TEXT: BY MICHAEL TRESCA
   
  For My Little Brother, Who Introduced Me To Session 9. I’ve 
  Never Been Comfortable In Insane Asylums Since.
  Visit our Website:
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  COVER ART 
  JEREMY SIMMONS
  INTERIOR ART
  JOHN LONGENBAUGH, MICHAEL TRESCA 
  LAYOUT
  CHRIS DAVIS
  EDITING
  AMBER TRESCA
  Requires the use of the d20 Modern Roleplaying Game and the 
  Urban Arcana Campaign Setting, published by Wizards of the 
  Coast, Inc
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  It was a dark and stormy night. My assignments always seemed to take me to places like this. 
  You know the kind—old, decrepit houses that are dark.  With storms overhead.
  I checked my revolver for the fourth time.  Sure, it was antiquated.  But it never jammed and it had 
  enough penetrating power to stop a nutjob high on PCP.  Or was that LSD.  I lose track of all the drugs kids 
  do these days.
  The perp this time around is pretty uncreative: Just your standard machete-wielding maniac who’s really 
  pissed off about his mom.  Whatever happened to Mom, Baseball, and Apple Pie?  If the moms of these 
  psychos were to be graded, they would deﬁnitely get a big “F” from me. And a couple of other words that 
  start with that letter. 
  “Billy,” I said in my sternest voice, “come out here, this is the…” I searched for a word.  “Police.”  It was 
  a lie, but calling myself a member of the Paranormal Response Unit was sort of like screaming, “I’m hear to 
  blow your head off if you don’t come quietly!”
  Billy didn’t believe me anyway.  I could tell by the way he swung his machete at my head.  Fortunately, 
  I’ve been around enough of these guys to know when to duck.
  He’s fast and larger than I expected.  I’m no slouch at six feet tall, but this guy’s nearly seven and maybe 
  a few inches on top of that.  The sounds of his footfalls are unmistakable; serves me right for rambling off 
  on my own self-narrative.
  “I guess this means you’re not going to come quietly,” I say as I catch my breath.  Billy’s too intent on 
  pulling his machete out of the crumbling molding of his mother’s family home to respond.
  That’s when I notice the back of his head.
  Now I’ve seen a lot of ugly mothers in my time.  But Billy was ugly even from the back.  The straps of 
  his mask (of course he was wearing a mask, don’t they all?) bit deep into his ﬂesh.  He must have been 
  wearing that mask forever.  Nobody wears a mask that long and survives.  That whole Man the Iron Mask 
  But no mere mortal can take the slasher on alone.  
  Teenagers, psychics, cops, and FBI agents have all 
  have tried and failed. It will take teamwork, nerves 
  of steel, and more than a little luck. The PCs have but 
  one goal—stop the slasher before he stops them.
  THE ROLE OF THE HEROES
  Blood and Blades: The Proﬁler’s Guide usually takes 
  place in the 1980s: the height of slasher movies.  The 
  slasher is not just a psychotic killing machine; a 
  slasher kills with style, be it a modus operandi or a 
  supernatural edge.  Demon, undead, ghost…whatever 
  the slasher’s form, he’s not going to be easy to stop.
  So who hunts the hunters?  Those schooled in the 
  art of proﬁling will have an edge, but even they aren’t 
  immune to the depredations of the slasher.  Enter the 
  Paranormal Response Unit (PRU), a secret branch 
  of the Critical Incident Response Group (CIRG 
  [and yes, the government does have an acronym 
  for everything]).  The PRU doesn’t just hunt down 
  slashers;  the one and two man teams’ main job is 
  to take the supernatural slasher down by any means 
  necessary.  When the PRU shows up, it’s usually 
  because things have gone to hell, escaped, and are 
  playing basketball with your neighbor’s head.
  THEME
  Blood and Blades pits the art of proﬁling against 
  the quintessential slasher movie.  An offshoot of 
  horror and monster movies, slasher movies involve a 
  psychotic killer, melee weapons, and heaps of victims.  
  Not all horror movies are slasher movies, but all 
  slasher movies are horror movies.
  Teenagers.  The teenagers are stereotypes such as 
  the nerd, the jock, the virgin, and the stoner.  And of 
  course, said teenagers die by the boatload.  In fact, the 
  victims come and go so often that the killer, not the 
  victims, is  really the star of the show.
  CAMPAIGN IN BRIEF
  The slasher.  The quintessential mass murderer for 
  the 20th century, the slasher’s psychotic, oft-masked 
  persona has slowly evolved from crazed killer to 
  unstoppable revenant.  In Blood and Blades, the 
  slasher is real.  And he’s out for blood.
  Slashers rack up more murders than any other 
  type of serial killer.  Their attacks eventually lose 
  any sense of  rhyme or reason, as they vainly seek to 
  recapture the thrill of their ﬁrst kill.  Silent, invincible, 
  unstoppable—slashers have become such an epidemic 
  that humanity decides to ﬁght back.
  INTRODUCTION
  Blood and Blades: The Proﬁler’s Guide requires 
  the use of the d20 Modern Roleplaying Game and 
  the Urban Arcana Campaign Setting, published by 
  Wizards of the Coast, Inc.
  SUMMARY
  The best and worst humanity has to offer face off 
  against predators stalking their favorite prey: humans.
  
  Sex.  Where there are teenagers, there’s sexual 
  tension.  Slasher ﬂicks have copious amounts of 
  gratuitous sex and nudity because…well, because 
  it makes it more interesting for the teenagers who 
  are watching it.  The killings are even more horrible 
  when people are murdered at their most vulnerable 
  moments.
  Boo! Things hop out at the victims (usually false 
  alarms, at least the ﬁrst time), people are found 
  murdered in horrible ways, and the killer seems to be 
  everywhere and nowhere at once.
  Blood.  Buckets of blood.  Swimming pools of 
  blood.  Whole oceans of blood—you get the idea.  
  It’s not a slasher ﬂick if there’s not plenty of gore as 
  victims are hacked, mulched, stabbed, ground, burned, 
  melted, ripped, shredded, eviscerated, disemboweled, 
  decapitated, smashed, defenestrated, or otherwise 
  mangled in a suitably graphic manner.
  The slasher as icon has been with us throughout 
  history, although we did not always have a name for 
  him.  Harkening back to the 1400s, Giles de Rais slew 
  more than 100 children.  Margaret Davey poisoned 
  her employees in 1542.  And of course, there are the 
  so-called werewolves of the late 1500s who killed and 
  ate a lot of people.
  Serial murders continued well into the 19th century, 
  the most famous being Jack the Ripper.  Good ‘ole 
  Jack stalked the darkened streets and further enforced 
  the myth of the dapper man by day and psychotic 
  murderer by night.  Not that anyone has ever 
  positively identiﬁed Jack…
  As society became more advanced, repeat murders 
  became more common.  It’s almost as if serial killers 
  are a reaction to the stress of our collective conscience 
  crammed so tightly into one place.  Or perhaps 
  they’ve always been with us. In the wilderness there 
  are no witnesses. 
  The United States in particular has more than its 
  fair share of serial killers.  In the ﬁrst half of the 20th 
  century, there were an average of two serial murder 
  cases per year nationwide. By the 1960s, authorities 
  logged six cases a year; by the 1970s it was 18 cases 
  a year.  Since 1980, the United States averages three 
  new serial killers a month and the numbers continue 
  to rise.  PRU agents have to get up every morning to 
  those kinds of statistics.  And you thought your job 
  was bad.
  Serial killers differ from slashers.  The slasher 
  myth arose from serial killers, but the two are now 
  only distantly related.  Serial killers are actually 
  even more violent and gruesome than depicted in the 
  plots of slasher ﬁlms.  That’s because serial killers 
  have serious personality defects.  (As opposed to 
  scriptwriters, who are just greedy.) Slashers attack 
  quickly and without warning.  And they have a 
  fondness for sharp objects. 
  The slasher is well on his way to joining the Horror 
  Hall of Fame.  And so, the psycho with the knife has 
  been elevated to something more than just horror 
  movie status—he is a horror staple, a character so 
  progressively awful and familiar that we end up 
  rooting for him.
  Disclaimer: Serial killers aren’t funny.  This book 
  makes fun of slashers, not serial killers, but there’s 
  a ﬁne line between the two.  Those who are easily 
  offended should run away from this book with their 
  hands over their ears shouting “LALALALALA!” For 
  the rest of you who plan to continue reading, we will 
  make fun of cheerleaders, authority ﬁgures, sex, the 
  mentally ill, and gamers. Consider yourself warned.
  thing?  That’s just a myth.
  Billy reminds me to pay attention by unleashing his machete with a wicked swipe.  He keeps taking head 
  shots.  I start to take it personally.
  It’s when I leg Billy that I get the sense that maybe the chief was right—this WAS a PRU matter after all.  
  Billy doesn’t ﬂinch.  And no blood spills out of the wound.
  “You’re not human, are you kid?”
  Billy tries to explain it to me with his oversized cutting implement.  This time he’s a little more creative, 
  barreling towards me with one shoulder while he lifts the machete over his head.  I guess when you’re dead 
  you can afford to repeat the same mistakes over and over.  Well maybe Billy can, but I’m still alive and 
  mostly kicking.
  I shout into my mic. “Job to Gabriel, Job to Gabriel.  A little divine intervention please.”
  Billy smacks me backwards into the wall and all the air goes out of me.  I see the machete come up and 
  those dead eyes staring back at me.
  “Nothing personal,” I mumble through gritted teeth.
  Billy’s head explodes in a shower of gore as an explosive round from a sniper riﬂe ﬁnds its mark.
  “Took you long enough, Gabe.”
  “Aww, shucks Job, you only shoot me a prayer when you’re in trouble,” husks the decidedly female voice 
  of my partner, Gabriel. “You don’t appreciate me.”
  “I’ll buy you dinner next time. But I’m a little busy right now.”
  “What now?”
  “Billy just got back up.”
  
  CHAPTER 1: CHARACTERS
  This chapter covers everything you need to make a 
  character.  Maybe the ﬁrst hint was the title.
  If you want to start hunting slashers, the Paranormal 
  Response Unit (PRU) is a good place to start.  The 
  PRU is trained to take the psychos down with a well-
  placed bullet.  Preferably from somewhere out of 
  machete reach.  But of course, it never works that 
  way.  If it did, slasher movies would be very short.
  The PRU is one way to approach slashers with the 
  PCs as heroes.  Conversely, the PCs can play victims, 
  which is the plot of every slasher movie ever made: 
  teenagers in a remote location get attacked by mad 
  slasher; ﬁnal girl maims slasher just enough so that 
  he can survive for a sequel.  Rinse and repeat. Voila! 
  Instant horror franchise.
  If you want to play a horror movie-style game, 
  this chapter covers a host of victim rules, including 
  character creation, victim classes, and ﬂaws.  That’s 
  right, ﬂaws: the usual tropes that are a sureﬁre 
  indicator a victim will be killed by the slasher.  
  Remember the bitchy cheerleader, the arrogant jock, 
  and the lazy frat boy?  Now you can collect the whole 
  set…and then kill them!  
  VICTIMS
  “Victims” are everyone else.  They’re the poor saps 
  terriﬁed out of their wits by the shape at the window, 
  the fools who get stabbed when they go outside to 
  take a whiz, and the clueless goobs that always go 
  down into the basement to “check it out.”  They never 
  come back.
  Victims don’t have to be NPCs.  Playing a victim 
  can be a lot of fun.  Why?  For some, role-playing a 
  normal person defeating the slasher really makes it 
  special—it’s one thing to shoot a slasher with an AK-
  47, it’s entirely another to outwit the slasher with a 
  ball of string and a frying pan.  For a game that’s not 
  about combat, playing the victim can actually be a 
  blast.
  GROUPS
  Victims—us—tend to work in groups.  These groups 
  can vary considerably.  Try these on for size:
  Family: The victims are all related.  This is the 
  typical daddy, mommy, and children scenario.  
  Although the dad might at ﬁrst seem like the hero, it’s 
  often the mom who is left to protect her brood.  Not 
  all families have this mix however—families can be 
  broken up, have extended members (a creepy psychic 
  grandma is always a nice touch), or just be a parent 
  and child.  The one thing a family has is each other.  
  Whatever the hell that means.
  Slasher Exposé: These “Dare You to Eat It!” 
  types of shows throw young, attractive people into 
  dangerous situations and then capture it on camera.  
  Alternately, the victims might be trying to tape their 
  own documentary.  Of course, this is like hanging 
  meat out for a tiger; the victims are perfect bait for 
  slashers.  And ghosts.  And zombies.  (But those are 
  other books entirely.)
  Tourists: Ah, tourists.  They’re the perfect target for 
  slashers because they don’t know where they are, they 
  don’t know anybody, and they carry cameras around 
  with them.  Okay actually that’s a disadvantage, but 
  really, slashers turn that around by killing the tourist.  
  No more worrying about those pesky pictures—see 
  what happens when you think positive?
  CREATING VICTIMS
  Victims are built using the eight victim classes (Tough 
  Guy, Jock, Nerd, Mundane, Outcast, Cheerleader, 
  Stoner, and Scream Queen) and have starting 
  CHAPTER ONE: CHARACTERS
  
  CHAPTER 1: CHARACTERS
  occupations, skills, and feats.  As they gain levels, 
  victims increase their skill points, base attack bonus, 
  saving throw modiﬁers, Action Points, Defense bonus, 
  and Reputation bonus just as heroes do.  However, 
  victims differ from heroes in several ways. 
  A victim character has:
  • 
  The standard starting ability score package
  • 
  Random starting hit points
  • 
  No levels in an advanced class
  STARTING ABILITY SCORES
  Victims do not roll their ability scores.  They start 
  with the standard score package: 15, 14, 13, 12, 10, 8.  
  The player can assign the scores as he or she sees ﬁt.  
  At 4th level and every four character levels thereafter 
  (8th, 12th, and so on), a victim adds 1 point to one 
  ability score—just as heroes do.
  HIT POINTS
  Unlike heroes, victims do not automatically receive 
  maximum hit points at 1st level.  The GM should roll a 
  victim’s starting hit points normally.
  ADVANCED CLASSES
  Victims cannot multiclass between the victim classes.  
  They’re bad stereotypes, not well-rounded personas.  
  However, if a victim survives until 5th level, he or she 
  can advance thereafter as a hero. 
  CHILDREN
  Children (newborn to age 11) are handled differently 
  from other characters. They do not have classes or 
  levels. They begin with the same ability score package 
  as victims (15, 14, 13, 12, 10, 8), but their ability 
  scores are reduced as follows: –3 Str, –1 Dex, –3 Con, 
  –1 Int, –1 Wis, –1 Cha.
  Children have 1d4 hit points plus their Constitution 
  modiﬁer (minimum 1 hit point). They have no skills, 
  feats, action points, or occupations.  Their base attack 
  bonus is +0, they have a +0 modiﬁer on all saving 
  throws (plus any modiﬁers for high or low ability 
  scores), and their Reputation bonus is +0. Children 
  have a +0 modiﬁer to Defense and a normal speed of 
  20 feet.  Children have no effective attacks and should 
  be treated as noncombatants.
  When a child turns 12, he is considered a young 
  adult and takes his ﬁrst level in one of the victim 
  classes. 
  Why play kids?  Beyond the obvious physical 
  disadvantages, playing a child means a world of 
  know-it-all adults, unsympathetic authority ﬁgures 
  and plenty of slasher fodder.  What’s not to like?
  VICTIM CLASSES
  CHEERLEADER
  Cheerleaders are known for their good looks, loose 
  morals, and tight-ﬁtting clothes.  As cheerleaders, they 
  are known for their acrobatics and the ability to shout 
  phrases at the top of their lungs.  In the bedroom, 
  they are known for their acrobatics and the ability to 
  shout phrases at the top of their lungs.  And oh yeah—
  cheerleaders are hot.  At the Game Master’s option, 
  Cheerleaders can also double for hot guys who have 
  no athletic skill (thus not qualifying them as Jocks).  
  Class Information
  Hit Die: 1d4
  Action Points: 3 + one-half her character level, 
  rounded down, every time the character attains a new 
  level in this class.
  Class Skills
  The Cheerleader’s class skills (and the key ability 
  for each skill) are: Craft (Int), Disable Device (Int), 
  Hide (Dex), Move Silently (Dex), Perform (Cha), 
  Sleight of Hand (Dex), Spot (Wis), Survival (Wis).
  Skill Points at Each Level: 6 + Int modiﬁer
  Class Features
  I’ve dealt with plenty of maniacs in 
  my time, but if they had a king, he would most 
  certainly be Dr. Cannibal.  
  He had a name once, but I think he traded it 
  away with the rest of his soul.  Dr. Cannibal’s a 
  little too enamored with his self-image. The man 
  ﬁled his teeth to points, for crying out loud.  
  When I stand in front of his cell, the guard 
  stiffens.  Sometimes Dr. Cannibal takes a 
  swipe at me.  Never physically of course.  He’s 
  blackmailed guards, made three escape attempts, 
  and even convinced a few cellmates to commit 
  suicide.  I keep telling the PRU brass to just put 
  him in a plain old cellblock, Alcatraz-style, but 
  they never listen.  
  People are Dr. Cannibal’s meat, literally and 
  ﬁguratively.  He might have a taste for ﬂesh, but 
  it’s their minds he most enjoys nibbling on.
  “Hello, Mr. Beckem,” he says in hushed tones.  
  Except for the ﬁled down teeth, Dr. Cannibal 
  could be Santa Claus.  He was quite jolly with 
  kind eyes and a long, bushy beard.  Of course, 
  Santa Claus didn’t eat twenty-seven people and 
  sell the food as a “special brand of sausage.”
  His history not withstanding, Dr. Cannibal’s 
  really a nice guy, once you get to know him.  And 
  have two inches of plexiglass between you.
  “Hello Doc.  Guards treating you well?”
  “Oh, well enough.  I’ve got my books back, so 
  things are looking up.”
  Dr. Cannibal is a voracious reader.  Sorry, that 
  was too easy.
  “You know why I’m here?”
  “Of course,” says Dr. Cannibal.  He was sitting 
  in the corner of his cell, shadows covering most 
  of his face except for his gleaming white teeth.  I 
  swear, he could sell more dentures than a dozen 
  celebrities with those chompers.  All of them 
  
