class skill, he or she receives a +1 competence bonus on 
  checks using that skill.  Bluff, Diplomacy, Disguise, Drive, 
  Forgery, Gather Information, Intimidate, Investigate, 
  Knowledge (arcane lore, behavioral sciences, civics, current 
  events, popular culture, streetwise, tactics, or theology and 
  philosophy), Research, Sense Motive, or Sleight of Hand.
  Bonus Feat: Deceptive.
  SLASHER ALLEGIANCES
  HEDONISTIC
  Perhaps the most erratic of slashers are the hedonists.  They 
  do it because they like what they do. Some slashers get a 
  visceral thrill from the chase itself, while others enjoy the 
  torture and abuse. And don’t even ask what they like to do 
  with the bodies afterwards…
  MISSION
  This slasher believes he is justiﬁed in slaughtering a 
  particular type of people.  His type could be anything: 
  prostitutes, women, children, an ethnic group, or people with 
  glass eyes.  
  POWER
  Probably the most common type of slasher, slashers with this 
  allegiance enjoy killing because it makes them feel powerful.  
  The act usually mimics something that psychologically 
  scarred the slasher, and he attempts to exercise control over 
  those circumstances.  A slasher who was humiliated and 
  teased might humiliate and tease his victims.
  VISIONARY
  The slasher suffers from schizophrenia or some other 
  psychotic disorder.  He suffers from delusions or 
  hallucinations.  As such, he has a vision that is utterly out 
  of touch with reality.  This can be a dog demon telling him 
  whom to kill, a belief that murders must happen to balance 
  out the population, or that sacriﬁces must be made to some 
  dark god.  
  SLASHER ADVANCED 
  CLASSES
  ALTER EGO
  Alter Egos are people who take multiple personality disorder 
  to a new level.  Instead of just splitting into harmless 
  personalities like Funny Guy and Wax Poetic Guy, they have 
  another personality that is extremely violent.  The scary 
  part is that this personality is deeply buried in an otherwise 
  normal person.  At least, that’s what everyone says after the 
  slasher stabs dozens of people in the shower.
  Requirements
  To qualify to become an Alter Ego, a character must fulﬁll 
  the following criteria.
  Sanity: -10 or lower.
  Permanent Insanity: Dissociative Identity Disorder.
  Occupation: Organized Killer.
  Class Information
  Hit Die: 1d6.
  Action Points: 6 + one-half character level, rounded 
  down, every time the character attains a new level in this 
  class.
  TABLE 3-2: THE ALTER EGO
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +0
  +1
  +0
  +1
  Other personality
  +1
  +1
  2nd
  +1
  +2
  +0
  +2
  Signature
  +2
  +1
  3rd
  +2
  +2
  +1
  +2
  Ladykiller +2
  +2
  +1
  4th
  +3
  +2
  +1
  +2
  Peep
  +3
  +2
  5th
  +3
  +3
  +1
  +3
  Hear voices
  +3
  +2
  6th
  +4
  +3
  +2
  +3
  Ladykiller +4
  +3
  +2
  7th
  +5
  +4
  +2
  +4
  Master of disguise
  +4
  +3
  8th
  +6
  +4
  +2
  +4
  Truthful
  +4
  +3
  9th
  +6
  +4
  +3
  +4
  Mental Retreat
  +5
  +3
  10th
  +7
  +5
  +3
  +5
  Ladykiller +6
  +5
  +4
  
  PAGE - 45
  CHAPTER 3: SLASHER FIELD GUIDE
  Class Skills:The Alter Ego’s class skills (and the key 
  ability for each skill) are: Bluff (Cha), Diplomacy (Cha), 
  Disguise (Cha), Forgery (Int), Intimidate (Cha), Hide (Dex), 
  Listen (Wis), Move Silently (Dex), Perform (act) (Cha), 
  Profession (Wis), Read/Write Language (none), Repair (Int), 
  Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), 
  Speak Language (none), Spot (Wis).
  Skill Points at Each Level: 3 + Int modiﬁer.
  Class Features
  The following features pertain to the Alter Ego advanced 
  class.
  Other Personality (Ex): Alter Egos have another 
  personality and it’s not a very nice one.  Each personality 
  functions in complete autonomy, like two characters in 
  one body. The other personality does not control the Alter 
  Ego’s body physically, but is free to take one standard 
  action in each round if the action is purely mental (such as 
  manifesting a psionic power) in the same round the Alter 
  Ego takes his normal actions. The other personality can 
  manifest psionic powers using the Alter Ego’s power point 
  reserve, but only as if the Alter Ego’s manifester level were 
  six lower than it is. The other personality doesn’t provoke 
  attacks of opportunity when manifesting a power, because 
  doing so doesn’t distract the Alter Ego’s primary mind. The 
  other personality takes its ﬁrst action on the Alter Ego’s turn.  
  Both minds communicate with each other telepathically. 
  Signature (Ex): The Alter Ego writes with a completely 
  different handwriting when possessed by the other 
  personality.  He receives a +1 insight bonus/Alter Ego level 
  to Forgery checks.
  Hear Voices (Ex): The Alter Ego can reroll any 
  Intelligence or Wisdom-based skill check.
  Master of Disguise (Ex): Alter Egos are experts at 
  dressing differently when in a different “frame of mind.”  
  They receive a +2 competence bonus/Alter Ego level to 
  Disguise checks.
  Truthful (Ex): Alter Egos can switch personalities 
  whenever someone tries to catch them in a lie.  Because the 
  other personality believes itself to be genuinely innocent, the 
  lie can be very convincing indeed. The Alter Ego receives a 
  +1 insight bonus/Alter Ego level to Bluff checks.
  Mental Retreat (Ex): If the Alter Ego is subject to a Will 
  or Horror save, make a second saving throw if the Alter 
  Ego fails the ﬁrst. If the Alter Ego fails both, he is affected 
  normally. If the Alter Ego only fails one of the saving 
  throws, the other personality takes over instead and the Alter 
  Ego is unaffected. This means that high stress situations 
  might bring out the other personality.
  Peep (Ex): Alter Egos like to watch others.  A little too 
  much.  An Alter Ego receives a +4 bonus to Spot checks.
  Ladykiller (Ex): An Alter Ego is messed up because of a 
  childhood of being dominated by the opposite gender. As a 
  result, the Alter Ego gains a +2 bonus on Bluff, Listen, Sense 
  Motive, Spot, and Survival checks when using these skills 
  against humanoids of the opposite gender. Likewise, he gets 
  a +2 bonus on weapon damage rolls against the opposite 
  gender. At 5th level and 10th level, the Alter Ego’s bonus 
  against the opposite gender increases by 2, to +4 and +6 
  respectively.
  ARAWNITE GUARDIAN
  Arawnite Guardians are cultists dedicated to Arawn, Celtic 
  god of death.  They believe that sacriﬁces must be made to 
  prevent Arawn from destroying the world and that Arawn 
  walks the earth in the form of an avatar.  This avatar, known 
  as a Shape, possesses a young boy and kills as many souls as 
  necessary in the most violent fashion possible.  The Arawnite 
  cult believes Arawn to be quite angry—in ancient times only 
  one or two sacriﬁces a year were necessary.  Because the 
  sacriﬁces lapsed for centuries, the Shape has a lot of catching 
  up to do.
  Arawnite Guardians ensure that the Shape is free to do 
  his job.  They cast spells on the Shape, cover his tracks, and 
  otherwise work to keep him alive and undetected.  Shapes 
  will not normally attack Arawnite Guardians, but Arawn is a 
  ﬁckle god…
  
  PAGE - 46
  CHAPTER 3: SLASHER FIELD GUIDE
  Requirements
  To qualify to become an Arawnite Guardian, a character 
  must fulﬁll the following criteria.
  Skills: Knowledge (philosophy and theology) 6 ranks.
  Allegiance: Arawn.
  Class Information
  The following information pertains to the Arawnite Guardian 
  advanced class.
  Hit Die: 1d6. 
  Action Points: 6 + one-half character level, rounded 
  down, every time the Psychogene attains a new level in this 
  class.
  Class Skills: The Arawnite Guardian’s class skills (and 
  the key ability for each skill) are Concentration (Con), Craft 
  (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), 
  Knowledge (nature) (Int), Listen (Wis), Profession (Wis), 
  Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and 
  Swim (Str). 
  Skill Points at Each Level: 4 + Int modiﬁer.
  Class Features
  All of the following are class features of the Arawnite 
  Guardian.
  Spells: The Arawnite Guardian’s key characteristic is 
  the ability to cast divine spells. The Arawnite Guardian 
  is limited to a certain number of spells of each spell level 
  per day, according to her Arawnite Guardian class level. In 
  addition, the Arawnite Guardian receives bonus spells based 
  on her Wisdom score. Determine the Arawnite Guardian’s 
  total number of spells per day by consulting the two tables 
  below.
  Level
   Spells per Day by Spell Level 
  0
  1
  2
  3
  4
  5
  1st
  3
  2
  —
  —
  —
  —
  2nd
  4
  3
  —
  —
  —
  —
  3rd
  4
  3
  2
  —
  —
  —
  4th
  5
  4
  3
  —
  —
  —
  5th
  5
  4
  3
  2
  —
  —
  6th
  5
  4
  4
  3
  —
  —
  7th
  6
  5
  4
  3
  2
  —
  8th
  6
  5
  4
  4
  3
  —
  9th
  6
  5
  5
  4
  3
  2
  10th
  6
  5
  5
  4
  4
  3
  Wis Score
  Bonus Spells by Spell Level
  0
  1
  2
  3
  4
  5
  12–13
  —
  1
  —
  —
  —
  —
  14–15
  —
  1
  1
  —
  —
  —
  16–17
  —
  1
  1
  1
  —
  —
  18–19
  —
  1
  1
  1
  1
  —
  20–21
  —
  2
  1
  1
  1
  1
  22–23
  —
  2
  2
  1
  1
  1
  The Arawnite Guardian meditates or prays for her 
  spells, receiving them through her own strength of faith. 
  The Arawnite Guardian must spend 1 hour at midnight in 
  supplication to regain her daily allotment of spells. Time 
  spent resting has no effect on the Arawnite Guardian’s spell 
  preparation. To learn, prepare, or cast a spell, an Arawnite 
  Guardian must have a Wisdom score of at least 10 + the 
  spell’s level. 
  An Arawnite Guardian can prepare a lower-level spell 
  in place of a higher-level one if she desires.  An Arawnite 
  Guardian may prepare and cast any spell on the divine spell 
  list, provided she can cast spells of that level. The Difﬁculty 
  Class of a saving throw to resist the effects of an Arawnite 
  Guardian’s spell is 10 + the spell’s level + the Arawnite 
  Guardian’s Wisdom modiﬁer.
  0-LEVEL ARAWNITE GUARDIAN SPELLS 
  (ORISONS): create water, detect magical aura, light, 
  mending, read magic, resistance, virtue.
  1st-LEVEL ARAWNITE GUARDIAN SPELLS: bane, 
  bless, cause fear, clean, command, cure light wounds, 
  degauss, faerie ﬁre, jump, magic weapon, obscuring mist, 
  pass without trace, feather fall, mask metal, power device, 
  sanctuary, sleep, trace purge.
  2nd-LEVEL ARAWNITE GUARDIAN SPELLS: augury, 
  burglar’s buddy, cure moderate wounds, enhance ability, 
  glitterdust, invisibility, knock, locate object, machine 
  invisibility, protection from arrows/bullets, shield other, 
  spider climb.
  3rd-LEVEL ARAWNITE GUARDIAN SPELLS: cure 
  serious wounds, electromagnetic pulse, gaseous form, hold 
  person, invisibility sphere, nondetection, prayer, recharge, 
  shutdown, status.
  4th-LEVEL ARAWNITE GUARDIAN SPELLS: bestow 
  curse, confusion, cure critical wounds, divination, fear, 
  scrying, wire walk.
  5th-LEVEL ARAWNITE GUARDIAN SPELLS: ﬂaming 
  wrath, greater command, hold monster, passwall, secret 
  vault, synchronicity
  Ogham: An Arawnite Guardian knows Ogham, a secret 
  writing known only to Arawnite Guardians, which she learns 
  upon becoming a 1st-level Arawnite Guardian. Ogham is a 
  free language for an Arawnite Guardian; that is, she knows 
  it in addition to her regular allotment of languages and it 
  doesn’t take up a language slot. Arawnite Guardians are 
  forbidden to teach this language to others. Ogham has its 
  own alphabet.
  Darkvision (Su): At 1st level, an Arawnite Guardian can 
  see in the dark as though she were permanently under the 
  effect of a darkvision spell.
  Dark Blessing (Su): An Arawnite Guardian applies his 
  Charisma modiﬁer (if positive) as a bonus on all saving 
  throws.
  Trackless Step (Ex): Starting at 3rd level, an Arawnite 
  Guardian leaves no trail and cannot be tracked. She may 
  choose to leave a trail if so desired.
  Aura of Despair (Su): Beginning at 4th level, the 
  Arawnite Guardian radiates a malign aura that causes 
  enemies within 10 feet of him to take a –2 penalty on all 
  saving throws.
  
