TEXT: requires True20 Adventure roleplaying by Green Ronin Publishing for use
  
  COLONIAL GOTHIC
  2
  COLONIAL GOTHIC
  Written and Designed By: Richard Iorio II, Monica 
  Valentinelli, Matt McElroy, James Maliszewski
  True20 Conversion: Mathew Kaiser
  Edited By: Monica Valentinelli
  Artwork: Doug Kovacs, Jeremy Simmons, Clipart courtesy 
  of FCIT (Florida Educational Technology Clearinghouse)
  Art Direction, Graphic Design, and Typography: Jim 
  Pinto, David Jarvis
  Colonial Gothic Logo: Leanne Buckley
  Special Thanks To: Ariana Fisch, Monica Valentinelli, 
  James Maliszewski, jim pinto, Jess Hartley, Timothy Eccles, 
  Matthew Goodman, Matt McElroy, Anthony Ragan, Leanne 
  Buckley, Joseph Goodman, Jae Walker, the coffee of the 
  Siren, the history teachers who taught me, the writers who 
  inﬂuenced me, and the enemies who motivated me.
  Published 
  By: Reality Deviant Publications with 
  permission from Rogue Games, Inc.
  Rogue Games
  245A 11th Street, Wheeling, IL 60090 USA
  Rogue Games’ Rogues are Richard Iorio II and James 
  Maliszewski
  Rogue Games, Rogue Games logo, Colonial Gothic and 
  Colonial Gothic logo are TM and © 2007 by Rogue Games, 
  Inc.
  Declaration of Open Gaming Content
  The following is designated as Product Identity in accordance 
  with Section 1(e) of the Open Game License, Version 1.0a: 
  all character and place names and descriptions, all art and 
  images. The following text is Open Gaming Content: all 
  text not previously declared Product Identity.
  Copyright Notice:
  This PDF utilizes and expands on Open Gaming Content 
  found in the System Reference Document. All Intellectual 
  Property is copyright 2008, Rogue Games. Reality Deviant 
  Publications, is copyright 2008 Reality Deviant Publications. 
  All rights reserved. Colonial Gothic: Rulebook all contents 
  is © 2007 by Rogue Games Inc. All rights reserved. No part 
  of this book may be reproduced without permission except 
  small parts for review or scholarly criticism. Graphic 
  Design is Copyright 2008 Rogue Games, Inc, used with 
  permission. Produced under license from Green Ronin 
  Publishing LLC. Reference to other copyrighted material in 
  no way constitutes a challenge to the respective copyright 
  holders of that material. Green Ronin, True20 Companion, 
  True20 Adventure Role-playing, and their associated logos 
  are trademarks of Green Ronin Publishing, LLC. 
  
  COLONIAL GOTHIC
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  COLONIAL GOTHIC
  Contents
  8 
  Chapter 1: Heroes
  8 
  Backgrounds 
  8 
  Colonists
  10 
  Freeman
  11 
  Slavery  vs.  Indentured Service
  11 
  Immigrant
  11 
  Military
  12 
  Native American
  13 
  Heroic Roles
  13 
  Fate Cards
  15 
  Chapter 2: Skills and Feats
  15 
  Skills
  15 
  Divination
  17 
  Feats
  20 
  Chapter 3: Sample Heroes
  20 
   William McGee
  20 
   Henry Rollings
  21 
   Molly North
  21 
  Kwaniwibid
  22 
  Israel Patrick
  23 
  Chapter 4: Supplemental Rules
  23 
  Faith and Conviction
  23 
  Fear and Sanity
  24 
  Impossible Sanity Saves
  24 
  Minions and Sanity
  24 
  Regaining Your Wits
  25 
  Determining the Sanity Save Difficulty
  26 
  Common Disorders
  29 
  Diseases
  32 
  Poisons
  34 
  Chapter5: Weapons and Equipment
  34 
  Economy & Trade
  34 
  Optional Rule: Hard Currency
  36 
  Bartering and Book Credit
  36 
  Weapons
  36 
  Melee Weapons
  39 
  Other Ranged Weapons
  40 
  Ammunition
  40 
  Transportation
  40 
  Supplies
  40 
  Clothing in the Marketplace 
  42 
  Military Supplies
  42 
  Household Goods
  43 
  Food & Dining
  46 
  Chapter 6: America 
  46 
  Colonies & Natives
  46 
  A Guide to the Colonies
  46 
  New England Colonies
  49 
  Middle Colonies
  52 
  Southern Colonies
  56 
  Natives
  56 
  Abenaki Tribe
  57 
  Catawba Tribe
  58 
  Cherokee Tribe
  59 
  Chickasaw Tribe
  59 
  Haudenosaunee Tribe
  60 
  Lenape (Delaware) Tribe
  61 
  Mahican (Mohican) Tribe
  62 
  Shawnee Tribe
  64 
  Chapter 7: Witchcraft & Rituals
  64 
  Introduction
  64 
  Power Access
  64 
  New Powers
  68 
  Magical Trails
  68 
  Rituals
  69 
  Performing Rituals
  70 
  Ritual Elements
  71 
  Ritual Success or Failure
  71 
  Common Rituals
  87 
  Chapter 8: Secrets
  87 
  Introduction
  87 
  History in Colonial Gothic
  87 
  Secret History
  88 
  Alternate History
  88 
  Historical Blend
  89 
  Historical Accuracy in Game
  89 
  Using History to Your Advantage
  91 
  Supporting Characters
  91 
  Antagonists and Villains
  92 
  The Heart of Villainy
  93 
  Bringing It All Together
  93 
  Villain Types
  93 
  The Undead
  95 
  The Living
  95 
  Otherworldly
  97 
  Bestiary
  110 
  Running a Horror Game
  110 
  Setting the Mood
  110 
  Pacing and Horror
  110 
  Creating Teamwork
  111 
  Fate Cards
  111 
  Using Fate Cards
  111 
  Earning Fate Cards
  112 
  Chapter 9: Sample Adventure
  122 
  Appendixes
  122 
  Appendix A: Timeline
  124 
  Appendix B: Sources
  126 
  Appendix C: Conversion Rules
  126 
  Level of Experience 
  126 
  Background Conversion
  126 
  Heroic Roles 
  126 
  Ability Score Conversion
  126 
  Skill and Feat Conversion
  127 
  Damage Conversion
  128 
  Open Gaming License
  
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  COLONIAL GOTHIC
  
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  COLONIAL GOTHIC
  
  COLONIAL GOTHIC
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  COLONIAL GOTHIC
  Primer
  Introduction
  A primer? For a role playing game setting? Yes, everything 
  needs deﬁning, games especially. Unlike card, board, 
  and war games, role playing games are a different breed 
  because they depend on the imagination of the players and 
  their relationships with the Narrator. RPGs depend not only 
  on rules, but also on settings that work together with the 
  dice and the people involved to create an environment ripe 
  for enjoyment.
  Most games tell you “how” to play, but they usually don’t 
  tell you “what” to play. Even after you read the rules, create 
  some characters and play an adventure or two, you might 
  not know if you are playing the game as it was meant to 
  be. A lot of games are big on ideas and setting, but when it 
  comes to the nuts and bolts of creating an adventure, they 
  might forget to show you how. Once you’ve played enough 
  games you can easily ﬁgure this stuff out, but it can be a 
  struggle.
  This is where this primer comes in. After reading this, 
  you will know what this setting is about. It is not written with 
  great details; to learn more you will need to read the rest 
  of Colonial Gothic. Colonial Gothic is a role playing game 
  setting, but more than that it is a horror role playing game 
  setting inspired by a historical time period. In this setting 
  you play a Hero; through the course of your adventures you 
  will slowly uncover more about the reality of this world. 
  Along the way, you’ll uncover mysteries and foul plots—
  nothing is as it appears to be.
  Setting
  Colonial Gothic is not just about supernatural horror; 
  it is also about a different kind of horror that is mired in 
  mysteries, secrets and plots. Some of these secrets and 
  plots you will determine for yourself, but there are other 
  secrets in the world of Colonial Gothic—more than you 
  could possibly imagine—that we will help you uncover. In 
  this book, as we show you how to play the game, we offer 
  you a tiny glimpse into a dark secret that will change how 
  your Hero thinks about the world—forever.
  In this, the rulebook for Colonial Gothic, the horror 
  relies heavily upon your imagination and ingenuity using 
  the tools we provide for you to play the game. Whether you 
  choose to play a Hero ﬁghting a campaign in the American 
  Revolution who discovers how brutal and bloody war truly 
  is, or whether you decide to play a Hero tracking down an 
  accused Witch just outside of town, that is entirely up to 
  you. As a Hero, you play a mortal ﬁghting against Villains. 
  As you discover more and more about the Villains you face, 
  you’ll begin to realize that some enemies are all too human 
  while others are just simply monsters.
  Whatever level of horror you decide to play, the world of 
  Colonial Gothic functions on the premise that everything 
  you can imagine in the supernatural—from the lowly 
  dandelion plant demon to a sleeping stone giant making 
  her home at the base of the Appalachians—exists. Most 
  other Colonists have either chosen to rationalize the forces 
  of Darkness away, ignore their attacks and simply pick up 
  the pieces as best they can. Some have been irreversibly 
  damaged by their experiences to the point where they can 
  no longer function in polite society. Your reputation, your 
  Sanity, and your Faith are all on the line because you are 
  the last line of defense for so many innocents more worried 
  about war with England than with the things that hide in 
  the shadows.
  On a much larger scale, there is something “off ” about 
  the world of Colonial Gothic, something darker, malicious, 
  and purposeful. No one knows what is causing this world 
  to go awry, not even the Natives who have lived in the 
  New World for many, many years. Because they have a 
  relationship with the land most Colonists can only dream 
  about, the Natives do understand one thing more clearly 
  than anyone else, though.
  Whatever evil has infected their lands, it is spreading like 
  a plague. There is more villainy now than there ever have 
  been, and it is up to your Hero to stand against it.
  Are you up to the challenge?
  For the Players
  It is the eve of the American Revolution; colonial life is on 
  the verge of drastic change. To some degree, many parts 
  of the world shun folklore and Witchcraft in favor of so 
  called rational thinking. Magic, in many people’s minds, is 
  supposedly as dangerous as a child’s imagination. However, 
  tucked between soldiers, trackers, and pioneers, there are 
  those who believe they know the Truth. Magic, along with 
  monsters, demons and other creatures, is real.
  In Colonial Gothic you play a Hero who knows that Magic 
  is real and the horrors that it can create in the form of 
  monsters. These monsters could be anywhere. They could 
  be witches cursing a settlement, vampires that followed 
  European immigrants to the New World, or angry spirits 
  terrorizing a Cherokee tribe. Whether you’re ﬁghting in 
  
  COLONIAL GOTHIC
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  COLONIAL GOTHIC
  the frontier or you’re fending off a supernatural disease 
  like Curse from the Grave you, along with others like you, 
  will wage a hidden war because there is no one else brave 
  enough to face the Devil’s minions, ﬁght them and win?
  Heroes, be warned: something waits for you in the dark.
  And it is hungry.
  For the Narrator
  As a Narrator, you will be creating adventures and campaigns 
  loosely inspired by Colonial American history. The horror 
  adventures you create revolve around the supernatural 
  and the mundane. From monsters to scheming merchants 
  and politicians, there are many campaign possibilities for 
  you to discover in 
  Colonial 
  Gothic. 
  To help you craft 
  your game, we’ve 
  outlined 
  three, 
  different styles of 
  play:
  High 
  Action 
  Style is one that 
  downplays 
  the 
  supernatural and 
  the occult. Instead 
  of slaying demons, 
  the Heroes will 
  ﬁght against more 
  common 
  threats 
  like 
  slavers, 
  French 
  Traders, 
  and the British 
  Military, to name 
  a few. Campaigns 
  that would work well for this style would be movies like 
  Last of the Mohicans, Dances with Wolves or The Patriot. If 
  a military campaign does not interest you, you could create 
  a campaign based around discovery or exploration. The 
  Colonies and Her lands are still new to most people—many 
  resources and Native cultures are waiting to be discovered. 
  This style works well for players that like a lot of movement 
  in their game; it also works well for players that want to 
  explore the natural side to this setting.
  Occult & Mystery Style is one that introduces players to 
  the occult, but takes a softer approach to the horrors that 
  might await them. The threats your players face are few and 
  far between; you create adventures that are focused around 
  a mystery. The mystery you design might be based on a 
  strange cult intent on winning the War for its own, devilish 
  reasons or a necromancer intent on inﬁltrating the militia. 
  While the setting details of movies like Sleepy Hollow and 
  From Hell are not an exact ﬁt to Colonial Gothic, these are 
  two movies that are written in a similar vein—strong setting, 
  an aura of dark mystery, and a suspension of disbelief. 
  Whatever mystery you choose, the goal of this style is to 
  utilize players that are more interested in investigating 
  than engaging in constant, heavy combat.
  Supernatural Style is the default style of Colonial Gothic. 
  Similar to Occult & Mystery, this style has that same touch 
  of magic and mayhem. However, in this style of play, the 
  Hero’s threats are more ancient and widespread than they 
  would be in Occult & Mystery. Similarly-themed examples 
  of a larger, supernatural threat that would be considered 
  “epic” would be movies like Pirates of the Caribbean, Blade, 
  Hellboy, The Prophecy, and Constantine. These movies 
  each have a large-enough threat that, if it succeeds, would 
  change the world’s 
  fabric of reality. Many 
  Heroes don’t know 
  much 
  about 
  how 
  Magic works; they 
  only have a vague 
  understanding of how 
  to ﬁght what monsters 
  it sometimes creates. 
  Some Heroes try to 
  use Magic and the 
  occult to their own 
  advantage; others shy 
  away from it.
  Regardless of the 
  style 
  you 
  choose, 
  action 
  in 
  Colonial 
  Gothic is larger-than-
  life. What does this 
  mean to you, as a 
  Narrator? Heroes and Villains are capable of performing 
  feats that others may ﬁnd impossible. When you’re 
  designing your adventures and running your games, 
  remember to think “big” and allow your players to react 
  “bigger.” We’ve designed the rules with the swashbuckling 
  Hero and the dastardly Villain in mind. Not only will your 
  players have fun being the Hero—you’ll have a great time 
  watching them interact with each other in game.
  Do you have an idea of the game you’d like to run?
  Let’s get ready to play!
  Tyranny, like hell, is not easily 
  conquered. Yet we have this consolation 
  with us, that the harder the conflict the more 
  glorious the triumph. What we obtain too 
  cheap we esteem too lightly.
  -Thomas Paine, Common Sense, 1776
  
  COLONIAL GOTHIC
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  COLONIAL GOTHIC
  Chapter 1: Heroes
  Your Hero is more than a collection of Stats and Skills. To 
  ﬂesh out your character, you will need to ask yourself a few 
  basic questions about the Hero you want to be.
  Where and when were you born?
  How do you feel about Magic?
  What makes you a Hero?
  What do you think about the War for Independence?
  What deﬁnes your Faith?
  Backgrounds 
  All Heroes in Colonial Gothic have a background. 
  Backgrounds are important because they help loosely 
  deﬁne your Hero’s place in this world. We’ve provided some 
  backgrounds for you to use as inspiration and guidance 
  when you create your Hero. Backgrounds also give your 
  Hero a selection of favored feats and bonus feats or skills. 
  Colonists
  The majority of those living in the Colonies are called 
  “colonists.” Many of these people can trace their ancestral 
  roots back one generation or more. Within this group of 
  people you’ll ﬁnd that the embers of Revolution have sparked. 
  There are two types of colonists: Frontier and Urban. If you 
  choose the Colonist Background for your Hero, you must 
  choose either one of the two options. You cannot pick both. 
  Regardless of which type of colonist you choose for your 
  Hero, all colonists gain Language (English) for free.
  Frontier Colonist
  Though many colonists are located in growing urban centers, 
  there are many folk who have shunned that life, in favor 
  of a rougher, freer life along the frontier. Whether you’re 
  from New York’s wilds, Carolina’s mountains, or the largely 
  unexplored western lands of Ohio and Kentucky, places 
  along the frontier are truly the most “uncivilized” places 
  found in the colonies. Facing threats from nature, as well as 
  vicious Villains, those living along the frontier suspect that 
  the land is ﬁlled with more dangers than they realize—and 
  some know ﬁrsthand that there are unspeakable horrors 
  preying on the innocent, far more dangerous than Mother 
  Nature.
  October 25, 1770
  My Dear Friend & Ally,
  As always it was a pleasure to receive your last letter & as 
  always your generosity astounds me. The gift of Balwak’s 
  book was a most welcomed surprise. I thank you for your 
  kindness & generosity.
  My affairs, thanks to Providence’s Hand, have been well, 
  though the continued actions of the King and Parliament 
  harms Justice’s causes & threatens to snuff out the Torch of 
  Freedom. I fear that events move at such a hurried pace, 
  that soon War & Darkness will hold our Colonies in their 
  black grip & will not let them go.
  As we saw all those years ago as young Officers in service 
  to the Crown, the world is filled with Darkness and Evil. 
  You were Witness to this Power & you saw what it did 
  when used by those with Evil in their Hearts. I fear this 
  Darkness is much more ubiquitous than I once believed It 
  to be & its foulness is slowly pushing events toward misfortune. 
  If unchecked, the World we know & cherish shall be undone. 
  I have seen numerous signs of the Agents of Darkness, but 
  not since that morning of May 28, 1754 have I felt this 
  sense of dread.
  My Friend, for George you are my Friend, I beg of 
  you to read the enclosed report & take its contents seriously. 
  Things are not right & one needs not the ability or Gift to 
  know this. I have received countless letters from friends in 
  the Society who have run afoul of the Brotherhood, as well 
  as Agents of the Dark One. The Forces are once again 
  stirring. If events unfold the way I fear they will, you must 
  brace yourself for a great Confrontation.
  As was the case before & as the case is always, I will stand 
  at your side with Faith as my Shield & my Mind as my 
  Sword. I, along with others within & allied to the Society, 
  vow to not only keep you informed, but to also serve as your 
  Guardian. The Horns of War are sounding, & though 
  you have disagreed with me in the past, I urge you to read 
  what follows. Know that my intent is not to bring you harm 
  or cause you fear. On the contrary, I believe that knowledge 
  is the best defense our humbly Society can afford.
  I read with great interest your last letter about the 
  improvements you have made to your estate. I marvel at 
  your Industry & Foresight, and I look forward to our 
  visit in December.
  I remain your loyal Friend.
  Tobias Heist
  
  COLONIAL GOTHIC
  9
  COLONIAL GOTHIC
  Frontier colonists are tough; they are more concerned 
  with survival than they are about how many pounds 
  sterling they have. Though some outsiders feel that frontier 
  colonists are nothing more than stubborn uneducated dolts, 
  the fact of the matter is that frontiersmen are the Colonies’ 
  ﬁrst line of defense against trouble. Besides their harsh 
  nature, those living on the frontier have a reputation for 
  having great strength. Choosing this background for your 
  Hero means that your character is very strong because 
  they’ve lived, and endured, many hardships far removed 
  from civilization.
  No one questions a frontiersmen’s fortitude. Though the 
  urban centers are seen by many as being the heart of the 
  Revolution, out on the frontier you’ll hear the true call for 
  independence. Memories of the French-Indian war still 
  linger, as well as countless raids suffered at the hands of 
  warring tribes. Many brave men and women have died on 
  the frontier; these colonists are accustomed to looking after 
  their own without any help from the British Royal Army or 
  the Colonial government.
  • Bonus Feats: Great Fortitude, Iron Will, Tough
  • Favored Feats: Tough + choose one other feat as a 
  favored feat.
  Urban Colonist
  Making their living in one of the Colonies’ port colonial 
  towns, urban colonists specialize in several trades and 
  services found there. As a result, most urban colonists 
  tend to be more prosperous than most. Due to living in 
  areas like Boston, Philadelphia, Charleston, Providence, 
  New York, New Haven, and Baltimore, urban colonists are 
  not only safer than other colonists, but also have access to 
  better goods and more opportunities within polite society. 
  When it comes to the supernatural, urban colonists haven’t 
  seen much horror ﬁrst-hand. Most of what they know is 
  from stories from other colonists or natives, and for some 
  of them, that’s reason enough to ﬁght.
  Urban colonists, like most colonists, can trace their 
  family heritage back to England or some other part of 
  Europe. In some cases, some might have entered into an 
  apprenticeship after their parents paid their passage to the 
  Americas by becoming indentured servants. Unlike the 
  countryside or the frontier, life within the urban centers 
  is a lot more diverse. Here, along the docks of the port 
  towns you ﬁnd ships not only from England, but also from 
  smugglers who travel to the Caribbean who trade exotic 
  or black market goods. Smaller ships sail up and down to 
  cities built along numerous rivers, bringing goods to be 
  distributed further into the heartland.
  From glassmakers to silversmiths, lawyers to ship 
  makers, many skilled and specialized trades are found 
  in the urban centers creating a complex economy and a 
  number of opportunities for the savvy urban colonist. 
  Urban colonists gain the skill Literate (English) free.
  • Bonus Feats: Iron Will, Talented (any two Knowledge 
  or Craft skills)
  
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  COLONIAL GOTHIC
  • Bonus Skill: The hero gains one bonus known skill at 
  1st level, in addition to those granted for the hero’s role and 
  intelligence score.
  • Favored Feats: Choose any two feats as the character’s 
  favored feats.
  Freeman
  There are two types of Freeman found in the Colonies. The 
  ﬁrst are those who have worked off their time of service as 
  indentured servants, and the second are those who have 
  been freed from the shackles of slavery. Many Freemen 
  might have witnessed Magic either during their years 
  of service or through their Faith but, for the most part, 
  Freedmen have not battled banshees or zombie in the New 
  World.
  Freed Slave
  Though many looked down on the practice, slavery was 
  a reality for some during this period in history in the 
  New World and abroad. As the colonies became more 
  progressive, many colonists saw slavery as a challenge 
  to their religious principles, as well as their notion of 
  independence. Many freed slaves work hard to get 
  established and take opportunities wherever they can ﬁnd 
  them. Whether they have ﬂed to the frontier or have joined 
  the militia, freed slaves are capable and determined despite 
  being considered social outcasts. 
  • Bonus Feats: Great Fortitude, Tough
  • Bonus Skill: The hero gains one bonus known skill at 
  1st level, in addition to those granted for the hero’s role and 
  intelligence score.
  • Favored Feats: Tough + choose one other feat as a 
  favored feat.
  Former Indentured
  Besides those once held against their will, many people 
  came to the colonies as indentured servants. An indentured 
  servant was legally (whether voluntarily or involuntarily) 
  bound to a master for a period of time ranging between 
  two to twelve years. Indentured servants would then work 
  for their “master,” and when their length of service had 
  concluded, they would get termination pay of £10, two sets 
  of clothing, and sometimes a plot of land.
  Indentured servitude was one of the main ways new 
  settlers could afford to travel to the colonies; though the 
  thought of working for someone for a period of time was 
  not attractive, the chance to be in a new land, ﬁlled with 
  possibilities, was too great to be ignored. Though life as 
  a servant was hard, when compared to their lives back in 
  Wars and Raids
  Throughout the early-and-mid colonial period, the 
  region was plagued by numerous hostilities between 
  colonists and natives. The ﬁrst example of this is King 
  Philip’s War (1675–1676). Numerous people died in this 
  war, and several tribes were wiped out. In the aftermath 
  of the war, the colonists dominated New England, and 
  many tribes pushed west.
  The French Indian War (1754–1763) was part of a 
  much larger bloodier conﬂict and was part of Seven 
  Years war. Encouraged by the French, numerous Native 
  Raids were a large part of this war and many colonists 
  died. The western regions of New York, Pennsylvania, 
  Virginia, and much of the south, experienced the highest 
  casualties. England spent millions ﬁghting The French 
  Indian War, and it was this cost that caused Parliament 
  to impose numerous taxes on the Colonies to pay 
  the Old World, it was easy. More often than not, however, 
  former indentured servants do not face the same social 
  challenges freed slaves do upon re-entering society.
  • Bonus Feats: Dodge Focus, Great Fortitude, Tough
  • Favored Feats: Tough + choose one other feat as a 
  favored feat.
  
  COLONIAL GOTHIC
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  COLONIAL GOTHIC
  Slavery versus Indentured Service
  Truth be told, there was little difference between slavery 
  and indentured service. Life was arduous, and though 
  indentured servants had the hope of working off their 
  debt, many former servants were left broken, abused and 
  victimized by their masters. Though indentured servants 
  entered into their service willingly, many upon reaching the 
  colonies soon regretted their decision. 
  Immigrant
  Your Hero has traveled to the colonies searching for 
  something. Whether it is safety, freedom of religion, a 
  new start, or a chance to own something of their own, the 
  colonies offer many possibilities to you. Like the rest of their 
  fellow immigrants, your Hero can come from all walks of 
  life. Not every immigrant is poor; many are wealthy and visit 
  the colonies to make a name for him-or-her self.
  Your Immigrant Hero might have worked a small farm in 
  Ireland only to lose your job because the farm was unable to 
  pay their taxes. Your Hero might also have been the son of 
  a German blacksmith, who left home seeking a new life in 
  the Colonies.
  Or, your Hero might have moved your entire family from 
  London, seeking a place to practice your family’s religious 
  beliefs freely. You could also be an Italian sailor who, after 
  arriving on a merchant ship in the Boston Harbor, saw the 
  prospects the colonies offered and found a job on the docks. 
  Coming from the Old World, many immigrants have heard 
  the stories about Witches, 
  Demons, and other monsters. 
  Some immigrants may have 
  experienced a horror ﬁrst-
  hand; others may be traveling 
  to the New World to escape 
  their troubled past.
  Immigrants 
  know 
  their 
  native language and are ﬂuent 
  in the appropriate Language 
  Skill free of charge. If you want 
  your Hero to be able to speak 
  English, they still need to 
  purchase the skill during Hero 
  creation unless they are from 
  England. 
  • Bonus Feats: Dodge Focus, Iron Will, Lightning 
  Reﬂexes
  • Favored Feats: Choose any two feats as the character’s 
  favored feats.
  Freedom and slavery
  The ﬁrst case of a freed slave ever recorded was 
  in 1646 when New Haven’s Governor, Theophilis 
  Eaton, freed his two slaves and built a house for 
  them. From this point forward, the number of 
  freed slaves in New England grew, inspired by 
  his example. Some were freed after a set length of 
  service; some were freed via Wills, while others 
  were given their freedom outright.
  Unless this is done, we shall 
  be liable to be ruled by an arbitrary 
  and capricious armed tyranny, 
  whose word and will must be law.
  -Henry Knox
  Military
  Though a career in the military was often a fatal one, some 
  soldiers found a kind of camaraderie, as well as a chance for 
  social mobility they might not otherwise have experienced if 
  they chose not to join. As a military member, you may have 
  experienced horrors that may or may not be supernatural. 
  Depending upon what your position is in the military, you 
  could have come face-to-face with an undead creature only 
  to be told later on that it was an animal shipped from the Far 
  East. If you choose this background, your Hero will be ﬂuent 
  in the English Language.
  British Military
  Though there were many romanticized views of the British 
  military, the truth of the matter is an English soldier’s life 
  was short-lived. Though many regarded the Navy in a 
  favorable light, others believed the army was rife with poor 
  degenerates. Once an English 
  soldier’s term of service was 
  over, he had few prospects. 
  Some traveled back to Britain 
  to ﬁnd work. Others searched 
  the Colonies for opportunities 
  offered there.
  Those in the Navy had a 
  chance for a better life. Most 
  found work as sailors on 
  private ships, while British 
  Naval ofﬁcers, along with 
  their 
  Army 
  counterparts, 
  often turned to a life in 
  Parliament or a royal ofﬁce. 
  British 
  military 
  members 
  must declare whether they served (or still serve) in the 
  Army or Navy. 
  • Bonus Feats: All-out Attack, Firearms Training, Iron 
  Will
  • Favored Feats: Attack Specialization, Tough
  
  COLONIAL GOTHIC
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  COLONIAL GOTHIC
  Militia
  Colonists had different ideas about how to defend 
  themselves. Many maintained their own volunteer militias. 
  These volunteers could be farm-or-land owners, ex-
  military, patriots, or concerned citizens. Members of these 
  militia had their own weapons, but most colonies provided 
  muskets, powder, and lead for bullets. Your Hero can be 
  a former militiaman, a Minute Man, or someone who had 
  served and fought during the French-Indian War.
  • Bonus Feats: Attack Focus (riﬂe), Dodge Focus, 
  Firearms Training
  • Favored Feats: Greater Attack Focus, Sneak Attack
  Native American
  As a Native, you can either choose to be born or adopted 
  into a tribe. No matter which choice you make, your Hero is 
  going to be looked at with suspicion or pity by the majority 
  of the Colonists, unless they have established a relationship 
  based on trade or war with them. Due to their connection 
  with the land, the majority of the Native Americans have 
  battled monsters at some point in their life.
  Natives are deeply troubled, for they are not sure why so 
  many creatures are stepping out of the shadows into the 
  light of day. Some believe that these monsters are vengeful, 
  angry spirits that have come to punish the Colonists or other 
  tribes. Others believe that Colonists have intentionally (or 
  unwittingly) brought horrors with them to the New World 
  beyond disease or blight. For more tribe information and 
  how they feel about Magic and the occult please refer to 
  Chapter 6 on Natives.
  Colonial Tribes
  Abenaki
  Catawba
  Cherokee
  Chickasaw
  Haudenosaunee
  Lenape
  Mahican
  Shawnee
  Native Born
  Before the arrival of the Colonists, there were the Natives. 
  Tracing their history back numerous generations, the 
  natives are the ﬁrst-born and the rightful inheritors of the 
  Great Spirit’s land. It is their hope that one day they can 
  attain enough power to rid the land of invaders and restore 
  it to a natural, more peaceful state.
  When we assumed the 
  Soldier, we did not lay aside the 
  Citizen.
  -George Washington, June 26, 1775
  During this time, there were two branches of 
  English military, the Army and the Navy. The 
  Army was the main military force throughout the 
  British Empire. The bulk of all soldiers were from 
  the poorer classes, while ofﬁcers were often the 
  younger sons of royalty or wealthy merchants who 
  purchased their commission. Soldiers had a poor 
  reputation, which was largely due to being from 
  England’s lower economic class.
  The British Royal Navy was England’s prized 
  jewel, and many looked upon it favorably. Life as 
  a sailor was as hard as a soldier’s, but the rewards 
  were much greater. The British Navy, much like 
  the British Army, was known for its successes and, 
  at the time, was the most powerful military force 
  found anywhere in the world.
  
  COLONIAL GOTHIC
  13
  COLONIAL GOTHIC
  Native Born originate from one of the many tribes 
  living and surviving in the New England, Mid-Atlantic and 
  Southern Colonies. Because of their deep connection to 
  nature, most Native Born continue to live as they always 
  have but attempt to seek a balance with the Colonists. Some 
  have followed the path of war after watching other tribes 
  decimated by diseases, aggression, and untold monsters 
  who have slashed their way into their tribes. To say that 
  a Native-Born is “angry” is an understatement—especially 
  when talking about their immense loss of land, family, and 
  food. Some Native-Born want nothing more than to avenge 
  their losses and dip war axes into their enemies’ blood; 
  others desperately want peace at any cost.
  More information about speciﬁc tribes and their attitudes 
  can be found in Chapter 6.
  • Bonus Feats: Great Fortitude, Skill Focus (Survival), 
  Tough
  • Favored Feats: Tough + choose one other feat as a 
  favored feat.
  Tribe Adopted
  Though relations with the Colonists are always rocky, the 
  various tribes are not opposed to adopting women, children 
  and sometimes, male colonists into their ranks. In the case 
  of men, non-natives may enter into a life of servitude, with 
  the dim hope of eventually earning their freedom. Women 
  are usually taken as brides; this is seen as a way for some 
  of the unwed men to gain wives, to strengthen the clans, or 
  simply, to diversify their families to prevent intermarriage. 
  Children are regarded as innocent; when they are brought 
  into the tribe they are raised no differently than any 
  other child but are always treated, in some fashion, as a 
  Colonist.
  Though you are a member of a tribe, your tribe always 
  has seen you as a colonist, regardless of when you were 
  adopted. You’ve had some contact with other colonists, 
  and you’re greeted with nasty stares and rude comments 
  because you do not ﬁt in their society. You feel unwelcome 
  by both groups, but when you ﬁnd those rare people who 
  accept you for who you are, you are loyal to a fault. 
  Those adopted into a tribe gain the language skill of their 
  associated tribe. More information about speciﬁc tribes 
  and their attitudes can be found in Chapter 6.
  • Bonus Feats: Great Fortitude, Tough
  • Bonus Skill: The hero gains one bonus known skill at 
  1st level, in addition to those granted for the hero’s role 
  and intelligence score.
  • Favored Feats: Tough + choose one other feat as a 
  favored feat.
  Magic?
  Heroes who use Magic fall into a few, different 
  categories. Some Heroes could be reluctant to use 
  it, believing that knowledge of the occult (through 
  books or through practicing magic) is a means to an 
  end. Other Heroes could despise Magic completely, 
  opting to avoid it at all costs. Still others could 
  embrace Magic completely, learning whatever Magic 
  they could to use it against every Villain they come 
  across. Whatever level of Magic you decide to use (or 
  not use), as part of your character creation you should 
  have an opinion about how you feel about it, because 
  sooner or later you will come into contact with magical 
  forces—whether you like it or not.
  Heroic Roles
  Of the three main roles in True20, Warriors and Experts 
  are by far the most common in Colonial Gothic. The 
  Adept role is far less common, and requires a few minor 
  modiﬁcations to ﬁt the Colonial Gothic setting. Simply 
  put, adepts in Colonial Gothic are severely limited in their 
  supernatural power selection. Most supernatural powers can 
  only be accessed through the use of Rituals (See Chapter 
  7: Witchcraft for details). The powers an Adept can access 
  through their core ability, the Talent, are similarly limited to 
  those powers an adept can access without the use of a ritual. 
  However, an adept can use the Talent to cast a ritual they 
  have performed before, but have not yet gained permanent 
  access to through the Ritual Knowledge feat.
  Fate Cards
  The last thing you need to do when creating a hero for 
  Colonial Gothic is to jot down a few plot hooks for your Hero. 
  Fate Cards are the little touches that help bring out different 
  areas of your Hero. By using these hooks, you are able to 
  add drama to the adventures you are taking part in. Starting 
  Heroes can begin play with up to four Fate Cards; we’ve 
  provided two cards you can photocopy in the back of the 
  book. Using these cards, write down one or two sentences 
  that offer an insight into your Hero’s true nature. When the 
  moment strikes, you play them during the adventure. Your 
  Narrator, using the rules in Chapter 8, will then spin them 
  into an adventure.
  So what should you write down on the cards? Statements 
  could be related to several different things like Magic, the 
  
  COLONIAL GOTHIC
  14
  COLONIAL GOTHIC
  War, your background, other Colonists or Natives, your 
  Faith, your Sanity or your trade.
  You used to regret not entering the Lodge with your 
  closest childhood friend, but since his mysterious 
  disappearance while on business for his brother Masons, 
  you’re beginning to think you made the right decision.
  Some dark and forbidden piece of magic is responsible 
  for murdering your grandmother. You believe that magic 
  is evil, period, and nothing will be able to convince you 
  otherwise.
  Your tribe has been without a leader for days, and you’re 
  worried that someone will take advantage of the opportunity. 
  You are obsessed with ﬁnding a way to contact (or bring 
  back) your leader through any means necessary.
  Witchcraft has been in your family for generations. The 
  only problem is, you want to devote your life to becoming 
  a Quaker.
  It seems that many of your former patients that have 
  passed on in blaming you for your poor apothecary 
  practices—yet something else may be responsible.
  The woman you loved betrayed you using black magic 
  and now you believe all Magic is evil.
  You might not win this ﬁght as your memory ﬂashes 
  back to when you let a child die to save yourself.
  You ﬂed to the Colonies in hopes you would outrun the 
  shadow, but no matter how far you run, the shadow ﬁnds 
  you.
  The bonds of slavery are broken, but the pain runs 
  deep.
  The ship you found ﬂoating off the North Carolina coast 
  that night didn’t just drift in; though your mind refuses to 
  admit it, you know it was piloted by the dead man tied to 
  the wheel. And that he knew you.
  Your neighbors’ daughter (and your sweetheart) 
  disappeared while working for a wealthy family in 
  Baltimore; they went looking for their child, but never 
  came back. Now, ﬁve years later, a packet comes to you 
  containing the locket you gave your sweetheart. But what 
  of her and her family?
  
  COLONIAL GOTHIC
  15
  COLONIAL GOTHIC
  Chapter 2: Skills and Feats
  Skills
  The following skills are available in the Colonial Gothic 
  setting.
  Divination
  Wisdom, Trained Only, Requires Specialization
  Whether you read the lumps on someone’s head or read 
  tea leaves, Divination is a skill used to divine the future 
  and whether or not an event will work in your favor. There 
  are several, different types of Divination that you can use, 
  depending upon what you want to know and how you want 
  to learn it. Heroes that want to learn more than one form of 
  Divination will have to buy this skill multiple times. Because 
  the future events are not set in stone, the more successful 
  you are at a Divination Skill that relates to divining the 
  future, the more clearly you will be able to understand and 
  read more details in your reading. While Divination can be 
  useful, by no means is it an exact science. Many forms of 
  Divination are based on symbolism and allegory that can 
  be interpreted in different ways.
  Ailuromancy – Your Hero, assessing his cat’s behavior, 
  will be able to predict the weather with some accuracy.
  Alectryomancy – After strewing grain in front of a rooster 
  into the shapes of objects, letters or people, you will conﬁrm 
  your Hero’s path based on what the rooster decides to eat 
  ﬁrst.
  Alomancy – Salt is a staple spice among many Colonists 
  both in the New World and abroad. Your Hero will dissolve 
  salt crystals in a bowl of water, allow them to dry overnight, 
  and will then be able to tell if she will be lucky that day by 
  the number of stars that appear in the bowl.
  Alphitomancy – Your Hero will bake and cook barley into 
  different dishes, and will then feed it to the group. After an 
  hour or two, if the accused becomes sick, then that person 
  is guilty of the crime you accused them of. The more guilty 
  the accused, the more pain they will feel.
  Augury – By reading the ﬂight patterns of birds, you will 
  be able to discern the success of social or group activities 
  that are not war-or-combat related. 
  Belomancy – Your Hero can tell whether or not you are 
  following your Villain in the right direction by carving 
  occult symbols into his bow and shooting it at a target. 
  Your direction will then be conﬁrmed depending upon 
  where your arrow lands in relation to the target.
  Divination Difﬁculty
  Task
  NA
  Earn a living wage for a week’s dedicated work serving as a Fortune Teller (use Divination as your 
  professional skill).
  10
  Identify an omen sent by the powers that be which you have witnessed.
  13
  Identify an omen that is related to you by others.
  15
  Add a +3 bonus to your Visions power check.
  15
  Interpret an omen or sign. Note that you always believe you have correctly interpreted the omen or sign, 
  so the Narrator must make this check secretly. If the check is failed, the Narrator should feel free to 
  provide you with false or misleading information.
  25
  Use divination to “Reveal the Future” once each day. “Revealing the Future” requires you to perform a 
  ritual of some kind, based on the speciﬁc form of Divination you are using, and takes a minimum of ten 
  minutes. If this check succeeds, you gain a possible insight into the near future. This can manifest as a 
  single +2 circumstantial bonus to any one initiative check, Knowledge (supernatural) check, or saving 
  throw that you need to make in the next 24 hours (your choice, but you need to declare your intent 
  to use the bonus before the die is rolled and it must be consistent with the form of Divination used). 
  If the Divination check fails, you have misinterpreted the signs and you gain no insight. In extreme 
  circumstances, your probing of the fabric of destiny can irritate the gods, causing them to punish you. If 
  you roll a natural 1 when making your Prophecy check to “Reveal the Future” you are cursed by the gods 
  and for the next 24 hours you suffer a -2 penalty on all initiative rolls, Knowledge (supernatural) checks, 
  and saving throws that you are required to make. If the +2 bonus granted by successfully “Revealing the 
  Future” is not used within 24 hours, it is lost.
  30
  Beseech the powers that be to send you a revelation concerning a speciﬁc topic through your speciﬁc 
  Divination ritual. The Narrator decides what exactly is related to you if you are successful. This task may 
  only be attempted once a month and never more than once concerning a speciﬁc topic. Further attempts 
  anger the gods and often result in divine retribution. You may not take 10 or 20 when attempting this 
  task.
  
  COLONIAL GOTHIC
  16
  COLONIAL GOTHIC
  Carromancy – After melting wax and dripping it 
  into a bowl of ice-cold water, your Hero can tell what 
  kind of Villain you might be facing according to the 
  shape your wax forms.
  Cartomancy – Your Hero can use a deck of playing 
  cards to do a general reading. The cards correspond 
  to suits, which also correspond to your Hero’s 
  Character Stats. Depending upon how the cards play out, 
  you can assess a general direction of where you Hero 
  should focus his attentions in the near future.
  Catoptromancy – Your Hero looks into a special looking-
  glass around her to force any Villain that is chasing or 
  hunting her to identify their physical appearance. The 
  more successful this skill is for your Hero, the clearer the 
  monster’s face will be. Heroes that take this art can use 
  any mirror-like surface or reﬂection to perform this kind 
  of divination.
  Palmistry – You can tell a lot about someone by reading the 
  lines in their hand. The more skilled you are in Palmistry, 
  the more you will be able to tell about a fellow Hero or 
  Villain’s personality.
  Stichomancy – A favorite form of Divination among 
  bibliophiles, your Hero will rely on Stichomancy when she 
  needs a shove in the right direction. Simply, your Hero will 
  close her eyes, focus on a “yes or no” question, and open up 
  any book to a random page and point. Although messages 
  like this can be cryptic, some Heroes will pick a religious 
  or occult text to use for this purpose. The more successful 
  you are in this skill, the more on-target your messages will 
  be.
  Tasseomancy – Whether you read tea leaves or coffee 
  grounds, tasseomancy is used to perform a general reading 
  for yourself or for one, other person. Your Hero will read 
  shapes in the tea leaves to divine a future applicable to the 
  person who has drained their tea or coffee cup. The more 
  successful this skill is, the less symbolic the images will 
  become.
  Check: You can glimpse 
  the future and attempt to 
  unravel its mysteries. The 
  Difﬁculties for Divination 
  checks relating to various 
  tasks are summarized in the 
  table above.
  Action: Varies, as noted in 
  the table.
  Try Again: See Table. 
  Knowledge (Astrology)
  Intelligence, Trained Only, Requires Specialization
  Using the Knowledge (astrology) skill requires having 
  a set of astronomical tables and charts on hand which 
  provide the positions of the stars and planets at various 
  times, or a high quality telescope and a clear view of the 
  night sky. Without either of these, an astrologer cannot 
  make a Knowledge (astrology) skill check. 
  Knowledge (astrology) skill checks take half an hour. If 
  the astrologer is under pressure or interrupted, the test 
  is not possible, so an astrologer may always take ten if 
  he may attempt an astrology check at all. However, it is 
  not possible to take twenty on a Knowledge (astrology) 
  check.
  Predict Natural Events: When given a speciﬁc time 
  and a place you can predict the weather or other natural 
  events that will occur in that time and place. The amount 
  of time or distance involved does not alter the Difﬁculty of 
  the prediction. With a successful Difﬁculty 15 Knowledge 
  (astrology) check, you make an accurate prediction. The 
  detail of the prediction depends on how much the check 
  succeeds by, as described on the accompanying table.
  Determine Inception: To calculate inceptions, the 
  astrologer must ﬁrst deﬁne what activity he wants to start. 
  The inception is calculated for that activity; if it changes in 
  the process then any bonuses cease to apply. 
  Next, he does the astrological calculations. The base 
  Difﬁculty is 20. If he succeeds on that check, he can avoid 
  bad luck if he starts the activity on a particular day, which 
  Chart Quality
  Purchase Difﬁculty
  Check Modiﬁer
  Poor
  10
  -4
  Average
  12
  +0
  Masterwork
  15
  +2
  Difﬁculty
  Result
  15
  Only the most important feature of the weather or other natural events, and only 
  broad details about it. For example, “rain,” “a ﬂood,” or “an earthquake.”
  18
  Only the most important feature, but some details about it. For example, “heavy 
  rain all day,” “a small ﬂood, about two feet over the normal level,” or “a medium size 
  earthquake just before noon.”
  20
  General details about secondary features, as well as the information about the main 
  feature gained from an 18. For example, “… and gentle breezes,” “…and extremely 
  cold weather,” or “… and a beautiful sunny day.”
  25
  Full information, at the sort of detail you would get in a report from someone after 
  the event.
  30
  Fully detailed information about everything that doesn’t involve human action. For an 
  earthquake, this would include the exact pattern of shocks.
  
  COLONIAL GOTHIC
  17
  COLONIAL GOTHIC
  is some time in the next six days. Avoiding bad luck means 
  that circumstances do not conspire to upset your plans. 
  Thus, if you were planning a journey, the weather would 
  not be too bad, and you would not meet bandits on the 
  highway.
  For every ﬁve points by which the check succeeds, the 
  astrologer may either add a +1 astrological bonus to the 
  activity, or ﬁnd other times at which he could start. Every 
  increase devoted to increased ﬂexibility multiplies the 
  number f starting days by four, so with a success against 
  a Difﬁculty of 40 the astrologer could avoid bad luck no 
  matter which day he started. This ﬂexibility comes from 
  taking advantage of minor conjunctions, and thus the 
  astrologer will have to do some slightly strange things as 
  he starts. However, this only applies to the beginning of 
  the task; once he has started, he can act freely.
  Both sorts of improvement can be applied to the same task, 
  so that an astrologer who succeeds against a Difﬁculty of 
  30 could choose to have a +1 bonus and four starting days 
  in the next sixty days. If the task involves several different 
  kinds of die roll at the same time, the astrologer must 
  choose which one gets the bonus.
  Language
  Trained Only, Requires Specialization
  While English is the main language for most living in the 
  colonies, but your Hero might know other languages as 
  well. Not all languages are available to read and write 
  because some are only available in spoken form. The 
  following languages are available in the Colonial Gothic 
  setting.
  Abenaki, Eastern (Speak)
  Abenaki, Western (Speak)
  Catawba Siouan (Speak)
  Cherokee (Speak, Read and Write)
  Chickasaw (Speak)
  English (Speak, Read and Write)
  French (Speak, Read and Write)
  German (Speak, Read and Write)
  Greek (Speak, Read and Write)
  Hebrew (Speak, Read and Write)
  Haudenosaunee (Speak, Read and Write)
  Latin (Speak, Read and Write)
  Mahican Algonquin (Speak)
  Munsee Algonquin – Lenape Tribe (Speak)
  Narragansett Algonquin –Narragansett Tribe (Speak)
  Portuguese (Speak, Read and Write)
  Russian (Speak, Read and Write)
  Spanish (Speak, Read and Write)
  Unalactigo Algonquin – Lenape Tribe (Speak)
  Unami Algonquin – Lenape Tribe (Speak)
  Wakashan Algonquin – Shawnee Tribe (Speak)
  Feats
  The following are new feats used in the Colonial Gothic 
  setting.
  Alternate Approach (General)
  Instead of relying on willpower and discipline, you handle 
  the mind-bending and sanity-stretching effects of horror 
  with either sheer guts or incredible mental ﬂexibility. Select 
  either your character’s Intelligence or Constitution score. 
  Use that ability score’s modiﬁer for all Sanity saves.
  There seem to be but three ways for a nation to acquire wealth.
  The first is by war, as the Romans did, in plundering their conquered neighbours. This is robbery.
  The second by commerce, which is generally cheating.
  The third by agriculture, the only honest way, wherein man receives a real increase of the seed thrown 
  into the ground, in a kind of continual miracle, wrought by the hand of God in his Fvor, as a reward 
  for his innocent life and his virtuous industry.
  -Benjamin Franklin, April 4, 1769
  
  COLONIAL GOTHIC
  18
  COLONIAL GOTHIC
  Ambidexterity (General)
  The penalty for ﬁghting with two weapons is reduced by 
  2. A character with this and Two-weapon Fighting, for 
  instance, has a –0 and –2 penalty; no penalty if ﬁghting with 
  a light weapon in his off hand.
  Cold-Blooded (General)
  This character gains +1 to Sanity rolls and +1 to Intimidation 
  attempts. Also, they gain +2 on saving throws to resist the 
  Mind Touch power—their mind is a cold, dark place where 
  few go willingly.
  Election Astrology (Adept)
  Prerequisites: Natal Astrology, Political Astrology, 
  Knowledge (astrology)
  You can cast election horoscopes to determine what 
  someone would decide at a given time. In order to cast an 
  election horoscope, you need the person’s time, place and 
  date of birth, and the time, place and date where they will 
  make the decision. The latter is usually the place where 
  they are now, although decisions to travel can be read in 
  the stars, and the target then followed around.
  If a successful Difﬁculty 30 Knowledge (astrology) 
  check is made, the astrologer learns the decision that the 
  person is most likely to make. With a successful Difﬁculty 
  40 check, the astrologer also knows the reasons behind 
  the decision, and the other options that are most likely 
  to be considered. As noted under natal astrology, most 
  people do not rule the stars, so most people take the most 
  likely decision revealed by astrology; the main exception is 
  if they know the result of the horoscope and thus decide to 
  do something different.
  Normal: Knowledge (astrology) cannot predict the actions 
  of living beings.
  Jaded (General)
  A jaded character receives +2 on all Sanity rolls.
  Loner (General)
  You have few connections to other people or ideals. You do 
  not suffer any penalties to Sanity saves for being alone or 
  only having one other person present.
  Natal Astrology (Adept)
  Prerequisites: Knowledge (astrology)
  If you know the date, time and place of a creature’s birth 
  you may cast their birth horoscope. If any of these pieces 
  of information are wrong, the attempt gives misleading 
  information and unless the astrologer already knows the 
  person, there is no way to spot this. The player should 
  make the check as normal, but the Narrator should make 
  the answer up.
  The information gained depends on the results of the 
  power check. If the astrologer equals or exceeds a Difﬁculty, 
  he also learns all information for lower Difﬁculties.
  Difﬁculty
  Information
  20
  Virtue and vice natures.
  25
  Role, profession and heroic path (if any)
  30
  Abilities, broad outline of personality
  35
  Level, some details of personality
  40
  Full 
  game 
  statistics, 
  detailed 
  account 
  of 
  personality
  Natal astrology cannot take account of free will. While, as 
  astrologers say, “A wise man rules the stars,” most men are 
  not wise, and natal astrology is highly accurate. However, 
  it is never perfect, and the detailed account produced by a 
  40+ result always contains at least one or two minor errors. 
  Occasionally people act to overcome their nature, and in 
  that case the results of natal astrology can be completely 
  wrong. This should be very rare, and only apply to some of 
  the most important Narrator characters in the campaign.
  Numerology (Adept)
  Prerequisites: Trained in Knowledge (physical sciences) 
  and Divination
  You can use you knowledge of supernatural number 
  patterns to enhance your predictions of the future. If you 
  make a successful Difﬁculty 15 Knowledge (physical 
  sciences) check you gain a +4 bonus to your next Prophecy 
  skill check.
  Political Astrology (Adept)
  Prerequisites: Trained in Knowledge (astrology)
  You can cast political horoscopes to determine the general 
  mood and actions of the people in a particular area. In 
  order to use political astrology you must know the location 
  of the place for which you want to cast the horoscope. This 
  is not a problem if the astrologer can visit the place, as he 
  
  COLONIAL GOTHIC
  19
  COLONIAL GOTHIC
  can then make the necessary measurements himself, but 
  most people do not know the latitude and longitude of their 
  hometowns. Astronomical tables contain locations for major 
  cities and other important locations, but in many cases the 
  astronomer must make the measurements himself.
  Political horoscopes require a single check against a 
  Difﬁculty of 20. On a success, the astrologer knows what 
  sorts of actions people in the speciﬁed area will tend to 
  undertake at the speciﬁed time. These actions can be 
  discouraged in the normal way, so political astrology is 
  most useful for ﬁnding potentially rebellious areas, or 
  areas particularly receptive to new teaching, or something 
  similar.
  As a rule, if an area is prone to a particular kind of action, 
  a character may automatically incite that activity, provided 
  that no major character actively opposes him. Thus, if an 
  area is prone to rebellion, a character calling for a revolution 
  will succeed in starting one, unless the king has sent troops 
  to keep the peace in that area.
  Political astrology, as its name suggests, is most useful to 
  rulers, or to those who want to overthrow them.
  Ritual Knowledge (General)
  Prerequisite: You must have discovered a ritual in written 
  form and had at least a week to study and practice it.
  Pick one supernatural power. You can perform that power 
  as a ritual without requiring access to the written form of 
  the ritual. You must still meet all other requirements of the 
  ritual, such as special materials and conditions. See Rituals 
  for further details and examples.
  
  COLONIAL GOTHIC
  20
  COLONIAL GOTHIC
  Chapter 3: Sample Heroes
  On the next few pages are a few sample Heroes. They are 
  just a few examples of the type of Heroes you can play in 
  Colonial Gothic. To learn the basics, and to play the sample 
  adventure, pick one of these sample Heroes. Everything 
  you need is included in their descriptions.
   William McGee
  Type: 1st Level Warrior
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +2, Dex +1, Con +2, Int +0 Wis +1, Cha +0
  Skills: Notice 4 (+5), Sense Motive 4 (+5), Stealth 4 (+5), 
  Survival 4 (+5)
  Feats: Attack Focus (tomahawk), Firearms Training, Great 
  FortitudeB, Iron WillB, ToughB, Track, Weapon Training
  Traits: Frontier Colonist Background Traits
  Combat: Attack +2 (+1 base, +1 Dex) (+3 w tomahawk), 
  Damage +4 (tomahawk) or +5 (musket), Defense: Dodge/
  Parry +2/+3 (+1 base, +1 Dex/+2 Str), Initiative +1
  Saving Throws: Toughness +3 (+2 Con, +1 Tough), 
  Fortitude +6 (+2 base, +2 Con, +2 Great Fortitude), Reﬂex 
  +1 (+1 Dex), Will +3 (+1 Wis, +2 Iron Will)
  Conviction: 3
  Wealth Score: +6 (Professional Skill: Survival)
  Gear: Musket, Tomahawk, Buckskin Breeches, Linen 
  Shirt, Moccasins, Powder Horn, Hunting Bag, Bullet 
  Mold
  Background
  You were born in 1746 and you learned much about the 
  Frontier and about life from your father. Though your 
  father and mother worked a farm, you spent your time 
  exploring. When not busy working, you spent all your free 
  time learning about nature and the outdoors.
  Life was good, but then it changed. During the night the 
  farmstead was raided by a Huron war party. You watched 
  as your father was killed while protecting your mother and 
  baby sister. Hiding in the woods you cried your last tears, 
  and when the killing stopped your buried your family. 
  Taking your father’s musket, you went out into the world 
  to make a life for yourself. Life was hard, but you survived 
  and made a life from ﬁghting, hunting and ﬁghting. You 
  have seen much during your life, and those who know you 
  call you by your given name, but your enemies call you 
  Stalker.
   Henry Rollings
  Type: 1st Level Expert
  Size: Medium
  Speed: 30 ft.
  Abilities: Str -1, Dex +0, Con +0, Int +4, Wis +3, Cha +0
  Skills: Bluff 4 (+4), Concentration 4 (+7), Diplomacy 4 (+4), 
  Gather Information 4 (+4), Knowledge (business) 4 (+8), 
  Knowledge (civics) 4 (+8), Knowledge (earth sciences) 4 
  (+8), Knowledge (history) 4 (+10), Knowledge (physical 
  sciences) 4 (+8), Knowledge (supernatural) 4 (+10), Notice 
  4 (+7), Search 4 (+8), Sense Motive 4 (+7)
  Feats: Contacts, Eidetic Memory, Iron WillB, Master 
  Plan, Talented (Knowledge [history and supernatural])B, 
  Wealthy
  Traits: Urban Colonist Background Traits
  Combat: Attack +0, Damage +2 (traveling pistol) or +1 
  (cane), Defense: Dodge/Parry +0/-1 (-1 Str), Initiative +0
  Saving Throws: Toughness +0, Fortitude +0, Reﬂex +2 
  (+2 base), Will +5 (+3 Wis, +2 Iron Will)
  Conviction: 3
  Wealth Score: +10 (Professional Skill: Knowledge 
  [business])
  Gear: Traveling Pistol, Folding Pocket Knife, Walking 
  Cane
  Background
  Growing up in Provincetown your family made their money 
  from trade and land deals. From buying speculations along 
  the Frontier, to buying shares of goods, your father made 
  a lot of money. This money allowed you to have access 
  to many books as well as too a very good education. You 
  attended Harvard, and it was there they you learned 
  about the occult and the supernatural. It was during these 
  formative years that you grew to be suspicious of those 
  claiming that these supernatural forces exist. It is your 
  ﬁrm belief that all must leave behind these false beliefs 
  and embrace the progress of science.
  