  CHAPTER 1: CHARACTERS
  still intact too. “And you know what I expect in 
  exchange?”
  “You want Billy’s drawings.  I can’t give you 
  the real things, but I can give you copies.”
  “That’ll never do,” he says.  “I want to smell 
  the crayons.  Taste the desperation, the rage, the 
  hurt.”
  “All right, one of the originals.  That should be 
  scent enough for that shnoz of yours.”
  “So pedestrian,” he says.  For all his pleasant 
  mannerisms, the Doc is very sensitive about his 
  proboscis.  It’s not overtly large, but I guess he 
  wished it were smaller.  It’s a minor weakness, 
  but I play on it to keep him under control.  
  “Speaking of delicious odors, you had teriyaki 
  chicken today with that delicious treat of a 
  partner.  I can smell her on you.  Have you slept 
  with her yet?”
  “You’re getting slow, doc,” I say, ignoring the 
  jab.  He knows I’m married.  “You didn’t mention 
  this,” I pull out the crayon drawing.  I knew Dr. 
  Cannibal could smell it.
  “Please, let me see it,” says the Doc, excitement 
  creeping into his voice.
  I plaster it up against the Plexiglas.  It’s a 
  family portrait of a mother and child, but with one 
  subtle difference.  A single stick ﬁgure hand sticks 
  out of a nearby lake. 
  I can’t see the Doc’s eyes, but he scans it in a 
  moment and determines it’s the real thing.  I pull 
  it away.
  “So, about Jerry.” 
   “Ah, Jerry.  Yes, he was my patient several 
  years ago.  He had quite a thing for the kiddies, 
  you see.  I tried to cure him, but it didn’t work 
  out.”
  I knew how the Doc cured his patients.  They 
  turned into Mystery Meat for the unsuspecting 
  guests at his restaurant.
  Class Features
  Popular: A Cheerleader gains a +4 Charisma 
  bonus.
  Cheerleader (Ex): As a standard action, the 
  Cheerleader can cheer for allies, bestowing a +1 
  morale bonus to either attack rolls, damage rolls, AC, 
  hit points, saving throws, or skill checks as chosen 
  by the Cheerleader.  The effect lasts for as long as 
  the allies hear the Cheerleader cheer and for 1 round 
  thereafter.  The bonus increases as the Cheerleader 
  increases in levels.  Use of this ability costs 1 action 
  point but the competence bonus can be increased by 
  +1 for every additional action point spent.
  Tight Shirt (Su): Cheerleaders were clothes at least 
  one size too small for a reason, and it’s not because 
  they can’t read store tags.  Okay, maybe it is.
  Each male humanoid to be fascinated must be 
  within 90 feet, be able to see and hear the Cheerleader, 
  and be able to pay attention to her.  The Cheerleader 
  does not need to be able to see the male however 
  (perv!).  The distraction of a nearby combat or other 
  dangers prevents the ability from working.  The 
  Cheerleader must make a Perform (act) check.  Her 
  check is the DC for each affected male’s Will save 
  against the effect. If a male’s saving throw succeeds, 
  the Cheerleader cannot attempt to fascinate that 
  male again for 24 hours.  If his saving throw fails, 
  the male sits quietly and stares at the Cheerleader, 
  taking no other actions, for as long as the Cheerleader 
  continues to cheer (up to a maximum of 1 round per 
  Cheerleader level).  While fascinated, a target takes a 
  –4 penalty on skill checks made as reactions, such as 
  Listen and Spot checks.  Any potential threat requires 
  the Cheerleader to make another Diplomacy check 
  and allows the male a new saving throw against a 
  DC equal to the new Diplomacy check result. Any 
  obvious threat, such as someone drawing a weapon, 
  casting a spell, or aiming a ranged weapon at the 
  target, automatically breaks the effect.  Tight shirt is 
  an enchantment (compulsion), mind-affecting ability.  
  A normal use of this ability requires the expenditure 
  of 1 action point and affects one male per level of the 
  Cheerleader.  However, the Cheerleader may affect 1 
  additional male per additional action point spent.
  Fit: The Cheerleader gains the Endurance or Run 
  feat as a bonus feat. All that cheering works up a 
  sweat.  Down boy!
  My Boyfriend (Ex): The Cheerleader can select 
  one other teen to be “My Boyfriend.”  The boyfriend’s 
  maximum action point value increases by 1 and he 
  receives a +1 morale bonus to all saves.  Any time the 
  Cheerleader takes damage, she may expend 1 action 
  point to cause half of the damage to be inﬂicted on the 
  boyfriend instead.  This relationship can be ended at 
  any time.  A boyfriend who has been dumped receives 
  a –1 morale penalty to all rolls for one day, but still 
  retains the action point for the rest of the day.   If she’s 
  really unlucky, the boyfriend might end up starring in 
  his own slasher ﬁlm.  
  Charming (Ex): Cheerleaders double their 
  Charisma bonus on all Diplomacy checks. This is how 
  cheerleaders get their jobs.
  Pretty Please? (Ex): The cheerleader asks…
  nicely.  The deﬁnition of “nicely” usually involves 
  TABLE 1-1: THE CHEERLEADER
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +0
  +0
  +0
  +2
  Cheerleader +1, tight shirt, ﬁt, popular
  +2
  +2
  2nd
  +1
  +0
  +0
  +3
  Charming
  +2
  +2
  3rd
  +2
  +1
  +1
  +3
  Cheerleader +2
  +3
  +2
  4th
  +3
  +1
  +1
  +4
  My Boyfriend
  +3
  +3
  5th
  +4
  +1
  +1
  +4
  Pretty Please?, cheerleader +3
  +3
  +3
  
  CHAPTER 1: CHARACTERS
  strategically revealed skin. Cheerleaders can spend 
  1 action point per Hit Die of their target to make a 
  suggestion as per the spell. Using this ability does not 
  break the Cheerleader’s concentration on the fascinate 
  effect, nor does it allow a second saving throw against 
  the fascinate effect.  A Will saving throw (DC 10 + 
  1/2 Cheerleader’s level + Cheerleader’s Cha modiﬁer) 
  negates the effect.  This ability affects only a single 
  creature (but see mass suggestion, below). Suggestion 
  is an enchantment (compulsion), mind-affecting, 
  language dependent ability.
  JOCK
  Jocks are exceptionally good at one sport, and that’s 
  about it—unless you count abusing their girlfriends 
  or having sex as sports.  They have physical prowess 
  in their favor, but as everyone knows, that’s useless 
  against slashers.
  Class Information
  Hit Die: 1d6
  Action Points: 3 + one-half his character level, 
  rounded down, every time the character attains a new 
  level in this class.
  Class Skills
  The Jock’s class skills (and the key ability for each 
  skill) are: Balance (Dex), Climb (Str), Jump (Str), 
  Spot (Wis), Swim (Str), Tumble (Dex).
  Skill Points at Each Level: 2 + Int modiﬁer
  Class Features
  Heroic Surge (Ex): The jock gains a temporary +2 
  morale bonus to Strength, Dexterity, and Constitution 
  for 2 rounds per action point spent.  Entering a heroic 
  surge is a free action that may only be initiated on 
  the jock’s turn.  At the end of the surge, the jock is 
  fatigued for 1 minute per round of the surge. 
  Trained: Jocks gains Power Attack or Weapon 
  Finesse as a bonus feat.
  Jock: Jocks receive a +2 Strength and Dexterity 
  bonus.
  Athletic (Ex): Jocks are into sports.  This may 
  come as a shock to you non-jocks (uh, all of us).  A 
  Jock may choose to use his Strength or Dexterity 
  modiﬁer for Climb, Jump, Tumble, or Swim checks.
  Fearless (Ex): Jocks are not terribly imaginative 
  and thus don’t know enough to be afraid of slashers.  
  They receive a +4 morale bonus to Fear saves.
  Team Spirit (Ex): The Jock works best when 
  working on a team.  All “aid another” actions 
  involving the jock, regardless of whether he performs 
  the action or receives the beneﬁts, confer a +4 instead 
  of the standard +2 bonu
  MUNDANE
  Mundanes are pretty boring.  They do exciting things 
  like eat, sleep, and generally obey the rules.  They 
  have social cliques that aren’t very large.  They wear 
  fashionable clothes but nothing too daring.  They read 
  the stuff that’s on the top ten best-seller list and watch 
  “I don’t imagine you like the taste of child 
  molesters,” I said with a smirk.
  “Not at all, too stringy,” he replies without 
  skipping a beat.  “Have you found slash marks on 
  the victims?  The should be,” he put one hand out 
  into the light, ﬁngers splayed, “arranged in groups 
  of ﬁve.”
  “Yes,” I said.
  “That’s Jerry’s trademark.  He invented a 
  glove with blades attached to each ﬁnger.  He 
  showed it to me several times during our sessions.  
  Jerry was quite proud of it. He called it the 
  Dreamcatcher.  Jerry believed he could draw out 
  the dreams of each dying child and play them like 
  strings on a cello.”
  “Great,” I said.  “So I’ve got another psycho 
  with another blade.”  I reminded myself whom I 
  was talking to.  It’s easy to forget with the Doc.  
  “No offense.”
  “None taken,” he says. 
  “So how do I catch him?”
  “You can’t,” says the Doc.  “You see, before I 
  could see Jerry for his last visit, the local peasants 
  took matters into their own hands and burned him 
  at the stake.  He’s quite dead, I assure you.”
  “I was afraid you were going to say that,” 
  I said, pushing the drawings into the drawer 
  that allowed me to exchange objects with Dr. 
  Cannibal.  
  “If it’s true, if he’s come back,” said Doc, 
  “you’ll be afraid of much, much worse.  Always 
  a pleasure, Mr. Beckem. Say hello to beautiful 
  Gabriel for me.”
  And with that he retreated back into the 
  darkness of his cell.
  TABLE 1-2: THE JOCK
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +1
  +2
  +2
  +0
  Heroic surge 1/day, trained
  +3
  +2
  2nd
  +2
  +3
  +3
  +0
  Athletic
  +4
  +2
  3rd
  +3
  +3
  +3
  +1
  Heroic surge 2/day
  +4
  +2
  4th
  +4
  +4
  +4
  +1
  Fearless
  +4
  +3
  5th
  +5
  +4
  +4
  +1
  Team spirit, heroic surge 3/day
  +5
  +3
  
  CHAPTER 1: CHARACTERS
  only the movies that win Oscars.  In short, Mundanes 
  are what make the world slowly grind around and 
  around.  Almost all adults in a Blood and Blades game 
  that aren’t heroes are Mundanes.
  Class Information
  Hit Die: 1d6
  Action Points: 4 + one-half her character level, 
  rounded down, every time the character attains a new 
  level in this class.
  Class Skills
  The Mundane’s class skills (and the key ability for 
  each skill) are: Craft (Int), Drive (Dex), Knowledge 
  (Int), Profession (Wis).
  Skill Points at Each Level: 4 + Int modiﬁer
  Class Features
  Bonus Feat: Mundanes get to choose from the 
  following bonus feats: Acrobatic, Alertness, Animal 
  Afﬁnity, Athletic, Attentive, Builder, Cautious, 
  Conﬁdent, Creative, Deceptive, Educated, Focused, 
  Gearhead, Guide, Low Proﬁle, Medical Expert, 
  Meticulous, Nimble, Stealthy, Studious, Trustworthy, 
  Vehicle Expert.
  Told you they were boring.
  NERD
  Nerds are students who have difﬁculty ﬁtting in with 
  everyone else.  They also happen to be the most well-
  read of slasher victims, which sometimes gives them 
  an edge.  Sometimes.  They are particularly fond of 
  role-playing games, which is like a homing beacon for 
  slashers looking to hack them up into little dice-sized 
  pieces.  Hey, wait a minute…
  Class Information
  Hit Die: 1d4
  Action Points: 4 + one-half her character level, 
  rounded down, every time the character attains a new 
  level in this class.
  Class Skills
  The Nerd’s class skills (and the key ability for 
  each skill) are: Computer Use (Int), Craft (chemical, 
  electronic, mechanical, pharmaceutical) (Int), 
  Knowledge (any) (Int), Repair (Int), Research (Int).
  Skill Points at Each Level: 2 + Int modiﬁer
  Class Features
  Nerd: Nerds receive a +4 bonus to Intelligence. 
  ‘Cause they’re smart.  And stuff.
  Insight (Ex): By spending action points, the DM 
  can provide the player with a useful piece of advice in 
  reply to a question concerning a speciﬁc goal, event, 
  or activity that is to occur within one week.  The 
  advice can be as simple as a short phrase, or it might 
  take the form of a cryptic rhyme or omen.  If the Nerd 
  doesn’t act on the information, the conditions may 
  change so that the information is no longer useful.  
  Multiple use of insight about the same topic by the 
  same Nerd yields the same answer each time. For 
  questions that do not pertain to slashers, the more 
  action points spent, the more information the Nerd 
  receives (minimum of 1).  It requires one action point 
  per Hit Die of an opponent to discover its weakness.
  Astounding Intellect (Ex): Nerds double their 
  Intelligence modiﬁer whenever we—err, they—
  are required to make a check involving riddles, 
  conundrums, or problem solving. This is why nerds 
  will one day rule the world.
  Enforce Logic (Ex): Once per day, at a cost of 
  half of his maximum daily action points, the Nerd 
  can force a slasher to attempt a Will save (DC equal 
  to 10 + ½ the Nerd’s level + Int modiﬁer).  Should 
  the creature fail, it loses access to all spell-like and 
  supernatural abilities for the duration of the encounter 
  while the Nerd logically explains why the slasher’s 
  abilities couldn’t possibly work. Pointy ears are 
  optional.
  OUTCAST
  Ah, the Outcast.  Maybe he’s on his skateboard in 
  the park at night, peering out from beneath his long 
  stringy hair at people who pass.  Maybe she’s the goth 
  grrl with a perpetual attitude and more piercings than 
  she can count.  Or maybe it’s that one person who 
  TABLE 1-3: THE MUNDANE
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +0
  +0
  +0
  +0
  Bonus feat
  +1
  +1
  2nd
  +1
  +0
  +0
  +0
  Bonus feat
  +1
  +1
  3rd
  +1
  +1
  +1
  +1
  Bonus feat
  +2
  +1
  4th
  +2
  +1
  +1
  +1
  Bonus feat
  +2
  +2
  5th
  +2
  +1
  +1
  +1
  Bonus feat
  +3
  +2
  TABLE 1-4: THE NERD
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +0
  +0
  +0
  +2
  Focused, insight 1/day, nerd
  +2
  +1
  2nd
  +1
  +0
  +0
  +3
  Astounding intellect
  +2
  +1
  3rd
  +1
  +1
  +1
  +3
  Insight 2/day
  +3
  +1
  4th
  +2
  +1
  +1
  +4
  Enforce logic
  +3
  +2
  5th
  +2
  +1
  +1
  +4
  Insight 3/day
  +3
  +2
  