  PAGE - 47
  CHAPTER 3: SLASHER FIELD GUIDE
  Evasion (Ex): At 5th level, an Arawnite Guardian gains 
  evasion. If exposed to any effect that normally allows her to 
  attempt a Reﬂex saving throw for half damage, she takes no 
  damage with a successful saving throw. The evasion ability 
  can only be used if the Arawnite Guardian is wearing light 
  armor or no armor.
  Uncanny Dodge (Ex): Starting at 6th level, an Arawnite 
  Guardian retains her Dexterity bonus to AC (if any) 
  regardless of being caught ﬂat-footed or struck by an 
  invisible attacker.  (She still loses any Dexterity bonus to AC 
  if immobilized.)  If a character gains uncanny dodge from 
  a second class, the character automatically gains improved 
  uncanny dodge (see below).
  Slippery Mind (Ex): At 7th level, if an Arawnite 
  Guardian is affected by an enchantment and fails her saving 
  throw, 1 round later she can attempt her saving throw again.  
  She only gets this one extra chance to succeed at her saving 
  throw.  If it fails as well, the spell’s effects occur normally.
  Hide in Plain Sight (Su): At 8th level, an Arawnite 
  Guardian can use the Hide skill even while being observed.  
  As long as he is within 10 feet of some sort of shadow, an 
  Arawnite Guardian can hide herself from view in the open 
  without having anything to actually hide behind. She cannot, 
  however, hide in his own shadow.
  Venom Immunity (Ex): At 9th level, an Arawnite 
  Guardian gains immunity to all poisons. 
  Improved Evasion (Ex): This ability, gained at 10th level, 
  works like evasion (see above).  An Arawnite Guardian takes 
  no damage at all on successful saving throws against attacks 
  that allow a Reﬂex saving throw for half damage.  What’s 
  more, she takes only half damage even if she fails her saving 
  throw.
  MAD GENIUS
  Most mad geniuses play the piano well, sculpt strange 
  statues, or compose really weird arias.  But not this guy.  
  No, this guy is a true blue psycho.  He also happens to be 
  very smart; smart enough that he can turn people against 
  each other, slip out of the most secure prison, and smooth-
  talk his way into any guarded location.  He’s mad, he’s a 
  genius…ladies and gentlemen, the Mad Genius!  Let’s give 
  him a hand!
  Requirements
  To qualify to become a Mad Genius, a character must fulﬁll 
  the following criteria.
  Sanity: -10 or lower.
  Intelligence: 18+.
  Occupation: Academic.
  Class Information
  Hit Die: 1d6.
  Action Points: 6 + one-half character level, rounded 
  down, every time the character attains a new level in this 
  class.
  Class Skills: The Mad Genius’s class skills (and the key 
  ability for each skill) are: Bluff (Cha), Diplomacy (Cha), 
  Disguise (Cha), Forgery (Int), Intimidate (Cha), Hide (Dex), 
  Listen (Wis), Move Silently (Dex), Perform (act) (Cha), 
  Profession (Wis), Read/Write Language (none), Repair (Int), 
  Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), 
  Speak Language (none), Spot (Wis).
  Skill Points at Each Level: 6 + Int modiﬁer.
  Class Features
  The following features pertain to the Mad Genius advanced 
  class.
  Trapmaster (Ex): The Mad Genius can apply his insane 
  genius to crafting traps.  He receives a +1 insight bonus/Mad 
  Genius level to any Craft skill checks used to create traps.
  Scientiﬁc Improvisation (Ex): At 2nd level, a Mad 
  Genius gains the ability to improvise solutions using 
  common objects and scientiﬁc know-how.  This ability lets 
  the Mad Genius create objects in a quickly and cheaply, 
  but created objects have a limited duration.  By spending 1 
  action point and combining common objects with a Craft 
  check that corresponds to the function desired, the Mad 
  Genius can build a tool or device to deal with any situation.  
  The DC for the Craft check is equal to 5 + the purchase DC 
  of the object that most closely matches the desired function.  
  Only objects that can normally be used more than once can 
  be improvised.  Electronic devices, special tools, weapons, 
  mechanical devices, and other implements can be built with 
  scientiﬁc improvisation.  It takes a full-round action to make 
  an object with scientiﬁc improvisation.  The object, when 
  put into use, lasts for a number of rounds equal to the Mad 
  TABLE 3-3: THE ARAWNITE GUARDIAN
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +0
  +2
  +0
  +2
  Darkvision, ogham
  +1
  +2
  2nd
  +1
  +3
  +0
  +3
  Dark blessing
  +1
  +2
  3rd
  +2
  +3
  +1
  +3
  Trackless step
  +2
  +2
  4th
  +3
  +4
  +1
  +4
  Aura of despair
  +2
  +3
  5th
  +3
  +4
  +1
  +4
  Evasion
  +3
  +3
  6th
  +4
  +5
  +2
  +5
  Uncanny dodge
  +3
  +3
  7th
  +5
  +5
  +2
  +5
  Slippery mind
  +4
  +4
  8th
  +6
  +6
  +2
  +6
  Hide in plain sight
  +4
  +4
  9th
  +6
  +6
  +3
  +6
  Venom immunity
  +5
  +4
  10th
  +7
  +7
  +3
  +7
  Improved evasion
  +5
  +5
  
  PAGE - 48
  CHAPTER 3: SLASHER FIELD GUIDE
  Genius’s class level or until the end of the current encounter 
  before it breaks down.  It can’t be repaired.
  Mad Knowledge (Ex): A Mad Genius may make a 
  special Mad knowledge check with a bonus equal to his 
  Mad Genius level + his Intelligence modiﬁer to see whether 
  he knows some relevant information about local notable 
  people, legendary items, or noteworthy places.  (If the Mad 
  Genius has 5 or more ranks in Knowledge (history), he gains 
  a +2 bonus on this check.) A successful Mad knowledge 
  check will not reveal the powers of a magic item but may 
  give a hint as to its general function. A Mad Genius may not 
  take 10 or take 20 on this check; this sort of knowledge is 
  essentially random. 
  DC Type of Knowledge
  10 Common, known by at least a substantial minority; legends of 
  the local population.
  20 Uncommon but available, known by only a few people.
  25 Obscure, known by few, hard to come by.
  30 
  Extremely obscure, known by very few, possibly forgotten by 
  most who once knew it, possibly known only by those who 
  don’t understand the signiﬁcance of the knowledge.
  Medical Mastery (Ex): When making a Treat Injury skill 
  check, a Mad Genius of 4th level or higher may take 10 even 
  if stress and distractions would normally prevent him or her 
  from doing so.
  Photographic Memory (Ex): The Mad Genius can 
  remember anything with perfect clarity.  He receives a +1 
  insight bonus/Mad Genius level to any Knowledge skill 
  check.  The Mad Genius must have ranks in the particular 
  area of Knowledge already to receive the bonus.
  Fascinate (Ex): A Mad Genius with 3 or more ranks in a 
  Bluff skill can talk to one or more creatures, causing them to 
  become fascinated with him.  Each creature to be fascinated 
  must be within 90 feet, able to see and hear the Mad Genius, 
  and able to pay attention to him. The Mad Genius must also 
  be able to see the creature.  The distraction of nearby combat 
  or other dangers prevents the ability from working.  For 
  every three levels a Mad Genius attains beyond 1st, he can 
  target one additional creature with a single use of this ability.
  To use the ability, a Mad Genius makes a Bluff check 
  and spends 1 action point.  His check result is the DC for 
  each affected creature’s Will save against the effect.  If a 
  creature’s saving throw succeeds, the Mad Genius cannot 
  attempt to fascinate that creature again for 24 hours.  If the 
  saving throw fails, the creature sits quietly and listens to the 
  conversation, taking no other actions, for as long as the Mad 
  Genius continues to talk and concentrate (up to a maximum 
  of 1 round per Mad Genius level).  While fascinated, a target 
  takes a –4 penalty on skill checks made as reactions, such 
  as Listen and Spot checks.  Any potential threat requires the 
  Mad Genius to make another Bluff check and allows the 
  creature a new saving throw against a DC equal to the new 
  Bluff check result.
  Any obvious threat, such as someone drawing a weapon, 
  casting a spell, or aiming a ranged weapon at the target, 
  automatically breaks the effect.  Fascinate is an enchantment 
  (compulsion), mind-affecting ability.
  Suggestion (Ex): A Mad Genius of 6th level or higher 
  with 9 or more ranks in a Bluff skill can make a suggestion 
  (as the spell) to a creature that he has already fascinated 
  (see above).  Using this ability does not break the Mad 
  Genius’s concentration on the fascinate effect, nor does it 
  allow a second saving throw against the fascinate effect.  
  A Will saving throw (DC 10 + 1/2 Mad Genius’s level + 
  Mad Genius’s Cha modiﬁer) negates the effect.  This ability 
  affects only a single creature (but see mass suggestion, 
  below). Suggestion is an enchantment (compulsion), mind-
  affecting, language dependent ability.  It costs 2 action points 
  to activate.
  Smart Survival (Ex): A Mad Genius of 7th level or 
  higher can spend 1 action point to reduce the damage dealt 
  by a single attack or effect by 5 points.
  Smart Weapon (Ex): At 8th level, the Mad Genius selects 
  one weapon that he is proﬁcient in and can use with one 
  hand.  With the selected weapon, the Mad Genius can use his 
  or her Intelligence modiﬁer instead of Strength or Dexterity 
  modiﬁer on attack rolls.
  One Step Ahead (Ex): The Mad Genius is one step ahead 
  of his pursuers.  Anyone attempting to use an Investigate 
  skill check on a crime committed by the Mad Genius 
  receives a -1 insight penalty/Mad Genius level.
  Sow Distrust (Ex): A Mad Genius of 8th level or higher 
  can turn one character against another.  The Mad Genius 
  must spend a full-round action and know the name of the 
  character he or she is attempting to persuade as well as the 
  name of the character toward whom the target’s distrust will 
  TABLE 3-4: THE MAD GENIUS
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +0
  +0
  +0
  +1
  Trapmaster
  +0
  +1
  2nd
  +1
  +0
  +0
  +2
  Scientiﬁc improvisation
  +1
  +1
  3rd
  +1
  +1
  +1
  +2
  Mad knowledge
  +1
  +1
  4th
  +2
  +1
  +1
  +2
  Medical mastery
  +1
  +2
  5th
  +2
  +1
  +1
  +3
  Fascinate
  +2
  +2
  6th
  +3
  +2
  +2
  +3
  Suggestion
  +2
  +2
  7th
  +3
  +2
  +2
  +4
  Smart survival
  +2
  +3
  8th
  +4
  +2
  +2
  +4
  Smart weapon
  +3
  +3
  9th
  +4
  +3
  +3
  +4
  One step ahead
  +3
  +3
  10th
  +5
  +3
  +3
  +5
  Sow distrust
  +3
  +4
  