  COLONIAL GOTHIC
  21
  COLONIAL GOTHIC
   Molly North
  Type: 1st Level Adept
  Size: Medium
  Speed: 30 ft.
  Abilities: Str -3, Dex +0, Con +2, Int +4, Wis +3, Cha +0
  Skills: Diplomacy 4 (+4), Gather Information 4 (+4), 
  Knowledge (herbalism) 4 (+8), Knowledge (life sciences) 
  4 (+8), Knowledge (supernatural) 4 (+10), Medicine 4 (+9), 
  Notice 4 (+7), Search 4 (+8), Sense Motive 4 (+7)
  Feats: Attractive, Iron WillB, Power, Ritual Knowledge 
  (Draw), Ritual Knowledge (Excise), Talented (Medicine 
  and Knowledge [supernatural])B
  Traits: Powers (rank 4, Int, Difﬁculty 15; Second Sight +8), 
  Urban Colonist Background Traits
  Combat: Attack +0, Damage -3 (unarmed), Defense: 
  Dodge/Parry +0/-3 (-3 Str), Initiative +0
  Saving Throws: Toughness +2 (+2 Con), Fortitude +2 (+2 
  Con), Reﬂex +0, Will +7 (+2 base, +3 Wis, +2 Iron Will)
  Conviction: 3
  Wealth Score: +6 (Professional Skill: Medicine)
  Gear: Wool skirt, Leather shoes, Satchel, Small journal, 
  Lead pencil
  Background
  Your family was one of the ﬁrst to settle Rhode Island. Your 
  roots in the colony are deep and your family has made a 
  name for themselves in all facets of society. Your grandfather 
  settled in Provincetown early and it was he who built its 
  ﬁrst small school to teach all who wanted to learn to read 
  and write. Your grandmother and mother were midwives of 
  great skill and it was from them that you learned the trade. 
  You also inherited from them the gift. You are able to work 
  what you feel are miracles. By channeling this power you 
  can heal and cast the evil out of a person. The world is a 
  dark place and it grows darker. You will use your gift to help 
  those who resist this growing darkness.
  Kwaniwibid
  Type: 1st Level Warrior
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +0, Dex +2, Con +2, Int +1, Wis +1, Cha +0
  Skills: Language 4, Notice 4 (+5), Stealth 4 (+6), Survival 
  4 (+8)
  Feats: Attack Focus (fowler), Firearms Training, Great 
  FortitudeB, Skill Focus (Survival)B, ToughB, Track, 
  Weapon Training
  Traits: Native Born Background Traits
  Combat: Attack +3 (+1 base, +2 Dex) (+4 w fowler), 
  Damage +3 (war club) +1 (knife) or +5 (fowler), Defense: 
  Dodge/Parry +3/+1 (+1 base, +2 Dex/+0 Str), Initiative 
  +2
  Saving Throws: Toughness +3 (+2 Con, +1 Tough), 
  Fortitude +6 (+2 base, +2 Con, +2 Great Fortitude), Reﬂex 
  +2 (+2 Dex), Will +1 (+1 Wis)
  Conviction: 3
  Wealth Score: +5
  Gear: Fowler, Knife, War Club, Moose Hide Moccasins, 
  Buckskin Leggings, Hunting Bag, Powder Horn
  Background
  You are an Abenaki, and your people are dying. Evil stalks 
  the land, and though many think evil does not exist, you 
  know better. You are from the Argaguntucook and your 
  people were given the sacred duty to protect the land.
  Many look at you and feel you are a savage. They are 
  the savages. Your people have lived on the land since the 
  dawn of time. It was not until the arrival of the White Man, 
  that the trouble arrived. You are proud, and you will carry 
  on your people’s duty until the breath leaves your body.
  
  COLONIAL GOTHIC
  22
  COLONIAL GOTHIC
  Israel Patrick
  Type: 1st Level Warrior
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +3, Dex +1, Con +2, Int +1, Wis +1, Cha -2
  Skills: Craft (carpenter) 4 (+5), Intimidate 4 (+5), Notice 4 
  (+5), Ride 4 (+5)
  Feats: Attack Focus (musket)B, Dodge FocusB, Firearms 
  TrainingB, Improved Strike, Iron Will, Skill Focus 
  (Intimidate), Weapon Training
  Traits: Militia Background Traits
  Combat: Attack +2 (+1 base, +1 Dex) (+3 w musket), 
  Damage +4 (unarmed) or +5 (musket), Defense: Dodge/
  Parry +3/4 (+1 base, +1 Dex and +1 Dodge Focus/+3 Str), 
  Initiative +1
  Saving Throws: Toughness +2 (+2 Con), Fortitude +4 (+2 
  base, +2 Con), Reﬂex +1 (+1 Dex), Will +1 (+1 Wis)
  Conviction: 3
  Wealth Score: +4 (Professional Skill: Craft [carpenter])
  Gear: Colonial Musket, Linen Pants, Wool Stockings, 
  Leather Shoes, Jacket, Tri Corner Hat, Powder Horn, 
  Hunting Bag, Bullet Mold
  Background
  Your family came to Rhode Island when many left the 
  Massachusetts due to being tired of the Puritans and their 
  ﬁre branding ways. The Patricks, though not as wealthy 
  as most, made a name for themselves due to being ﬁne 
  carpenters as well as dependable defenders of freedom. 
  You carry on the Patrick ways, even though it has been 
  many years since you have picked up an awl and chisel.
  You are a simple man, with simple needs. When the 
  French and Savages went to war along the Frontier, you 
  joined with the Militia helped beat them back. It was 
  here that your learned to ﬁght, learned to read, but also 
  learned of the darker things that haunt the shadows of the 
  world. You saw a lot, and after the war, you had a hard time 
  adjusting to city life.
  
  COLONIAL GOTHIC
  23
  COLONIAL GOTHIC
  Chapter 4: 
  Supplemental Rules
  Faith and Conviction
  All Heroes have Conviction. Conviction in Colonial Gothic 
  means many things to many, different types of people. 
  Regardless of whether or not you’re spiritual, religious, 
  pragmatic or atheist, Conviction is akin to the Hand of Fate, 
  God’s Grace, or Lady Luck coming to your Hero’s aid in their 
  time of need. Villains, while working against your Hero, also 
  have Conviction, because to them—even if their convictions 
  are misguided—their Conviction is still important.
   In Colonial Gothic, Conviction points are split into two 
  different types, which are tracked separately. Conviction 
  points gained through a character’s Virtue are referred 
  to a Faith points, and operate just like normal Conviction 
  points. Conviction points gained through a character’s vice 
  are called Sin points. Sin points are only different in that 
  every time you gain a point of Sin while you have any Faith 
  remaining, exchange 1 Faith point for another point of Sin.
  Fear and Sanity
  Coming face-to-face with scenes of grisly murders, tortured 
  children, and the horrors of war are traumatic experiences 
  for any Hero—but experiences caused by humans. 
  Encountering leathery-winged demons, scaly mermen, or 
  rotting, undead minions will shatter the sanity of even the 
  most rational Hero. When faced with supernatural creatures 
  like these, your Hero will need to make a Sanity saving 
  throw.
  This is a roll of d20 plus Wisdom plus any relevant feats 
  and represents the mind’s ability to deal with scary situations 
  and reality-bending encounters. Think of it as a kind of 
  “psychological Toughness saving throw.”
  The save has a base Difﬁculty of 15 plus a modiﬁer equal 
  to the Fear/Terror Level of the encounter. For example, a 
  ghoul springs out of the dark. It has a Fear Level of 3, so 
  resisting the effects of this is Difﬁculty 18 (15+3).
  If the Sanity saving throw succeeds, the target suffers 
  no signiﬁcant effect, nothing more than a slight scare or 
  jolt. If the Sanity save fails, the target suffers mental health 
  damage. What the effects are depends on the degree of the 
  encounter (fear or terror) and the amount the Sanity save 
  result is below the Difﬁculty.
  Fear is instilled by lesser horrors and scares: a corpse, a 
  gunshot, a man leaping out of a dark alley, etc. A failed Sanity 
  roll against Fear means the target is startled, imposing a 
  –1 penalty on further saves against Fear, but not affecting 
  saves against Terror. If the Sanity save fails by 5 or more, 
  the target is spooked; mark down a spooked condition on 
  the Mental Health Track. A spooked condition also imposes 
  a –1 modiﬁer on further saves against Fear. If the Sanity save 
  fails by 10 or more, the target is frightened; check off the 
  frightened box on the Mental Health Track. If the Sanity 
  save fails by 15 or more, the target is terriﬁed; check off 
  the terriﬁed box on the Mental Health Track. If a target 
  suffers a result that is already checked off, check off the 
  next highest result. So, if a target is already frightened and 
  suffers another frightened result, check off the terriﬁed 
  box. If the terriﬁed box is checked and the character suffers 
  another effect from Fear, check off the ﬁrst available Terror 
  box (so, go to confused, unhinged and so forth.)
  Terror  is inﬂicted by great horrors and shocks that 
  question the viewer’s perceptions of reality: a window 
  frosting over in the middle of summer, a ghost walking 
  through the wall and so on.
  A failed Sanity roll against a Terror means the target is 
  scared. Each scared result imposes a –1 penalty on further 
  Sanity saves. If the Sanity save fails by 5 or more, the target 
  is confused; mark down a confused condition on the Mental 
  Health Track. A confused result also imposes a -1 modiﬁer 
  on further Sanity saves. If the Sanity save fails by 10 or more, 
  the target is unhinged; check off the unhinged box on the 
  Mental Health Track. 
  If the Sanity save fails by 15 or more, the target is psychotic; 
  check off the psychotic box on the Mental Health Track. If 
  a target suffers a result that is already checked off, check 
  off the next highest result, so if a target is already confused 
  and suffers another confused result, check off the unhinged 
  box. If that’s already checked off, check off the psychotic 
  box. A character can only be pushed immediately over the 
  There never was a good war or a bad 
  peace.
  -Benjamin Franklin, September 11, 1775
  Sanity Saving Throw = d20 + Wisdom + Feats vs. 
  Difﬁculty 15 + Fear/Terror Level
  
  COLONIAL GOTHIC
  24
  COLONIAL GOTHIC
  brink of sanity by being exposed to a great shock or a series 
  of shocks while already in a mentally unstable condition.
  Mental Anguish: Terror effects also cause fear effects as 
  well. Whenever your hero suffers a Terror effect, check off 
  the corresponding Fear box. So, a hero who is confused 
  is also spooked, a hero who is scared is also startled. The 
  effects of the mental health conditions are cumulative, 
  except for startled and scared conditions, where only the 
  highest value applies.
  Impossible Sanity Saves
  If the Difﬁculty of a Sanity save is so high the hero cannot 
  possibly succeed, even with a 20 on the die roll, the Sanity 
  save is still rolled to determine the effect (the amount by 
  which the character misses the Difﬁculty). A natural 20 
  means the character is only startled or scared, regardless 
  of the Difﬁculty. Fate intervenes to shield the character’s 
  mind from otherwise certain trauma. Narrators interested 
  in more realistic consequences for fear and terror should 
  ignore this rule.
  Minions and Sanity
  A minion makes a Sanity save against mental health damage 
  as usual; however, if the save fails, the minion suffers the 
  maximum possible result for the Fear/Terror in question. 
  For Fear, this usually means terriﬁed, while for Terror, this 
  usually means psychotic. This is, of course, subject to the 
  Narrator’s discretion.
  Fear Effects
  • Startled: A startled character receives a –1 penalty to 
  further Fear saves.
  • Spooked: A spooked character receives a –1 penalty to 
  further saves against Fear. The character ﬂees as fast as 
  possible for one full round or cowers, dazed, if unable to get 
  away. He defends normally, but cannot attack. The following 
  round, he can act normally.
  • Frightened: A frightened character loses one full round 
  action. They can take no action, lose their dodge bonus to 
  Defense, and have a –2 penalty to Defense. In the following 
  Mental Health Track
  0
  5+
  10+
  15+
  Startled
  Spooked
  Frightened
  Terriﬁed
  Scared
  Confused
  Unhinged
  Psychotic
  Insane
  rounds, frightened characters can only take a standard or 
  move action.
  • Terriﬁed: A terriﬁed character falls to the ﬂoor, catatonic 
  and helpless until he recovers.
  Terror Effects
  • Scared: A scared character receives a –1 penalty to 
  further Sanity saves.
  • Confused: A confused character is shaken. They receive 
  a –2 penalty on all checks, including attack rolls and 
  Fortitude, Reﬂex and Will saving throws. This persists until 
  the confused condition is lifted.  Additionally, a confused 
  character is stunned for one round after being confused. 
  They can take no actions, lose their dodge bonus to 
  Defense, and have a –2 penalty to Defense.
  • Unhinged: An unhinged character suffers a –2 penalty 
  to effective Intelligence, Wisdom and Charisma until this 
  condition is lifted.
  • Psychotic: Psychotic characters suffer a –3 penalty 
  to effective Intelligence, Wisdom and Charisma until 
  this condition is lifted and may only take a single action 
  each turn. If a character was previously unhinged, these 
  penalties replace those.
  • Insane: This character is unable to interact meaningfully 
  with the world. This usually means the end for the character, 
  as he is a gibbering shadow of his former self. Powerful 
  sorceries or long-term counseling can restore sanity in 
  some, but not all, cases.
  Regaining Your Wits
  Recovering from mental health damage requires a Wisdom 
  check (Difﬁculty 10). A successful check erases the mental 
  condition, while an unsuccessful check means there is no 
  signiﬁcant improvement for that time period.
  You can make a recovery check once per minute for 
  frightened and terriﬁed, once per hour for confused, once 
  per day for unhinged and once per week for psychotic. 
  Insane characters are over the brink and can only be 
  returned to sanity (and to play) by special dispensation of 
  the Narrator.
  
  COLONIAL GOTHIC
  25
  COLONIAL GOTHIC
  Modiﬁers to Sanity Saves
  Situation
  Modiﬁer
  A loved one is endangered.
  +4
  You possess something proven to be useful against the threat.
  +4
  A loved one is clearly endangered by the threat.
  +4
  A friend or ally is clearly endangered by the threat.
  +2
  You possess something believed to be useful against the threat.
  +2
  You have been warned about what you’re about to see.
  +2
  You are with several (4+) allies.
  +2
  You defeated a similar threat in the past.
  +1
  You are in close quarters (no place to run).
  –1
  You have faced and been defeated by a similar threat in the past.
  –1
  An innocent is participating in the scene (but not threatened).
  –1
  Each previously failed Sanity save
  –1
  You are accompanied by only 1 other person.
  –2
  A friend or ally is participating in the scene (but not threatened).
  –2
  Dim light.
  –2
  You are alone.
  –4
  Total darkness.
  –4
  You are at “wounded” or worse on the damage track.
  –4
  You can spend a Conviction point to get an immediate 
  recovery check from Fear effects, rather than having to wait 
  a minute. You can also spend Conviction on your recovery 
  check. Startled and spooked conditions fade automatically 
  at a rate of one per minute. Scared conditions do the same at 
  a rate of one per hour.
  Characters may use Knowledge (behavioral science), or an 
  interaction skill as deemed appropriate by the Narrator to 
  use the Aid action to assist the target’s recovery. A character 
  may only beneﬁt from one person’s help at a time in this 
  manner.
  Determining the Sanity Save Difficulty
  Narrators should keep a few key concepts in mind when 
  setting the Difﬁculty for a Sanity save. Firstly, they must 
  decide which effect is most appropriate for the save: Fear or 
  Terror. A Sanity save results in a Fear effect if it is caused 
  by frightening but otherwise normal events. A Sanity save 
  results in Terror if it is triggered by supernatural events or 
  events that can cause psychological trauma. A supernaturally 
  inspired Sanity save should only have a low Difﬁculty if it 
  can somehow be explained away through odd coincidences 
  or natural forces.
  Fear/Terror Level for Creatures
  With the introduction of Sanity saves into the game, it is 
  necessary to add the traits of Fear and Terror to existing 
  Adversaries found in such reference works as the True20 
  Bestiary. Any creature listed with a Fear or Terror Level 
  forces an appropriate Sanity save and is immune to the 
  effects of Fear and Terror.
  Adding a Fear/Terror Level to a creature is easy: it is 
  equal to its total levels. Consult the chart below to determine 
  the appropriate classiﬁcation, either Fear or Terror. You can 
  add situational modiﬁers as you see ﬁt. It is suggested you 
  reserve assigning Fear for animals and vermin to those 
  especially scary ones, like giant cockroaches and hungry 
  wolves, not the neighborhood dog or an individual rat. 
  Likewise, normal animals that are dangerous but which 
  have been rendered harmless (or at least seemingly so) 
  would not trigger a Sanity save; looking at a tiger in a zoo is 
  not nearly the same as encountering one in the wild with no 
  fence between you and it.
  A creature’s Fear/Terror level can be reduced by virtue 
  of its appearance or reputation. For example, unicorns and 
  true gargoyles are each 4th level creatures, which gives 
  them a Fear level of 4. Unicorns are less fearsome-looking 
  than gargoyles and are more likely to inspire awe than fear, 
  so it wouldn’t be out of line to reduce the unicorn’s Fear 
  level to 2 or even 0.
  
  COLONIAL GOTHIC
  26
  COLONIAL GOTHIC
  Static Sanity Save Difﬁculties
  Difﬁculty
  Sample Causes for a Situational Sanity Save
  Fear/Terror Effect
  5
  Hearing a distant gunshot.
  Fear
  5
  Finding a human skeleton.
  Terror
  10
  Trapped in a potentially deadly situation.
  Fear
  10
  Finding a human corpse.
  Terror
  15
  Hearing a sudden scream very close by.
  Fear
  15
  Witnessing a scene of great pain or suffering.
  Terror
  20
  A large explosion happens nearby.
  Fear
  20
  Seeing someone sacriﬁced in a dark ritual.
  Terror
  Creature Fear/Terror
  Creature Type
  Fear
  Terror
  Aberration
  -
  Y
  Animal
  Y
  -
  Construct (supernatural)
  -
  Y
  Dragon
  -
  Y
  Elemental
  -
  Y
  Fey
  Y
  -
  Humanoid
  Y
  -
  Monstrous Humanoid*
  Y
  Y
  Ooze
  -
  Y
  Outsider
  -
  Y
  Plant
  Y
  -
  Supernatural Beast*
  Y
  Y
  Undead
  -
  Y
  Vermin
  Y
  -
  *A monstrous humanoid or supernatural beast provokes 
  Fear or Terror depending on its appearance.
  Optional Rule: Disorders
  Characters reduced to “unhinged” or worse on the mental 
  health track suffer from severe penalties as a result of the 
  mental trauma they have experienced. Depending on how 
  well those characters roll on their recovery checks, the 
  more severe penalties could last for days or even weeks.
  Rather than dealing with those penalties, a character 
  can wipe out all mental health conditions in exchange for 
  a disorder selected by the Narrator. A Narrator can also 
  automatically give a character a Disorder if the player rolls 
  a natural 1 on the Sanity save or recovery check.
  A disorder comes into effect within one day of the event 
  that triggered it.
  If a character develops a mania or a phobia, the disorder 
  should be tailored to ﬁt the circumstances of the event 
  that triggered it. For example, a character who avoided a 
  ghoul in a cemetery by hiding behind a tree might develop 
  Dendromaina—the overwhelming desire to be around 
  trees. Without a tree to hide behind, he feels vulnerable 
  and exposed. Likewise he could just as easily develop 
  coimetrophobia (ghouls dwell in cemeteries, after all) or 
  necrophobia (dead things attract ghouls).
  Common Disorders
  Here is a list of some common disorders that may affect 
  your Hero. 
  Addiction
  The character turns an addictive substance to banish the 
  memories that haunt him. While under the inﬂuence of the 
  substance he suffers a –1 penalty on all attack rolls, saves, 
  ability score checks, and skill checks.
  
  COLONIAL GOTHIC
  27
  COLONIAL GOTHIC
  This penalty lasts for 24 hours. He can go a maximum 
  number of days equal to his Charisma or his Constitution 
  (whichever is greater) before entering withdrawal. When 
  in withdrawal, the character must succeed on a Difﬁculty 
  10 Fortitude save each day or be shaken until a new ﬁx is 
  gained. A character who is tempted by his addiction (e.g. 
  someone offers him a drink) must succeed on a Difﬁculty 
  10 Will save to resist. A character addicted to an illegal 
  substance also risks arrest.
  Stacking Effects: Increase the penalty while under the 
  inﬂuence by 1, or increase the Fortitude save Difﬁculty to 
  resist withdrawal by 2, or select an additional substance to 
  which the character is addicted. A character with multiple 
  addictions must satisfy each addiction to avoid withdrawal. 
  Every time a character receives the Addiction disorder, his 
  Wealth bonus decreases by 1.
  Amnesia
  The character mentally blocks out the memories of 
  whatever caused the trauma, but suffers from occasional 
  ﬂashbacks. If this disorder is selected, take note of the event 
  that triggered it and the Sanity save Difﬁculty. If reminded 
  of the event in the future, the character must succeed on a 
  Sanity (Terror) check with a Difﬁculty equal to that of the 
  original event as the repressed memories ﬂood back in. If 
  the character succeeds on the Sanity save, her denial is still 
  in effect and she can lock out the memories once more.
  Stacking Effects: If this disorder is caused by a similar 
  event or memories of the original event, increase the Sanity 
  save Difﬁculty by 1 as the memories become harder and 
  harder to shut out.
  Delusions and Hallucinations
  The character begins to hear voices, catch movement out 
  of the corner of her eye, and see ﬂeeting glimpses of things 
  when nothing is present. She cannot be certain if what she 
  is seeing is real or just the product of her own troubled 
  mind. She has a –1 penalty on all Notice and Search checks 
  and on Sanity saves.
  Stacking Effects: Increase the penalty on Notice and 
  Search checks and Sanity saves by 1.
  Depression
  The character loses hope for the future and ceases attaching 
  emotional importance to certain aspects of life. He suffers a 
  –2 penalty on Will saves and a –1 penalty on all other saves 
  and checks due to a lack of motivation. This penalty does 
  not apply to Sanity saves; the character simply does not care 
  enough to be particularly bothered by anything he sees.
  Stacking Effects: Increase the penalty by 1 each.
  Generalized Anxiety Disorder
  The character suffers from a variety of physical and emotional 
  symptoms such as jumpiness, twitches, expectations of 
  doom, and hyper-vigilance. He jumps at shadows and is 
  always looking for danger. All attack rolls, saving throws, 
  ability checks, and skill checks (except for Notice checks) 
  suffer a –1 penalty. Notice checks have a +1 bonus.
  Stacking Effects: Increase the penalty on attack rolls, 
  saving throws, ability checks, and skill checks (as well as 
  the bonus on Notice checks) by 1.
  Mania
  The character has a strong, unnatural desire for some 
  particular object or situation and feels comforted by its 
  presence. In situations where the subject of his mania is not 
  present, he must succeed on a Difﬁculty 10 Will save or be 
  shaken until he can obtain it.
  Stacking Effects: Select an additional mania or increase 
  the Will save Difﬁculty by 2 for an existing mania.
  Night Terrors
  The character’s sleep is frequently plagued with nightmares. 
  Each time the character sleeps, she must succeed on a 
  Difﬁculty 10 Will save or suffer a nightmare so vivid she 
  wakes up screaming and cannot sleep for at least 8 hours. 
  The character is automatically fatigued for the next 24 hours 
  due to lack of sleep. The only way to alleviate this penalty 
  is through a full 8 hours of sleep. A character who resorts 
  to pharmaceutical means to achieve her needed rest may 
  become addicted to the medication.
  Stacking Effects: Increase the Will save Difﬁculty by 2 to 
  avoid having a night terror.
  Obsession
  The character becomes obsessed with something, investing 
  
  COLONIAL GOTHIC
  28
  COLONIAL GOTHIC
  strong emotional bonds in it or gaining a sense of security 
  from possessing it. The object of the obsession could 
  be a sentimental trinket of some kind or something the 
  character insists can protect or shield them from danger 
  (such as a cruciﬁx or good luck charm). The character 
  must keep the object of her obsession with her at all times. 
  She frequently checks to see if the item is on her person, 
  and absentmindedly fondles the item in times of stress. 
  If the item is removed from the character, she becomes 
  frantic and suffers a –1 penalty on all attack rolls, skill 
  checks, ability checks, and saving throws until the object 
  is returned or the disorder is removed.
  Stacking Effects: Increase the penalty on all attack rolls, 
  skill checks, ability checks, and saving throws by 1.
  Obsessive-Compulsive Disorder
  The character develops a set of rituals and nervous 
  responses that he must perform. This unsettles people 
  around him, giving the character a –1 penalty on all 
  Charisma-based checks. If the character is prevented from 
  performing his rituals, he suffers a –1 penalty on all skill 
  checks.
  Stacking Effects: Increase the penalty on Charisma-
  based skill checks by 1.
  Paranoia
  The character becomes convinced that enemies are 
  everywhere. He suffers a –2 penalty on Sense Motive 
  checks and always believes that others are plotting against 
  him if he fails a Sense Motive check.
  Stacking Effects: Increase the penalty on Sense Motive 
  checks by 2.
  Phobia
  The character has a strong, unnatural fear of some particular 
  object or situation. If confronted with the subject of her fear, 
  she must succeed on a Difﬁculty 12 Sanity (Fear) check. If 
  the Sanity save is triggered by a creature, the creature’s 
  Sanity save Difﬁculty is increased by +2.
  Stacking Effects: Select an additional phobia or increase 
  the Fear (panic) save Difﬁculty by 1 for an existing 
  phobia.
  Psychotic Episodes
  The character suffers occasional psychotic episodes during 
  which he becomes mentally detached from reality. He may 
  become delusional and see terrifying hallucinations, or 
  he may become manic and rant wildly about the horrors 
  that he has seen. Before each game session, the character 
  must succeed on a Difﬁculty 15 Will save or suffer a 
  psychotic episode at some point during the game session. 
  The Narrator decides when the psychotic episode occurs. 
  During a psychotic episode, the character is shaken.
  Stacking Effects: Increase the Will save Difﬁculty to 
  avoid having a psychotic episode by 1.
  Sociopathic Tendencies
  A character who becomes a sociopath slowly loses the 
  capacity to connect with anything he experiences or is 
  involved in. He suffers 1 point of Charisma drain as his 
  emotions deaden and he stops caring about the world around 
  him. The only Charisma skill not affected by the Charisma 
  drain is Intimidate. A character whose Charisma drops to 
  less than –3 by taking this Disorder becomes an incurable 
  sociopath and is taken over by the Narrator.
  Stacking Effects: 1 additional point of Charisma drain.
  Weakened Mind
  A character with this disorder gains a permanent –1 penalty 
  to all Sanity saves and a –2 penalty to Will saves to recover 
  from disorders. This condition must be eliminated before 
  any hope exists of curing other mental disorders the 
  character may have.
  Stacking Effects: An additional –1 Penalty to Sanity saves 
  and an additional –2 to Will saves to recover from disorders. 
  For every two instances of this disorder, the character’s 
  Charisma is reduced by 1 as he exhibits nervous twitches 
  and erratic behavior.
  
  COLONIAL GOTHIC
  29
  COLONIAL GOTHIC
  A Bag Full of Bones
  The list of manias and phobias on the Sample Manias 
  and Phobias table is included as a handy reference and 
  as a source of inspiration for Narrator’s crafting their 
  adventures. 
  Eliminating Disorders
  Regardless of the time period, mental disorders are not easy 
  to eliminate. At best, a patient with a single disorder can 
  recover in a month’s time with proper care and intensive 
  counseling. In less prosaic conditions, the character can 
  be subjected to extremes of physical and psychological 
  trauma, possibly resulting in further withdrawal into the 
  dark recesses of the mind.
  Level Gain
  When a character goes up a level, she can make a Difﬁculty 
  15 Will save for each disorder she has. On a successful 
  save, she eliminates the disorder.
  Personal Psychiatric Care
  Prolonged one-on-one psychiatric care of at least 1 month, 
  with no odd occurrences during the therapy, allows the 
  character to make a Difﬁculty 15 Will save to remove a 
  single disorder. The psychiatrist may make a Knowledge 
  (behavioral science) check to assist the character using 
  the Aid rules in True20 Adventure Roleplaying.
  Pre-1950 Sanitarium Care
  While the purpose of a sanitarium is to cure mental 
  disorders, in colonial times they more often simply served 
  as prisons for the insane if they were present at all. The sad 
  truth is that a patient in a sanitarium is unlikely to receive 
  the careful attention she requires. In addition, the very 
  conditions in early sanitariums lead themselves to Sanity 
  saves. There is rampant abuse and harsh therapies such 
  as shock treatment. Patients are strapped into straitjackets 
  at the ﬁrst sign of unrest with little or no concern for 
  their comfort or well-being. Inmates are chained to walls, 
  strapped down, poked, prodded, and humiliated by the 
  orderlies and even the doctors.
  Recovery in a sanitarium works as described above, but 
  because of the lack of proper treatment, the character can 
  only roll for recovery once every two weeks. Furthermore, 
  because of the horriﬁc living conditions the character has a 
  modiﬁer of between –1 to –5 (Narrator’s choice) to all Will 
  saves made on the road to recovery in a sanitarium. As the 
  modiﬁer indicates, many patients in sanitariums would be 
  better off locked in their nephews’ attics.
  Random Disorder Table
  d20
  Disorder
  1
  Weakened mind
  2
  Depression
  3
  Sociopathic tendencies
  4
  Obsessive-compulsive disorder
  5–6
  Addiction
  7
  Psychotic episodes
  8
  Paranoia
  9–11
  Phobia
  12–13
  Generalized anxiety disorder
  14–15
  Delusions and hallucinations
  16–17
  Night terrors
  18
  Obsession
  19
  Mania
  20
  Amnesia
  There is danger from all men. 
  The only maxim of a free government 
  ought to be to trust no man living with 
  power to endanger the public liberty.
  -John Adams, 1772
  Diseases
  Life in the Colonies is ﬁlled with untold danger, yet 
  danger that hides behind every corner, under every loaf 
  of bread, or in every jug of ale, is Disease. In the world of 
  Colonial Gothic, medical knowledge often isn’t enough to 
  prevent diseases from spreading or cure them after a close 
  examination. 
  When faced with the potential to contract a disease, your 
  Hero will make a Fortitude save. If they fail this save, they 
  become sick with the ailment and begin to show symptoms 
  once its incubation period has passed. If your Hero rolls 
  two consecutive natural 20s for any of these diseases, they 
  will be cured the next day of all ill effects, and will become 
  immune to that disease—with the exception of supernatural 
  diseases.
  
  COLONIAL GOTHIC
  30
  COLONIAL GOTHIC
  Sample Manias and Phobias
  Preﬁx Desire for (-mania)/Fear of (-phobia)
  Preﬁx Desire for (-mania)/Fear of (-phobia)
  Acro- Heights
  Hemo- Blood
  Aero- Air
  Herpeto- Reptiles
  Agora- Open spaces
  Hydro- Water
  Ailuro- Cats
  Iatro- Doctors
  Andro- Men (males)
  Icthyo- Fish
  Anthropo- People or society
  Insecto- Insects
  Arachno- Spiders
  Ligyro- Loud noises
  Astro- Stars
  Mechano- Machines
  Auto- Being alone or by oneself
  Muso- Mice and rats
  Automatono- Things that falsely represent a sentient being
  Necro- Death or dead things
  Automyso- Being dirty
  Nelo- Glass
  Bacterio- Germs
  Nocti- The night
  Ballisto- Missiles or bullets
  Nosocome- Hospitals
  Baro- Loss of gravity
  Nycto- Night or nightfall
  Batho- Depth or deep places
  Odonto- Teeth
  Biblio- Books
  Oneiro- Dreams
  Blenno- Slime
  Onomato- A certain name, word, or phrase
  Botano- Plants
  Ophidio- Snakes
  Bronto- Thunder and lightning
  Ornitho- Birds
  Bufono- Toads
  Osse- Bones
  Caco- Ugliness
  Pago- Ice or frost
  Ceno- Emptiness, empty rooms
  Pedi- Children
  Chiono- Snow
  Phago- Eating
  Chronomentro- Clocks
  Phono- Noise, including one’s own voice
  Claustro- Conﬁned spaces
  Pyro- Fire
  Coimetro- Cemeteries
  Scoto- Darkness
  Coulro- Clowns
  Somni- Sleep
  Cyno- Dogs
  Spectro- Mirrors
  Daemono- Demons
  Taphe- Being buried alive
  Demo- Crowds
  Terato- Monsters
  Dendro- Trees
  Thalasso- The sea
  Dipso- Drinking
  Thanato- Death or dying
  Entomo- Insects
  Tomo- Surgery
  Gephyro- Crossing bridges
  Urano- The heavens, the sky
  Geronto- Old people or of growing old
  Vermi- Worms
  Gyne- Woman (females)
  Xantho- The color yellow
  Hamarto- Sin or making an error
  Xeno- Strangers
  Haphe- Being touched
  Xylo- Wood or wooden objects
  Helio- The sun
  Xyro- Razors
  Hemato- Bleeding
  Zoo- Animals
  
  COLONIAL GOTHIC
  31
  COLONIAL GOTHIC
  Ague
  This disease is marked by fever and chills, regardless of 
  what the weather is like outside. This disease is vectored by 
  mosquitoes and requires a Difﬁculty 18 Fortitude save. The 
  incubation period is 12 to 30 days. If your Hero contracts 
  Ague, they will have to roll a new save each day or suffer 
  1 point of Constitution damage until they succeed on two 
  consecutive saves or the disease is cured through other 
  means.
  Ague—Transmitted by mosquitoes or blood to blood 
  contact; Fortitude Difﬁculty 18 resists; incubation period 10 
  days, damage 1 Con.
  Barrel Fever
  Your Hero suffers from nausea and sickness. The incubation 
  period is 7 to 14 days and required a Difﬁculty 16 Fortitude 
  save to resist. Barrel fever causes your hero to suffer 3 points 
  of Constitution damage and be nauseated for the duration of 
  each day they fail their Fortitude save until they succeed on 
  two consecutive saves or the disease is cured through other 
  means. 
  Barrel Fever—Caused by heavy drinking; Fortitude 
  Difﬁculty 16 resists; incubation period 30 days, damage 3 
  Con plus nausea.
  Bright’s Disease
  Bright’s Disease causes your Hero’s kidneys to become 
  inﬂamed. The incubation period is 2-7 days and requires 
  a Difﬁculty 16 Fortitude saving throw to resist. Bright’s 
  Disease inﬂicts 3 points of Strength damage on each day 
  they fail their Fortitude save until they succeed on two 
  consecutive saves or the disease is cured through other 
  means.
  Bright’s 
  Disease—Transmitted by air; Fortitude 
  Difﬁculty 16 resists; incubation period 5 days, damage 3 
  Str.
  Bursten
  General fatigue sets in, causing your Hero to be constantly 
  tired and weak. Your Hero’s muscles ache from lack of 
  use. While under the effect of the disease, your Hero must 
  succeed on a Difﬁculty 15 Fortitude save each day or suffer 
  1 point of Strength and Dexterity damage each, until they 
  succeed on two consecutive saves or the disease is cured 
  through other means.
  Bursten—Transmitted by air; Fortitude Difﬁculty 15 
  resists; incubation period 7 days, damage 1 Str and 1 Dex.
  Camp Fever
  Your Hero has an unnaturally high fever, and experiences 
  bouts of vomiting and uncontrollable weakness. The 
  incubation period is around 2 days and the Fortitude save 
  Difﬁculty is 15. Camp Fever inﬂicts 3 points of Strength and 
  Dexterity damage on each day they fail their Fortitude save 
  until they succeed on two consecutive saves or the disease 
  is cured through other means.
  Camp Fever—Transmitted by ﬂeas; Fortitude Difﬁculty 
  15 resists; incubation period 2 days, damage 3 Str and 3 Dex 
  plus nausea.
  Consumption
  Your Hero has been diagnosed with an early form of 
  Tuberculosis. During this time, your Hero must succeed on 
  a Difﬁculty 15 Fortitude save each day or suffer 4 points of 
  Constitution damage until they succeed on two consecutive 
  saves or the disease is cured through other means.
  Consumption—Transmitted 
  through 
  air 
  or 
  dairy 
  products; Fortitude Difﬁculty 15 resists; incubation period 
  2 days, damage 4 Con.
  Dock Fever
  You burn with a fever so high your Hero is hallucinating 
  pink, ﬂuffy bunnies. Also called “Yellow Fever”, Dock Fever 
  strikes down even the strongest Hero with no warning and 
  is commonly caught near the waterfront. The incubation 
  period is around 24 hours and the Fortitude save Difﬁculty 
  is 16. Dock fever inﬂicts 3 points of Constitution damage on 
  each day they fail their Fortitude save until they succeed on 
  two consecutive saves.
  Dock Fever—Transmitted through ticks, lice and blood 
  to blood contact; Fortitude Difﬁculty 16 resists; incubation 
  period 1 day, damage 3 Con plus hallucinations.
  Jaundice
  Your Hero’s skin has a yellowish cast to it, and your Hero 
  has lost their appetite, weakening their constitution. The 
  incubation period is approximately 3 days and the Fortitude 
  save Difﬁculty is 16. Jaundice inﬂicts 3 points of Strength 
  damage on each day they fail their Fortitude save until they 
  succeed on two consecutive saves or the disease is cured 
  through other means.
  Jaundice—Transmitted 
  through 
  contact; 
  Fortitude 
  Difﬁculty 16 resists; incubation period 3 days, damage 3 
  Str.
  
  COLONIAL GOTHIC
  32
  COLONIAL GOTHIC
  Rickets
  What your Hero thought was a lack of energy turned out 
  to be a bout of Rickets, a disease that has weakened your 
  bones. Rickets is caused by malnutrition, particularly a lack 
  of Calcium or vitamin D. Until your case of Rickets is healed, 
  your Hero must make a Difﬁculty 16 Fortitude save each 
  day or suffer 3 points of Strength damage and 1 point of 
  Constitution damage due to condition of your brittle bones. 
  This condition lasts until they succeed on three consecutive 
  saves or the disease is cured through other means.
  Rickets—Caused by malnutrition; Fortitude Difﬁculty 16 
  resists; incubation period 7 days, damage 3 Str and 1 Con.
  St. Anthony’s Fire
  Angry, red blotches cover your skin, all over your body 
  including your face, your hands, your scalp, even your 
  eyelids and mouth. This disease has an incubation period of 
  1-7 days and requires a Difﬁculty 16 Fortitude save to resist. 
  While it is not painful, it mars your Hero’s appearance so 
  greatly people run in fear from you, believing your disease 
  is something much worse and more contagious than what it 
  is. St. Anthony’s ﬁre inﬂicts 4 points of Charisma damage on 
  each day they fail their Fortitude save until they succeed on 
  two consecutive saves or the disease is cured through other 
  means.
  St. Anthony’s Fire—Transmitted by air; Fortitude 
  Difﬁculty 16 resists; incubation period 1-7 days, damage 4 
  Cha.
  Poisons
  Used as a more subtle, non-magical means of attack, Villains 
  use poison to slow down their enemies or to try to assassinate 
  them. Like known diseases, your Hero can develop immunities 
  to these poisons by rolling two consecutive natural 20s when 
  he attempts to resist the effects of both the poison’s primary 
  and secondary damage. If your Hero ingests or wishes to 
  recognize Poison, she can make an appropriate skill test 
  (Craft [alchemy] or Knowledge [physical sciences] for 
  poisonous chemical compounds, Knowledge [herbalism], 
  Knowledge [life sciences] or Survival for poisonous plant 
  extracts, etc.) to identify what poison is in front of her. 
  Arsenic
  Arsenic has been known since the times of Ancient Greece, 
  but it was in the 8th century that Arab alchemists discovered 
  that by heating realgar they created a substance known as 
  white arsenic. If your Hero has been poisoned with Arsenic, 
  an odorless, colorless, poison, she will experience a mild 
  heart attack which will weaken your Hero for 1d12 days 
  until she recovers. During this time, your Hero will be at a 
  -1 to all Nimble and Might-related tests.
  Ingestion; Fortitude Difﬁculty 16 resists; initial and 
  secondary damage 1 Str and 1 Dex.
  Cyanide
  Cyanide is a poison created by cooking down bitter almonds 
  and cherry laurel. One of the rarer poisons, cyanide is 
  difﬁcult to concoct because of its distinct smell and lethal 
  fumes during its creation process. Although it is easy to 
  recognize, cyanide is a deadly poison. 
  Inhalation or Ingestion; Fortitude Difﬁculty 18 resists; 
  initial and secondary damage 3 Con.
  Hellebore
  The Hellebore ﬂowers in the winter with large white, green, 
  or purplish ﬂowers and is known as the Winter Rose. The 
  juice of this plant is extracted and is highly poisonous. 
  Extracting the juice, and having it reduce over a low ﬁre, 
  creates a thick and highly lethal poison. 
  Ingestion; Fortitude Difﬁculty 15 resists; initial and 
  secondary damage 1 Con + unconsciousness.
  Hemlock
  Hemlock is a plant with a purple-spotted stem fern-like 
  leaves; its small, white ﬂowers give off an unpleasant 
  aroma. The plant is common throughout Europe and the 
  Colonies, which makes the availability of this poison easy 
  to come by. 
  Ingestion; Fortitude Difﬁculty 16 resists; initial and 
  secondary damage 2 Int.
  The Kiss of the Grave
  This poison, popular in Spain, has slowly ﬁltered into the 
  colonies from Florida through Georgia. The origins of this 
  poison is unknown, but some speculate it is a hold over 
  from the days of the Inquisition. 
  Ingestion; Fortitude Difﬁculty 16 resists; initial and 
  secondary damage is 1 Dexterity plus a 5 day coma.
  Mars’ Wrath
  A new poison that traces its origins to France, the creation 
  of Mars’ Wrath is still shrouded in mystery. Although 
  many attempts have been made to replicate this poison, 
  none have been successful. 
  Inhalation; Fortitude Difﬁculty 16 resists; initial and 
  secondary damage 1 Strength and 2 Constitution.
  
  COLONIAL GOTHIC
  33
  COLONIAL GOTHIC
  Witch Brew
  Rare, no one really knows what ingredients make up this 
  foul and potent poison. Some feel it is the tears of a hundred 
  virgins. Others speculate that the blood of a new born is 
  mixed with a dead man’s ﬁnger. Whatever it is, Witches 
  Brew is a vile and deadly poison. 
  Ingestion; Fortitude Difﬁculty 16 resists; initial and 
  secondary damage 3 Constitution.
  
  COLONIAL GOTHIC
  34
  COLONIAL GOTHIC
  Chapter 5: Currency, 
  Weapons and Equipment
  Economy & Trade
  In the world of Colonial Gothic the default assumption is 
  that you are using the abstract wealth system outlined in 
  Chapter 5 of True20 Adventure Roleplaying to represent 
  the wide variety of money, trade goods and other forms of 
  credit available at the time. 
  Optional Rule: Hard Currency
  This section provides optional rules for those who wish to 
  discard the abstract wealth system in favor of tracking exact 
  amounts of money in the common currencies of the time 
  period.If you are using the wealth system in your game, 
  feel free to skip ahead to the Bartering and Book Credit 
  section.
  In the world of Colonial Gothic the colonies primarily 
  use two forms of currency; the English 
  pound or the Spanish-milled Dollar. 
  Merchants throughout the colonies 
  accept most coin as payment for goods, 
  as long as the “ofﬁcial” coins are made 
  from gold and silver, but they also accept 
  buying or exchanging goods on credit. 
  Outside of the mercantile exchange, 
  during this time period many colonists, 
  natives, and immigrants trade goods on 
  perceived value in order to get what they 
  need or simply made what they require 
  from raw materials.
  Currency & Historical 
  Accuracy
  Historically, currency during this time 
  was confusing and in ﬂux. Many of the 
  colonies had their own colonial scripts 
  and methods of commerce; inﬂation, 
  interest, war and other factors caused 
  many 
  problems 
  for 
  standardized 
  pricing. For the purposes of this game, 
  we chose the English pound sterling as 
  the Colonial standard of currency. Even 
  though, historically, every Colony had 
  its own economy, the value of the pound 
  sterling is the same throughout the colonies in Colonial 
  Gothic.    
  English Currency
  Since the birth of the Colonies, as more and more Colonial 
  goods were shipped to England, the growing merchant 
  class earned their wealth by proﬁting from these sales. 
  However, as more and more foreigners ﬂee to colonial 
  shores, demand for goods began to grow—in the Colonies, 
  in England, and in other European countries. This hasn’t 
  made Parliament very happy, because in order to survive 
  ﬁnancially, it has been forced to compete with the rest of 
  Europe.
  To stem this, Parliament has recently decided to limit the 
  He preferred an honest man that 
  wooed his daughter, before a rich man. 
  “I would rather,” said Themistocles, 
  “have a man that wants money than 
  money that wants a man.”
  Plutarch
  Converting Purchase Difﬁculties to Pounds Sterling 
  Purchase Difﬁculty
  Item’s Price (in pounds sterling or shillings)
  2
  Up to £1/10 or 2 s
  4
  £1/5 or 4s
  7
  £1/2 or 10 s
  10
  £1 or 20 s
  12
  £2 
  15
  £5 
  18
  £10 
  20
  £20 
  23
  £50 
  26
  £100 
  28
  £200 
  31
  £500 
  34
  £1,000 
  36
  £2,000 
  39
  £5,000 
  42
  £10,000 
  44
  £20,000 
  47
  £50,000 
  +8
  Each additional x10
  
  COLONIAL GOTHIC
  35
  COLONIAL GOTHIC
  amount of trade, claiming that the Colonies could only trade 
  with England. To make things even more difﬁcult, Parliament 
  also worked to limit the amount of currency in the Colonies 
  in order to keep the Colonies dependent on the England that, 
  in turn, would give them an even less chance to earn their 
  independence.  But, the Colonial merchants would not stop 
  providing for the ever-growing demand within the Colonies 
  for goods, and an underground economy of smuggling and 
  black market goods ﬂourishes, even to this day. 
  English 
  coins 
  break 
  down 
  into 
  the 
  following 
  denominations:
  1 Pound Sterling (Silver) = 20 Shillings (Silver) 
  1 Shilling = 12 Pence
  Spanish Currency
  The basic form of Spanish currency is the Doubloon. If the 
  Doubloon is minted in Spain the coin had milled edges and 
  known as the Spanish Milled Doubloon; if minted in Mexico 
  they are known as Spanish Heavy Doubloons. Some Colonial 
  merchants prefer accepting and using the Doubloon due to 
  its’ standard weight.
  Although the Spanish-milled Dollar is common throughout 
  the colonies, the standard units of currency are English 
  Pounds, Shillings and Pence. All currency values active 
  within the Colonies, regardless of origin, are converted 
  using the British pound (£).
  Spanish 
  coins 
  break 
  down 
  into 
  the 
  following 
  denominations:
  1 Doubloon = 16 Pieces of Eight (gold) = 128 Reals 
  (silver) 
  1 Piece Of Eight = 8 Reals
  Currency Conversions
  English
  Spanish
  1 £
  4 ½ Pieces of Eight
  4 Shillings 5 pence
  1 Piece of Eight
  10 pence 1 ¼ farthing
  1 reals 1 copper peso
  1 Real (Silver) = 8 Pesos (copper)
  Bills of Credit
  Many of the Colonies produced their own currency known 
  as “Bills of Credit.” These Bills are backed by the Colonial 
  governments, either on the credit of the Colony supported 
  by tax funds, or on loans. The ﬁrst colony to introduce Bills 
  of Credit was Massachusetts in 1609. Other Colonies soon 
  followed after them, because they saw Bill of Credit as a way 
  to raise funds.
  Bills of Credit work in Colonial Gothic by providing three 
  key things. First, since banks don’t exist during this time, 
  people needing to make loans or other credit transactions 
  use the Bills instead. Second reason, Bills help support the 
  Colonial governments with revenue, based off of interest 
  paid, just like loans in modern times. 
  Finally, and more importantly, Bills supply a medium of 
  exchange between Colonists, regardless of where they live 
  in the Colonies. All of these Bills of Credit had their own 
  exchange rate, and this is decided in secret by Colonial 
  merchants. It is the merchants who, much to the chagrin of 
  Colonial government ofﬁcials, control the economy of the 
  colonies.
  The practice of Book Credit is yet another way in which 
  currency words during this time. Here the buyer purchases 
  goods on credit, and the seller then debits the amount on 
  their books in the local currency. The debt is cleared by the 
  buyer once they pay it off in an exchange of either equally 
  valued goods or services. 
  
  COLONIAL GOTHIC
  36
  COLONIAL GOTHIC
  Using Currency 
  Currency works in Colonial Gothic by allowing players to 
  either use hard currency, which in this case is the British 
  pound, or using Book Credit. Players that are from another 
  foreign background that may not have pounds sterling would 
  use Credit; Heroes that have hard currency could do either. 
  There is no mechanic for buying goods using hard currency, 
  but because Book Credit predates the ﬁnancial backing of a 
  bank, this form of purchase is similar to bartering (see the 
  following section on Bartering).
  Starting Currency, Weapons & Equipment
  If your Narrator decides to use the hard currency optional 
  rules presented here, your Hero starts their adventuring 
  career with £20, which they can use to purchase their gear 
  or weapons. In addition to their starting wealth, Heroes 
  start with two sets of clothes and a pair of shoes or boots, 
  regardless of their background. 
  Bartering and Book Credit
  Ragardless of whether the Wealth check or hard 
  currency monetary system is being uses, a character 
  may attempt to barter or use book credit when making 
  a purchase. The purchaser makes a Diplomacy or 
  Knowledge (business) check to negotiate the price, 
  which is opposed by the seller’s Bluff check. If the 
  buyer wins the check he gains either a 10% reduction 
  in the price (if using the hard currency system) or 
  a +1 bonus on his wealth check (if using the Wealth 
  system) plus an additional 10% reduction or +1 bonus 
  for every 5 points they beat the seller’s check by. If the 
  opposed check results in a tie, then the price remains 
  the same. If the seller wins the buyer must deal with 
  a either a 10% increase in the price (if using the hard 
  currency system) or a -1 penalty on his wealth check 
  (if using the Wealth system) plus an additional 10% 
  price hike or -1 penalty for every 5 points the seller 
  beat their check by.
  For example, your Hero wants to purchase a 
  Pennsylvania Riﬂe because he’s hunting a large, hairy 
  man-beast called a “Wendigo” in the woods nearby. The 
  Narrator is using the hard currency rules so the riﬂe costs 
  £10, and you wish to buy it with Book Credit. You fail your 
  Diplomacy check by 11, and the merchant tells you that this 
  Riﬂe also comes with gunpowder, so the price is increased 
  to £12. You agree to the deal and the merchant writes it in 
  his ledger that you owe him £12. A few weeks later, after you 
  successfully hunt and kill the ferocious Wendigo, your Hero 
  has a ﬁne, fur pelt to sell. The merchant values the pelt as 
  £50 in tradable goods. You sell it to the merchant, paying off 
  your debt, and use the rest to purchase more goods.
  Weapons
  Whether you make your own bow or you purchase a ﬁnely-
  crafted sword, these weapons will allow your Hero to take 
  on Villains, hunt monsters or prey, and defend his beliefs.
  Melee Weapons
  These weapons are commonly used in combat or in brawls, 
  and are beneﬁcial because you don’t have to worry about 
  reloading your pistol. Unless otherwise noted, all melee 
  weapons are perfect for short range and in hand-to-hand 
  combat.
  Cutlass
  Most sailors use these swords because they are ideal for 
  close combat. The large guard protects the hand, and the 
  blade is designed to be used for cutting and thrusting. 
  When wielding this weapon, you gain a +2 bonus to disarm 
  attempts. This bonus stacks with the bonus conferred by 
  the Improved Disarm feat.
  Average Cost: £1 10s
  Halberd
  This two-handed weapon has a large axe mounted on 
  a pole. The axe is curved on the back which makes it 
  a perfect weapon to ﬁght against mounted soldiers. 
  The halberd’s spiked tip also makes it useful for 
  charging in battle.
  Average Cost: 15s 8p
  Hatchet
  Hatchets are small, hand-held axes used for foraging, 
  clearing trails, and a variety of other survival uses. A 
  good multi-purpose blade, the lightweight hatchet 
  can be carried on a belt. 
  Average Cost: 4s
  Hunting Sword
  Intended more for show than any real ﬁghting, 
  hunting swords are usually used in duels. A gentleman 
  chooses a ﬁnely-crafted hunting sword to defend his honor 
  and reputation. 
  Average Cost: £1
  
  COLONIAL GOTHIC
  37
  COLONIAL GOTHIC
   Melee Weapons
  Weapon
  Damage
  Bonus
  Critical
  Damage 
  Descriptor
  Range
  Increment
  Size
  Cost
  Weight
  Simple Weapons
  Club
  +2
  20/+3
  Bludgeoning
  10 ft.
  Med
  4
  3 lb.
  Knife
  +1
  19-20/+3
  Piercing
  10 ft.
  Tiny
  7
  1 lb.
  Spear
  +3
  19-20/+4
  Piercing
  20 ft.
  Large
  6
  6 lb.
  Martial Weapons
  Cutlass*
  +3
  20/+4
  Piercing and slashing
  —
  Med
  9
  3 lb.
  Halberd
  +3
  20/+4
  Piercing or slashing
  —
  Large
  8
  12 lb.
  Hatchet
  +1
  20/+3
  Slashing
  10 ft.
  Small
  4
  2 lb.
  Hunting Sword
  +2
  19-20/+3
  Slashing
  —
  Small
  10
  2 lb.
  Infantry Sword
  +3
  19-20/+3
  Slashing
  —
  Med
  18
  4 lb.
  Pike*
  +3
  20/+4
  Piercing
  —
  Large
  7
  12 lb.
  Saber
  +2
  19-20/+4
  Slashing
  —
  Med
  10
  5 lb.
  Saber, Heavy
  +3
  19-20/+4
  Slashing
  —
  Med
  11
  6 lb.
  Tomahawk
  +2
  20/+4
  Slashing
  10 ft.
  Small
  7
  3 lb.
  War club 
  +3
  20/+3
  Bludgeoning
  —
  Med
  5
  6 lb.
  * = see description for details.
  Infantry Sword
  While many Infantrymen use a hunting sword for ﬁghting, 
  many choose to use an Infantry Sword instead. Unlike the 
  saber, the Infantry Sword is designed to be used on foot and 
  is primarily a cutting weapon. 
  Average Cost: £15 5s
  Pike
  Typically carried by infantry, the pike is an extremely long, 
  spear-like weapon made of wood with a metal tip. Due to its 
  10-to-14 foot length, this is a two-handed weapon that can be 
  cumbersome to use. A pike provides a medium size wielder 
  with a 15ft. reach but cannot be used in close quarters.
  Average Cost: 20s 10p
  Saber/Heavy Saber
  Mainly used by horseman, these swords are designed to 
  chop at an opponent. Sabers are easily distinguished by the 
  fact that the back of the blade allows a horseman to thrust at 
  an opponent from one direction, then swipe at them with its 
  serrated backside to quickly slay an opponent.
  Average Cost: £1 / £1 15s (Heavy)
  Tomahawk
  Traditionally made of hickory with a stone or metal blade, 
  the tomahawk is used like an hand axe and can also be 
  used as a throwing weapon. Tomahawks were also used for 
  Native American ceremonies, and were often decorated with 
  the colors and symbols of the tribe. 
  Average Cost: 10s
  War Club
  Made of wood, war clubs are rudimentary, carved clubs 
  that do a lot of damage when other weapons may not readily 
  available. 
  Average Cost: ½p
  
  COLONIAL GOTHIC
  38
  COLONIAL GOTHIC
  Ranged Weapons
  Weapon
  Damage
  Bonus
  Critical
  Damage
  Descriptor
  Range
  Increment
  Size
  Cost
  Weight
  Reload 
  Time
  Martial Weapons
  Bow
  +3**
  20/+4
  Piercing
  40 ft.
  Large
  6
  3 lbs.
  Free action
  Pistols (Firearms Training)
  Blunderbuss Pistol
  +5/+4**
  20/+4
  Ballistic
  20 ft.
  Small
  13
  4 lbs.
  2 rounds*
  Cannon Barrel Pistol
  +4
  20/+4
  Ballistic
  10 ft.
  Small
  12
  4 lbs.
  2 rounds*
  Double Barrel Pistol
  +4/+6**
  20/+4
  Ballistic
  10 ft.
  Small
  13
  4 lbs.
  2 rounds*
  Dutch “Long” Pistol
  +4
  20/+4
  Ballistic
  20 ft.
  Small
  14
  3 lbs.
  2 rounds*
  Flintlock pistol
  +4
  20/+4
  Ballistic
  15 ft.
  Small
  12
  3 lbs.
  2 rounds*
  Traveling Pistol
  +2
  20/+3
  Ballistic
  10 ft.
  Tiny
  11
  2 lbs.
  2 rounds*
  Longarms (Firearms Training)
  Colonial musket
  +5
  20/+4
  Ballistic
  60 ft.
  Large
  13
  9 lbs.
  2 rounds*
  Fowler
  +5
  20/+4
  Ballistic
  50 ft.
  Large
  12
  10 lbs.
  2 rounds*
  KY/PA Longriﬂe
  +6
  20/+3
  Ballistic
  70 ft.
  Large
  14
  12 lbs.
  2 rounds*
  Rampart Gun
  +7
  20/+4
  Ballistic
  70 ft.
  Huge
  18
  25 lb.
  3 rounds*
  Long Land Musket
  +5
  20/+3
  Ballistic
  80 ft.
  Large
  14
  12 lbs.
  2 rounds*
  * = The Quick Draw feat reduces the number of full-round actions required to reload a ﬁrearm by 1. Note that each of 
  these ﬁrearms can only be ﬁred once before they must be reloaded with the exception of the double barreled pistol, 
  in which case each barrel can be ﬁred once
  ** = see description for details.
  Colonial Firearms
  During the Colonial period ﬁrearms were still fairly 
  primitive. Unlike later, more reliable ﬁrearms that have 
  negligible reloading time, these required a number of 
  full round actions to reload (see table) and had a chance 
  of misﬁring. Whenever a natural 1 is rolled on the attack 
  roll with one of these ﬁrearms, roll a d20 and consult the 
  misﬁre table.
  Misﬁres
  Roll
  Result
  1-3
  Kaboom! Weapon explodes dealing normal damage to wielder. The weapon is destroyed in the process.
  4-8
  Fouled: The barrel becomes fouled. You must spend an hour cleaning it before it can be ﬁred again.
  9-12
  Jammed: The ﬁring mechanism jams. Clearing the jam requires 3 rounds of work. It may be ﬁred the round 
  after clearing it.
  13-16
  Weak Charge: You used too little powder to prime the weapon so the shot was ﬁred to no effect.
  17+
  Failed Ignition: Either the ﬁring mechanism fails to produce a spark or the powder fails to ignite. The 
  weapon doesn’t go off, but it can be ﬁred again the next round.
  Pistols
  All pistols take two rounds to reload. 
  Blunderbuss Pistol
  Designed for use aboard ships, the blunderbuss is deadly in 
  close ﬁghting, but looses its punch at further distance. The 
  damage listing before the slash is for close range only and 
  the damage listing after the slash is for longer ranges. The 
  barrel of a blunderbuss is 10-inches and ﬂared at the end. 
  Average Cost: £3
  