  CHAPTER 1: CHARACTERS
  just has absolutely no social skills and smells like cat 
  urine.  Whoever the Outcast is, it takes days for people 
  to notice she’s missing.
  Class Information
  Hit Die: 1d4
  Action Points: 3 + one-half her character level, 
  rounded down, every time the character attains a new 
  level in this class.
  Class Skills
  The Outcast’s class skills (and the key ability for 
  each skill) are: Bluff (Cha), Craft (Int), Hide (Dex), 
  Spot (Wis), Move Silently (Dex), Perform (Cha), 
  Sleight of Hand (Dex), Survival (Wis).
  Skill Points at Each Level: 6 + Int modiﬁer
  Class Features
  Outcast: An Outcast gains a +4 Dexterity bonus. 
  They tend to be very good at disappearing.
  Forgettable (Ex): Outcasts are never noticed by 
  anyone, including slashers.  When presented with 
  other targets, the Outcast is always the last to be 
  attacked. What were we talking about again?
  Quick: Outcasts receive Combat Expertise or 
  Dodge as a bonus feat.
  Sneak Attack (Ex): If an Outcast attacks an 
  opponent while the opponent is unable to effectively 
  defend himself, she can strike a vital spot for extra 
  damage.  The Outcast’s attack deals extra damage 
  any time her target is denied a Dexterity bonus to 
  AC (whether the target actually has a Dexterity 
  bonus or not) or any time she ﬂanks her target.  This 
  extra damage is 1d6 at 1st level, and it increases by 
  1d6 every two Outcast levels thereafter.  Should the 
  Outcast score a critical hit with a sneak attack, this 
  extra damage is not multiplied.  Ranged attacks can 
  count as sneak attacks only if the target is within 30 
  feet.  With a sap (blackjack) or an unarmed strike, an 
  Outcast can make a sneak attack that deals nonlethal 
  damage instead of lethal damage.  She cannot use a 
  weapon that deals lethal damage to deal nonlethal 
  damage in a sneak attack, even after the usual –4 
  penalty is applied.  
  An Outcast can sneak attack only living creatures 
  with discernible anatomies—undead, constructs, 
  oozes, plants, and incorporeal creatures lack vital 
  areas to attack.  Any creature that is immune to critical 
  hits is not vulnerable to sneak attacks.  The Outcast 
  must be able to see the target well enough to pick 
  out a vital spot and must be able to reach that spot.  
  An Outcast cannot sneak attack when the target is a 
  creature with concealment or when striking a creature 
  whose vitals are beyond reach.
  Deceptive (Ex): Outcasts use their Intelligence 
  modiﬁer for untrained Bluff checks instead of 
  Charisma.  Outcasts double their Dexterity modiﬁer 
  for all Move Silently checks.
  Uncanny Dodge (Ex): An Outcast can react to 
  danger before her normal senses would typically 
  allow her to do so.  She retains her Dexterity bonus to 
  AC (if any) even if she is caught ﬂat-footed or struck 
  by an invisible attacker.  However, she still loses her 
  Dexterity bonus to AC if immobilized. 
  Hide in Plain Sight (Ex): An Outcast can use the 
  Hide skill even while being observed. In fact, one is 
  hiding behind you right now…
  SCREAM QUEEN
  Scream queens have it tough.  They are faithful 
  to their boyfriends, traumatized by the murders of 
  family members, and never quite ﬁt in despite their 
  hot bodies and tight-ﬁtting clothes.  Some horrible 
  incident in their past has scarred them for life but 
  made them true survivors, capable of withstanding 
  even slashers (at least for one or two sequels, 
  anyway).
  Class Information
  Hit Die: 1d8
  Action Points: 3 + one-half her character level, 
  rounded down, every time the character attains a new 
  level in this class.
  Class Skills
  The Scream Queen’s class skills (and the key ability 
  for each skill) are: Bluff (Cha), Climb (Str), Craft 
  (Int), Escape Artist (Dex), Hide (Dex), Knowledge 
  (Int), Search (Int), Spot (Wis), Move Silently (Dex), 
  Sleight of Hand (Dex), Survival (Wis), Treat Injury 
  (Wis).
  Skill Points at Each Level: 6 + Int modiﬁer
  Class Features
  Resourceful (Ex): Scream Queens know what 
  to do in just about every situation because they use 
  their common sense.  A Scream Queen can apply her 
  Intelligence bonus to any Horror checks.
  Scream (Ex): By spending an action point, a 
  Scream Queen can scream once per Scream Queen 
  level to automatically succeed on a Horror check. 
  Strangely, nobody ever seems to come to her rescue.
  Sense Trouble (Ex): The Scream Queen notices 
  when things don’t seem right.  She receives a +4 
  insight bonus to Sense Motive checks.
  TABLE 1-5: THE OUTCAST
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +0
  +0
  +2
  +0
  Forgettable, quick, sneak attack +1d4
  +4
  +0
  2nd
  +1
  +0
  +3
  +0
  Deceptive
  +5
  +0
  3rd
  +1
  +1
  +3
  +1
  Sneak attack +2d4
  +5
  +1
  4th
  +2
  +1
  +4
  +1
  Improved uncanny dodge
  +6
  +1
  5th
  +2
  +1
  +4
  +1
  Hide in plain sight, sneak attack +3d4
  +6
  +1
  
  CHAPTER 1: CHARACTERS
  Elaborate Plan (Ex): A Scream Queen is capable 
  of formulating plans that would make a military 
  commander jealous. She receives a +4 insight bonus 
  to Knowledge (tactics) checks.
  Survival Instinct (Ex): Scream Queens receive a 
  +4 insight bonus to Escape Artist and Survival checks. 
  Because unlike the rest of us, Scream Queens really, 
  really want to live.
  Empathic Link (Su): By spending 1 action point, 
  the Scream Queen can detect the surface emotions of 
  a slasher within 100 feet.  She can sense basic needs, 
  drives, and emotions.  Thirst, hunger, fear, fatigue, 
  pain, rage, hatred, uncertainty, curiosity, friendliness, 
  and many other kinds of sensations and moods can 
  be perceived.  The Scream Queen gains a +2 insight 
  bonus on any Bluff, Diplomacy, Intimidate, or Sense 
  Motive checks that she makes against the slasher for 1 
  minute per Scream Queen level.
  Prophetic Vision (Su): By spending 1 action point, 
  the Scream Queen poses a question about the slasher 
  and then falls asleep.  If the slasher is active within 10 
  miles, the Scream Queen receives a vision about the 
  slasher’s activities by succeeding on a Wisdom check 
  (1d20 +1 per Scream Queen level) against DC 20.  If 
  only detailed information on the slasher is known, the 
  DC is 25 and the information gained is incomplete.  
  If only rumors are known, the DC is 30 and the 
  information gained is vague.
  STONER
  Stoners are dudes who know how to have a good time.  
  And by that, we don’t mean sex; we mean the other 
  good time: drugs.  Be it pot or ecstasy or whatever 
  kids take to get high these days, stoners do it all.  
  They’re popular because they bring the fun stuff to 
  parties.  Unfortunately, their favorite hobby makes 
  them useless in a crisis.  In their favor, stoners rarely 
  freak out when faced with the supernatural.  
  Class Information
  Hit Die: 1d4
  Action Points: 8 + one-half his character level, 
  rounded down, every time the character attains a new 
  level in this class.
  Class Skills
  The Stoner’s class skills (and the key ability for 
  each skill) are: Bluff (Cha), Craft (chemical) (Int), 
  Gather Information (Cha), Knowledge (popular 
  culture, streetwise) (Int), Sleight of Hand (Dex).
  Skill Points at Each Level: 6 + Int modiﬁer
  Class Features
  Dude: A stoner’s creative use of drugs and alcohol 
  makes him better at hiding his illegal activities.  At 1st 
  level, a stoner gains Deceptive or Improved Initiative 
  as a bonus feat (gotta be fast to hide the stash, man!).
  Stoned: Stoners receive a +4 Wisdom bonus.  Just 
  ‘cause.
  Happy Thoughts(Ex): A Stoner can heal the 
  wounds of one of his allies as a standard action by 
  indulging in his favorite pastime.  The Stoner and 
  the wounded character must be in direct contact—if 
  enemies are nearby, it provokes an attack of 
  opportunity.  The Stoner can heal 1d4+1 hit points of 
  damage per action point spent.  Alternately, the Stoner 
  can heal one of his allies within 30 feet through the 
  miracle of secondhand smoke.  This is also a standard 
  action that provokes an attack of opportunity, but all 
  allies in range (including the Stoner) regain 1 hit point 
  per action point the Stoner spends.
  Rapid Recovery (Ex): Thanks to the Stoner’s 
  extracurricular activities, he can recover spent action 
  points faster than normal.  Once per day, by spending 
  half an hour doing nothing but “idle daydreaming,” 
  the Stoner may recover 1d4 action points.
  Dude? (Ex): Stoners double their Wisdom modiﬁer 
  when making Craft (chemical) checks.
  I Think I Can (Ex): By believing in himself, the 
  Stoner can accomplish nearly anything.  By spending 
  1 action point, the Stoner can take 20 on any skill 
  check as a standard action, even when circumstances 
  or time would normally prohibit it.
  Dude! (Ex): The Stoner receives a +4 morale bonus 
  to Fear saves.  This can turn out to be a disadvantage 
  if running away in terror would be the wiser course of 
  action.
  TABLE 1-6: THE SCREAM QUEEN
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +2
  +2
  +2
  +2
  Resourceful, sense trouble
  +2
  +2
  2nd
  +3
  +3
  +3
  +3
  Scream
  +3
  +3
  3rd
  +3
  +3
  +3
  +3
  Elaborate plan, empathic link
  +3
  +3
  4th
  +4
  +4
  +4
  +4
  Survival instinct
  +4
  +4
  5th
  +4
  +4
  +4
  +4
  Prophetic vision
  +4
  +4
  TABLE 1-7: THE STONER
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +0
  +0
  +2
  +2
  Dude, stoned, happy thoughts
  +2
  +2
  2nd
  +1
  +0
  +3
  +3
  Rapid recovery
  +2
  +2
  3rd
  +2
  +1
  +3
  +3
  Dude?
  +3
  +2
  4th
  +3
  +1
  +4
  +4
  I think I can
  +3
  +3
  5th
  +4
  +1
  +4
  +4
  Dude!
  +3
  +3
  
  CHAPTER 1: CHARACTERS
  TOUGH GUY
  The name says it all; tough guys are tough and they’re 
  guys.  It’s possible to have tough girls, in which case 
  they’re almost like guys anyway.  All that bravura 
  means little when it comes to facing down a slasher.  
  Teasing and socking the slasher in the nose usually 
  don’t work too well.  In any case, everyone’s glad 
  when tough guys die because they’re big bullies that 
  taunted us just like in high school…wait, are we 
  sharing too much?
  Class Information
  Hit Die: 1d8
  Action Points: 3 + one-half her character level, 
  rounded down, every time the character attains a new 
  level in this class.
  Class Skills
  The Tough Guy’s class skills (and the key ability 
  for each skill) are: Bluff, Intimidate, Knowledge 
  (streetwise), Sense Motive, Search, Spot.
  Skill Points at Each Level: 2 + Int modiﬁer
  Class Features
  Tough Guy: Tough Guys gain a +2 Constitution 
  and +2 Charisma bonus.
  Brawler: Tough Guys are practiced in the art of 
  brawling.  At 1st level a Tough Guy gains Improved 
  Unarmed Strike or Improved Grapple as a bonus feat.
  Smite Weakling (Ex): A Tough Guy can smite a 
  weakling with one normal melee attack.  He adds his 
  Charisma bonus to his attack roll and deals 1 extra 
  point of damage per Tough Guy level.  A weakling is 
  considered any target with a Strength score lower than 
  that of the Tough Guy.  If the Tough Guy tries to smite 
  a target that does not qualify as a weakling, the smite 
  attack has no effect and the ability is used up for that 
  day.
  Taunt (Ex): As a standard action, a Tough Guy 
  can attempt to taunt a foe with an Intelligence of 3 or 
  higher, once per day per level.  The foe must be able 
  to hear the Tough Guy clearly and must understand his 
  language.  The target must make a Fear save or suffer 
  one of the effects below.  The DC is 10 + ½ the Tough 
  Guy’s level + Cha modiﬁer.  If the target succeeds, it 
  is immune to the Tough Guy’s taunting for the rest of 
  the day.  Creatures that have at least 4 or more hit dice 
  than the Tough Guy are immune to the effect.  This 
  ability may be used more than once per day per level 
  but doing so costs 1 action point per use.
  Hesitation: A Tough Guy with 4 or more ranks 
  in Bluff may use his taunts to instill doubt in his 
  target’s mind.  The target receives a penalty to its next 
  initiative roll equal to the Tough Guy’s level.
  Doubt: A Tough Guy with 5 or more ranks in Bluff 
  can ridicule a target until it becomes fatigued; it can 
  neither run nor charge and must take a –2 penalty to 
  Strength and Dexterity.  This effect lasts for one round 
  per level of the Tough Guy.
  Worry: A Tough Guy with 6 or more ranks in Bluff 
  can threaten and intimidate a target creature so that it 
  is shaken for one round per level of the Tough Guy.  
  While shaken, the victim suffers a –2 penalty on 
  attack rolls, saving throws, skill checks, and ability 
  checks.
  Anger: A Tough Guy with 7 or more ranks in Bluff 
  can taunt a target until the target singles him out in 
  combat.  The target will move to attack the Tough Guy 
  to the exclusion of all others.  The creature will only 
  resort to ranged attacks if it cannot gain access to the 
  Tough Guy.  This effect persists until the creature hits 
  the Tough Guy with a melee attack.
  Shock: A Tough Guy with 8 or more ranks in Bluff 
  can release a stream of profanity so foul and offensive 
  that the target is dazed for a single round.
  Fright: A Tough Guy with 9 ranks in Bluff can 
  frighten a target for one round per level of the Tough 
  Guy.  Frightened creatures ﬂee immediately and suffer 
  a –2 penalty on all attack rolls, saving throws, skill 
  checks, and ability checks.  If the target succeeds 
  its saving throw against the Tough Guy’s insults, it 
  instead becomes enraged and gains a +2 morale bonus 
  to attack and damage rolls against the Tough Guy for 
  the remainder of the encounter.
  Intimidating (Ex): Tough Guys double their 
  Charisma modiﬁer whenever they use the Intimidate 
  skill.
  Pile-On (Ex): Tough Guys bestow a +4 
  circumstance bonus to grapple checks to each ally 
  participating in the grapple.
  Protector (Ex): Tough Guys who live long 
  enough to reach 5th level realize that survival is more 
  important than bullying.  Once per round, when an 
  adjacent ally is the target of an attack, the Tough Guy 
  may intervene and take the target’s place.  The ability 
  must be declared before the attack roll is made.  The 
  Tough Guy and the target switch spaces and the attack 
  is resolved normally.
  TABLE 1-8: THE TOUGH GUY
  Level Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +1
  +2
  +0
  +0
  Tough Guy, brawler, smite weakling 1/day, taunt
  +2
  +2
  2nd
  +2
  +3
  +0
  +0
  Intimidating
  +2
  +2
  3rd
  +3
  +3
  +1
  +1
  Smite weakling 2/day
  +3
  +2
  4th
  +4
  +4
  +1
  +1
  Pile-on
  +3
  +3
  5th
  +5
  +4
  +1
  +1
  Protector, smite weakling 3/day
  +3
  +3
  