  PAGE - 49
  CHAPTER 3: SLASHER FIELD GUIDE
  be directed.  The target must be able to hear and understand 
  the Mad Genius. The target makes a Will save.  The DC 
  is equal to 10 + Mad Genius’s class level + Mad Genius’s 
  Charisma bonus.  If the target fails the save, his or her 
  attitude toward the other designated character worsens by 
  one step: helpful turns to friendly, friendly to indifferent, 
  indifferent to unfriendly, unfriendly to hostile (see the 
  Diplomacy skill).  The target of this talent must make a Will 
  save.  As long as the target continues to fail the Will save, 
  the Mad Genius can continue taking full-round actions to 
  worsen the target’s attitude toward a designated character.  
  When the target’s attitude drops to hostile, he or she attacks 
  the designated character.  A successful Will save doesn’t 
  restore previous attitude shifts, but it does render the target 
  immune for 24 hours to further attempts by the Mad Genius 
  to sow distrust.  The Mad Genius can’t use this talent on 
  allies. This is a Mind-Affecting ability.
  PSYCHOGENE
  Psychogenes are abused, bitter children who grow up into 
  angry adults.  There’s just one catch: they have psionic 
  powers.  Psychogenes at best use these powers in self-
  defense, but the majority of them use their powers to kill 
  off people they dislike.  Or those who remind them of their 
  mother.
  Requirements
  To qualify to become a Psychogene, a character must fulﬁll 
  the following criteria.
  Sanity: –10 or lower.
  Skills: Bluff 6 ranks, Diplomacy 6 ranks, Gather 
  Information 6 ranks.
  Feat: Wild Talent.
  Class Information
  The following information pertains to the Psychogene 
  advanced class.
  Hit Die: 1d4. 
  Action Points: 6 + one-half character level, rounded 
  down, every time the Psychogene attains a new level in this 
  class.
  Class Skills
  The Psychogene’s class skills (and the key ability for each 
  skill) are: Autohypnosis (Wis), Bluff (Cha), Concentration 
  (Con), Diplomacy (Cha), Gather Information (Cha), 
  Knowledge (behavioral sciences, current events, popular 
  culture, philosophy and theology) (Int), Profession (Wis), 
  Psicraft (Int), Read/Write Language (none), Sense Motive 
  (Wis), Speak Language (none).
  Skill Points at Each Level: 4 + Int modiﬁer.
  Class Features
  The following features pertain to the Psychogene advanced 
  class.
  Psionic skills: At 1st level, the Psychogene gains access to 
  the Autohypnosis, Concentration, and Psicraft skills.
  Psionic powers (Su): The Psychogene’s key talent is her 
  ability to use psionic powers.  A psionic power is a one-
  time psionic effect.  Psionic powers require power points 
  to use.  Unlike arcane spellcasters, Psychogenes don’t 
  have spellbooks and they don’t prepare powers ahead of 
  time.  A Psychogene’s level limits the number of power 
  points available for manifesting powers. In addition, a 
  Psychogene must have a key ability score equal to at least 
  10 + the power’s level to manifest a particular power.  Each 
  Psychogene specializes in a primary psionic discipline, 
  which is chosen at 1st level.
  At 1st level, the Psychogene acquires two 0-level powers 
  (also called talents) and zero 1st-level powers.  In addition, 
  she receives one extra power per power level, provided that 
  this extra power is chosen from the character’s primary 
  discipline.  At each level, the Psychogene discovers one or 
  more previously latent powers and increases the number of 
  power points available to her per day, as indicated on the 
  table below.
  The DC for saving throws to resist a Psychogene’s powers 
  is 1d20 + the power’s level + the Psychogene’s Charisma 
  modiﬁer. The 1d20 roll is made by the attacking Psychogene 
  when the power is manifested.
  Psychogene 
  Level
  Pts/Day
  Powers Discovered by Level 
  0
  1
  2
  3
  4
  1st
  2
  2
  —
  —
  —
  —
  2nd
  3
  3
  —
  —
  —
  —
  3rd
  4
  3
  1
  —
  —
  —
  4th
  5
  3
  2
  —
  —
  —
  5th
  8
  3
  3
  1
  —
  —
  6th
  11
  3
  3
  2
  —
  —
  7th
  16
  3
  3
  2
  1
  —
  8th
  21
  3
  3
  3
  1
  —
  9th
  26
  3
  3
  3
  2
  —
  10th
  33
  3
  3
  3
  2
  1
  A Psychogene can manifest a certain number of powers 
  per day based on her available power points.  She just pays 
  the power point cost of a power to manifest it, no preparation 
  necessary.  The base number of power points available 
  per day is shown on the table above. This number can be 
  increased by bonus points determined by the Psychogene’s 
  Charisma score, as shown on the table below.
  Cha Score
  Bonus Power Points per Day
  12–13
  1
  14–15
  3
  16–17
  5
  18–19
  7
  20–21
  9
  22–23
  11
  Below are listed the powers available to Psychogene 
  characters.  Powers listed in bold italics are new powers and 
  are described in the Slasher FX chapter.
  0-LEVEL PSYCHOGENE POWERS (Talents): daze, 
  far hand, far punch, missive.
  1st-LEVEL PSYCHOGENE POWERS: combat 
  
  PAGE - 50
  CHAPTER 3: SLASHER FIELD GUIDE
  precognition, control object, create sound, lesser concussion, 
  lesser mindlink, white noise.
  2nd-LEVEL PSYCHOGENE POWERS: combat 
  prescience, concussion, mass control object, sensitivity to 
  psychic impressions
  3rd-LEVEL PSYCHOGENE POWERS: false sensory 
  input, mindlink
  4th-LEVEL PSYCHOGENE POWERS: force mindlink, 
  inertial barrier, psychofeedback, short sharp shock, 
  telekinesis 
  STALKER
  Stalkers aren’t good at much else besides slashing. They 
  have an inordinate fondness for sharp objects and are proud 
  of their ability to turn people into Swiss cheese.  Even worse, 
  the Stalker is always honing his or her craft—Stalkers love 
  what they do.
  Requirements
  To qualify to become a Stalker, a character must fulﬁll the 
  following criteria.
  Sanity: –10 or lower.
  Base Attack Bonus: +2.
  Skills: Hide 6 ranks, Move Silently 6 ranks.
  Class Information
  Hit Die: 1d8.
  Action Points: 6 + one-half character level, rounded 
  down, every time the character attains a new level in this 
  class.
  Class Skills
  The Stalker’s class skills (and the key ability for each 
  skill) are: Balance (Dex), Climb (Str), Disable Device (Int), 
  Disguise (Cha), Escape Artist (Dex), Hide (Dex), Investigate 
  (Int), Jump (Str), Listen (Wis), Move Silently (Dex), Read/
  Write Language (none), Search (Int), Sleight of Hand (Dex), 
  Speak Language (none), Spot (Wis), Tumble (Dex).
  Skill Points at Each Level: 6 + Int modiﬁer.
  Class Features
  The following features pertain to the Stalker advanced class.
  Sneak Attack: This is exactly like the Outcast ability of 
  the same name.  The extra damage dealt increases by +1d6 
  every other level (2nd, 4th, 6th, 8th, and 10th level).  If a 
  Stalker gets a sneak attack bonus from another source, the 
  bonuses on damage stack.
  Death Attack: If a Stalker studies his victim for 3 
  rounds and then makes a sneak attack with a melee weapon 
  that successfully deals damage, the sneak attack has the 
  possible additional effect of either paralyzing or killing the 
  target (Stalker’s choice).  While studying the victim, the 
  Stalker can undertake other actions so long as his attention 
  stays focused on the target and the target does not detect 
  the Stalker or recognize the Stalker as an enemy.  If the 
  victim of such an attack fails a Fortitude save (DC 10 + the 
  Stalker’s class level + the Stalker’s Int modiﬁer) against 
  the kill effect, she dies.  If the saving throw fails against the 
  paralysis effect, the victim is rendered helpless and unable 
  to act for 1d6 rounds plus 1 round per level of the Stalker.  
  If the victim’s saving throw succeeds, the attack is just a 
  normal sneak attack.  Once the Stalker has completed the 3 
  rounds of study, he must make the death attack within the 
  next 3 rounds.  If a death attack is attempted and fails (the 
  victim makes her save) or if the Stalker does not launch the 
  attack within 3 rounds of completing the study, 3 new rounds 
  of study are required before he can attempt another death 
  attack.
  Weapon Focus: At 1st level, a Stalker gains the Weapon 
  Focus class feature, providing the beneﬁt of the feat with the 
  same name.  The Stalker chooses a speciﬁc weapon, which 
  can include unarmed strike or grapple as the weapon.  The 
  Stalker must be proﬁcient with the chosen weapon.  The 
  Stalker adds +1 to all attack rolls made using the selected 
  weapon.
  Weapon Specialization: At 2nd level, a Stalker who has 
  applied the Weapon Focus feat or class feature to a melee or 
  ranged weapon gains Weapon Specialization with it.  The 
  Stalker gets a +2 bonus on damage rolls with the chosen 
  weapon.
  Darkvision (Su): At 3rd level, a Stalker can see in the 
  dark as though he were permanently under the effect of a 
  darkvision spell.
  Right Behind You (Su): By spending 1 action point, the 
  Stalker instantly transfers himself from his current location 
  to any other spot within range to which he has line of sight.  
  Movement caused by right behind you does not provoke 
  attacks of opportunity. The Stalker cannot be carrying more 
  TABLE 3-5: THE PSYCHOGENE 
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +0
  +0
  +0
  +2
  Psionic skills, Psionic powers
  +1
  +0
  2nd
  +1
  +0
  +0
  +3
  +1
  +0
  3rd
  +1
  +1
  +1
  +3
  +2
  +1
  4th
  +2
  +1
  +1
  +4
  +2
  +1
  5th
  +2
  +1
  +1
  +4
  +3
  +1
  6th
  +3
  +2
  +2
  +5
  +3
  +2
  7th
  +3
  +2
  +2
  +5
  +4
  +2
  8th
  +4
  +2
  +2
  +6
  +4
  +2
  9th
  +4
  +3
  +3
  +6
  +5
  +3
  10th
  +5
  +3
  +3
  +7
  +5
  +3
  
  PAGE - 51
  CHAPTER 3: SLASHER FIELD GUIDE
  than a medium load.
  Improved Critical: For the weapon the Stalker has 
  applied weapon specialization to, the Stalker’s threat range 
  increases by one.
  Bonus Feat: The Stalker can gains a bonus feat from 
  the following list: Awesome Blow, Brawl, Cleave, 
  Combat Expertise, Combat Reﬂexes, Damage Reduction, 
  Devastating Critical, Diehard, Dire Charge, Dodge, Elusive 
  Target, Endurance, Frightful Presence, Great Cleave, 
  Improved Bull Rush, Improved Critical, Improved Grapple, 
  Improved Overrun, Improved Sunder, Insane Driver, Insane 
  Rage, Insane Speed, Insane Strength, Jaw Rip, Knock-
  Down, Knockout Punch, Mobility, Overwhelming Critical, 
  Power Attack, Power Critical, Run, Scent, Spring Attack, 
  Stalker, Streetﬁghting, Sunder, Toughness, Two-Weapon 
  Rend, Whirlwind Attack.
  Hide in Plain Sight (Su): At 7th level, a Stalker can use 
  the Hide skill even while being observed.  As long as he is 
  within 10 feet of a shadow, a Stalker can hide himself from 
  view in the open without having anything to actually hide 
  behind.  He cannot, however, hide in his own shadow.
  Greater Weapon Specialization: At 8th level, a Stalker 
  gains Greater Weapon Specialization with the weapon he or 
  she selected at 2nd level.  This ability increases the bonus on 
  damage rolls to +4 when using the selected weapon.
  Without a Trace (Ex): At 9th level, when a Stalker uses 
  any of the following skills: Balance, Climb, Disable Device, 
  Escape Artist, Hide, Move Silently, and Sleight of Hand, 
  those using Investigate, Listen, Search, or Spot to detect the 
  Stalker’s activity take a –4 penalty.
  Critical Strike (Ex): At 10th level, a Stalker gains the 
  ability to automatically conﬁrm a threat as a critical hit when 
  attacking with the weapon he or she has applied weapon 
  specialization to, eliminating the need to make a roll to 
  conﬁrm the critical hit.
  SLASHER FEATS
  AWESOME BLOW 
  The slasher can inﬂict awesome blows on his opponents.
  Prerequisites: Str 25, Power Attack, Improved Bull Rush, 
  size Large or larger.
  Beneﬁt: As a standard action, the slasher may choose to 
  subtract 4 from his melee attack roll and deliver an awesome 
  blow.  If the Slasher hits a corporeal opponent smaller than 
  himself with an awesome blow, his opponent must succeed 
  on a Reﬂex save (DC = damage dealt) or she is knocked 
  ﬂying 10 feet in a direction of the slasher’s choice and falls 
  prone.  The slasher can only send the opponent in a straight 
  line, and the opponent can’t move closer to the attacking 
  slasher than the square she started in.  If an obstacle prevents 
  the opponent from being knocked to a space 10 feet away, 
  the opponent and the obstacle each take 1d6 points of 
  damage, and the opponent stops in the space adjacent to the 
  obstacle and nearest the Slasher.
  CATCH PHRASE
  The Slasher is just chock full of witticisms and he has a few 
  he likes to use over and over.  And over and over.
  Prerequisite: Wis 13. 
  Beneﬁt: Every time the slasher kills a victim, he can make 
  a witty remark.  All witnesses who can hear the Slasher must 
  make a Madness save (DC 10 + the Slasher’s Charisma 
  bonus).
  DAMAGE REDUCTION 
  The slasher is nearly immune to damage from most attacks.
  Prerequisite: Con 21. 
  Beneﬁt: The Slasher gains damage reduction 3/–.  This 
  does not stack with damage reduction granted by magic 
  items or nonpermanent magical effects, but it does stack with 
  any damage reduction granted by permanent magical effects, 
  class features, or this feat itself. 
  Special: A Slasher may gain this feat multiple times.  Each 
  time he gains Damage Reduction, his damage reduction 
  increases by 3.
  DEVASTATING CRITICAL 
  The Slasher’s critical hits are more devastating than normal. 
  Prerequisites: Str 25, Cleave, Great Cleave, Improved 
  Critical (chosen weapon), Overwhelming Critical (chosen 
  weapon), Power Attack, Weapon Focus (chosen weapon). 
  Beneﬁt: Whenever the Slasher scores a critical hit with the 
  chosen weapon, the target must make a Fortitude save (DC 
  10 + 1/2 slasher level + Slasher’s Strength modiﬁer) or die 
  instantly.  (Creatures immune to critical hits are not affected 
  TABLE 3-6: THE STALKER
  Level Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +0
  +0
  +2
  +0
  Sneak attack +1d6, death attack, weapon focus
  +1
  +1
  2nd
  +1
  +0
  +3
  +0
  Weapon specialization
  +2
  +1
  3rd
  +1
  +1
  +3
  +1
  Sneak attack +2d6, darkvision
  +2
  +1
  4th
  +2
  +1
  +4
  +1
  Right behind you, bonus feat
  +3
  +2
  5th
  +2
  +1
  +4
  +1
  Improved critical
  +4
  +2
  6th
  +3
  +2
  +5
  +2
  Sneak attack +3d6, bonus feat
  +4
  +2
  7th
  +3
  +2
  +5
  +2
  Hide in plain sight
  +5
  +3
  8th
  +4
  +2
  +6
  +2
  Sneak attack +4d6, greater weapon specialization
  +6
  +3
  9th
  +4
  +3
  +6
  +3
  Without a trace
  +6
  +3
  10th
  +5
  +3
  +7
  +3
  Sneak attack +5d6, critical strike
  +7
  +4
  