  COLONIAL GOTHIC
  39
  COLONIAL GOTHIC
  Cannon Barrel Pistol
  With a 13-inch barrel ﬂaring out at the end, this pistol is 
  designed to be accurate and deadly at close range. Unlike 
  other pistols, the barrel of a Cannon Barrel Pistol is known 
  as a Screw Pistol, due to the barrel being able to be released 
  by unscrewing it from the stock.
  Average Cost: £2
  Double Barrel Pistol
  With two 12-inch barrels, this pistol 
  is designed to be ﬁred separately or 
  in unison. Used heavily aboard ships, 
  these pistols give sailors an edge while 
  boarding. The ﬁrst damage listed is for 
  ﬁring one barrel, and the second damage 
  listing is for ﬁring both simultaneously. If 
  both barrels are ﬁred, there is a -1 penalty 
  to the attack roll. It takes four full actions to 
  reload both barrels. 
  Average Cost: £2 10s
  Dutch “Long” Pistol
  Nicknamed the “Long” due the 14-inch barrel, these pistols 
  are designed and manufactured in the Netherlands and have 
  slowly become available for sale in the Colonies. 
  Average Cost: £4
  Flintlock Pistol
  This pistol’s barrel is 9-inches in length, and is the most 
  common type of pistol found in the Colonies. Flintlocks were 
  produced by a variety of gunsmiths, both in the Colonies 
  and abroad. The German Flintlock, for example, was an 
  elegantly carved weapon used in ceremonial gatherings and 
  for display. The Kentucky/Pennsylvania Flintlock Pistol, on 
  the other hand, were created by the same gunsmiths who 
  developed the Kentucky and Pennsylvania Riﬂes and were 
  not as ornamental.
  Average Cost: 40s to £2
  Traveling Pistol
  This is a small pistol that has a 7½-inch in barrel. It is designed 
  to hide in a jacket pocket and many wealthy merchants and 
  travelers carry them while traveling. It is also carried by the 
  gentry class concealed within the folds of their clothing.
  Average Cost: 30s
  Other Ranged Weapons
  Other than the rampart gun and the bow, 
  all ranged weapons take two rounds to 
  reload. 
  Bow 
  In the Colonies, short bows were 
  hand-crafted or were purchased at 
  market. These bows were also known 
  as “self bows,” 
  because they were carved from a single 
  piece of wood. With a draw range of about 2 feet, a bow is 
  capable of taking down a buffalo with multiple shots or a 
  rabbit with one shot. Bows add the wielder’s Strength bonus 
  to their damage, although most bows are only designed to 
  add up to a +5 Str bonus at best.
  Average Cost: 5s 2 ½p
  Colonial Muskets
  Beginning in 1775, numerous Colonial Gothic gunsmiths 
  began creating muskets based on the British “Brown Bess” 
  Musket. With 42-inch barrels, and plain wood stocks, these 
  muskets are fairly common among the Colonial Militias as 
  well as the Continental Army.
  Average Cost: £2 10s
  Fowlers
  Known as either the Hudson Valley Fowler or the New 
  England Fowler, this is the most common musket found 
  in the Colonies. With 48-inch barrels, these muskets are 
  primarily used for hunting. Among the various Native Tribes, 
  these muskets are commonly used by their warriors.
  Average Cost: £1 20s
  Kentucky/Pennsylvania Longrifles
  Created by German gunsmiths living in southern 
  Pennsylvania, these muskets became favored by those 
  
  COLONIAL GOTHIC
  40
  COLONIAL GOTHIC
  moving to the frontier areas since the French Indian 
  War. With barrels ranging from 44-to-46 inches, these 
  riﬂes are feared not only for their range but also for their 
  deadly accuracy. The Longriﬂe is the weapon of choice 
  for woodsman, trackers, hunters, and frontiersman.
  Average Cost: £3 10s 2p
  Long Land “Brown Bess” Musket 
  The most common musket for British Infantry, the 
  Long Land has a 46-inch barrel and is not found on the 
  open marketplace; those who ﬁnd a “Brown Bess” are 
  using a musket leftover from the French-Indian War. 
  Another version of this musket, the “Short Land Brown 
  Bess”, is a bit lighter then the Long Land, and is also 
  designed for British military and naval use. 
  Average Cost: £3 10s
  Rampart Gun
  With a 46-inch barrel and weighing in at 25 pounds, 
  these muskets are more like mini-cannons than 
  shoulder arms. Due to the weight of the gun, it must 
  be ﬁred using a detachable balancing stick, which also 
  allows the gun to swivel. Used onboard ships, as well 
  as on top of palisades, these guns are found in the 
  colonies, but not in great numbers. The rampart 
  gun takes three rounds to reload.
  Average Cost: £10
  Ammunition
  Many soldiers and militia were forced to melt down lead 
  into molds on the battleﬁeld in order to make their own 
  bullets when their supplies ran low. Your Hero can buy 
  ammunition in the marketplace, trade for rounds, or buy 
  a 24 ounce lead disk with a purchase Difﬁculty of 2 (about 
  24 pence), which is enough to make around 144 standard 
  bullets. If you are looking to buy or trade for munitions, 100 
  lead bullets have a purchase Difﬁculty of 7 (around 100-120 
  pence). If you are skilled in Craft (bowyer/ﬂetcher), you can 
  either make your own arrows by ﬁnding raw materials or 
  you can buy 50 of them at a purchase Difﬁculty of 2 (about 
  24 pence).
  Transportation
  The fastest form of transportation in the Colonies is to 
  ride on horseback. This table outlines the average costs 
  associated with buying horses either from a ranch, farm, or 
  marketplace, or trading for one from a Native tribe.
  Item
  Purchase 
  Difﬁculty
  Hard 
  Currency 
  Cost
  Cart
  14
  £4 10s
  Horse Collar
  18
  £10
  Horse Bell
  7
  10s 5p
  Harness
  16
  £7
  Riding Horse
  20
  £20
  Stallion
  19
  £12
  Mare
  17
  £9
  Colt
  14
  £4 12s
  Saddle
  20
  £25
  Side Saddle
  16
  £6
  Bridle
  9
  17s 6p
  Saddlebag
  3
  2s 6p
  Yoke
  6
  7s
  Horse Blanket
  2
  2s
  Wagon Wheel
  7
  12s
  Crossing Water
  Typically, Colonists or Natives who wish to cross 
  water either ride on horseback through shallow 
  streams or use a makeshift raft. Those who are 
  skilled in the art of woodworking use their tools 
  to carve out canoes and make them waterproof by 
  coating them in tree sap. 
  Supplies
  While many Colonists buy imported supplies 
  from the marketplace, others make what they 
  need after ﬁnding or purchasing raw materials. 
  During this time period, many Colonists live a Spartan 
  lifestyle because, quite frequently, trade and imports are 
  frequently disrupted by the War and pirates. Trade is quite 
  common, and sometimes uneven exchanges happen when 
  desperation sets in.
  Clothing in the Marketplace 
  Many Colonists have two sets of clothing; one they wear 
  for day-to-day living, and the other for more ceremonial 
  uses. The clothes listed here are examples of clothing 
  available for sale in a typical Colonial Gothic marketplace, 
  with an average purchase Difﬁculty range listed for each. 
  A high importance is placed on the imported textiles used 
  
  COLONIAL GOTHIC
  41
  COLONIAL GOTHIC
  Wheelwright
  Since wheels were typically made of iron and wood, it 
  wasn’t uncommon for a Colonist to see a wheelwright 
  when their tire assembly broke down on a gravelly or 
  uneven road. The wheelwright would get a big iron 
  hoop from a blacksmith, heat the iron ring, and hammer 
  it into place with a hammer. Afterward, he would douse 
  the assembly with water, causing the metal to contract 
  into place.
  to make hats, bonnets, petticoats, leggings, etc; the higher 
  the price of the item, the more expensive the materials 
  were to make it. 
  Breeches
  Made in a variety of leather grades and materials, these 
  pants work great if you are working a Trade or traveling 
  out in the wilderness. Breeches sold in the marketplace 
  tend to be a higher grade of leather than elsewhere in the 
  Colonies; Native “breeches” or leggings are considered 
  the highest grade and would fetch a fair price for trade. 
  Purchase Difﬁculty: 7 to 13 (10s to £3)
  Cloaks
  Extremely useful and easy-to-dye, wool cloaks were a great 
  way to keep your Hero warm at night on the battleﬁeld 
  or protect yourself from the rain. The gentry class also 
  wear embroidered silk or ﬁne satin cloaks to protect 
  their expensive garments and to complete their dress 
  ensemble.
  Purchase Difﬁculty: 10 to 14 (19s 4p to £3)
  Fan
  Used by gentile men and women alike, these hand-painted 
  fans have a backbone of wood or ivory and are covered 
  with satin, linen or cotton. Fans make excellent gifts to 
  the gentry class; these works of art can also convey subtle 
  messages across crowded rooms.
  Purchase Difﬁculty: 15 to 19 (£5 to £15) 
  Gloves
  Most gentlemen and ladies own a pair of gloves. Although 
  usually worn for special occasions, gloves can also serve as 
  a visual status symbol in the marketplace. Not available in 
  leather, gloves were available in cotton, silk, and the “white 
  kid” style.
  Purchase Difﬁculty: 2 to 5 (2s to 5s)
  Powdered Wigs
  Over the years, wig-wearing ebbed and ﬂowed in 
  popularity. Some political and legal professions were 
  associated with wigs, but many styles were simply worn 
  for fashion. Wigs were made of goat, horse, or human 
  hair, and were sometimes dyed or powdered in pastel 
  colors or white. In Colonial Gothic, wigs are simply a part 
  of fashion, and hold no bearing on someone’s status or 
  signiﬁcance. Typically, wigs range in purchase Difﬁculty 
  from 8 (about 12s) on up, depending upon the merchant 
  and the quality.
  Gown
  Many ladies feel a sense of rivalry when they get together 
  for a dance or social occasion, and choose their gown 
  carefully; for some women, the color, cut and style of the 
  gown can speak volumes about their political position or 
  romantic intentions. Made out of linen or silk, gowns are 
  custom-tailored and are not normally worn on a day-to-day 
  basis.
  Purchase Difﬁculty: 18 to 19 (£12 10s to £15) 
  Hats
  From the infamous, wool tri-corner hat to the leather hat, 
  most Colonists wear head coverings to protect themselves 
  from the elements. Women’s hats are called bonnets, and 
  are often worn to keep long hair safely tucked away during 
  daily chores. Bonnets are available in a variety of fabrics 
  and textiles like cotton and silk. 
  Purchase Difﬁculty: 8 to 11 (12s to £1 10s)
  Handkerchiefs
  One of the most useful articles of clothing a Colonist or 
  Native could have, these inexpensive face coverings serve 
  a variety of purposes. From ﬁltering water in a stream to 
  covering your face in a ﬁre or whipping up a makeshift splint, 
  handkerchiefs come in a variety of sizes and materials. 
  Purchase Difﬁculty 2 to 4 (1s to 4s 6p)
  Shawl
  Light enough for pale spring, cotton, silk or wool shawls 
  can be used to keep your Hero warm, carry goods or 
  hide children. Shawls are also a great, casual way to stash 
  weapons or carry secret messages.
  Purchase Difﬁculty 4 to 15 (4s 5p to £5)
  Shoes
  Cobbled by hand, shoes and boots were made in leather, 
  calico, and a variety of other materials. Boots were typically 
  
  COLONIAL GOTHIC
  42
  COLONIAL GOTHIC
  valued higher than shoes, for they are very useful working 
  a Trade, out on the farm, or tracking through the forest. Silk 
  shoes, while uncommon and rarely worn by most Colonists, 
  would have a Purchase Difﬁculty of 13 (about £3).
  Purchase Difﬁculty 2 to 7 (2s to 10s)
  Shirt
  Worn under suits or over leggings, shirts are fairly common 
  pieces of clothing and are made in cotton or linen.
  Purchase Difﬁculty 6 to 10 (8s to £1)
  Suit or Uniform
  When you buy a suit of clothing, your Hero will receive a 
  ﬁne set of britches, vest, and coat. You may also have the 
  option of buying a ﬁne wool military uniform with all of its 
  brass trimmings. Available in wool or other ﬁne fabrics 
  like silk, a suit is common for any politician, socialite, or 
  merchant.
  Purchase Difﬁculty 15 to 20 (£6 to £20)
  Military Supplies
  Whether your Hero is ﬁghting in the militia or is on a ship 
  in the Royal Navy, you will need some basic supplies to 
  carry you through. The following table is an example of the 
  gear a general might have in Colonial Gothic that can be 
  acquired through the marketplace. 
  Item
  Purchase 
  Difﬁculty
  Hard Currency 
  Cost
  Black Lead Pencil
  2
  6p
  Book, Blank
  2
  1s 6p
  Bullet Mold, 6 
  Bullets
  7
  9s
  Canteen, Wood
  6
  8s
  Clothes Brush
  2
  8p
  Coffee Mill
  3
  3s
  Coffee Pot
  10
  £1
  Compass
  2
  1s
  Corkscrew
  2
  3p
  Folding Camp 
  Knife and Fork
  5
  5s 2p
  Fountain Pen
  2
  6p
  Horsewhip
  12
  £2
  Hunting Bag
  2
  1s
  Ice Creepers
  5
  6s 2p
  Ink Pot
  2
  1s
  Item
  Purchase 
  Difﬁculty
  Hard Currency 
  Cost
  Ink Powder
  2
  5p
  Leaf Tobacco, 1 
  pound
  2
  1½p
  Leather Backpack
  7
  8s 8p
  Leather Letter 
  Case
  13
  £3
  Match Case
  2
  1s
  Mess Kit
  2
  1s
  Mirror (Tin)
  2
  3p
  Perspective Glass 
  (Magnifying)
  7
  10s
  Powder Horn
  7
  8s 2p
  Reading Glasses
  2
  10p
  Saw, hand
  3
  2s 6p
  Scented hair 
  Powder, 1 Pound
  2
  4p
  Sealing Wax, 1 
  Pound
  8
  14s
  Shears
  2
  3p
  Shoe Brush
  2
  2p
  Shoulder Sling
  2
  1s 5p
  Skillet
  3
  3s
  Small Fishing Line, 
  1 Spool
  2
  6p
  Snuff, 1 pound
  11
  £1 10s
  Snuffbox
  2
  2s
  Soap, 1 Pound
  2
  1s
  Surgeon’s 
  Instruments
  20
  £19
  Teapot
  2
  1s 4p
  Telescope
  20
  £21 30s 
  Tinderbox, tin
  5
  6s 4p
  Toothbrush
  2
  2p
  Wash Brush
  2
  5½p
  Wool Blanket
  2
  1s 6p
  Household Goods
  Typically, household goods like utensils and cooking gear 
  are made of cast iron or tin. The gentry class that can afford 
  a more civilized lifestyle opt for ﬁne silver hand-crafted by 
  a silver smith and purchase imported goods like porcelain 
  china for their special occasions. In Colonial Gothic, people 
  value entertainment as a way to exchange information, make 
  
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  COLONIAL GOTHIC
  deals, keep an eye on Villains, and have fun. Regardless, the 
  thing to keep in mind that prices were set based on the value 
  of its materials, and not necessarily whether or not it was 
  imported. So, items in silver, silk and gold are worth more 
  than common tin, cotton or wood.
  Food & Dining
  Colonists and Natives both place a lot of importance on 
  socializing around food. The two main concerns with food 
  are preserving it to last by either salting or smoking meat, 
  and spicing it for taste. Foods commonly eaten during this 
  time period by both Natives and Colonists alike are grown 
  vegetables and fruits, as well as small game like rabbit or 
  ﬁsh, farm-raised pork and on rare occasions, beef. Many 
  Natives can identify edible plants, mushrooms, and nuts 
  found in their backyard, and some choose to provide for 
  their tribes by farming.
  While immigrants traveling to the Colonial shores have 
  started to inﬂuence Colonial recipes, the primary inspiration 
  The Apothecary
  Are you in need of aspirin? You might want to visit an 
  apothecary. Also regarded as the male version of a mid-
  wife, the apothecary uses his mortal and pestle to cure 
  all of your ailments. He blends common folklore with 
  modern medicine, and opts to use older methods (like 
  using leeches) to cure disease.
  for cooking comes from England. Poorer Colonists make a 
  lot of stews and typically cook in one pot, while the gentry 
  dine in an English manner. The majority of Colonists have 
  a stiff drink as part of their morning breakfast, partaking 
  in spirits like rum, ale, cider, whiskey or wine. The most 
  common spice is salt, followed by ginger, pepper, nutmeg 
  and mace for a few shillings per pound. The rarest of all 
  spices, and the most highly prized is cinnamon, with one 
  pound of cinnamon having a purchase Difﬁculty of 10 (about 
  £1). 
  
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  COLONIAL GOTHIC
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  Chapter 6: America 
  Colonies & Natives
  In this chapter, we cover more details about the Colonies and 
  Native tribes. Colonial history gives you a general overview 
  of colonial settlements. The discussion of the Native tribes 
  covers their faith, tribal structure and their attitudes toward 
  the colonists (and each other) more in-depth.
  A Guide to the Colonies
  New England Colonies
  Connecticut
  The ﬁrst settlers of Connecticut were the Dutch, who set 
  up a trading post in 1614 close to where Hartford would be 
  established almost 50 years later. This post was established 
  to trade for furs and other goods with the native tribes. 
  Though only a few Dutch lived in the trading post at ﬁrst, 
  by 1633 they had purchased land from the Pequot Tribe and 
  made a permanent Dutch settlement here.
  Ironically, in 1633 other settlers sailed from Plymouth 
  trying to lay claim to Connecticut’s lands. After discovering 
  that the Dutch had beat them to the punch, the ship sailed 
  past the post up river to a spot 40 miles inland, away from the 
  Long Island Sound coast to build the ﬁrst English trading 
  settlement in the area. A short time later, these puritans 
  also built the ﬁrst English settlement in Connecticut 
  known as Wethersﬁeld. To this day, rumors still circulate 
  in Wethersﬁeld that the Puritan settlers were not trying to 
  expand their lands—they were trying to escape from them.
  Once Wethersﬁeld was created, Windsor and Hartford 
  were established and allied themselves with Wethersﬁeld. 
  This triangle of settlements formed the basis of political 
  power in the region; soon afterward John Winthrop built 
  Fort Saybrook on the mouth of the Connecticut River to 
  protect the region from enemies of England. Unfortunately 
  to Winthrop, the phrase “enemies of England” was a broad 
  term that meant “anyone who didn’t agree with him.” 
  Peaceful trading posts turned violent as young Natives 
  grew angry at the European settlers for taking over their 
  land; a zealot, Winthrop and his “defensive” maneuvers 
  killed hundreds of innocent colonists and Natives alike to 
  prove his patriotism for the English crown. For three years 
  But America, an immense territory, 
  favored by nature with all advantages of climate, 
  soil, great navigable rivers and lakes, etc., must 
  become a great country, populous and mighty; and 
  will, in a less time than is generally conceived, be 
  able to shake off any shackles that may be imposed on 
  her, and perhaps place them on her imposers. In 
  the meantime, every act of oppression will sour their 
  tempers, lessen greatly, if not annihilate, the profits 
  of your commerce with them, and hasten their final 
  revolt; for the seeds of liberty are universally sown 
  there, and nothing can eradicate them.
   
  -Benjamin Franklin to Lord Kames, April 
  11, 1767
  Winthrop’s Army hunted and killed members of the Pequot 
  tribe in the Crown’s name until one day—there weren’t any 
  Natives left to kill.
  It is said that the ghosts of the Pequot haunted Fort 
  Saybrook and drove John Winthrop mad. To this day, Fort 
  Saybrook remains the bone of contention for Connecticut, 
  for both sides of the Revolution have tried to take this 
  military asset without success. After the Pequots were 
  wiped out, the second wave of towns were built with the 
  blessing of a Charter; these towns were Milford, Guilford, 
  Fairﬁeld, Stratford, and Norwich. 
  Massachusetts
  No other colony holds a more prominent and important 
  place in Colonial Gothic than Massachusetts. Many 
  colonists call Massachusetts “the heart of New England.” 
  Founded in 1620, 102 religious Pilgrims boarded the 
  Mayﬂower in England, landing at Plymouth in the New World 
  and settled there. The Puritans came to Massachusetts 
  to escape the darkness they felt infecting the Church of 
  England. In 1686, just sixty years after the ﬁrst pilgrims 
  stepped off their boat, King James revoked their Charter, 
  and the Massachusetts Bay Colony dissolved. 
  Over the next, several years, the colony was rocked with 
  numerous changes; those who were once devout believers 
  in a pure faith were somehow drawn to witchcraft, living 
  on the fringes of towns wreaking havoc behind-the-scenes. 
  After several attempts to maintain control over the colony, 
  in 1692 a new governor, William Phips, was appointed with 
  a new colonial charter, and unlike his predecessors, he 
  preferred to keep himself at a distance and let the colony 
  be somewhat independent. 
  Immediately following the new governor’s appointment, 
  
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  COLONIAL GOTHIC
  the people of Salem Town publicly accused their friends and 
  neighbors of witchcraft following several, mysterious deaths. 
  Not much is known about whether or not the executed were 
  innocent or guilty, for after the trials Salem Town cut off trade 
  and communication with the rest of the colony. Many have 
  traveled to Salem to ﬁnd out what befell the citizens of the 
  town, and none have lived to tell the tale. Rumors circulate 
  among those colonists who dare to speak of Salem Town, that 
  something dark and malevolent has taken over the colonists 
  and nothing—not even gunpowder—can destroy it. 
  The city of Boston, which boasts endless opportunities 
  for merchants, educators, and politicians, is the true heart 
  of Massachusetts. Spies on both sides of the Atlantic make 
  their homes in Boston, exchanging what they know to 
  constantly shift power back and forth between the Colonies 
  and England. Politically, Massachusetts is a melting pot of 
  ideas and viewpoints, but is rapidly becoming an excellent 
  place for black market goods and information due to some 
  costly mistakes by the British Parliament.
  Massachusetts, next to Virginia, is one of the oldest 
  colonial settlements found in the New World. Residents here 
  are hard-working, and have a reputation of being stubborn 
  and ill-mannered. Although it not as wealthy as the southern 
  colonies, Massachusetts is the number one exporter in 
  ﬁshing, lumber, and shipping.
  Other settlements, besides Boston and Salem Town, are 
  Plymouth, Dartmouth, Charlestown, Salem, Concord and 
  Lexington.
  New Hampshire
  One of the smaller colonies, New Hampshire is mostly 
  unexplored wilderness. The origins of the colony can be 
  traced back to a land grant, owned by Captain John Mason, 
  in 1623. Captain Mason, who was a wealthy retired naval 
  captain, set out to establish his own Colony with his family 
  and a group of adventurers after visiting Boston and 
  Providence.
  Sparing no expense, Captain Mason drew on his 
  experiences in the Royal Navy and planned for success. 
  The colonists were given provisions, supplies, and ships for 
  their own, exclusive use. In addition, all settlers choosing to 
  accompany Mason and his brothers were given free land, 
  provided they chose to remain under English rule. These 
  early settlers generate income for the colony by specializing 
  in a ﬁshing industry that continues to this day. Mason used 
  these proﬁts to create two settlements, both of which were 
  eventually renamed to Dover and Portsmouth.
  By the time Captain Mason died in 1635, Dover and 
  Portsmouth were joined by two other towns, Hampton and 
  Exeter, which expanded the colony’s exports to include 
  timber and fur trade. In 1679, the colony became an ofﬁcial 
  English Royal Province, but the Colony of Massachusetts 
  wouldn’t allow that to happen. Massachusetts worked the 
  political machine to bring New Hampshire under its rule 
  from 1698 through 1741, until King George II angrily 
  stepped in and returned New Hampshire to its original 
  provincial status.  
  
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  COLONIAL GOTHIC
  Since New Hampshire’s reinstatement as an English 
  province, the colonists of New Hampshire have been unable 
  to keep the settlements and towns stabilized. Publicly, 
  colonists who dare to live in New Hampshire’s wilds report 
  that the Natives are responsible for destroying their towns, 
  pushing colonists back to the coastline and setting ﬁre to 
  everything they own—excluding the ships. Behind closed 
  doors, colonists whisper that Captain Mason still roams his 
  lands to exact revenge on those colonists who are not loyal 
  to England.  
  The four major towns in New Hampshire are Portsmouth, 
  Concord, Hampton and New Durham. Fishing continues 
  to be a viable export for New Hampshire, but the colonists 
  who choose to live here are growing fewer in number every 
  day. New Hampshire may be the perfect place for a savvy 
  adventurer, but it is not a great location to start a business or 
  provide for a family.
  Rhode Island
  The Colony of Rhode Island is one of the more progressive 
  and free-thinking colonies in existence due to its origins and 
  its desire for freedom. Various tribes of Indians lived in the 
  lands surrounding Rhode Island prior to the colonists’ arrival, 
  but the most powerful Native tribe were the Narragansett’s. 
  In 1524, the Italian navigator Giovanni Verrazano discovered 
  the area, and made contact with the Narragansett’s for trade. 
  So, when the ﬁrst permanent settlers came to Plymouth in 
  1620, the Narragansett’s opened trade negotiations with 
  them and both proﬁted greatly from the exchange. 
  In 1635, William Blackstone arrived on Rhode Island, and 
  became the ﬁrst European settler to call the land home. As 
  a clergyman, Blackstone was tired of the Puritanical ways 
  of the Plymouth Colony, and felt that all colonists were 
  losing touch with their religious ways. Blackstone’s gentle 
  manner attracted many Natives and colonists to his humble 
  home, and soon established a small settlement. Blackstone’s 
  message was powerful, and many angry Colonists and 
  Natives who listened to him felt instantly calmed by his 
  presence. In fact, so many followed Blackstone that some 
  say he was a shaman reborn into a white man’s body to 
  preserve the peace.
  Just one year later, Roger Williams, left the Massachusetts 
  Bay Colony and sought a place free from religious fervor. 
  After hearing about Blackstone’s successful settlement, 
  Williams purchased a sizeable chunk of land from a 
  native tribe and founded his colony called “Providence.” 
  The Providence Colony was founded on the principle of 
  freedom. Its laws, decrees and open doors attracted many 
  settlers who wished to practice their beliefs without having 
  to fear for their lives or their pocketbook. 
  Over the years, other, similar settlements followed, and 
  in their wake Rhode Island became known as a “neutral” 
  Colony. Although Rhode Island Colonists are ﬁercely 
  independent and patriotic, there is no greater crime that you 
  could commit in Rhode Island, than the crime of intolerance. 
  Because of this freedom of thought, this colony hosts a hot 
  bed of radicals as well as its fair share of conservatives. 
  Newport and Providence are the two, primary settlements 
  in the Colony of Rhode Island. Islanders, as they are 
  sometimes called, are ﬁercely passionate about their beliefs 
  and come from all backgrounds and descents, as well as all 
  walks of life. It is not uncommon to see Natives and militia 
  hanging out together in a local tavern, nor is it strange to 
  see English merchants debating the beneﬁts of Colonial or 
  English rule with immigrant shopkeepers.
  In the wake of so much misery, Connecticut grew in the 
  shadow of Massachusetts Colony’s success, and began to 
  make a name for itself through ship building and trade. 
  Then, in 1687 an appointed Governor arrived in Connecticut 
  with orders to strip Connecticut’s Charter. To protect the 
  charter and the colony’s freedom, Captain Wadsworth of 
  Hartford stole the ofﬁcial charter and hid it in the hollow 
  of a large oak tree. Although Connecticut’s charter was 
  not revoked, Wadsworth’s actions were viewed as a sign of 
  rebellion and soon England began creating more problems 
  for all of the colonies.
  Colonial Structure & English Rule
  From the time the ﬁrst pilgrim landed at Plymouth, 
  up until the revolution, colonies were “blessed” by the 
  English Crown in one of three ways. New colonies were 
  either considered a royal colony, proprietary colony, or 
  a charter colony.
  A charter is simply an ofﬁcial piece of paper that 
  relays the rights of the Colony to the town or settlement. 
  Charter colonies had the most amount of freedom to 
  conduct their affairs. Proprietary colonies were led by 
  a single person who the King granted rights for indirect 
  rule in England’s name. Typically, proprietary colonies 
  were given to merchants for business reasons, and were 
  promoted by the Crown. Royal colonies, on the other 
  hand, could be considered overseas territories that 
  were ruled directly by England, rather than indirectly 
  through a proprietor.
  Losing a charter or gaining one was a major political 
  factor in the formation of the colonies. When a charter 
  was gained (or lost) it stirred up political unrest, tension, 
  and fueled thoughts of independence.
  
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  COLONIAL GOTHIC
  Today, England’s pressure on Connecticut to “come 
  back under English Rule” is sparking a rebellion. In the 
  taverns and port towns of this small colony, the embers 
  of rebellion will soon engulf the region in ﬂames. Similar 
  to Massachusetts Colony in the North, the majority of 
  Connecticut colonists fear that unless the acts of Parliament 
  are stopped, the freedom that all colonists enjoy will be over. 
  Colonists living in Connecticut are careful and patient. They 
  seem to be hesitant to publicly rally support against England, 
  but once other colonies band together, Connecticut won’t be 
  far behind.
  The towns of  Hartford, New Haven, Saybrook, 
  Killingworth, New London, Norfolk, Greenwich and 
  Waterbury are attracting more patriots every day. For those 
  colonists who want to get into the heart of the rebellion to 
  preserve their freedom, Connecticut is the place to be.
  Middle Colonies
  Delaware
  While drinking in a Mediterranean tavern an old woman told 
  Samuel Argall that if he sailed the next day, a storm would 
  capture him and not let him go. If the man trusted in the 
  winds, he would be rewarded with a great prize. Laughing, 
  and calling the woman crazy, Argall departed the next day 
  for his home port in Amsterdam. While sailing the north 
  Atlantic, a powerful storm nearly destroyed Argall’s ship. 
  For ten days and nights, the mighty storm raged and when 
  it was over, Argall discovered that he was blown off course. 
  The prophecy had come true.  Argall claimed the land for 
  the Dutch, and named it after his patron Lord De La Warr.  
  In 1631, the Dutch West Trading Company backed an 
  expedition of forty individuals who would establish the ﬁrst 
  settlement in the Dutch New World holdings. Captain Peter 
  Heyes led the expedition to Delaware and together with other 
  settlers group founded the settlement of Zwaanendael.
  After months of no communication from the new 
  settlement, the Dutch West Trading Company sent someone 
  to investigate and found a gaping, black hole had ruptured the 
  earth for a few miles, erasing all signs of life.  Believing that 
  they had lost their investment, the Dutch sold their assets to 
  the Swedish, who revisited the area. Much to the Swedish 
  explorers surprise, the “crack” the Dutch had claimed to see 
  wasn’t there and the settlement of Zwaanendael was bustling 
  with activity.
  The Swedish, Finnish, and Dutch settlers soon built Fort 
  Christina nearby, and the military settlement thrived well into 
  1653. Two years later, Peter Stuyvesant arrived with a Dutch 
  ﬂeet from New Amsterdam and reclaimed the colony for the 
  Dutch before relinquishing their holdings to the English 
  Duke of York in 1664. Wilmington and Dover followed, 
  rapidly growing with support of the English crown.
  Since those early days of English rule, Delaware’s opinions 
  about the rebellion have split the population in two. On the 
  one hand, wealthy merchants and power brokers side with 
  England, calling for more English intervention to stomp 
  on the “ungrateful rabble rousers.” On the other hand, the 
  farmers and the rest of the working class hope that their 
  freedom will stop England and the merchants from growing 
  rich off their hard-working backs. 
  No matter what side of the rebellion you are on, the 
  faithful and those who practice Divination in Delaware often 
  get mixed messages—something seems to be inﬂuencing 
  the rebellion behind a dark veil.
  New Jersey
  The history of New Jersey is tied to the early history of 
  New York and the time of Henry Hudson. Originally part of 
  the Dutch’s New Netherlands, New Jersey’s small trading 
  colonies were built along the coast and major rivers for the 
  sole purpose of trading with the natives. Years later, New 
  Jersey’s ﬁrst ofﬁcial settlement, Bergen, was founded and 
  became an important ﬁxture for the Dutch’s colonization 
  efforts in the New World.
  During the conﬂict with England, the English gained 
  control of the region in 1664. Initially given to the Duke of 
  York, the territory of New Jersey was considered to be part 
  of Province of New York and part of the land was given to Sir 
  George Carteret in return for the settling of a debt.
   Carteret named his piece of land after the Island of Jersey, 
  his ancestral home and partnered with his lifelong friend, 
  Lord Berkeley of Stratton. Together they split New Jersey 
  into East and West portions, and hired surveyors to learn 
  more about the land’s potential wealth before building 
  provincial estates there. For reasons that remain a mystery, 
  even to this day, both Berkeley and Carteret sold pieces 
  of their holdings to settlers for unheard of prices. Neither 
  gentleman stood to make a proﬁt from their sales; they were 
  eager to divide it up into small, more manageable pieces 
  almost as if they wanted to be free from it. Low prices for 
  land attracted numerous settlers from all parts of the world. 
  As a result, New Jersey is more ethnically diverse than many 
  other colonies. 
  Before setting sail for England, Carteret pooled together 
  the last of his funds and founded Elizabethtown in 1664. 
  Both Carteret and Berkeley boarded the Abigail soon after, 
  but never made it back to England. It is said that the Hudson 
  River swallowed them whole; no wreckage or bodies from 
  the ship have ever been found.
  
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   After the disappearance of Carteret and Berkeley, the 
  year of 1670 brought trouble to the colony. Parliament levied 
  new taxes for landowners, and many colonists opposed the 
  action since no evidence of a charter had ever been found. A 
  brutal rebellion was fought in the streets of Elizabethtown for 
  months, forcing an emergency session to discuss the matter 
  of rent with an ofﬁcial representative of England. The matter 
  was never resolved, and the colony’s rebellious nature grew 
  worse until ﬁnally, in 1702, the proprietors in charge of the 
  colony, broke and without support, gave up their rule to the 
  English Crown hoping that order would be restored. New 
  Jersey remained in New York’s shadow until 1738, when it 
  was ﬁnally established as a free and independent colony.
  The next, twenty years ushered in a peaceful respite for the 
  settlements of Trenton, Elizabethtown and Princeton until 
  1763 when William Franklin, son of Benjamin Franklin, was 
  appointed as governor. Unlike his father, William Franklin 
  was a tried-and-true Loyalist to the English Crown, and did 
  whatever he could to stir up debate. His Loyalist sermons 
  severed the relationship between him and his father; some 
  brave few whisper that William isn’t truly a man. When the 
  midwife took him from his mother, she saw that William 
  bore the Devil’s mark. It is said that on the date of his birth, 
  the skies opened up and rained blood down upon Williams’ 
  town. 
  New Jersey is a difﬁcult place to settle down; many 
  colonists compare New Jersey to a powder keg, and believe 
  that William Franklin will light the match. Geographically, 
  however, New Jersey is a prime political asset in the 
  rebellion. Bordered by Delaware, Pennsylvania and New 
  York, New Jersey is an excellent place to set up camp. No 
  doubt, you might ﬁnd George Washington and his troops 
  relying on the kindness of supporters in New Jersey as he 
  marches on to Manhattan.
  New York
  The colony that would one day be known as New York 
  has the longest history of any of the American colonies. 
  According to an account from 1524, the Italian explorer 
  Verrazano, the ﬁrst European settler, sailed into present 
  day New York Harbor and rowed ashore. In 1609, Henry 
  Hudson repeated Verrazano’s trip, but sailed further up a 
  wide river he later named after himself. 
  The Dutch built a trading post on the Hudson River in 
  1613, which signaled the start of their presence in the New 
  World. Claiming all lands falling between the Connecticut 
  and Delaware Rivers, they named their colony New 
  Netherlands and would later re-charter the colony, dubbing 
  it “The Dutch West India Company.” Though people were 
  living in the colony, a real colonization effort did not begin 
  until 1624.
  The ﬁrst, ofﬁcial settlement was located on a small island. 
  This island, known as Governor’s Island, became the ofﬁcial 
  “host” of new immigrants to New Netherlands. New settlers 
  would arrive on the Island from different parts of the world, 
  and would then be transported to the mainland hoping to 
  carve out a piece of land for their own. 
  In 1626, Peter Minuit arrived on another island, 
  presently known as Manhattan Island, and bought it from 
  the Haudenosaunee living there. Like others who wished 
  to establish a military presence in the region, Minuit 
  abused the deal with the Natives and quickly built a fort 
  called New Amsterdam. The settlement pushed the native 
  Haudenosaunee further north, and created a great deal of 
  problems for other immigrants who wanted to avoid settling 
  conﬂicts with gunpowder and military force.
  Molly Pitcher
  Colonial women who wished to serve in battle often 
  carried pitchers of water onto the battleﬁeld so that the 
  soldiers could swab their cannons before ﬁring another 
  round. Molly Pitcher is the nickname for any woman 
  who serves in the Continental Army. While there is 
  much debate over the nickname’s origin, the name 
  is meant to honor the ﬁrst woman in battle, an Irish 
  immigrant by the name of Mary Hayes-McCauley who 
  was born in New Jersey in the early 1750s.  
  
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  For the next forty years the Dutch ruled New 
  Netherlands, maintaining political power and wealth in 
  their region. Their success did not go unnoticed, and the 
  covetous Duke of York purchased Long Island in 1663 as 
  a direct affront to their rule. Soon afterward, the Duke of 
  York led English loyalists into battle, to secure all land that 
  lied between Virginia and New England for English rule. 
  Just one year later, Peter Stuyvesant was forced to 
  surrender New Amsterdam to the English in 1664. New 
  Netherlands was renamed in honor of the duke; New 
  “York” became an ofﬁcial English colony in 1667. After a 
  few years of turbulence, the Dutch ﬁnally agreed to sign a 
  treaty which marked the end of the Dutch inﬂuence in the 
  New World.
  With the Dutch out, England began actively settling their 
  new territory and claimed the colony for their own. A lot 
  of wealth ﬂows in and out of this royal colony through the 
  Hudson River; New York enjoys its status as the economic 
  heart of the colonies and protection from political unrest. 
  New Yorkers are extremely loyal to England, and believe it 
  is their duty to follow all parliamentary acts. The few Dutch 
  that remained in New York are loose cannons, for if anyone 
  would side with the Continentals, they certainly would.
  Currently, General Washington and the Continental 
  Army are heading to Manhattan. Though Washington and 
  his leaders want to burn Manhattan to the ground, others 
  in the colonial Congress fear what would happen to the 
  colonies economic status if Manhattan was wiped from 
  the face of the earth. New York is an excellent place for 
  immigrants and freed slaves, provided they wish to live 
  under English rule. Natives are not welcome in New York, 
  though they take advantage of the trade and shipping 
  routes the Dutch established on the Hudson. You might 
  even ﬁnd natives trading with colonists in other settlements 
  like Brooklyn, Albany and Greenbush.
  Pennsylvania
  The Colony of New Sweden was established in 1638 by the 
  Swedish, and the ﬁrst settlement was built in an area that 
  is now called Delaware. Though small, this colony grew 
  quickly, and by 1643 Governor Printz built his capital on 
  Tinicum Island. News of the colony spread to the Dutch, 
  and the two cultures clashed. In 1655, Governor Peter 
  Stuyvesant of New Netherlands led a force into New 
  Sweden and claimed it as part of New Netherlands until 
  English Colonist William Penn would come to the region 
  and claim the lands for his own. 
  Born in London on October 24, 1644 to the wealthy Penn 
  family, William grew into a promising, bright young man. 
  At the age of 22, he shocked his prominent relatives by 
  converting to the Society of Friends, also known as the 
  Quakers. Using his wealth and political connections to 
  protect his fellow Quakers, William convinced the King, who 
  owed Penn £16,000, to grant him the land encompassing the 
  region between Lord Baltimore’s province of Maryland and 
  the Duke of York’s province of New York. Seeing a chance 
  to clear his debt (as well as a chance to rid England of the 
  paciﬁst Quakers) the Charter of Pennsylvania was signed 
  on March 4, 1681. Naming the colony in honor of Penn’s 
  father, all who would move to the colony were offered the 
  full protection of English law. 
  William’s ﬁrst order of business was to visit newly laid 
  out capital city of Philadelphia, the cultural, social, and 
  philosophical center of Pennsylvania. Though much of the 
  area near Philadelphia is settled, the western portion of the 
  colony is still predominantly frontier. As a whole, the colony 
  is a mix of urban and rural, scientiﬁc and supernatural, old 
  and new.  
  Heavily inﬂuenced by the desire for freedom of speech and 
  study, Philadelphia has numerous opportunities available 
  for anyone to learn whatever discipline, trade, profession, or 
  course of study that they wish. The College of Philadelphia 
  is open to the public for anyone who wants to learn—even 
  women, Natives, freed slaves, and non-English speaking 
  immigrants. The arts and sciences ﬂourish in Philadelphia, 
  and it is no mystery that this city has produced the colony’s 
  greatest thinker Benjamin Franklin. More importantly, 
  Pennsylvania as a whole enjoys religious freedom unlike 
  any other colony; Quakers thrive here, but so do other, 
  more quaint beliefs like superstitions, local folklore, myths, 
  and ancient goddesses.
  Rumor has it that Philadelphia is also home to several 
  secret societies, including a few that meet in the bowels 
  of The College of Philadelphia to learn forbidden arts and 
  practice magic. Benjamin Franklin, himself, is thought of 
  in certain circles as a master of demon lore, though most 
  people wouldn’t dare associate the free, libertarian thinker 
  with the dark arts. Other magical practitioners believe that 
  Philadelphia is a holy sanctuary for anyone who wants to 
  practice the art of magic. 
  Because Philadelphia is a center for free thought, 
  Pennsylvania has been forced into the debate over colony 
  rights. Many who don’t agree with Parliament’s heavy-
  handed penalties write numerous pamphlets, broadsides, 
  newspaper articles and magazine essays. 
  Germantown, Birmingham and Bristol are also part of 
  Pennsylvania’s colony.
  
  COLONIAL GOTHIC
  52
  COLONIAL GOTHIC
  Southern Colonies
  Georgia
  The youngest of all the colonies, Georgia has 
  seen its fair share of hardships and challenges. 
  Founded on the backs of indentured servants, the 
  colony traces its origins to a cry for help in London, 
  England. King George eventually signed a charter 
  establishing the colony of Georgia in 1732, allowing 
  prisoners thrown in London’s jails for their huge 
  debt to work off their debts in the New World. In 
  addition to a few “prisoners,” what the King deemed 
  “the deserving poor” were also shipped off to the 
  colonies to produce wine and silk for England.
  Although Georgia served as a buffer between Spanish-
  ruled Florida and proﬁtable Carolina, their charter proved 
  to be useless. No one who was named on the charter was 
  given land freely or allowed to govern the colony. From the 
  moment the ﬁrst colonist arrived in 1733, young English 
  lords forced settlers to quickly establish Savannah in order 
  to create a silk industry. The idea sounded good on paper, 
  but the climate was not conducive to the growth of silk 
  worms. Furthermore, none of the colonists had any idea 
  how to raise silk worms, let alone how to create silk. 
  The pressure to turn Georgia into a proﬁtable colony was 
  immense; large sums of money funded Georgia’s mistakes, 
  but it wasn’t enough to produce an invaluable commodity. 
  To make matters worse, no recreation or liquor was allowed 
  in the colony. After two decades of setbacks, the trustees 
  ﬁnally admitted they had no idea how to create a proﬁtable 
  colony. A year before the Georgia charter’s expiration date, 
  the trustees returned their charter back to the crown, 
  turning it into a royal colony. Once under the control of the 
  English crown, the colony stepped into line and, for the ﬁrst 
  time since 1733, Georgia’s settlements expanded. 
  Many colonists who live in Georgia have led a hard life. 
  Besides defending their land from Spanish, Native, or pirate 
  invaders, Georgians are amassing an arsenal of weapons to 
  prevent the English from taking the only thing that means 
  more to them than their lives—their homes. Secretly, 
  Georgia harbors and trains several, militia groups. The 
  Crown believes these defensive groups are part of Georgia’s 
  plan for defense against foreign invaders, but the truth of 
  the matter is the militias are loyal only to Georgia. 
  Today, many colonists in Georgia feel sympathetic to the 
  call for independence. Although merchants and plantation 
  owners understand that they owe their wealth to England, 
  many of them feel that they are poor in comparison to 
  others throughout the colony. Other settlers, poorer folk 
  and indentured servants are tired of working off their 
  family’s debts, and desperately seek to wash their hands 
  of England altogether. While many Georgians worry that 
  their public cries for freedom would go punished, it seems 
  they are planning a raid on Fort Savannah to publicly force 
  their way into the spotlight.
  Maryland
  In 1634 two sailing vessels, the Ark and the Dove, landed 
  on Maryland’s shore. 200 colonists purchased land from 
  the Yaocomico Indians and used it to found St. Mary’s City. 
  Afterward, Maryland passed the Maryland Toleration Act, 
  establishing freedom of religion regardless of creed in 
  1649. 
  Throughout the years faith—not treatment of natives, 
  slaves or colonists—either drove settlers mad or brought 
  them to tears. Maryland’s colonists were so passionate 
  about their individual, faith-based beliefs that anyone who 
  dared challenge them might ﬁnd themselves at the edge of 
  a knife—or worse. Maryland’s colonial neighbors, Virginia, 
  Pennsylvania, and Delaware, didn’t understand the faith-
  based fervor that settlers seemed to have. Families that 
  were close-knit and stable seemed to fall apart once they 
  reached Maryland. Outsiders whispered that Maryland 
  was poisoned, infecting all those who lived there. 
  Maryland has always been on the fringes of the conﬂict 
  between the colonies and England. Much of Maryland’s 
  settlers operated on small farms, working day and night on 
  their tiny plots of land. Due to the fact that Maryland had 
  never been an economic or social power in the colonies, 
  it operated well beneath the gaze of England’s watchful 
  eye until Maryland, like Virginia, discovered tobacco. 
  After years of being ignored, England threw its weight 
  at Maryland in 1774 and the settlers resisted, creating an 
  ad hoc revolutionary government called the Assembly of 
  Freemen. 
  
  COLONIAL GOTHIC
  53
  COLONIAL GOTHIC
  If drawn into the War of Independence, the religious fervor 
  of Maryland’s men and women will act as a dangerous, 
  resounding battle cry across the colonies. No one is sure 
  what will happen when the people of Maryland take up 
  arms. On the one hand, they could turn the tide of the war 
  in Freedom’s favor; on the other, their faith that they hold so 
  dear could end up destroying them. 
  Baltimore and Annapolis are currently the two cities 
  that hold the colony of Maryland together. Baltimore is 
  the center for Maryland’s trade, and Annapolis is home to 
  several distinguished soldiers loyal to their faith and, more 
  importantly, to General Washington. 
  Unfortunately, Maryland’s neighbors are not too keen 
  on helping them or accepting their help. To this day, 
  apothecaries and mid-wives steer clear of Maryland citing 
  that their patients’ eyes “would frequently turn to tar.” 
  More than a few priests, preachers, and shamans make an 
  annual pilgrimage to Maryland’s borders, to bless the lands 
  and keep Maryland’s people safe from harm. Some town 
  criers have taken it upon themselves to warn the townsfolk 
  of Annapolis and Baltimore to stay indoors after nightfall, 
  though few people heed their warning. 
  North Carolina
  In 1663, Virginia’s Governor Berkeley, along with seven 
  other lords, was authorized to extend his jurisdiction over 
  Carolina as a proprietary colony. In turn, Governor Berkeley 
  created a separate government and appointed William 
  Drummond as the governor. To encourage settlement 
  in Carolina, Drummond granted colonists anything they 
  needed to make the colony self-sufﬁcient. With a sense 
  of independence, Carolina trudged forward, carving out 
  settlements wherever they could.
  By 1712, Carolina’s Lord Proprietors decided that the 
  colony would be split into North and South Carolina. Now 
  separated, North Carolina prospered with the help of 
  its primary crop tobacco, but wasn’t enough for its Lord 
  Proprietors who measured their success by watching 
  Virginia, Connecticut, and other colonies skyrocket. In 
  1729, the eight Lord Proprietors sold their stakes in North 
  Carolina back to the English Crown, and soon afterward 
  North Carolina became a royal colony until the year 1775.
  Although many farmers and plantation owners make 
  their home in North Carolina, the most unique place North 
  Carolina has to offer is the settlement of Charlotte. Named 
  after the English King’s wife in 1755, this settlement is said to 
  be built on holy ground. No one knows for sure whether or not 
  Charlotte is a sanctiﬁed place, but it seems that the city does 
  have an effect on those who live there. Anyone who travels 
  to Charlotte can ﬁnd sanctuary there—including Native 
  warriors and British or Continental soldiers. Many colonists 
  who live in Charlotte feel that the English philosopher, John 
  Locke, might have something to do with Charlotte’s calming 
  touch, and they welcome the peaceful atmosphere.
  Merchants and wealthy plantation owners have been 
  outspoken in their support for New England and to the 
  rebellion. Meanwhile, the poor and working classes who 
  have poured their blood and sweat into the region are 
  outspoken, supporting England in the hopes that the Crown 
  will reward their loyal service. North Carolina’s colonists 
  are bitter, believing that the colony of Carolina was split 
  John Locke
  Locke, who lived from 1632 to 1704, never set foot on North Carolina’s soil. A political philosopher and a mind on the 
  brink of Enlightenment, Locke was conned into investing heavily into the Southern Colonies’ English-slave trade. 
  For reasons unknown, a group of philosophers rumored to be connected to the Freemasons, built a monument at the 
  center of Charlotte and chiseled Locke’s last words into its marble base.
  “Stop, Gentle Traveler! Ask not what follows after life, for mirrors act as 
  greater truths than windows to the soul. If thou seek mortality or strife, you shall 
  not find it here, for upon this very rock brotherhood is blessed. I sayeth Peace is 
  freedom’s bell and blood is unjust Sacrifice. Let those with open heart who come 
  upon this rock find what they Seek through a Scholar’s eyes.”
  
  COLONIAL GOTHIC
  54
  COLONIAL GOTHIC
  unfairly—especially since South Carolina has a wealth of 
  exports coveted in various parts of the world and North 
  Carolina is covered with uninhabitable swamps. Many 
  explorers make their home in North Carolina, opting for a 
  more natural lifestyle out in the wild without having to worry 
  about the hustle and bustle of places like Manhattan.
  South Carolina
  The colony of South Carolina was once part of the singular 
  Carolina Colony, which was ofﬁcially split into North 
  and South in 1712. This part of the Carolina Colony was 
  ﬁrst settled in 1671, when three ships of settlers landed 
  in Charleston harbor, building the settlement known as 
  Charleston or “Old Town.” 
  Old Town attracted numerous settlers to stake out their 
  lives in the Carolinas. After discovering that the land in 
  South Carolina was perfect for crops other than tobacco, 
  plantation owners bought slaves to reap the land’s beneﬁts. 
  Here slaves would grow rice, indigo, and tobacco on a system 
  of plantations. While the northern regions of the Carolinas 
  saw modest success, the southern portions grew wealthy off 
  the vast plantations and the forced labor of others. Ironically, 
  South Carolina’s voice has always preached freedom and 
  independence—even though South Carolina had the highest 
  slave population of all the colonies in order to produce 
  economic goods cheaply for high proﬁts.
  South Carolina’s wealth attracted more than merchants and 
  plantation owners, however, for the colony was frequently 
  raided by Natives and pirates. After experiencing yet another 
  heavy loss of life, the colonists rebelled in 1719 forcing a ten 
  year argument between South Carolina’s proprietors and 
  England. In 1729, South Carolina became a royal colony.
  As a royal colony, South Carolina was protected by the 
  English Navy. Pirates who once plagued the coastline were 
  hunted, imprisoned or killed. With the addition of Georgia, 
  South Carolina was no longer the southernmost (and most 
  vulnerable) colony. Coupled with the promise of economic 
  fortune, thousands of German and Swedish immigrants were 
  encouraged to settle the land. Over half of those immigrants 
  got more than they bargained for, however, and soon joined 
  the slaves as indentured servants, working the land over 12 
  hours every day.
  Indigo
  Prized for its rich, blue color, indigo is one of the 
  oldest dyes known to man. Unfortunately, the dyeing 
  process is quite difﬁcult, and many textile owners fall 
  deathly ill using the toxic substance to create blue 
  clothing, scarves, and other goods. South Carolina 
  exchanges a substantial monthly amount of indigo 
  with its northern neighbor; some colonists believe 
  that the faithful who reside in North Carolina use 
  the dye to stain patterns and symbols on their 
  skin. Other rumors circulate that North Carolina is 
  secretly weaving and dyeing military uniforms for the 
  Continental Army.
  Contrary to their fellow colonies, South Carolina continues 
  to be grateful to England’s protection and support. There 
  are many colonists who remain loyal to England and feel 
  that the actions of a few are nothing more but a reﬂection 
  of petty jealously and greed. Though these loyalists do 
  agree that Parliament has overstepped their bounds, they 
  do not agree that the way to understanding lies at the end 
  of the sword. The mood is split, and though the cries of 
  freedom are loud, some feel that South Carolina should do 
  whatever it can to accommodate English soldiers because 
  like it or not, the English Throne will seek revenge.
  Virginia
  Virginia is populated by a proud, aristocratic people who 
  can trace their roots back to the English Royal throne. 
  Sir Walter Raleigh claimed Virginia for England in 1584, 
  naming it to honor his patron Queen Elizabeth I. Raleigh 
  attempted to establish a colony known as Roanoke; 
  after several days and nights of living in the settlement 
  something came to Raleigh in a dream, begging him to 
  pack up the settlement and leave. Raleigh, a superstitious 
  man who believed in portents and signs from above, 
  packed up the entire settlement onto a few ships and set 
  sail for parts unknown.
  Boarding three, separate ships 144 colonists set sail 
  for the New World with the help of the Virginia London 
  
  COLONIAL GOTHIC
  55
  COLONIAL GOTHIC
  Company and arrived at Cape Henry in 1607. Sailing up 
  the James River, the colonists founded the settlement 
  known as Jamestown under the watchful eye of Captain 
  John Smith until he returned to England in 1609 due to 
  a strange illness that affected his vision. That winter, the 
  entire colony suffered from poor leadership and starvation, 
  the colonists barely survived.
  Soon after, the Virginia London Company reorganized 
  under a new charter. Leaving with 150 men, a new 
  governor arrived in 1610 and forced the remaining 
  colonists to stay and continue building Jamestown. In 
  1612, Jamestown loyalist John Rolfe discovered after 
  months of experimentation that tobacco was the perfect 
  crop to grow in Virginia’s warm climate. Rolfe named the 
  tobacco plants in honor of Sir Walter Raleigh’s voyage up 
  the Orinoco River to ﬁnd El Dorado, calling the varieties 
  “Orinoco Tobacco” and “Sweet Scented Tobacco.” The 
  ﬁrst shipment of tobacco left for England in 1614, marking 
  the end of the colony’s ﬁnancial troubles. 
  In the wake of the tobacco boom, Virginia found itself 
  consumed with other problems that money could not ﬁx. 
  Tribal relations and jealously from other colonies caused 
  many ﬁghts—both physical and on paper—that forced 
  settlers to leave Jamestown. Once again, the settlement 
  was in danger of failing.
  The arrival of 90 single women to Jamestown boosted 
  the colony’s survival in 1619; but the year also brought 
  with it the arrival of the ﬁrst slaves to the New World to 
  help bolster Virginia’s tobacco industry. Soon the colony 
  formed Charles City, Elizabeth City, Henrico City and 
  James City, establishing land ownership which provided 
  great wealth to the founding families of Virginia. The 
  George Washington
  Born in 1731 on the Washington family estate in 
  Westmoreland County, Virginia, George Washington’s 
  youth was spent learning how to be a planter, and 
  later a surveyor. 
  Washington’s military career began at the age 
  of 20, when he was assigned to train the militia in 
  his district. Soon after his military appointment, 
  Washington joined the Freemasons, a society that 
  inﬂuenced him all the way to the presidency.
  Virginia Company’s charter was revoked in 1624, turning 
  it into a royal colony that spurred expansion to create 
  Williamsburg that fostered economic growth well into the 
  1700s.
  Unfortunately, tribal relations never improved and the 
  attacks on both sides caused heavy casualties throughout 
  the years. Virginia did what it could to survive, and with 
  its economic wealth the colony was never in any danger 
  of disappearing. Ironically, Virginia’s worst enemy wasn’t 
  native tribes or slaves or bad crops—it was England.
  England, in its inﬁnite wisdom to squelch rebellious 
  thoughts and proﬁt from her royal colonies, created many 
  tax levies that cut deep into Virginia’s proﬁts. If that wasn’t 
  enough, the French-Indian war (1754-1763) exacted a 
  heavy toll on the colony in “His Majesty’s Name.” 
  Currently, tensions and anger run deep in Virginia; 
  the colony is mobilizing to support the growing call of 
  rebellion. Although many Virginians have a different 
  culture, lifestyle, and outlook from other colonists, their 
  deep-seated desire for freedom from England’s oppressive 
  rule gave birth to Virginia’s favorite son, General George 
  Washington. More importantly, Virginia merchants are 
  the ﬁnancial backbone of the Continental Army. As such, 
  many colonists who support independence feel a strong 
  sense of loyalty and pride whenever they talk about what 
  Virginia does for the Continental Army. Still others wonder 
  if Virginia will allow her slaves to go free once the New 
  World fully gains its independence.
  John the Conqueror
  Among freed slaves and immigrants from Africa, 
  John the Conqueror is an American legend. Brought 
  over on a slave ship from Africa, John was a prince-
  in-disguise who allowed him to be captured along 
  with his village. Instead of succumbing to the whip 
  and the arduous life of a farmer, John planted a 
  magical root (also known as John the Conqueror) 
  which gave him powers. After escaping from his 
  “owner,” it is said that John planted his herb in the 
  wilds, spreading his magic to help other slaves free 
  themselves. Many freed slaves and magical sects 
  call upon John the conqueror in times of need, and 
  if he hears you, he may leave behind his wondrous 
  herb.
  