  CHAPTER 1: CHARACTERS
  THE PARANORMAL 
  RESPONSE UNIT
  The CIRG facilitates the FBI’s rapid response to, 
  and the management of, crisis incidents. CIRG 
  was established in 1994 to integrate tactical and 
  investigative resources and expertise for critical 
  incidents that necessitate an immediate response 
  from law enforcement authorities. CIRG deploys 
  investigative specialists to respond to terrorist 
  activities, hostage takings, child abductions and other 
  high-risk repetitive violent crimes. 
  Each of the three major areas of CIRG—the 
  Operations Support Branch, the Tactical Support 
  Branch, and the National Center for the Analysis 
  of Violent Crime (NCAVC)—furnishes distinctive 
  operational assistance and training to FBI ﬁeld 
  ofﬁces as well as state, local and international law 
  enforcement agencies. CIRG personnel are on call 
  around the clock, seven days a week, to respond to 
  crisis incidents.
  The NCAVC consists of three components: the 
  Behavioral Analysis Unit (BAU), Child Abduction 
  Serial Murder Investigative Resource Center 
  (CASMIRC) and the Violent Criminal Apprehension 
  Program (VICAP).  But there is a fourth unit that is 
  hidden from the public eye: the PRU.
  Agenda: The mission of the PRU is to combine 
  investigative and operational support functions, 
  research, and training in order to provide assistance, 
  without charge, to federal, state, local, and foreign law 
  enforcement agencies investigating paranormal violent 
  crimes. Typical cases for which NCAVC services 
  are requested include mysterious disappearance of 
  children, unexplained serial murders, and missing 
  persons.
  Structure: Full-time national level tactical 
  government agency.
  Symbol: The initials “PRU.” The PRU is not 
  known for its creativity.
  Most Common Allegiance(s): U.S. Government.
  Requisition Limit: (40) military.
  OVERVIEW
  Formed in 1984, the PRU specializes in crimes that 
  have no other explanation but the paranormal. They 
  have one purpose: to ﬁnd and eliminate supernatural 
  serial killers.  The colloquial name that the PRU uses 
  for its opponents are “slashers,” to distinguish them 
  from the repeat killers that plague America already.
  The PRU’s successes have been few and far 
  between.  The most notable was the capture of “Dr. 
  Cannibal,” who was imprisoned and consulted on a 
  variety of cases in an effort to build a technical proﬁle 
  of supernatural slashers.  The Internet sensationalized 
  the PRU’s association with him, the very type of 
  murderer the PRU seeks.
  Perhaps in part due to the insane insight provided by 
  Dr. Cannibal, the PRU was able to ﬁnally track down 
  the “Goalie Slasher” to his lair.  On May 13, 1994, 
  PRU agents blew the Goalie Slasher to smithereens 
  in a carefully planned ambush.  Shortly thereafter, 
  the PRU was roundly criticized for violating the 
  civil rights of their targets. In 1995, the PRU was 
  supposedly disbanded. In reality, the PRU has simply 
  become much more discreet about its clean-up 
  operations.
  Structure
  The PRU has approximately 100 agents in the ﬁeld.  
  The PRU are structured to deploy with part, or all. 
  of its personnel and resources, depending upon the 
  magnitude of a crisis. The PRU can be augmented by 
  other CIRG entities with specialists trained in areas of 
  negotiation, behavioral science, and communications.
  Bases of Operation
  PRU Headquarters is currently located in 
  Holbrooklyn, NJ. 
  Resources
  The U.S. Government funds the PRU through the 
  CIRG.  The PRU has an annual budget of around 25 
  million dollars, which pays for salaries, forensics 
  laboratories and weapons.  Requisition procedures for 
  anything other than basic equipment can take a few 
  days or longer, depending on the nature of the request.  
  The PRU is just as bureaucratic as any other 
  government organization and requires a signiﬁcant 
  amount of paperwork to requisition specialized 
  equipment.  A purchase DC of 25 or higher requires an 
  Agent in Charge’s authorization, 30 or higher requires 
  the Assistant Director’s authorization, and 35 and 
  higher requires the Director’s authorization.
  INVOLVING THE HEROES
  One does not choose to join the PRU; the PRU 
  chooses you.  Most agents are culled from the other 
  branches of the CIRG, although police ofﬁcers and 
  U.S. soldiers will often be recruited if they have a 
  successful encounter with a supernatural entity (read: 
  they kill the monster).  Heroes who have high proﬁle 
  contact with the paranormal are likely to be monitored 
  and, if they have the right contacts and interest, may 
  get their foot in the door.
  The PRU is at its best when hunting down slashers.  
  With only 100 agents, resources are stretched very 
  thin, so it’s unlikely for more than one agent to be 
  available at any one time.  Slashers who rack up 
  a high enough body count will eventually warrant 
  an extreme tactical response that involves tanks 
  and explosives.  After 1994, the PRU actively 
  disassociates itself from military action and only acts 
  in an advisory capacity to the National Guard.  The 
  PRU considers the National Guard to be a last resort.
  PCs who use paranormal abilities like psionics 
  or spells to kill enemies will pique the interest of 
  the PRU.  Should a PC ﬂagrantly disregard the law 
  or kill a series of people (3 or more) without being 
  caught, a PRU agent will inevitably be assigned to the 
  
  CHAPTER 1: CHARACTERS
  case.  Although PRU agents are few, their expertise 
  is formidable.  All PRU agents have a license to kill 
  and will resort to sniper attacks, poison, or small 
  explosives as necessary.
  USING THE PRU
  PRU agents will arrive on a crime scene when 
  several murders appear to be related.  They discreetly 
  advise law enforcement personnel under the aegis of 
  FBI involvement and will only become personally 
  involved to remove any evidence of paranormal 
  activity.  This includes eliminating the paranormal 
  threat.
  The deﬁnition of “paranormal threat” is 
  intentionally vague, giving the PRU jurisdiction in 
  tracking down spell casters, the psychically gifted, 
  mutants, ghosts, and yes, zombies.  The PRU and 
  the National Center for Reanimation Prevention 
  and Control (NCRPC) have come into conﬂict on 
  several occasions, most speciﬁcally in the Goalie 
  Slasher case; the NCRPC classiﬁed the Slasher as a 
  zombie, the PRU classiﬁed him as merely paranormal.  
  Ultimately, the PRU caught their man (er, corpse), 
  tarnishing the NCRPC’s reputation.  The NCRPC has 
  never forgotten this.
  As an ally to the heroes, an NCRPC agent will 
  counsel those facing paranormal threats but will only 
  identify himself as an FBI agent.  Many PRU agents 
  are more focused on removing the evidence of the 
  paranormal than actually targeting the slasher, which 
  results in a lot of clean up operations, with agents 
  arriving too late to actually do any good.  Some critics 
  even accuse the PRU of making it easier for slashers 
  to get away with murder.
  Any spell caster or psychically gifted person who 
  commits more than 3 murders can be deﬁned as a 
  slasher (according to PRU guidelines).  Most PRU 
  agents do not deﬁne their targets so liberally—there 
  are far too many targets already.  However, some of 
  the more experienced PRU agents in the ﬁeld react to 
  spell casting with extreme prejudice.  Because PRU 
  agents have a very short life expectancy, the few 
  remaining long-term agents are tough as nails. And 
  extremely paranoid.
  LEARNING ABOUT THE PRU
  The heroes can gather information about the PRU 
  through the use of the Knowledge (popular culture) 
  or Research skills.  The charts below represent the 
  amount of detail a hero can collect by using each skill.
  Knowledge (Popular Culture)
  Although it does have a public face, the PRU is often 
  considered to be a joke manufactured by writers with 
  too much time on their hands.  Therefore, much of the 
  lore surrounding the PRU encompasses conspiracy 
  theories involving slashers.
  DC 1: The PRU supposedly hunts serial killers full-
  time. 
  DC 5: The PRU is an ofﬁcial government 
  organization that deals with paranormal serial killers.
  DC 10: The PRU’s top priority is to stop 
  paranormal slashers by any means necessary. 
  DC 15: The PRU believes there are several cults 
  active in the United States and around the globe who 
  groom and propagate slashers.
  DC 20: The PRU’s budget increased considerably 
  in the 1990s to help pay for new technology and more 
  personnel.
  DC 25: The GM can provide information about 
  the rumored locations of slashers around the United 
  States. 
  DC 30: The PRU has “Dr. Cannibal,” a notorious 
  serial killer and psychotherapist, in captivity as an 
  advisor.
  Research
  Research checks represent a hero’s ability to 
  collect data about an organization through fact-ﬁnding 
  efforts like trips to the library and browsing the 
  Internet.  The PRU has its own Web site at: http://
  michael.tresca.net/pru. 
  DC 1: The PRU’s Web site provides helpful tips on 
  how to avoid becoming a slasher victim.
  DC 5: The hero knows the attributes of slashers and 
  can identify one at a glance.
  DC 10: The PRU funds the development of several 
  B movies about slashers to educate the masses.
  DC 15: The PRU provides advice and assistance to 
  local law enforcement authorities on identiﬁcation and 
  prevention of slasher attacks.
  DC 20: The PRU has been deployed over 200 times 
  since 1984 and has eliminated over 50 paranormal 
  threats.
  DC 25: The PRU shares information with an 
  unnamed sister organization based in the United 
  Kingdom and Italy that monitors European slashers.
  DC 30: The PRU actively monitors Internet and 
  library activity to look for patterns of slasher activity.
  Members
  When a slasher is suspected but unconﬁrmed, GMs 
  should use statistics for PRU Agents  (Tough/Smart/
  Dedicated).  If the situation escalates and the PRU 
  Agent cannot eliminate the threat alone, the Tactical 
  Support Branch (Fast/Tough) will be mobilized arrive 
  to eliminate the slasher. 
  ADVANCED CLASSES
  BOUNTY HUNTER 
  Bounty Hunters track down bounties, earning a living 
  from successful captures.  There is no such thing as 
  a bad bounty hunter—bounty hunters who suck at 
  their jobs end up very poor or very dead.  Because 
  Bounty Hunters live on the edge, nothing, not even 
  the supernatural, fazes them.  When all others fail to 
  catch the slasher, Bounty Hunters inevitably show up 
  to claim the glory.
  
  CHAPTER 1: CHARACTERS
  Requirements
  To qualify to become a Bounty Hunter, a character 
  must fulﬁll the following criteria.
  Base Attack Bonus: +2.
  Skill: Investigate 6 ranks, Listen 6 ranks, Sense 
  Motive 6 ranks.
  Class Information
  The following information pertains to the Bounty 
  Hunter advanced class.
  Hit Die: 1d6.
  Action Points: 6 + one-half character level, 
  rounded down, every time the character attains a new 
  level in this class.
  Class Skills :The Bounty Hunter’s class skills 
  (and the key ability for each skill) are: Bluff (Cha), 
  Computer Use (Int), Disable Device (Dex), Drive 
  (Dex), Forgery (Int), Gather Information (Cha), 
  Intimidate (Cha), Investigate (Int), Knowledge 
  (behavioral sciences, civics, current events, streetwise) 
  (Int), Listen (Wis), Profession (Wis), Read/Write 
  Language (none), Research (Int), Search (Int), Sense 
  Motive (Wis), Speak Language (none), Spot (Wis).
  Skill Points at Each Level: 5 + Int modiﬁer.
  Class Features
  The following features pertain to the Bounty Hunter 
  advanced class.
  Track: A Bounty Hunter gains Track as a bonus 
  feat.
  Contact (Ex): A Bounty Hunter of 2nd level or 
  higher cultivates associates and informants.  Each 
  time the Bounty Hunter gains a contact, the GM 
  should develop a supporting character to represent the 
  contact.  The player can suggest the type of contact his 
  or her character wants to gain, but the contact must be 
  an ordinary, not a heroic, character.
  A contact will not accompany a Bounty Hunter 
  on missions or risk his life.  A contact can, however, 
  provide information or render a service (make a 
  speciﬁc skill check on the Bounty Hunter’s behalf).
  At 2nd level, the Bounty Hunter gains a low-level 
  contact, at 5th a mid-level contact, and at level a high-
  level contact.
  The Bounty Hunter can’t call on the same 
  contact more than once in a week, and when a 
  contact is called, compensation may be required 
  for the assistance the contact renders.  In general, 
  an occupational associate won’t be compensated 
  monetarily but instead will maintain that the Bounty 
  Hunter owes him a favor.  Contacts with underworld 
  or street connections usually demand monetary 
  compensation for the services they render, and skilled 
  experts normally want to be paid for the services they 
  provide.
  For underworld or street contacts, this expense is 
  represented by a Wealth check against a purchase DC 
  of 10 for the low-level contact, 15 for the mid-level 
  contact, or 20 for the high-level contact.  For skilled 
  experts, the purchase DC is 10 + the ranks the expert 
  has in the appropriate skill.
  Bonus Feats: At 3rd, 6th, and 9th level, the Bounty 
  Hunter gets a bonus feat.  The bonus feat must be 
  selected from the following list, and the Bounty 
  Hunter must meet all the prerequisites of the feat to 
  select it.
  Advanced Firearms Proﬁciency, Armor 
  Proﬁciency (light), Armor Proﬁciency (medium), 
  Brawl, Defensive Martial Arts, Dodge, Double 
  Tap, Educated, Knockout Punch, Personal Firearms 
  Proﬁciency, Point Blank Shot.
  Nonlethal Force (Ex): At 4th level, a Bounty 
  Hunter becomes adept at using nonlethal force to 
  subdue an opponent.  From this point on, he or she can 
  deal nonlethal damage with a weapon that normally 
  deals lethal damage (if he so chooses) without taking 
  the normal –4 penalty on the attack roll. That’s the 
  “alive” part of “Dead or Alive” on wanted posters.
  Discern Lie (Ex): At 7th level, a Bounty Hunter 
  develops the ability to gauge whether another 
  character is telling the truth by reading facial 
  expressions and interpreting body language.  The 
  Bounty Hunter must be able to see and hear (but not 
  necessarily understand) the individual under scrutiny.
  With a successful Sense Motive check opposed 
  by the subject’s Bluff check result or against DC 10 
  (whichever is greater), the Bounty Hunter can tell 
  whether the subject is deliberately and knowingly 
  telling a lie.  This ability doesn’t reveal the truth, 
  uncover unintentional inaccuracies, or necessarily 
  reveal omissions in information.
  Swift Tracker (Ex): Beginning at 7th level, a 
  Bounty Hunter can move at his normal speed while 
  following tracks without taking the normal –5 penalty.  
  TABLE 1-9: THE BOUNTY HUNTER
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +0
  +0
  +1
  +1
  Track
  +1
  +1
  2nd
  +1
  +0
  +2
  +2
  Low-level contact
  +1
  +1
  3rd
  +2
  +1
  +2
  +2
  Bonus feat
  +2
  +1
  4th
  +3
  +1
  +2
  +2
  Nonlethal force
  +2
  +2
  5th
  +3
  +1
  +3
  +3
  Mid-level contact
  +3
  +2
  6th
  +4
  +2
  +3
  +3
  Bonus feat
  +3
  +2
  7th
  +5
  +2
  +4
  +4
  Discern lie, swift tracker
  +4
  +3
  8th
  +6
  +2
  +4
  +4
  High-level contact
  +4
  +3
  9th
  +6
  +3
  +4
  +4
  Bonus feat
  +5
  +3
  10th
  +7
  +3
  +5
  +5
  Sixth sense
  +5
  +4
  