  PAGE - 52
  CHAPTER 3: SLASHER FIELD GUIDE
  by this feat.) 
  Special: A Slasher may gain this feat multiple times.  Its 
  effects do not stack.  Each time a Slasher takes the feat, it 
  applies to a different type of weapon. 
  DIEHARD 
  The Slasher WILL. NOT. DIE!
  Prerequisite: Endurance.
  Beneﬁt: When reduced to between –1 and –9 hit points, 
  the Slasher automatically becomes stable.  The Slasher does 
  not have to roll d% to see if he loses 1 hit point each round.  
  When reduced to negative hit points, the Slasher may choose 
  to act as if he were disabled, rather than dying.  The Slasher 
  must make this decision as soon as he is reduced to negative 
  hit points (even if it isn’t his turn).  If the Slasher does not 
  choose to act as if he were disabled, the he immediately falls 
  unconscious.  When using this feat, the Slasher can take 
  either a single move or standard action each turn, but cannot 
  take a full round action.  The Slasher can take a move action 
  without further injuring himself, but if he performs any 
  standard action (or any other action deemed as strenuous, 
  including some free actions, such as casting a quickened 
  spell) he takes 1 point of damage after completing the act.  If 
  the Slasher reaches –10 hit points, he immediately dies.
  Normal: A Slasher without this feat who is reduced to 
  between –1 and –9 hit points is unconscious and dying.
  DIRE CHARGE 
  The Slasher can barrel into his opponents and dice ’em up 
  real good.
  Prerequisite: Improved Initiative. 
  Beneﬁt: If the Slasher charges a foe during the ﬁrst round 
  of combat (or the surprise round, if the Slasher is allowed to 
  act in it), he can make a full attack against that opponent. 
  Normal: Without this feat, a Slasher may only make a 
  single attack as part of a charge. 
  HEAD SQUISH
  The Slasher can smash an opponent’s head in with his bare 
  hands.
  Prerequisites: Dex 13+, Str 13+, Brawl, Improved 
  Grapple.
  Beneﬁt: While grappling, the Slasher does not incur a 
  penalty to inﬂict lethal damage.  If the Slasher is able to 
  inﬂict lethal damage for three rounds in a row, the victim 
  must make a massive damage (Fortitude) save (DC 15 + 
  slasher’s Strength modiﬁer) or have his skull crushed.  If 
  the victim fails the save, the victim’s hit point total is 
  immediately reduced to –1.  If the save succeeds, the victim 
  suffers no ill effect beyond the loss of hit points.  Creatures 
  immune to critical hits are also immune to the effects of 
  massive damage.
  Normal: Grappling to inﬂict lethal damage incurs –4 
  penalty on the grapple check.
  IMPROVED CRITICAL 
  The Slasher becomes particularly lethal with one weapon.
  Prerequisite: Proﬁcient with weapon, base attack bonus 
  +8.
  Beneﬁt: The Slasher’s threat range is doubled while using 
  the chosen weapon.
  Special: A Slasher can gain Improved Critical multiple 
  times.  The effects do not stack.  Each time the Slasher takes 
  the feat, it applies to a new type of weapon.  This effect does 
  not stack with any other effect that expands the threat range 
  of a weapon.
  IMPROVED GRAPPLE 
  The Slasher holds on and doesn’t let go.
  Prerequisites: Dex 13, Improved Brawl.
  Beneﬁt: The Slasher does not provoke an attack of 
  opportunity when he makes a touch attack to start a grapple.  
  The Slasher also gains a +4 bonus on all grapple checks, 
  regardless of who initiated the grapple.
  Normal: Without this feat, the Slasher provokes an attack 
  of opportunity when he makes a touch attack to start a 
  grapple.
  IMPROVED OVERRUN 
  The Slasher can run over opponents without a thought.
  Prerequisites: Str 13, Power Attack.
  Beneﬁt: When the Slasher attempts to overrun an 
  opponent, the target does not have the option to avoid 
  the Slasher.  The Slasher also gains a +4 bonus on the his 
  Strength check to knock down his opponent.
  Normal: Without this feat, the target of an overrun can 
  choose to avoid or to block the Slasher.
  IMPROVED SUNDER 
  The Slasher smashes stuff up real good, such as doors, walls, 
  and weapons.
  Prerequisites: Str 13, Power Attack.
  Beneﬁt: When the Slasher strikes at an object held or 
  carried by an opponent (such as a weapon or shield), he does 
  not provoke an attack of opportunity.  The Slasher also gains 
  a +4 bonus on any attack roll made to attack an object held 
  or carried by another character.
  Normal: Without this feat, the Slasher provokes an attack 
  of opportunity when he strikes at an object held or carried by 
  another character.
  INSANE DRIVER
  The Slasher drives like everybody does in New York.
  Prerequisites: Sanity –10, Drive 1 rank.
  Beneﬁt: The slasher receives a +4 bonus to Drive checks.
  INSANE RAGE
  Don’t make him angry.  You won’t like him when he’s angry.
  Prerequisites: Sanity –10, Str 13+, Con 13+, base attack 
  
  PAGE - 53
  CHAPTER 3: SLASHER FIELD GUIDE
  bonus +4.
  Beneﬁt: The Slasher can ﬂy into a rage.  In a rage, a 
  Slasher temporarily gains a +4 bonus to Strength, a +4 bonus 
  to Constitution, and a +2 morale bonus on Will saves, but he 
  takes a –2 penalty to Defense.  The increase in Constitution 
  increases the slasher’s hit points by 2 points per level, but 
  these hit points go away at the end of the rage when his 
  Constitution score drops back to normal.  (These extra hit 
  points are not lost ﬁrst the way temporary hit points are.)  
  While raging, a slasher cannot use any Charisma-, Dexterity-
  , or Intelligence-based skills (except for Balance, Escape 
  Artist, Intimidate, and Ride), the Concentration skill, or any 
  abilities that require patience or concentration, nor can he 
  cast spells or activate magic items that require a command 
  word, a spell trigger (such as a wand), or spell completion 
  (such as a scroll) to function.  He can use any feat he has 
  except Combat Expertise, item creation feats, and metamagic 
  feats.  A ﬁt of rage lasts for a number of rounds equal to 3 
  + the Slasher’s (newly improved) Constitution modiﬁer.  A 
  Slasher may prematurely end his rage.  At the end of the 
  rage, the Slasher loses the rage modiﬁers and restrictions 
  and becomes fatigued (–2 penalty to Strength, –2 penalty to 
  Dexterity, can’t charge or run) for the duration of the current 
  encounter.
  Special: A Slasher can gain this feat multiple times.  Each 
  time a Slasher takes the feat, it functions one additional time 
  per day. 
  JAW RIP
  The Slasher can rip an opponent’s jaw off in one smooth 
  motion.
  Prerequisites: Dex 13+, Str 13+, Brawl, Improved 
  Grapple.
  Beneﬁt: While grappling, the Slasher does not incur a 
  penalty to inﬂict lethal damage.  If the Slasher rolls a natural 
  20 on the opposed grapple check, it is considered a critical 
  hit and requires the victim to make a massive damage 
  (Fortitude) save (DC 15 + slasher’s Strength modiﬁer).  If 
  the victim fails the save, the victim’s jaw is ripped right off, 
  and his hit point total is immediately reduced to –1.  If the 
  save succeeds, the victim suffers no ill effect beyond the 
  loss of hit points.  Creatures immune to critical hits are also 
  immune to the effects of massive damage.
  Normal: Grappling to inﬂict lethal damage incurs –4 
  penalty on the grapple check.
  KNOCK-DOWN 
  The Slasher knows how to knock opponents down. 
  Prerequisites: Base attack bonus +2, Improved Trip, Str 
  15.
  Beneﬁt: Whenever the Slasher deals 10 or more points of 
  damage to his opponent in melee, he may make a trip attack 
  as a free action against the same target.
  MASTER OF DISGUISE 
  The Slasher is a master of disguise.
  Prerequisites: Deceptive.
  Beneﬁt: The Slasher gets a +4 bonus to Disguise checks.
  OVERWHELMING CRITICAL 
  The Slasher’s critical hits pulverize opponents.
  Prerequisites: Str 23, Cleave, Great Cleave, Improved 
  Critical (chosen weapon), Power Attack, Weapon Focus 
  (chosen weapon). 
  Beneﬁt: When using the weapon the Slasher has selected, 
  he deals an extra 1d6 points of bonus damage on a successful 
  critical hit.  If the weapon’s critical multiplier is x3, add 
  +2d6 points of bonus damage instead; if the multiplier is 
  x4, add +3d6 points of bonus damage instead.  Creatures 
  immune to critical hits can’t be affected by this feat.
  Special: A Slasher can gain this feat multiple times.  Its 
  effects do not stack.  Each time a Slasher takes the feat, it 
  applies to a different type of weapon. 
  POWER CRITICAL 
  The slasher is really good at hurting people with his 
  particular weapon.
  Prerequisites: Weapon Focus (chosen weapon), base 
  attack bonus +4.
  Beneﬁt: When using the weapon the Slasher selected, he 
  gains a +4 bonus on the roll to conﬁrm a threat.  Slashers 
  can gain Power Critical multiple times.  Each time a Slasher 
  takes the feat, it may be with a different weapon or the same 
  weapon.  If a Slasher takes it with the same weapon, the 
  effects of the feats stack.
  SCENT 
  The Slasher’s nose knows. 
  Prerequisites: Wis 15.
  Beneﬁt: This feat allows a Slasher to detect approaching 
  enemies, sniff out hidden foes, and track them by sense of 
  smell.  Slashers with the scent ability can identify familiar 
  odors just as humans do familiar sights.  The Slasher can 
  detect opponents within 30 feet by sense of smell.  If the 
  opponent is upwind, the range increases to 60 feet; if 
  downwind, it drops to 15 feet.  Strong scents, such as smoke 
  or rotting garbage, can be detected at twice the ranges 
  noted above.  Overpowering scents, such as skunk musk 
  or troglodyte stench, can be detected at triple the normal 
  range.  When a Slasher detects a scent, the exact location 
  of the source is not revealed—only its presence somewhere 
  within range.  The Slasher can take a move action to note the 
  direction of the scent.  Whenever the Slasher comes within 
  5 feet of the source, he pinpoints the source’s location.  A 
  Slasher with the Track feat and the scent ability can follow 
  tracks by smell, making a Wisdom (or Survival) check to 
  ﬁnd or follow a track.  The typical DC for a fresh trail is 
  10 (no matter what kind of surface holds the scent).  This 
  DC increases or decreases depending on how strong the 
  