  COLONIAL GOTHIC
  56
  COLONIAL GOTHIC
  Natives
  In the world of Colonial Gothic, no 
  matter what the Natives are called, 
  Redman, Indians, or Savages, they 
  have been in this world since the 
  dawn of time. Known by many 
  names, the Natives feel that the 
  Land is a gift meant for all people, 
  and that no one human being or race 
  was meant to conquer it. More than 
  anyone else in Colonial Gothic, the 
  Natives understand that this Land 
  does not want to be tamed. There is 
  something subtle about the Land’s 
  poisonous touch, something that 
  makes shadows longer, holes deeper, and ﬁelds of crops 
  wither and die.
  The majority of the Colonists do not understand the Natives 
  lifestyle; to them, they are uneducated, savage, devoid of 
  culture, and lack Faith. The Natives, on the other hand, view 
  the Whiteman as brutish, disrespectful, and unclean. Both 
  groups work to undermine each other, and sometimes take 
  advantage of the other’s perceived naiveté.
  Since the ﬁrst Colonist set foot on the Native’s soil, various 
  tribes have made numerous attempts to retain sovereignty 
  over their lands. As more and more white men come to native 
  lands and unjustly claim it as theirs, the Land itself seems 
  to grow angry. Ancient hunting grounds, that the Natives 
  once protected, are now cultivated and settled by the white 
  savages in the name of invisible kings. Deer, ﬁsh, beaver, 
  and other game that was once plentiful—as long as the Land 
  allowed it—are now few. Woods that the Natives once agreed 
  to tend to have awoken from their deep slumber; trees moan, 
  shaking their branches, scattering the wildlife out into the 
  open into the White Man’s traps as easy targets. 
  The Land wasn’t the only thing the Whiteman affected; 
  when they came from across the blue seas, they also brought 
  with them strange diseases. Many believed the Whiteman’s 
  god cursed the Natives with this sickness, but even when 
  whole tribes were wiped out, a few shamans dared to 
  speak the truth—something deep and dark was forcing the 
  Whiteman to do its bidding.
  Something that was supposed to be asleep.
  Throughout the years the French, English and Spanish 
  Kings have all made pacts with the various tribes, and though 
  the Natives were honored at their gesture of peace, over 
  time these pacts were ignored and discarded as the Land’s 
  poisonous touch took over. Wars, like the French-Indian 
  War, have come and gone. The Natives have feared the 
  When it comes time to die, be not like those whose 
  hearts are filled with the fear of death, so when their 
  time comes they weep and pray for a little more time 
  to live their lives over again in a different way. Sing 
  your death song, and die like a hero going home.
   
  -Mohican Chief Aupumut, 1725.
  Whiteman, fought with him, traded with him, negotiated 
  with him, and were killed by him. 
  Now, with the Colonists rebelling against the English, 
  many young Natives are foolish to think about which side 
  they should support. They ask themselves questions like: 
  Do they support the Colonists and hope that if they win, 
  they will deal fairly with the natives? Or, do they support 
  the English, and hope that after they defeat the colonists, 
  they will reward the Natives for their help? Elder Natives 
  know that there is a lot more at stake in the world of 
  Colonial Gothic than a war about freedom. 
  A lot more.
  There are many tribes, great and small, that are active 
  throughout the colonies. These tribes have different 
  beliefs and Faith, as well as strong opinions on how they 
  should best survive.
  Abenaki Tribe
  Faith
  For the Abenaki the world was not created, it has always 
  existed and always will. Unlike the colonists who claim 
  that their God created the world, the Abenaki believe that 
  Tabaldak founded the land and once cared for it. It was 
  under his supervision all living things were created, and 
  one day he will return.
  Tabaldak created man and woman to help him care for 
  the land. On his ﬁrst attempt, he shaped them from stone, 
  but soon discovered the creation was not perfect, and 
  destroyed them. Trying again, Tabaldak carved both man 
  and woman out of wood. Liking what he created, Tabaldak 
  set them free upon the land. It was from them that the 
  Abenaki were born. 
  
  COLONIAL GOTHIC
  57
  COLONIAL GOTHIC
  The Abenaki’s Faith rests in the hope that by ridding the 
  world of the English, Tabaldak will one day return to the 
  land, restoring it. Close to Nature’s heartbeat, the Abenaki 
  have noticed that the winters seem too short, and summer 
  is a blink in the eye. They believe that the rivers that run red 
  with the blood of their enemies are infecting the Land; there 
  are things in the woods that even their strongest warriors 
  might run away from.
  Culture & Lifestyle
  The Abenaki are an ancient tribe that was once split into two 
  groups, but now they are united as they ﬁght against the 
  English. The tribe calls their homeland Ndakinna or “Our 
  Land” and they encompass the northern regions of New 
  England 
  (colonies 
  of New Hampshire). 
  Sadly these lands are 
  not what they once 
  were, and the Abenaki 
  now roam between 
  the borders of Canada 
  and New England.
  Living 
  in 
  small 
  scattered bands, the 
  Abenaki move their 
  villages 
  with 
  the 
  seasons. These bands 
  are large, extended 
  families that trace their 
  lineage and history 
  through the father. 
  During the spring and 
  summer months, the 
  small bands live near 
  rivers, lakes, and the 
  ocean, surrounded by 
  a simple wooden palisade. In the fall, the bands move inland 
  to their winter villages.
  The Abenaki have no central leader; instead each band 
  is independently led by the two eldest men. The ﬁrst, 
  most powerful leader is known as the Civil Chief, and it is 
  their duty to decide on policy, mediate disputes, and lead 
  his tribe. All Civil Chiefs meet throughout the year at the 
  Great Council, the time when decisions affecting the entire 
  Abenaki people are decided. The Great Council also sits as a 
  court, resides over legal disputes and decrees punishments 
  to the guilty. The second leader is the War Chief, and it is 
  his job to protect the tribe and lead them into battle when 
  necessary. 
  When going into battle, many men wear the skin of a 
  young buck with the antlers still attached, believing that the 
  buck’s strength and agility will ﬂow into the warrior. Skilled 
  hunters, boys are given their ﬁrst bow at the age of ﬁve, 
  and by the time they reach ten, they actively take part in 
  hunting with their father and uncles. Both boys and girls 
  are tutored by their paternal uncle or aunt in the skills they 
  need to survive until they reach adolescence. 
  Attitudes
  The Abenaki tribe’s hope to restore the Land rests with the 
  colonists. Instinctively, the tribe knows that something is 
  terribly wrong with the Land, and somehow the English 
  are responsible for all the problems in this world. If the 
  British would only be defeated, the colonists would then 
  be in a position to negotiate with the Abenaki, and the 
  Land would be restored 
  to its former glory. With 
  war now imminent on the 
  horizon, the Abenaki have 
  started to aid the colonists 
  in their war by hunting with 
  them, ﬁghting with them, 
  and shielding them from 
  England’s armies.
  Catawba Tribe
  Faith
  Manatou is the Catawba 
  Tribe’s great Creator. When 
  Manatou 
  was 
  ﬁnished 
  creating 
  the 
  world 
  he 
  needed someplace to rest, 
  and that is when he met 
  the turtle Kaia. Sitting upon 
  the turtle’s shell, Manatou created all living things to grow 
  in the world. As Kaia walks her slow walk from daybreak 
  until nightfall, the sun rises and falls along with her, and 
  the seasons change. After creating the world, however, 
  Manatou grew lonely and created from the earth Olos, his 
  son. Teaching his son everything he knew, Manatou let 
  him live on the land.
   At ﬁrst Olos was restless, and wandered the land 
  exploring and discovering many things. Eventually he, too, 
  became lonely. Seeking companionship, Olos asked his 
  father to create someone in his image. Manatou, realizing 
  that his son needed a wife, created from wood the ﬁrst 
  woman whom he called Lourono. Olos and Lourono’s ﬁrst 
  children are the Catawba, and their descendants are all 
  people now living on the land.
  The Catawba believe that the Land is their lifeblood. 
  As warriors, they not only honor the Land and all things 
  
  COLONIAL GOTHIC
  58
  COLONIAL GOTHIC
  growing on it—they mark their lives by it. The change of 
  the seasons is very important to them, and their four main 
  celebrations are tied to them. These are the times when 
  Manatou is honored and the Catawba give thanks for the 
  gifts he gives.
  Like all Natives, Catawba view spirits as being part of all 
  living things, but for them these spirits are evil and do not 
  come from Manatou. Catawba shamans channel their power 
  from Manatou to ﬁght these evil spirits known as Pholankas; 
  it is the Catawba’s belief that Pholankas have infected many 
  people and corrupted them and that their duty to the Land 
  is to rid the earth of these Pholankas for Manatou. For 
  some tribal members, these spirits represent the reason the 
  British and the colonists have gone to war. Many shamans 
  preach that if the Catawba tribe comes to the colonists’ aid 
  to help them win their war—one day the colonists will help 
  them wage theirs against the Pholankas.
  Culture
  The Catawba are warriors, reluctant warriors, but warriors 
  nonetheless. Their early history is shrouded in secrets, and 
  only the Catawba know it and they share it with no one. The 
  Catawba see themselves as one tribe, even through they live 
  in numerous small villages, spread throughout their land. 
  Each of the thirteen clans live in a village led by an elder, and 
  these elders elect a chief to lead the entire village in times 
  of war and peace. All chiefs meet in council throughout the 
  year and elect a Great Chief who is responsible for leading 
  the entire Catawba tribe.
  Tribal natives live in well-organized villages; their houses 
  are circular, bark-covered houses. The Catawba tribe has a 
  dedicated temple structure located in the village center which 
  serves as the center of village life for religious ceremonies 
  and public gatherings. Farming is very important for the 
  Catawba clans; both men and women actively take part in 
  taming the Land. Besides farming, hunting and ﬁshing also 
  provide food for the tribe.
  Attitudes
  Fearsome warriors, Catawba are known to be tireless 
  pursuers, and they never back down from a ﬁght. They are 
  a proud, honorable people who stick to their word. In order 
  to relate better to the colonists, the Catawba have adopted 
  some of their ways. Though they have kept their culture 
  and religion, Catawba now favor some of the dress styles 
  of the colonists, as well as a fondness for traded goods and 
  foodstuffs.
  Since the arrival of the English in the 1660, the Catawba 
  have remained loyal to the colonists and both groups enjoy 
  fruitful trade and partnerships. Among the other tribes, the 
  Catawba have historically shown no hesitation in attacking 
  those who threatened the colonists. Now with the colonies 
  in revolt, the Catawba are answering the war drums and 
  will ride to the colonists’ aid against the British.
  Cherokee Tribe
  Faith
  The Cherokee devote their Faith to the spirits of nature 
  and their ancestors by honoring them through tribal, 
  ceremonial dance and prayer. Honoring ancestral spirits is 
  a part of daily life for the Cherokee, and many fear that if 
  the spirits are one day forgotten, it would cause them to 
  grow angry and punish the Cherokee like they did before.
   The Cherokee also believe that the name of a spirit 
  holds great power over it; they watch vigilantly for an evil 
  spirit, known as Wi-na-go, to show its true face. No one is 
  sure when Wi-na-go will attack the Cherokee again, but the 
  shamans believe that Wi-na-go will return in the form of a 
  biting insect that will bring plagues and disease.
  Culture
  Cherokee villages have anywhere between thirty to sixty 
  circular houses which are partially sunk into ground. In 
  the center of these villages, a larger house serves as the 
  council house. Council meetings and religious ceremonies 
  take place here, and in the center of the house is a sacred 
  ﬁre, which is kept burning at all times. Located on the 
  outskirts of each village are crops of corn, beans and 
  squash the Cherokee tend to and depend on for the bulk 
  of their food. 
  Each village is independent of each other, and leadership 
  is divided among two chiefs: Red and White. Red Chiefs 
  raise the war bands and lead them into battle against 
  Cherokee enemies. White Chiefs lead the tribe during 
  peace time, and are responsible for setting policy and 
  mediating disputes. Though each village is independent, 
  chiefs meet throughout the year to decide on important 
  matters that affect the Cherokee tribe as a whole.
  The Cherokee are divided among seven clans which are 
  matrilineal, and led by a council of wise women, typically 
  grandmothers, from the clan. Their decisions and rulings 
  are absolute; the chiefs respect and defer to their authority. 
  Within the village, various Councils of Grandmothers 
  come together in a grand council to discuss and make 
  decisions that affect the entire village. Though the Red 
  and White Chiefs are seen as the leaders of the village, 
  the real power lies with the tribal clans and the Councils 
  of Grandmothers.
  
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  COLONIAL GOTHIC
  Attitudes
  The Cherokee tribe is fairly secretive, and do not get 
  along well with other tribes as well as colonists. There 
  is a long history of the Cherokee clashing with colonial 
  settlers on numerous occasions, as well as conﬂicts with 
  the Haudenosaunee, Susquehannock, Erie, and Delaware 
  over matters of trust. Currently, the Cherokee are taking 
  no sides in this colonial gripe, and the tribal elders haven’t 
  revealed the true reasons why the Cherokee must remain 
  as calm as a still pond. Some Cherokee believe that the 
  Council of Elders and Grandmothers have yet to come to 
  an agreement.
  Chickasaw Tribe
  Faith
  The Chickasaw believe in a supreme creator who lives 
  above the clouds and that they were created from sparks 
  from Aba Binili’s ﬁre and given K’AK’ NAAB’ as their 
  home. When the ﬁrst Chickasaw tribe was still young, the 
  great Losa appeared in K’AK’ NAAB’ and fought Aba Binili 
  their creator, driving Aba Binili from their sacred lands. In 
  the aftermath of the ﬁght, K’AK’ NAAB’ dried up, killing 
  everything on it, so the Chickasaw left their promised 
  land.
  Besides Aba Binili, the Chickasaw also believe in lesser 
  good and evil spirits that follow and guide their spirits, even 
  after death. This belief is so strong that the Chickasaw 
  bury their dead facing west, hoping that their ancestors 
  will return to their sacred lands and make it livable again. 
  Ancestors who died in ﬁerce battles against an enemy 
  haunt the Chickasaw until their spirit is avenged. 
  The desire to return to their ancestors to their sacred 
  land, K’AK’ NAAB’, motivates the Chickasaw so strongly 
  that revenge is the driving force behind the Chickasaw’s 
  faith. Anyone who is not Chickasaw has the potential to 
  become an enemy, so outsiders must tread very carefully 
  with this tribe. 
  Culture
  Spread out along the banks of streams and rivers, 
  Chickasaw villages typically stretch about 15 miles long, 
  providing the tribe with access to fresh water and ﬁshing, 
  as well as fertile land to grow crops of corn, beans and 
  squash. Extended families live in houses built according to 
  the season, one for winter and one for summer. Chickasaw 
  towns and clans are independent, and they rule themselves 
  with little outside interference. 
  There are ﬁfteen clans making up the Chickasaw, and 
  clan membership is determined by the mother. When 
  threatened by war or disease, however, the tribes unite to 
  work together for a common cause. Each town has a Minko, 
  or chief, who oversees the needs of all Chickasaw tribal 
  members who live in their town. Passed down through the 
  mother’s family, the position of Minko is usually handed 
  to the eldest son of the Minko. The High Minko, or king, 
  oversees the councils and silently delegates responsibility 
  to his advisors. The king’s herald is hand-picked by the 
  High Minko to represent the voice of the High Minko, and 
  he (or she) is called the Tishu Minko. 
  Chickasaw women typically wear simple, short dresses 
  and the men prefer to wear buckskin breeches. During 
  colder months, both men and women wear ornate, buffalo 
  hide robes and fur bear pelts. Hair is an important cultural 
  signal to the Chickasaw; when the Chickasaw are at peace, 
  both men and women wear their hair loose and long. When 
  threatened or about to go to war, warriors remove all body 
  hair and tattoo themselves with ornate, geometric symbols 
  that represent everything from their kills in battle to the 
  number of spirits they avenged. Using natural dyes found 
  in the forest, these patterns are drawn during a ceremony 
  and are in shades of red, blue, green and black.
  Attitudes
  Strangely enough, the British have sought out the 
  Chickasaw to be their allies for as long as the tribe can 
  remember. Partnering with the British confuses many 
  Chickasaw, because even though the British have never 
  given them any cause to war with them—they normally 
  don’t partner with outsiders who can’t help them return 
  to K’AK’ NAAB’. Also, the Chickasaw have a hard time 
  distinguishing the Colonists from the British, and believe 
  they are from the same clan and, as a result, Chickasaw 
  war parties have helped both the Colonists and the British, 
  when it is in the best interests of their tribe. 
  Once the High Minko, together with the other Minkos, 
  comes to a decision about which side to follow, there will 
  be no stopping the Chickasaw in their quest to not only 
  restore, but to return to a fertile and prosperous promised 
  land. 
  Haudenosaunee Tribe
  Faith
  The Haudenosaunee believe that there is one Great Spirit 
  named Hä-wen-nè-yu, and it is she who created all life 
  and all spirits inhabiting the earth—including other gods 
  and goddesses. The Haudenosaunee pays homage to Hä-
  
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  wen-nè-yu throughout their daily lives by thanking her or 
  gesturing to her in the air. 
  Shamans from the Haudenosaunee don’t contact her 
  directly, because they feel that they live in the shadow of 
  their Great Spirit. To work their magic, the shamans call 
  upon the Three Sisters known as De-o-ha’-ko, who work as 
  spiritual couriers taking the shamans request to the Great 
  Spirit and returning to them with an answer. 
  Evil, to the Haudenosaunee, originates from one spirit 
  known as Hä-ne-go-atè-geh. If the Great Spirit is about life’s 
  bounty, Hä-ne-go-atè-geh is the bringer of death’s pain.
  Culture
  Haudenosaunee villages are typically large and fortiﬁed with 
  wooden beams. Located at the center of these villages are 
  longhouses that typically measure over 200 feet in length 
  that house numerous generations of the same family under 
  one roof. Unlike other tribes, the Haudenosaunee do not 
  move with the seasons and build permanent villages, some 
  of which have been located in the same spot for hundreds 
  of years. Besides hunting and ﬁshing, the Haudenosaunee 
  are excellent farmers. Their agricultural efforts provide 
  so much of the tribe’s food that the tribe dedicates several 
  ceremonies throughout the year to the Three Sisters. 
  The Haudenosaunee’s social structure is centered on the 
  importance of women. Women own all property and land, 
  determine kinship, and pick the clan Sachems or leaders. 
  Each clan is supervised by a Clan Mother, who is seen as 
  the guiding force for the clan, as well as the clan’s respected 
  leader. Since all men lead due to the women’s choice, those 
  who abuse their power could ﬁnd themselves stripped of 
  their title or exiled from the clan. The primary law of the 
  Haudenosaunee is Kainerekowa, or the Great Law of Peace. 
  Simply put, the Great Law that no Haudenosaunee can take 
  the life of another Haudenosaunee for any reason.
  Although the women rule the tribe, the men play an 
  important role by protecting and defending the tribe. 
  Haudenosaunee warriors wear their hair into the shape of a 
  mohawk while women of the tribe wear their hair according 
  to the position in the tribe. The more powerful the female, the 
  more ornate, braided, and beaded her hairstyle is. Tattooing 
  is also an important expression for tribal members; typically, 
  tattooed symbols represent something personal or faith-
  related. 
  Attitudes
  Though they are paciﬁsts, the Haudenosaunee are not naive 
  and they ﬁnd themselves in a difﬁcult position. On the one 
  hand, they know they should prepare their warriors to ﬁght 
  a defensive battle, for their villages are permanent and the 
  Haudenosaunee tribes will not be able to mobilize quickly. 
  On the other, neither the English nor the Colonists have 
  provoked the Haudenosaunee—yet. The tribe knows 
  they must come to a decision, but mysterious deaths and 
  illnesses have forced the Haudenosaunee to focus on 
  their basic survival. Beneath their pain and grief, there is 
  a tension in the air and the Haudenosaunee pray that Hä-
  ne-go-atè-geh, the Bringer of Pain, is not walking among 
  them.
  Lenape (Delaware) Tribe
  Faith
  The Lenape believe that a Great Chief, named Mani, gave 
  birth to a son named Gicelemu ‘kaong. Mani gave the Land 
  to his son as a gift, and created the Mani‘towuk, spirits that 
  inhabit the land to help Gicelemu ‘kaong as he tends to the 
  world.
  Lonely, Gicelemu ‘kaong and Mani‘towuk pooled their 
  magic together and created the Lenape people. In turn, the 
  Lenape honor their gift of life by praying to the Mani‘towuk 
  so that the spirits may accept their prayers and help 
  Gicelemu ‘kaong in return. 
  From summer storms, to the deer that roam the woods, 
  the Lenape look for the joy Mani’s gifts will bring them. 
  They believe that Mani intended for them to experience 
  all the happiness the world has to offer, and shamans 
  incorporate the land’s bounty into their rituals, ceremonies, 
  and prayers.
  Culture
  Each village is considered its own, separate tribe and is led 
  by its own council comprised of clan leaders. Because each 
  village is autonomous, tribes tend to mix with one another 
  for social occasions rather than for council meetings or 
  ofﬁcial ceremonies. Villages are not typically fortiﬁed, and 
  houses tend to be round with a large, ﬁre pit at its center. 
  The Lenape favor water travel, and spend countless hours 
  carving out canoes from a single piece of wood. Men hunt 
  and ﬁsh, while the women are responsible for the farming 
  of corn, squash, beans, sweet potatoes, as well as tobacco.
   Fashion and hair styles are directly related to the age 
  of a Lenape tribal member. As a Lenape warrior grows 
  older, they grow their hair out and wear it long as a sign of 
  respect. Women keep their hair no matter what their age, 
  but the older they get the more they color their faces with 
  red ochre symbols. Many Lenape tribal members pierce 
  their noses and ears with silver jewelry, which is obtained 
  via trading with Colonists. 
  
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  To signify their rank, Lenape chiefs wear a single 
  eagle feather in their hair, while shamans wear 
  a hood made from a bear hide. All clothing is 
  made from deerskin, and is decorated with shells, 
  porcupine quills, feather mantels, glass beads, and 
  even copper ornaments. The Lenape will jump at the 
  chance to wear European-style clothing, provided 
  the garments are brightly-colored. 
  Attitudes
  With the tribes acting autonomously, it is anyone’s 
  guess what the Lenape will do. Some tribes have 
  supported the Colonists, others have supported 
  the English. Still others have closed themselves 
  off from other Lenape tribal members and keep to 
  themselves or support other Native tribes knowing 
  that their actions might sway the war in one 
  direction or another. The Lenape tribal members 
  are worried, though communicating their fears 
  are difﬁcult. If they would learn to work together, 
  they might ﬁnd that the Colonists and the English aren’t 
  the only things draining the land, their shamans’ spells and 
  rituals seem to be backﬁring, too. Perhaps the rituals aren’t 
  working because Mani and his son can no longer hear the 
  Lenape’s prayers—the Mani‘towuk are missing.  
  Mahican (Mohican) Tribe
  Religion
  The Mahican believe in a fatherly, singular spirit known 
  only as the Creator who divided the land into four parts, 
  North, South, East and West, giving it to his four children. 
  Grandfather at the East, Grandfather at the South, 
  Grandmother at the West, and Grandmother at the North are 
  responsible for the cycle of the seasons. Winter is the result 
  of a contest between Grandmother North and Grandfather 
  South. When Grandmother West joins Grandfather South, 
  they bring warm winds that bring about Grandmother 
  North’s defeat.
   The Mahican believe that these four guardian winds affect 
  everything in their lives, from marriage to water to food and 
  rituals are performed accordingly. Mahicans typically bring 
  gifts to their ceremonies, and some choose to favor one wind 
  over the other.
  Culture
  The Mahican are a confederacy of ﬁve tribes, spread out 
  among some twenty villages, organized through three clans. 
  Though equal, each clan is known for a speciﬁc trait. Trackers 
  and scouts of the tribe belong to the Wolf Clan. The Bear 
  Clan is prized for their strength, and many warriors belong 
  to this clan. Those Mahican tribal members that belong to 
  the Turtle Clan are keen, wise and skilled in magic. 
  Mahican villages are large, consisting of usually twenty 
  to thirty mid-sized longhouses. Always located in the hills, 
  or near rocky areas, the villages are heavily fortiﬁed with 
  wood and stone. The entire tribe is led by a council that 
  meets regularly at the hidden village of Shodac. The village 
  of Shodac is considered to be the heart of all Mahican tribes 
  and many Mahican stay in this village to protect it.
  Of all the tribes, the Mahican tribe has the fewest number 
  of members. As such, Mahican men are very protective of 
  their women and children, understanding that a swift battle 
  at the village of Shodac would destroy the tribe. Mahican 
  tribal members are fairly secretive, and do whatever they 
  can to blend in. Not much is known about their manners 
  and customs; they guard their history with their lives. 
  Attitudes
  Active traders, the Mahican have earned a reputation as fair 
  and savvy copper traders. Copper among the Mahicans is 
  mostly used for ornaments, jewelry, and arrowheads. Loyal 
  to no one but the Mahicans, tribal members worry about 
  their survival and do whatever it takes to carry on. Fierce 
  warriors, Mahicans are also fair and will provide their own 
  version of justice as long as it doesn’t put their lives in 
  danger. It is said that a great treasure lies at the heart of 
  the Shodac village; many travelers seek the Mahicans out 
  to trade with them in the hopes that one day a Mahican will 
  invite them back to their sacred village.
  
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  Shawnee Tribe
  Religion
  Moneto created the world in the eyes of the Shawnee. From 
  his spot in the sky, he judges the Shawnee’s actions. Those 
  who do good, he blesses; those who cause harm, he seeks to 
  punish. Moneto’s wife, Kokumthena, sits by his side weaving 
  a blanket called Skeemotah. This blanket tells the history of 
  the world and everything in it, tracing back to the dawn of 
  time. Kokumthena is tormented by a wolf that unravels her 
  work every day, forcing her to start weaving again. It is said 
  that when Kokumthena ﬁnishes her blanket, she will use it 
  to cover the light in the sky and the Shawnee tribe will be 
  no more.
  The Shawnee strive to ﬁnd the balance within nature so 
  Kokumthena’s blanket will not be woven hastily. Shamans 
  work their magic, drawing upon Shawnee ancestors and are 
  frequently inspired by historical events.
  Culture
  Unable to call any one place “home,” the Shawnee are 
  unorganized and scattered throughout the New World. 
  Sometimes, Shawnee families and extended families make 
  up one tribe; other times, generations of elders might walk 
  together and form a clan.
  Their strong sense of loyalty is ironic; for the Shawnee’s 
  continual wanderings have prevented the uniﬁcation of the 
  Shawnee for a thousand years. Most native tribes look down 
  upon the Shawnee, because they are so spread out from one 
  another and don’t have the chance to meet for councils or 
  ceremonies.
  One side effect of the Shawnee’s constant traveling is that 
  both men and women have equal roles. Women are highly 
  trained in archery, and men learn how to make weapons and 
  set camp at an early age. Both are skilled trackers, but most 
  Shawnee are not experts in the art of communication as 
  Shawnee justice is swift and immediate. Unlike many other 
  tribes, the Shawnee tend to act quickly, since they are the 
  most vulnerable out of all the tribes. 
  Attitudes
  Every Shawnee feels differently about the war between 
  the Colonists and England, but many simply ignore the 
  conﬂict unless they are forced to deal with it. A Shawnee’s 
  primary concern is survival, and they will make deals with 
  other Natives, Colonists, or English to ensure that happens. 
  Coupled with the desire for survival, the Shawnee have a 
  high regard for life and will only ﬁght when it is absolutely 
  necessary. Some say that the Shawnee are on a holy 
  pilgrimage because the Land is tainted. “When the Land is 
  healed,” one Shawnee wise man has said, “the Shawnee will 
  
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  COLONIAL GOTHIC
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  ‘Tis now the very witching time of night, When 
  churchyards yawn and hell itself breathes out Contagion to this 
  world.
  -Hamlet, William Shakespeare, 1602
  Chapter 7: Witchcraft 
  & Rituals
  Introduction
  Hidden in the background of the Colonies are people 
  gifted with a divine spark of Magic. As it was discussed 
  earlier, Magic is real in the world of Colonial Gothic, and is 
  something very few people know or understand. How Magic 
  works is a big mystery, and though many are embracing 
  science and reason instead of superstition and fairy dust, 
  magic still ﬂows within every river, rock and bush. Those 
  that use Magic typically fall into a few, different categories. 
  You might meet people involved in a society who use 
  Magic rituals for their own, dark purposes; others might 
  become adepts and devote their lives to learning Magic and 
  perform great deeds. However, many people who obsess 
  about the supernatural, and what it can offer them, pay an 
  enormous price. Many of the things that Magic-users take 
  for granted—family, friends, security, and wealth—are lost 
  as a result of their desire to use Magic for good or for evil.
  Most Colonists and Natives living in the world of Colonial 
  Gothic do not understand the supernatural. Many people 
  feel Magic is something beyond their comprehension—both 
  colonists and natives fear it, condemn it, and sometimes 
  look down upon it. Because magic is something that is not 
  socially-accepted by any group, practitioners of white and 
  black magic study, learn, and perform rituals in secret. While 
  neither the Continentals nor the English have absolute laws 
  against practicing magic, many individual towns and tribes 
  may have unwritten laws about the use of magic. 
  Shamans, even though they are an integral part of many 
  tribes, are respected and feared. “Witches” or “Sorcerers” 
  who live in the Colonies practice magic at their own risk. 
  Some witches live in the safety of the frontier, believing 
  that they are free to pursue their art whenever they wish. 
  Even though magic is forbidden, your Hero might ﬁnd a 
  sorcerer living in the most unlikely 
  place imaginable, pretending to be 
  an upstanding citizen by day—and 
  working his art by night. 
  Many 
  Heroes 
  feel 
  strongly 
  about magic—one way or the 
  other—because witches, sorcerers, 
  occultists, and practicing shamans 
  put everyone at risk. Heroes know, 
  all too well, that magic doesn’t always work. Rituals aren’t 
  guaranteed to succeed and sometimes—they backﬁre with 
  disastrous results.
  Power Access
  Colonial Gothic is a relatively low magic setting, and 
  adepts have limited access to supernatural powers. The 
  accompanying table provides a reduced list of the powers 
  that adepts can take normally. All other supernatural 
  powers can only be accessed through rituals in this setting 
  (see Rituals later in this chapter).
  Powers Directly Available In Colonial Gothic*
  Heart Reading
  Nature Reading
  Object Reading
  Psychic Shield
  Second Sight
  True Vision
  Visions
  *These are the only powers that can be accessed without 
  the use of a ritual.
  New Powers
  The following new powers are available in the Colonial Gothic 
  setting, but most of them can only be accessed through the 
  use of rituals (see Rituals later in this chapter).
  Bless
  Fatiguing, Maintenance
  Prerequisite: Cannot have the vice subtype
  Bless Creature: By bestowing your supernatural blessing 
  you ﬁll an ally with courage. That ally gains a bonus on 
  defense and on saving throws against fear effects based on 
  your Bless power check. These bonuses last for 1 minute 
  (10 rounds).
  
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  COLONIAL GOTHIC
  Difﬁculty 
  Bonus
  15 
  +1
  20 
  +2
  25 
  +3
  30 
  +4
  35 
  +5
  Bless Water: This use of the Bless power imbues up to 1 
  ﬂask (1 pint) of water per adept level with positive energy, 
  turning it into holy water. Holy waster burns undead and 
  creatures with the vice subtype as if it were acid. Splashing 
  one such creature with holy water deals +2 virtue damage, 
  while complete emersion will holy water destroy them. 
  Bless Weapon: This use of bless makes a weapon strike 
  true against evil foes. The weapon is treated as a virtue 
  aligned weapon for the purpose of bypassing the damage 
  reduction. Individual arrows or bolts can be blessed, but 
  affected projectile weapons (such as bows) don’t confer 
  the beneﬁt to the projectiles they shoot.
  Special: Bless counters and mutually negates the effects 
  of the Curse power.
  Time: Standard action
  Metal Shaping
  Fatiguing
  You can shape, damage and repair metal objects.
  Keen Edge (Difﬁculty 10): This effect makes a weapon 
  supernaturally keen, improving its ability to deal telling 
  blows. This effect doubles the critical threat range of the 
  weapon. A threat range of 20 becomes 19–20, a threat 
  range of 19–20 becomes 17–20, and a threat range of 18–
  20 becomes 15–20. This effect can be cast only on piercing 
  or slashing weapons with metal edges. If cast on arrows 
  or crossbow bolts, the keen edge on a particular projectile 
  ends after one use, whether or not the missile strikes its 
  intended target.
  Multiple effects that increase a weapon’s threat range 
  (such as keen edge and the Improved Critical feat) don’t 
  stack.
  Metalworking (Difﬁculty 10): You can mold metal into 
  any shape you wish. You can affect 1 cubic foot of metal. 
  Each additional cubic foot increases the Difﬁculty by 
  1 (so at Difﬁculty 30 you can affect 20 cubic feet). The 
  Narrator may require a Craft (metalworking) check to 
  achieve precise results. You perform metalworking crafts 
  in minutes instead of the hours of normal Craft projects. 
  A complex project, which normally takes 24 hours, would 
  therefore take 24 minutes.
  Corrode (Difﬁculty 15): You can damage metal objects with 
  a thought. A targeted metal object suffers damage equal 
  to half your Metal Shaping rank (rounded down) unless it 
  succeeds on a Difﬁculty 15 Reﬂex save. Carried, worn or 
  otherwise attended objects can use their possessor’s saving 
  throw, if it is better. Metallic creatures are not affected by 
  this use of the power. 
  Mending (Difﬁculty 15): You can repair damaged metal 
  objects. This requires you to touch the object and make 
  a Difﬁculty 15 Metal Shaping check. If you succeed, the 
  object is restored to its full Toughness.
  You may also attempt to heal metallic creatures with this 
  power. In this case, you can treat your Metal Shaping power 
  like the Cure power. 
  Implode Armor (Difﬁculty 30): This use of metal shaping 
  requires both concentration and maintenance. You can 
  cause a suit of armor that is made of metal and is within 
  your line of sight to begin slowly crumpling in on itself. The 
  wearer suffers +2 damage on the ﬁrst round, +4 damage on 
  the second round and +8 damage on each round after that 
  until they are able to remove their armor, they have died, 
  or until the adept discontinues use of the power. This effect 
  can be prevented with a successful Fortitude save.
  
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  Time: Metalworking depends on the project in question. 
  Keen Edge, Mending and Rusting Grasp are standard actions. 
  Implode armor is a standard action that must be maintained 
  each round that the effect continues to be active.
  Summon Apparition
  Fatiguing
  Prerequisite: 6th-level adept or higher, trained in the 
  Knowledge (supernatural) and Knowledge (theology and 
  philosophy) skills.
  You can summon undead creatures with the incorporeal 
  subtype to serve you. This requires a check of 1d20 + adept 
  level + your key ability with a Difﬁculty of 10 + twice the 
  undead creature’s level. Summoning a 5th level undead is 
  Difﬁculty 20, for instance. Summon apparition is fatiguing 
  (Difﬁculty 10 + the undead’s level). The summoned creature 
  does your bidding for a number of days equal to your adept 
  level before returning from whence it came.
  Time: Full action
  Summon Elemental
  Fatiguing
  Prerequisite: 6th-level adept or higher, the appropriate 
  Elemental Shaping supernatural power.
  You can summon an elemental, a spirit which animates 
  a particular element. This requires a check using the 
  appropriate Shaping supernatural power for that element 
  (Water Shaping for water elementals, Fire Shaping for ﬁre 
  elementals, and so forth) with a Difﬁculty equal to 10 + twice 
  the elemental’s level. Summoning a 5th-level elemental is 
  Difﬁculty 20, for instance. Summon Elemental is fatiguing 
  (Difﬁculty 10 + the elemental’s level). The summoned 
  elemental does your bidding for a number of rounds equal 
  to your adept level before disappearing, leaving behind only 
  the now-inert element it used for its body. You must have 
  some amount of the desired element nearby to summon an 
  elemental of that type.
  Time: Standard action
  Summon Outsider
  Fatiguing
  Prerequisite: 6th-level adept or higher, trained in the 
  Knowledge (supernatural) and Knowledge (theology and 
  philosophy) skills.
  You can summon outsiders, beings from other planes of 
  existence, to serve you. This requires a check of 1d20 + adept 
  level + your key ability with a Difﬁculty of 10 + twice the 
  outsider’s level. Summoning a 5th level outsider is Difﬁculty 
  20, for instance. Summon Outsider is fatiguing (Difﬁculty 
  10 + the outsider’s level). The summoned creature does 
  your bidding for a number of days equal to your adept level 
  before returning to its home plane.
  Time: Standard action
  Summon Spirit
  Fatiguing, Concentration
  You can summon a spirit to aid or engage in combat for 
  you. The spirit will remain with you for 1 round per rank in 
  this power, until you stop maintaining the power, or until it 
  is defeated or destroyed.
  To summon a spirit, make a power check with a Difﬁculty 
  of 10 + the level of the spirit. The summoning lasts a full 
  round, at the end of which the spirit gets a Will save. The 
  Difﬁculty is your result on the power check to summon 
  the spirit. Failure indicates the spirit must appear. Success 
  indicates the creature is not bound to appear, but can if it 
  so chooses.
  All spirits use the combat and saving throw progression for 
  Warriors, have 6 points to distribute amongst their abilities 
  and have the Improved Strike feat. A summoned spirit is 
  immune to poison, sleep effects, paralysis, stunning, disease 
  effects, mind-inﬂuencing effects (including Heart Reading, 
  Heart Shaping and any supernatural powers requiring 
  mental contact) and the Imbue Unlife supernatural power. 
  It is immune to any effect that requires a Fortitude save 
  (unless it also works on objects or is harmless). It is not 
  subject to critical hits, non-lethal damage, ability damage, 
  ability drain, fatigue or exhaustion. It cannot be healed and 
  is immediately destroyed when reduced to “dying” status 
  on the damage track. A spirit with the fast healing quality 
  still beneﬁts from that quality.
  Time: Full action
  Summoning a Spirit
  When summoning a spirit, you can choose its abilities from 
  a menu of choices. You can always substitute two choices 
  from a lesser menu for one of its given abilities. Multiple 
  selections of the same menu choice do not stack unless the 
  ability speciﬁcally notes that stacking is allowed.
  Some menu choices grant a spirit the ability to use 
  supernatural powers. All such powers have a rank equal 
  to your rank in this power, and use the same mental ability 
  score you do. Because it is immune to fatigue, a spirit does 
  not need to make a Fatigue save when using powers that 
  normally require it. A spirit also does not need to meet the 
  prerequisites for a feat granted by a menu choice.
  
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  Spirit Menu A:
  Spirits of level 1 to 7 have one trait from this menu.
  • Aggressive: The spirit has the All-out Attack feat.
  • Cleave: The spirit gains the Cleave feat. 
  • Deﬂection: The spirit gains a +1 bonus to Defense.
  • Fly: The spirit can ﬂy at a speed of 20 feet (average)
  • Improved Speed: The spirit has the Improved Speed 
  feat.
  • Elemental Resistance: Choose one of the following 
  elements: Cold, Earth, Fire or Wind. The spirit has the 
  Elemental Resistance power of that element.
  • Swim: The spirit is streamlined and shark-like, and gains 
  a swim speed of 30 feet.
  • Tough: The spirit gains a +2 bonus to Toughness.
  • Trip: If the spirit hits with its slam attack, it can attempt 
  to trip the opponent as a free action. If the attempt fails, the 
  opponent cannot react to trip the spirit.
  Spirit Menu B:
  Spirits of level 8 to 14 have one ability from this menu. 
  Alternatively, the spirit can have two special abilities from 
  Menu A. These are typically large creatures. If you choose 
  to summon a medium sized sprit, you may additionally 
  choose one power from Menu A.
  • Damage Reduction: The spirit’s skin forms a hard 
  carapace and gains damage reduction of 3/supernatural.
  • Elemental Slam: The spirit’s ﬁsts are wreathed in a 
  particular element. It does an additional +2 damage of an 
  element you designate: Cold, Earth, Fire or Wind.
  • Fast Healing: As long as the spirit remains conscious, it 
  removes one bruised or hurt condition per round.
  • Heavy Deﬂection: The spirit gains a +4 bonus to 
  Defense.
  • Improved Critical: The spirit gains the Improved 
  Critical feat with its unarmed attacks.
  • Improved Fly: The spirit ﬂies at a speed of 40 feet 
  (good).
  • Improved Grab: The spirit has the Improved Grab 
  feat.
  • Improved Swim: The spirit is streamlined and shark-
  like, and gains a swim speed of 60 feet.
  • Improved Toughness: The spirit gains a +6 bonus to 
  Toughness.
  • Muscle: The spirit gains a +2 bonus to its Strength 
  score.
  • Poison Touch: If the spirit hits with a melee attack, the 
  target must make an initial Fortitude save (Difﬁculty 10 + 
  half the spirit’s level + the spirit’s Constitution score) or 
  take 1 point of Constitution damage. One minute later, the 
  target must save again or take another point of Constitution 
  damage.
  • Smite: Once per day, the spirit can make one attack that 
  increases its damage by half its level.
  • Trample: As a standard action during its turn each round, 
  the spirit can literally run over an opponent at least one size 
  smaller than itself. It merely has to move over the opponent 
  to deal bludgeoning damage equal its normal damage. 
  The target can attempt a Reﬂex save (Difﬁculty 10 + half 
  the spirit’s level + the sprit’s Strength score) to negate the 
  damage.
  Spirit Menu C:
  Spirits of level 15 and above have one special trait from this 
  menu. Alternatively, the spirit can have two special traits 
  from Menu B. (One or both of the Menu B choices can be 
  swapped for two choices from Menu A.) These are typically 
  large creatures. If you choose to summon a medium sized 
  sprit, you may additionally choose one power from Menu 
  B.
  • Blindsight: The spirit has blindsight out to 60 feet.
  • Constrict: The spirit has the Improved Grab feat. 
  In addition, on a successful grapple check, the spirit 
  automatically deals its normal damage.
  • Elemental Blast: The spirit has the Elemental Blast 
  power of the element you choose: Cold, Earth, Fire or 
  Wind.
  • Extra Tough: The spirit gains a +10 bonus to 
  Toughness.
  • Extreme Damage Reduction: The spirit’s skin forms 
  hard, armor-like plates and provides Damage Reduction 
  6/supernatural.
  • Extreme Deﬂection: The spirit gains a +8 bonus to 
  Defense.
  • Natural Invisibility: The spirit is constantly invisible, 
  even when attacking.
  • Psychic Blast: The spirit has the Psychic Blast power. 
  Treat the spirit’s total level as its adept level for purposes of 
  this power.
  • On the Run: The spirit has the Move-by Action feat.
  True Vision
  Concentration, Fatiguing
  Your insight is difﬁcult to fool. You can use your True 
  Vision bonus in place of your Sense Motive bonus to resist 
  Bluff attempts. You can also use it in place of your Will save 
  
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  bonus to overcome Illusions and other supernatural powers 
  that fool your senses. These beneﬁts operate automatically 
  for you once you have learned this supernatural power. If 
  you take a full-round action, you can make a True Vision 
  check, opposed by the bonus of any illusory or concealing 
  ability or the Disguise or Stealth bonus of any creature. If 
  you win the check, you see the subject as it truly is, ignoring 
  the effects of any disguise, illusion or concealment. This 
  effect is fatiguing and requires concentration to maintain.
  Time: True Vision normally requires no effort to use, 
  operating automatically.
  Magical Trails
  The thing to keep in mind while performing rituals or using 
  any magic, is that everything you affect creates a link back 
  to you as part of a magical trail that anyone might be able 
  to pick up on at some point. These trails do fade over time 
  (the older your supernatural power casting, the weaker the 
  trail) but they will always exist because you are breaching 
  the laws of nature and physics to affect the environment, 
  another person, an object, or yourself. Failing a power check 
  by 10 or more leaves a blazing trail back to you, and in many 
  cases—a string of such failures may indicate a black magic 
  witch or wizard. Dark practitioners constantly look for ways 
  to use ordinary powers and rituals so that they fail on other 
  people. Constant failures place these sorcerers into great 
  danger simply because their failures forge an easy path for 
  other witches to follow.
  Rituals
  Rituals are a way for Narrators to enable non-adepts to wield 
  some control over supernatural forces. Access to ritual magic 
  should be tightly controlled by the Narrator. Power should 
  not be so easy to come by that it becomes commonplace. A 
  would-be ritualist may have to track down multiple ancient 
  texts in order to piece together the various parts of a ritual, 
  or the book in which the ritual can be found may be closely 
  guarded in the archives of a museum or university.
  The heroes should not be given free and regular access 
  to ritual magic, as that takes some of the mystery away 
  from the horror genre. More than anything, ritual magic 
  should be a plot device that begins or ends an adventure. 
  The heroes may have to ﬁght against a creature called to 
  this world by a ritual, or, more dramatically, they have to 
  interrupt a ritual in progress to prevent the creature from 
  being summoned. Furthermore, many rituals have drastic 
  and lasting consequences. The heroes must be aware of 
  the ramiﬁcations of their actions; one who engages in the 
  forbidden art of ritual magic risks corruption, his mind, his 
  soul, and even the fate of the world itself.
  There are many Rituals that your Hero can learn. 
  Heroes that want to learn Rituals and be able to perform 
  them without access to the Ritual’s written form will have 
  to ﬁnd someone who can teach them the ritual and also 
  buy the Ritual Knowledge feat. The effects of a trained 
  adept’s Rituals will increase as they buy more Ranks in the 
  Knowledge (supernatural) skill while non adept ritualists 
  will have to rely on raw ability.
  Magic is magic, regardless of what type of Ritual you 
  are performing and who you are. The primary difference 
  between white and black magic is simply, the user’s intent. 
  Many shamans, witches, and sorcerers use the same 
  ritual for “good” or for “evil,” and justify their actions by 
  claiming that even the darkest ritual can beneﬁt someone 
  in an unusual circumstance.
  When your Hero wants to learn a Ritual, they’ll have 
  to ﬁnd someone who knows magic to teach it to them. 
  Asking the wrong person could be taken as a breach of 
  etiquette or worse—lead to a public hanging or inquisition. 
  Some witches learn Rituals from family members as their 
  entire lineage has been devoted—from one century to 
  the next—to the art of magic. Other practitioners might 
  learn a new ritual from a secret society or mentor at a 
  library, quickly realizing that history, botany, and other 
  learned disciplines are as important to magic as brewing 
  a potion.
  Historical Persecution
  To say that history has not treated witches and 
  sorcerers lightly is an understatement. From the 
  mid-ﬁfteenth century through the early part of 
  the eighteenth century, approximately 200,000 
  people were accused of Witchcraft and summarily 
  executed. Records show that people were typically 
  poor and, in many cases, women. To those in power, 
  it didn’t matter if a midwife created a protection spell 
  to shield a pregnant mother from harm. All magic, 
  from the healing arts to the evil eye, was a sign of 
  the Devil. 
  Public persecution of witches started to die down 
  in the 1730s, yet Germany still continues its public 
  hangings and accusations. While science is rapidly 
  replacing superstitious belief, in the world of Colonial 
  Gothic, if you are accused of Witchcraft you might be 
  sent to a fate worse than death. Exile, with no chance 
  for communication with the outside world, is a slow 
  and painful death sentence in the New World. Those 
  who use magic know that that is a risk they face.
  
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  COLONIAL GOTHIC
  One beneﬁt of learning magic is that by seeking the 
  forbidden knowledge, you become part of a select group 
  of people who having something in common—together 
  you risk your life and your place in society by learning, 
  using, and acquiring magical knowledge. As a result, 
  many natives and colonists who are not established and 
  are desperately trying to ﬁnd a better place in the world 
  shun magic altogether or intentionally seek it out in order 
  to gain power. 
  In this way, learning rituals turns into a personal 
  quest for any Hero and means so much more than a 
  mathematical equation to beneﬁt or hurt others. Keep in 
  mind that as you build your social network, your Hero 
  may encounter more than a few powerful enemies along 
  the way. It is not uncommon for an “enemy” magic user 
  to test your strength and fortitude by taunting you with 
  occult knowledge. More often than not, since magic 
  can turn into an addiction, fueling mortal egos, living 
  dangerously, and creating conspiracies becomes a part of 
  a witch’s magical experiences.
  Performing Rituals
  A ritual always requires some form of incantation, usually 
  accompanied by gestures. Most rituals also require 
  certain material components such as incense, a circle 
  containing mystic symbols, or sacriﬁces of blood from a 
  living victim.
  During a ritual the ritualist must make an Intelligence, 
  Wisdom, or Charisma check depending on the nature of 
  the ritual. Adepts trained in Knowledge (supernatural) 
  may add their adept level to the check. Rituals with more 
  powerful effects have much higher Difﬁculties, with the 
  most powerful among them having a Difﬁculty so high 
  the ritualist must rely on assistants to have any chance of 
  success.
  Supernatural Powers as Rituals
  The easiest way to create a new ritual is to base it on one of 
  the supernatural powers in Chapter 4 of True20 Adventure 
  Roleplaying. Not all supernatural powers are appropriate 
  for conversion to rituals; usually rituals involve calling or 
  driving away supernatural creatures, empowering one’s 
  self, or altering some feature of the local environment (i.e. 
  causing earthquakes or controlling weather).
  Narrators can use the following general guidelines to 
  convert a supernatural power into a ritual.
  • Difﬁculty: The base Difﬁculty to perform a ritual is 
  equal to 10 + the power’s normal power check Difﬁculty. 
  If the effect of a power depends on the result of a power 
  check, the ritualist chooses the Difﬁculty that will achieve 
  the desired result.
  • Adept Levels: Use the ritualist’s total level as the adept 
  level for any calculation relying on adept level (but not for 
  powers in which the adept level is part of a d20 roll). For 
  
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  example, the Ward power would use the ritualist’s total 
  level to determine its area of effect.
  • Fatiguing: If the supernatural power is fatiguing, 
  increase the base Difﬁculty by +2. Furthermore, the ritual 
  is fatiguing as well, requiring a successful Will save with 
  a Difﬁculty equal to half the ritual’s Difﬁculty to avoid 
  fatigue. The fatigue save Difﬁculty is calculated from the 
  ﬁnal Difﬁculty for the ritual, after all bonuses from aids and 
  extended time have been applied.
  • Maintenance/Concentration: If the supernatural 
  power requires maintenance or concentration, increase the 
  base Difﬁculty by +2. If it requires both, increase the base 
  Difﬁculty by +4.
  • Prerequisites: If the power has another 
  power as a prerequisite, increase the 
  base Difﬁculty by +2 for each required 
  power. If the power has a level-based 
  prerequisite—which includes powers 
  with a power rank prerequisite—
  increase the base Difﬁculty by 1/2 
  the required level (rounded up). For 
  example, Imbue Life has a prerequisite 
  of Cure rank 12, which translates to at 
  least 9 adept levels since power rank is 
  equal to level + 3. This results in an increase 
  of +7 to the base Difﬁculty: +2 for the power 
  requirement and +5 for the level requirement.
  • Effects: A ritual normally only allows the ritualist to 
  perform a single effect. To allow a single ritual to have 
  multiple effects, increase the base Difﬁculty by +2 per extra 
  effect. For example, the Ward power entails an area effect 
  and a creature ward. A single ritual that does both has its 
  base Difﬁculty increased by +2.
  • Time: Multiply the time required to use a supernatural 
  power by 10. The result is how long it takes to perform 
  the ritual. A supernatural power that is a move action or 
  a standard action requires ﬁve rounds (30 seconds) to 
  perform as a ritual, and a power that is a full-round action 
  takes at least one minute (10 rounds). This time cannot be 
  reduced, but it can be increased as the ritualist takes time 
  and makes absolutely certain everything is being done 
  correctly. Increasing the time required to perform a ritual 
  reduces the Difﬁculty by an amount equal to the multiple 
  minus 1. Therefore twice as long to perform the ritual 
  reduces the Difﬁculty by 1, three times as long reduces it 
  by 2, and so on to a maximum of –19 (20 times as long).
  Ritual Elements
  Each ritual description has the following elements:
  • Power: The supernatural power upon which the ritual 
  is based, if any. Other than the ritual requirements, the 
  power functions as written when used as a ritual.
  • Difﬁculty: The ability check required and the Difﬁculty. 
  During a\ ritual, the ritualist must usually make an 
  Intelligence, Wisdom, or Charisma check against a set 
  Difﬁculty. Each assistant must also make a check of some 
  sort, usually similar in nature to the check required by the 
  ritualist. For each assistant who succeeds, the ritualist gets 
  a +2 bonus to her roll as per Aid. A character involved in 
  a ritual cannot take 10 or 20 on any check required by the 
  ritual.
  • Ritualists: Each ritual has a ritualist who leads the 
  ceremony and usually one or more assistants who 
  aid the ritualist.
  • Components: Any special items or 
  materials required for the ritual. Because 
  there is no “one way” to perform a Ritual, 
  items required to perform a ritual are 
  personal and depend on the sorcerer. 
  Commonly, witches will choose items 
  based on what effects the Ritual might 
  have to guarantee success. In other 
  words, if a shaman is casting “Kiss of 
  the Wind” on a group of people, he would 
  include an item from each of the people he 
  wants to heal to strengthen the Ritual. If a 
  dark sorcerer is “Rainmaking” to create havoc on 
  a Native tribe, he might steal an important tribal artifact to 
  ensure its success. 
  Some magic users may brew the elements into a potion 
  or “stew,” seal them into amulets while chanting, or put 
  them into a sacred drum and dance around a ﬁre with 
  it. By being smart with how your Hero gathers what he 
  needs to perform Rituals, you can better conceal your use 
  of magic in the long run.
  • Aids: Any special qualities the ritualist and her 
  assistants must possess, as well as certain qualities that 
  provide a bonus to the ritualist’s check. One aid consistent 
  for all rituals is adept levels. A ritualist that has ranks in 
  Knowledge (supernatural) adds her adept level to her 
  ability score check to perform the ritual.
  • Time: How long it takes to perform the ritual.
  • Costs: Some rituals inﬂict injury or ability damage, or 
  negatively affect some other aspect of the participants.
  • Success: What effect the ritual has if successful. Usually, 
  success means the power works as written.
  • Failure: What happens if the ritual fails. Unlike normal 
  supernatural powers, rituals usually have some drastic 
  consequence for failure.
  Rituals can backﬁre for two, reasons. Whenever you 
  
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  complete a Ritual, you create a “magical signature” that other 
  practitioners, witch hunters, and occultists can trace. The 
  more successful you are performing the Ritual, the weaker 
  the trail becomes. If you beat the Difﬁculty of the ritual by 10 
  or more, you “erase” or “cover” your magical trail in addition 
  to whatever beneﬁt you gain from the supernatural power. 
  Fail the roll by 10 or more, and everyone close enough to 
  sense magic will know what you’ve done.
  The other effect that magic users cause is the change to 
  the environment around them. The more accomplished the 
  witch, the less harm she will do to her surroundings. If you 
  beat the Difﬁculty by 10 or more, since you remove all trace 
  of your activities, your surroundings remain intact. If you fail 
  the roll by 10 or more, however, since your Ritual was akin 
  to an alarm bell going off, your environment is changed by 
  Magic relevant to whatever you were trying to accomplish. 
  This trail exists regardless of intent; failure and success 
  dictates how strong of a trail is leftover from the rites.
  Ritual Success or Failure
  The success or failure of rituals is not an exact science 
  because rituals are mechanical performances that are 
  designed to force a particular action or event. Anyone with 
  the Ritual feat or who spends Conviction to gain temporary 
  access to it can read a spell and cast a Ritual—causing some 
  effect on the environment. Performed multiple times, one 
  ritual might be extremely effective one day and a horrible 
  failure the next. While we have written recommendations 
  for successes and failures, how well a ritual worked (or how 
  well it is resisted) is at the Narrator’s discretion.
  Regardless of what your focal point is for a ritual—potion 
  or amulet—failures happen immediately. For example, say 
  your witch has brewed a potion to protect herself against 
  a demon who is hunting her. Rolling a failure, the potion is 
  spoiled and the demon is still in hot pursuit. Not wanting to 
  give up, she tries again and fails by 10 or more. The potion 
  blows up and the demon shows up on her doorstep. Another 
  witch decides to brew a potion to ward off werewolves. 
  The potion is successful, but she decides to wait to drink it, 
  effectively “saving” it for later.
  For another example, say you were chanting a Ritual to 
  remove the cover of Darkness. You fail the roll by 10 or 
  more. Not only does the sky get darker still, giving you an 
  additional penalty, but a black cloud swarms around you, 
  following you wherever you go until the Ritual wears off.
  Ritual effects and their duration are not absolute since Rituals 
  depend upon how closely you follow the steps to completion 
  and how well you succeed. Rituals can be performed more 
  than once per day, but many witches and sorcerers choose 
  not to, simply because a stronger magical trail will invite 
  trouble. As such, magic users are usually not on the front 
  lines of battle. They use their Art to help (or harm) safely 
  away from prying eyes and protected from other, more 
  malevolent forces that might seek them out. 
  Remember that just like any other skill, your environment 
  can play into your supernatural power casting. Modiﬁers 
  will come into play at the Narrator’s discretion.
  Common Rituals
  The following common rituals are available for use in 
  Colonial Gothic. Remember that in the mind of a magic 
  user, the intent matters more than what the Ritual is meant 
  to do. Rituals are simply “to-do lists” that, when completed, 
  force an action that goes against the natural law. Anyone—
  from a small child to a devout preacher—can perform a 
  ritual with the right tools. Non-magic users may consider 
  these white or black magic rituals but to a shaman, sorcerer 
  or witch—a ritual is a ritual. Some practitioners use their 
  faith to ensure a ritual’s success or failure (even blaming 
  a spell’s completion on their god) but in reality, rituals 
  merely depend upon how well the spell is cast. 
  This list is, by no means, exhaustive and Narrators 
  are encouraged to design their own common rituals 
  understanding that a Hero may encounter new knowledge 
  or other magic users as she travels throughout the New 
  World. 
  Native Shamans
  Sometimes described as “the world’s oldest profession,” 
  to be called a shaman is to be called a medicine or holy 
  man. Shamans play a role within the Native Tribes; they 
  are the healers and the priests of their faith. Because 
  they have a role to play, they are different from witches 
  and sorcerers in the sense that their tribe understands 
  and respects their magic—but sometimes fears them for 
  it. Shamans are much more than mere “magic users,” 
  they are the spiritual heart of the tribe as well as an 
  insightful leader and tribal representative in the spirit 
  world. Just like other magic users, however, shamans 
  are still susceptible to the lure of magic and power. 
  Some say that shamans are more dangerous than 
  witches because more than a few have been known to 
  ﬂaunt their power and their position.
  