  CHAPTER 1: CHARACTERS
  He takes only a –10 penalty (instead of the normal 
  –20) when moving at up to twice normal speed while 
  tracking.
  Sixth Sense (Su): At 10th level, a Bounty Hunter 
  becomes so attuned at tracking his prey that he rarely 
  misses a clue.  Whenever the Bounty Hunter spends 
  1 action point to improve the result of a skill check 
  while using certain skills, the Bounty Hunter may add 
  an additional 1d6 to the result.  The skills that Sixth 
  Sense applies to are Gather Information, Investigate, 
  Listen, Research, Search, and Spot.
  PROFILER
  The Proﬁler is an expert in understanding how other 
  people (particularly criminals) think. After studying 
  a subject, the Proﬁler has the ability to accurately 
  predict how the subject would react to a speciﬁc 
  situation, what choices he would make, and how he 
  would feel in a certain set of circumstances.  A good 
  Proﬁler can help authorities predict when and where 
  the criminal will strike next, why he is acting a certain 
  way, and the details of how he is executing the crimes.  
  Most proﬁlers are PRU agents or were trained by PRU 
  agents.
  Proﬁlers eventually cross paths with the 
  supernatural.  In their line of work, they are the 
  ﬁrst line of defense against the unknown and the 
  unknowable.  Unlike other investigators of the occult, 
  Proﬁlers aren’t afraid to bring along plenty of backup, 
  including other PRU agents, ﬁrepower, and the long 
  arm of the law.
  Requirements
  To qualify to become a Proﬁler, a character must 
  fulﬁll the following criteria.
  Skills: Gather Information 3 ranks, Knowledge 
  (behavioral sciences) 6 ranks, Sense Motive 6 ranks.
  Feat: Attentive.
  Class Information
  The following information pertains to the Proﬁler 
  advanced class.
  Hit Die: 1d6.
  Action Points: The Proﬁler gains a number of 
  action points equal to 6 + one half her character level, 
  rounded down every time she attains a new level in 
  this class.
  Class Skills: The Proﬁler’s class skills (and they 
  key ability for each skill) are: Craft (visual art, 
  writing) (Int), Decipher Script (Int), Diplomacy (Cha), 
  Disguise (Cha), Gather Information (Cha), Intimidate 
  (Cha), Investigate (Int), Knowledge (behavioral 
  sciences, current events, popular culture, streetwise) 
  (Int), Profession (Wis), Read/Write Language (none), 
  Research (Int), Sense Motive (Wis), Spot (Wis), and 
  Speak Language (none).
  Skill Points at Each Level: 7 + Int modiﬁer.
  Class Features
  The following features pertain to the Proﬁler advanced 
  class.
  Proﬁle (Ex): A Proﬁler knows how to create a 
  proﬁle of a slasher (see Proﬁling in the Hunting 
  Slashers chapter).  In the Criminal Proﬁle stage, the 
  Proﬁler can make a Gather Information check (DC 
  13) to compile a rough mental picture of the suspect.  
  This Gather Information check overrides the usual 
  Knowledge (behavioral sciences) check for the 
  Criminal Proﬁle stage and does not take into account 
  the slasher’s Challenge Rating.
  The Proﬁler can complete the Investigation stage by 
  making an Investigate check (DC 14) involving the 
  crime scene or other evidence linked to the suspect.  
  This Investigate check overrides the usual Research or 
  Gather Information checks for the Investigation stage 
  and does not take into account the slasher’s Challenge 
  Rating.  Success provides a +2 circumstance bonus on 
  any skill checks made in the Apprehension stage that 
  
  CHAPTER 1: CHARACTERS
  involve catching the slasher—the Proﬁler develops a 
  sense of the suspect’s goals and where he might strike 
  next.
  Read Target (Ex): At 2nd level, the Proﬁler gains 
  the ability to quickly gain deep insight into the people 
  she meets.  While talking directly with a person, the 
  Proﬁler may spend 1 action point and attempt a Sense 
  Motive check (opposed by the target’s Bluff) to “read” 
  the target’s general nature.  If the Proﬁler’s check is 
  successful, she gains a +1 insight bonus on all Bluff, 
  Diplomacy, Intimidate, and Sense Motive checks 
  against the target.  At 6th level, the Proﬁler’s insight 
  bonus against targets she successfully reads increases 
  to +2.  At 8th level, the Proﬁler’s insight bonus against 
  targets she successfully reads increases to +4.  At 10th 
  level, the Proﬁler may spend 1 action point to increase 
  the insight bonus to +6. 
  Bonus Feats (Ex): At 3rd, 6th, and 9th level, the 
  Proﬁler gets a bonus feat.  The bonus feat must be 
  selected from the following list, and the Proﬁler 
  must meet all the prerequisites of the feat to select it.  
  Alertness, Conﬁdent, Deceptive, Educated, Iron Will, 
  Low Proﬁle, Personal Firearms Proﬁciency, Renown, 
  Studious, and Trustworthy. 
  Identify Motive (Ex): At 4th level, the Proﬁler can 
  use a crime scene (or evidence from a crime scene) 
  to determine the slasher’s state of mind at the time he 
  committed the crime.  She receives her Proﬁler level 
  as an insight bonus to all Knowledge (tactics) checks 
  in the Crime Assessment stage of an investigation.
  Enhanced Proﬁle (Ex): At 5th level, the Proﬁler 
  improves her ability to create a general psychological 
  proﬁle of a slasher in the Criminal Proﬁle stage of an 
  investigation.  She does so by attempting a Knowledge 
  (behavioral sciences) check with a variable DC 
  (see below).  If this check is successful, the Proﬁler 
  can better determine the suspect’s background, as 
  represented by the suspect’s class level.  Rather than 
  produce a speciﬁc number, this allows the Proﬁler to 
  determine the suspect’s level within a certain range. 
  The ranges are: 1st–3rd level, 4th–6th level, 7th–10th 
  level, 11th–14th level, and 15th–20th level.  The DC 
  for the Knowledge (behavioral sciences) check is 13 + 
  the suspect’s Challenge Rating.  The DC is increased 
  by 5 if the suspect has levels in any advanced class 
  and is lowered by 5 if the suspect is an ordinary 
  character.  If the check is successful, the GM should 
  provide reliable information.  If the check fails, the 
  GM should provide inaccurate level information—a 
  little too low if the suspect is an ordinary character or 
  a little too high if the suspect is a heroic character.
  Anticipate Move (Ex): At 7th level, the Proﬁler 
  gains the ability to intuit what a slasher will do next.  
  The Proﬁler may attempt a Sense Motive check with 
  a DC equal to 10 + the slasher’s character level.  If 
  the check succeeds, the GM should give the Proﬁler 
  a general idea of what the slasher will do next.  If 
  the check fails, the GM should give the Proﬁler 
  misleading information about the slasher’s next move.  
  In general, the information given indicates that the 
  slasher may do one of the following: hide (drop out 
  of circulation), brag (tell other s what he has done), 
  escalate (commit a bigger or more vicious crime), 
  confess (contact the authorities, though not necessarily 
  turn himself in), relocate (move to a different area 
  without otherwise changing patterns), or practice 
  (commit another crime of the same sort, in the same 
  general area). 
  Mindhunter (Ex): At 10th level, the Proﬁler is 
  able to put together an extremely accurate proﬁle of 
  the slasher.  The Proﬁler adds her Proﬁler level to 
  the Knowledge (behavioral sciences) check in the 
  Criminal Proﬁle stage.
  SKILLS
  KNOWLEDGE (BEHAVIORAL 
  SCIENCES)
  The Sanity rules presented here provide a new use for 
  the Knowledge (behavioral sciences) skill, allowing 
  a trained therapist to help characters recover lost 
  Sanity points.  The DC and effect of a Knowledge 
  (behavioral sciences) check made to restore lost 
  Sanity depend on whether the therapist is trying to 
  offer immediate or long-term care.
  Immediate Care: When a person suffers an episode 
  of temporary insanity, a therapist can bring him out of 
  it—calming a patient’s  terror, snapping him out of his 
  stupor, or doing whatever else is needed to restore him 
  to the state he was in before the temporary insanity—
  by making a DC 15 Knowledge (behavioral sciences) 
  check as a full-round action.  A therapist can also 
  use immediate care to stabilize the Sanity score of a 
  TABLE 1-10: THE PROFILER
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +0
  +1
  +2
  +2
  Proﬁle
  +0
  +1
  2nd
  +1
  +2
  +3
  +3
  Read target+1
  +1
  +1
  3rd
  +1
  +2
  +3
  +3
  Bonus feat
  +1
  +1
  4th
  +2
  +2
  +4
  +4
  Identify motive
  +1
  +2
  5th
  +2
  +3
  +4
  +4
  Enhanced proﬁle
  +2
  +2
  6th
  +3
  +3
  +5
  +5
  Read target +2, bonus feat
  +2
  +2
  7th
  +3
  +4
  +5
  +5
  Anticipate move
  +2
  +3
  8th
  +4
  +4
  +6
  +6
  Read target +4
  +3
  +3
  9th
  +4
  +4
  +6
  +6
  Bonus feat
  +3
  +3
  10th
  +5
  +5
  +7
  +7
  Mindhunter, read target +6
  +3
  +4
  
  CHAPTER 1: CHARACTERS
  character whose current Sanity is between –1 and –9.  
  On a successful DC 15 check (requiring a full-round 
  action), the character’s Sanity score improves to 0.
  Long-Term Care: Providing long-term care means 
  treating a mentally disturbed person for a day or 
  more in a place away from stress and distractions.  A 
  therapist must spend 1d4 hours per day doing nothing 
  but talking with the patient.  If the therapist makes a 
  DC 20 Knowledge (behavioral sciences) check at the 
  end of this time, the patient recovers 1 Sanity point.  
  A therapist can tend up to six patients at a time but 
  each patient beyond the ﬁrst adds 1 hour to the total 
  time per day that must be devoted to therapy with 
  each patient.  The Knowledge (behavioral sciences) 
  must be made each day for each patient.  A roll of 
  1 on any of these Knowledge (behavioral sciences) 
  checks indicates that the patient loses 1 point of Sanity 
  that day, as he regresses mentally due to suddenly 
  remembered horrors. Couches are optional.
  DIPLOMACY
  A character can use the Diplomacy skill to get  freaky 
  with a member of the opposite sex (or the same sex—
  whatever ﬂoats your boat).  Most PC victims start 
  with a reaction of Friendly—they probably wouldn’t 
  be available if they weren’t friends with the character 
  in the ﬁrst place.  NPCs have a reaction of Indifferent 
  unless other circumstances apply.  For example, 
  perhaps one of the PCs brings their girlfriend along, 
  who would be Helpful in that case.
  In case it’s not clear, the other person’s Attitude 
  must be Helpful before any sex happens.  Ahem.
  In a scenario where anyone might be the slasher, 
  the Diplomacy DC is modiﬁed by the Guilt Points 
  (see Playing a Slasher Game in the Hunting Slashers 
  chapter) the victim believes the PC has.  For every 
  Guilt Point, add 1 to the DC.  In other words, a 
  character is  less likely to sleep with a PC that she 
  thinks may be the killer.
  Attitude 
  Means 
  Possible Actions
  Hostile 
  Hates you
  “Not if we were the last 
  people on earth, dork!”
  Unfriendly 
  Dislikes you
  “Uhm, no, get away 
  from me!”
  Indifferent 
  Doesn’t know you 
  well enough
  “Maybe we should get 
  to know each other 
  better ﬁrst.”
  Friendly 
  Likes you
  “You’re a great friend.”
  Helpful 
  Will sleep with 
  you
  “Come here…”
  As everyone knows, anyone having sex is a homing 
  beacon for a slasher.  Roll a Wandering Monster 
  Check (d100%) when the lovers get together. On a 10 
  or less, the slasher shows up to crash the party.
  IMPROVISED IMPLEMENTS 
  In your hands, screwdrivers become daggers, 
  wrenches become clubs, and electrical cords become 
  garrotes.
  Beneﬁt: The character no longer takes a –4 penalty 
  when wielding an improvised weapon.  Also, the 
  character is able to make do without proper equipment 
  in certain circumstances.  For example, the character 
  no longer takes a –4 penalty when using the Climb 
  and Disable Device skills without the proper tools.
  IMPROVISED WEAPON DAMAGE 
  Your kitchen is a veritable arsenal.
  Prerequisites: Improvised Implements.
  Beneﬁt: Attacks using improvised weapons deal 
  more damage.  The character treats an improvised 
  weapon as one size category larger than it is for the 
  purpose of determining the damage it deals.
  VIRGIN 
  So long as you’re pure, you have a real chance at 
  surviving.
  Prerequisites: If you don’t know, ask your parents.
  Beneﬁt: So long as the character retains her 
  virginity, she receives a +2 morale bonus to all 
  saving throws.  Characters that lose their virginity 
  immediately lose this feat…and become slasher bait.
  FLAWS
  Flaws are the traits that often deﬁne victims.  Slashers 
  just love to dice up the bitchy cheerleader, the 
  arrogant jock, or the slovenly fat guy.  A character that 
  takes any one of these ﬂaws may take another feat in 
  exchange.
  AMBITIOUS
  You crave power.  Money is nice, but being in 
  charge of other people is your favorite thing.  You are 
  likely to be brought down by attempting a risky grab 
  for power and failing.
  Beneﬁt: Once per day, the GM or another player 
  can cause you to chase after power, even if the deal 
  you’re getting is high-risk. You suffer a –4 morale 
  penalty to Sense Motive checks in pursuit of an 
  unwise goal. 
  ARROGANT
  You ﬁrmly believe that you are better than everyone 
  else.  Your ideas are the best, your clothes are the most 
  stylish, and you’re not afraid of telling anyone who 
  will listen just how insigniﬁcant they really are.
  Beneﬁt: Once per day, the GM or another player 
  can cause you to show contempt or disdain for 
  someone else.  You suffer a –2 morale penalty to all 
  Charisma-based checks with that person from that 
  point on.
  COWARDLY
  You have a strong sense of self-preservation.  You 
  often hesitate to put yourself at risk, even if there’s a 
  
  CHAPTER 1: CHARACTERS
  good reason to do so.
  Beneﬁt: Once per day, whenever you’re in a 
  dangerous situation, the GM or another player can talk 
  you out of putting yourself into danger.  You become 
  shaken.  A shaken character suffers a –2 morale 
  penalty on attack rolls, checks, and saving throws 
  until the threat is gone.
  CRUEL
  You have a sadistic streak that causes you to perform 
  acts of cruelty for no good reason. Like making 
  people read role-playing supplements from front to 
  back.
  Beneﬁt: Once per month, the GM or another 
  player may cause a cohort or follower, tired of the 
  treatment he receives at your hands, to betray you.  
  The underling acts as soon as it’s feasible for him 
  to strike back.  The betrayal can range from simple 
  abandonment to a literal knife in the back.  You 
  receive a –2 morale penalty to all Charisma-based 
  checks with that underling.
  ENVIOUS
  Everyone else seems to have it better than you 
  do.  They have more money, better toys, and more 
  attractive lovers.  You are envious even of the little 
  things.
  Beneﬁt: Once per day, the GM or another player 
  may cause you to covet something belonging to 
  someone else.  You can’t hide your obvious need 
  for whatever it is the other person has, bestowing a 
  +2 profane bonus to Spot checks against you by the 
  owner.
  EXTRAVAGANT
  You enjoy living in the lap of luxury.  Ale is never 
  good enough when you can get ﬁne wine instead.  
  You aren’t happy with anything less than the ﬁnest 
  lodgings.
  Beneﬁt: Once per month, the GM or another player 
  may cause you to focus on your own comfort instead 
  of your job or plans.  You suffer a –2 morale penalty 
  to all Will saves involving creature comforts until you 
  can acquire said comfort.
  GREEDY
  Money makes your eyes light up with joy.  The more, 
  the merrier, as long as you can spend it.
  Beneﬁt: Once per day, whenever you’re divvying 
  up the loot, offered a bribe, or catching wind of some 
  fabulous treasure, your GM or another player can 
  cause you to grab for as much money as possible.  You 
  suffer a –4 morale penalty to Appraise checks as you 
  desire more and more of the booty.
  HEDONISTIC
  You love a good time.  You party too much, drink 
  too much, and eat too much.  You have trouble 
  resisting an invitation to join someone in a drink 
  and sometimes shirk your duties if offered a more 
  enjoyable time elsewhere.
  Beneﬁt: Once per day, the GM or another player 
  may cause you to relax your guard. You suffer a –2 
  morale penalty to Listen and Spot checks for the 
  duration of the distraction.
  HOT-HEADED
  You have a big chip on your shoulder and a very short 
  fuse.
  