  PAGE - 54
  CHAPTER 3: SLASHER FIELD GUIDE
  quarry’s odor is, the number of Slashers, and the age of the 
  trail.  For each hour that the trail is cold, the DC increases 
  by 2.  The ability otherwise follows the rules for the Track 
  feat.  Slashers tracking by scent ignore the effects of surface 
  conditions and poor visibility.
  TWO-WEAPON REND 
  Sometimes, two weapons are better than one.  Who are we 
  kidding, two weapons are always better!
  Prerequisites: Dex 15, base attack bonus +9, Improved 
  Two-Weapon Fighting, Two-Weapon Fighting. 
  Beneﬁt: If the Slasher hits an opponent with a weapon 
  in each hand in the same round, he may automatically rend 
  the opponent.  This deals additional damage equal to the 
  base damage of the smaller weapon plus 1 1/2 times the 
  slasher’s Strength modiﬁer.  Base weapon damage includes 
  an enhancement bonus on damage, if any.  The Slasher can 
  only rend once per round, regardless of how many successful 
  attacks he makes. 
  UNNERVING LAUGH
  The Slasher has a tendency to giggle at all the wrong 
  moments (funerals, open heart surgery, vows of silence, etc.).
  Prerequisite: Sanity –10, Catch Phrase. 
  Beneﬁt: All witnesses who can hear the Slasher must 
  make a Madness save (DC 20 + the Slasher’s Charisma 
  bonus).
  MONSTERS
  BREED, WARRIOR
  Medium Vermin
  Hit Dice: 4d8+8 (26 hp)
  Initiative: +3
  Speed: 40 ft. (8 squares)
  Defense: 18 (+3 Dex, +5 natural), touch 13, ﬂat-footed 15
  Base Attack/Grapple: +4/+7
  Attack: Sting +7 melee (2d4+3 plus poison)
  Full Attack: Sting +7 melee (2d4+3 plus poison) and 2 
  claws +5 melee (1d6+1) and bite +5 melee (1d4+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Poison
  Special Qualities: Disguise, hive mind, immunity to 
  poison and cold, resistance to electricity 10, ﬁre 10, and 
  sonic 10, scent, vermin traits
  Saves: Fort +6, Ref +7, Will +5
  Abilities: Str 17, Dex 16, Con 14, Int –, Wis 12, Cha 11
  Skills: Climb +10, Disguise +10*, Hide +10, Jump +14, 
  Listen +8, Move Silently +10, Survival +1 (+3 following 
  tracks), Tumble +7
  Feats: Dodge, Multiattack
  Challenge Rating: 3
  What you took to be a man in a dark overcoat is actually a 
  large, roach-like beetle standing on its hind legs.  Its face 
  splits to reveal an insectoid head and vicious mandibles.  
  The thing spreads its six limbs wide and launches itself into 
  the air to attack.
  Warrior breeds are generally aggressive, seeking to subdue 
  all they encounter.  If they perceive even the slightest threat 
  to their hive-city or to their king, they attack immediately 
  and ﬁght to the death. Warriors communicate through the 
  hive mind.  They cannot speak otherwise.
  COMBAT
  Warriors are wicked combatants, using claws, bite, and a 
  poisonous sting all at once.  Through the hive mind, they 
  attack with coordinated and extremely efﬁcient tactics. 
  Disguise (Ex): The warrior breed has developed a natural 
  form of camouﬂage that makes them appear to be humans in 
  overcoats. It receives a +5 racial bonus to Disguise checks 
  when viewed at more than 30 feet distant.
  Poison (Ex): Injury, Fortitude DC 14, initial and 
  secondary damage 1d6 Str. The save DC is Constitution-
  based.
  Hive Mind (Ex): All breeds within 50 miles of their king 
  are in constant communication. If one is aware of a particular 
  danger, they all are. If one in a group is not ﬂatfooted, none 
  of them are. No breed in a group is considered ﬂanked unless 
  all of them are.
  DEMON, PUMPKIN
  Large Outsider (Evil, Extraplanar)
  Hit Dice: 10d8+50 (95 hp)
  Initiative: +9
  Speed: 40 ft. (8 squares)
  Defense: 25 (–1 size, +5 Dex, +11 natural) touch 14, ﬂat-
  footed 20
  Base Attack/Grapple: +10/+19
  Attack: Bite +14 melee (1d8+5)
  Full Attack: Bite +14 melee (1d8+5) and 2 claws +12 
  melee (1d4+2)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Fear aura
  Special Qualities: Damage reduction 10/good, darkvision 
  60 ft., immunity to ﬁre and poison, resistance to acid 10 and 
  cold 10, see in darkness, spell resistance 21, telepathy 100 ft.
  Saves: Fort +12, Ref +12, Will +11
  Abilities: Str 21, Dex 21, Con 21, Int 14, Wis 14, Cha 14
  Skills: Bluff +15, Concentration +18, Diplomacy 
  +6, Disguise +2 (+4 acting), Hide +14, Intimidate +17, 
  Knowledge (any one) +15, Listen +15, Move Silently +18, 
  Search +15, Sense Motive +15, Spot +15, Survival +2 (+4 
  following tracks)
  Feats: Head Squish, Improved Initiative, Iron Will, 
  Multiattack
  Challenge Rating: 9
  Allegiance: Vengeance
  This tall humanoid ﬁgure has two long arms tipped by 
  massive claws, animal-like legs, and a small tail.  Its head is 
  
  PAGE - 55
  CHAPTER 3: SLASHER FIELD GUIDE
  shaped like a pumpkin, with a wicked maw ﬁlled with teeth 
  and two white, hateful eyes. 
  Pumpkin demons are created by the spell pumpkin pact.  
  Once formed, a pumpkin demon will mercilessly hunt down 
  its prey until they are all dead.  
  COMBAT
  Pumpkin demons are creatures driven entirely by vengeful 
  rage.  They are not subtle in their attacks, targeting their 
  victims with tooth and claw.  
  Fear Aura (Su): Pumpkin demons can radiate a 5-foot-
  radius fear aura as a free action. Affected creatures must 
  succeed on a DC 17 Will save or be affected as though by 
  a fear spell (caster level 7th). A creature that successfully 
  saves cannot be affected again by the same pumpkin 
  demon’s aura for 24 hours. Other demons are immune to the 
  aura. The save DC is Charisma-based.
  DEMON, SLASHER
  Tiny Outsider
  Hit Dice: 1d8 (5 hp)
  Initiative: +4 (+4 Dex)
  Speed: 5 ft.
  Defense: 16 (+4 Dex, +2 size)
  Attacks: Bite -–1 melee
  Damage: Bite 1
  Face/Reach: 0 ft
  Special Qualities: Blindsight 60 ft., host protection, 
  immune to mind-inﬂuencing effects, psionics, resistance to 
  massive damage, shared host, thrall
  Saves: Fort +1, Ref +4, Will +3
  Abilities: Str 1, Dex 19, Con 9, Int 8, Wis 16, Cha 14
  Skills: Hide +20, Listen +7, Spot +7
  Challenge Rating: 1
  Allegiance: Hell
  This small demonic being is about a foot and a half in 
  length and resembles a skeletal lizard with two legs. 
  Slasher demons are parasites committed to killing.  A dark 
  ritual is cast over a pregnant woman, which in turn creates 
  the seed that will be a slasher demon.  The slasher demon 
  will grow with the host but ultimately is triggered by a 
  violent event.
  Combat
  If a slasher demon is forced to show itself, something 
  has gone terribly wrong.  It will attempt to force the ﬁrst 
  person it is alone with to eat the host’s heart with its lesser 
  domination ability.  Upon doing so, the victim immediately 
  becomes under its thrall.  Thereafter, the demon will search 
  out a body of its original host’s blood relatives—alive or 
  dead.  
  Psionics (Sp): 3/day—lesser domination. This ability is as 
  the psionic power of an 8th-level manifester.
  Thrall (Sp): If a slasher demon is in a body that is 
  severely wounded, it will change bodies by using its thrall 
  power.  If the host can get a successful grapple on a target, 
  it will spit the slasher demon into the target’s mouth. 
  The thralled host will carry out the orders of the demon, 
  including self-destructive orders. If the demon enters a 
  blood relative of the original host, the new host immediately 
  acquires the demonic slasher template (q.v.).
  Decaying Host (Ex): Unless the demon inhabits the body 
  of a blood relative, the body it inhabits slowly decays. The 
  body suffers 1 point of temporary Constitution damage per 
  day, and a host reduced to 0 Constitution in this fashion dies. 
  Blindsight (Ex): A slasher demon can ascertain creatures 
  by nonvisual means within 60 feet. The demon confers 
  blindsight upon its host.
  Host Protection (Ex): An attached slasher demon uses 
  its host’s base saving throw bonuses if they’re better than its 
  own. Effects that target outsiders can’t affect a demon riding 
  a humanoid host.
  Immunities: Slasher demons are immune to mind-
  inﬂuencing effects. This ability is conferred upon the 
  demon’s host as well.
  Resistance to Massive Damage (Ex): Slasher demons 
  gain a +5 species bonus on Fortitude saves to negate the 
  effects of massive damage. This ability is conferred upon the 
  demon’s host as well.
  Shared Skills: The slasher demon retains its skills when 
  it takes a host. The host gains a +4 bonus on Listen and Spot 
  checks.
  DEMONIC SLASHER (TEMPLATE)
   “Demonic slasher” is an acquired template that can be added 
  to any corporeal humanoid (referred to hereafter as the “base 
  creature”). The creature becomes undead. It uses all the base 
  creature’s statistics and special abilities except as noted here.
  Challenge Rating: Same as base creature +3.
  Hit Dice: Change to d12.
  Defense: The base creature’s natural armor bonus 
  improves by +3.
  Special Attacks: A demonic slasher retains all the special 
  attacks of the base creature and gains the additional special 
  attacks described below.
  Constrict (Ex): A demonic slasher can crush an opponent, 
  dealing 2d8 points of bludgeoning damage, after making 
  a successful grapple check. A demonic slasher deals 
  constriction damage in addition to damage dealt by his slam 
  attack.
  Frightful Presence (Ex): This special quality makes a 
  demonic slasher’s very presence unsettling to foes. It takes 
  effect automatically when a demonic slasher performs any 
  dramatic action (such as charging or attacking). Opponents 
  within 30 feet must make a Fear save (DC 10 + 1/2 a 
  demonic slasher’s racial HD + a demonic slasher’s Cha 
  modiﬁer). This ability affects only opponents with fewer 
  Hit Dice or levels than a demonic slasher has. An opponent 
  that succeeds on the saving throw is immune to a demonic 
  slasher’s frightful presence for 24 hours. Frightful presence 
  is a mind-affecting fear effect.
  Improved Grab (Ex): If a demonic slasher hits with his 
  slam, he deals normal damage and attempts to start a grapple 
  