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  Awake
  By performing this clever ritual, the intended person will not 
  be able to sleep for days. There are rumors circulating that 
  dark practitioners have found a way to use a variant of Awake 
  on multiple enemies at a time, clouding their judgment and 
  making them easy prey.
  Power: Mind Shaping (remove mental inﬂuence).
  Difﬁculty: Intelligence check Difﬁculty 29 (10 + base 
  Difﬁculty 15, + 2 for Fatiguing, +2 for Maintenance)
  Ritualists: Only one ritualist is required.
  Components: An item that belonged to the target, and a 
  pin or other object that symbolizes discomfort or a lack of 
  sleep.
  Aids: Adepts trained in Knowledge (supernatural) may add 
  their adept level to the check. The ritualist receives a +1 bonus 
  if he has 6 or more ranks in Knowledge (supernatural).
  Time: 5 rounds
  Costs: There are no speciﬁc costs associated with this 
  ritual.
  Success: Succeed, and the intended person will not suffer 
  any additional penalties from sleep loss but will remain 
  awake. Succeed on the check by 10 or more and the declared 
  target still gains the beneﬁts of a good night’s sleep and total 
  rest without actually requiring sleep.
  Failure: Failure causes the person to suffer a level of fatigue 
  if they fail a Fortitude save, because that person is tired but 
  unable to sleep, affecting their coordination and ability to 
  reason. If the practitioner fails the roll by 10 or more, the 
  ritual will backﬁre and the target can no longer make any 
  recovery checks—even through magic—until the effects of 
  Awake wear off while the person wanders around for days 
  with insomnia. The target gets a Fortitude save to try to 
  resist this effect.
  Burn
  Invoking the element of ﬁre, a warlock can harness its power 
  and cause a candle or torch to burn continually until the spell 
  wears off. Burn can only be used on inanimate objects that 
  can ﬁt in the palm of your hand and are already lit, although 
  darker versions of this ritual have been attributed to larger 
  ﬁres.
  Power: Fire Shaping (light)
  Difﬁculty: Intelligence check Difﬁculty 17 (10 + base 
  Difﬁculty 5 + 2 for Fatiguing)
  Ritualists: Only one ritualist is required.
  Components: A small ﬂammable object that ﬁts in the palm 
  of your hand.
  Aids: Adepts trained in Knowledge (supernatural) may 
  add their adept level to the check. The ritualist receives 
  a +1 bonus if he has 6 or more ranks in Knowledge 
  (supernatural).
  Time: 5 rounds
  Costs: There are no speciﬁc costs associated with this 
  ritual.
  Success: Burn is a very, focused ritual that helps the ﬂame 
  resist wind and water, but is not an iron-clad guarantee that 
  your torch won’t be put out by a bucket of water.
  Failure: Fail to perform this simple ritual, and the object 
  will be useless—unable to light again for as many rounds. 
  Failing by 10 or more will render the ﬂammable object 
  useless as a light source.
  Circle
  One of the most powerful common rituals any magic user 
  will use is the creation of a sacred space or circle, otherwise 
  known as a “visual stage” to perform magic. Learning how 
  to purify and sanctify a space works hand-in-hand with 
  other rituals.  
  Power: Ward
  Difﬁculty: Intelligence check Difﬁculty 22 (10 + 10 base 
  Difﬁculty + 2 Concentration)
  Ritualists: Only one ritualist is required.
  Components: Common ingredients for sacred circles are: 
  salt, chalk for symbols, earth, blood, stones, etc. Keep in 
  mind that when you choose your ingredients, you do so 
  very carefully because any unstable elements, like ﬁre or 
  water, will cause the circle to break down faster that day.
  Aids: Adepts trained in Knowledge (supernatural) may 
  add their adept level to the check. The ritualist receives 
  a +1 bonus if he has 6 or more ranks in Knowledge 
  (supernatural).
  Time: 5 rounds
  Costs: There are no speciﬁc costs associated with this 
  ritual.
  Success: If you cast a strong circle, all other magic rituals 
  you perform within the circle will earn you a +1 bonus to 
  your Ritual Test. Critically Succeed, and your circle is so 
  well-puriﬁed that your magic ritual will earn a +4 bonus. 
  The other beneﬁt to creating a circle is that it is also 
  protected from outside inﬂuences. A well-cast circle will 
  prevent other environmental factors from affecting your 
  spell-casting. 
  Failure: Used only once per day, if you fail making the 
  circle, you will not be able to cast another one and all of 
  your Ritual Tests will be at a -1 penalty. Critically Fail, and 
  your Rituals for the entire day will be at a -4 penalty. While 
  
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  Circles cannot be cast for other magic users, two witches 
  can combine their efforts to create a larger circle. In this 
  case, if one shaman fails their Ritual Test and the other 
  succeeds, the successful caster will still be able to use a 
  personal protection circle for that day.
  Conceal
  Conceal allows you a “second chance” to cover your magical 
  tracks, so to speak, so that you clean up part of your mess. 
  Usually performed within one to three hours, a witch will 
  typically blend the components into a potion, meditate on 
  her intent, and then drink it. Both dark and light magic 
  practitioners favor this spell, because sometimes keeping 
  magic a secret is essential to its success. 
  Hidden within encrypted scrolls, some believe that a 
  darker version of Conceal is waiting to be uncovered that 
  grants the magic user to cast this spell on others. By doing 
  so, some posture, if you intentionally botch the ritual you 
  could endanger enemies by bringing their secret activities 
  into the public eye. 
  Power: Illusion (affects a single sense, affects Second 
  Sight)
  Difﬁculty: Intelligence check Difﬁculty 24 (10 + Difﬁculty 
  10 + 2 for Concentration, +2 for Fatiguing)
  Ritualists: Only one ritualist is required.
  Components: The ingredients for a potion.
  Aids: The caster must have the Imbue Item feat and 
  be trained in either the Craft (alchemy) or Knowledge 
  (herbalism) 
  skills. 
  Adepts 
  trained 
  in 
  Knowledge 
  (supernatural) may add their adept level to the check. The 
  ritualist receives a +1 bonus if he has 6 or more ranks in 
  Knowledge (supernatural) or Craft (alchemy), and a +2 
  bonus if he has 6 or more ranks in both skills.
  Time: 1 minute (10 rounds)
  Costs: There are no speciﬁc costs associated with this 
  ritual.
  Success: Succeed, and your last Ritual will have simply 
  failed, diminishing the trail behind you and wiping out any 
  ill effects. Succeed by 10 or more, and your entire magical 
  trail for all magic use is wiped clean.
  Failure: Fail your roll, and nothing will happen to the trail. 
  Fail by 10 or more, and the trail will grow so strong even 
  non-adepts can see it.
  Divine Breath
  By meditating in front of a ﬁre, magic users draw Divine 
  Breath into their lungs through the smoke. At this time, 
  no one knows if there is a reverse spell for Divine Breath. 
  Some whisper that there might be a ritual to suck in a 
  demon’s breath, but no one knows what effect that might 
  have on the practitioner.
  Power: Cure
  Difﬁculty: Intelligence check Difﬁculty 22 (10 + Difﬁculty 
  10 +2 for Fatiguing)
  Ritualists: Only one ritualist is required.
  Components: A ﬁre. Some healers prefer a rattle to 
  shake over the victim, cleansing their spirit, but this is not 
  required.
  Aids: The caster must be trained in Knowledge 
  (supernatural) or Knowledge (theology and philosophy). 
  Adepts trained in Knowledge (supernatural) may add their 
  adept level to the check. The ritualist receives a +1 bonus 
  if he has 6 or more ranks in Knowledge (supernatural) or 
  Knowledge (theology and philosophy), and a +2 bonus if 
  he has 6 or more ranks in both skills.
  Time: 5 rounds
  Costs: There are no speciﬁc costs associated with this 
  ritual.
  Success: Filled with healing wind, the practitioner blows 
  the smoke out of their lungs over an injured person and 
  heals her as though she just made a successful recovery 
  check.
  Failure: If the witch fails, nothing happens. If the roll is 
  failed by 10 or more, the sick person suffers +0 damage.
  Draw
  Draw will take the disease out of one living thing and put 
  it into an inanimate object. Draw is a meditative ritual that 
  can work on animals, humans, or plants, provided the 
  practitioner has something to contain the infection. 
  Some shamans have heard of a darker version of Draw 
  that will allow you to target a speciﬁc ﬁeld, person, or 
  tribe with the disease, but many shun the idea, saying that 
  containing a disease is difﬁcult enough—controlling it is 
  madness and deﬁes nature itself.
  Power: Cure Disease
  Difﬁculty: Intelligence check Difﬁculty 12 + the save 
  Difﬁculty of the disease (10 + Difﬁculty of disease +2 for 
  Fatiguing)
  Ritualists: Only one ritualist is required.
  Components: A small container like a glass jar or tin box
  Aids: The caster must be trained in Knowledge 
  (supernatural) or Knowledge (theology and philosophy). 
  Adepts trained in Knowledge (supernatural) may add their 
  adept level to the check. The ritualist receives a +1 bonus 
  if he has 6 or more ranks in Knowledge (supernatural) or 
  
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  Knowledge (theology and philosophy), and a +2 bonus if he 
  has 6 or more ranks in both skills.
  Time: 5 rounds
  Costs: There are no speciﬁc costs associated with this 
  ritual.
  Success: Once the disease is in an inanimate object like 
  a glass jar or tin box, it can not infect anyone else unless 
  it is released from its prison. Upon release, the disease or 
  infection simply ﬁlls the air and may (or may not) affect 
  those nearby.
  Failure: Failing to draw out the disease will not have any 
  effect on you or the intended person, but your magical trail 
  will grow a little stronger. If you fail by 10 or more, you’ll 
  only aggravate the infection, forcing the target to make a 
  new save against the Disease or suffer its damage again.
  Eagle Eyes
  This ritual allows the caster to see as though through the 
  eyes of an eagle.Many dark magic witches favor Eagle 
  Eyes; it is said that some have found a way to cast this spell 
  intentionally to blind their victims—permanently. Some 
  sorcerers experiment with Eagle Eyes on the undead, but 
  to date no one is sure if anything has come of it.
  Power: Enhance Senses
  Difﬁculty: Intelligence check Difﬁculty 20 (10 + base 
  Difﬁculty 10)
  Ritualists: Only one ritualist is required.
  Components: Eagle Eyes usually requires the practitioner 
  to use an eagle feather as part of the rites; dark witches ﬁnd 
  it difﬁcult to perform this ritual because in order for it to 
  work—the eagle you took the feather from must be alive.
  Aids: Adepts trained in Knowledge (supernatural) may 
  add their adept level to the check. The ritualist receives 
  a +1 bonus if he has 6 or more ranks in Knowledge 
  (supernatural).
  Time: 5 rounds.
  Costs: There are no speciﬁc costs associated with this 
  ritual.
  Success: Calling upon the spirit of the Eagle, a magic user 
  can see through the eyes of an eagle and will gain +1 to 
  all vision related Notice and Search checks. The more 
  successful this Ritual, the farther the shaman will be able 
  to see.
  Failure: The more a Ritual fails the worse a witch’s eyesight 
  becomes, suffering a -1 penalty to Notice and Search 
  checks involving vision for each point the roll was missed 
  by. Failing the roll by 10 or more will result in blindness, 
  but can only work on the living.
  Evergreen
  Relying on Mother Nature’s gifts, witches who call upon her 
  may infuse a plant with the power of spring and renewal. By 
  casting Evergreen, one plant will be less likely to naturally 
  wither and die. While Evergreen is not a guarantee, some 
  shamans prefer to call upon the Great Spirit and use it 
  on tobacco plants, to keep them preserved for upcoming 
  ceremonies. Using this ritual will not guarantee that the 
  plant won’t naturally suffer from blazing heat or cold 
  weather, in the end nature will win all contests. 
  Power: Plant Shaping
  Difﬁculty: Intelligence check Difﬁculty 27 (10 + base 
  Difﬁculty 15 +2 for Fatiguing)
  Ritualists: Only one ritualist is required.
  Components: None required.
  Aids: Adepts trained in Knowledge (supernatural) may add 
  their adept level to the check. The ritualist receives a +1 
  bonus if he has 6 or more ranks in Knowledge (supernatural) 
  or Knowledge (life sciences), and a +2 bonus if he has 6 or 
  more ranks in both skills.
  Time: 10 rounds.
  Costs: There are no speciﬁc costs associated with this 
  ritual.
  Success: Succeed this ritual, and a plant will stand up to 
  the elements and remain free of disease. Evergreen only 
  works on plants that are still in the ground; they will not 
  work on cut ﬂowers, harvested plants, or dried herbs.
  Failure: Fail and the plant dies—instantly. Fail the roll by 
  10 or more, and you will have poisoned the land, unable to 
  grow anything in that spot ever again.
  Guardian
  Sometimes magic users need servants to help them do the 
  simplest of tasks like watching out for enemies or carrying 
  messages to an ally. Guardian is a ritual performed that 
  temporarily creates a familiar for a witch or shaman.
  Power: Beast Link
  Difﬁculty: Intelligence check Difﬁculty 24 modiﬁed by 
  familiarity (10 + base Difﬁculty 10 +2 for Fatiguing +2 for 
  Concentration)
  Ritualists: Only one ritualist is required.
  Components: None required.
  Aids: Adepts trained in Knowledge (supernatural) may add 
  their adept level to the check. The ritualist receives a +1 
  bonus if he has 6 or more ranks in Knowledge (supernatural) 
  or Handle Animal, and a +2 bonus if he has 6 or more ranks 
  in both skills.
  
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  COLONIAL GOTHIC
  Time: 5 rounds.
  Costs: There are no speciﬁc costs associated with this 
  ritual.
  Success: You have turned the animal into your familiar, 
  you can instruct your animal with the simplest commands 
  like Hunt, Fetch, or Carry, provided they are physically 
  equipped to carry out your command. If you bond with a 
  squirrel, for example, you can command them to Hunt, but 
  they will bring you back nuts—not rabbit or other meat. 
  Your animal guardian and the bond you share are directly 
  related to how well you treat your friend. Be kind to your 
  familiar, and your animal will remain loyal by your side, even 
  defending you when you least expect it. The more you abuse 
  your familiar, the more often they will resist your attempts 
  to command them and either attack you or eventually run 
  away.
  Failure: Fail and the animal will ﬂee and you will not be able 
  to cast Guardian on that animal for the rest of the day. Fail 
  the roll by 10 or more and your intended familiar will attack 
  you. 
  Guidance
  Requiring intense concentration, when a magic user seeks 
  Guidance they are drawing on their faith for a more direct 
  answer to a question or problem. The gods do listen to 
  prayers, but something prevents them from giving a human a 
  direct answer to the question. Instead, a goddess might help 
  her faithful simply by pointing her in the right direction.
  Dark magic users sometimes rely heavily on Guidance, 
  but while a witch might ask the goddess of nature for 
  direction—a black magic sorcerer might inquire for answers 
  from a demon.
  Power: Visions
  Difﬁculty: Intelligence check Difﬁculty 20 (10 + base 
  Difﬁculty 10)
  Ritualists: Only one ritualist is required.
  Components: None required.
  Ritual Ingredients
  The following is a list of base ingredients witches, 
  shamans, and sorcerers have been known to use in 
  their magic. In raw form, these ingredients are often 
  manipulated by magic users to use in a ritual. For 
  example, bones may be ground into powder using 
  a mortar and pestle, herbs may be dried or used to 
  create an infusion, silver and gold may be hammered 
  into efﬁgies. While there isn’t a comprehensive list 
  of ritual ingredients (because there are no magic 
  “shops” available in Colonial Gothic) the thing to keep 
  in mind is that the more “natural” the item is, the 
  better. Through handling pure elements, the magic 
  user infuses them with her essence to create a more 
  powerful and effective Ritual.
  Beads, Bile, Blood, Bones, Candle, Beeswax, Candle, 
  Fat, Chalk, Clay, Coins, Crystals, Dyes (Natural), 
  Eyes, Feathers, Flowers, Gold, Hair, Herbs, Needle, 
  Pins, Ribbon, Salt, Saplings, Seeds (Fruit), Silk, Silver, 
  Spring Water, Stones, Talons, Thread, Tobacco,Wax, 
  Wine
  Aids: To prepare for guidance, the practitioners will fast 
  for one whole day in order to make themselves a better 
  vessel for the spirits and gather gifts or offerings for their 
  invoked god. The caster must also be trained in Knowledge 
  (theology and philosophy). Adepts trained in Knowledge 
  (supernatural) may add their adept level to the check. The 
  ritualist receives a +1 bonus if he has 6 or more ranks in 
  Knowledge (supernatural) or Knowledge (theology and 
  philosophy), and a +2 bonus if he has 6 or more ranks in 
  both skills.
  Time: 10 rounds (at least).
  Costs: There are no speciﬁc costs associated with this 
  ritual.
  Success: While the ritual is in effect, the shaman gains +3 
  to all Knowledge kill checks in addition to any information 
  gained from the vision itself.
  Failure: If the ritual backﬁres, a witch will suffer 1 point of 
  Intelligence damage.
  Liquid Courage
  Infusing alcohol with magic, this ritual will create a potion 
  to help give courage to those who desperately need it. 
  One of the more subtle rituals, Liquid Courage can simply 
  be performed in a tavern or public establishment. Savvy 
  practitioners weave magic words into a drinking song in 
  order to perform the ritual.
  
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  COLONIAL GOTHIC
  There are rumors among tavern owners that strange folk 
  seem to be stealing liquor from their ﬁne establishments; 
  perhaps someone might be trying to ﬁnd a way to brew 
  fear in a bottle.
   Power: Heart Shaping
  Difﬁculty: Intelligence check Difﬁculty 14 (10 +2 for 
  Concentration, + 2 for Fatiguing)
  Ritualists: Only one ritualist is required.
  Components: A keg or cask or alcoholic beverage.
  Aids: The caster must have the Imbue Item feat. Adepts 
  trained in Knowledge (supernatural) may add their adept 
  level to the check. The ritualist receives a +1 bonus if he 
  has 6 or more ranks in Knowledge (supernatural) or Craft 
  (brewer), and a +2 bonus if he has 6 or more ranks in both 
  skills.
  Time: 5 rounds.
  Costs: Anyone consuming excessive amounts of “liquid 
  courage” may risk drunkenness and alcohol addiction.
  Success: If successfully completed, this ritual provides all 
  who drink of the liquid courage gain the beneﬁts of the 
  Hope effect of the Heart Shaping power. 
  Failure: Failing the roll, the shaman suffers a -2 to their 
  Will save for 5 rounds. Failing by 10 or more increases the 
  duration of this penalty to 10 rounds. 
  Luck
  The Luck ritual will push someone along in the right 
  direction, providing them with bonuses to various saves. 
  This ritual is one of the hardest to control, and many 
  practitioners try it time and time again in the hopes that 
  they will steadily conjure good luck or bad luck.
  Power: Bless
  Difﬁculty: Intelligence check Difﬁculty 36 (10 + base 
  Difﬁculty 20, +2 for Maintenance, + 2 for Fatiguing, +2 for 
  Prerequisites)
  Ritualists: Only one ritualist is required.
  Components: Something from your intended target, and a 
  traditional symbol for luck (rabbit’s foot, shamrock, cards, 
  coin, stone).
  Aids: Adepts trained in Knowledge (supernatural) may 
  add their adept level to the check. The ritualist receives 
  a +1 bonus if he has 6 or more ranks in Knowledge 
  (supernatural).
  Time: 5 rounds.
  Costs: There are no speciﬁc costs associated with this 
  ritual.
  Success: Succeeding this roll will provide the beneﬁts of a 
  Blessing for a +2 bonus to Fortitude, Reﬂex and Will saves. 
  Succeeding on the roll by 5 or more also provides the 
  target with the beneﬁts of the Lucky feat. While Luck may 
  be performed in advance, the effects are not cumulative. In 
  other words, a shaman can’t create Luck twice for the same 
  chief so the chief stores his Luck; once the chief spends his 
  ﬁrst bit of Luck, then and only then can the chief receive 
  more Luck.
  Failure: If the roll is failed, the target suffers a -2 penalty 
  to all saves for 1 minute (10 rounds). Failing by 10 or more 
  increases the penalty to -4.
  Missive
  Blending personal objects with symbols, a magic user 
  can infuse an object with the ability to telepathically 
  communicate with its owner. 
  Power: Mind Touch
  Difﬁculty: Intelligence check Difﬁculty 24 modiﬁed by 
  familiarity (10 + base Difﬁculty 10 +2 for Maintenance, +2 
  for Concentration)
  Ritualists: Only one ritualist is required.
  Components: An object belonging to the target.
  Aids: The caster must have the Imbue Item feat. Adepts 
  trained in Knowledge (supernatural) may add their adept 
  level to the check. The ritualist receives a +1 bonus if he 
  has 6 or more ranks in Knowledge (supernatural).
  Time: 5 rounds.
  Costs: There are no speciﬁc costs associated with this 
  ritual.
  Success: You establish For example, say your witch wants 
  to contact her shaman friend 50 miles away. The shaman 
  had given her a canteen as a gift. Performing the ritual, 
  the witch decorates the canteen with her personal set of 
  magical sigils, meditates into a trance while holding the 
  object, and is then able to communicate telepathically with 
  the shaman. After she “hangs up” with the shaman, the 
  spell is used up and she’ll need another object from the 
  shaman to infuse. 
  Since Missive can only be performed by attaining 
  and holding a personal object of the person you want to 
  communicate with, if you possess the item by stealing it or 
  taking it without their permission, when you start the ritual 
  the owner of the item you stole will automatically resist 
  your attempts to communicate with them with a Will save. 
  Failure: If you fail to perform the ritual correctly, you 
  won’t be able to communicate with your intended person 
  and you will not be able to try using their personal item 
  for the ritual until the next day. If you fail the roll by 10 or 
  more, you will have botched the ritual so badly that you 
  
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  COLONIAL GOTHIC
  cause psychic backlash to attack your target and they will 
  have to roll to resist +2 psychic damage.
  Preserve
  Preserve will keep the pure state of an inanimate object 
  and prevent it from being destroyed. This ritual can only 
  be used on non-living things like potions, books, clothing, 
  etc as a means of protection and conservation. For example, 
  a carpenter might use Preserve on wood to keep it from 
  rotting, a blacksmith might Preserve metal to prevent it 
  from rusting, or a researcher might use it on his books to 
  prevent them from wearing with age. 
  Power: Ward (creature ward vs. bacteria, fungi and 
  scavenging vermin)
  Difﬁculty: Intelligence check Difﬁculty 22 (10 + 10 base 
  Difﬁculty + 2 Concentration)
  Ritualists: Only one ritualist is required.
  Components: The object to be preserved.
  Aids: The caster must have the Imbue Item feat. Adepts 
  trained in Knowledge (supernatural) may add their adept 
  level to the check. The ritualist receives a +1 bonus if he has 
  6 or more ranks in Knowledge (supernatural) or Knowledge 
  (theology and philosophy), and a +2 bonus if he has 6 or 
  more ranks in both skills.
  Time: 5 rounds.
  Costs: There are no speciﬁc costs associated with this 
  ritual.
  Success: The success of this ritual affects a Hero’s ability 
  to perform with the raw materials used for their craft. 
  Succeeding this roll allows will grant you +1 to your Craft 
  skill checks involving items so preserved.
  Failure: Failing this roll will cause your materials to wear 
  and will take away a -1 penalty to your Craft skill checks 
  involving said item. Failing the roll by 10 or more destroys 
  the object you’re working with.
  Quicken
  Sometimes, the best offense is the best defense. One of the 
  most popular rituals a witch can perform, Quicken will grant 
  the magic user extra speed and agility.
  Power: Enhance Ability
  Difﬁculty: Intelligence check Difﬁculty 27 (10 + base 
  Difﬁculty 15, + 2 for Fatiguing)
  Ritualists: Only one ritualist is required.
  Components: None required, though some casters 
  incorporate a mercury salve.
  Aids: Adepts trained in Knowledge (supernatural) may add 
  their adept level to the check. The ritualist receives a +1 bonus 
  if he has 6 or more ranks in Knowledge (supernatural).
  Time: 5 rounds.
  Costs: The drawback to this ritual is that speed can 
  sometimes be hard to control, so magic users safely store 
  items on their person—including weapons—until they have 
  stopped moving for fear of hitting the wrong target. Dark 
  witches devoted to learning more about this ritual, test out 
  their practices by ﬁguring out how to control their speed, 
  and sometimes experience disastrous results. 
  Success: You gain a +1 bonus to Dexterity for 1 minute (10 
  rounds). If you beat the Difﬁculty by 5 or more the bonus 
  increases to +2. Beating the Difﬁculty by 10 or more also 
  provides you with the beneﬁts of the Supernatural Speed 
  power.
  Failure: Fail and this ritual will slow you down giving you a 
  -1 penalty to any Dexterity-related ability or skill checks for 
  1 minute. Failing by 5 or more increases the penalty to -2. 
  Failing by 10 or more means that you are moving so slowly 
  for the next minute that others might think you are dead.
  Rainmaking
  Rainmakers have been around for hundreds of thousands of 
  years. This ritual allows the shaman to bring storms down 
  from the sky overhead, regardless of season, but does not 
  give him the ability to control the weather (so you can call 
  forth a rainstorm or a hurricane, but cannot direct it). While 
  rainmaking is essential for farming, some magic users call 
  the rain to block or prevent enemies from advancing. 
  Power: Weather Shaping
  Difﬁculty: Intelligence check Difﬁculty 16 (10 + 2 for 
  Concentration, +4 for Prerequisites)
  Ritualists: Only one ritualist is required, though this ritual 
  often incorporates a group of dancers.
  Components: None required.
  Aids: Adepts trained in Knowledge (supernatural) may add 
  their adept level to the check. The ritualist receives a +1 
  bonus if he has 6 or more ranks in Knowledge (supernatural) 
  or Knowledge (theology and philosophy), and a +2 bonus if 
  he has 6 or more ranks in both skills.
  Time: 5 hours
  Costs: Once the desired weather patterns are conjured up, 
  there is no guarantee they will not adversely affect the caster 
  and his allies any more or less than their enemies.
  Success: Success causes the desired weather patterns to 
  manifest as per the Weather Shaping power.
  Failure: Fail to make rain, and you will cause the area to dry 
  up for 5 days. Fail the roll by 10 or more, and all precipitation 
  will be repelled from that area for 10 days, causing a blight.
  
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  Reveal
  When a shaman uses Reveal to show him his enemies, this 
  ritual doesn’t leave room for much error. A tricky ritual to 
  perform, Reveal is always an opposed Ritual and is opposed 
  by the power check, Stealth check or Notice Difﬁculty of the 
  concealed person or object (the ritual write-up here assumes 
  an opposed Difﬁculty of 15). Reveal is used whenever 
  someone (or something) is hiding within the witch’s line-
  of-sight. 
  Power: True Vision
  Difﬁculty: Intelligence check Difﬁculty 29 (10 + base 
  Difﬁculty 15, +2 for Concentration, +2 for Fatiguing)
  Ritualists: Only one ritualist is required.
  Components: None required.
  Aids: Adepts trained in Knowledge (supernatural) may add 
  their adept level to the check. The ritualist receives a +1 bonus 
  if he has 6 or more ranks in Knowledge (supernatural).
  Time: 1 round.
  Costs: There are no speciﬁc costs associated with this 
  ritual.
  Success: After chanting a few words, the witch will “see” 
  through her eyes what has been hidden from her sight 
  whether by magical or mundane concealment. The object 
  appears visibly to the caster as though bathed in an inky, 
  silver-metallic light.  The more the caster beats the roll by, 
  the better they can see their target.
  Failure: If the ritual ends poorly, failure results in revealing 
  the caster’s location to the target. Failing the roll by 10 or 
  more results in something akin to a large sign over your 
  head saying “I am here.”
  Strike True
  Warriors who seek a shaman’s blessing may come to him 
  to perform this ritual, offering their blood to bless their 
  weapon. 
  Power: Enhance Other (Dexterity)
  Difﬁculty: Intelligence check Difﬁculty 32 (10 + base 
  Difﬁculty 20, +2 for Fatiguing)
  Ritualists: Only one ritualist is required.
  Components: The blood of the recipient and their weapon.
  Aids: Adepts trained in Knowledge (supernatural) may add 
  their adept level to the check. The ritualist receives a +1 bonus 
  if he has 6 or more ranks in Knowledge (supernatural).
  Time: 5 rounds.
  Costs: The target must spill enough of their own blood to 
  gain a Hurt condition.
  Success: Strike True will allow a magic user to “bless” 
  one weapon, increasing its wielder’s effective Dexterity by 
  +2. Many people will seek out a blessing for a bullet or an 
  arrow, saving it for a crucial moment. This ritual can only 
  be performed once per weapon per day.
  Failure: If the shaman fails this ritual, the weapon has not 
  been blessed, and is unaffected by additional ritual attempts 
  for that day. Failing the roll by 10 or more will irreparably 
  damage the weapon.
  Tongues
  With the number of different languages that exist in the 
  New World and beyond, magic users have found this ritual 
  quite handy to listen to and understand a foreign language 
  not known to them. Unfortunately, this ritual will not allow 
  a wizard to read foreign texts—only to understand a native 
  speaker. 
  Some dark practitioners are taking this ritual and trying 
  to warp it into a spell that will affect other people, especially 
  since confusing enemies is a great way to win battles, but 
  no one is sure whether or not that can actually be done.
  Power: Mind Touch
  Difﬁculty: Intelligence check Difﬁculty 24 (10 + base 
  Difﬁculty 10, +4 for Concentration and Maintenance)
  Ritualists: Only one ritualist is required.
  Components: None required.
  Aids: Adepts trained in Knowledge (supernatural) may 
  add their adept level to the check. The ritualist receives 
  a +1 bonus if he has 6 or more ranks in Knowledge 
  (supernatural) or Knowledge (theology and philosophy), 
  and a +2 bonus if he has 6 or more ranks in both skills.
  Time: 5 rounds
  Costs: Attempting to use this ritual on a creature with an 
  alien mind or a person suffering from insanity will force the 
  caster to make an immediate Difﬁculty 15 sanity check.
  Success: Performing this ritual allows the caster to 
  understand one language in a matter of degrees—the more 
  successful you are, the better you can understand the other 
  person’s language. Beat the Difﬁculty by 10 or more and 
  you become ﬂuent in that person’s tongue.
  Failure: If you fail this ritual, other people won’t be able 
  to understand you—even those people in your group who 
  speak your native tongue. Failing by 10 or more means that 
  your spell has backﬁred so strongly that no one will be able 
  to understand what you are saying for a whole day.
  Warmth
  Channeling the element of ﬁre, the practitioner will keep 
  warm at night or on the coldest day of winter.  Useful to 
  
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  black magic users as well as white, Heat is one of the most 
  commonly used rituals.
  Power: Elemental Resistance
  Difﬁculty: Intelligence check Difﬁculty 14 (10 +2 for 
  Fatiguing, +2 for Prerequisites)
  Ritualists: Only one ritualist is required.
  Components: The ingredients for a potion.
  Aids: The caster must have the Imbue Item feat. Adepts 
  trained in Knowledge (supernatural) may add their adept 
  level to the check. The ritualist receives a +1 bonus if he has 
  6 or more ranks in Knowledge (supernatural).
  Time: 5 rounds.
  Costs: There are no speciﬁc costs associated with this 
  ritual.
  Success: This ritual keeps the target warm enough to ﬁght 
  off the cold so a magic user can ﬁnd shelter or safety from 
  the elements.
  Failure: Failure means the potion has no effect. Failing by 
  10 or more will leech the heat from a witch’s body, causing 
  all cold damage against them to be doubled as if they were 
  vulnerable to cold.
  Warn
  Warn is typically used by practitioners who want advance 
  warning that something is after them. Used by both black 
  and white magic users, casters will set up a magical booby 
  trap that will trigger whenever an enemy of a higher Rank 
  walks across the line. Taking about 1 day to prepare, this 
  ritual incorporates several ingredients into a magical powder, 
  chanted words, and precise placement. Once the ritual is 
  complete, the line will disappear and environmental factors 
  will not affect the “line drawn in the sand.”
  Power: Ward
  Difﬁculty: Intelligence check Difﬁculty 27 (10 + base 
  Difﬁculty 15, +2 for Concentration)
  Ritualists: Only one ritualist is required.
  Components: A magical powder made up of special 
  ingredients such as salt, silver dust, or iron shavings.
  Aids: Adepts trained in Knowledge (supernatural) may add 
  their adept level to the check. The ritualist receives a +1 bonus 
  if he has 6 or more ranks in Knowledge (supernatural).
  Time: 5 rounds.
  Costs: There are no speciﬁc costs associated with this 
  ritual.
  Success: Success of this ritual happens by a matter of 
  degrees—the more successful your ritual is, the more details 
  you will learn about your enemy and the louder the “alarm” 
  Naming Rituals
  The true names for these common and arcane rituals are 
  not listed here. Magic users feel that to name a thing, is 
  to have power over that thing, and that statement is true 
  in Colonial Gothic. Many different cultures—from the 
  Abenaki Shaman to the Scottish Warlock—use similar 
  rituals but call them by the name that they are the most 
  familiar with, and ﬁnd ritual components according to 
  their own customs. 
  The names used to describe the Rituals are an 
  indicator of what they can do—rather than referred to 
  by one version of their name.
  Since Arcane Rituals have been connected with 
  demonology and summoning evil spirits, no sane dark 
  wizard will document the Ritual in its completion. As a 
  result, several texts may have one portion of the Ritual 
  we refer to as “Babble.” One text will tell you that by 
  performing this spell you are manipulating a demon 
  to do your dirty work; another will say that you are 
  affecting a person’s eyesight. 
  will go off in your head. Adepts can combine their efforts to 
  create a larger area; any person who fails this ritual will not 
  affect another’s efforts other than range. Critical Success 
  of this ritual, once triggered, means that you will receive 
  more information about the enemy that has crossed the 
  line in addition to the “supernatural” warning bell going 
  off in your head. 
  Failure: Critically Fail this ritual and the area you were 
  trying to affect is tainted, no magic can be cast on that spot 
  for 5 days.
  Arcane Rituals
  While arcane rituals are available, they are vastly more 
  powerful and aren’t known even among many who 
  practice magic for several reasons. Obscure texts, pieces 
  of parchment, false “versions” of rituals, and devious 
  practitioners throw curious, inexperienced witches off 
  track. Many witches are unable to ﬁnd all of the pieces 
  to perform these rituals because some magic users are 
  sworn to protect the rituals by setting up magical booby 
  traps and doing whatever they can to cloud the ritual’s true 
  nature. 
  Practitioners who seek to learn arcane rituals should be 
  extraordinarily careful. Finding a complete ritual is hard 
  enough, coming across someone who will be able to teach 
  the ritual to you is an entirely, more difﬁcult task. In order 
  to learn these rituals, not only do you have to gather the 
  necessary components and learn what to do, you must 
  
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  seek out a mentor who will, over time, teach you a different 
  part of the ritual until you can master it for yourself. Your 
  mentor will be exceptionally skilled in magic and can shield 
  himself from any ill effects you might cause. As common and 
  standard practice, it is almost unheard of for a practitioner to 
  cast magic without casting a protective Circle beforehand.
  Many of the common rituals will be enough to shock the 
  calmest of Heroes; imagine what a person who fears magic 
  would do if they saw a spirit standing right before their 
  eyes? Remember that arcane rituals leave a larger, magical 
  signature; failures bode badly not just for the practitioner’s 
  immediate vicinity, but often for whole towns as well. 
  Align
  Many practitioners devote their entire life to mastering the 
  power of the ﬁve, known elements. Contrary to what so 
  many people believe, elements are not attributed with the 
  directions on a compass. The ﬁve elements represent the 
  basic components of a person’s spirit, and work together to 
  holistically balance personality, heart, and mind. 
  Power: Enhance Ability
  Difﬁculty: Intelligence check Difﬁculty 42 (10 + base 
  Difﬁculty 30, + 2 for Fatiguing)
  Ritualists: Only one ritualist is required.
  Components: The components for summoning and 
  harnessing elemental spirits are: an object that signiﬁes the 
  human attribute, an object of the element you’re focusing 
  on, and the elemental spirit’s secret name. Examples of 
  ritual components are as follows:
  Earth (Strength): Stone, crystal, plants, clay, sand, buffalo, 
  bear
  Fire (Constitution): Volcanic glass, ﬁre, soot, ash, 
  salamanders or other reptiles
  Water (Wisdom): Spring water, holy water, lotus, water 
  lilies, ﬁsh, turtles
  Air (Dexterity): Butterﬂies and other ﬂying insects, incense, 
  eagles and other birds 
  Metal (Intelligence): Iron, copper, gold, silver, tin
  Aids: Adepts trained in Knowledge (supernatural) may add 
  their adept level to the check. The ritualist receives a +1 
  bonus if he has 6 or more ranks in Knowledge (supernatural) 
  or Knowledge (life sciences), and a +2 bonus if he has 6 or 
  more ranks in both skills.
  Time: 5 rounds.
  Costs: Calling up a hostile elemental could force the ritualist 
  to make a Sanity check.
  Success: You will temporarily take on the traits of one 
  intended element and gain a +4 bonus to your related attribute 
  (Earth = Strength, Fire = Constitution, Water = Wisdom, 
  Air = Dexterity, Metal = Intelligence). If you succeed on 
  the roll by 10 or more, you also summon a small elemental 
  spirit of your element as a Familiar. Your elemental spirit 
  will behave as a familiar will, but will disappear when his 
  time in this world is up.
  Failure: Cannot attune to that particular element for 5 
  days in this ritual, or any other. For example, if you tried 
  to commune with metal and you failed, you cannot use 
  Strike True on a sword. If you fail by 10 or more, instead 
  of summoning a loyal elemental spirit, you bring forth an 
  angry elemental that will attack you on sight. Before you 
  can resist the spirit’s attack, you may need to roll a Sanity 
  check at the Narrator’s discretion.
  Babble
  One of the most useful arcane rituals, Babble is used to 
  confuse curious onlookers by encrypting your grimoire 
  into code that only you can unlock. The ritual components 
  for this vary greatly, and this is one of the hardest spells 
  to learn simply because the ingredients are tied to the last 
  ritual you archived in your book. By infusing ink, blood, 
  and at least two ingredients from the spell you just learned, 
  you will write the last two lines of the spell, ﬁnishing its 
  entry and sealing the ritual until you use the book again. 
  The spell is broken once you open the book—even by 
  accident. Any other person who tries to read the book will 
  be unable to do so.
  Power: Illusion (all senses)
  Difﬁculty: Intelligence check Difﬁculty 34 (10 + base 
  Difﬁculty 20, +2 for Concentration, + 2 for Fatiguing)
  Ritualists: Only one ritualist is required.
  Components: The ingredients are tied to the last ritual 
  you archived in your book. You must create an infusion or 
  ink, blood, and at least two ingredients from the last ritual 
  you just learned.
  Aids: The caster must have the Imbue Item feat. Adepts 
  trained in Knowledge (supernatural) may add their adept 
  level to the check. The ritualist receives a +1 bonus if he 
  has 6 or more ranks in Knowledge (supernatural).
  Time: 1 minute (10 rounds)
  Costs: There are no speciﬁc costs associated with this 
  ritual.
  Success: Your written words will be encrypted until you 
  release them.
  Failure: Encryption doesn’t take effect, and you will not 
  be able to try to ritual again for 5 days. Fail by 10 or more 
  and you have botched this ritual so badly that the book is 
  destroyed in the process.
  
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  Cloak
  Throughout history, holy men, master warlocks, and 
  powerful witches have walked among those who persecute 
  them with this ritual. The preparation for this ritual requires 
  the practitioner to sleep by day and live their life by night 
  for three days in order to ﬁnd three representative objects 
  that, when put together, signify your intent to remain hidden 
  in the dark. In this case, the ritual’s objects are trappings 
  because by gathering items like night-blooming ﬂowers, 
  singing crickets, or a thief’s bandanna, you are learning to 
  make yourself invisible. 
  After the third item, many magic users will create a 
  circle of protection around the items until they are ready 
  to ease into a deep, meditative trance. Once in the trance, 
  the user will create a request to the deity of their chose to 
  take on that particular object’s qualities. In other words, 
  if you are exceptionally clumsy and fear you might break 
  the spell, you might seek out a dancer’s shoe during your 
  quest. Asking your god, you wish to become as graceful as a 
  dancer before moving onto the next item. Upon completion 
  of the meditation, you will see (or feel) a soft, black cloak 
  ﬂoat around your shoulders that seems to be sewn from the 
  night sky. 
  Power: Light Shaping
  Difﬁculty: Intelligence check Difﬁculty 37 (10 + base 
  Difﬁculty 25 + 2 for Fatiguing)
  Ritualists: Only one ritualist is required.
  Components: Three representative objects that, when put 
  together, signify your intent to remain hidden in the dark.
  Aids: The preparation for this ritual requires the practitioner 
  to sleep by day and live their life by night for three days prior 
  to the ritual. Adepts trained in Knowledge (supernatural) 
  may add their adept level to the check. The ritualist 
  receives a +1 bonus if he has 6 or more ranks in Knowledge 
  (supernatural).
  Time: 5 rounds.
  Costs: There are no speciﬁc costs associated with this 
  ritual.
  Success: You are invisible to the outside world unless you 
  directly affect or interact with your environment. (Attacking 
  an enemy or throwing an object does count.) This is a 
  ritualized version of the Invisibility effect of the Light 
  Shaping power. In addition, if anyone tries to track or locate 
  you, they will suffer a -4 penalty to any related rolls such as 
  tracking attempts.
  Failure: The ritual doesn’t take effect and you are unable 
  to perform it for 10 days. Failing by 10 or more means that 
  instead of hiding from those who seek you out, you attract 
  unwanted attention wherever you go. Your enemies will gain 
  a +4 bonus to any tracking-related skill checks as they try to 
  ﬁnd you.
  Curse
  Curses are the practice of using a ritual to speciﬁcally harm 
  an enemy, object or place in some designated manner. One 
  of the best-kept secrets of many occult enthusiasts is that 
  general curses are not as effective as targeted, speciﬁc curses 
  simply because the person you cast the spell on attributes 
  more power to something tangible and real. Casting 
  curses on inanimate objects works, but only if the object or 
  environment is affected enough for someone to add their 
  belief or power to it. In this way, curses manipulate Faith—
  the more Faithful and devout the person they cast the curse 
  on, the more likely they are to believe that something bad 
  will happen to them through magic. As such, every Curse 
  can only be resisted by a believer’s ability to Reason.
  If a light magic user comes across a cursed object, person, 
  or place, they can undo a curse by successfully Drawing out 
  the curse into a container and then safely hiding it so no one 
  else can be affected. 
  While there are several different kinds of speciﬁc curses 
  that a practitioner can use, typically curses can be separated 
  out into three different categories:
  People: Cursing people is akin to a strong psychic attack that 
  is triggered in some, speciﬁc way. 
  Examples of curses for people are typically related to 
  physical injury; breaking a leg, losing hearing, contracting 
  a disease, growing warts, etc. Most often, when a person is 
  cursed the invention of the attack is related to something 
  personal to ensure success. 
  Places: By desecrating a place, witches can leech the life out 
  of a ﬁeld, set a magical booby trap for other witches or spirits, 
  or use it as a tool to make people lose hope. Cursing places is 
  the most difﬁcult type of ritual, because the components and 
  the time it takes to prepare are a large price to pay for, what 
  some believe, is so little beneﬁt. 
  Things: The only types of objects that can be affected by 
  curses are conductive objects that can effectively “transmit” 
  a curse to someone else. Metal is the best conductor, 
  while wood is the poorest. Forks, watches, necklaces, and 
  sometimes even weapons are perfect for cursing. 
  Power: Psychic Blast
  Difﬁculty: Intelligence check Difﬁculty 12 (10 +2 for 
  Fatiguing)
  Ritualists: Only one ritualist is required.
  Components: Ingredients for personal curses must include 
  an item from a holy sanctuary that has been desecrated 
  (cursed), something forcibly stolen from the victim, and 
  
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  something to transmit the curse to the victim by using air, 
  water, earth, metal, or ﬁre. Cursing someone with internal 
  diseases require a draught of the victim’s blood.
  In order to curse a place, the practitioner needs to take the 
  life of an innocent, drain their blood into a silver container, 
  and desecrate it through a dedicated chant to a dark god, 
  goddess or demon. If the curse’s patron deity accepts your 
  offering, the blood will turn black. You’ll then have to smear 
  it over the entry points (North, South, East, West) for the 
  curse to take effect. By murdering an innocent for your 
  curse, however, you will create an angry, vengeful spirit that 
  might one day come back to haunt you.
  In order to curse an object, you must have a very, speciﬁc 
  target and steal it from them, otherwise the spell will backﬁre 
  and the curse will be “transmitted” back to you. Cursing Holy 
  objects requires more ritual components, but can be taken 
  from a church or other sanctuary. Typically, the ingredients 
  for desecrating Holy objects include blending various body 
  parts into a stew related to the curse you want to store. For 
  example, if you curse someone with smallpox by stealing 
  their necklace, you’ll have to use the skin of a smallpox 
  victim in your potion to curse a cross. Holy objects can not 
  be used to transmit curses, but they are an integral part of 
  this ritual as well as many others. 
  Aids: In order to curse a place or a thing, the caster must 
  have the Imbue Object feat. Adepts trained in Knowledge 
  (supernatural) may add their adept level to the check. The 
  ritualist receives a +1 bonus if he has 6 or more ranks in 
  Knowledge (supernatural) or Knowledge (theology and 
  philosophy), and a +2 bonus if he has 6 or more ranks in 
  both skills.
  Time: 5 rounds
  Costs: To curse a thing, you must shed enough of your own 
  blood to become Hurt in order to power the curse.
  Success: If the curse succeeds, the person or place will feel 
  the brunt of what you intended and will suffer damage as 
  dictated by the psychic blast. The object you cursed will 
  retain its charge, but will force your target to roll a Will save 
  to resist your curse. Once you successfully use a cursed holy 
  object in a ritual, the object retains its desecration and you 
  don’t have to curse it again.
  Failure: If you fail properly preparing your curse, your 
  psychic blast is reﬂected back at you. The person you were 
  trying to curse is instantly aware of your efforts; you will not 
  be able to attempt your efforts to curse your object, place, or 
  victim again for 5 days. Failing by 10 or more means that you 
  screwed up the ritual so badly, that you might have ripped a 
  hole in the fabric of reality and allowed something to come 
  through. What happens next is at the Narrator’s discretion.
  Excise
  Excise is simply, the laying of your hands on a victim while 
  chanting fervently to drive out a ghost or demon. This 
  ritual also works on houses, taverns, longhouses, and 
  other buildings where ghosts or demons have decided 
  to haunt—especially if you combine your efforts with 
  other practitioners. While there are no ingredients to this 
  ritual, there are several, secret incantations that you must 
  memorize and learn in order to excise a ghost. Initially, 
  this ritual used to be quite common, until the persecution 
  of magic users forced many churches to incorporate 
  their own version of Excise into their religious rites. The 
  primary difference between a magic user’s exorcism and 
  a religious ceremony is that the magic user understands 
  that, once freed, ghosts and demons can try to harm you. 
  Power: Ward (creature ward vs. Outsiders or Undead as 
  appropriate), fatiguing
  Difﬁculty: Charisma check Difﬁculty 32 (10 + base 
  Difﬁculty 20 +2 for fatiguing). Each assistant must succeed 
  on a Difﬁculty 10 Charisma check to aid the ritualist. Will 
  save Difﬁculty 16 to avoid fatigue.
  Ritualists: An exorcism requires a ritualist and usually at 
  least one assistant.
  Components: No components are required, but religious 
  exorcists generally use symbols and texts sacred to their 
  religion as well as other substances symbolizing purity, 
  such as holy water, salt, or white candles.
  Aids: The ritualist must be trained in either the Knowledge 
  (theology and philosophy) or Knowledge (supernatural) 
  skills. The ritualist must also be pure of heart and faith: 
  he must have no Corruption and must not have gained 
  Conviction by giving in to his vice for at least a week prior 
  to the exorcism. Other requirements may be enforced by 
  the Narrator depending on the ritualist’s religion, such as 
  a Catholic priest needing the approval of the church before 
  attempting an exorcism. The Difﬁculty of the Charisma 
  check increases by +2 for each condition he fails to meet.
  Adepts trained in Knowledge (supernatural) may 
  add their adept level to the check. The ritualist receives 
  a +1 bonus if he has 6 or more ranks in Knowledge 
  (supernatural) or Knowledge (theology and philosophy), 
  and a +2 bonus if he has 6 or more ranks in both skills. The 
  ritualist gets an additional bonus of +1 to +4 if he has some 
  sway over the entity, such as having knowledge of a spirit’s 
  past life or knowing a demon’s true name. The amount of 
  this bonus (if any) is up to the Narrator. Assistants with 6 
  or more ranks in Knowledge (supernatural) or Knowledge 
  (theology and philosophy) provide a bonus of +3 to the 
  primary ritualist rather than the usual +2.
  Time: 5 rounds.
  
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  Costs: The ritualist and each assistant may have to make 
  Sanity saves depending on what the entity does during the 
  exorcism. Anyone who fails a Sanity saves automatically 
  fails any other check she must make during the ritual. Any 
  character present at an exorcism can offer himself to the 
  entity to spare the body of the possessed victim. This is 
  usually an act of desperation when an exorcism has gone 
  wrong and the entity threatens to hurt its current victim. 
  In this case, the martyr automatically gains a point of 
  Conviction because of the sacriﬁce. Of course, the entity can 
  always choose not to accept the offer. The exorcism must 
  begin anew to confront the entity in the new victim.
  Success: If the ritualist succeeds on his Charisma check, 
  the entity must succeed on a Will save or be forced from 
  its host. The save Difﬁculty is equal to the base Difﬁculty 
  chosen by the ritualist. (In this sample exorcism, the base 
  Difﬁculty is 20, so that is the ﬁend’s Will save Difﬁculty). 
  If the entity is an outsider, it is forced to return to its plane 
  of origin and may not return unless speciﬁcally summoned. 
  If the entity is a ghost it is disrupted and cannot manifest 
  for d20 months. A ghost with a number of levels equal to 
  less than half of the ritualist’s adept levels (rounded down) 
  is destroyed.
  Failure: If the ritualist fails the Charisma check or the entity 
  succeeds on its Will save, the entity remains in place and the 
  exorcism must be started anew. The entity may also choose 
  to possess any character present instead. The victim and the 
  entity must make opposed Will saves, with the entity taking 
  possession of its victim if it succeeds. If the roll fails by 10 
  or more, Instead of repelling ghosts or demons, the person 
  or place will act as a beacon, attracting more such spirits to 
  haunt the area or possess the victim.
  Spirit Walk
  Walking in the land of the spirits, you are able to astral project 
  your spirit in order to ﬁnd information or communicate with 
  other spirits. This ritual is difﬁcult to learn because you 
  also need to know how to protect yourself once in the spirit 
  world. Mentors who teach students to Spirit Walk will often 
  ﬁnd a place that doesn’t attract attention in the spirit world 
  to teach them how to use this Ritual.
  Power: Mind Touch
  Difﬁculty: Intelligence check Difﬁculty 20 (10 + base 
  Difﬁculty 10) if the spirit dwells in the location where the 
  spirit walk is taking place. If the caster is seeking out a 
  spirit by traveling through the spirit realm, the Difﬁculty is 
  modiﬁed by the ritualist’s familiarity with the spirit. Most 
  ritualists are at least slightly familiar with the spirits they 
  try to contact either through personal research or by having 
  them described in detail before the spirit walk. Likewise, 
  prior use of other powers such as Sense Minds and Second 
  Sight may allow a ritualist to learn enough about a local 
  spirit to be considered casually familiar. Each assistant must 
  succeed on a Difﬁculty 10 Intelligence check to aid the 
  ritualist.
  Ritualists: Only one ritualist is required.
  Components: Some casters will Spirit Walk from inside the 
  safety of a magic Circle.
  Aids: Spirit Walk requires the practitioner to cleanse their 
  body and fast for 5 days. Also, in order to walk you will need 
  to have a successful tether to the earth. If you are not tied 
  down with a natural element or lying on your Circle and 
  you are not touching clay, stone, dirt or sand, the spell will 
  be broken immediately and you will be forcibly yanked out 
  of the world before you are ready.  The ritualist also needs 
  to have some knowledge of the supernatural; she must 
  be trained in the Knowledge (supernatural) skill. Adepts 
  trained in Knowledge (supernatural) may add their adept 
  level to the check. The ritualist gets a +2 bonus if she has 6 
  or more ranks in Knowledge (supernatural).
  Time: 1 minute (10 rounds)
  Costs: Traveling in the spirit world is unpredictable and can 
  be dangerous. At the Narrator’s discretion, you may run 
  across an unfriendly spirit instead of ﬁnding a friendly one 
  to communicate with. One thing to always remember is that 
  accessing information from other sources doesn’t always 
  mean it is accurate or relevant to what you need to know. 
  Spirits, like ghosts, are unpredictable and do not like to be 
  controlled or commanded.
  The ritualist and all assistants may have to make Sanity 
  saves if an evil spirit does appear, and may have to make 
  more Sanity saves depending on what it does during the 
  Spirit Walk. A character involved in the ritual who fails a 
  Sanity save is automatically ejected from the spirit world and 
  re-enters their body, thus ending their Spirit Walk. 
  Success: You successfully project a version of yourself 
  into the spirit realm and will safely return. A spirit is likely 
  to responds to your call. Depending on its whims, it can 
  manifest and communicate with the ritualist or anyone spirit 
  walking along side them.
  If the Spirit Walk is held in a place known to be the 
  home of one or more spirits haunted, at least one of the 
  answering Spirits will be the most powerful entity in that 
  area (measured by level + Charisma) or a speciﬁc entity 
  named, whichever condition applies. If no spiritual entity is 
  named in the Spirit Walk, any spirit may answer the call. The 
  latter is a potentially dangerous situation and should only be 
  attempted by a ritualist who is certain she can control the 
  answering entity.
  Once called, a spirit typically remains for a number of 
  minutes equal to its Charisma (minimum of one minute). 
  The ritualist can dismiss a spirit before that time expires 
  
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  by making a Charisma check opposed by the apparition’s 
  Will save. Dismissing an apparition is a standard action. 
  A dismissed spirit cannot be met by the caster on another 
  Spirit Walk or manifest for 24 hours.
  Failure: You are unable to visit the spirit realm and you 
  may attract an angry spirit. If the ritualist fails the check 
  by 4 or less, the attempted Spirit Walk is a failure. If the 
  ritualist fails by 5 or more, the results can be disastrous. 
  The narrator is free to interpret the consequences 
  of a failed Spirit Walk as he sees ﬁt. 
  O n e 
  possible consequence is that a hostile 
  spirit answers the call.
  Summon
  Instead of traveling to the 
  spirit 
  world, 
  some 
  practitioners feel safer 
  bring a spirit to them. 
  Summoning only brings 
  a spirit to you, but it 
  doesn’t necessarily mean 
  that they will cooperate. 
  Many spirits have a lot of 
  pride, and are not easily 
  persuaded by the humans 
  they feel are beneath them. 
  By playing to their vanity, 
  you may ﬁnd that they will be 
  easier to negotiate with. In order 
  to grab a spirit’s attention, you will 
  have to learn a spirit’s true name, 
  corresponding element, and craft a 
  ritual blending known invocations as well as potions 
  in order to create a magical efﬁgy or “calling card” for the 
  spirit to hone in on. 
  As such, there are literally hundreds of summoning 
  rituals that exist for known spirits, and every one provides 
  suggestions for sample ingredients. Commonly, spirits seem 
  to require both tribute and sacriﬁce, and not all of them feel 
  that tribute is an offering of food or that sacriﬁce needs to 
  be sealed in blood. For example, a tribute might be that you 
  decide to turn your potion into the base for a painting of your 
  spirit which will be on public display. Your sacriﬁce will then 
  be your reputation, for putting such a painting on display 
  might damage your reputation.
  Power: Either Summon Apparition, Summon Elemental, 
  Summon Outsider, or Summon Spirit, fatiguing.
  Difﬁculty: Charisma check Difﬁculty 37 (10 + base Difﬁculty 
  22 + 2 for fatiguing + 3 for level prerequisite). Assistants 
  must succeed on a Difﬁculty 10 Charisma check to aid the 
  ritualist. Will save Difﬁculty 18 to avoid fatigue.
  Ritualists: Only one ritualist is required, but assistants are 
  usually utilized due to the high Difﬁculty.
  Components: The ritualist must perfectly inscribe a 
  summoning circle into which the summoned elemental, 
  ﬁend or spirit will appear. The ritualist gets a +1 bonus for 
  each of the following additional components used: an altar 
  speciﬁcally dedicated to the summoning of the desired 
  creature type, special incenses and candles, an animal 
  sacriﬁce (of an animal or animals with a total level of 5 or 
  greater), ritual performed on a day of signiﬁcance 
  to the summoned entity.
  Aids: 
  Adepts 
  trained 
  in 
  Knowledge 
  (supernatural) may add their adept 
  level to the check. The ritualist receives 
  a +1 bonus if he has 6 or more ranks 
  in Knowledge (supernatural) or 
  Knowledge 
  (theology 
  and 
  philosophy), and a +2 bonus 
  if he has 6 or more ranks in 
  both skills. The ritualist gets an 
  additional bonus of +1 to +4 if he 
  has some sway over the entity, 
  such as knowing an entity’s true 
  name. The amount of this bonus 
  (if any) is up to the Narrator. 
  When summoning demons, the 
  sacriﬁce of an intelligent creature 
  (Int –2 or greater) provides a +10 
  bonus.
  Time: 1 minute (10 rounds)
  Costs: When the entity appears in the 
  summoning circle, everyone present must 
  make a 
  Sanity save with a Difﬁculty equal to the 
  Terror level of the entity. Witnesses not subject to Sanity 
  saves are immune. 
  Success: If the ritualist succeeds on the Charisma check, 
  an entity of the desired type (or the speciﬁc entity named) 
  appears in the summoning circle and awaits its orders. The 
  base Difﬁculty of this sample summoning ritual is 22; using 
  this ritual, the ritualist can summon a 6th-level entity (such as 
  a bearded ﬁend or a succubus from the True20 Bestiary).
  Failure: If the ritualist fails his Charisma check, no entity 
  is summoned. The ritual is a failure and must be restarted. 
  If the ritualist fails by more than 5 or more, a ﬁend of 2nd 
  level or lower may appear for no other purpose than to 
  wreak havoc among those involved in the ritual. It obeys no 
  one and attacks everything in sight for ﬁve rounds before 
  returning to its home plane. Failing the roll by 10 or more 
  means that you are prohibited from summoning spirits for 
  10 days. During that time your magical trail is so strong that 
  you are more noticeable to all spirits and may be attacked.
  