  CHAPTER 1: CHARACTERS
  Beneﬁt: Once per day, the GM or another player 
  may cause you to lose your temper. You suffer a –2 
  morale penalty to all Charisma-based checks until you 
  calm down. 
  INDECISIVE
  You hesitate when faced with difﬁcult choices or split-
  second decisions. Wait…we’ll get back to you.
  Beneﬁt: Once per day, the GM or another player 
  may cause you to freeze in indecision.  You are dazed.  
  A dazed creature can take no actions but defends itself 
  normally.
  LECHEROUS
  You revel in the pleasures of the ﬂesh and ﬁnd the 
  lure of lust almost impossible to ignore. Yeah baby, 
  YEAH!
  Beneﬁt: Once per day, the GM or another player 
  may cause you to give in to temptation.  You suffer a 
  –4 morale penalty to all Sense Motive checks with the 
  object of your lust.
  HOW TO SURVIVE A SLASHER MOVIE
  These rules apply to all sorts of environments and should be taken to heart:
  • 
  Wear your best pair of active footwear.  You’ll need them.
  • 
  Screaming is pointless, because there’s always some loud noise to drown out your cries.  Seriously, 
  even if you have a bullhorn, a nuclear bomb will go off nearby to ensure nobody hears your call for 
  help.
  • 
  Don’t look back.  It will only slow you down.  And besides, you’ll probably…
  • 
  Trip at least a few times.  Practice getting up.  Faster than that, you idiot, can’t you see he’s got a 
  machete?!
  • 
  Think you’ve outdistanced the guy with the power drill?  Think again and keep running, because 
  slashers can cover a lot of distance without too much effort.
  • 
  Don’t bother asking for help from outsiders.  Outsiders are walking body bags…without the bags.
  • 
  If you insist on asking for help, at least talk to someone with a gun.  They may shoot the slasher and 
  slow him down.  Or maybe even try to arrest him.
  • 
  Once the slasher kills said holder of ﬁrearm, loop back and pick up the ﬁrearm.  Don’t worry, slashers 
  prefer to get up close and personal with their victims, so he won’t pick it up.
  • 
  Now you wait.  Do not hide in old tool sheds, basements, or anywhere that does not involve putting 
  your back to a cement wall.
  • 
  After shooting the slasher, shoot him again, in the head this time.  Of course, there’s the off chance that 
  this might not work, in which case you’re dealing with a supernatural slasher.  If that happens…
  • 
  See the ﬁrst tip and repeat until one of you is dead.
  
  CHAPTER 2: HUNTING SLASHERS 
  This chapter covers everything from how to catch a 
  slasher to the madness that drives them.  Need a little 
  push to ensure PCs do something stupid when faced 
  with a slasher?  Have no fear, horror saves are here!
  PROFILING
  The act of proﬁling is not simply guesswork. It is also 
  not the art of drawing sketches of peoples’ heads. It 
  requires a thorough investigation of the crime and the 
  criminal, ranging over a wide variety of disciplines.  
  Proﬁling is a six-step process that involves Proﬁling 
  Inputs, Decision Process Models, Crime Assessment, 
  The Criminal Proﬁle, The Investigation, and The 
  Apprehension.  Collectively, these steps can be used 
  to determine where and when the crime happened and, 
  more importantly, what type of person committed the 
  crime.
  If you want to use only some of these rules, here’s 
  a quick and dirty version that is representative of 
  the fact that slashers intentionally cover their tracks.  
  All proﬁling requires an Investigate check as an 
  opposed roll against one of the slasher’s skills.  
  Depending on the evidence, the skill that applies 
  might be Bluff, Forgery, Hide, Sleight of Hand, or 
  Survival.
  Technically, cases can be investigated and closed 
  without having a wide variety of skills (this is because 
  many different forms of expertise are necessary to 
  carry out a criminal proﬁle).  However, the following 
  skills can be used at a –4 to ﬁll in the blanks where a 
  hero does not have a skill that would normally provide 
  the information: Gather Information, Investigate, 
  Knowledge (behavioral sciences), and Research.  
  PROFILING INPUTS
  This stage involves gathering materials related to the 
  case. The following skills can be used at this stage:
  Craft (visual art): The hero takes photographs of 
  the crime scene and victim.  He carefully captures on 
  ﬁlm anything that might be an important clue.
  Research: The hero performs a comprehensive 
  background check on the victim.
  Investigate: The hero accurately interprets any 
  autopsy ﬁndings or forensic evidence.
  The GM should assign a DC of 10 + the slasher’s 
  Challenge Rating for all skill checks involving the 
  slasher’s crime scene.  Success in this phase bestows 
  a +1 insight bonus to the next phase; failure bestows a 
  –1 insight penalty to the next phase.
  DECISION PROCESS MODELS
  In this stage, the hero arranges all of the information 
  gathered in the previous stage into a pattern.  The 
  following skill can be used at this stage:
  Gather Information: The hero can establish how 
  many victims were involved and whether or not the 
  crime was the result of a slasher by processing all of 
  the evidence. 
  The Game Master should assign a DC of 11 + the 
  slasher’s Challenge Rating.  Success in this phase 
  bestows a +1 insight bonus to the next phase; failure 
  bestows a –1 insight penalty to the next phase.
  CRIME ASSESSMENT
  At this stage, the hero reconstructs the sequence 
  of events that led to the crime.  It may include the 
  behavior of the victim as well as the slasher.  The 
  following skill can be used at this stage:
  CHAPTER TWO: HUNTING SLASHERS
  
  CHAPTER 2: HUNTING SLASHERS 
  Knowledge (tactics): The hero comprehends what 
  role each individual had (victim or slasher) in the 
  crime.
  If the slasher attempted to hide the nature of his 
  crime (such as making a premeditated murder look 
  like a burglary gone awry), the hero must make a 
  Sense Motive check instead of a Knowledge (tactics) 
  check, opposed by the slasher’s Bluff check.  If more 
  than one murderer committed the crime and the hero 
  does not know this fact, the Bluff check receives a 
  +5 bonus.  Success allows the hero to understand the 
  emotional state of the slasher(s) at the time of the 
  crime and reveals how many slashers were involved.
  The Game Master should assign a DC of 12 + the 
  slasher’s Challenge Rating.  Success in this phase 
  bestows a +1 insight bonus to the next phase; failure 
  bestows a –1 insight penalty to the next phase.
  CRIMINAL PROFILE
  By far the least qualitative stage of the investigation, 
  the hero lists behavioral, physical, and background 
  characteristics of the slasher.  The following skill can 
  be used at this stage:
  Knowledge (behavioral sciences): The hero 
  uses his knowledge of how slashers work to create a 
  proﬁle.  This stage provides information on how to 
  most appropriately identify and apprehend the bad 
  guy.
  If the check is successful, the GM should provide 
  an accurate proﬁle.  If the check fails, the GM may 
  provide a completely inaccurate proﬁle or mix bits 
  of truth and falsehood together into a dangerously 
  misleading proﬁle.
  This mental picture provides a physical description, 
  including distinguishing marks and mannerisms.  
  Success makes the proﬁle accurate, at least concerning 
  a particular suspect as seen by witnesses.  However, 
  the hero has no way to be certain that the criminal 
  didn’t wear a disguise or otherwise mask his identity.
  A hero with 5 or more ranks in Knowledge 
  (behavioral sciences) can perform an advanced proﬁle. 
  This proﬁle includes: education and income level, 
  choice of vehicle, general appearance (including race), 
  mode of dress, occupation (by ﬁeld), criminal record 
  (by type of crime), current and recent relationships 
  (friends, lovers, family), victim proﬁle, social skills, 
  childhood traumas, and how to goad the perpetrator 
  into a confession. 
  The Game Master should assign a DC of 13 + the 
  slasher’s Challenge Rating.  Success in this phase 
  bestows a +1 insight bonus to the next phase; failure 
  bestows a –1 insight penalty to the next phase.
  INVESTIGATION
  The hero provides the criminal proﬁle to other 
  agencies (local police, sheriff, etc.) to help ﬁnd the 
  killer.
  Research: The proﬁle is applied to databases and 
  generates suspects.
  Gather Information: Using word on the street, the 
  proﬁle is used to identify suspects through anonymous 
  tips and concerned citizens.
  The Game Master should assign a DC of 14 + the 
  slasher’s Challenge Rating.  Success in this phase 
  bestows a +1 insight bonus to the next phase; failure 
  bestows a –1 insight penalty to the next phase.
  APPREHENSION
  The most dangerous stage, this is the part where the 
  heroes confront the slasher.  The confrontation can be 
  a vicious struggle, or the slasher may go peacefully, 
  only to lash out when the heroes least suspect it.  
  Sometimes slashers are difﬁcult to apprehend because 
  they stop performing their crimes, have been arrested, 
  or were killed in another incident.  Less than 50 
  percent of proﬁled cases reach the Apprehension 
  stage.
  Jerry was much worse than the doctor let 
  on.  Much, much worse.
  I didn’t realize what coming back from the 
  dead meant for Jerry.  I ﬁgured it was the usual 
  zombie-thing, like Billy.  But no, not Jerry.  Jerry 
  was like a hole opened up in hell, only it all 
  funneled into Jerry’s twisted brain.  Worse, he 
  was in my dreams.
  You might think that my psyche is pretty 
  messed up inside, given what I do.  But really, 
  I’m an average Joe.  Sure, I like the occasional 
  beer.  On holidays, I probably drink too much.  I 
  sneak a look at porn just as much as the next guy.  
  But the stuff Jerry’s making my mind do is almost 
  too much.
  I won’t bother to explain it.  Sufﬁce it to say it 
  involved Gabriel, my mom, and some lady I think 
  I saw at a Y-Mart once.  And not everybody has 
  their limbs in the right places.
  “That’s pretty good,” I say, realizing that 
  ultimately Jerry can read my thoughts anyway.  
  Maybe I’m not even speaking them right now. 
  “Oh, I’m just getting started,” says Jerry.  “You 
  created this fantasy.  I can understand the hottie 
  you work with, but your mom?  You’re married!  
  What’s up with that?”
  “Don’t get all holier-than-thou on me now, 
  Jerry.”  I ﬁnd myself wishing I had my piece 
  instead of standing naked strapped to a cross.  
  “I’m not the one chopping up kids.”
  “Oh, but you will be,” says Jerry.  He looks 
  pretty excited about the upcoming show.  
  Considering that Jerry’s face is a red and white 
  mottled mess, any expression is an achievement. 
  
  CHAPTER 2: HUNTING SLASHERS 
  TIES
  The ties that bind involve an attachment to a particular 
  thing—a lover, a spouse, children, family, friends, 
  a home, an organization, a belief or philosophy, a 
  religion, a dream, a goal, anything that the character 
  might live or die for.  Like your 40-piece meticulously 
  painted miniature army*. A beginning character has 
  5 permanent tie points to allocate and one temporary 
  tie point that reﬂects the character’s current goals.  
  Multiple points can be allocated to a single tie.
  Number of 
  Tie Points
  Connection
  1
  Character has a strong connection to tie.
  2
  Character considers risking life and limb for tie.
  3
  Character will die to protect tie.
  4+
  Character is obsessed with tie.
  When a tie is threatened, the character can roll 
  an extra 1d10 per tie point for saving throws, attack 
  rolls or skill checks that directly help in saving or 
  protecting the tie.  Each tie can be used only once 
  in this fashion, although a tie can be reused if it is 
  threatened again after being successfully rescued or 
  protected.
  Tie points can be lost, but these are life-changing 
  events.  A tie to a child who dies is traumatic, while 
  being laid off from a job may be comparatively 
  harmless.  A character can gain new ties.  Losing a tie 
  costs a character 1/1d8 Sanity Points.  A character that 
  has lost all his ties suffers a grand total sanity loss of 
  6/6d8 and is probably quite insane.
  It therefore follows that the majority of slashers 
  have lost their ties.  A few have just one tie, but it was 
  an obsession (4 or more tie points).  In most cases, 
  this is a tie to their mother.  Don’t ask why.  You don’t 
  want to know.
  *In case you’re wondering, losing a ﬁgure from 
  your miniature meticulously painted miniature army 
  costs 10/10d8 Sanity Points.
  HORROR
  A horror save is a special kind of saving throw that 
  occurs when a character is confronted by a horriﬁc or 
  disturbing encounter.  If the character fails his saving 
  throw, he is scared, nauseated, or otherwise hindered.  
  If he succeeds, he can act relatively normally as his 
  courage is strong enough to overcome his fear.  Horror 
  saves are far more damaging than normal saving 
  throws; if a character fails by a large margin, he can 
  become psychologically scarred.
  Horror saves are also a really fun way to make 
  normally sane and stable characters go utterly bonkers 
  and do irrational things like kick the only map into a 
  nearby river.
  There are three kinds of Horror saving throws: 
  Panic, Fear, and Madness.  Panic saves use all 
  Reﬂex save modiﬁers, Fear saves use all Fortitude 
  save modiﬁers, and Madness saves use all Will save 
  modiﬁers.  The modiﬁers below are generic modiﬁers 
  that affect any form of Horror save.
  Modiﬁer
  Situation
  -4
  Alone (no allies).
  -2
  One other person.
  +0
  Small group (2-6 people).
  +2
  A crowd.
  -2
  More enemies/monsters than friends present.
  -2
  Dark/dim light.
  -4
  Total darkness. This assumes that the horror can 
  still be detected.  If the horror is purely visual, 
  the character does not have to make a horror 
  save.  If a horror is primarily visual but other 
  stimuli are present (e.g., a giggling slasher), the 
  –4 penalty applies.
  -1/point Difference between character’s starting and 
  current sanity.
  -2
  Mild phobia to stimulus.
  -4
  Severe phobia to stimulus.
  In general, the appearance of a slasher precipitates 
  only one form of Horror save.  In general, the DC for 
  “I think you should see the world through my 
  eyes.  Maybe I should give you a…taste.”
  It’s hard to take Jerry seriously, given that he 
  doesn’t really seem angry.  Mostly, his voice 
  rises a few octaves.  Which is more comedic than 
  anything.  Still, I know Jerry’s not fooling around.  
  Time for a new game.
  “You know we have a an acquaintance in 
  common, Jerry.”
  “Oh, I don’t think so,” says Jerry.  “You 
  wouldn’t like the people I hang out with.”
  “You’re right, I don’t.  Dr. Cannibal isn’t my 
  friend, but he does like to share.”
  Jerry freezes.  The undulating forms of all the 
  people I know or might have known disappear 
  with a loud pop.  At least I don’t have to look at 
  that anymore.
  “You remember him, don’t you Jerry?  Get 
  this—it’s funny, you’ll like this Jerry—he used to 
  eat the patients he thought ‘couldn’t be saved.’”  
  Jerry’s sweating.  Maybe.  Hard to tell with that 
  messed up ﬂesh of his. 
  “You lie!” he says, pointing a bladed ﬁnger at 
  me.
  “I can’t lie in here, Jerry, you’d know.  Yeah, 
  Dr. Cannibal had you next up on his menu, 
  actually.  Too bad the townsfolk cooked you up so 
  quickly.  He likes his meat raw.”
  Jerry didn’t see the gigantic mouth, fangs and 
  all, rise out of the background like a cartoon 
  shark.  He turned and wailed as the dream Dr. 
  Cannibal did what he did best.
  Before the gigantic head ﬁnished chewing, it 
  winked at me.  Then I woke up.
  Great.  Saved from one psychopath by another. 
  That was the day I started seeing a 
  psychologist.  
  