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  CHAPTER 3: SLASHER FIELD GUIDE
  as a free action without provoking an attack of opportunity. 
  No initial touch attack is required. Improved grab works 
  only against opponents at least one size category smaller 
  than a demonic slasher. a demonic slasher has the option to 
  conduct the grapple normally, or simply use his hand to hold 
  the opponent. If he chooses to do the latter, he takes a –20 
  penalty on grapple checks, but is not considered grappled 
  himself; a demonic slasher does not lose his Dexterity bonus 
  to AC, still threatens an area, and can use its remaining 
  attacks against other opponents.  If a demonic slasher does 
  not constrict, each successful grapple check he makes 
  during successive rounds automatically deals the damage 
  indicated for the attack that established the hold.  Otherwise, 
  a demonic slasher deals constriction damage as well.  When 
  a demonic slasher catches hold of an opponent after an 
  improved grab attack, he pulls the opponent into his space. 
  This act does not provoke attacks of opportunity. He can 
  even move (possibly carrying away the opponent), provided 
  he can drag the opponent’s weight.
  Pounce (Ex): When a demonic slasher makes a charge, he 
  can follow with a full attack.
  Special Qualities: A demonic slasher retains all the 
  special qualities of the base creature and gains the additional 
  special qualities described below.
  Immunities (Ex): A demonic slasher is immune to disease, 
  mind-affecting effects, necromantic effects, paralysis, 
  poison, and sleep.  It is not subject to nonlethal damage. 
  Energy Resistance (Su): An attack that deals cold or ﬁre 
  damage slows a demonic slasher (as the slow spell) for 2d6 
  rounds, with no saving throw.  An attack that deals electricity 
  damage breaks any slow effect on a demonic slasher and 
  heals 1 point of damage for every 3 points of damage the 
  attack would otherwise deal.  If the amount of healing would 
  cause a demonic slasher to exceed his full normal hit points, 
  he gains them as temporary hit points.  In all cases, energy 
  attacks do not deal a demonic slasher any damage.
  Flashbacks (Ex): Clever opponents can do something to 
  remind a demonic slasher of his almost-forgotten life.  If this 
  happens, a demonic slasher takes no action for 1 round and 
  thereafter suffers a –2 morale penalty to all attacks directed 
  at that opponent.
  Regeneration (Ex): A demonic slasher is difﬁcult to kill.  
  Damage dealt to a demonic slasher is treated as nonlethal 
  damage.  A demonic slasher automatically heals nonlethal 
  damage at a ﬁxed rate of 1 hit point per round.  Attack forms 
  that don’t deal hit point damage ignore regeneration.  A 
  demonic slasher can regrow lost portions of his body and can 
  reattach severed limbs or body parts.  Severed parts that are 
  not reattached wither and die normally.
  Rejuvenation (Su): It’s difﬁcult to destroy a demonic 
  slasher through simple combat: he will restore himself on 
  the next Friday the 13th.  Even the most powerful spells 
  are usually only temporary solutions. If a demonic slasher 
  would otherwise be destroyed, he returns to the ﬁrst place 
  that he died with a successful level check (1d20 + a demonic 
  slasher’s HD) against DC 16.  The only way to get rid of a 
  demonic slasher permanently is for him to be killed with the 
  dagger of banishing wielded by a blood relative. 
  Allegiances: Previous allegiances are lost; Replaced by an 
  allegiance to evil. Changed allegiances might cause the loss 
  of particular class abilities.
  Saves: Same as the base creature, modiﬁed by new ability 
  scores.
  Ability Scores: A demonic slasher gains the following 
  ability score increases: Str +2, Con +4. 
  Languages: A demonic slasher rarely speaks, but it can 
  read, write, and understand whatever languages the base 
  creature could.
  Feats: A demonic slasher gains Great Fortitude and 
  Improved Damage Threshold as bonus feats, assuming that it 
  meets the prerequisites and the base creature did not already 
  have those feats. A human demonic slasher keeps the extra 
  feat it gained as a 1st-level human character.
  Advancement: By character class.
  DREAM STALKER
  Medium Outsider (Evil, Extraplanar)
  Hit Dice: 8d8+32 (68 hp)
  Initiative: +1
  Speed: 20 ft. (4 squares)
  Defense: 22 (+1 Dex, +11 natural), touch 11, ﬂat-footed 
  21
  Base Attack/Grapple: +8/+12
  Attack: Claw +12 melee (2d6+6)
  Full Attack: Claw +12 melee (2d6+6)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Spell-like abilities, dream haunting, 
  sending, worst nightmare
  Special Qualities: Damage reduction 10; dreamscape; 
  immunity to charm, sleep, and fear; spell resistance 25; 
  vulnerability to ﬁre
  Saves: Fort +12*, Ref +9*, Will +10*
  Abilities: Str 19, Dex 12, Con 18, Int 11, Wis 15, Cha 12
  Skills: Bluff +12, Concentration +15, Diplomacy +5, 
  Disguise +1 (+3 acting), Intimidate +14, Listen +15, Ride 
  +12, Sense Motive +13, Spellcraft +11, Spot +15
  Feats: Alertness, Catch Phrase*, Combat Casting
  Challenge Rating: 9
  Allegiance: Vengeance
  The horrible, scarred form of a burned man dressed in a 
  fedora comes creeping towards you, humming to itself.
  Dream Stalkers are the souls of horrible slashers who have 
  died by being burned to death.  With such a particular set 
  of circumstances, Dream Stalkers are very rare.  It’s a good 
  thing too, as they are incredibly powerful and extremely 
  difﬁcult to combat.  
  The ﬁre initiation is apparently a requirement to get into 
  hell.  It’s hot there, so Dream Stalkers come in primed and 
  ready to return to the Prime Material Plane.  Or something 
  like that.  
  
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  CHAPTER 3: SLASHER FIELD GUIDE
  COMBAT
  Dream Stalkers are cowards at heart, preferring to strike 
  at the weak and helpless.  They will ﬂit in and out of the 
  ethereal plane and attempt to drag their opponents with them 
  into the dreamscape.  Dream Stalkers are especially fond 
  of playing with their victims, appearing as loved ones in 
  dreams, only to turn on the dreamer. 
  Dream Haunting (Su): Dream Stalkers can visit the 
  dreams of their victims by becoming ethereal, then hovering 
  over the victim.  Once a Dream Stalker invades a dream, it 
  rides on the victim’s back until dawn.  The sleeper suffers 
  from tormenting dreams and takes 1 point of Constitution 
  drain upon awakening.  These nocturnal intrusions can only 
  be stopped by another ethereal being who much confront and 
  defeat the Dream Stalker.
  Spell-Like Abilities: At will—polymorph (self only), 
  nightmare (DC 12), sleep (DC 12). Caster level 8th.  A 
  Dream Stalker can use etherealness at will (caster level 
  16th). The save DCs are Charisma-based.
  Dreamscape (Su): The Dream Stalker and any creatures 
  he or she touches are drawn into the region of dreams.  
  The Dream Stalker can take more than one creature along 
  (subject to the Dream Stalker’s weight limit), but all must 
  be touching each other.  The Dream Stalker physically 
  enters the land of dreams, leaving nothing behind.  For 
  every minute the Dream Stalker moves through the dream 
  landscape, he can “wake” to ﬁnd himself ﬁve miles 
  displaced in the waking world.  The Dream Stalker does 
  not know precisely where he will come out in the waking 
  world, nor the conditions of the waking world through which 
  he is traveling.  The Dream Stalker knows approximately 
  where he will end up based on time spent traveling in dream.  
  Dreamscape can also be used to travel to other planes that 
  contain creatures that dream, but doing this requires crossing 
  into the dreams of outsiders, where the Dream Stalker is 
  subject to the dangers of alien dream realities.  This is a 
  potentially perilous proposition.  Transferring to another 
  plane of existence requires 1d4 hours of uninterrupted 
  journey.  Any creatures touched by the Dream Stalker when 
  dreamscape is cast also make the transition to the borders 
  of unconscious thought.  They may opt to follow the Dream 
  Stalker, wander off into the dreams of others, or stumble 
  back into the waking world (50% chance for either of the 
  latter results if they are lost or abandoned by the Dream 
  Stalker).  Creatures unwilling to accompany the Dream 
  Stalker into the region of dreams receive a Will save (DC 
  12), negating the effect if successful. 
  Sending (Su): Grappled victims may be physically sent 
  into a nightmare, at the Dream Stalker’s option, on the 
  Dream Stalker’s next action after establishing the grapple.  
  Victims must make a Will save (DC 12).  The victim is 
  actually cast into a shrieking maelstrom of a dream where 
  it can take no actions but observe.  The victim physically 
  returns to the waking world 2d4 rounds later (but appearing 
  even if the Dream Stalker has left or is otherwise absent).  
  The victim of the sending has taken 4d6 points of temporary 
  Wisdom damage, but is otherwise free to act on the round 
  it returns.  If the victim takes more Wisdom damage than it 
  has Wisdom points of, the extra points are instead treated as 
  temporary Constitution damage.  The DC is Charisma-based.
  Worst Nightmare (Su): Each time a living creature ﬁrst 
  views a speciﬁc Dream Stalker from a distance of 30 feet 
  or less (or from a scrying effect), the subject sees the image 
  of the most fearsome creature imaginable.  This is not an 
  illusion or phantasm; the Dream Stalker truly becomes, 
  for just that instant, the subject’s worst nightmare.  Even 
  if simultaneously viewed by dozens of different creatures, 
  the Dream Stalker appears differently to each one of them.  
  Creatures immune to fear or mind-affecting effects (or 
  warded by protection from evil or death ward spells) are 
  immune to worst nightmare; all others must make a Will 
  save (DC 12) or die from the supernatural horror revealed.  
  Survivors (and those resurrected) are immune to the effect 
  from that individual Dream Stalker in the future.  The DC is 
  Charisma-based.
  EVIL DOLL (TEMPLATE)
  Evil Dolls are dolls reanimated through dark and sinister 
  magic (see the create evil doll spell). Most Evil Dolls are 
  created with the souls of accomplished serial killers, the 
  only people crazy enough to actually want to jump into an 
  evil doll.  Actually, most of the time these guys think they’re 
  going to hop into another body, but they never bother to 
  read the ﬁne print that “body” could also mean “little stupid 
  looking boy doll.”
  Oh well.  Those Cornbeef Patch Kids were never that 
  lovable anyway.
  “Evil Doll” is an acquired template that can be added to 
  any corporeal humanoid (referred to hereafter as the “base 
  creature”).  
  Size and Type: The creature’s type changes to construct.  
  It retains any subtypes except subtypes that indicate kind.  It 
  does not gain the augmented subtype.  It uses all the base 
  creature’s statistics and special abilities except as noted here.
  Hit Dice: Drop any Hit Dice from class levels (to a 
  minimum of 1), double the number of Hit Dice left, and raise 
  them to d10s.  If the base creature has more than 10 Hit Dice 
  (not counting those gained with experience), it can’t be made 
  into an Evil Doll with the create evil doll spell.
  Speed: The Evil Doll has a speed of 40.
  Defense: The Evil Doll has a natural defense bonus of +1.
  Base Attack: An Evil Doll has a base attack bonus equal 
  to 1/2 its Hit Dice.
  Attacks: An Evil Doll retains all the natural weapons, 
  manufactured weapon attacks, and weapon proﬁciencies of 
  the base creature.  An Evil Doll also gains a bite attack.
  Damage: Natural and manufactured weapons deal damage 
  normally.  A bite attack deals damage 1d4 points of damage.
  Special Qualities: An Evil Doll loses most special 
  qualities of the base creature.  It retains any extraordinary 
  special qualities that improve its melee or ranged attacks.
  Abilities: An Evil Doll’s Dexterity increases by +2 and it 
  has no Constitution score.
  Challenge Rating: Depends on Hit Dice, as follows:
  