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  Chapter 8: Secrets
  Introduction
  As a Narrator in Colonial Gothic, you will be responsible 
  for creating a platform for your players to explore their 
  characters. This platform will allow the players to focus on 
  what it means to be a Hero as they ﬁght monsters and other 
  horrors. Sometimes the gore in Colonial Gothic is subtle, as 
  your players contribute to ﬁghting a war with rudimentary 
  medical advances and new techniques in warfare. Other 
  times the horror is as real and as tangible as a plate of 
  food. 
  However you decide to include horror elements in 
  Colonial Gothic is up to you; in this chapter we show you 
  how. 
  History in Colonial Gothic
  Colonial Gothic infuses supernatural horror with early 
  American history. At ﬁrst glance, that might not seem to be 
  that important but in reality, it’s very important, especially 
  if you’re the Narrator. The fact that Colonial Gothic’s setting 
  takes place over two hundred years in the past affects 
  every aspect of gameplay, both large and small. In order 
  to get the most out of the game – and to avoid some of the 
  more common pitfalls that can plague historical roleplaying 
  – the following sections offer some advice, examples, and 
  some insights on running Colonial Gothic adventures and 
  campaigns.
  Secret History
  In this book, Colonial Gothic employs what is called a 
  “secret” or “occult-based” history. In other words, events 
  happened as you read about in your American history 
  books, but there is another layer to that history—things 
  that occur in the shadows far beneath the watchful gaze of 
  historians. 
  Colonial Gothic works under the same assumption for its 
  time period. Everything you learned in school or read in 
  books about major points in American history leading up to 
  the Revolutionary War is correct – on the surface. Where 
  Colonial Gothic departs from the real world is through the 
  very simple fact that magic is real. No matter how many 
  conspiracies you create, no matter how much you try to 
  adhere to a historical timeline with a zealot’s accuracy, the 
  minute you throw the supernatural into the mix you create 
  a different world. 
  After the last of this month our lines will be 
  so weakened that the minutemen and militia must 
  be called in for their defense; these, being under 
  no kind of government themselves, will destroy 
  the little subordination I have been laboring to 
  establish, and run me into one evil whilst I am 
  endeavoring to avoid another; but the lesser must 
  be chosen. Could I have foreseen what I have, 
  and am likely to experience, no consideration 
  upon earth should have induced me to accept this 
  command. 
  -George Washington
  The second way that Colonial Gothic veers away from 
  historical accuracy is through smaller dates, names, places, 
  and people. Simply, Colonial Gothic is a role-playing game 
  inspired by history. In order to create a sense of conspiracy 
  and urgency, sometimes minor details can be altered to 
  make the game more playable.
  Secret histories can be great for several reasons. First, 
  you already have a framework of dates, battles, and events 
  to play off of. Second, you can ﬂesh out that framework by 
  connecting the dots between two, unrelated events creating 
  a supernatural cause-and-effect rather than a pragmatic 
  one. 
  At the same time, we should point out that historical 
  games tend to have one signiﬁcant “ﬂaw,” at least when it 
  comes to role-playing. Because the course of history has 
  been “predetermined,” so to speak, Heroes might have 
  a very, difﬁcult time altering that course. Major points in 
  American history will appear to press on with or without 
  the Heroes’ help, even if that isn’t the case. Regardless 
  of what the characters are doing, the world never stops 
  moving, and it is very rare when a Hero’s actions will affect 
  the world on a global scale, even though a Hero will make 
  a difference in some way. Simply, conspiracy games set in 
  a historical time period seem to work best when there is a 
  balance between history, conspiracy, and fun.
  Beneath the trappings of war, dates, and historical 
  ﬁgures, the shadow war that is being fought behind-the-
  scenes against monsters and other evil forces is really 
  what Colonial Gothic is all about. In this war, more than any 
  other, is the chance for a Colonist or Native to prove their 
  worth and become a Hero. This is were the characters 
  have a real chance of making a difference and becoming 
  true Heroes by ﬁghting back against the things haunting 
  the world around them. 
  There is a great deal of freedom in a secret history 
  approach, although it has the disadvantage of limiting 
  
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  how much the Heroes can interact with famous people or 
  participate in famous events, two key drawbacks to historical 
  gaming.
  Alternate History
  An alternate history approach is similar to a secret history in 
  that the ﬂow of history as we know it is exactly the same but 
  only to a point. Alternate histories are called that because, at 
  some point, the “normal” ﬂow of events diverges and history 
  takes an alternate route from the one it took in our world. 
  For example, if George Washington had been killed at the 
  Battle of Brandywine in 1777, the entire history of not only 
  the Revolution but also (assuming it even came about) the 
  United States would be affected profoundly.
  Alternate histories have several distinct advantages, the 
  chief being that it allows almost total freedom to the Narrator 
  and his players. Literally, anything can happen. The Heroes 
  can interact with major, historical ﬁgures, any one of whom 
  can be killed, eliminated, or elevated to become more 
  prominent than they were in our own history. Likewise, 
  historical events can occur differently than they did in the 
  real world. 
  An alternate history gives an enormous amount of latitude 
  for both creativity and dramatic freedom. Some Narrators 
  will ﬁnd this approach alleviates some of the “straitjacket” 
  feel that a more strict approach to canonical history might 
  engender. After all, it’s often difﬁcult enough to create 
  exciting and satisfying adventures in wholly imaginary 
  fantasy worlds. Add to that the complication that you must 
  square the adventures with recorded history and it’s not 
  hard to see the appeal to alternate historical gaming.
  Just like secret histories, though, alternate histories 
  have a signiﬁcant “ﬂaw.” Because alternate histories are 
  freed from the constraints of a static timeline, the Narrator 
  thus becomes responsible for deciding exactly what would 
  happen if George Washington died in 1777. There is no 
  deﬁnitive answer to this question and each Narrator will 
  have to decide for himself how the new history he and his 
  players are creating plays out. 
  To create an alternate history competently, the Narrator 
  should probably have good access to reference materials 
  about the period, since, to create a wholly new timeline, it’s 
  always wise to know how and why events unfolded as they 
  did in the real one. That’s not say that your alternate history 
  needs to be able to stand up to the scrutiny of professional 
  scholars of American history. After all, Colonial Gothic is 
  just a game and even real history can make unexpected 
  and even implausible turns. Almost any outcome can be 
  justiﬁed within reason—especially since, in many cases, 
  historians don’t know the exact reasons behind every event. 
  Nevertheless, having the ability to extrapolate from real 
  world historical trends is a useful skill and it’s one of the 
  reasons why running an effective alternate history game 
  can be more demanding than a secret history one.
  To make an alternate history more manageable, we 
  recommend building your history prior to inviting players 
  to create characters; by doing so you will create a good 
  framework for any player to play in, regardless of which 
  players you’re running the game to. It will also clear up any 
  confusion, since sometimes players go off in a direction 
  you might not have anticipated.
  As noted earlier in this section, Colonial Gothic assumes 
  a secret history rather than an alternate one as its default 
  approach. One reason for this is simple practicality. There 
  are potentially inﬁnite alternate American Revolutions, 
  each one stemming from a different “what if?” scenario. 
  There is simply no way that this book could account for 
  every possible variation and do it justice. Consequently, 
  the material presented here forms a baseline from which 
  Narrators should feel free to develop their own campaigns 
  as they see ﬁt, using whichever approach best suits them 
  and their players. 
  Historical Blend
  Another possibility to play Colonial Gothic would be to 
  mix and match secret and alternate histories. Certain 
  elements from one or the other can be borrowed to create 
  a campaign setting that allows for the most fun for you and 
  your players. Returning to the example of placing George 
  Washington in jeopardy, we noted that, in a strict secret 
  history campaign model, it’s hard to threaten a historical 
  personage whose ultimate fate is a matter of public record. 
  That’s certainly true, but what if the shadowy cabal in your 
  adventure seeks not merely to eliminate Washington but 
  to replace him with a golem duplicate that will do their 
  bidding? In this way, the real George Washington can die at 
  any time but his doppelganger survives, acting as a minion 
  of occult forces for nefarious ends. Likewise, individuals 
  that appear to die may actually be hidden, staying out of 
  the public eye and continuing their work under cover of 
  darkness. The possibilities are endless if you’re willing to 
  be creative and think in an unorthodox fashion.
  Colonial Gothic is ultimately your game and you are 
  encouraged to take whatever approach to history best 
  suits you and your players. The American Revolution 
  is a remarkably broad canvas on which you can paint 
  many different stories in many different ways. Whether 
  you choose a straight secret history, a gung-ho alternate 
  history, or something in between, the game as written can 
  handle it.
  
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  COLONIAL GOTHIC
  Historical Accuracy in Game
  Colonial Gothic takes place in real locales and sometimes 
  involves real people and events. There can be an occasional 
  temptation to fret over the smallest details to ensure that they 
  are completely accurate and true to the period. While this is 
  understandable, it’s also pointless. The fact of the matter is 
  that, except for professional scholars, most people will never 
  notice that the details of a Colonial Gothic adventure are not 
  always completely true to history. Does 
  that mean that you should introduce 
  blatantly false inventions or events 
  into your games? As with everything, 
  the ﬁnal decision is yours. If you 
  want to include computers or cell 
  phones in your game, no one is 
  going to stop you. However, the 
  challenge is, of course, whether 
  or not a digital camera on the 
  battleﬁeld breaks the mood of 
  the game.
  If you are concerned with 
  historical accuracy in Colonial 
  Gothic, keep in mind that this is 
  not only a game, it is a cinematic 
  roleplaying game that relies on 
  the adventure to drive the story. 
  If you’re running a murder 
  mystery adventure, then it’s 
  important to have at least some 
  understanding of the types of 
  deductive techniques that were 
  available at the time. Likewise, 
  if the conclusion of an adventure 
  depends on the use of explosives, 
  it might not be a bad idea to know 
  the types of incendiary devices 
  used in 1776. On the other hand, 
  if the Heroes enter a tavern in 
  Alexandria, Virginia there’s no 
  need to know exactly what types of ales would 
  have been served, how the pheasant   was prepared, and 
  what the proper clothing was for a barmaid. If you focus too 
  much on the details, it will bog down your game. So instead, 
  concentrate on building tension and the rest will just fade 
  right into the background.
  One potential problem that you may encounter would be 
  to have a player sit down that knows more about colonial 
  history than the Narrator does. If that happens, the best 
  approach is not to fear that knowledge, but to use it. If the 
  player is an expert in eighteenth century religious practice, 
  use him or her as a source of knowledge and incorporate 
  that knowledge into your game. The next time the Heroes 
  encounter a ﬁery Congregationalist preacher or a worldly 
  Anglican bishop, that knowledgeable player can provide 
  the Narrator with necessary details to make the encounter 
  come alive without bogging down the pacing of the game. 
  By engaging the players’ expertise, the Narrator helps draw 
  the group into the game further, which is the goal for any 
  Colonial Gothic campaign, provided you make it expressly 
  clear that the Narrator has the ﬁnal say. No amount of real 
  world knowledge should ever get in the way of a good 
  adventure. 
  Remember 
  that 
  Colonial 
  Gothic 
  is 
  a 
  historically-inspired roleplaying game, but 
  it’s not a history book. Don’t ever let history 
  intimidate you or get in the way of having fun. 
  Instead, use history as a spring to draw 
  good ideas from and run with them. 
  Most players will not care if you don’t 
  know how many buttons were on the 
  jacket of an ofﬁcer of Continental 
  Army in 1775 or if you invent the name 
  of a Pennsylvania assemblyman who 
  did not exist in the real world. These are 
  the types of compromises that cinematic 
  games require and as a Narrator, you 
  should feel comfortable making them. 
  Unless the adventure speciﬁcally calls for 
  it – or the players really are interested in it 
  – very little is gained by providing speciﬁc 
  historical details. Stick to the details that 
  matter and you’ll never go wrong.
  Using History to Your 
  Advantage
  There are a few techniques you can use 
  to incorporate a historical backdrop 
  for exciting and fun adventures. For 
  example, modern technology can make 
  investigating forensic clues easier – perhaps 
  too easy. Now try performing forensic investigations without 
  the ability to even lift a ﬁngerprint at the scene of the crime. 
  What this means is that history allows the Narrator to run 
  adventures of a sort that are more difﬁcult due to historical 
  limitations.
  History can also be used as a springboard for ideas. The 
  most obvious way that this occurs is when the Narrator 
  ﬁnds a historical event that seems interesting and decides 
  to involve the Heroes in that event in some way. The Siege 
  of Boston, for example, is a fascinating historical event. For 
  almost a year, revolutionary forces surrounded the city of 
  
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  COLONIAL GOTHIC
  Boston and prevented the British army 
  within from moving. These bare facts 
  alone suggest all manner of adventure 
  ideas, from inﬁltrating British-occupied 
  Boston, to helping Bostonians escape 
  the city under the eyes of the British, to 
  dealing with the effects of living in a city 
  cut off from the surrounding country 
  except by sea. Using this approach, 
  you could simply base an adventure 
  on any speciﬁc event that happened 
  during the Siege of Boston. The Siege 
  simply provides the basis for imagining 
  interesting situations in which to place 
  the Heroes. 
  Of course, the Narrator could directly 
  involve the Heroes in some historic 
  event that surrounded the Siege, such 
  as the Battle of Bunker Hill. In this 
  case, history provides not only a broad 
  template for inspiring an adventure, but also gives you 
  speciﬁc details. Naturally, in such a case, the Narrator 
  must take care to involve the Heroes in these events in a 
  way that makes sense within the overall approach to history 
  he’s chosen for his campaign. In a secret history game, it 
  would be hard to justify the prevention of British forces from 
  occupying the Charlestown Peninsula, as it happened in the 
  real world, although in an alternate history that wouldn’t be 
  an issue provided you are able to give your players a string 
  of adventures to play off of. Having the Heroes present at 
  the Battle of Bunker Hill presents greater rewards in some 
  ways, since there’s a genuine vicarious thrill in being able 
  to say “My Hero fought beside Colonel Prescott when he 
  gave the order to hold our ﬁre until we saw the whites of 
  their eyes.”
  Historical ﬁgures present a similar sort of problem. The 
  vicarious thrill of interacting with famous persons from 
  history is unmistakable. Being able to cross the Delaware 
  with Washington or visit Jefferson as he’s penning the 
  Declaration of Independence would be memorable events 
  in any Hero’s life. If the players enjoy hobnobbing with the 
  famous, why spoil their fun?
  In principle, there’s nothing wrong with this approach 
  and in some games it will make perfect sense. The problem, 
  though, is how to use historical personages effectively without 
  either having them overshadow the Heroes themselves 
  or, alternately, belittling their very real achievements and 
  making them pale in comparison to the Heroes. Given that 
  Colonial Gothic is a cinematic game, the latter is particularly 
  a great concern. It is one thing for the characters to provide 
  assistance in some way to historical ﬁgures, but it’s another 
  for them to overshadow their importance. After all, if the 
  Heroes are so amazing, why didn’t they turn the tide of the 
  Revolutionary War or prevent some horrible event from 
  happening?
  Historically, war is brutal—regardless of what time period 
  you look at. Even without the supernatural, in the middle 
  of a war for independence there are several challenges that 
  effect a character’s basic survival. Military sieges on entire 
  communities, food shortages, harsh weather conditions 
  and rudimentary advances in medicine can all make for 
  challenging obstacles to overcome. 
  If any of the characters are part of the military, they will 
  have certain obligations to one side or another that may 
  pull them in multiple directions. What happens when a 
  commanding ofﬁcer orders the character to march to a 
  distant battleﬁeld? Do they abandon their allies and ﬁght 
  against the supernatural instead? Do they stay and face 
  possible retribution from their commanders?
  War also leaves many broken homes and bodies in its 
  wake. Characters in Colonial Gothic will have to deal with 
  the possibility of losing family and friends during the 
  course of battle. The lack of proper medical care in the 
  time of Colonial Gothic can lead to missing limbs, disease 
  and death.
  There are numerous history books, websites and 
  media that can serve as inspiration for stories set in the 
  American Revolution. Narrators should attempt to have a 
  basic understanding of the major events of the war, but not 
  be bound by them when running Colonial Gothic. These 
  events can serve as a backdrop for the ﬁght against the 
  supernatural that the Heroes are dealing with from night-
  to-night.
  
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  The war should have some inﬂuence during character 
  creation as well for the players. The Narrator should ask 
  the players how their characters feel about the war. What 
  side are they on? If the characters have ties to Europe 
  how do they feel about events in the New World? These 
  questions can lead to some great plot hooks for Narrators 
  to explore during play.
  In the end, history should serve the needs of the Narrator 
  and his players, not the other way around. Colonial Gothic is 
  set in a fascinating and tumultuous time. Rather than dwell 
  on minutiae or become overwhelmed by esoteric details, the 
  Narrator should look on the time period as a touchstone for 
  crafting his own horror adventure ideas. History provides 
  plenty of great locales, events, and characters, but only the 
  Narrator and his players can provide the imagination and 
  energy that will make Colonial Gothic fun.
  Supporting Characters
  The world of Colonial Gothic has a vast array of characters 
  the Heroes will interact with. Supporting characters could 
  be soldiers ﬁghting in the Revolution, pioneers barely 
  surviving on the frontier, or Natives attempting to stay 
  neutral in the hopes of retaining their lands once the war 
  is over. You will need to create this supporting cast of 
  characters whenever the Heroes travel. Remember that 
  this world is in turmoil and lives are affected by the daily 
  events that surround them. Nearly everyone the Heroes 
  meet will have their own goals, hopes, fears and dreams. 
  It is important to add a bit of personality to the supporting 
  characters; this keeps them from being a nameless mook 
  in a dull action movie.
  Supporting characters are created using the same rules 
  as the Heroes are. Usually the average citizen of the colonies 
  is somewhat less dynamic (i.e. a few less starting ability 
  points for creation and/or using the ordinary role) than the 
  Heroes, primarily due to not getting involved in the world of 
  the supernatural. Many of the average citizens of the world 
  are more concerned with their chosen trade or profession 
  and know very little about the secret history of the world. 
  Many of them are skilled in one or two areas (perhaps even 
  giving the Heroes a challenge on those speciﬁc tasks) and 
  may specialize in a useful Craft or Knowledge skill that the 
  Heroes may need. Few citizens of the colonies, if any, are 
  willing to work for free and the Heroes may need to barter 
  for the services of skilled tradesmen.
  The other key concept to keep in mind for creating 
  supporting characters is how you decide to treat female 
  and minority characters or players in your game. At this 
  time period in history, women and minorities simply did 
  not have as many liberties and as many roles in society as 
  they do today. Female and minority roles are important for 
  you, as a group, to decide because it will effect how your 
  Heroes encounter them and what kind of characters your 
  players choose to build. It is entirely up to you how true 
  to history you want to be. Heroes are exceptional people, 
  and female or minority heroes are more likely to be able to 
  break out of their traditional roles and places in Colonial 
  society than ordinary folk.
  Also, remember that this is a time period where Nature 
  is, for the most part, untamed—so keep in mind that 
  animals can also play an integral role in determining how 
  supporting characters interact with the players and each 
  other. The Familiar Ritual was created with this thought 
  in mind to ﬂesh out wild animal vs. human relationships, 
  because there were more animals that lived in the wild 
  than there were domesticated as pets. 
  Antagonists and Villains
  All good adventures need good antagonists, especially in a 
  cinematic game like Colonial Gothic. So what is an antagonist 
  and how does it differ from a simple Villain? Simply, an 
  antagonist is any character who directly, not indirectly, 
  creates a conﬂict for the Heroes. That adverb “directly” 
  is important, because a creature that unknowingly causes 
  problems for the Heroes isn’t truly an antagonist. 
  A Villain is a particular type of antagonist, typically one 
  who thinks about evil on a much, larger scale than harming 
  one player. For example, your group of Heroes is seeking 
  out a lost text of John Dee believed to have been brought 
  to the New World in the late sixteenth century. Another 
  group of scholars is also seeking the same text and they 
  periodically cross paths with the Heroes, occasionally even 
  obtaining valuable clues ahead of them. These scholars are 
  most deﬁnitely antagonists, because they intentionally seek 
  out the same thing as the Heroes do. However, they do not 
  qualify as Villains because they seek the lost text purely for 
  academic reasons and aren’t even aware that the Heroes 
  are also looking for it. On the other hand, if the scholars 
  belong to a cabal of black magicians who want to ﬁnd the 
  text and use its knowledge to wipe out a Native tribe, they 
  most certainly do qualify as Villains. 
  This distinction might seem like an unimportant one 
  but it’s not, at least from the perspective of the Narrator. 
  Roleplaying games, like literature, TV shows, and movies, 
  depend on conﬂict to drive the action. The struggle against 
  the unforgiving wilderness is an example of an abstract 
  conﬂict, as is the mental struggle to solve a complex 
  mathematical theorem. Neither conﬂict, though, is usually 
  satisfying in a roleplaying game, since the conﬂict is often 
  
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  COLONIAL GOTHIC
  resolves through a few rolls of the dice and a Narrator’s 
  storytelling ability. Conﬂict with other intelligent beings, 
  however, is inherently more interesting because, above 
  and beyond the choices that each makes, there is also 
  the clash of personalities and agendas. Antagonists make 
  conﬂicts personal and that’s a vital part to maintaining 
  interest in a roleplaying game.
  Good Villains can serve a lot of purposes in a roleplaying 
  game. At the very least, they elicit all sorts of emotional 
  responses from players to create conﬂict. If your players 
  start to see a Villain as a personal enemy, someone whom 
  they wish to see defeated and whose plans they wish to foil 
  at all costs, you’ve achieved something wonderful. 
  The Heart of Villainy
  Villains are Heroes in reverse and this is the simple truth 
  that every Narrator should bear in mind. Villains seek out 
  many of the same things as Heroes do for their own beneﬁt 
  and not for the beneﬁt of other people. A Hero might save a 
  town, not expecting any reward; a Villain might blackmail 
  the mayor before assessing whether or not he will save 
  the town, thinking only of his own skin. Consequently, the 
  best Villains – the ones your players will loathe the most – 
  are the ones whose own desires conﬂict most directly with 
  their own or worse…the Villains who so closely resemble 
  Heroes and end up taking all the credit—even though they 
  might be responsible for so much destruction.
  Before you create your Villain, you have to know 
  what your Heroes want and why. Are they members of 
  a revolutionary organization dedicated to freedom and 
  independence for the American colonies? In that case, a 
  dissolute British lord with designs on bettering the lives 
  of the poor, unfortunate colonials under his “benevolent 
  rule” makes a great Villain. Are the Heroes investigators 
  into the occult, seeking to safeguard humanity from 
  supernatural threats? If so, a black magician who uses his 
  powers to “save” humanity with disastrous consequences 
  makes a superb Villain for them. 
  The trick to creating any Villain is to think about them 
  like a three-dimensional character. A dark shaman who is 
  following a path of vengeance, for example, may have a soft 
  spot for his wife. A ﬁfth-generation witch who is the last of 
  her line will be inﬁnitely more interesting if you know what 
  her hopes and dreams are. Superimposing the ordinary 
  onto the extraordinary adds a layer of believability to your 
  Villain—you want to understand and sympathize with the 
  “big bad.” Maybe you even hope that he can be redeemed. 
  However you feel about a Villain, she not only pushes your 
  buttons, she makes some to push.
  One-Shot Enemies or Recurring 
  Villains?
  When you’re creating Villains, it’s important to consider 
  whether or not they will appear in one game or in several. 
  One-shot Villains are easier to construct, since they typically 
  have a limited purpose—namely to foil the Heroes over the 
  course of one adventure or two. Such Villains can be much 
  “narrower” in their focuses and even their personalities 
  and agendas can be more or less nuanced than a longer-
  term Villain. Suppose, for example, that the Heroes are 
  seeking out a magical sextant given to Sir Walter Raleigh 
  by John Dee. A short-term Villain who opposes the Heroes’ 
  expedition to ﬁnd the sextant might simply be a collector 
  of occult artifacts with no larger agenda at work. He wants 
  the sextant because it is magical and he wishes to possess 
  it for himself. If he intends to do something with the 
  sextant, it’s something fairly small scale, such as enabling 
  him to ﬁnd the Northwest Passage and the tropical Ultima 
  Thule said to be at its end. Alternately, a short-term Villain 
  might simply be a middleman, a venal mercenary seeking 
  to sell the sextant to the highest bidder regardless of their 
  allegiance.
  A recurring Villain, on the other hand, has broader 
  goals that can sustain his involvement in the campaign, 
  indeﬁnitely. Re-using the magical sextant as an example, 
  a recurring Villain might be a Puritan who believes that 
  obtaining the sextant is the ﬁrst step toward ﬁnding the 
  location of a ghost pirate ship in the north which is the 
  size of Manhattan. Once he has found this fabled ship, he 
  intends to seize it, use its treasure, and position himself as 
  the new king of the ﬂedging American republic. This is an 
  extremely long-term and more elaborate scheme, one that 
  could take many, many adventures for the Heroes to foil 
  completely. Consequently, it’s deserving of a well-described 
  Villain to whose goals and personality the Narrator has 
  given a lot of thought. 
  Recurring Villains have a signiﬁcant pitfall that’s worth 
  mentioning. By nature, they tend to be masterminds, 
  orchestrating lengthy plots and employing many minions 
  and resources; it’s very easy for the Narrator to fall into 
  the trap of believing the Villain to be more important than 
  what he really is to the game since there was so much time 
  invested into creating him. In principle, there’s nothing 
  wrong with this. If that’s what you, as Narrator, decide 
  you’d like to do, it’s a perfectly valid way to structure 
  your campaign. However, if you’d like to have a more 
  free-roaming campaign, with many different adventures 
  and subject matter, you might tie together all of your 
  storylines so that the recurring Villain is behind them all. 
  
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  Leaving aside implausibility, the fact is that this is rather 
  boring. Players enjoy variety and a recurring Villain can 
  sometimes get in the way of their creativity. In addition, 
  recurring Villains can become “pet Narrator Characters,” 
  characters that the Narrator loves to use over and over 
  again to the detriment of the Heroes’ “starring roles” in 
  the campaign. 
  You should never forget that the Heroes are the focus 
  of any Colonial Gothic campaign; recurring Villains, while 
  useful, are still secondary to the actions of the characters.
  Bringing It All Together
  Good Villains can be hard to create, because they take time 
  and effort, but their proper creation pays big dividends. It’s 
  much easier to contend against a relentless witch hunter 
  than it is to deal with impersonal forces, if only because 
  the Heroes can actually converse with – roleplay with! – a 
  witch hunter. Secondly, Villains provide the Narrator with 
  a way to confront the players with challenges that hold a 
  mirror up to their own actions. 
  Even the noblest Heroes sometimes make decisions or 
  undertake actions that skirt the edges of the “dark side.” 
  Villains are characters that have wholly given themselves 
  over to the darker side of human nature. By their very 
  nature, Villains are involved in adventure plots in a way 
  that most Narrator Characters are not. They move the 
  plot forward by their actions and decisions and they have 
  goals and desires of their own in a way that most Narrator 
  Characters do not. 
  Regardless, as you read through these Villain types, 
  make sure that you understand not only what type of game 
  you want to run, but how you’re going to run it. This system 
  was creating speciﬁcally so that you can make this game 
  what you want; whether you run a linear “straight-by-the-
  book” game or a free-for-all where the players contribute 
  more to the plot, you can run either method with little to 
  no difﬁculty.
  Villain Types
  Here we cover some typical varieties of villains found in 
  Colonial Gothic.
  The Undead
  Heroes in Colonial Gothic have numerous threats to deal 
  with in the world. Among them when a Hero faces off 
  against the dead, it can be very dangerous both physically 
  and mentally. What happens if an old ally of the Hero is 
  reanimated as a zombie? Will they be able to cut down a 
  friend when the time comes?
  Ghost Stories
  Ghosts have haunted the land for many, many years. With 
  the onset of the war, the number of ghosts has increased 
  dramatically. They haunt battleﬁelds and old buildings, 
  spreading fear and misery whenever some poor fool crosses 
  their path. Heroes in Colonial Gothic are often called upon 
  to deal with these angry dead, driving them away from the 
  living one way or another. 
  The undead can be a great way for a Narrator to instill 
  the horror elements of Colonial Gothic on the characters. 
  Phantom noises, twisted illusions, objects moving about on 
  their own can mess with the perceptions of the characters, 
  making them question their surroundings and quite 
  possibly their sanity. How can the characters ﬁght back 
  against the undead? Many Heroes ﬁnd it very difﬁcult to 
  affect a ghost that has no physical form. Usually a Hero will 
  have to ﬁnd out what the ghost wants or what is keeping 
  them anchored to the world they are haunting. 
  This can be a great way for the characters to explore the 
  world of Colonial Gothic, doing research, talking to local 
  residents and making use of a variety of skills throughout 
  their adventure. Sometimes a ghost will communicate with 
  the characters, asking them to protect a loved one or bring 
  justice to their murder. These ghosts are not always the 
  enemy, but they remain an antagonist nonetheless.
  Adventure Hook: 
   Dead Soldier Walking
  This ghost does not intend to harm the living; he 
  merely wants to go home after a long and deadly battle. 
  He does not understand what keeps him rooted to this 
  location and pleads with those who cross his path the 
  help him out. Occasionally, he sees an “enemy” and 
  tries to do battle with them. He shoots his phantom 
  riﬂe or tackles his target, brawling with them for a 
  time. Other times, he simply wants someone to get 
  word to his wife and children, to know that they are 
  safe and sound. Travelers who have come across this 
  lonely spirit have spread word that a particular trail is 
  haunted, that this phantom comes out at night in his 
  never-ending quest to go home. 
  If a Hero gets shot by this ghost’s phantom riﬂe, he 
  will take damage as if it was a real attack. Should the 
  ghost be driven back, he’ll fade to nothing. 
  
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  Mechanics of a Ghost
  Many ghosts will have retained some of the Skills 
  they had in life. Some of them may seem utterly 
  lifelike to the nonobservant. Other ghosts will 
  have forgotten all but the most basic of functions, 
  not even realizing they have moved on from the 
  mortal coil. The ghosts who seem the most life-like are 
  by far the most dangerous, making great antagonists for 
  the Heroes of Colonial Gothic. They can ﬁght, they can 
  deceive, and they can hurt even the smartest and strongest 
  character with a variety of tricks and deadly powers. 
  Statistics for a typical ghost can be found in Chapter 8 
  of True20 Adventure Roleplaying. The Narrator can modify 
  this ghost or use the Apparition template in the True20 
  Bestiary to create more unique ghosts and specters. If a 
  ghost is driven out of the physical world, either through 
  attacks or through the Excise Ritual, they cannot reach 
  across the barrier between worlds for at least a day, being 
  too damaged to do anything but rest.
  Blood and Ashes
  Vampires can seem almost human all of the time. They 
  have a variety of skills, powerful Attributes, loyal minions 
  and many of them even have some knowledge of magic. 
  They make deadly enemies for a group of Heroes to face 
  off against. Vampires often attempt to avoid direct conﬂict 
  with hunters, using minions and magic to conceal their 
  actions whenever possible. 
  Many of them have years and years of experience to 
  call upon, utilizing a vast array of knowledge and cunning 
  for their own protection. Their lairs are usually twisted 
  mazes of traps and misdirection. Some of them having 
  minions guarding them while they rest or serving them 
  in intricate plots throughout the region they have claimed 
  as their own. A few of the more powerful vampires may 
  even have other monsters serving them. There are rumors 
  of vampires powerful enough to have control over other 
  undead. Imagine the horror of a vampire lord with zombie 
  guards and ghostly spies.
  There are many types of vampires. Some have traveled 
  from Europe and haunt the colonies much like they have 
  done for hundreds, if not thousands of years. Others may 
  have always been in the New World, preying upon the 
  native population for generations. The more feral vampires 
  are little more than supernatural beasts, clawing and biting 
  their way through the night until something more powerful 
  or cunning destroys them. 
  These savage creatures attack with all of the strength 
  and speed they can muster, attempting to beat down a foe 
  and feast on its blood to appease its eternal hunger. Much 
  more dangerous are the vampires with full awareness and 
  memory. These masters of the night often have a vast 
  array of skills and know at least a few Rituals to protect 
  themselves or to curse enemies.
  Mechanics of a Vampire
  Vampires who use magic traditionally are exceptionally 
  skilled in one-or-two Arcane Rituals, and take advantage of 
  Common Rituals to cover their tracks. Statistics for a typical 
  vampire can be found in Chapter 8 of True20 Adventure 
  Roleplaying. The Narrator can also modify this vampire or 
  use the Vampire template in the True20 Bestiary to create 
  more unique creatures of the night.
  The Walking Dead
  Where vampires can be cunning and near-human foes of the 
  characters, zombies are dangerous and terrifying for other 
  reasons. As these hungry dead shamble through the night 
  seeking to feed or destroy whatever living thing they can 
  the Heroes must face death in order to stop them. Zombies 
  are strong and invulnerable to many types of attack; they 
  are not bothered by fear or self-preservation because they 
  have already died. They have simple needs, usually to feast 
  on the ﬂesh of the living or to destroy that which caused 
  them to die. Zombies cannot be reasoned with or appeased 
  as some ghosts can, they simply must be stopped. 
  There are many theories as to what causes a zombie 
  to reanimate. There are even rumors of magicians and 
  witches powerful enough to raise hordes of the dead for 
  unholy purpose. Other zombies seem to rise up on their 
  own for no known reason, unable to remain buried in the 
  ground.
  The most horrifying element of facing off against the 
  dead is the simple fact that they were once human. A Hero 
  driving a stake into the heart of a vampire or banishing a 
  ghost from its haunt is facing something that was once a 
  living person like the Hero. That thought can sometimes 
  send a character into a spiral of fear and doubt. They may 
  be facing a potential future of their own. Will they someday 
  be scaring the living? Could they become a blood-sucking 
  predator that feasts on the innocent? In the world of 
  Colonial Gothic, horror awaits those who seek it...
  Mechanics for Zombies
  Statistics for a typical zombie can be found in Chapter 8 
  of True20 Adventure Roleplaying. The Narrator can also 
  Don’t fire until you see the whites of their eyes.
  -William Prescott, Bunker Hill, June 17, 1775
  
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  modify this zombie or use the Zombie template in the 
  True20 Bestiary to create more unique walking dead or 
  even zombie animals.
  The Living
  Not all threats a hero in Colonial Gothic faces are among 
  the undead.
  The Magic Users
  Magic users are a secretive and strange lot. Many of 
  them eventually become corrupted by the need for more 
  power. Magic can be quite addicting to those who begin to 
  master it. Ever wanting to know more, many magicians and 
  occultists become the unwitting tools of demonic creatures 
  out to spread suffering and fear.
  Some dark magicians in the world of Colonial Gothic 
  have moved out to the frontier in order to continue their 
  studies into the occult. This allows them freedom to cast 
  rituals without alerting others to their actions. There are 
  plenty of risks in the frontier, including native shamans who 
  may oppose them. Some dark shamans may not want an 
  interloper on their territory, others may seek to join forces 
  with the magician and compare notes on black magic.
  Those dark magicians who have stayed in the colonies 
  have most likely chosen one side over the other in the 
  revolution. Some wish to see the colonies free from British 
  control, hoping to manipulate the new government for their 
  own ends.
  Witches and warlocks make excellent enemies for the 
  characters. They are often of comparable skill and passion 
  to the Heroes, making them a sort of dark mirror, offering 
  a twisted reﬂection of the good deeds the characters hope 
  to accomplish. A Narrator can build an evil warlock using 
  the same rules as any other adept character. 
  These foes usually have a healthy amount of knowledge 
  in whatever areas are of interest to their quest for power. 
  Most of them are skilled in a variety of languages and 
  scholarly pursuits, seeking out tomes of occult lore and 
  possible books of spells. Some magic users have made 
  bargains with monsters for mutual protection or joined 
  forces to further the amount of corruption in a local area. 
  It is a frightening prospect, indeed, to face off against a 
  warlock with ghostly allies or undead minions.
  Mechanically, magic users are no different from a Hero. 
  Simply, their Faith may be tied to a dark god or goddess, 
  but it is still Faith to them.
  The Greedy and Corrupt
  Other mortal opponents of the characters in Colonial 
  Gothic may have no supernatural abilities whatsoever. They 
  may be religious zealots out to dominate those they feel 
  are beneath them, using impassioned speech and rhetoric 
  to sway angry mobs against “non-believers” and enemies 
  of the church. Corrupt government ofﬁcials and military 
  ofﬁcers might set their sights on the characters for any 
  number of reasons. The characters may stand in the way of 
  a scheme that would otherwise land the ofﬁcial a bundle of 
  money or rank. 
  Human greed can be a strong motivator and those with 
  power are often seduced by the need for more of it. These 
  foes can be extremely dangerous as they are unpredictable 
  to say the least. Many of them seem upstanding at ﬁrst 
  glance; it is not until later that their unremarkable evil is 
  bared for all to see. The Heroes may also have to face a 
  horde of greedy minions working as mercenaries for the 
  rich and powerful.
  Other opponents for the Heroes of Colonial Gothic are 
  those who have given in to their most base instincts and 
  become killers. Either driven by hate or lust, some are 
  seduced by war and revel in the destruction of their fellow 
  man. There has been a rash of these serial killers in the last 
  few years. Many of them take part in the revolution for the 
  chance to kill, not caring for the deeper political issues.
  Mortal enemies of the Heroes are built using exactly 
  the same rules as other characters. Many of them will 
  have highly developed skills, especially magic users. They 
  will usually have several areas where they excel in rare 
  knowledge such as the occult or warfare. 
  The greedy and the corrupt are unremarkable and can 
  not be distinguished from a Hero. Their Faith may be tied 
  to money or Providence.
  Otherworldly
  There are many, many types of monsters that the characters 
  can face off against in the world of Colonial Gothic. Demons 
  and spirits have been corrupting the world for thousands 
  of years. Many think of these beings in terms of whatever 
  religious teaching they have had. These entities usually have 
  a vast array of powerful traits and strange magic; however it 
  is rare for them to face off against Heroes directly. Many of 
  them sow seeds of corruption in whomever they can. Many 
  evil witches and warlocks are taught magic by them, only to 
  ﬁnd out too late that the cost is far, far too high.
  
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  The Unholy
  Demons have any number of strange magic abilities that 
  most of the mortal world cannot hope to duplicate. Most 
  demons are masters of the Arcane Ritual known as Align, 
  giving them the ability to manipulate an elemental spirit 
  in order to ﬁre ﬂames at an enemy as an attack. Demons 
  connected to one of the other elements such as air or earth 
  have similar attacks, tossing hurricane gusts or causing 
  earthquake like events instead. Narrators can feel free to be 
  creative in regards to demonic command over the elements. 
  Demons are free to move through their chosen element at 
  will, walking through ﬁre or gliding through the air with ease. 
  Many demons also have a vast array of Divination and Ritual 
  knowledge, making them truly formidable opponents.
  Narrators should think carefully before setting the 
  Heroes of Colonial Gothic up against demonic foes. These 
  types of monsters are rare, usually attempting to corrupt 
  the world through intermediaries when they can. Crossing 
  over into the world of mortals takes a lot of effort on their 
  part and leaves their twisted plots, strange allegiances and 
  otherworldly pursuits in jeopardy in their own place of 
  existence. Most demons are delighted to make contact with 
  dark magicians, teaching them a few tricks in return for the 
  spread of corruption and foul worship. Some demons even 
  make deals with vampires, knowing these creatures of the 
  night will make short work of most who oppose them.
  Mechanics for Demons
  While demons have similar Attributes as mortals, many of 
  them have exceedingly high ratings in them. It would be 
  foolish for most Heroes to confront a demonic entity in a 
  direct physical battle—especially since most Heroes can not 
  handle the sight of a demon and may be required to roll at 
  least one Sanity save. Demons are essentially outsiders with 
  the Vice subtype. Rules for outsiders can be found in Chapter 
  8 of True20 Adventure Roleplaying and a wide variety of 
  sample ﬁends can be found in the True20 Bestiary.
  Demonic Possession: In the Horror genre, ﬁends rarely 
  manifest physically unless they are speciﬁcally summoned 
  via the Summon Outsider power or the Summon ritual. 
  Instead, ﬁends prefer to rely on more subtle approaches 
  to inﬂuence mortals; they tempt those who contact them, 
  spreading corruption and vice through suggestions and 
  promises of power.
  Usually, the most overt actions a ﬁend takes involve 
  possession of a living host. To reﬂect this, all ﬁends with the 
  Mind Touch power have the Malevolence trait:
  Malevolence: A ﬁend can possess a living creature through 
  the use of the Mind Touch power. The target can resist the 
  attack with a successful Will save (Difﬁculty of 10 + 1/2 
  the ﬁend’s level + the ﬁend’s Charisma). A creature that 
  successfully saves is immune to that ﬁend’s Malevolence 
  for 24 hours. If the save fails, the ﬁend vanishes into the 
  target’s body and controls it as if using the Dominate 
  supernatural power. While in possession of a mortal body, 
  the ﬁend uses its own mental ability scores and Will save 
  and has access to all of its Intelligence-, Wisdom-, and 
  Charisma-based skills, all of its adept feats and skill-based 
  feats, and all of its supernatural powers and traits except 
  the ability to summon other ﬁends. It does not have access 
  to its physical ability scores, skills, feats, or traits (such as 
  DR).
  Most demons are supremely capable of surviving 
  damage. They do not have Vitality as mortals do, instead 
  they have Power. This is the force that keeps them in the 
  physical world. Any damage done to a demon’s Power 
  rating slowly drives it away from this world and back to 
  the hell it usually resides in. Most demonic entities take 
  half damage from mundane weapons, making it extremely 
  difﬁcult to reduce their Power ratings in direct combat. 
  Instead of Faith, most demons have a Taint rating. This 
  often is used to fuel some of their more potent magic 
  abilities. In other respects if a conﬂict calls for Faith, treat 
  Taint as the same Attribute.
  Spirits and the Unknown
  Strange spirits and unusual entities can be found 
  throughout the world of Colonial Gothic. Most of them 
  want little to do with the towns and cities of the colonies, 
  preferring to explore the natural world as they have 
  always done. Magicians often call upon these spiritual 
  beings for guidance and companionship, as they are part 
  magic themselves. Native shamans often commune with 
  spirits connected to the elements, considering them divine 
  beings looking out for their people.
  Known Elements
  These ﬁve, known elements are related to an aspect of 
  the human spirit. There are rumors that other, known 
  elements exist (ex: Aether = Charisma) but at this 
  time, no one knows whether or not that is true.
  Earth = Strength
  Fire = Constitution
  Water = Wisdom
  Air = Dexterity
  Metal = Intelligence 
  
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  Some otherworldly entities may have traveled across the 
  Atlantic with the mortal explorers and colonists, bringing 
  with them European customs, legends and mythology. What 
  happens when these “invaders” meet those beings who have 
  always been in this part of the world? Perhaps another war is 
  being fought, one that mortals cannot see.
  Narrators should feel free to explore as many different types 
  of folklore and mythology in their Colonial Gothic games as 
  they see ﬁt. 
  Mechanics for Spirits and the Unknown
  In game terms, spirits can cover a wide variety of creature 
  types. Depending on your deﬁnition, most elementals, fey, 
  outsiders and incorporeal undead are spirits of one sort or 
  another. Even various humanoids, monstrous humanoids 
  and supernatural beasts may be considered spirits in a 
  certain context. Spirits can be generated using the tables 
  found in the Summon Spirit supernatural power found in this 
  book. Aside from ghosts, Chapter 8 of True20 Adventure 
  Roleplaying includes several creatures that could be used to 
  represent spirits. Goblins and the caliban could be evil spirits 
  of mischief and chaos. The magic deer could be a powerful 
  nature spirit. The ogre could be an evil eastern spirit that 
  has followed an immigrant’s family to the Americas.
  Meanwhile the True20 Bestiary contains a variety of 
  supernatural creatures and spirits found in native American 
  myth, including the Couatyl, Giant Eagle, Spirit Horse, 
  Thunderbird, Wendigo, Werewolf and the Will-o-Wisp. 
  Others like the Ankheg, Dryad, Elasmosaurus, Elementals, 
  Force of Nature, Giant Owl, Otterfolk, Shambling Mound, 
  Sprite, Tendriculous, Treant and Winter Wolf also ﬁt right in 
  as native monsters of the Americas.
  Elementals that are being used as Familiars with the Align 
  Ritual can communicate with nature according to the caster’s 
  bidding—but it is not a guarantee. Any caster that abuses 
  this elemental’s ability and uses it send a violent message 
  may quickly ﬁnd himself in trouble. 
  In the case of elementals, spirits, and the unknown, nature 
  always ﬁnds a way to protect herself. 
  I know indeed what evil I intend to do, 
  but stronger than all my afterthoughts is my fury, 
  fury that brings upon mortals the greatest evils.
  -Euripides, Medea, 431 B.C.
  Bestiary
  A-senee-ki-wakw
  Type: 14 Level Humanoid (Earth, Giant)
  Size: Large
  Speed: 40 ft.
  Abilities: Str +8, Dex -5, Con +6, Int -1, Wis -1, Cha -1
  Skills: Notice 9 (+8), Knowledge (nature) 8 (+7)
  Feats: Awesome Blow, Cleave, Improved Grab, Trackless, 
  Trailblazer 
  Traits: Fierce
  Combat: Attack +4 (+10 base, -1 size, -4 Dex), Damage +10 
  (unarmed), Defense: Dodge/Parry +4/+17 (+10 base, -1 
  size, -5 Dex/+8 Str), Initiative -5
  Saving Throws: Toughness +14 (+6 base, +2 size, +6 Con), 
  Fortitude +15 (+9 base, +6 Con), Reﬂex -1 (+4 base, -5 Dex), 
  Will +3 (+4 base, -1 Wis)
  Fear Level: +14, Difﬁculty 29
  Fierce: A-senee-ki-wakw become enraged when threatened 
  or when witnessing the destruction of nature. They 
  must make a Difﬁculty 15 Will save, with Failure having 
  them become enraged. As a result, their Strength and 
  Constitution are temporarily raised by +2. In addition, both 
  their Wisdom and Intelligence are temporarily lowered by 
  -2. Fierce lasts for 1d20/2 Rounds, and while in this state, 
  the A-senee-ki-wakw is immune to Fear, as well as ignores 
  any penalties associated with damage conditions aside from 
  penalties to future toughness saves. As soon as the Fierce 
  state passes, their Stats return to normal, and they suffer 
  the ill effects of any accumulated damage conditions such 
  as being stunned.
  Standing at close to 15-feet in height, the A-senee-ki-wakw 
  is a race of stone giants who were once one of the ﬁrst 
  creatures to walk the land. For the Abenaki, this is the ﬁrst 
  race, and it this group responsible for protecting the world. 
  Though incredibly tall and strong, they are very clumsy; 
  because of this the creator hunted the race in order to 
  protect the world. The A-senee-ki-wakw is a race in hiding. 
  Most have ﬂed west, though there are still a few pockets 
  living in the Green Mountains and Appalachians. Standing 
  over 15-feet tall, they are a race who is craved from stone, 
  and when sitting or standing they tend to resemble moss 
  covered rock outcroppings. They are a gentle race viewing 
  the world as being a lovely gift that should be cherished. 
  They strive to protect it, even though they have a tendency 
  to step on things smaller then themselves.
  
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  Apotamkin
  Type: 2nd Level Monstrous Humanoid
  Size: Small
  Speed: 30 ft.
  Abilities: Str +1, Dex +4, Con +2, Int +0, Wis +4, Cha +0
  Skills: Notice 5 (+9), Stealth 5 (+13)
  Feats: Light Armor TrainingB, Trackless, Weapon 
  TrainingB
  Traits: Darkvision 60 ft.
  Combat: Attack +7 (+2 base, +1 size, +4 Dex), Damage 1 
  (bite) or +2 (claws), Defense: Dodge/Parry +7/+4 (+2 base, 
  +1 size, +4 Dex/+1 Str), Initiative +4
  Saving Throws: Toughness +3 (-1 size, +2 Con, +2 natural), 
  Fortitude +2 (+2 Con), Reﬂex +7 (+3 base, +4 Dex), Will +7 
  (+3 base, +4 Wis)
  Terror Level: +2, Difﬁculty 17
  Though rarer now then they were before the White Man, 
  the Apotamkin are creatures hiding in the shadows waiting 
  to strike. Native to forests, they make their home in the 
  canopy of trees. Stand close to 3-feet tall and are covered 
  in long hair, Apotamkin are slight in stature, and very 
  nimble. The Apotamkin were once organized into tribes and 
  warred with the Mandoag. The ﬁghting was costly for both 
  sides, but the Apotamkin were nearly destroyed. They only 
  thing that prevented this destruction was The Blackness. 
  Apotamkin hate all, and they view every living creature as 
  being their prey. Yet there is no one they hate more than 
  the Mandoag, and when they encounter them, they attack 
  without thought. 
  Chepi
  Type: 5th Level Undead
  Size: Medium
  Speed: 30 ft.
  Abilities: Str -1, Dex +2, Con —, Int +8, Wis +6, Cha +6
  Skills: Bluff 8 (+14), Diplomacy 8 (+14), Disguise 8 
  (+14), Intimidate 8 (+14), Knowledge (any two) 8 (+16), 
  Knowledge (theology and philosophy) 8 (+16), Knowledge 
  (supernatural) 8 (+16), Notice 8 (+14), Search 8 (+16), Sense 
  Motive 8 (+14), Stealth 8 (+10)
  Feats: Attack Focus (claw), Improved Initiative, Light 
  Armor TrainingB, Night VisionB, Weapon TrainingB
  Traits: Darkvision 60 ft., Gaseous Form, Rejuvenation, 
  Undead Traits
  Combat: Attack +2 (+2 base, +2 Dex), Damage +1 plus 1 
  point of Con damage (claw), Defense: Dodge/Parry +4/+1 
  (+2 base, +2 Dex/-1 Str), Initiative +6
  Saving Throws: Toughness +5 (+2 Undead, +3 Natural), 
  Fortitude +1 (+1 base), Reﬂex +3 (+1 base, +2 Des), Will 
  +10 (+4 base, +6 Wis)
  Terror Level: +5, Difﬁculty 20
  Gaseous Form: As a standard action, a chepi can assume 
  gaseous form at will and can remain gaseous indeﬁnitely. 
  It has a ﬂy speed of 20 feet (perfect) in gaseous form and is 
  immune to physical harm, but it is unable to make attacks 
  or use any of its special abilities.
  Rejuvenation: It’s difﬁcult to destroy a chepi through 
  simple combat. The destroyed spirit restores itself within 
  eight days. A chepi that would otherwise be destroyed 
  discorporates and returns to its old haunts in with a 
  successful level check (1d20 + chepi’s total level) against 
  Difﬁculty 16. As a rule, the only way to get rid of a chepi 
  permanently is to determine the reason for its existence 
  and set right whatever prevents it from resting in peace. 
  The exact means varies with each chepi and may require a 
  good deal of research.
  These spirits are the dead and serve as informants 
  who come to provide information and wisdom to those 
  who need it. They are capricious and often choose not to 
  provide information if they do not feel like it. Of all spirits 
  they have the largest of egos, and if they feel they are not 
  given enough respect, they become angry.
  
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  Demons
  Demons are some of the most powerful and vile creatures 
  in existence today. They are the embodiment of evil and 
  existed prior to the fall of Lucifer. Demons exist outside 
  of the natural world, and call a different dimension home. 
  Demons are rivals to devils and view them as weak and 
  ineffective. Demons manifest into the natural world one 
  of two ways, either through a rift or via being summoned. 
  Unlike devils, who are planners and schemers, demons are 
  forces of nature tied to one of the elements.
  Demon, Air
  Type: 7th Level Outsider (Air, Extraplanar, Vice)
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +1, Dex +6, Con +3, Int +4, Wis +3, Cha +5
  Skills: Bluff 10 (+15), Concentration 10 (+13), Intimidate 
  10 (+15), Knowledge (any one) 10 (+14), Knowledge 
  (supernatural) 10 (+14), Knowledge (theology and 
  philosophy) 10 (+14), Notice 10 (+13), Search 10 (+14), 
  Sense Motive 10 (+13), Stealth 10 (+16)
  Feats: Iron Will, Power (3)B, Light Armor TrainingB, Ritual 
  Knowledge (Align), Ritual Knowledge (Conceal), Weapon 
  TrainingB
  Traits: Damage Reduction 4/supernatural or virtue, 
  Gaseous Form, Powers (rank 10, Cha, Difﬁculty 19; Mind 
  Shield +15, Mind Touch +15, Wind Shaping +15), Vulnerable 
  to Blessed Weapons
  Combat: Attack +13 (+7 base, +6 Dex), Damage +3 
  (unarmed), Defense: Dodge/Parry +13/+8 (+7 base, +6 
  Dex/+1 Str), Initiative +6
  Saving Throws: Toughness +9 (+3 Con, +6 natural), 
  Fortitude +8 (+5 base, +3 Con), Reﬂex +11 (+5 base, +6 Dex), 
  Will +10 (+5 base, +3 Wis, +2 Iron Will)
  Terror Level: +7, Difﬁculty 22
  Gaseous Form: As a standard action, an air demon can assume 
  gaseous form at will and can remain gaseous indeﬁnitely. It 
  has a ﬂy speed of 20 feet (perfect) in gaseous form and is 
  immune to physical harm, but it is unable to make physical 
  attacks or use any of its traits. 
  Discerning an air demon in gaseous form from natural 
  gusts of wind requires a Difﬁculty 15 Notice check. Air 
  Elementals attempting to hide in an area with mist, smoke 
  or other obscuring gas gain a +20 bonus on Stealth checks. 
  Vulnerable to Blessed Weapons: Weapons that have been 
  blessed by a religious ﬁgure cause double damage.
  Air demons are known for their ability to hide and are often 
  employed by more powerful demons as assassins and spies. 
  Air demons are human-like, ranging in height between six 
  and seven feet. Slight in build, many feel they are weaker 
  than they look. Air demons have an easier time passing 
  as humans, expect for the fact that their skin is white. Air 
  demons are schemers and they work to upset the balance as 
  much as they can.
  Demon, Earth
  Type: 11th Level Outsider (Earth, Extraplanar, Vice)
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +6, Dex +0, Con +7, Int +4, Wis +4, Cha +5
  Skills: Bluff 14 (+19), Climb 14 (+20), Intimidate 14 (+19), 
  Jump 14 (+20), Notice 14 (+18), Knowledge (supernatural) 
  14 (+18), Knowledge (theology and philosophy) 14 (+18), 
  Search 14 (+18), Sense Motive 14 (+18), Stealth 14 (+14)
  Feats: Cleave, Great Cleave, Improved GrabB, Light Armor 
  TrainingB, PowerB, Ritual Knowledge (Align), Tough, 
  Weapon TrainingB
  Traits: Damage Reduction 4/supernatural or virtue, 
  Gaseous Form, Power (rank 14, Cha, Difﬁculty 21; Earth 
  Shaping +19), Vulnerable to Blessed Weapons
  Combat: Attack +11 (+11 base), Damage +9 (gore) or +8 
  (unarmed), Defense: Dodge/Parry +11/+17 (+11 base/+0 
  Dex/+6 Str), Initiative +0
  Saving Throws: Toughness +15 (+7 Con, +7 natural, +1 
  Tough), Fortitude +14 (+7 base, +7 Con), Reﬂex +7 (+7 
  base), Will +11 (+7 base, +4 Wis)
  Terror Level: +11, Difﬁculty 26
  Gaseous Form: As a standard action, an earth demon can 
  assume gaseous form at will and can remain gaseous 
  indeﬁnitely. It has a ﬂy speed of 20 feet (perfect) in gaseous 
  form and is immune to physical harm, but it is unable to 
  make physical attacks or use any of its traits. 
  Vulnerable to Blessed Weapons: Weapons that have been 
  blessed by a religious ﬁgure cause double damage.
  Earth demons are seen as being slow-witted and equally slow 
  tools usable by the more intelligent demons. The truth is, 
  earth demons might be slow, but they are as intelligent as all 
  demons. Standing close to eight-feet in height, their bodies 
  resemble rock piles, which they use to their advantage. 
  Earth demons are cunning and use the prejudices others 
  have for them, against their opponents, which often sees 
  them gaining the advantage.
  