  CHAPTER 2: HUNTING SLASHERS 
  a Horror save should be 10 + ½ the slasher’s Hit Dice 
  + his Charisma bonus, although the GM may adjust 
  this DC up or down depending on the slasher.
  PANIC SAVES
  A Panic save is required whenever the character 
  is suddenly confronted by immediate danger.  The 
  danger does not have to be supernatural, but it must be 
  a current threat.  Immediacy is the essence of panic. 
  Panic 
  Save DC
  Situation
  5
  The character hears a gunshot.
  10
  A car drives straight toward the character.
  10
  A slasher springs out of a dark alleyway.
  10
  The character takes 10 or more points of damage 
  in one round.
  12
  A knife-wielding slasher suddenly attacks the 
  character.
  12
  The character is trapped in a burning building.
  12
  Someone shoots at the character.
  15
  A large explosion happens near the character.
  15
  The character ﬁnds himself caught in crossﬁre.
  20
  A hideous (Charisma 6 or lower) slasher pursues 
  the character.
  25
  The character is chased through a dark maze by 
  an even more hideous slasher.
  If the character fails the Panic save by 5 or less, he 
  cowers for a number of rounds equal to the margin 
  of failure. The character is paralyzed with fear and 
  can take no actions. A cowering character takes a 
  –2 penalty to Defense and loses his Dexterity bonus 
  (if any).  The character may make a Will save (DC 
  equal to the panic save DC –5) to unfreeze if someone 
  shouts at him or otherwise tries to snap him out of his 
  stupor.  When the character unfreezes, he may roll 
  initiative and act normally thereafter.
  If the character fails by 6 or more, he is panicked.  
  A panicked character must drop anything he holds 
  and ﬂee at top speed in a random path away from the 
  source of his fear.  He will also ﬂee from any other 
  dangers he encounters during his ﬂight.  The character 
  can’t take any other actions while panicked.  In 
  addition, the character takes a –2 penalty on all saving 
  throws, skill checks, and ability checks.  If cornered, 
  a panicked character cowers and does not attack, but 
  will typically use the total defense action in combat.  
  A panicked character can use special abilities, 
  including spells, to ﬂee; indeed, the character must use 
  such means if they are the only way to escape. 
  A panicked character may make a Fortitude save at 
  a DC equal to the Panic save to attack the source of 
  his panic.  A character that ﬁghts must either attack 
  the thing that caused the panic or pick a goal (such as 
  ﬁnding survivors or retrieving an item lost or damaged 
  in an explosion), which he then obsessively tries to 
  accomplish.  The character becomes single-mindedly 
  ﬁxated on the attack or goal and is simply incapable of 
  thinking about anything else.
  This state of panic lasts for a number of rounds 
  equal to the margin of failure.
  If the character rolls a 1 on the Panic save he loses 
  1d3 Sanity points.
  FEAR
  Fear saves are required when the character is in a 
  scary or disturbing situation.  An example of an 
  easy Fear save is resisting the urge to hide under the 
  blanket after hearing footsteps coming up the stairs.  A 
  more difﬁcult Fear saves would be realizing that there 
  are too many shadows in the room and something is 
  dripping onto your shoulder. 
  Fear 
  Save DC
  Situation
  5
  Wandering through a dark, empty house.
  5
  Remembering a nightmare.
  10
  Finding a dead animal.
  10
  Spooky, unexplainable sounds.
  12
  Seeing truly disturbing or disgusting images.
  12
  Being lost in a dark maze.
  12
  Trapped in a nightmare and being unable to wake 
  up.
  15
  Finding a corpse.
  15
  Being confronted with the object of a phobia.
  20
  Finding a friend’s corpse.
  If the character fails the Fear save by 5 or less, he 
  is shaken for a number of rounds equal to the margin 
  of failure.  A shaken character takes a –2 penalty on 
  attack rolls, saving throws, skill checks, and ability 
  checks.  Shaken is a less severe state of fear than 
  frightened or panicked.
  If he fails by 6 or more, he is fascinated for 1d4 
  rounds.  The character stands or sits quietly, taking no 
  actions other than to pay attention to the fascinating 
  effect.  He takes a –4 penalty on skill checks made 
  as reactions, such as Listen and Spot checks.  A 
  fascinated character’s ally may shake him free of the 
  fascination as a standard action. 
  If he fails by 7 or more, he is frightened for 1d4 
  rounds.  A frightened character ﬂees from the source 
  of his fear as best he can.  If unable to ﬂee, he may 
  ﬁght.  A frightened character takes a –2 penalty 
  on all attack rolls, saving throws, skill checks, and 
  ability checks.  A frightened character can use special 
  abilities, including spells, to ﬂee; indeed, the character 
  must use such means if they are the only way to 
  escape.  Frightened is similar to shaken, except that 
  the character must ﬂee if possible.  Panicked is a more 
  extreme state of fear.
  If he fails by 8 or more, he is nauseated for 1d4 
  rounds.  Nauseated characters are unable to attack, 
  cast spells, concentrate on spells, or do anything else 
  requiring attention. The only action such a character 
  can take is a single move action per turn.
  If the character fails by 10 or more he is nauseated 
  and loses 1d4 Sanity points.
  
  CHAPTER 2: HUNTING SLASHERS 
  MADNESS
  It’s a mad, mad world. In campaigns using these rules, 
  characters gain a new attribute called Sanity.  This 
  statistic functions like an ability score in some ways, 
  but it has its own unique mechanics that represent the 
  character’s descent from a stable and healthy mental 
  state into confusion, dementia, and psychosis.  As a 
  character encounters slashers, witnesses horrible acts, 
  or casts spells, his Sanity score and his corresponding 
  ability to function normally, deteriorates.  This 
  gradual descent is balanced in part by the powers that 
  characters gain each time they overcome a horriﬁc foe 
  or grow in skill and expertise.  However, as characters 
  grow in power, they know or fear that an even greater 
  peril lies ahead—the threat of becoming permanently 
  insane.
  WHAT IS SANITY?
  Sanity is the natural mental state of ordinary 
  life.  Normal mental balance is endangered when 
  characters confront horrors, entities, or activities 
  that are shocking, unnatural, and bewildering.  Such 
  encounters cause a character to lose points from his 
  Sanity score, which in turn risks temporary, indeﬁnite, 
  or permanent insanity.  Mental stability and lost Sanity 
  points can be restored, up to a point, but psychological 
  scars may remain.
  Insanity occurs if too many Sanity points are lost in 
  too short a time.  Insanity does not necessarily occur 
  if Sanity points are low, but a lower Sanity score 
  makes some forms of insanity more likely to occur 
  after a character experiences an emotional shock.  
  The character’s Sanity may be regained after a few 
  minutes, recovered after a few months, or lost forever.
  SANITY POINTS
  Sanity points measure the stability of a character’s 
  mind.  This attribute provides a way to deﬁne the 
  sanity inherent in a character, the most stability a 
  character can ever have, and the current level of 
  sane rationality that a character preserves, even after 
  numerous shocks and horrid revelations.
  Sanity is measured in three ways: starting Sanity, 
  current Sanity, and maximum Sanity.  Starting and 
  current Sanity cannot exceed maximum Sanity.
  Starting Sanity
  A character’s starting Sanity equals his Wisdom score 
  multiplied by 5.  This score represents a starting 
  character’s current Sanity, as well as the upper limit 
  of Sanity that can be restored by the Knowledge 
  (behavioral sciences) skill (see The Knowledge Skill 
  and Mental Treatment in the Characters chapter).  
  After creation, a character’s current Sanity often 
  ﬂuctuates considerably and might never again reach 
  his starting Sanity.  A change in a character’s Wisdom 
  score changes his starting Sanity in terms of what 
  treatment with the Knowledge (behavioral sciences) 
  skill can restore. Current Sanity, however, does not 
  change if Wisdom rises or falls.
  Current Sanity
  A character’s current Sanity score ﬂuctuates almost as 
  often as (and sometimes much more often than) his hit 
  points.
  Making a Madness Save: When a character 
  encounters a gruesome, unnatural, or supernatural 
  situation, the GM may require the player to make a 
  Madness save. 
  Madness 
  Save DC
  Situation
  10
  Reading the diary of a slasher.
  12
  Having an out-of-body experience.
  15
  Finding evidence of a paradox.
  20
  Meeting an alternate reality or time-traveling 
  version of yourself.
  25
  Experiencing a paradox or dimensional fold.
  On a successful check, the character either loses 
  no Sanity points or loses only a minimal amount.  
  Potential Sanity loss is usually shown as two numbers 
  or die rolls separated by a slash, such as 0/1d4.  The 
  number before the slash indicates the number of 
  Sanity points lost if the Madness save succeeds (in 
  this case, none); the number after the slash indicates 
  the number of Sanity points lost if the Madness save 
  fails (in this case, between 1 and 4 points).
  In most cases, a new Sanity-shaking confrontation 
  requires a new Madness save.  However, the GM 
  always gets to decide when characters make Madness 
  saves.  Confronting several horribly mangled corpses 
  at one time or in rapid succession may call for just one 
  Madness save, while the same corpses encountered 
  singly over the course of several game hours may 
  require separate checks.
  Going Bonkers: Losing more than a few Sanity 
  points may cause a character to go insane, as 
  described below.  If a character’s Sanity score drops 
  to 0 or lower, she loses another point of Sanity each 
  round and begins the quick slide into permanent 
  insanity.  Once a character’s Sanity score reaches –10, 
  she is hopelessly, incurably insane.  The Knowledge 
  (behavioral sciences) skill can be used to stabilize a 
  character on the threshold of permanent insanity (see 
  The Knowledge Skill and Mental Treatment, below, 
  for details).
  A GM’s description of a Sanity-shaking situation 
  should always justify the threat to a character’s well 
  being.  Thus, a horde of frothing fanboys is horrifying, 
  while a single ordinary fanboy usually is not (unless, 
  of course, the fanboy has access to the Internet).
  LOSS OF SANITY
  Characters ordinarily lose Sanity in a few types 
  of situations: during an encounter with something 
  unimaginable, while suffering a severe shock, 
  while being affected by a certain type of magic or a 
  
  CHAPTER 2: HUNTING SLASHERS 
  particular spell, or when reading Blood and Spooks: 
  The Ghost Hunter’s Guide.
  Encountering the Unimaginable
  When people perceive creatures and entities of 
  unspeakable horror, the experience costs them some 
  portion of their minds, because such creatures are 
  intrinsically discomforting and repellent.  We never 
  lose awareness of their slimy, fetid, alien nature.  In 
  this category, we can include supernatural events or 
  agents, such as hauntings, slashers, vampires, curses, 
  or six smelly guys gaming in a basement.
  The Table provides some default Sanity loss values 
  for encountering creatures, based on their type and 
  size.  These are only default values—the GM can, 
  and should, adjust individual slashers he deems more 
  or less horrible than others of their size.  In addition, 
  certain types of monstrous behavior might force 
  additional Madness saves, much like those described 
  under Severe Shocks, below. 
  Severe Shocks
  A shocking sight of a more mundane nature can also 
  cost Sanity points.  Severe shocks include witnessing 
  an untimely or violent death, experiencing personal 
  mutilation, losing social position, being the victim 
  of treachery, or whatever else the GM decides is 
  sufﬁciently extreme.  The following list gives some 
  examples of severe shocks and the Sanity loss each 
  one provokes.
  GETTING USED TO AWFULNESS
  Never underestimate the ability of the sentient mind to 
  adapt, even to the most horriﬁc experiences.  Seeing 
  the same horrible image over and over eventually 
  provokes no further loss of Sanity. This is also why 
  few horror movies hold up over time. Within a 
  reasonable interval of play, usually a single game 
  session, characters should not lose more Sanity 
  points for seeing monsters of a particular type than 
  the maximum possible points a character could lose 
  from seeing one such monster. For instance, the 
  Sanity loss for seeing a single monstrous humanoid 
  slasher is 1/1d6.  Thus, in the same game day or 
  in the same play session, no character should lose 
  more than 6 Sanity points for seeing any number of 
  monstrous humanoid slashers.  Keep in mind that the 
  interpretation of “reasonable interval” will vary by 
  GM and situation.  Where appropriate, the GM should 
  rule that the horror is renewed and points must be lost 
  again.
  Learning or casting spells never becomes a normal 
  occurrence. No matter how many times a character 
  casts a spell, no matter what the time interval between 
  castings may be, the Sanity loss is always the same.  
  This point is also true for anything that a character 
  does willingly.  For example, if brutally murdering 
  a friend costs 2/1d10 Sanity, this loss is incurred 
  each time, even if the character loses the maximum 
  possible points (10) after the ﬁrst such murder he 
  commits.
  Sanity Resistance
  Each character has a Sanity resistance equal to his 
  character level + his Wisdom modiﬁer.  This number 
  is the amount of Sanity loss a character can ignore 
  when he encounters a creature that requires a Madness 
  save.
  Insane Insight
  Sometimes a little insanity goes a long way.  The 
  character may make a DC15 Wisdom check to have a 
  burst of insane insight that leads him to “think like the 
  a game designer” [EDITOR’S NOTE: Are you sure 
  you don’t mean crazy people?]—he might understand 
  how demonic forces work, comprehend the goals of a 
  slasher, or ﬁgure out how to open one of those child-
  proof medicine bottles.
  Face Your Fear
  A character that has already encountered a particular 
  horror may declare that he is facing his fear before 
  TABLE 2-1: SANITY LOSS FROM CREATURES
  Slasher Type
  Slasher Size
  Up to Tiny
  Small
  Medium
  Large
  Huge
  Gargantuan
  Colossal
  Outsider, undead
  1/1d4
  1/1d4
  1/1d6
  1/1d10
  1d4/1d10
  1d6/1d10
  1d6/2d10
  Elemental, fey
  0/1d4
  1/1d4
  1/1d6
  1/1d8
  1/1d10
  1d4/1d10
  1d4/2d6
  Construct, 
  monstrous humanoid
  0/1
  0/1d4
  0/1d6
  1/1d6
  2/2d6
  2/2d6
  3/3d6
  Humanoid
  0/01
  0/11
  0/1
  0/1d4
  0/1d4
  0/1d4
  0/1d6
  TABLE 2-2: SANITY LOSS FROM 
  SITUATIONS
  Sanity Lost
  Shocking Situation
  0/1
  Ignore the temporary loss of 1 ability point 
  for 1 round.
  0/1d2
  Surprised to ﬁnd mangled animal carcass.
  0/1d3
  Surprised to ﬁnd human corpse.
  0/1d3
  Surprised to ﬁnd human body part.
  0/1d4
  Finding a stream ﬂowing with blood.
  1/1d4+1
  Finding a mangled human corpse.
  0/1d6
  Awakening trapped in a cofﬁn.
  0/1d6
  Witnessing a friend’s violent death.
  1/1d6+1
  Meeting someone you know to be dead.
  1/1d8
  Losing a tie (per number of ties invested).
  0/1d10
  Torture.
  1/d10
  Seeing a corpse rise from its grave.
  1/d20
  Someone actually proves that their favorite 
  edition of an RPG is superior over all 
  others.
  