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  CHAPTER 3: SLASHER FIELD GUIDE
  Hit Dice
  Challenge Rating
  ½
  1/8
  1
  ¼
  2
  ½
  4
  1
  6
  2
  8–10
  3
  12–14
  4
  15–16
  5
  18–20
  6
  Advancement: As base creature, but double Hit Dice 
  (maximum 20), or—if the base creature advances by 
  character class.
  LURKER
  Medium Monstrous Humanoid
  Hit Dice: 4d8+19 (37 hp)
  Initiative: +2
  Speed: 40 ft. (8 squares), ﬂy 60 ft. (average)
  Defense: 16 (+2 Dex, +4 natural), touch 12, ﬂat-footed 14
  Base Attack/Grapple: +4/+6
  Attack: Claw +6 melee (1d4+2)
  Full Attack: 2 claws +6 melee (1d4+2) and bite +4 melee 
  (1d6+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Rend
  Special Qualities: Damage reduction 10, darkvision 60 
  ft., freeze, regeneration 5, scent
  Saves: Fort +5, Ref +6, Will +4
  Abilities: Str 15, Dex 14, Con 18, Int 6, Wis 11, Cha 7
  Skills: Hide +7, Listen +4, Spot +4
  Feats: Multiattack, Toughness
  Challenge Rating: 5
  Allegiance: None
  A bizarre humanoid being with membrane-thin wings and 
  a patchwork body stands before you.  Its eyes glitter with 
  malevolence and its bald head is ringed with horns. 
  The bizarre race of Lurkers was once worshipped as 
  gods in ancient times.  They have since been forgotten by 
  mankind, primarily because of their need to hibernate.  The 
  hibernation cycles have shortened in the last century from a 
  millennium to a mere year or so.  As a result, Lurkers have 
  begun popping up all over America, waking up ravenous and 
  eating their ﬁll before their next hibernation.
  COMBAT
  Lurkers prey on unwary travelers and the foolish that happen 
  to stumble upon their lairs.  They detect prey by scent and 
  focus on acquiring a particular body part of their victims.  Of 
  course, if the Lurker is wounded, it will become less choosy 
  about what body parts it needs.  
  Freeze (Ex): A Lurker can hold itself so still it appears 
  to be a statue.  Lurkers like to dress like scarecrows and 
  hang out in cornﬁelds.  An observer must succeed on a DC 
  20 Spot check to notice the Lurker is anything other than a 
  scarecrow.
  Rend (Ex): If a Lurker hits with both claw attacks, it 
  latches onto the opponent’s body and tears the ﬂesh.  This 
  attack automatically deals an additional 2d4+3 points of 
  damage.
  Regeneration (Ex): Fire and acid deal normal damage 
  to a Lurker.  If a Lurker loses a limb or body part, it can 
  reattach a similar body part from any humanoid by holding 
  the body part to its stump.
  Skills: Lurkers have a +2 racial bonus on Hide, Listen, 
  and Spot checks. 
  SENTINEL SPHERE
  Tiny Construct
  Hit Dice: 1d10 (5 hp)
  Initiative: +4
  Speed: Fly 50 ft. (perfect) (10 squares)
  Defense: 16 (+2 size, +4 Dex), touch 16, ﬂat-footed 12
  Base Attack/Grapple: +1/–11 (+1 when attached)
  Attack: Touch +7 melee (brain drill)
  Full Attack: Touch +7 melee (brain drill)
  Space/Reach: 2-1/2 ft./0 ft.
  Special Attacks: Attach, brain drill
  Special Qualities: Construct traits, darkvision 60 ft., low-
  light vision, open portal, vulnerability to sonic
  Saves: Fort +2, Ref +6, Will +1
  Abilities: Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6
  
  PAGE - 59
  CHAPTER 3: SLASHER FIELD GUIDE
  Skills: Hide +14, Listen +4, Spot +4
  Feats: Alertness, Weapon Finesse
  Allegiance: Thin stranger
  The small, silent, hovering silver ball suddenly whooshes 
  towards you as two blades protrude from its front.
  Sentinel spheres are the encased brains of victims captured 
  by thin strangers.  They are incredibly fast and highly 
  maneuverable but are essentially pawns in the service of 
  their commanding thin stranger.  Thin strangers also use 
  them to open dimensional gates, allowing them to hop planes 
  at will. 
  COMBAT
  A sentinel sphere attacks by landing on a victim’s head and 
  plunging its drill into his ﬂesh.  This is a touch attack and 
  can target only Small or larger creatures.
  Attach (Ex): If a sentinel sphere hits with a touch attack, 
  it uses its two barbs to latch onto the opponent’s skull.  An 
  attached sentinel sphere is effectively grappling its prey.  The 
  sentinel sphere loses its Dexterity bonus to AC and has an 
  AC of 12, but holds on with great tenacity.  Sentinel spheres 
  have a +12 racial bonus on grapple checks (already ﬁgured 
  into the Base Attack/Grapple entry above).  An attached 
  sentinel sphere can be struck with a weapon or grappled 
  itself.  To remove an attached sentinel sphere through 
  grappling, the opponent must achieve a pin against the 
  sentinel sphere.
  Brain Drill (Ex): A sentinel sphere that is attached to an 
  opponent automatically inﬂicts 1d12 points of damage each 
  round.  After four rounds, it pierces the victim’s brain, killing 
  him instantly.  This power is useless against constructs, 
  elementals, oozes, plants, and undead.  It is not instantly 
  fatal to foes with multiple heads.
  Psionics (Sp): At will—plane shift.  Effective caster level 
  8th. 
  SHAPE (TEMPLATE)
  The Cult of Arawn practices the ancient tradition of blood 
  sacriﬁce, as they believe their ancestors practiced.  They are 
  dedicated to identifying the Shape and ensuring his activities 
  go unhindered.  
  To the Cult, the Shape has but one mission: to murder his 
  entire family.  Should the Shape be unable to complete his 
  sacred mission, it would be the end of civilization as we 
  know it.  In the eyes of the law, Shapes are the shepherds of 
  a mass murderer. 
  A Shape is created through a special ritual known only to 
  the Cult of Arawn.  The ritual must be performed on a male 
  child before it is initiated into any other faith.  By dedicating 
  the child to Arawn, the Cult guarantees he will become a 
  Shape.  
  The ritual instills a curse in the child that is spontaneous 
  and abrupt.  At some point in the child’s life, he will pick 
  up a sharp weapon and attempt to kill all of his family on 
  Samhain, the sacred holiday to Arawn that also happens to 
  be Halloween.  If he succeeds, the cult moves on in search of 
  the next Shape.  A Guardian, the male leader of the Cult of 
  Arawn, determines which child will be the next Shape.  This 
  cycle repeats ad nauseum. 
  A Shape that receives the curse always displays Arawn’s 
  symbol on some part of his body as a sort of birthmark.  This 
  symbol is the ogham rune known as Ngetal. The rune is one 
  straight line with three diagonal lines across it.  It is afﬁliated 
  with the cranberry tree and Arawn in his role as dark lord.
  Part of the role requires the Shape to wear a mask.  It is 
  only in this role that the Shape can perform his tasks as a 
  grim reaper for Arawn.  However, it should not be presumed 
  that Shapes are mindless killers.  Rather, they are smart 
  enough to remove their masks and blend in with other people 
  until the time is right to strike.
  “Shape” is an acquired template that can be added to any 
  humanoid or monstrous humanoid (referred to hereafter 
  as the “base creature”). The creature becomes an outside 
  (native).  It uses all the base creature’s statistics and special 
  abilities except as noted here.
  Challenge Rating: Same as base creature +2.
  Defense: The base creature’s natural armor bonus 
  improves by +3.
  Hit Dice: Change to d12.
  Attacks: A Shape retains all the attacks of the base 
  creature and gains a slam attack if the base creature didn’t 
  already have one.  If the base creature did not have a slam 
  attack, use the base damage values in the table below.  
  Otherwise, use the values below or the base creature’s base 
  damage, whichever is greater.
  Size
  Slam Damage
  Diminutive
  1d2
  Tiny
  1d3
  Small
  1d4
  Medium-size
  1d6
  Large
  1d8
  Special Qualities: A Shape retains all the special qualities 
  of the base creature and gains the additional qualities 
  described below.
  Ability Surge (Ex): Once per day as a free action, the 
  Shape can temporarily increase its Strength and Dexterity 
  scores, but doing so imposes a penalty on its saving throws.  
  While this ability is in effect, the shape gains a +4 morale 
  bonus to both Strength and Dexterity but takes a –2 penalty 
  on all saving throws.  Ability surge lasts for a number of 
  rounds equal to the shape’s character level.  Following 
  an ability surge, the Shape is fatigued (–2 to Strength and 
  Dexterity) for as many rounds as the surge was in effect, but 
  it may negate this penalty as a free action by spending an 
  action point.
  Damage Reduction 5/– (Ex): A Shape ignores the ﬁrst 5 
  points of damage dealt by any attack.
  Death’s Door (Su): A Shape appears to die if reduced 
  to –10 hit points.  However, unless it is reduced to its 
  negative Constitution score in hit points, its “death” is only 
  temporary; when the Shape’s fast healing ability (see below) 
  
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  CHAPTER 3: SLASHER FIELD GUIDE
  brings its hit point total to 1 or higher, it springs back to life.
  Fast Healing 5 (Su): A Shape heals 5 points of damage per 
  round until it is reduced to its negative Constitution score, at 
  which point it dies.  This ability does not enable the Shape to 
  regrow or reattach severed body parts.
  Immunities (Ex): A Shape is immune to disease, mind-
  affecting effects, necromantic effects, paralysis, poison, and 
  sleep.  It is not subject to nonlethal damage. 
  Resistance to Massive Damage (Ex): A Shape gains a +5 
  species bonus on Fortitude saves to negate the effects of 
  massive damage.
  Allegiances: Previous allegiances are lost and replaced by 
  allegiances to Arawn.  Changed allegiances might cause the 
  loss of particular class abilities.
  Saves: Same as the base creature, with a +2 bonus on 
  Fortitude saves, and modiﬁed by new ability scores.
  Ability Scores: A Shape gains the following ability score 
  increases: Str +4, Con +4.
  Feats: A Shape gains Great Fortitude, Improved Damage 
  Threshold, and Toughness as bonus feats.
  SOUL SUCKER
  Medium Undead (Incorporeal)
  Hit Dice: 5d12 (32 hp) 
  Initiative: +7
  Speed: Fly 60 ft. (good) (12 squares)
  Defense: 15 (+3 Dex, +2 deﬂection), touch 15, ﬂat-footed 12 
  Attack: Incorporeal touch +5 melee 
  Damage: 1d4 
  Face/Reach: 5 ft./5 ft. 
  Special Attacks: Energy drain
  Special Qualities: Darkvision 60 ft., daylight powerlessness, 
  incorporeal traits, lifesense, +2 turn resistance, undead traits, 
  vulnerability to ﬁre
  Saves: Fort +1, Ref +4, Will +6
  Abilities: Str —, Dex 16, Con —, Int 14, Wis 14, Cha 15
  Skills: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, 
  Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 
  following tracks)
  Feats: Alertness, Blind-Fight, Combat Reﬂexes, Improved 
  Initiative
  Challenge Rating: 5
  Allegiance: None
  You see the indistinct outline of an animated, shriveled 
  corpse dressed in bandages. 
  Cowards at heart, Soul Suckers are the souls of 
  mummiﬁed corpses laboring under an ancient curse.  They 
  seek out the weak and helpless, like infants and the elderly, 
  to feast upon so that their predations will go unnoticed.  
  Many mysterious crib deaths have actually been Soul Sucker 
  attacks, and just as many elderly have died under curious 
  circumstances.  Still, few people care enough to ask.
  Combat
  Soul Suckers avoid combat if they can help it and will back 
  off a victim who vigorously resists.  They are accustomed to 
  helpless or near helpless prey and thus are not willing to risk 
  their own existence if they can ﬁnd easier victims elsewhere.  
  Lifesense (Su): A Soul Sucker notices and locates living 
  creatures within 60 feet, just as if it possessed the blindsight 
  ability.  It also senses the strength of their life force 
  automatically, as if it had cast deathwatch.
  Daylight Powerlessness (Ex): Soul Suckers are utterly 
  powerless in natural sunlight (not merely a daylight spell) 
  and ﬂee from it.
  Energy Drain (Su): A Soul Sucker drains energy from 
  a mortal by putting its mouth over a victim’s oriﬁce.  If the 
  target resists, the Soul Sucker must start a grapple, which 
  provokes an attack of opportunity.  The soul sucker’s energy 
  drain bestows one negative level.  The DC is 14 for the 
  Fortitude save to remove a negative level. These save DCs 
  are Charisma-based.  For each such negative level bestowed, 
  the Soul Sucker gains 5 temporary hit points.
  Manifestation (Su): A Soul Sucker dwells on the Ethereal 
  Plane and, as an ethereal creature, it cannot affect or be 
  affected by anything in the material world. When a Soul 
  Sucker manifests, it partly enters the Material Plane and 
  becomes visible but incorporeal on the Material Plane.  
  A manifested Soul Sucker can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 50% 
  chance to ignore any damage from a corporeal source.  A 
  manifested Soul Sucker can pass through solid objects at 
  will, and its own attacks pass through armor.  A manifested 
  Soul Sucker always moves silently.  A manifested Soul 
  Sucker can strike with its touch attack.  A manifested Soul 
  