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  Demon, Ether
  Type: 10th Level Outsider (Ether, Extraplanar, Vice)
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +2, Dex +2, Con +3, Int +7, Wis +5, Cha +7
  Skills: Bluff 13 (+20), Concentration 13 (+18), Diplomacy 
  13 (+20), Intimidate 13 (+20), Knowledge (civics) 13 (+20), 
  Knowledge (history) 13 (+20), Knowledge (supernatural) 13 
  (+20), Knowledge (tactics) 13 (+20), Knowledge (theology 
  and philosophy) 13 (+20),  Notice 13 (+18), Search 13 (+20), 
  Sense Motive 13 (+18), Stealth 13 (+15)
  Feats: Iron Will, Power (2)B, Light Armor TrainingB, Ritual 
  Knowledge (Align), Ritual Knowledge (Burn), Ritual 
  Knowledge (Cloak), Weapon TrainingB
  Traits: Damage Reduction 4/supernatural or virtue, 
  Darkvision 60 ft., Powers (rank 13, Cha, Difﬁculty 22; Mind 
  Touch +20, Mind Shield +20)
  Combat: Attack +12 (+10 base, +2 Dex), Damage +4 
  (unarmed), Defense: Dodge/Parry +12/+12 (+10 base, +2 
  Dex/+2 Str), Initiative +2
  Saving Throws: Toughness +10 (+3 Con, +7 natural), 
  Fortitude +10 (+7 base, +3 Con), Reﬂex +9 (+7 base, +2 Dex), 
  Will +14 (+7 base, +5 Wis, +2 Iron Will)
  Terror Level: +10, Difﬁculty 25
  Ether Breath:  Ether demons are able to breathe ether, the 
  element fueling magic. 5-foot cone; once every 2 rounds; +8 
  force damage plus a -1 penalty to all power checks and fatigue 
  saves for 6 rounds; Will Difﬁculty 20 for half damage and to 
  avoid penalties. The save Difﬁculty is Wisdom based.
  Gaseous Form: As a standard action, an ether demon can 
  assume gaseous form at will and can remain gaseous 
  indeﬁnitely. It has a ﬂy speed of 20 feet (perfect) in gaseous 
  form and is immune to physical harm, but it is unable to 
  make physical attacks or use any of its traits. 
  Taint Aura: Ether demons are able to use their Taint as a 
  weapon, as if it is a physical attack. Anyone within 5 ft. of 
  an ether demon must succeed on a Difﬁculty 22 Will save 
  each round or loose 1 point of Conviction (if they have any). 
  If you are using the Corruption rules from Chapter 5 of 
  the True20 Companion, the victim also acquires a point of 
  corruption on a failed save. The save Difﬁculty is Charisma 
  based.
  Vulnerable to Blessed Weapons: Weapons that have been 
  blessed by a religious ﬁgure cause double damage.
  Ether demons are the lore masters and mages of the demonic 
  ranks. Extremely intelligent and possessing numerous 
  magical gifts, ether demons are feared by all. Though often 
  they are not in leadership roles, some ether demons have 
  risen in the demonic ranks and have become powers in 
  their own right. Ether demons resemble humans, but have 
  pale blue skin and white hair.
  Demon, Fire
  Type: 8th Level Outsider (Extraplanar, Fire, Vice)
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +0, Dex +5, Con +5, Int +3, Wis +4, Cha +5
  Skills: Acrobatics 11 (+16), Bluff 11 (+16), Intimidate 11 
  (+16), Knowledge (supernatural) 11 (+14), Knowledge 
  (theology and philosophy) 11 (+14), Notice 11 (+15), 
  Search 11 (+14), Sense Motive 11 (+15), Stealth 11 (+16)
  Feats: Iron Will, Power (3)B, Light Armor TrainingB, Ritual 
  Knowledge (Align), Ritual Knowledge (Burn), Weapon 
  TrainingB
  Traits: Breath Weapon, Damage Reduction 4/supernatural 
  or virtue, Darkvision 60 ft., Powers (rank 11, Cha, Difﬁculty 
  19; Fire Shaping +16, Mind Touch +16, Mind Shield +16), 
  Vulnerable to Blessed Weapons
  Combat: Attack +13 (+8 base, +5 Dex), Damage +1 plus +2 
  ﬁre (unarmed), Defense: Dodge/Parry +13/+8 (+8 base, 
  +5 Dex/+0 Str), Initiative +5
  Saving Throws: Toughness +10 (+5 Con, +5 Natural), 
  Fortitude +11 (+6 base, +5 Con), Reﬂex +11 (+6 base, +5 
  Dex), Will +12 (+6 base, +4 Wis, +2 Iron Will)
  Terror Level: +8, Difﬁculty 23
  Breath Weapon:  50-foot cone; once every 3 rounds; +8 
  ﬁre damage; Reﬂex Difﬁculty 19 for half damage. The save 
  Difﬁculty is Constitution based.
  Gaseous Form: As a standard action, a ﬁre demon can 
  assume gaseous form at will and can remain gaseous 
  
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  indeﬁnitely. It has a ﬂy speed of 20 feet (perfect) in gaseous 
  form and is immune to physical harm, but it is unable to 
  make physical attacks or use any of its traits. 
  Vulnerable to Blessed Weapons: Weapons that have been 
  blessed by a religious ﬁgure cause double damage.
  Fire demons are the least reﬁned demons. They burn with 
  rage and delight in causing as much harm as they can. These 
  demons resemble ﬂames, and never take a human looking 
  appearance.
  Demon, Metal
  Type: 9th Level Outsider (Extraplanar, Metal, Vice)
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +3, Dex +3, Con +5, Int +4, Wis +3, Cha +4
  Skills: Bluff 12 (+16), Concentration 12 (+15), Intimidate 12 
  (+16), Jump 12 (+15), Knowledge (supernatural) 12 (+14), 
  Knowledge (tactics) 12 (+16), Knowledge (theology and 
  philosophy) 12 (+16), Notice 12 (+15), Search 12 (+16), 
  Sense Motive 12 (+15)
  Feats: Cleave, Dodge Focus (2), Iron Will, Light Armor 
  TrainingB, Power (3)B, Weapon TrainingB
  Traits: Body Spikes, Damage Reduction 4/supernatural 
  or virtue, Darkvision 60 ft., Powers (Metal Shaping, Mind 
  Touch, Mind Shield), Vulnerable to Blessed Weapons
  Combat: Attack +12 (+9 base, +3 Dex), Damage +6 (claws), 
  Defense: Dodge/Parry +14/+12 (+9 base, +3 Dex and +2 
  Dodge Focus/+3 Str), Initiative +3
  Saving Throws: Toughness +13 (+5 Con, +8 natural), 
  Fortitude +11 (+6 base, +5 Con), Reﬂex +9 (+6 base, +3 Dex), 
  Will +11 (+6 base, +3 Wis, +2 Iron Will)
  Terror Level: +9, Difﬁculty 24
  Body Spikes: Metal demons are covered in metal spikes, 
  which protect them, and causes damage to an attacker. 
  Those attacking a metal demon in melee suffer a -1 to all 
  attack rolls when attacking them; in addition the spikes 
  cause +3 damage to a melee attacker even when they miss. 
  This damage is also applied each round to anyone grappling 
  or grappled by a metal demon.
  Vulnerable to Blessed Weapons: Weapons that have been 
  blessed by a religious ﬁgure cause double damage.
  Metal demons are warriors and when they are not ﬁghting, 
  they spend their time practicing ﬁghting techniques. Metal 
  demons take great pleasure in war and death, and for them 
  there is nothing more enjoyable than killing. Standing close 
  to seven feet tall, metal demon’s skin is rusty iron, and spikes 
  cover a majority of their body. Metal demons enjoy ﬁghting 
  opponents and always engage with a melee weapon of some 
  type with the sword being the most favored.
  Demon, Water
  Type: 12th Level Outsider (Extraplanar, Vice, Water)
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +4, Dex +5, Con +4, Int +4, Wis +6, Cha +6
  Skills: Bluff 15 (+21), Concentration 15 (+21), Intimidate 
  15 (+21), Knowledge (any one) 15 (+19), Knowledge 
  (supernatural) 15 (+19), Knowledge (theology and 
  philosophy) 15 (+19), Notice 15 (+21), Search 15 (+19), 
  Sense Motive 15 (+21), Stealth 15 (+20)
  Feats: Cleave, Great Cleave, Improved Grab, PowerB, 
  Light Armor TrainingB, Ritual Knowledge (Align), Ritual 
  Knowledge (Rainmaking), Weapon TrainingB
  Traits: Damage Reduction 4/supernatural or virtue, 
  Darkvision 60 ft, Gaseous Form, Powers (rank 15, Cha, 
  Difﬁculty 22; Water Shaping +21), Vulnerable to Blessed 
  Weapons
  Combat: Attack +17 (+12 base, +5 Dex), Damage +6 
  (unarmed), Defense: Dodge/Parry +17/+16 (+12 base, +5 
  Dex/+4 Str), Initiative +5
  Saving Throws: Toughness +11 (+4 Con, +7 natural), 
  Fortitude +12 (+8 base, +4 Con), Reﬂex +13 (+8 base, +5 
  Dex), Will +14 (+8 base, +6 Wis)
  Terror Level: +12, Difﬁculty 27
  Gaseous Form: As a standard action, a water demon can 
  
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  COLONIAL GOTHIC
  assume gaseous form at will and can remain gaseous 
  indeﬁnitely. It has a ﬂy speed of 20 feet (perfect) in gaseous 
  form and is immune to physical harm, but it is unable to 
  make physical attacks or use any of its traits. 
  Vulnerable to Blessed Weapons: Weapons that have been 
  blessed by a religious ﬁgure cause double damage.
  Water demons have been regulated to the lowest rungs of the 
  demonic hierarchy and this is a position that angers them. 
  They want nothing more than to overthrow the current 
  social order and place themselves at its’ top. Water demons 
  resemble a wave, and have no humanlike features.
  Devils
  Devils are the fallen. They are the fallen angels who took 
  Lucifer’s side when he dared to challenge God. Failing in 
  his attempt to claim the Throne of Heaven, Lucifer was cast 
  out and those taking Lucifer’s side in were cast out from 
  heaven as well. Sent to the realm of Hell, Lucifer and his 
  followers created a realm the opposite of Heaven. Devils 
  are schemers and they mirror the heavenly choir of angels 
  in a grotesque parody. Where demons are all action and 
  rage, devils seek to manipulate humans through temptation. 
  There are many devils that exist who enjoy plaguing the 
  natural world. They view humans and the natural world as 
  theirs by right.
  Devil, Imp
  Type: 3rd Level Outsider (Extraplanar, Vice)
  Size: Tiny
  Speed: 30 ft.
  Abilities: Str -4, Dex +4, Con -3, Int -1, Wis -1, Cha +2
  Skills: Knowledge (supernatural) 6 (+5), Notice 6 (+5), 
  Search 6 (+5), Sense Motive 6 (+5), Stealth 6 (+18) 
  Feats: Dodge Focus, Light Armor Training0, Night VisionB, 
  Tough, Weapon TrainingB
  Traits: Damage Reduction 2/supernatural or virtue, 
  Darkvision 60 ft., Immunity to ﬁre, smoke and disease, 
  Invisibility, Vulnerable to Blessed Weapons
  Combat: Attack +9 (+3 base, +2 size, +4 Dex), Damage -1 
  (bite), Defense: Dodge/Parry +10/+1 (+3 base, +2 size, +4 
  Dex and +1 Dodge Focus/-4 Str), Initiative +4
  Saving Throws: Toughness -2 (-2 size, -3 Con, +2 natural, 
  +1 Tough), Fortitude +0 (+3 base, -3 Con), Reﬂex +7 (+3 
  base, +4 Dex), Will +2 (+3 base, -1 Wis)
  Terror Level: +3, Difﬁculty 18
  Invisibility: Imps have the ability to become invisible at will. 
  This is otherwise identical to the Invisibility effect of the 
  Light Shaping power. 
  Vulnerable to Blessed Weapons: Weapons that have been 
  blessed by a religious ﬁgure cause double damage.
  Imps are the smallest devils and delight in causing mischief. 
  This ranges from tearing pages from books to killing 
  livestock. Imps are born from the souls of mischievous 
  children who have died while causing trouble. Reborn as 
  devils, they enjoy causing as much harm as they can on 
  the living world. Imps stand no taller than two feet and 
  resemble small babies. Their skin is a pale orange and they 
  have horns that resemble a goat.
  Devil, Tormentor
  Type: 8th Level Outsider (Extraplanar, Vice)
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +1, Dex +1, Con +1, Int +5, Wis +7, Cha +7
  Skills: Bluff 11 (+18), Concentration 11 (+18), Intimidate 
  11 (+18), Knowledge (any two) 11 (+16), Knowledge 
  (supernatural) 11 (+16), Knowledge (theology and 
  philosophy) 11 (+16), Notice 11 (+18), Search 11 (+16), 
  Sense Motive 11 (+18), Stealth 11 (+12)
  Feats: Attack Focus (claws), Improved Strike, Iron Will, 
  Light Armor TrainingB, Night VisionB, Power (2)B, Weapon 
  TrainingB
  Traits: Damage Reduction 4/virtue or supernatural, 
  Darkvision 60 ft., Immunity to ﬁre, smoke, poison and 
  
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  disease, Powers (rank 11, Cha, Difﬁculty 21; Mind Shield 
  +18, Mind Touch +18), Vulnerable to Blessed Weapons
  Combat: Attack +9 (+8 base, +1 Dex) (+10 w claws), 
  Damage +5 (claws) or +3 (tail), Defense: Dodge/Parry 
  +9/+9 (+8 base, +1 Dex/+1 Str), Initiative +1
  Saving Throws: Toughness +8 (+1 Con, +7 natural), 
  Fortitude +7 (+6 base, +1 Con), Reﬂex +7 (+6 base, +1 
  Dex), Will +13 (+6 base, +7 Wis)
  Terror Level: +8, Difﬁculty 22
  Vulnerable to Blessed Weapons: Weapons that have 
  been blessed by a religious ﬁgure cause double damage.
  There are many types of devils, some great and some small. 
  Devils plague humankind and seek to tempt, torment 
  humiliate, and generally plague them. Tormentors are 
  devils that come to natural world and punish the wicked. 
  Tormentors take pleasure in causing pain and pride 
  themselves in how much pain they can cause. They stand 
  roughly six-feet in height and there skin is dark red and 
  scaly.
  Ewah
  Type: 7th Level Outsider (Native, Vice)
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +3, Dex +2, Con +2, Int +0, Wis +1, Cha +1
  Skills: Climb 10 (+13), Jump 10 (+13), Notice 10 (+11), 
  Search 10 (+10), Sense Motive 10 (+11)
  Feats: Great Fortitude, Improved Strike, Light Armor 
  TrainingB, Tough, Weapon TrainingB
  Traits: Damage Reduction 4/supernatural or virtue, 
  Darkvision 60 ft., Vulnerable to Blessed Weapons
  Combat: Attack +9 (+7 base, +2 Dex), Damage +4 
  (unarmed) or +6 (Bow) or by weapon, Defense: Dodge/
  Parry +9/+10 (+7 base, +2 Dex/+3 Str), Initiative +2
  Saving Throws: Toughness +9 (+2 Con, +6 natural, +1 
  Tough), Fortitude +9 (+5 base, +2 Con, +2 Great Fortitude), 
  Reﬂex +7 (+5 base, +2 Dex), Will +6 (+5 base, +1 Wis)
  Terror Level: +7, Difﬁculty 22
  Vulnerable to Blessed Weapons: Weapons that have been 
  blessed by a religious ﬁgure cause double damage.
  Servants of Co-ro-tumi, the Ewah are the demonic allies 
  of the Mandoag and the two groups work together 
  comfortably. Standing at six feet in height, and slight of 
  build, Ewahs are hairless and their skin has a deep purple 
  hue. Their eyes are black with no pupils, and they glow with 
  an inner purple light. Ewah, when they are in the natural 
  world, are always armed with tomahawks and skilled with 
  the bow and arrow.
  Ghoul
  Type: 4th Level Undead
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +5, Dex +0, Con —, Int +0, Wis +2, Cha +1
  Skills: Climb 7 (+12), Jump 7 (+12), Notice 7 (+9), Stealth 
  7 (+7)
  Feats: Attack Focus (claws), Attack Focus (bite), Double 
  StrikeB, Light Armor TrainingB, Night VisionB, Weapon 
  TrainingB
  Traits: Darkvision 60 ft., Disease, Immunity to ﬁre, Undead 
  Traits
  Combat: Attack +2 (+2 base) (+3 w claws or bite), Damage 
  +5 (bite) or +6 (claws), Defense: Dodge/Parry +2/+7 (+2 
  base, +0 Dex/+5 Str), Initiative +0
  Saving Throws: Toughness +4 (+2 undead, +2 natural), 
  Fortitude +1 (+1 base), Reﬂex +1 (+1 base), Will +6 (+4 
  base, +2 Wis)
  Terror Level: +4, Difﬁculty 19
  Disease: Sometimes contact with the Undead has life 
  altering consequences. Ghouls carry the deadly disease 
  known as Curse of the Grave, which is contracted only 
  when a person comes into contact with a ghoul. Every 
  time a target is damaged by a ghoul, they must make a 
  successful Difﬁculty 12 Fortitude save; Failure has them 
  contracting Curse of the Grave which has an incubation 
  period of approximately 6 days. Once the incubation period 
  is past, the Hero must make a new save each day or he 
  turns into a ghoul. As a ghoul, your Hero retains all of their 
  memories, but now become a mockery of the Hero they 
  were in life—he or she is a Villain. There is no known cure 
  for this disease. 
  Haunting graveyards, and battleﬁelds, ghouls are 
  creatures that feast on the dead. Digging in the earth, 
  ghouls make graveyards their home, and here, away from 
  the notice of all, the feast and worship their dark foul 
  gods. As to the origins of ghouls, some speculate that they 
  trace their origins back to the Fall, while some feel that 
  this creature has always existed. Some ghouls are created 
  when a spell caster fails to successful cast the Raise the 
  Dead Ritual (see Chapter 5).
  
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  Headless (6th level Warrior)
  Type: 6th Level Undead (Augmented, Human)
  Size: Medium
  Speed: 30 ft. (50 ft. while riding shadow mount)
  Abilities: Str +1, Dex +3, Con —, Int +0, Wis +2, Cha +1
  Skills: Handle Animal 9 (+10), Intimidate 9 (+10), Notice 9 
  (+11), Ride 9 (+12), Search 9 (+9)
  Feats: Attack Focus (saber)B, Attack Specialization (saber), 
  Dodge Focus, Firearms Training, Greater Attack Focus 
  (saber), Iron Will, Light Armor Training, Tough, Two 
  Weapon Fighting, Weapon Training
  Traits: Damage Reduction 4/supernatural or virtue, 
  Constitution Damage, Moan of Sorrow, Rejuvenate, Shadow 
  Mount, Undead Traits, Vulnerable to Blessed Weapons.
  Combat: Attack +9 (+6 base, +3 Dex) (+11 w saber), Damage 
  +5 (heavy saber, crit 19-20/+4) or +1 plus 2 Constitution 
  damage (unarmed), Defense: Dodge/Parry +10/+7 (+6 
  base, +3 Dex and +1 Dodge Focus/+1 Str), Initiative +3
  Saving Throws: Toughness +5 (+3 undead, +1 leather 
  jacket, +1 Tough), Fortitude +5 (+5 base), Reﬂex +5 (+2 
  base, +3 Dex), Will +6 (+2 base, +2 Wis, +2 Iron Will)
  Terror Level: +6, Difﬁculty 21
  Constitution Damage: The touch of a Headless deals 2 
  points of Constitution damage. 
  Moan of Sorrow: Any hearing the moan of a Headless must 
  make a Difﬁculty 14 Will save, if Failed the loose 1 point 
  of Conviction (if they have any). The save Difﬁculty is 
  Charisma based.
  Rejuvenate: Each time a headless successfully drains 
  someone’s Constitution it gains an immediate recovery 
  check with a bonus equal to the number of Constitution 
  points it drained.
  Shadow Mount: Headless always ride a large horse. The 
  horse is made from shadows and, though looks to be 
  substantial, it is actually an illusion. The shadow mount 
  gives the headless a movement rate of 50 ft.
  Vulnerable to Blessed Weapons: Weapons that have been 
  blessed by a religious ﬁgure cause double damage.
  Those who become a Headless come from all walks of life, 
  but share one thing in common—they lost their head in a 
  conﬂict. Headless roam the world of the living searching 
  for a replacement for their missing head. Headless always 
  appear wearing clothing black in color and they ride a large 
  black hose that seems made from shadows. Headless are 
  anchored to a certain spot, usually in locations where they 
  died and lost their head.
  Honochenokeh
  Type: 4th Level Fey
  Size: Small
  Speed: 30 ft.
  Abilities: Str -5, Dex +0, Con -1, Int -1, Wis +4, Cha +4
  Skills: Knowledge (local) 7 (+6), Knowledge (nature) 7 (+6), 
  Notice 7 (+11), Search 7 (+6), Stealth 7 (+11)
  Feats: Dodge Focus, Improved Initiative, Light Armor 
  TrainingB, 
  PowerB, 
  TracklessB, 
  TrailblazerB, 
  Weapon 
  TrainingB
  Traits: Powers (rank 7, Cha, Difﬁculty 16; Plant Shaping 
  +11)
  Combat: Attack +3 (+2 base, +1 size), Damage -3 (unarmed), 
  Defense: Dodge/Parry +3/-2 (+2 base, +1 size, +0 Dex/-5 
  Str), Initiative +4
  Saving Throws: Toughness -1 (-1 size, -1 Con, +1 natural), 
  Fortitude +0 (+1 base, -1 Con), Reﬂex +4 (+4 base), Will +8 
  (+4 base, +4 Wis)
  Fear Level: +4, Difﬁculty 19
  The Honochenokeh are woodland spirits living in the forests. 
  They view themselves as the proctor’s of all growing things 
  and they take this role seriously. They are no more than 
  four-feet in height and their body is covered in leaves.
  
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  Jogah
  Type: 2nd Level Fey
  Size: Small
  Speed: 30 ft.
  Abilities: Str -1, Dex +0, Con +0, Int -1, Wis +1, Cha +2
  Skills: Knowledge (herbalism) 5 (+4), Knowledge (nature) 
  5 (+4), Medicine 5 (+6), Notice 5 (+6), Sense Motive 5 (+6)
  Feats: Iron Will, Light Armor TrainingB, Power (2)B, Weapon 
  TrainingB
  Traits: Powers (rank 5, Cha, Difﬁculty 13; Mind Shield +7, 
  Summon Beasts +7)
  Combat: Attack +2 (+1 base, +1 size), Damage -1 (unarmed), 
  Defense: Dodge/Parry +2/+1 (+1 base, +1 size, +0 Dex/-1 
  Str), Initiative +0
  Saving Throws: Toughness -1 (-1 size), Fortitude +0, Reﬂex 
  +3 (+3 base), Will +6 (+3 base, +1 Wis, +2 Iron Will)
  Fear Level: +2, Difﬁculty 17
  These small spirits measure about 2 feet in height and view 
  themselves as the protectors of all woodland animals. Always 
  naked, the jogah takes their role seriously. Whenever an 
  animal is in trouble, sick or injured, they appear to bring it 
  aid. 
  Pim-skwa-wagen-owad
  Type: 1st Level Animal
  Size: Tiny
  Speed: Swim 30 ft.
  Abilities: Str -5, Dex -1, Con -1, Int -5, Wis -4, Cha +0
  Skills: Notice 4 (+0)
  Feats: Dodge Focus
  Traits: Body Spikes
  Combat: Attack +1 (+2 size, -1 Dex), Damage -4 (bite), 
  Defense: Dodge/Parry +2/— (+2 size, -1 Dex, +1 Dodge 
  Focus), Initiative -1
  Saving Throws: Toughness -1 (-2 size, -1 Con, +2 natural), 
  Fortitude -1 (-1 Con), Reﬂex +1 (+2 base, -1 Dex), Will -4 (-4 
  Wis)
  Fear Level: —
  Body Spikes: Pim-skwa-wagen-owad is covered in bony spikes 
  protecting them and causing damage to any attacker. Those 
  attacking a pim-skwa-wagen-owad suffer a -1 to all attack 
  rolls when attacking them; in addition the spikes cause +1 
  damage to an attacker even when they miss. This damage 
  also applies each round to anyone grappling or grappled by 
  a pim-skwa-wagen-owad.
  These small aquatic creatures live in lakes, ponds and slow 
  moving streams. Sticking to the shade they like to surprise 
  their prey.
  Pok-wejee-men
  Type: 1st Level Monstrous Humanoid
  Size: Small
  Speed: 30 ft.
  Abilities: Str -2, Dex +2, Con -1, Int +0, Wis -1, Cha +0
  Skills: Stealth 4 (+10), Survival 4 (+3)
  Feats: Light Armor TrainingB, Night VisionB, Track, Weapon 
  TrainingB
  Traits: Shift
  Combat: Attack +4 (+1 base, +1 size, +2 Dex), Damage -1 
  (knife) or +1 (bow), Defense: Dodge/Parry +4/+0 (+1 base, 
  +1 size, +2 Dex/-2 Str), Initiative +2
  Saving Throws: Toughness +0 (-1 size, -1 Con, +2 natural), 
  Fortitude -1 (-1 Con), Reﬂex +4 (+2 base, +2 Dex), Will +1 
  (+2 base, -1 Wis)
  Terror Level: —
  Shift: Pok-wejee-men are able to shift their position by 5 ft. 
  once per round as a free action. To shift requires a Difﬁculty 10 
  Wisdom check, with success having them Shift. Succeeding 
  the check by 5 or more allows them to shift 10 ft.
  Created from the bark of the ash tree, the Pok-wejee-men are 
  small creatures viewing themselves as the true inheritors of 
  the land. They live in the deepest part of the forests, and 
  their territory is considered to be their own. To enter their 
  territory requires an offering of food, if this is not done, the 
  pok-wejee-men feel justiﬁed in attacking the offender.
  Wendigo
  Type: 6th Level Elemental (Air, Cold, Earth, Native)
  Size: Medium
  Speed: 40 ft.
  Abilities: Str +5, Dex +2, Con +5, Int +4, Wis +0, Cha +2
  Skills: Jump 9 (+14), Notice 9 (+9), Search 9 (+13), Sense 
  Motive 9 (+9), Stealth 9 (+11), Survival 9 (+9)
  Feats: Improved Initiative, Track
  Traits: Fierce, Immunity to Cold, Shape Change, Vulnerable 
  to Fire
  Combat: Attack +6 (+4 base, +2 Dex), Damage +5 (bite) 
  or +7 (claws), Defense: Dodge/Parry +6/+9 (+4 base, +2 
  Dex/+5 Str), Initiative +6
  Saving Throws: Toughness +7 (+5 Con, +2 natural), 
  Fortitude +10 (+5 base, +5 Con), Reﬂex +7 (+5 base, +2 Dex), 
  Will +2 (+2 base)
  
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  COLONIAL GOTHIC
  Terror Level: +6, Difﬁculty 21
  Fierce: Wendigos become enraged when they are threatened. 
  They must make a Difﬁculty 15 Will save, with Failure 
  having them become enraged. As a result their Strength and 
  Constitution are temporarily raised by +2. In addition, both 
  their Intelligence and Wisdom are temporarily lowered by 
  -2. Fierce lasts for 1d20/2 Rounds, and while in this state the 
  wendigo is immune to Fear, as well as ignores any penalties 
  associated with conditions on the damage track other than 
  penalties to future toughness saves. As soon as the Fierce 
  state passes, their Stats return to normal, and they suffer 
  the effects of any accumulated damage conditions such as 
  becoming stunned.
  Shape Change: Wendigos can take the form of any animal, 
  and to do so counts as a move action. While in this form their 
  Attributes remain unchanged, they simply take the form of 
  the animal and gain the animals speed and traits while in 
  that form.
  Made from mud and ice the wendigo is a creature of pure 
  evil. They hide in the shadows, where they stalk their 
  favorite prey—humans. Their mouths are lines with jagged 
  teeth, and their claws are sharp ice. 
  Werewolf, Fully Advanced (Warrior 1/Animal 2)
  Type: 
  3rd 
  Level 
  Humanoid 
  (Augmented, 
  Human, 
  Shapechanger)
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +1, Dex +0, Con +1, Int –1, Wis +1, Cha –1
  Skills: Handle Animal 4 (+3), Intimidate 5 (+4), Notice 5 
  (+6), Ride 4 (+4), Survival 0 (+1)
  Feats: Attack Focus (sword)B, Greater Attack Focus 
  (musket), Light Armor Training, Iron WillB, Night VisionB, 
  Run, Shield Training, Weapon Training
  Traits: Alternate Form, Human Background Traits, 
  Lycanthropic Empathy, Scent
  Combat: Attack +2 (+2 base) (+4 with musket), Damage 
  by weapon, Defense Dodge/Parry +2/+3 (+2 base, +1 Str), 
  Initiative +0
  Saving Throws: Toughness +2 (+1 Con, +1 natural), 
  Fortitude +4 (+3 base, +1 Con), Reﬂex +1 (+1 base), Will +3 
  (+0 base, +1 Wis, +2 Iron Will)
  Fear Level: +3, Difﬁculty 18 (while changing or when in 
  hybrid form only)
  Alternate Form: A werewolf can assume a bipedal hybrid 
  form or the form of a wolf. In these alternate forms the 
  werewolf’s abilities become Str +2, Dex +2 and Con +3. 
  Furthermore the werewolf gains a natural bite attack, and 
  its speed increases to 50 ft. The “Feats”, “Traits”, “Combat” 
  and “Saving Throws” lines of the werewolf’s stat block now 
  read like this:
  Feats: Attack Focus (musket)B, Firearms Training, Greater 
  Attack Focus (musket), Light Armor Training, Improved 
  TripB, Iron WillB, Night VisionB, Run, TrackB, Weapon 
  Training
  Traits: Alternate Form, Damage Reduction 2/silver, Human 
  Background Traits, Lycanthropic Empathy, Scent
  Combat: Attack +4 (+2 base, +2 Dex) (+6 with musket), 
  Damage +4 (bite) or +3 (claw) or by weapon (it cannot use 
  weapons in animal form), Defense Dodge/Parry +4/+4 (it 
  cannot parry in animal form) (+2 base, +2 Dex/+2 Str) (+4 
  in animal form with no shield), Initiative +2
  Saving Throws: Toughness +4 (+3 Con, +1 natural), 
  Fortitude +6 (+3 base, +3 Con), Reﬂex +3 (+2 base, +1 Dex), 
  Will +3 (+0 base, +1 Wis, +2 Iron Will)
  Wolf Empathy: Communicate with wolves, and +4 racial 
  bonus on Charisma-based checks against wolves.
  Skills: *In any form a werewolf gains a +4 racial bonus on 
  Survival checks when tracking by scent.
  One of the most feared among creatures of the supernatural, 
  the werewolf is a creature that is cursed with the disease of 
  lycanthrope. Though some who contract this disease are 
  
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  COLONIAL GOTHIC
  unable to control their transformation, true werewolves can 
  change their shape at will, and assume the form of the wolf, 
  or a human-wolf hybrid. Werewolves are hunters, and their 
  favored prey are Humans. They crave the blood and ﬂesh 
  of humans, and at night transform into a wolf and hunt the 
  night searching for prey.
  Werewolf Template
  “Werewolf” is a template that can be added to any humanoid 
  within one size category of medium size (referred to 
  hereafter as the base creature). The werewolf template 
  can be inherited (for natural lycanthropes) or acquired (for 
  afﬂicted lycanthropes). Becoming a lycanthrope is very 
  much like becoming a mixed-role hero, taking the animal 
  creature type as the new role.
  Size and Type: The base creature’s type does not change, but 
  the creature gains the shapechanger subtype. The werewolf 
  can take on the characteristics of a wolf. Werewolves can 
  also adopt a hybrid shape that combines features of the base 
  creature with a wolf. A werewolf’s hybrid form is medium 
  size or the same size as the base creature, whichever is 
  larger.
  Speed: Same as the base creature or 50 ft. when in animal 
  or hybrid form.
  Abilities: Werewolves gain +1 to Wisdom. In addition, when 
  in wolf or hybrid form, a werewolf’s physical abilities improve, 
  gaining +1 Strength, +2 Dexterity and +2 Constitution. 
  Skills: A werewolf retains the skills of the base creature, 
  though it gains future skill ranks for its next two levels equal 
  to (2 + Int, minimum 1) for each level of its animal form as 
  if using the rules for mixed-role heroes for gaining levels of 
  the animal type. In any form, a werewolf also has a +4 racial 
  bonus on Survival checks when tracking by scent.
  Feats: A werewolf retains the feats of the base creature 
  and gains Improved Trip and Track as bonus feats while in 
  hybrid or wolf form. Werewolves also receive Iron Will and 
  Night Vision as bonus feats in any form. Since the werewolf 
  must take their next two levels in the animal creature type, 
  it only gains a feat at their 1st animal level and not with their 
  second.
  Traits: A werewolf retains the traits of the base creature or 
  those of a wolf, depending on which form it is using, and also 
  gains the traits described below.
  Alternate Form: A werewolf can assume wolf form. It does 
  not assume the abilities of a wolf, but instead adds a wolf’s 
  physical abilities as modiﬁers to its own. A werewolf also 
  can assume a bipedal hybrid form with prehensile hands 
  and animalistic features. Changing to or from wolf or hybrid 
  form is a standard action.
  A slain lycanthrope reverts to its humanoid form, although 
  it remains dead. Separated body parts retain in their animal 
  form, however.
  Afﬂicted werewolves ﬁnd this ability difﬁcult to control 
  (see the section on Lycanthropy as an Afﬂiction), but natural 
  lycanthropes have full control over this power.
  Curse of Lycanthropy: Any humanoid reduced to “hurt” 
  or worse condition on the damage track by a natural 
  lycanthrope’s bite attack (or other natural attack) in animal 
  or hybrid form must succeed on a Difﬁculty 15 Fortitude save 
  or contract lycanthropy. If the victim’s size is not within one 
  size category of the lycanthrope the victim cannot contract 
  lycanthropy from that lycanthrope. Afﬂicted lycanthropes 
  cannot pass on the curse of lycanthropy.
  Damage Reduction: An afﬂicted werewolf in hybrid or 
  animal form has Damage Reduction 2/silver. A natural 
  lycanthrope in hybrid or animal form has Damage Reduction 
  4/silver.
  Lycanthropic Empathy: In any form, werewolves can 
  communicate and empathize with wolves of all kinds. This 
  gives them a +4 racial bonus on checks when inﬂuencing the 
  animal’s attitude and allows the communication of simple 
  concepts and (if the animal is friendly) commands, such as 
  “friend”, “foe”, “ﬂee”, and “attack”.
  Scent: A werewolf has the scent ability in any form.
  Combat: A werewolf’s attacks are the same as the base 
  creature or a wolf, depending on which form the werewolf is 
  using. A werewolf in hybrid form gains a claw attack and a 
  bite attack as natural weapons. These weapons deal damage 
  based on the hybrid form’s size. A hybrid may attack with a 
  weapon, or may attack with its natural weapons.
  Hybrid Size
  Claw
  Bite
  Small
  +0
  +1
  Medium
  +1
  +2
  Large
  +2
  +3
  Huge
  +3
  +4
  The damage for each attack is the same as the base creature 
  the hybrid or the wolf, depending on which form the 
  lycanthrope is in.
  Saving Throws: The base creature’s natural armor bonus 
  to toughness increases by +1 in all forms. In hybrid form, 
  the lycanthrope’s natural armor bonus is equal to the natural 
  armor bonus of the wolf or the base creature, whichever is 
  better.
  Fear Level: A werewolf gains a Fear Level rating equal to its 
  total level while changing or while in hybrid form.
  Advancement: The advancement of a lycanthrope is 
  different from all other creatures. When a hero ﬁrst becomes 
  a lycanthrope (at birth for a natural lycanthrope, and upon 
  failing the Fortitude save to resist the curse of lycanthropy 
  for an afﬂicted lycanthrope), he gains the senses, bonus 
  
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  COLONIAL GOTHIC
  feats, damage reduction, shapechanging ability and level lag 
  associated with the type of lycanthrope he is.
  In addition to the level lag, the hero must advance as 
  creature of the animal type for his next two levels (a number 
  of levels equal to the animal’s level—2 for a wolf). This also 
  means that a natural lycanthrope’s ﬁrst several levels are in 
  the animal type rather than in a heroic role. Unless cured an 
  afﬂicted lycanthrope cannot take a level in a heroic role until 
  he has taken all of the required animal levels. (This is the 
  curse—to be part animal.) An afﬂicted lycanthrope that is 
  cured of the curse can resume taking levels in a heroic role 
  but only after he has taken at least 1 level in animal. Once 
  cured, an infected lycanthrope looses all bonus feats and 
  traits granted by the lycanthrope template, but their levels 
  of animal remain. They also loose the level lag associated 
  with the lycanthrope template, and the narrator should 
  arrange for them to catch up to the average level of the rest 
  of the party (assuming the hero has no level lag from other 
  sources).
  While taking animal levels, the hero’s combat bonus, 
  saving throws and skills are calculated as if he were a mixed-
  role hero using the animal creature type. His reputation 
  advances as if he were an expert regardless of his last heroic 
  role (news of a lycanthrope is hard to contain!).
  Level Lag: +1 (afﬂicted) or +2 (natural). This level lag is in 
  addition to the required animal levels.
  Lycanthropy as an Affliction
  When a character contracts lycanthropy through a 
  lycanthrope’s bite, no symptoms appear until the ﬁrst night 
  of the next full moon. On that night, the afﬂicted character 
  involuntarily assumes animal form and forgets his or her 
  own identity, temporarily becoming a supporting character 
  under the control of the Narrator. He remains in animal 
  form, acting as the animal would, until the next dawn. He 
  remembers nothing about the entire episode (or subsequent 
  episodes) unless he succeeds on a Difﬁculty 15 Wisdom 
  check, in which case he becomes aware of his lycanthropic 
  condition.
  Thereafter, the character is subject to involuntary 
  transformation under the full moon and whenever damaged 
  in combat. He or she feels an overwhelming rage building 
  up and must succeed on a Control Shape check (see the 
  Control Shape Skill sidebar) to resist changing into animal 
  form. Any character not yet aware of his or her lycanthropic 
  condition temporarily becomes a supporting character 
  during an involuntary change, and acts according to the 
  alignment of his or her animal form.
  An afﬂicted lycanthrope with awareness of his condition 
  retains his identity and does not lose control of his actions 
  if he changes. However, each time he changes to his animal 
  form, he must succeed on a Will save (Difﬁculty 15 + number 
  of times he has been in animal form) or permanently assume 
  an animal-like mentality.
  Once an afﬂicted lycanthrope becomes aware of his 
  afﬂiction, he can now voluntarily attempt to change to animal 
  or hybrid form, using the appropriate Control Shape check 
  Difﬁculty. An attempt is a standard action and can be made 
  each round.
  Changing Form: Changing form is a standard action. If the 
  change is involuntary, the character performs the change 
  on his next turn following the triggering event. Changing 
  to animal or hybrid form ruins the character’s armor and 
  clothing (including any items worn) if the new form is 
  larger than the character’s natural form; carried items are 
  simply dropped. Characters can hastily doff clothing while 
  changing, but not armor. Supernatural armor survives the 
  change if it succeeds on a Difﬁculty 15 Fortitude save. An 
  afﬂicted lycanthrope unaware of his condition remains in 
  animal form until the next dawn. An afﬂicted lycanthrope 
  who is aware of his condition can try to resume humanoid 
  form following a change (voluntary or involuntary) with a 
  Control Shape check, but if he fails his check, he remains in 
  animal (or hybrid) form until the following dawn.
  Curing Lycanthropy: An afﬂicted lycanthrope who eats a 
  sprig of belladonna (also called wolfsbane) within 1 hour of 
  a lycanthrope’s attack can attempt a Difﬁculty 20 Fortitude 
  save to shake off the afﬂiction. If a healer administers the 
  herb, use the character’s save bonus or the healer’s Medicine 
  modiﬁer, whichever is higher. The character gets only one 
  chance, no matter how much belladonna is consumed. The 
  belladonna must be reasonably fresh (picked within the 
  last week). However, fresh or not, belladonna is toxic. The 
  character must succeed on a Difﬁculty 13 Fortitude save or 
  take 2 points of Strength damage. One minute later, he must 
  succeed on a second Difﬁculty 13 save or take an additional 
  3 points of Strength damage.
  A successful use of the Cure Disease supernatural power 
  cast by an adept of 12th level or higher also cures the 
  afﬂiction, provided the character receives the treatment 
  within three days of the lycanthrope’s attack. Characters 
  undergoing this cure are often kept bound or conﬁned in 
  cages until the cure takes effect.
  Only afﬂicted lycanthropes can be cured of lycanthropy.
  Example of a Lycanthrope’s Advancement
  Talbot is a 4th level warrior that is bitten by a natural 
  werewolf. He fails his Fortitude save and becomes an 
  afﬂicted lycanthrope. He immediately gains the senses and 
  shapechanging ability of a werewolf. He also gains a level lag 
  of 1, meaning he cannot advance at all until other members 
  
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  COLONIAL GOTHIC
  of his party have advanced 1 level. Since a wolf has 2 levels of 
  animal, instead of advancing as a hero Talbot must advance 
  as a creature of the animal type when he reaches 5th and 
  6th level. If not cured, for the next two levels his combat 
  bonus increases like that of an animal (same as an expert) 
  as do his saves (Fortitude and Reﬂex are his good saves and 
  Will is his normal save). Since he is advancing as an animal, 
  he also gains skills as an animal, gaining a number of skill 
  ranks equal to 2 + his Intelligence. He does not gain a feat 
  at 5th level, because since he is advancing as an animal his 
  next available feat comes at 6th level. Even if he is cured of 
  his lycanthropy, he must still take at least 1 level of animal. 
  When Talbot becomes 6th level and lags behind the party 
  average by 1 level, he has satisﬁed the requirements of 
  the curse. He can once again start taking levels in a heroic 
  role with his 7th level. If not cured, however, he remains a 
  lycanthrope.
  Control Shape (Wis)
  The Control Shape skill determines whether an afﬂicted 
  lycanthrope can control his shape. Any character who has 
  contracted lycanthropy and is aware of his condition can 
  learn this skill. Once an afﬂicted lycanthrope is aware of his 
  condition, he can use this skill untrained and can put skill 
  ranks into it just like any other skill. An afﬂicted lycanthrope 
  not yet aware of his condition cannot attempt Control Shape 
  checks untrained.
  An adept can use Body Control in place of the Control Shape 
  skill.
  A natural lycanthrope does not need this skill, since it always 
  has full control over its shape.
  Check (Involuntary Change): An afﬂicted lycanthrope 
  must succeed on a Difﬁculty 25 Control Change check at 
  moonrise each night of the full moon to resist involuntarily 
  assuming animal form. He must also check for an involuntary 
  change when injured; Difﬁculty 20 for “hurt” and Difﬁculty 
  25 for “wounded”.
  On a failed check, he must remain in animal form until the 
  next dawn, when he automatically returns to his base form. 
  An afﬂicted lycanthrope aware of his condition may make 
  one attempt to return to humanoid form (see table), but if he 
  fails, he remains in animal form until the next dawn.
  Retry (Involuntary Change): Check to resist an involuntary 
  change once each time a triggering event occurs.
  Check (Voluntary Change): In addition, an afﬂicted 
  lycanthrope aware of his condition may attempt to use this 
  skill voluntarily in order to change to animal form, assume 
  hybrid form or return to humanoid form, regardless of the 
  state of the moon or whether he has been injured.
  Voluntary Change
  Control Shape Difﬁculty
  Return to humanoid form 
  (full moon*)
  25
  Return to humanoid form 
  (not full moon)
  20
  Assume hybrid form
  15
  Voluntary change to animal 
  form (full moon*)
  15
  Voluntary change to animal 
  form (not full moon)
  20
  * For game purposes, the full moon lasts three days 
  every month.
  Challenges: You can take the following challenges with 
  Control Shape:
  Aggressive Change: You can change shape and maintain 
  your ability to engage in combat in the same round. By 
  increasing the Difﬁculty by 5, you can change shape as a 
  move action instead of a standard action.
  Partial Change: You can change only part of your body 
  rather than transforming completely, for example, to 
  grow claws or teeth for combat without having to assume 
  hybrid or animal form. On a success, you can attack with 
  whichever natural weapon(s) you would normally be able 
  to use in your other forms without damaging your clothing 
  or armor. The Difﬁculty is equal to that of assuming hybrid 
  form, plus 5 (Difﬁculty 20). A partial change lasts until you 
  decide to return to humanoid form, and you must succeed 
  on a Control Shape check to do so (Difﬁculty 20 or 25, 
  depending on the phase of the moon).
  Try again (Voluntary Change): A character can retry 
  voluntary changes to animal form or hybrid form as often 
  as he likes. Each attempt is a standard action. However, on 
  a failed check to return to humanoid form, the character 
  must remain in animal or hybrid form until the next dawn, 
  when he automatically returns to humanoid form.
  Special: An afﬂicted lycanthrope cannot attempt a 
  voluntary change until it becomes aware of its condition 
  (see Lycanthropy as an Afﬂiction).
  
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  Running a Horror Game
  When you run Colonial Gothic, you are setting the stage 
  for your players to encounter horrifying elements. These 
  elements can range from the mundane to the supernatural, 
  and the Sanity save mechanic is built in as a way to ﬂesh out 
  these types of scenarios.
  As a Narrator, setting mood and tone for the horror game 
  is almost as important as providing Villains for the players 
  to interact with. There are several different types of tones to 
  take with Colonial Gothic, depending upon how historically 
  accurate your group has decided to go. 
  Setting the Mood
  The best way to set a horror mood in game is to start small 
  and slowly provide glimpses of what awaits the players. A 
  ﬂeeing shadow can slowly create more terror than a seven-
  foot-tall hairy monster, depending up how and when you 
  introduce it into the game. 
  Mood in a horror game is also directly related to how close 
  the players are to the horror itself. If you’ve ever watched 
  old Hitchcock movies or The Twilight Zone episodes, you’ll 
  notice that not a lot of gore is revealed—yet somehow 
  you’re hanging on your seat until the very end. How do the 
  writers do it? By ensuring that there is more than one level 
  of emotion shining through the ﬁlm. 
  In order to have great horror mood in an RPG, you have 
  to have happiness and fear. Love and hate. Obsession and 
  indifference. If your players are constantly immersed in 
  horror—then the mood tends to go ﬂat because there is 
  nothing else for them to compare it to. Let your players be 
  like stars in the night sky; let them believe they are winning 
  against the Darkness. When an old ghost comes back to 
  haunt them—literally—it will mean so much more to them 
  than if that ghost is constantly after them, never giving them 
  a moment’s release.
  Pacing and Horror
  The biggest challenge you will face running this game 
  will be the pacing. One major obstacle that you will have 
  to overcome as a Narrator is the fact that you will have to 
  limit your players’ ability to perform simple tasks in order 
  to show them how dark the game truly is—even without 
  magic. 
  For example, it will take two full rounds for a Hero to 
  reload his pistol or musket (or one full round if they have 
  Quick Draw). This reloading time will have a dramatic 
  effect on the pacing for your ﬁght scenes. The player may 
  have to learn the hard way that he might have to give up 
  his reliance on a “big gun” in order to slash, stab, kick, or 
  punch his way through a ﬁght. 
  Another example of setting-related challenges would 
  be to talk about electricity. Ben Franklin hasn’t ofﬁcially 
  discovered electricity yet and in this time period there 
  are no cell phones, radios, televisions, computers, cars 
  or even light bulbs. Think long and hard about that for a 
  second because everything—from the preservation or 
  food to the ability to listen to music, is affected by this fact. 
  Because of that basic medical care, communication—and 
  transportation take days and weeks instead of a matter of 
  minutes. 
  Some players will intentionally slow themselves down, 
  trying to make smart decisions about where they go next 
  so they don’t make a mistake. As a Narrator, it’s up to you 
  to either let them wander off-track for months on end  or 
  have something else to cross their path, leading them to a 
  haunted cabin on the frontier.
  With the lack of technology, there are parts of the game 
  where your pacing will be off. We recommend engaging 
  Fate Cards as a way to draw the players into the story and 
  utilize their side quests when the plot isn’t moving forward. 
  We also suggest that you introduce “false positives” or 
  clues that lead nowhere as a means of letting your players 
  uncover more about the setting. By allowing them to get 
  slightly off track with a rainstorm until they realize their 
  mistake, you can easily create a sense of urgency and 
  they’ll rush back to save the day. 
  Creating Teamwork
  The last thing that you need to help facilitate is to ﬁgure out 
  the reason why the players came together in the ﬁrst place. 
  Running a game set in a static, historical period means that 
  you have stereotypes and social stigmas to work with. As 
  we discussed earlier, it’s up to you how to handle that. We 
  suggest tying players’ histories together using their Fate 
  Cards as a means of giving the players a reason to not only 
  ﬁgure out how they know one another—but engender trust 
  within the group.
  If Fate Cards will not work to provide this reason, 
  you do have options depending upon how you start the 
  game. Maybe the players are the lone survivors of a town 
  decimated by the English; maybe the players are tied 
  together through their magic studies, living underground 
  in Philadelphia’s libraries. Whatever way you socially 
  bring your Heroes together, make sure you establish your 
  rules for historical accuracy during the character creation 
  process so that the players know what they are getting 
  themselves into.
  
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  We also would like to point out that sometimes it isn’t easy 
  running a game for a group of Heroes who all want to have 
  their day in the sun. Team-building is essential for strong 
  character types, and as a Narrator you will have to come 
  up with small, unremarkable scenarios in order to help the 
  players contribute to the game and to each other. Regardless, 
  many players will be more likely to play the game if they can 
  sit back and simply have fun without having to worry about 
  in-game politics and the importance of their character. 
  Sometimes, the best way to build a great team right off 
  the bat is to let them face a big, hairy, monster and ﬁgure 
  out how to kill it easily. Not only will your players feel like 
  they have “done something useful,” they can quickly ﬁgure 
  out which Hero is better at what tactic in combat, something 
  Colonial Gothic might have quite a bit of.
  Fate Cards
  All Heroes in Colonial Gothic have Fate Cards that add drama 
  to situations and events. Using Fate Cards, your players can 
  create plot hooks that spin the action and make the events 
  take on a deeper meaning. Even though you may not decide 
  to use Fate Cards, the basic premise in the design process 
  was to give you an opportunity to ﬂesh out difﬁcult areas in 
  your game’s pacing and also provide players with the option 
  of side quests—that may or may not be related to learning 
  Magic Rituals. 
  Some savvy players will write Fate Cards related to other 
  Heroes, and we recommend this technique as a great way to 
  bring the team together. In that case, it would be helpful for 
  the players to collaborate their character creation process 
  once they form their basic concept.
  Using Fate Cards
  All starting Heroes begin play with up to four plot hooks that 
  they will write up prior to the beginning of the campaign. We 
  recommend that Fate Cards be limited to one sentence in 
  length, but that is up to the Narrator. Any time during the 
  course of an adventure the player can elect to play one Fate 
  Card at any time to alter the course of the plot, provided they 
  have written the plot hook prior to the game session. In other 
  words, a player may not use a plot hook to their mechanical 
  advantage to escape a Villain—Fate Cards are simply meant 
  to enhance the plot and provide an extra opportunity for the 
  players to play through the new information.
  For example, a player may have decided that one of their 
  plot hooks is, “The ghost of my great-grandfather haunts 
  my family’s plantation.” During the game, the players are 
  ﬁghting a witch in the Georgia Colony when they feel that 
  they must do whatever it takes to outrun her. It seems as if 
  her Divination allows her to always see where the players 
  are going and what they are doing. Confused, the group 
  mulls over what they are going to do and don’t come to a 
  conclusion. 
  By playing the plot hook, the sentence reveals something 
  about that Hero that the other Heroes didn’t know. Another 
  player engages her, asking her questions about her great-
  grandfather. As a twist of fate, it seems as if the very same 
  witch that is pursuing them is the same one responsible 
  for not only killing her great-grandfather, but is the reason 
  why he hasn’t moved on. Thus, the group decides to get to 
  the plantation as fast as they can in order to ﬁnd out clues 
  about the witch.
  Earning Fate Cards
  As mentioned, all starting Heroes begin play with up to 
  a maximum of four Fate Cards. Only one Fate Card per 
  Player can be played during an adventure at the Narrator’s 
  discretion. Eventually the Players will run out of Fate Cards 
  and will want to replace them. Players can come up with 
  new Fate Cards, up to a maximum of four, as long as the 
  Narrator allows it and they write their plot hooks out-of-
  game.
  While we have provided you with rules as to how we 
  would use Fate Cards in game, we recommend that you 
  decide not only whether or not you want to use them and, if 
  so, how you want players to use them to enhance your game 
  before any player starts the character creation process.
  
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  Chapter 9 Adventure
  Missing
  Missing is an introductory adventure designed for four to 
  six players with new Heroes.
  History of Peekskill
  Strange events plague the Hudson Highlands; speciﬁcally 
  the village of Peekskill, New York. Located along the eastern 
  banks of the Hudson River, in the shadows of Jacob’s Hill 
  and Blue Mountain, the village is growing wealthy due to 
  trade between New York and Albany.
  The region that would become known as Peekskill was 
  discovered in the 1600s when Henry Hudson sailed up and 
  down the river exploring the land and mapping it. This work 
  paved the way for the numerous land claims both Holland 
  and England made, and both sent settlers to the region who, 
  in turn, established trading posts and colonies. Although 
  discovered by Europeans in the 1600s, the region had long 
  been the home of the Wappinger Indians, who lived in the 
  village called Sackhoe along the banks of the Hudson. At 
  one time this tribe was a power in the Hudson Valley, but 
  protracted wars with both the Mohawks and the Mahican 
  led to their destruction. Hidden among the forests and the 
  hills, colonists still ﬁnd the remains of their dead, as well as 
  spots that were sacred to them.
  Hailing from New Amsterdam, Jan Peeck arrived to the 
  region in 1650 to open trade with the Sackhoes (as he called 
  them) living on the banks of what he named Peekskill Bay. 
  Peeck also explored the Hollow Brook, and traveled it to 
  trade with the natives living there as well. Though Jan died 
  in 1660, the Dutch continued to trade in the region and in 16 
  5 bought the land from the Sackhoes and began settling it. 
  When the Dutch settled the region they named it Jan Peeck’s 
  Kill, but when the English took control of the region, the 
  name was changed to John Peak’s Creek. Though the name 
  of region still stands, many have forgotten it. 
  After the French and Indian War with peace settling across 
  the Frontier, many began moving into the area. In 1765, the 
  small settlement was expanded, and the village of Peekskill 
  is the result. The ﬁrst groups to arrive were the families of 
  Lent, Cronkite, Johnson, Hall, Hawes, Travis, and Brown. 
  These families risked everything to settle here, and became 
  wealthy off this risk. Seeing the opportunities the area 
  offered, the Birdsall, Conklin, Horton, Depew, and Weeks 
  families arrived. Together these families have worked in 
  the agriculture, river transport, and various domestic and 
  commercial industries. 
  Though now more settlers live here, it is these families 
  that many consider to be the power of the village. Peekskill 
  is the main village of the area, but it is just one of many 
  villages found in the John Peak’s Creek region. Though 
  many think the region is a quite idyllic place, rumors of 
  monsters living deep within the woods still circulate. Some 
  whisper of even fouler things lurking deeper, especially 
  around Jacob’s Hill. 
  Some claim a gate to Hell is located in a small hollow of 
  the hill, and that Satan himself steps through it in order 
  to hold an annual Sabbath with his worshipers. Though 
  these stories remain, many feel that they are simply old 
  superstitions used to scare children. Still, despite the 
  protest of others, strange things have been seen for as long 
  as people can remember. It does not seem as if a month 
  goes by with some report of a strange creature or person 
  wandering the woods and hill.
  Topping eighty residents, Peekskill earns a reputation 
  for its skilled craftsmen and bountiful apple crops, for being 
  a key point in river transportation, and for the bustling 
  warehouses found near the docks of Peekskill Bay. Up 
  until recently, the village’s excitement level had pretty 
  much peaked when one of the farmers’ cows birthed twin 
  calves. 
  During the last four months, however, Peekskill 
  and other villages have experienced a rash of strange 
  disappearances. At ﬁrst, it was an occasional hunter, or a 
  lone traveler who’d disappear without a trace. Now villagers 
  have begun disappearing, and no one knows how or why 
  this is happening. The latest disappearance occurred just 
  three days ago, when four Peekskill children went missing 
  from their beds. Residents of Peekskill and neighboring 
  villages have scoured the woods looking for them, but so 
  far the villagers have discovered no clues to their location. 
  Only a secret few know the children’s fate, and they will not 
  betray their own. Unbeknownst to the rest of the villagers, 
  a small group of cultists resides in the area and is behind 
  the recent troubles.
  The Cult of the Beast is a small sect dedicated to carrying 
  out the work of a long forgotten god. Most do not know of 
  the cult’s existence, as they keep themselves well out along 
  the frontier, away from the eyes of outsiders. The cult is 
  an ancient one, and those few who have had run-ins with 
  them (and lived to tell about it) swear that the cultists are 
  worshipers of Satan, that they are carrying out his work on 
  the land. The claims may be partially true, but Satan is not 
  the god they venerate.
  
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  Until recently, Jebediah Cornwell was the leader of a small 
  sect he founded six years ago. Most members are woodsmen 
  or farmers, drawn by the cult’s emphasis on brutal strength. 
  Jebidiah’s sect was part of a slavery and smuggling ring 
  based out of the south. Jebediah and his group roamed the 
  frontier capturing lone travelers and small groups of settlers, 
  as well as Indians. Once captive, they would be sent south 
  where they would then be sold as slaves or in the case of 
  white captives, used as sacriﬁces to the cult’s god. All was 
  going well for the sect; membership grew as like-minded 
  individuals found themselves drawn to its teachings. Then 
  six months ago, Henry Allen arrived in the area.
  Henry controlled a sect of the cult in Georgia. Henry ﬂed 
  the hangmen’s noose when his crimes were uncovered in 
  Savannah, Georgia. The acts of cannibalism, murder, and 
  the other heinous acts Henry and his followers practice 
  are. Cultists too slow to ﬂee found themselves quickly tried 
  and publicly executed. Henry and a chosen few managed to 
  elude capture, ﬂeeing north.
  Arriving in the John Peak’s Creek region Henry, much 
  to Jebidiah’s dismay, took control of the sect. Within a few 
  short months, the slave trade was once again active and the 
  cult stronger than ever. Henry found himself once again 
  enjoying a position of power. Not everyone was overjoyed 
  with the turn of events, however — most notably Jebediah. 
  Unhappy with his lowered status and lack of power, he 
  watched in dismay as the group he’d fostered on secrecy 
  became more public. 
  Before Henry, Jebediah and his men would stay away 
  from large settlements and contented themselves with living 
  in remote regions. Now, with Henry in power, the cultists 
  are venturing closer to settlements as well as occasionally 
  visiting nearby villages. Were they as close lipped as 
  in Jebediah’s day, this would not be an insurmountable 
  problem, but under Henry’s leadership, the cultists have 
  grown bold. They talk too openly and no longer seek to keep 
  their allegiance a secret. 
  Rumors of these strange men and women have rapidly 
  spread throughout the region, and all the secrecy Jebediah 
  had attained has begun to slowly evaporate. To make matters 
  worse, the kidnappings have begun. 
   Though the cult had always made a living in the slave trade, 
  they had always been careful in obtaining their slaves. Under 
  Jebediah’s leadership his sect kidnapped an occasional lone 
  traveler, or people living on the fringes of Colonial society. 
  By doing this, they kept others from suspecting what was 
  going on. The disappearances were passed off as nothing 
  unusual, part of the trials and tribulations of life in the wilds 
  of the Colonies.
  With Henry’s arrival, however, this changed, and over 
  the past four months the cult has branched out, not only 
  kidnapping people traveling through the woods, but farmers 
  working in the ﬁelds and villagers right out of the town. 
  These actions have drawn attention to the crimes, which are 
  now being labeled as kidnappings, and the cult itself. With 
  the kidnapping of the four Peekskill children, the entire 
  area is alarmed and Jebediah fears it is only a matter of time 
  before the cult is discovered.
  The Cult of the Beast
  When the world was young and new, the gods fought 
  amongst themselves over who would control the life 
  ﬂourishing in the world. While most gods worked to amass 
  power, worshipers or dominance, there were some whose 
  interests laid elsewhere. One of these gods was The Great 
  Beast.
  Emerging from the shadows, a ﬁgure of immense strength 
  and power appeared. His body was of a bear, his tail of a 
  weasel, while his head was that of a fox. Where he walked, 
  the earth quaked. When he roared, the heavens thundered. 
  The Great Beast lusted for power. Feeling that the only role 
  for the weak was that of fodder for the hunt, he sent out 
  his call. To his side came worshipers who were not only 
  physically powerful, but mentally strong as well. It did not 
  matter to The Great Beast who they were as long, only that 
  they were strong. Among the tribes of Gaul, worshipers 
  ﬂocked to this God, and rampaged throughout Europe.
  The Great Beast and his followers took to the wild and 
  begun hunting. To aid them in preparing their kill, and 
  performing the manual labor needed to survive, they also 
  took slaves - many slaves. Nothing stood in the way of The 
  Great Beast and his loyal hunters, and to this day he leads 
  his worshipers and pushes them to be the strongest they can 
  be. Through the years, the philosophy of the early founders 
  of his sect has been reﬁned and codiﬁed, evolving into The 
  Cult of the Beast.
  The Cult of the Beast follows the teachings of The Great 
  Beast as it relates to strength and power. Anyone, regardless 
  of race or sex can join the Cult. The only requirement is 
  that potential members must be strong, and skilled in both 
  hunting and tracking. To show their skills, potential cultists 
  must successfully track and hunt down a member of the 
  same race. By doing this, the cultists demonstrate their skills 
  while perpetuating one of the cult’s tenets. Those refusing to 
  do this, or who are caught in the process of committing their 
  hunt, are denied membership and are themselves hunted 
  down by the cult.
  
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  The Great Beast is the enemy of all lesser creatures, and 
  believes it his right to prey on the weak. The Beast loves 
  destruction and killing for the simple pleasure of killing. He 
  takes whatever he wants, and requires his followers to be 
  the strongest they can. There is no place for weaklings or 
  cowards in the Cult of the Beast, and those who are, ﬁnd 
  themselves hunted by other members of the cult.
  The Cult of the Beast reveres the bear, the fox and the 
  weasel. Revered for its strength and heart is the bear, and 
  all who seek a position of leadership within the cult must 
  kill one to prove their worth. Wearing a bear’s pelt shows 
  all within the cult the bearer’s status of strength and power. 
  Fox and weasel pelts are also held in esteem in the cult, 
  with members prized for their cunning wearing fox pelts 
  and those who are especially stealthy wearing those of the 
  weasel.
  In the early days of the cult, members were hunters, 
  poachers and woodsman. Now as society progresses, those 
  who make a living within cities are ﬁnding acceptance within 
  the cult. Might, for the Great Beast, is found everywhere. 
  From the docks of a ship, to the halls of trade, anyone 
  exhibiting their strength in dominating others is a potential 
  member of the cult and a worshiper of the Great Beast. 
  Shrines dedicated to The Great Beast still are hidden deep 
  within the forest, however. Cultists worship their god during 
  the nighttime, when all fear is at its height. The symbol of 
  the cult is a black fang, which adorns all relics. Members 
  often tattoo it on their body, as well.
  Few within the cult are aware of the details of its history. 
  Some believe the cult has always existed, and the well read 
  know that mentions of it have been found dating back to the 
  time of Julius Caesar’s conquest of Gaul. The cult and their 
  worship of their dark god remained hidden in the shadows 
  for centuries, however, and little to no organization of the 
  cult took place until 1600. 
  It was then that a small book was uncovered in the 
  Netherlands dealing with the supposed teachings of the 
  Great Beast, discovered by Constantijn te Kolste. He 
  modiﬁed the teachings and created a small group dedicated 
  to the god. Growing in reputation, this cult quickly spread 
  throughout the Netherlands and found members from all 
  facets of life. When the Dutch still controlled the area, a 
  small sect took root, and began working in secret. The cult 
  in the colonies is small, but traces their origins back to the 
  1650s.
  Players Introduction
  Read the following to the players:
  Sworn to protect and defend against the creatures of the 
  occult and supernatural, The Society for the Promotion of 
  Knowledge is one of the few groups who knows of the evil 
  haunting the land.
  Rumors have reached you about strange happenings in 
  the small village of Peekskill, located in New York, about 0-
  miles north of New York City. Traveling via hired schooner 
  from Provincetown, Rhode Island, you sailed to New York, 
  and then made your way up the Hudson River. You do not 
  know what you will face, but you know that people are 
  disappearing and, if rumors are true, there is something 
  supernatural behind this. 
  Adding credence to this belief is the fact that strange 
  men and women wearing furs and avoiding civilized 
  society have been spotted in the surrounding woods. It is 
  your sworn duty, as members of the Society to bring those 
  with evil in their heart to justice. Your mission is simple: 
  discover what is going on in Peekskill and bring whatever 
  threat that exists to an end.
  The ship approaches the small docks of Peekskill. Soon 
  you will get to the bottom of things.
  Starting the Adventure
  The secret society known as the Society for the Promotion 
  of Knowledge have heard of the recent events. Using their 
  network of informants, a group of investigators have been 
  sent from Rhode Island to look into the matter. This group 
  of investigators is the players.
  Peekskill
  Arriving at the docks, the ﬁrst thing the Heroes notice is 
  that the area is not as busy as might be expected. There 
  are a few small boats docked here, which are either 
  being loaded or unloaded, but the busy riverside dock 
  that Peekskill is so well known for does not seem to be 
  existent.
  Seeing the Heroes get off the boat, those working on 
  the docks look at them very warily. Heroes attempting 
  to talk with those found here need to make a successful 
  Difﬁculty 10 Diplomacy skill check in order to have 
  anyone say anything to them. Failing this skill check, the 
  Hero is shunned and avoided, told in no uncertain terms 
  that: “strangers are not welcomed here.” Succeeding the 
  Diplomacy skill check eases tensions and the Heroes 
  are told that things are not good right now. Children are 
  
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  missing and everyone is on edge.
  The docks are located two miles west of the village and a 
  small road connects the dock area to the village. Since the 
  Heroes have no horses, and no coach or carriage is available 
  to hire, they must walk. As they make their way along the 
  road, they easily notice how thick and imposing the woods 
  are. A Difﬁculty 15 Notice skill check also allows the Heroes 
  to discover that the woods are very quiet, and not even birds 
  are heard to be chirping.
  Arriving in the village, the Heroes see it is like most rural 
  villages found in the colonies. It is mid-day when the Heroes 
  arrive and the villagers are about doing their daily duties. 
  Since the Heroes are strangers, the villagers watch them 
  warily, avoiding contact and trying to get out of their way as 
  fast as they can.
  With the recent disappearances of four children, and 
  the arrival of strangers, the Heroes are seen by some as 
  suspects. This can be played any way the Narrator desires, 
  and depending on how difﬁcult he wants to make life for his 
  players, Narrators are encouraged to have the Heroes answer 
  numerous questions about their motivations and reasons for 
  being not only in the village but the area altogether.
  By asking around the village and making successful 
  Gather Information skill checks, the Heroes can learn a 
  number of interesting rumors and tidbits about the recent 
  troubles. What follows is a summary Narrators can use to 
  weave into role-playing encounters with villagers.  To learn 
  any one of the following requires a successful Difﬁculty 10 
  Gather Information check.
  • Within the last four months, Peekskill and other villages 
  in the area have experienced an increased number of 
  disappearances.
  • Disappearances have always plagued the area. Every few 
  months it seems as if a woodsmen or lone traveler disappears 
  without a trace.
  • Villagers have begun to disappear, and last month in fact, a 
  farmer disappeared from his barn while milking his cows.
  • The latest disappearance occurred three days ago. Four 
  children disappeared from their beds during the night 
  without a trace. The children are from four different families 
  and not related in any way.
  • Over the past year or so, strangers occasionally have 
  been seen roaming the woods. All wear fur and they keep 
  to themselves.
  A regular in the village, Jebediah Cornwell, has not been 
  seen in over a month. He is a local hunter living north of the 
  village, and was a regular presence in town, delivering game 
  to the local inn and bringing furs to sell at the local trading 
  post. No on knows what happened to him. All who have 
  visited his cabin have found it empty.
  There is one tavern in the village, known as the Drunken 
  Fox. Located in the village center next to the church, the 
  tavern is seen by many to be the focal point of Peekskill 
  social life. A favorite of travelers and merchants, this 
  tavern has a reputation of being one of the better run 
  establishments in the region.
  Owned and operated by Wallace Cronkite, the tavern 
  opened in 1768. Three stories tall, the tavern is a large 
  and imposing building. Like most taverns, travelers can 
  get a space in a bed (which means they are sharing it with 
  two others) for 6 shillings. For shillings, a traveler can get 
  space in a semi-private bed (shared with only one person). 
  A few private rooms are available and prices for these are 
  £1 15s per night.
  Besides serving as a place to sleep, the Drunken Fox is 
  also a post station. It takes typically three weeks for a letter 
  to make its way to New York City, however. It is faster to 
  send posts via boat down the Hudson and most people who 
  can afford to do this, do so.
  Getting rooms is easy, although Wallace tries to increase 
  the prices by 50% for the strangers. Heroes making a 
  successful Difﬁculty 15 Diplomacy skill check can get 
  the price lowered back down to the normal rates. Room 
  prices do not include food or drink. Refreshment prices are 
  fair, however, with a mug of cider costing shillings, and a 
  plate of roasted beef and some boiled vegetables costing 9 
  shillings 4 pence.
  The tavern is not crowded, and the Heroes stand out. As 
  on the docks and in the village, many here will try to avoid 
  them, but successful Difﬁculty 10 Diplomacy check helps 
  to ease tensions. Heroes who have not learned enough, or 
  have been unlucky in their earlier attempts to investigate 
  can try and talk with those in the tavern. To put someone 
  at ease requires a successful Diplomacy check. To learn 
  any of the following requires the Hero to make a successful 
  Difﬁculty 10 Diplomacy check.
  • The children were kidnapped two nights ago. (True)
  • The houses showed no signs of being entered. The doors 
  were closed, as were the windows. (True)
  • Strange things? No, every thing is ﬁne in the village. 
  Peekskill has seen nothing amiss. (False)
  • There is something strange going on. The woods are 
  ﬁlled with strange men and women. (True)
  • Search parties have been scouring the woods for two 
  days. So far they have found nothing. (True)
  
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  • Jebediah? Jebediah Cornwall? He is a local trapper and 
  wood carver. He lives in the woods in a small cabin. He is 
  a loner, but has been a pillar of this community for close to 
  ﬁfteen years now. (Partly true, Jebediah stays to himself, 
  there was one another Jebediah, Jebediah Crocket but he 
  passed away last winter)
  While in the tavern asking questions, a Difﬁculty 10 
  Notice check can allow a Hero spot someone sitting by 
  himself observing everything. The person is dressed as 
  a frontiersman, with buckskin breaches, a long sleeved 
  woolen shirt and deerskin moccasins, but is wearing a fur 
  coat. A musket is propped against the wall and a plate of 
  food rests on the table in front of him. If approached, the 
  man makes no effort to talk, and if pressed, he gets up and 
  leaves. Heroes, if they ask someone in the tavern, learn that 
  the silent man’s name is Nathan Wallace. Although he is not 
  overly personable, he has been helping with the searching 
  for the missing children for the past two days.
  The rest of the evening passes simply and by the time the 
  clock chimes seven, many have retired to their beds.
  Midnight Attack
  During the evening, after the Heroes have retired to their 
  beds, they will be woken by shouting and the smell of smoke. 
  The tavern is on ﬁre! Getting out of the tavern unharmed 
  requires a Difﬁculty 15 Reﬂex save, (The Difﬁculty 
  increases to 17 for anyone who tries to go back and grab 
  their possessions). Failing the Reﬂex save means that the 
  Heroes have gotten out, but they have suffered +2 damage 
  from heat and smoke inhalation, and risk suffocation if they 
  remain inside the building (see Suffocation in Chapter 6 
  of True20 Adventure Roleplaying).
  Once outside of the tavern, the Heroes notice that 
  everyone has gotten out and a water brigade as started. 
  Heroes who are not pressed into the brigade must make a 
  Difﬁculty 15 Notice check and, if successful, spot Nathan 
  watching the scene. Nathan stands off from the group and 
  is shrouded in shadows. As soon as he is noticed, Nathan 
  disappears into the shadows. How does he do this? Play up 
  the drama - maybe a group of people run in front of him, 
  maybe a cloud of smoke obscures his disappearance, but 
  when whatever blocks the Heroes’ view clears, Nathan is 
  no longer there.
  While observing the ﬁre, (and after making a successful 
  Difﬁculty 10 Notice check) the Heroes see that only the roof 
  is burning. None of the rooms have smoke coming from 
  them. Unless the ﬁre is put out in ten minutes, however, 
  the rest of the tavern will be ablaze. If the ﬁre is not put out 
  within 1 minute (10 rounds), everything inside the tavern 
  will be destroyed, including the Heroes’ possessions.
  Once the ﬁre is out, the Heroes are free to search for 
  answers, and if they spotted Nathan earlier, they can look 
  for signs as to where he disappeared to. Anyone with the 
  Track feat can make a Difﬁculty 15 Survival skill check (the 
  high Difﬁculty due to the light the amount of people in the 
  area) reveals the direction he went. Remember that other 
  heroes can Aid the tracker with a Difﬁculty 10 Survival 
  check. Upon ﬁnding the trail, the Heroes have a choice 
  - follow it now while it is still dark, or wait till ﬁrst light. If 
  they go now, they suffer a penalty to their Tracking checks 
  in the darkness, but there is a good chance they can catch 
  up to Nathan. If they wait for ﬁrst light, the Tracks are still 
  fairly fresh and the tracker would suffer no penalty for bad 
  lighting, but Nathan might well get away.
  The Clearing
  Whether they decide to follow immediately, or wait for 
  dawn, the Heroes eventually ﬁnd themselves traveling 
  through the woods heading northeast. Nathan’s trail leads 
  the Heroes through the woods. A successful Difﬁculty 15 
  Survival check made by anyone with the Track feat allows 
  the Heroes to notice that although Nathan is traveling fast, 
  he is still working to cover his tracks.
  Depending on when they left, it is either morning or 
  afternoon when the trail simply disappears. No matter how 
  close they look or how long they search, they cannot ﬁnd 
  any sign of it. Heroes with the Land Reader Advantage do 
  sense that the person traveled northwest. A Difﬁculty 10 
  Notice check allows the Heroes to see a plume of smoke 
  rising to the northwest. There is no way to tell if the smoke 
  is from a campﬁre, or from a chimney, but it is steady and 
  the only interesting sight they have seen all day. Following 
  the smoke, they reach a clearing. In the center stands a 
  small crudely built log cabin and shed. The cabin looks 
  lived in, but no one appears home. Looking for the smoke 
  and making another successful Difﬁculty 10 Notice check 
  allows the Heroes to see that another plume is in the air, 
  coming directly from the north. This plume is thicker, and 
  comes from somewhere deep in the woods.
  Approaching the cabin, the Heroes notice two windows 
  near the door. In front of the cabin, they see four racks, 
  with animal pelts stretched tightly on them, standing near 
  it. Examining the pelts, and making a successful Difﬁculty 
  10 Knowledge (life sciences) or Survival skill check, the 
  Heroes recognize one of the pelts as a bear’s, and the 
  other three as belonging to deer. A small shed with its 
  door opened is located a few yards behind the cabin.
  Looking through the windows into the cabin, the Heroes 
  see the building has only one room. A pile of pelts lay on 
  the right side of the cabin, while a simple cot is on the left. 
  Directly in front of the door is a stone ﬁreplace with a single 
  
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  chair and table in front of it. Examining the door reveals no 
  lock, and the fact that it swings easily on well-oiled hinges. If 
  they enter the cabin, the Heroes see numerous animal traps 
  hanging from pegs near the door. Also hanging from pegs 
  are two full quivers of arrows, and a bow propped next to 
  them.
  There is no sign of the owner in the clearing or in the cabin. 
  A careful search of the cabin (with a successful Difﬁculty 10 
  Search skill check) uncovers a bear skull hanging above the 
  door. Examining the skull, the Heroes notice a black fang 
  carved into the forehead. Even stranger is the fact that the 
  bear’s teeth have been silver-plated. A successful Difﬁculty 
  10 Knowledge (supernatural) skill check reveals that the 
  skull has some occult importance. As to the signiﬁcance of 
  the silver teeth, and bear skull, the Heroes have no clue. 
  A successful Difﬁculty 15 Intelligence check has the Hero 
  realize the skull might have some occult importance, but as 
  to what, they do not know.
  Searching the cabin for more than two Rounds, combined 
  with a successful Difﬁculty 15 Search check, leads to the 
  discovery of a small chest underneath the bed. The chest 
  is locked with a poor lock (Difﬁculty 10 to open). Once 
  unlocked, looking inside reveals one small pouch and a 10 
  pieces of deer antler ivory scattering the chest’s bottom. 
  The pouch contains £1, 10 shillings and 1 Spanish Doubloon. 
  The ivory can fetch up to £5. Everything else in the cabin is 
  mundane and poor quality. The bow is poorly constructed 
  and looks like it would break if used. The pelts (beaver, rabbit 
  and deer) number a total of 15, and they could fetch up to a 
  £2 each if sold. All in all this treasure should be enough to 
  provide the heroes with a +1 bonus to their wealth scores.
  Searching the shed, the Heroes ﬁnd a well-cared-for mule 
  and a few tools. A successful Difﬁculty 15 Notice or Search 
  check lets the Heroes notice the shed appears smaller from 
  the inside than from the outside. Searching the shed, and 
  making a successful Difﬁculty 15 Search check, turns up a 
  concealed door near the rear. Opening the door reveals a 
  small room with eight cages, some of which appear to have 
  been recently occupied. A set of keys hang near the door, 
  and next to them, are eight pegs. Hanging from four of the 
  pegs are shackles.
  Examining the ground, along with a successful Difﬁculty 
  10 Survival skill check made by anyone with the Track feat, 
  reveals three sets of tracks heading north into the forest. 
  Examining the tracks for more than a minute, the Heroes 
  may notice that four of the tracks have been made by 
  children, while the ﬁfth belongs to an adult wearing a pair 
  of soft boots.
  During the Heroes’ search of the clearing and the two 
  buildings, the Narrator should secretly make a Difﬁculty 10 
  Notice check for each Hero. Any Heroes succeeding the 
  Notice check hear a high-pitched scream coming from the 
  forest to the north. Either by following the scream or the 
  tracks, the Heroes head north into the forest.
  A Dark Gathering
  Traveling through the forest, the Heroes notice it is very 
  quiet, and as they go deeper into the forest they may well 
  notice a strange orange glow coming from the north. The 
  glow looks to be a ﬁre and it stands out in the blackness of 
  the surrounding woods. As they draw nearer, they ﬁnd the 
  glow does come from a large ﬁre burning in the middle of a 
  small clearing, near a large ﬂat rock. Standing near the ﬁre 
  are ﬁve fur-clad ﬁgures preparing for a ceremony.
  One man standing the near rock chants while sharpening 
  a long silver knife. Wearing a large bear pelt, he uses the 
  head for a hood. Looking closer at him, the Heroes see that 
  his beard and hair hangs in a shaggy black unkempt mass. 
  The other four ﬁgures, two men and two women, wear 
  combinations of fox and weasel pelts. They stand next to 
  four small, frightened children dressed in rags. The four 
  adults taunt the children and laugh as they cry and beg for 
  mercy. A Difﬁculty 10 Notice check allows the Heroes to 
  make out the words of one of the men telling the children 
  that their friends’ suffering is going to be easy compared to 
  what they will soon be experiencing. One of the men tells 
  the children that their blood will ﬂow, and the men laugh as 
  the children begin to cry louder.
  Minions: Beast Cultist (2)
  Type: 1st Level Warriors
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +3, Dex +1, Con +2, Int -1, Wis +0, Cha +1
  Skills: Intimidate 4 (+5), Knowledge (theology and 
  philosophy) 4 (+3), Search 4 (+3), Stealth 4 (+5), Survival 
  4 (+4)
  Feats: Connected (cult), Firearms Training, Point Blank 
  Shot, Track, Weapon Training
  Traits: Human Background Traits
  Combat: Attack +2 (+1 base, +1 Dex), Damage +4 (hatchet) 
  or +5 (musket), Defense: Dodge/Parry +2/+4 (+1 base, +1 
  Dex/+3 Str), Initiative +1
  Saving Throws: Toughness +2 (+2 Con), Fortitude +4 (+2 
  base, +2 Con), Reﬂex +1 (+1 Dex), Will +0
  Gear: Musket, Hatchet, Buckskin Pants, Loose Shirt, 
  Hunting Bag, Powdered Horn
  
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  COLONIAL GOTHIC
  Foe: Jebediah Cornwell
  Type: 2nd Level Warrior
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +2, Dex +0, Con +2, Int +1, Wis +1, Cha +0
  Skills: Craft (tanner) 5 (+6), Intimidate 5 (+5), Knowledge 
  (theology and philosophy) 5 (+6), Stealth 5 (+5), Survival 
  5 (+6)
  Feats: Attack Focus (hatchet), Attack Focus (knife), 
  Firearms Training, Track, Two-weapon Fighting, Weapon 
  Training
  Traits: Human Background Traits
  Combat: Attack +2 (+2 base) (+3 w knife or hatchet), 
  Damage +3 (hatchet or knife) or +4 (ﬂintlock pistol), 
  Defense: Dodge/Parry +2/+4 (+2 base, +0 Dex/+2 Str), 
  Initiative +1
  Saving Throws: Toughness +4 (+2 Con, +2 hide armor), 
  Fortitude +5 (+3 base, +2 Con), Reﬂex +0, Will +1 (+1 
  Wis)
  Conviction: 3
  Gear: Bear Hide, Flintlock Pistol, Hatchet, Knife, Buckskin 
  Pants, Loose Shirt, Hunting Bag, Powdered Horn
  Darkness Lurks
  By now the Heroes may be moving to rescue the children. 
  If they do, they will surprise the ﬁve cultists. Jebediah (in 
  the bear pelt) is standing by the altar. He spots the Heroes 
  and screams out, ordering the others to attack. Jebediah 
  favors his hatchet and knife, but will use his pistol if need 
  to. The four cultists try to overwhelm the Heroes, making 
  sure that the children do not run away.
  The cultists ﬁght until either Jebediah is dead, or until 
  only two remain. Once either happens, the remaining 
  cultists will need to make a Difﬁculty 10 Will save. If they 
  fail, they ﬂee into the woods frightened. Heroes attempting 
  to pursue them need to succeed at an opposed Dexterity 
  check as they dodge through the trees after the cultists. 
  Failing the ability check allows the cultists to get away. 
  Jebediah does not ﬂee, nor does he back down in the ﬁght. 
  He taunts that the Great Beast is too strong and does not 
  yield, while ﬁghting to the death, unless subdued.
  Capturing any of the cultists allow the Heroes to question 
  them and potentially learn that the adults gathered are 
  members of the Cult of the Beast, gathered to perform 
  the monthly ceremony for their god. The children are 
  going to be their sacriﬁce. Capturing Jebediah, the Heroes 
  learn that he is only a humble assistant to the head of the 
  cult, Henry Allen. Obviously, Jebediah is lying about this, 
  and Heroes who make an successful Sense Motive check 
  (opposed by Jebediah’s Bluff check) can tell that he is 
  lying. Calling him on his lie, Jebediah begins to laugh and 
  threaten that the Heroes will meet their doom.
  A successful Difﬁculty 15 Diplomacy or Intimidate skill 
  check lets the Heroes learn that the rest of the cult is 
  preparing for the sacriﬁce to the “Great Bear,” an avatar 
  of the Great Beast himself. These children will feed the 
  bear and appease him (and his god) for another month. 
  If asked where the bear is located, the cultists refuse to 
  answer. Another successful Diplomacy or Intimidation 
  check may convince a cultist to give the information. The 
  cultist points to a small path west that it leads to the Cave 
  of the Great Bear.
  Examining the children shows they have nothing more 
  than a few scrapes and bruises, although they are obviously 
  frightened. Shackles snugly bind their feet allowing them 
  to only shufﬂe slowly about. The Heroes’ arrival frightens 
  the children even more, and they cry, begging for their 
  mothers. Heroes that look mean, or do not treat the 
  children kindly, make them cry again. Women Heroes, or 
  Heroes treating them kindly, are able to calm the children 
  down and talk with them.
  Kenneth, Glory, Samantha, and Lori are from Peekskill, 
  and do not know how they got here. They went to bed one 
  night, and when they woke up, they were locked in cages. 
  The children are talkative, quickly relating that a “bad man” 
  kept them caged. They do not believe Jebediah kidnapped 
  them, but say he was the one who kept them in the cages. 
  The children say the “bad man” was big and looked like 
  a bear. The children also say that the “bad man” left the 
  clearing with many men, to get ready for a ceremony. As to 
  which way the group went, the children point to the west 
  with conﬂicting numbers of six, twelve, or twenty men (the 
  children cannot agree).
  With the children out of danger, the Heroes have a 
  dilemma.
  The kidnappers are still on the loose, and if they are not 
  stopped, there is no way to know if the area is safe. The 
  Heroes might be tempted to take the children back to the 
  village, alerting the villagers of the cult and coming back 
  with a larger force to deal with the rest of the group. This, 
  however, means that there is a high chance the kidnappers 
  get away. Alternately, the Heroes might leave the children 
  alone and go after the kidnappers. The children, however, 
  refuse to be left on their own, and doing so causes them 
  to scream and cry in fear. The Heroes soon ﬁnd that they 
  have little choice but to take the children with them while 
  they search for the rest of the kidnappers.
  
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  If Heroes return back to the village with the kids, go to the 
  Aftermath section.
  The Great Bear
  The trail the cultists took is nothing more than a small 
  footpath rarely deviating from a westerly course. After a half 
  hour of walking, Heroes making a successful Difﬁculty 10 
  Notice check can hear deep-voiced chanting coming from up 
  ahead. Heroes not succeeding the check hear nothing and 
  stumble into a clearing, interrupting the cultist’s ceremony. 
  In this case, both groups are surprised and no one gains an 
  advantage. Heroes hearing the chanting might want to use 
  Stealth and investigate what is going on, rather than forging 
  ahead blindly. They can do this easily, but need to remember 
  the children are with them. Once again, the children refuse 
  to be alone, and they are not skilled at moving silently. 
  Sneaking up to where the chanting is taking place is difﬁcult, 
  but not extremely so.
  The cultists are busy preparing for their ceremony and 
  are not paying attention to anything going on around them. 
  Heroes wishing to sneak up need to successfully make a 
  Stealth skill check (the cultists are at -5 to their opposed 
  Notice check since they are distracted) with success 
  allowing them to approach the perimeter of the large clearing 
  undetected. Around the clearing, small ﬁres and torches 
  illuminate a large rock outcropping at the northwestern 
  end. Standing near the outcropping in a semicircle are six 
  ﬁgures wearing furs. The men are about ﬁfty-yards away 
  from where the footpath the Heroes have been following 
  enters the clearing. 
  A successful Difﬁculty 10 Notice check lets the Heroes 
  notice that one of the ﬁgures is a man wearing a cloak 
  made out of a large bear pelt, as well as wearing the pelts 
  of numerous foxes and weasels. Also among the group is 
  Nathan Wallace, the one who the Heroes were tracking 
  most of the day. Heroes watching the clearing from hiding 
  hear the deep hurried voice of the man. His chants become 
  louder and more rushed, as if he is reaching the end of 
  them. Suddenly he slices his left hand with a silver knife, 
  which serves as the exclamation point for his chanting. His 
  blood dripping to the ground, a low rumble comes from 
  deep within the cave. Heroes who do not act within two 
  Rounds see a large bear stalk out of the cave growling.
  Minions: Beast Cultist (2)
  Type: 1st Level Warriors
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +3, Dex +1, Con +2, Int -1, Wis +0, Cha +1
  Skills: Intimidate 4 (+5), Knowledge (theology and 
  philosophy) 4 (+3), Search 4 (+3), Stealth 4 (+5), Survival 
  4 (+4)
  
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  COLONIAL GOTHIC
  Feats: Connected (cult), Firearms Training, Point Blank 
  Shot, Track, Weapon Training
  Traits: Human Background Traits
  Combat: Attack +2 (+1 base, +1 Dex), Damage +4 (hatchet) 
  or +5 (musket), Defense: Dodge/Parry +2/+4 (+1 base, +1 
  Dex/+3 Str), Initiative +1
  Saving Throws: Toughness +2 (+2 Con), Fortitude +4 (+2 
  base, +2 Con), Reﬂex +1 (+1 Dex), Will +0
  Gear: Musket, Hatchet, Buckskin Pants, Loose Shirt, 
  Hunting Bag, Powdered Horn
  Foe: Nathan Wallace
  Type: 3rd Level Adept
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +0, Dex +0, Con +0, Int +1, Wis +0, Cha +5
  Skills: Knowledge (theology and philosophy) 6 (+7), 
  Knowledge (supernatural) 6 (+7), Notice 6 (+6), Search 6 
  (+7), Survival 6 (+6)
  Feats: Dodge Focus, Firearms Training, Power, Ritual 
  (Conceal), Ritual (Strike True), Track, Weapon Training
  Traits: Human Background Traits, Powers (rank 6, Cha, 
  Difﬁculty 17; Second Sight +11)
  Combat: Attack +1 (+1 base), Damage +1 (hatchet) or +5 
  (musket), Defense: Dodge/Parry +2/+1 (+1 base, +1 Dodge 
  Focus/+0 Str), Initiative +0
  Saving Throws: Toughness +2 (+2 hide armor), Fortitude 
  +1 (+1 base), Reﬂex +1 (+1 base), Will +3 (+3 base)
  Conviction: 4
  Gear: Musket, Hatchet, Buckskin Pants, Loose Shirt, 
  Hunting Bag, Powdered Horn
  Foe: Henry Allen
  Type: 2nd Level Warrior
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +3, Dex +0, Con +2, Int -1, Wis +2, Cha +0
  Skills: Intimidate 5 (+5), Knowledge (supernatural) 5 (+4), 
  Knowledge (theology and philosophy) 5 (+4), Stealth 5 (+5), 
  Survival 5 (+7)
  Feats: Attack Focus (hatchet), Dodge Focus, Firearms 
  Training, Track, Two-weapon Fighting, Weapon Training
  Traits: Human Background Traits
  Combat: Attack +2 (+2 base) (+3 w hatchet), Damage +4 
  (hatchet) or +5 (musket), Defense: Dodge/Parry +3/+5 
  (+2 base, +1 Dodge Focus/+3 Str), Initiative +0
  Saving Throws: Toughness +2 (+2 Con), Fortitude +5 (+3 
  base, +2 Con), Reﬂex +0, Will +2 (+2 Wis)
  Conviction: 3
  Gear: Musket, 2 Hatchets, Buckskin Pants, Loose Shirt, 
  Hunting Bag, Powdered Horn
  Foe: The Great Bear
  Type: 6th Level Animal
  Size: Large
  Speed: 40 ft.
  Abilities: Str +8, Dex +1, Con +4, Int –4, Wis +1, Cha –2
  Skills: Climb 0 (+8), Notice 9 (+10), Swim 0 (+12)
  Feats: Double Strike, Endurance, Improved GrabB, Night 
  VisionB, Run, TrackB
  Traits: Scent
  Combat: Attack +4 (+1 Dex, –1 size), Damage +8 (unarmed), 
  Defense +4 (+1 Dex, –1 size), Initiative +1
  Saving Throws: Toughness +6, Fortitude +9, Reﬂex +6, 
  Will +3
  Fear Level: +6, Difﬁculty 21
  Skills: A bear has a +4 bonus on Swim checks.
  By now, the Heroes should be moving into action, and if 
  hidden, have the advantage of surprise. Nathan enjoys 
  ﬁghting with both hatchets, and he closes on the nearest 
  Hero to ﬁght him. Henry and his followers go all out in 
  combat and try to ﬁnish off the Heroes as quickly as 
  possible. He may not be cautious, but Henry is no fool, 
  and if combat is going against him, he attempts to escape 
  into the woods. For this to happen Henry must make two 
  successful Stealth checks opposed by the heroes Notice 
  checks. If successful, he escapes during the confusion of 
  the ﬁghting. 
  If the Heroes kill Henry, the remaining cultists must make 
  a Difﬁculty 10 Will save. If they fail the save, the cultists to 
  lose their nerve and ﬂee into the woods. Heroes can try to 
  catch them but it requires a successful opposed Dexterity 
  check to dodge through the trees after them. If the Heroes 
  fail the opposed check, the cultists make a clean get away. 
  If the Heroes kill the bear, the remaining cultists become 
  enraged and attempt to overwhelm the Heroes.
  
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  COLONIAL GOTHIC
  Aftermath
  Subduing the cultists is possible. Henry is strong, but the 
  Heroes might be able to capture him by knocking him out 
  or by overpowering him. Capturing the cultists allows the 
  Heroes to question them. The group has been in the area for 
  a few years, but when their new leader, Henry, arrived, they 
  became more public. Henry reorganized the existing cult 
  giving them a new focus. 
  Talking with Henry, if he is still alive, the Heroes learn that 
  he arrived to reorganize the cult in the John’s Peaks Creek 
  region, after his forced ﬂight from the south. Henry also 
  brags a new age of darkness is soon to be ushered into the 
  area thanks to his work. He tells the Heroes that although 
  they have stopped him, the Great Beast is untamable and 
  soon his vengeance will be unleashed on all. If Nathan is 
  questioned about why he set the tavern on ﬁre, he responds 
  simply that he had hoped to kill the Heroes.
  Epilogue
  The Heroes should be ready to head back to Peekskill with 
  the children. The trip back can be as easy—or difﬁcult—as 
  you wish to make it. The children are tired and ready to 
  return home. They also need food, water, and frequent rest. 
  The Heroes may ﬁnd it difﬁcult convincing the children to 
  walk faster, or to not stop. Adding to the complications is 
  the possibility that the Heroes might have captured some 
  cultists. Heroes need to keep an eye on them to ensure that 
  they do not escape. In addition, the children are frightened 
  of the cultists. The Heroes need to be on constant guard, 
  which includes rest stops, and if they camp for the night. 
  Narrators who want to add a little more action to the events 
  can have the cultists attempt to overpower the Heroes, or 
  sneak away. The details of this are left up to the Narrator.
  It takes no more than a day to make it to the village. Arriving 
  in Peekskill, the Heroes are spotted with the missing children 
  in tow. Soon the church bells ring and villagers joyously mob 
  the group. If the Heroes have captured brought any captured 
  cultists with them, the villagers thank the Heroes and tell 
  them ‘the cultists will pay for their crimes.’ The families of 
  the kidnapped children also thank the Heroes and ask how 
  they can repay them. Heroes looking for a monetary reward 
  may have their wealth score increased by +1.
  If the Heroes return to Peekskill with the children before 
  they track down Henry, they ﬁnd the clearing and the cave, 
  but no sign of the cultists. Learning what happened, Henry 
  and the remaining cultists ﬂee further north in hopes of 
  relocating and establishing a new hideout. Narrators can 
  follow up on this plot, and perhaps have the cultists come 
  back to haunt the village again. After all, a good villain is one 
  who comes back for revenge.
  Some say no evil thing that walks by night, In fog or fire, by 
  lake or moorish fen, Blue meagre hag, or stubborn unlaid 
  ghost That breaks his magic chains at curfew time, 
  No goblin, or swart fairy of the mine, Hath hurtful power 
  o’er true virginity.
  -John Milton
  
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  Appendixes
  Appendix A: Timeline
  Numerous events have transpired since the “discovery” of 
  the New World. In particular the Colonies, have seen its’ 
  fair share of trials and tribulations. All of this has affected 
  the growth and development of the Colonies. These events 
  have shaped the colonists, and are the impetus of setting 
  them on their current path of Revolution. By no means is 
  this timeline exhaustive, but it provides the key dates and 
  can be used as a springboard for a Narrators plots.
  1585. Roanoke the ﬁrst English colony is established in 
  Virginia.
  1590. The Roanoke colony disappears.
  1610. 150 English settlers arrive in Virginia, and establish 
  the new colony of Jamestown.
  1609. Hendrick Hudson explores the Hudson River and 
  New York.
  1620. The Mayﬂower lands at Plymouth and the Pilgrims 
  found their colony.
  1622. Indians massacre 300 colonists in a series of raids 
  throughout Virginia.
  1623. Captain John Mason founds the colony of New 
  Hampshire.
  1626. The Dutch buy Manhattan Island and establish 
  settlements.
  1629. The ﬁrst Puritans arrive in Massachusetts and found 
  the Salem Colony.
  1630. A new group of Puritans arrive at Salem, and relocate 
  to Charlestown, Massachusetts.
  1633. Baltimore settled, and both the Dutch and English 
  settle in the lands of Connecticut.
  1634. Colonist arrive in Maryland, and found the colony.
  1636. Roger Williams leaves Massachusetts and settles 
  new land he dubs Rhode Island.
  1637. The war with the Pequot leaves Connecticut safe for 
  new settlements.
  1638. Anne Hutchinson ﬂees Massachusetts Bay and 
  settles in Rhode Island. Also in this year the colony of New 
  Sweden is founded.
  1653. The lands of Delaware are settled by colonist from 
  New Sweden.
  1655. The Dutch take control of all of New Sweden.
  1663. The colony of Carolina is founded.
  1664. England takes control of New York and all Dutch 
  holdings in the New World.
  1671. The southern portion of Carolina Colony is 
  settled.
  1675-76. King Philip’s War.
  1681. The charter for the colony of Pennsylvania is 
  signed.
  1691. Massachusetts Bay Colony and Plymouth Colony 
  merge.
  1692. Salem Witch Trials.
  1712. The Carolina colony is split into North Carolina 
  and South Carolina.
  1732. The colony of Georgia is established.
  1738. The colony of New Jersey is established.
  1754. The French and Indian War begins.
  1763. The French and Indian War Ends. King George III 
  signs The Proclamation of 1763, prohibiting any settlement 
  west of the Appalachian mountains. This also requires 
  anyone living in the region to return east.
  1764. The Sugar Act is enacted.
  1764. The Currency Act is enacted.
  1765. The Stamp Act and The Quartering Act is 
  enacted.
  1766. Stamp Act repealed. The Declaratory Act.
  1767. The Townshend Revenue Acts.
  March 5, 1770. The Boston Massacre.
  April, 1770. The Townshend Acts are repealed. The 
  Quartering Act is not renewed.
  May 10, 1773.The Tea Act goes into effect.
  March, 1774. English Parliament passes the ﬁrst of the 
  Coercive Acts, The Boston Port Bill which closed the port 
  to all ship trafﬁc.
  May 20, 1774. The second and third Coercive Act, the 
  Massachusetts Regulating Act and the Government Act, 
  are enacted ending all Massachusetts self rule.
  June 1774. Quartering Act is enacted by the English 
  Parliament.
  September 5 to October 26, 1774. First Continental 
  Congress meets in Philadelphia.
  March 30, 1775. The New England Restraining Act is 
  endorsed by King George III. This act required all New 
  England colonies to trade exclusively with England, and 
  ﬁshing is banned in the North Atlantic.
  
  COLONIAL GOTHIC
  123
  COLONIAL GOTHIC
  April 18, 1775. General Gage orders 700 British 
  soldiers to Concord.
  April 19, 1775. 70 Massachusetts militiamen engage 
  the British at Lexington.
  April 23, 1775. Siege of Boston begins.
  May 10, 1775. Led by Ethan Allen and Benedict Arnold, 
  colonial militia capture Fort Ticonderoga in New York.
  June 17, 1775. The Battle of Bunker Hill.
  July 3, 1775. George Washington takes command of 
  the Continental Army which now has about 17,000 men.
  July 26, 1775. The ﬁrst Post Ofﬁce is established, with 
  Ben Franklin as Postmaster General.
  November 28, 1775. Congress establishes the 
  American Navy.
  November 29, 1775. Congress appoints a secret 
  committee charged with the mission of seeking help 
  from other European nations.
  January 9, 1776. Thomas Paine’s “Common Sense” is 
  published.
  March 
  4–17, 
  1776. American forces capture 
  Dorchester Heights, with the aid of captured British 
  artillery from Fort Ticonderoga, and the siege of Boston 
  is lifted. General Washington rushes to New York to set 
  up defenses.
  April 12, 1776. North Carolina empowers Continental 
  Congress delegates to vote for independence.
  May 2, 1776. King Louis XVI of France commits one 
  million dollars in arms and munitions. Spain promises 
  support as well.
  May 10, 1776. The Continental Congress authorizes 
  each of the 13 colonies to form local (provincial) 
  governments.
  
  COLONIAL GOTHIC
  124
  COLONIAL GOTHIC
  Appendix B: Sources
  “Black Magic: Witchcraft, Race, and Resistance in 
  Colonial New England,” by Terry J. McMillan. Journal 
  of Black Studies, 25.1(1994): 99-117.
  “Encyclopedia Mythica: mythology, folklore, and 
  religion,” http://www.pantheon.org.
  “Magic, Astrology, and the Early American Religious 
  Heritage, 1600-1760,” by Jon Butler. The American 
  Historical Review, 84.2(1979): 317-346.
  “The Colonial Currency, Prices, and Exchange 
  Rates,” by Leslie Brock.
  “The Worshipers of Mercury; Or, Paracelsus and his 
  brother alchemists.” The Eclectic Magazine of Foreign 
  Literature, 44.2(1858): 246-256.
  “Witchcraft.” Boston Monthly Magazine, 1.5(1825): 251-
  264.
  “The American Indian Wars,” by Keith Jennison and 
  John Tebbel.
  “The American Indian: Prehistory to the Present,” by 
  Arrell Morgan Gibson.
  The American Revolutionaries: A History in Their 
  Own Words, 1750-1800, by Milton Meltzer.
  The Americans: The Colonial Experience, by Daniel 
  J. Boorstin.
  The Americans: The National Experience, by Daniel 
  J. Boorstin.
  Appeal To Arms, Willard M Wallace.
  Art and Magic in the Court of the Stuarts, by Vaughan 
  Hart.
  Atlas of Early American History, by John Hamilton 
  Bedford.
  Battles of the Revolutionary War: 1775-1781, W.J. 
  Wood.
  Brotherhood of the Wolf (Movie)
  Crucible of War: The Seven Years’ War and the Fate 
  of Empire in British North America, 1754-1766, by 
  Fred Anderson.
  Daily Life during the American Revolution by Dorothy 
  Denneen Volo and James M. Volo.
  Daily Life in Colonial New England, by Claudia Durst 
  Johnson.
  Encyclopedia of Witchcraft & Demonology, by Russell 
  H. Robbins.
  Escaping Salem: The Other Witch Hunt of 1692, by 
  Richard Godbeer.
  Founding Brothers: The Revolutionary Generation, 
  by Joseph J. Ellis.
  Handbook of North American Indians, Vol. 15 
  Northeast, by Bruce G. Tigger.
  The History of the Five Indian Nations Depending on 
  the Province of New-York in America, by Cadwallader 
  Colden.
  History of Magic and the Occult, by Kurt Selegmann.
  History of the City of New York: Its Origins, Rise and 
  Progress (Vol. 1), by Martha J. Lamb.
  History of Witchcraft, by Montague Summers.
  In the Devil’s Snare: The Salem Witchcraft Crisis of 
  1692, by Mary Beth Norton.
  Indian Wars of New England (3 volumes), Herbert 
  Milton Sylvester.
  The Leatherstocking Tales I: The Pioneers, The Last of 
  the Mohicans, The Prairie (Library of America), by 
  James Fennimore Cooper.
  The Leatherstocking Tales II: The Pathﬁnder, The 
  Deerslayer (Library of America), James Fennimore 
  Cooper.
  The Last of the Mohicans. (Movie)
  League of the Iroquois, by Lewis Henry Morgan.
  A Leap in the Dark: The Struggle to Create the 
  American Republic, by John Ferling.
  Logistics of Liberty: American Services of Supply in 
  the Revolutionary War and After, by James A. Huston.
  Mapping America’s Past: A Historical Atlas (Henry 
  Holt Reference Book), by Mark C. Carnes.
  Moby-Dick: or, The Whale, by Herman Melville.
  North American Indians: Myths and Legends, by 
  Spence Lewis.
  Occult and Scientiﬁc Mentalities in the Renaissance, 
  by Brian Vickers.
  The Patriot. (Movie)
  Pirates of the Caribbean: The Curse of the Black 
  Pearl. (Movie)
  Raleigh’s Pirate Colony in America: The Lost 
  Settlement of Roanoke 1584-1590, by Phil Jones.
  Redcoats and Rebels: The American Revolution 
  through British Eyes, by Christopher Hibbert.
  Revolutionary Characters: What Made the Founders 
  Different, Gordon S. Wood.
  Revolutionary New England 1691-1776, by James 
  
  COLONIAL GOTHIC
  125
  COLONIAL GOTHIC
  Truslow Admans.
  The Revolutionary War Era, by Randall Huff.
  Rip Van Winkle and the Legend of Sleepy Hallow, by 
  Washington Irving.
  The Scarlet Letter (Penguin Classics), by Nathaniel 
  Hawthorne.
  Saints and Revolutionaries, by David D Hall.
  Soldiers of the Revolutionary War, by Stuart Reid and 
  Marko Zlatich.
  War for America: The Fight for Independence 1775-
  1783, by Jeremy Black.
  Washington Irving: History, Tales, and Sketches.
  Weapons 
  of 
  the 
  American 
  Revolution 
  and 
  Accoutrements, by Warren Moore.
  Witchcraft at Salem, by Chadwick Hansen.
  Witchcraft in Old and New England, George Lyman 
  Kittredge.
  The World Almanac of the American Revolution. New 
  York: World Almanac, 1992
  
  COLONIAL GOTHIC
  126
  COLONIAL GOTHIC
  Appendix C: Converting 
  Between 12˚  and True20
  This appendix provides some notes on converting material 
  from 12˚  to True20 and back. These conversion notes are 
  merely loose guidelines rather than hard and fast rules. 
  Always use your own judgment and common sense when 
  doing conversions and go with whatever option feels right 
  to you. 
  Level of Experience 
  A character’s True20 level is equal to their 12˚ experience 
  point total divided by 5.
  12˚ 
  Advancement 
  Type
  12˚ Character 
  Points
  True20 Level
  Beginning
  45
  1-2
  Experienced
  55
  3-4
  Seasoned
  65
  5-6
  Veteran
  75
  7-8
  Legendary
  85
  9-10
  Background Conversion
  Backgrounds exist in both True20 and  12˚ and are dealt with 
  in Chapter 1 of this book. Simply select a new background 
  for the character you are converting that corresponds to 
  their old background as much as possible.
  Heroic Roles 
  True20 divides characters into three heroic roles. If a 12˚ 
  character is mostly combat oriented, most of their True20 
  levels will be in the Warrior role. If they have spent most of 
  their experience points on non-combat skills, most of their 
  True20 levels will be in the Expert role. If the 12˚  character 
  knew one or more rituals, or possessed any occult skills 
  they will most likely have one or more levels in the Adept 
  role.
  Ability Score Conversion
  Strength/Might: Subtract 10 from the creature’s 12˚  
  Might score to obtain their True20 Strength score.
  Dexterity/Nimble: Subtract 10 from the creature’s 12˚  
  Nimble score to obtain their True20 Dexterity score.
  Constitution/Vigor: Subtract 10 from the creature’s 12˚  
  Vigor score to obtain their True20 Constitution score.
  Intelligence/Reason: Subtract 10 from the creature’s 12˚  
  Reason score to obtain their True20 Intelligence score.
  Wisdom/Resolution: Subtract 10 from the creature’s 12˚ 
  Resolution score to obtain their True20 Wisdom score.
  Charisma: 12˚ has no equivalent to True20’s Charisma 
  score so simply pick a Charisma score that seems 
  appropriate given the character’s description.
  Note that if you are converting a player character from 
  12˚  to True20 the Narrator may require you to adjust your 
  ability point total up or down to equal a total of 6 ability 
  points plus one per 6 character levels.
  Skill and Feat Conversion
  The following table shows which 12˚ skills correspond 
  with which True20 skills, feats or powers.
  12˚ Skill
  True20 Skill, Feat, or 
  Power
  Archery
  Attack Focus (bow)
  Astrology
  Knowledge (astrology)
  Brawl
  Improved Strike
  Defend
  Dodge Focus
  Divination
  Divination
  Dodge
  Dodge Focus
  Heal
  Medicine
  Language
  Language
  Lore
  Knowledge 
  (supernatural)
  Melee
  Attack Focus (any melee 
  weapon)
  Observe
  Notice or Search
  Profession (artistry)
  Craft (artist)
  Profession (brewing)
  Craft (brewer)
  
  COLONIAL GOTHIC
  127
  COLONIAL GOTHIC
  Skill and Feat Conversion cont.
  12˚ Skill
  True20 Skill, Feat, or 
  Power
  Profession (cooking)
  Craft (cook)
  Profession (entertaining)
  Perform (any)
  Profession (midwifery)
  Medicine
  Profession (sewing)
  Craft (tailor)
  Profession (tracking)
  Survival and Track
  Profession 
  (weaponsmaking)
  Craft (blacksmith)
  Profession (woodworking)
  Craft (carpenter)
  Resist
  Iron Will or Mind Shield 
  Power
  Rituals
  Knowledge 
  (supernatural) or Ritual 
  Knowledge
  Sense
  Second Sight Power
  Shoot
  Attack Focus (pistol or 
  riﬂe)
  Stealth
  Stealth
  Study (anatomy)
  Knowledge (life 
  sciences)
  Study (botany)
  Knowledge (life 
  sciences)
  Study (history)
  Knowledge (history)
  Study (Native Indian tribes)
  Knowledge (local)
  Study (law)
  Knowledge (civics)
  Study (tactics)
  Knowledge (tactics)
  Study (theology)
  Knowledge (theology and 
  philosophy)
  Study (mapping)
  Knowledge (Earth 
  Sciences)
  Study (weather)
  Knowledge (Physical 
  Sciences)
  Survival
  Survival
  Trade (Farming)
  Knowledge (life 
  sciences)
  Trade (Husbandry)
  Handle Animal
  Trade (Leatherworking)
  Craft (tanner)
  Trade (Metalworking)
  Craft (blacksmith)
  Trade (Repair)
  Craft (any)
  Damage Conversion
  To convert the damage for a weapon or creature between 
  12˚ and True20 there is no direct numerical conversion 
  so simply ﬁnd a comparable weapon or creature attack in 
  the system you are converting to and use that value. Make 
  sure you are converting the base damage for the weapon or 
  attack without any damage bonuses from Strength or Might 
  added in. These damage bonuses should be added back in 
  separately using the new system after the base damage for 
  the weapon or attack has been determined.
  We mutually pledge to each 
  other our lives, our fortunes, 
  and our sacred honor.
  -Thomas Jefferson, 
  The Declaration of Independence
  
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  System 
  Reference 
  Document, 
  Copyright 
  2000, Wizards of the Coast, Inc., Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, 
  based on original material by E. Gary Gygax 
  and Dave Arneson.
  Modern 
  System 
  Reference 
  Document 
  Copyright 2002-2004, Wizards of the Coast, 
  Inc.; Authors Bill Slavicsek, Jeff Grubb, 
  Rich Redman, Charles Ryan, Eric Cagle, 
  David Noonan, Stan!, Christopher Perkins, 
  Rodney Thompson, and JD Wiker, based 
  on material by Jonathan Tweet, Monte 
  Cook, Skip Williams, Richard Baker, Peter 
  Adkison, Bruce R. Cordell, John Tynes, 
  Andy Collins, and JD Wiker.
  Advanced 
  Player’s 
  Manual, 
  Copyright 
  2005, Green Ronin Publishing: Author Skip 
  Williams.
  Advanced Player’s Guide, Copyright 2004, 
  White Wolf Publishing, Inc.
  Algernon Files, Copyright 2004, Blackwyrm 
  Games; Authors Aaron Sullivan and Dave 
  Mattingly.
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  Ronin Publishing; Authors Erik Mona and 
  Chris Pramas.
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  Copyright 
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  Reality 
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  Schwalb.
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  Aaron Loeb.
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  Handbook, 
  Copyright 
  2003, 
  Craig 
  Cochrane.
  Conan The Roleplaying Game, Copyright 
  2003 Conan Properties International LCC; 
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  Ltd; Author Ian Sturrock.
  CORE Explanatory Notice, Copyright 2003, 
  Benjamin R. Durbin
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  Green Ronin Publishing, LLC; Authors 
  Graeme Davis and Keith Baker.
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  Author Keith Baker
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  Publishing; 
  Authors 
  Sean 
  Glenn, 
  Kyle 
  Hunter, and Erik Mona.
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  All rights reserved.
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  Copyright 2003, Craig Cochrane.
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  Copyright 2002, Avalanche Press, Ltd.
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  Copyright 
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  Entertainment; Author Joseph Miller
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  Monte 
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  Presents: 
  Iron 
  Heroes, 
  Copyright 2005, Monte J. Cook. All rights 
  reserved.
  Monte Cook’s: Arcana Unearthed, Copyright 
  2003, Monte J. Cook. All rights reserved.
  Mutants & Masterminds, Copyright 2002, 
  Green 
  Ronin 
  Publishing; Author 
  Steve 
  Kenson.
  Mutants & Masterminds, Second Edition, 
  Copyright 2005, Green Ronin Publishing; 
  Author Steve Kenson.
  Mutants 
  & 
  Masterminds 
  Annual 
  #1, 
  Copyright 2004, Green Ronin Publishing, 
  LLC; Editor Erik Mona.
  Mythic Heroes, Copyright 2005, Benjamin 
  R. Durbin, published by Bad Axe Games, 
  LLC.
  Possessors: Children of the Outer Gods, 
  Copyright 2003, Philip Reed and Christopher 
  Shy, 
  www.philipjreed.com 
  and 
  www.
  studioronin.com.
  The Psychic’s Handbook, Copyright 2004, 
  Green 
  Ronin 
  Publishing; Author 
  Steve 
  Kenson.
  The Quintessential Fighter, Copyright 2001 
  Mongoose Publishing
  Ragnarok! 
  Tales 
  of 
  the 
  Norse 
  Gods, 
  Copyright 2001, Avalanche Press, Ltd.
  Relics and Rituals: Excalibur, Copyright 
  2004, White Wolf Publishing, Inc.
  Relics and Rituals: Olympos, Copyright 
  2004, White Wolf Publishing, Inc.
  Rokugan, Copyright 2001 AEG
  The Seven Saxons, by Benjamin R. Durbin 
  and Ryan Smalley, Copyright 2005, Bad Axe 
  Games, LLC.
  Silver 
  Age 
  Sentinels 
  d20, 
  Copyright 
  2002, Guardians of Order, Inc.; Authors 
  Stephen Kenson, Mark C. Mackinnon, Jeff 
  Mackintosh, Jesse Scoble.
  Spycraft 
  Copyright 
  2002, 
  Alderac 
  Entertainment Group. 
  Spycraft Espionage Handbook, Copyright 
  2002, Alderac Entertainment Group, Inc.; 
  Authors Patrick Kapera and Kevin Wilson.
  Spycraft 
  Faceman/Snoop 
  Class 
  Guide, 
  Copyright 
  2003, 
  Alderac 
  Entertainment 
  Group, 
  Inc.; Authors Alexander 
  Flagg, 
  Clayton A. Oliver.
  Spycraft 
  Fixer/Pointman 
  Class 
  Guide, 
  Copyright 
  2003, 
  Alderac 
  Entertainment 
  Group, Inc.; Authors Scott Gearin.
  Spycraft 
  Mastermind 
  Guide, 
  Copyright 
  2004, Alderac Entertainment Group, Inc.; 
  Steve Crow, Alexander Flagg, B. D. Flory, 
  Clayton A. Oliver.
  Spycraft Modern Arms Guide, Copyright 
  2002, Alderac Entertainment Group, Inc.; 
  Authors Chad Brunner, Tim D’Allard, Rob 
  Drake, Michael Fish, Scott Gearin, Owen 
  Hershey, Patrick Kapera, Michael Petrovich, 
  Jim Wardrip, Stephen Wilcoxon.
  Spycraft Soldier/Wheelman Class Guide, 
  Copyright 
  2003, 
  Alderac 
  Entertainment 
  Group, Inc.; Authors Chad Brunner, Shawn 
  Carman, B. D. Flory, Scott Gearin, Patrick 
  Kapera.
  Spycraft U.S. Militaries Guide, Copyright 
  2004, Alderac Entertainment Group, Inc.; 
  Authors Dave McAlister, Clayton A. Oliver, 
  Patrick Kapera.
  Spycraft, 
  Copyright 
  2005, 
  Alderac 
  Entertainment Group.
  Swords of Our Fathers, Copyright 2003, The 
  Game Mechanics
  Tales of the Caliphate Nights, Copyright 
  2006, Paradigm Concepts, Inc., Author 
  Aaron Infante-Levy
  Testament: Roleplaying in the Biblical Era, 
  Copyright 2003, Green Ronin Publishing; 
  Author Scott Bennie
  Tome 
  of 
  Horrors, 
  Copyright 
  2002, 
  Necromancer Games., Inc.; Author Scott 
  Greene, based on original material by Gary 
  Gygax.
  True20 Adept’s Handbook, Copyright 2008 
  Green Ronin Publishing; Author Matthew 
  E. Kaiser.
  True20 Adventure Roleplaying, Copyright 
  2005, Green Ronin Publishing; Author Steve 
  Kenson.
  True20 Bestiary, Copyright 2006, Green 
  Ronin 
  Publishing; 
  Author 
  Matthew 
  E. 
  Kaiser.
  True20 Companion, Copyright 2007, Green 
  Ronin Publishing; Authors Erica Balsley, 
  David Gallant, Dave Jarvis, Matthew Kaiser, 
  Steve Kenson and Sean Preston
  True20 Freeport Companion, Copyright 2007, 
  Green Ronin Publishing, LLC.; Authors 
  Steve Kenson and Robert J. Schwalb. 
  Twilight 
  of 
  Atlantis, 
  Copyright 
  2001, 
  Avalanche Press, Ltd.
  The Unholy Warrior’s Handbook, Copyright 
  2003, 
  Green 
  Ronin 
  Publishing; Author 
  Robert J. Schwalb.
  Ultramodern 
  Firearms, 
  Copyright 
  2002, 
  Green Ronin Publishing; Author Charles 
  McManus Ryan.
  Uncommon 
  Character, 
  Copyright 
  2003, 
  Trident Inc., d/b/a Atlas Games.
  Unearthed Arcana, Copyright 2004, Wizards 
  of the Coast, Inc.; Andy Collins, Jesse 
  Decker, David Noonan, Rich Redman.
  Vlad the Impaler, Copyright 2002, Avalanche 
  Press, Ltd.
  The Village of Briarton, Copyright 2003 by 
  Gold Rush Games; Authors Patrick Sweeney, 
  Christina 
  Stiles; 
  Editing 
  & 
  Additional 
  Material by Spike Y Jones.
  Waysides: Book of Taverns, Copyright 2003, 
  Eden Studios, Inc.
  Winter’s 
  Waste, 
  Copyright 
  2001, 
  Paul 
  Stefko.
  Wrath & Rage, Copyright 2002, Green Ronin 
  Publishing, Author Jim Bishop.
  Colonial 
  GothicTrue20 
  conversion, 
  Copyright 2008, Rogue Games Inc, Reality 
  Deviant 
  Publications, 
  Authors, 
  Richard 
  Iorio II, Monica Valentinelli, Matt McElroy, 
  James Maliszewski, Mathew Kaiser
  
SOURCE: textdata/thevault/True20 System (d20)/3rd party/True20 - Campaign Setting - Colonial Gothic.pdf