  PAGE - 61
  CHAPTER 3: SLASHER FIELD GUIDE
  Sucker remains partially on the Ethereal Plane, where is it 
  not incorporeal.  A manifested Soul Sucker can be attacked 
  by opponents on either the Material Plane or the Ethereal 
  Plane. The Soul Sucker’s incorporeality helps protect it from 
  foes on the Material Plane, but not from foes on the Ethereal 
  Plane.  A Soul Sucker has two home planes, the Material 
  Plane and the Ethereal Plane. It is not considered extraplanar 
  when on either of these planes.
  THIN STRANGER
  Medium Outsider (Extraplanar)
  Hit Dice: 4d8+4 (22 hp)
  Initiative: +0
  Speed: 30 ft. (6 squares)
  Defense: 21 (+9 natural, +2 leather coat), touch 10, 
  ﬂatfooted 21;
  Base Attack/Grapple: +4/+5
  Attack: Slam +5 melee (1d6+1)
  Full Attack: Slam +5 melee (1d6+1) or +4 ranged
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Psionics
  Special Qualities: Damage reduction 10/+1, 
  darkvision 60 ft., electrical resistance 15, 
  ﬁre immunity, regeneration 5, telepathy, 
  vulnerability to cold
  Saves: Fort +5, Ref +4, Will +6;
  Abilities: Str 13, Dex 11, Con 13, Int 
  16, Wis 15, Cha 16.
  Skills: Bluff +10, Drive +8, 
  Hide +6, Intimidate +9, Listen 
  +6, Move Silently +6, Read/
  Write Abyssal, Read/Write 
  Languages (any three), 
  Sense Motive +6, 
  Speak Abyssal, Speak 
  Languages (any three), 
  Spot +6.
  Feats: Heroic Surge (1/day)
  Challenge Rating: 6
  Allegiance: Evil
  A gaunt, nearly skeletal man dressed in 
  black with wide, staring eyes seems to 
  move towards you in slow motion.
  Thin Strangers are ﬁends from 
  beyond, looking for bodies to fuel 
  their sentinel spheres (see above).  
  Because the sentinel spheres 
  require brains, they tend to take 
  up residence in graveyards and 
  funeral homes.  But given the 
  choice, Thin Strangers are not 
  above taking brains from living 
  people.
  COMBAT
  Create Spawn (Su): A humanoid slain by a Thin Stranger 
  will be transformed into a Sentinel Sphere (see the Sentinel 
  Sphere entry) 1d4 days after death.  The new Sentinel Sphere 
  is under the command of the Thin Stranger that created it 
  and remains enslaved until its master’s destruction.  At any 
  given time a Thin Stranger may have enslaved Sentinel 
  Spheres totaling no more than twice its own Hit Dice; any 
  Sentinel Spheres it creates that would exceed this limit are 
  created as free-willed Sentinel Spheres.  A thin stranger 
  may voluntarily free an enslaved Sentinel Sphere in order 
  to enslave a new Sentinel Sphere, but once freed, a Sentinel 
  Sphere cannot be enslaved again.
  Damage Reduction 10/+1 (Su): A Thin Stranger ignores 
  the ﬁrst 10 points of damage dealt by any nonmagical 
  weapon.  In campaigns without magic weapons, the GM 
  can either disregard the Thin Stranger’s damage reduction 
  or apply it only to certain types of weapons (ballistic, 
  bludgeoning, piercing, slashing, or sonic/concussion).
  Electricity Resistance 15 (Ex): A Thin Stranger ignores 
  the ﬁrst 15 points of electricity damage from any single 
  attack.
  Fire Immunity (Ex): A Thin Stranger is immune to 
  ﬁre damage.
  Psionics (Sp): At will—domination, mental blast.  
  Manifester level 10th; save DC 10 + 
  Thin Stranger’s key ability 
  modiﬁer + power level.
  Regeneration (Ex): 
  Fire and acid deal 
  normal damage to 
  a Thin Stranger.  
  If a Thin 
  Stranger loses 
  a limb or body 
  part, the lost 
  portion regrows 
  in 3d6 minutes.  
  The creature can 
  reattach the severed 
  member instantly by holding 
  it to the stump.
  
  PAGE - 62
  CHAPTER 3: SLASHER FIELD GUIDE
  VENGEFUL SPIRIT (TEMPLATE)
  Vengeful Spirits are created when a person suffers an unjust 
  death in the presence of a mirror.  The mirror captures the 
  soul, allowing the Vengeful Spirit to exist on the Prime 
  Material Plane.  From then on, the Vengeful Spirit cannot 
  journey more than 300 yards from its mirror.  The Vengeful 
  Spirit seeks revenge on its killers by slaughtering those 
  who killed it, making its descendants suffer, or otherwise 
  exacting revenge in a messy and direct fashion.  The only 
  way the Vengeful Spirit can leave the vicinity of its mirror is 
  to possess a body; however, the mirror can be picked up and 
  moved, which might inadvertently make the Vengeful Spirit 
  more mobile.
  People ask why I choose to be a PRU 
  agent.  It’s a funny question with a simple answer.
  When I come home, Barbara’s tired, but she stayed up 
  to greet me.  She’s six months pregnant and showing for 
  sure.  
  She has that worried look in her eyes.  I know that 
  look.
  “Kept me at the ofﬁce late again,” I mutter, kissing 
  her quickly as I whisk into the room.  I throw my jacket 
  on the coat rack.  “How was your day?”
  Barbara breaks into tears.  
  “It was horrible!” she says, sobbing.  “I was doing 
  a presentation at work and the projector died in the 
  middle! I couldn’t get it back up, so the entire project 
  was delayed.  In front of the CEO and the senior staff!”
  I kick off my shoes and curl up next to her on the bed.  
  “I’m sure they’ll give you another shot at it.”
  Barbara sniffs.  “You think so?”
  “I’m sure of it.  You’re too valuable to the company.  
  IT guys are easy to blame stuff on.  I do it all the time.”
  Mrs. Beckem smiles a pathetic grin and hugs me tight.  
  “I’m going on and on about my day.  How was your 
  trip?  It’s like you’ve been away forever.”
  “Only a week,” I say stroking her hair.
  “Anything interesting happen?”
  “Oh, same old, same old.  You know: travel the world, 
  meet interesting people, and kill them.”
  She laughs.  “If only an accountant’s job was that 
  interesting, maybe they’d give you hazard pay!”
  “Yeah,” I joke.  “Some of the psychos I deal with are 
  real killers, let me tell you.”
  Barbara’s eyes are drooping.  She snuggles under the 
  covers. “I love you, Job.”
  “I love you, Barbara.”
  I put my hand on her stomach.  “Three more months,” 
  I say.
  She places her hand over mine.  “Three more 
  months,” she whispers.
  People ask why I choose to be a PRU agent.  I look at 
  my wife and remember why.
  “Vengeful Spirit” is an acquired template that can be 
  added to any humanoid.  The creature (referred to hereafter 
  as the base creature) must have a Charisma score of at least 
  6.  A Vengeful Spirit uses all the base creature’s statistics and 
  special abilities except as noted here.
  Size and Type: The creature’s type changes to undead.  
  Do not recalculate the creature’s base attack bonus, saves, 
  or skill points.  It gains the incorporeal subtype.  Size is 
  unchanged.
  Hit Dice: All current and future Hit Dice become d12s.
  Speed: Vengeful Spirits have a ﬂy speed of 30 feet, 
  unless the base creature has a higher ﬂy speed, with perfect 
  maneuverability. 
  Defense: Natural armor is the same as the base creature’s 
  but applies only to ethereal encounters.  When the Vengeful 
  Spirit manifests (see below), its natural armor bonus is +0, 
  but it gains a deﬂection bonus equal to its Charisma modiﬁer 
  or +1, whichever is higher.
  Attack: A Vengeful Spirit retains all the attacks of the base 
  creature, although those relying on physical contact do not 
  affect creatures that are not ethereal.
  Full Attack: A Vengeful Spirit retains all the attacks of the 
  base creature, although those relying on physical contact do 
  not affect creatures that are not ethereal.
  Damage: Against ethereal creatures, a Vengeful Spirit 
  uses the base creature’s damage values.  Against nonethereal 
  creatures, the Vengeful Spirit usually cannot deal physical 
  damage at all but can use its special attacks, if any, when it 
  manifests (see below).
  Special Attacks: A Vengeful Spirit retains all the special 
  attacks of the base creature, although those relying on 
  physical contact do not affect nonethereal creatures.  The 
  Vengeful Spirit also gains two abilities as described below.  
  The save DC against a special attack is equal to 10 + 1/2 
  Vengeful Spirit’s HD + Vengeful Spirit’s Cha modiﬁer unless 
  otherwise noted.
  Malevolence (Su): Once per round, an ethereal Vengeful 
  Spirit can merge its body with a creature on the Material 
  Plane.  This ability is similar to a magic jar spell (caster 
  level 10th or the Vengeful Spirit’s Hit Dice, whichever is 
  higher), except that it does not require a receptacle.  To 
  use this ability, the Vengeful Spirit must be manifested 
  and it must try move into the target’s space; moving into 
  the target’s space to use the malevolence ability does not 
  provoke attacks of opportunity.  The target can resist the 
  attack with a successful Will save (DC 15 + vengeful spirit’s 
  Cha modiﬁer).  A creature that successfully saves is immune 
  to that same Vengeful Spirit’s malevolence for 24 hours, and 
  the Vengeful Spirit cannot enter the target’s space.  If the 
  save fails, the Vengeful Spirit vanishes into the target’s body.
  Manifestation (Su): Every Vengeful Spirit has this ability.  
  A Vengeful Spirit dwells on the Ethereal Plane and, as an 
  ethereal creature, it cannot affect or be affected by anything 
  in the material world.  When a Vengeful Spirit manifests, 
  it partly enters the Material Plane and becomes visible but 
  incorporeal on the Material Plane.  A manifested Vengeful 
  Spirit can be harmed only by other incorporeal creatures, 
  
  PAGE - 63
  CHAPTER 3: SLASHER FIELD GUIDE
  magic weapons, or spells, with a 50% chance to ignore any 
  damage from a corporeal source.  A manifested Vengeful 
  Spirit can pass through solid objects at will, and its own 
  attacks pass through armor.  A manifested Vengeful Spirit 
  always moves silently.  A manifested Vengeful Spirit 
  can strike with its touch attack or with a Vengeful Spirit 
  touch weapon (see Vengeful Spirit Equipment, below).  
  A manifested Vengeful Spirit remains partially on the 
  Ethereal Plane, where is it not incorporeal.  A manifested 
  Vengeful Spirit can be attacked by opponents on either the 
  Material Plane or the Ethereal Plane.  The Vengeful Spirit’s 
  incorporeality helps protect it from foes on the Material 
  Plane, but not from foes on the Ethereal Plane.
  When a spellcasting Vengeful Spirit is not manifested and 
  is on the Ethereal Plane, its spells cannot affect targets on 
  the Material Plane, but they work normally against ethereal 
  targets.  When a spellcasting Vengeful Spirit manifests, 
  its spells continue to affect ethereal targets and can affect 
  targets on the Material Plane normally unless the spells rely 
  on touch.  A manifested Vengeful Spirit’s touch spells don’t 
  work on nonethereal targets.
  A Vengeful Spirit has two home planes, the Material Plane 
  and the Ethereal Plane.  It is not considered extraplanar when 
  on either of these planes.
  Special Qualities: A Vengeful Spirit has all the special 
  qualities of the base creature as well as those described 
  below.
  Rejuvenation (Su): An integral part of becoming a 
  Vengeful Spirit is that the mirror stores its life force.  As a 
  rule, the only way to get rid of a Vengeful Spirit for sure is to 
  destroy its mirror.  Unless its mirror is located and destroyed, 
  a Vengeful Spirit reappears 1d10 days after its apparent 
  death.  A Vengeful Spirit’s mirror is Tiny and has 20 hit 
  points, hardness 10, and a break DC of 20.
  Turn Resistance (Ex): A Vengeful Spirit has +4 turn 
  resistance.
  Mirror Dependent (Su): Each Vengeful Spirit is mystically 
  bound to a mirror and cannot stray more than 300 yards 
  from it in ethereal form.  It can leave the area when using its 
  malevolence ability.  If the Vengeful Spirit is forced out of a 
  host, it is instantly transported back to its mirror.
  Abilities: Same as the base creature, except that the 
  Vengeful Spirit has no Constitution score, and its Charisma 
  score increases by +4. 
  Skills: Vengeful Spirits have a +8 racial bonus on Hide, 
  Listen, Search, and Spot checks.  Otherwise same as the base 
  creature.
  Challenge Rating: Same as the base creature +1.
  Level Adjustment: Same as the base creature +4.
  
  PAGE - 64
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  Blood and Blades: The Proﬁler’s Guide, Copyright 2005, Michael Tresca.
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  Blood and Brains, Copyright 2004, RPGObjects; Author Michael Tresca
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