  CHAPTER 2: HUNTING SLASHERS 
  encountering it again.  Choosing to Face Your Fear 
  is a full-round action.  The character loses 1 Sanity 
  point, but also gains a +1 morale bonus to the ﬁrst 
  Horror check caused by that horror. 
  TYPES OF INSANITY
  Character insanity is induced by a swift succession 
  of shocking experiences or ghastly revelations.  
  Horrifying encounters can result in one of three 
  states of mental unbalance: temporary, indeﬁnite, and 
  permanent insanity.  Temporary insanity and indeﬁnite 
  insanity, can be cured.  Permanent insanity results 
  when a character’s Sanity points are reduced to –10 or 
  lower.  This condition cannot be cured.
  Temporary Insanity
  Whenever a character loses Sanity points equal to 
  one-half her Wisdom score from a single episode of 
  Sanity loss, she has experienced enough of a shock 
  that the GM must ask for a Madness save.  If the 
  check fails, the character realizes the full signiﬁcance 
  of what she saw or experienced and goes temporarily 
  insane.  If the check succeeds, the character does not 
  go insane, but she may not clearly remember what she 
  experienced (a trick the mind uses to protect itself).
  Temporary insanity might last for a few minutes or 
  a few days. Perhaps the character acquires a phobia 
  or fetish beﬁtting the situation, faints, becomes 
  hysterical, or suffers nervous twitches, but she can 
  still respond rationally enough to run away or hide 
  from a threat.
  A character suffering from temporary insanity 
  remains in this state for either a number of rounds or a 
  number of hours; roll d% and consult Table: Duration 
  of Temporary Insanity to see whether the insanity is 
  short- or long-term.  After determining the duration 
  of the insanity, roll d% and consult either table below 
  to identify the speciﬁc effect of the insanity.  The GM 
  must describe the effect so that the player can role-
  play it accordingly.  Ideas for phobias and episodes of 
  insanity are described later in this chapter.
  Successful application of the Knowledge 
  (behavioral sciences) skill (see The Knowledge Skill 
  and Mental Treatment in the Characters chapter) may 
  alleviate or erase temporary insanity.
  Temporary insanity ends either when the duration 
  has elapse, or earlier when the GM considers it 
  appropriate.
  After an episode of temporary insanity ends, traces 
  or even profound evidence of the experience should 
  remain.  What remains behind after a brief episode of 
  temporary insanity should exert a pervasive inﬂuence 
  on the character.  The character may still be a bit batty, 
  but her conscious mind once again runs the show.
  As a variant rule, if the amount of Sanity lost 
  exceeds the character’s current Wisdom score, 
  consider the temporary insanity to be of the long-term 
  variety.
  Indefinite Insanity
  If a character loses 20% (one-ﬁfth) or more of her 
  current Sanity points in the space of 1 hour, she goes 
  indeﬁnitely insane.  The GM judges when the impact 
  of events calls for this measure.  The GM may choose 
  to apply this concept only if it is precipitated by a 
  single roll because this state can remove characters 
  from play for extended periods.  An episode of 
  indeﬁnite insanity lasts for 1d6 game months (or as 
  the GM dictates).  Symptoms of indeﬁnite insanity 
  may not be immediately apparent (giving the GM time 
  to determine the effects of the bout of insanity).
  Table: Random Indeﬁnite Insanity is provided as 
  an aid to selecting what form a character’s indeﬁnite 
  insanity takes.  (The mental disorders mentioned on 
  this table are explained later in this section.)  The GM 
  may prefer to choose a manifestation appropriate to 
  the circumstances that provoked the insanity.  The GM 
  may also consult with the player to determine which 
  type of insanity the player wishes to role-play.
  The state of indeﬁnite insanity is encompassing 
  and incapacitating.  For instance, a person with 
  schizophrenia may be able to walk the streets, ﬁnd 
  rudimentary shelter, and beg for enough food to 
  survive, but most coherent thoughts are not possible.  
  She cannot fully interact with friends, family, and 
  acquaintances.  Self-respect and the ability to converse 
  or cooperate with other people are gone. Reminds us 
  of the guy we threw out of a game last week.
  Depending on the form the insanity takes, it is 
  possible a character with indeﬁnite insanity to be 
  played as an active character.  The character may 
  attempt to fumble madly through the rest of the 
  adventure.  However, her weak grasp on reality makes 
  her a danger to herself and to others.
  A character that suffers from indeﬁnite insanity 
  regains Sanity points if her Current Sanity is less than 
  her Starting Sanity.  A character can only succumb to a 
  particular disorder one time.  In essence, although she 
  now has a mental disorder, she is no longer penalized 
  by the loss of sanity.  If the player wishes to continue 
  with a character that suffers from an unplayable 
  insanity, she may remove the disorder at the cost of 1 
  permanent Wisdom point.
  As a general rule, a character suffering from 
  indeﬁnite insanity should be removed from active 
  play until she recovers.  At the GM’s discretion, the 
  player may be allowed to continue with a temporary 
  character until the end of the story.  The GM will 
  determine if this character is an incidental NPC from 
  the adventure, is the same level as the rest of the 
  company, is 1 or 2 levels lower than the rest of the 
  group, or is a 1st level character. 
  If a character becomes indeﬁnitely insane near the 
  end of an adventure, the GM may decide to set the 
  next adventure to begin after the insane character has 
  recovered.
  Characters suffering from indeﬁnite insanity are in 
  limbo and are unable to help themselves or others.  
  The Knowledge (behavioral sciences) skill can be 
  used to restore Sanity points during this period, but 
  
  CHAPTER 2: HUNTING SLASHERS 
  the underlying insanity remains.
  After recovery, a character retains traces of the 
  insanity.  For example, a character whose insanity 
  manifested as terrifying nightmares may be afraid 
  of going to sleep, even though she knows she no 
  longer suffers from the insanity.  The character is 
  now coherent and in control of her actions, but the 
  experience has changed her, perhaps forever.
  d%
  Sanity 
  Rest.
  Mental Disorder Type
  01-15
  3
  Anxiety (includes severe phobias)
  16-23
  4
  Dissociative (amnesia, multiple 
  personalities)
  24-30
  2
  Impulse control (compulsions)
  31-35
  2
  Mood (manic/depressive)
  36-45
  2
  Personality (various neuroses)
  46-54
  4
  Psychosexual (sadism, fetishism)
  55-70
  2
  Schizophrenic/psychotic 
  (delusions, hallucinations, 
  paranoia, catatonia)
  71-83
  4
  Sleep (night terrors, sleepwalking)
  84-95
  3
  Substance abuse (alcoholic, drug addict)
  96-100
  4
  Other (megalomania, quixotism, 
  panzaism)
  Permanent Insanity
  A character whose Sanity score falls to –10 goes 
  permanently insane.  The character becomes an NPC 
  under the control of the GM.
  A character with permanent insanity may be 
  reduced to a raving lunatic or may be outwardly 
  indistinguishable from a sane person.  Some of the 
  most well-known slashers are characters who have 
  become permanently insane.
  A character that has gone permanently insane can 
  never be psychologically “normal” again.  This need 
  not mean a lifetime locked away from society, but 
  that the character has retreated so far from reality that 
  healthy mental functions can never be completely 
  restored.  She might be able to lead, within limits, a 
  TABLE 2-3: DURATION OF TEMPORARY INSANITY 
  D%
  Temporary Insanity Type
  Duration
  01-80
  Short-term
  1d10+4 rounds
  81-100
  Long-term
  1d10x10 hours
  TABLE 2-4: SHORT TERM TEMPORARY INSANITY EFFECTS 
  d%
  Effect
  01-20
  Zzzzz. Character faints (can be awakened by vigorous action taking 1 round; thereafter, character is shaken until 
  duration expires). 
  21-30
  AAAHHH! Character has a screaming ﬁt.
  31-40
  Run Away! Character ﬂees in panic.
  41-50
  WAAAAH! Character exhibits physical hysterics or emotional outburst (e.g., laughing, crying).
  51-55
  A-bleh, a-bleh, a-bleh, a-bleh…Character talks in incoherent, rapid speech or in a torrent of coherent speech.
  56-60
  Fear Itself. Character gripped by intense phobia, perhaps rooting her to the spot.
  61-65
  Kill Everyone. Character becomes homicidal, dealing harm to nearest person as efﬁciently as possible.
  66-70
  Pretty Colors. Character has hallucinations or delusions (details at the discretion of the GM).
  71-75
  Simon Says. Character experiences echopraxia or echolalia (doing or saying whatever those nearby say or do).
  76-80
  Yummy! Character gripped with strange or deviant eating desire (e.g., eating dirt, eating slime, practicing 
  cannibalism).
  81-90
  Wha? Character falls into a stupor (assumes fetal position, oblivious to events around her).
  91-99
  THUD. Character becomes catatonic (can stand but has no will or interest; may be led or forced to simple actions 
  but takes no independent action).
  100
  Roll on Table: Long-Term Temporary Insanity Effects.
  TABLE 2-5: LONG TERM TEMPORARY INSANITY EFFECTS 
  d%
  Effect
  01-10
  Out Damned Spot! Character performs compulsive rituals (e.g., washes hands repeatedly, walks with a particular 
  rhythm such as avoiding cracks, obsessively checks to see if crossbow is loaded).
  11-20
  Pretty Colors. Character has hallucinations or delusions (details at the discretion of the GM).
  21-30
  They’re Out to Get Me. Character becomes paranoid.
  31-40
  Fear Itself. Character experiences severe phobia (refuses to approach object of phobia except on successful DC 20 
  Will save).
  41-45
  Hubba, hubba. Character has aberrant sexual desires (exhibitionism, nymphomania or satyriasis, teratophilia, 
  necrophilia).
  46-55
  Me Lucky Charms! Character develops an attachment to a “lucky charm” (object, type of object, or person) and 
  cannot function without it.
  56-65
  What? Character develops psychosomatic blindness, deafness, or the loss of the use of a limb or limbs.
  66-75
  Tap-tap-tap-tap…Character has uncontrollable tics or tremors (–4 penalty on all attack rolls, checks, and saves, 
  except those purely mental in nature).
  76-85
  Who Are You Again? Character has amnesia (memories of intimates usually lost ﬁrst; Knowledge skills useless).
  86-90
  More Pretty Colors. Character has bouts of reactive psychosis (incoherence, delusions, aberrant behavior, and/or 
  hallucinations).
  91-95
  […]Character loses ability to communicate via speech or writing.
  96-100 THUD. Character becomes catatonic (can stand but has no will or interest; may be led or forced into simple 
  actions but takes no independent action).
  
  CHAPTER 2: HUNTING SLASHERS 
  more or less normal life as long as she is not exposed 
  to the stimulus that triggers her psychosis.  A relapse 
  may come quickly; her calm facade can evaporate in 
  seconds if even a small reminder her madness disturbs 
  her fragile equilibrium.  In any event, the eventual 
  fate of a permanently insane character is a matter for 
  individual GM and players to decide.
  GAINING OR RECOVERING 
  SANITY
  A character’s Sanity score can increase during the 
  events of a campaign.  Although a character’s Sanity 
  score can never exceed 99, her maximum Sanity and 
  current Sanity can exceed her starting Sanity.
  Level Advancement: A character’s current Sanity 
  can become higher than her starting Sanity as a result 
  of gained levels: whenever a character gains a new 
  level, she rolls 1d6 and adds the result to her current 
  Sanity.  A GM may disallow this increase in sanity if 
  he feels that such self-improvement is antithetical to 
  the dark tone of the setting or campaign.  A variant 
  would be to allow the increase it if the player’s rolls is 
  higher than her character’s current Sanity.  The choice 
  to allow or disallow this rule may be moot, because 
  characters continue to go insane regardless of how 
  many Sanity points gained.  
  Story Awards: The GM may decide to award 
  increases in Sanity if the characters foil a great horror, 
  stop a demonic plan, or ﬁnish writing this book before 
  the deadline.
  Downtime: A downtime in the adventure of at least 
  two weeks allows a character to recover Sanity; the 
  amount is at the Game Master’s option.
  Mental Therapy
  To give useful mental therapy, a therapist must have 
  the Knowledge (behavioral sciences) skill.  Intensive 
  treatment can return Sanity points to a character that 
  receives it.  However, Sanity points restored in this 
  manner can never cause the patient’s Sanity score 
  to exceed her starting Sanity or maximum Sanity, 
  whichever is lower.  A character can have only one 
  therapist at a time.  Okay, he can have multiple 
  therapists, but they won’t help. See The Knowledge 
  Skill and Mental Treatment sidebar for a detailed 
  description of how this works.
  Such treatment may also be used to help a character 
  snap out of an episode of temporary insanity (for 
  example, from an acute panic attack).  Therapy does 
  not speed recovery from indeﬁnite insanity, but it can 
  strengthen a character by increasing her Sanity points.
  Recovery from indeﬁnite insanity only comes with 
  time (typically, 1d6 months).  It is not dependent upon 
  the character’s Sanity points and is not connected to 
  them.  A character could be sane with 24 Sanity points 
  and insane while possessing 77 Sanity points.
  Sheer Grit
  A character can regain one point of Sanity by making 
  a Will save (DC 20) once the effect that caused the 
  loss has expired.  For example, if the Sanity point was 
  lost while the character was panicked for 10 rounds, 
  the character could make a Will save at the end of the 
  10 rounds.  If multiple Sanity points are lost during 
  a single encounter, the character can only regain 1 
  Sanity point in this manner.
  Deal With It Later
  The character can remove penalties to Horror saves 
  from lost Sanity points by refusing to deal with the 
  trauma until a later time.  He must then take a full-
  round action to cope with the horror.  The character 
  loses 1 extra Sanity point, and must still buy back lost 
  Sanity points, but he can ignore the penalty from the 
  Sanity loss.  If the character loses more Sanity points 
  after declaring that he will Deal With It Later, he 
  suffers the usual penalties.  The character can choose 
  to Deal With It Later again but loses 1 extra Sanity 
  point every time he does so.
  Restoring Sanity with Magic
  The way that Sanity loss and magic healing interact 
  can greatly affect the feel of your game.  The GM 
  can choose to rule that magic can cure Sanity loss. 
  In effect, Sanity point become “mental hit points” 
  that allow for interesting role-play of side effects 
  (insanity).  When playing with this rule, characters can 
  usually restore themselves to full Sanity with a day or 
  two of rest and spell casting.
  Restoration: If the caster chooses, restoration can 
  restore 1d6 Sanity points per two levels to the subject 
  (max 5d6) instead of having its normal effect.
  Restoration, Lesser: If the caster chooses, lesser 
  restoration can restore 1d4 Sanity points to the subject 
  instead of having its normal effect.
  Drug Treatments
  In the real world, psychotropic drugs play a key role 
  in the treatment of many mental disorders.  Although 
  psychotropic drugs were administered to patients 
  in the early part of the 20th century, they were not 
  broadly and consistently effective in treating the 
  symptoms of emotional trauma until the 1940s and 
  later.
  As long as a character can afford the correct 
  chemical substances and is able to ingest or inject 
  them, the symptoms of indeﬁnite insanity can be 
  disregarded.  Receiving these drugs does not make 
  a character immune or even particularly resistant 
  to further Sanity losses.  A DC 25 Craft (chemical) 
  check is needed to accurately prepare an effective 
  medication and administer the correct dose.
  Long-term drug treatment restores lost Sanity 
  points similar to the use of the Knowledge (behavioral 
  sciences) skill.  For each month the character takes an 
  accurately prescribed psychotropic medication, she 
  regains 1d3 Sanity points.  As with treatment through 
  the Knowledge (behavioral sciences) skill, long-term 
  drug therapy can never raise a character’s current 
  Sanity above her starting Sanity.
  
  CHAPTER 2: HUNTING SLASHERS 
  A character cannot regain Sanity from both 
  treatment with the Knowledge (behavioral sciences) 
  skill and drug treatment in the same month.
  TREATMENT OF INSANITY
  Temporary insanity ends so quickly that schedules 
  of treatment are essentially pointless. The main goal 
  with temporary insanity is to protect a deranged 
  character from further upset or harm.  On the other 
  hand, treatment of permanent insanity has no real 
  meaning.  By deﬁnition, a permanently insane 
  character never recovers, no matter how skilled the 
  therapist or the facility.  Thus, indeﬁnite insanity 
  is the only form of mental illness that might be 
  addressed through intervention.
  After 1d6 months, if undisturbed by further trauma 
  and with the agreement of the GM, an indeﬁnitely 
  insane character ﬁnds enough mental balance to 
  reenter the world.  Three kinds of non-magical care 
  may help the character regain Sanity points during 
  this recovery period.  When choosing between them, 
  the GM and player should consider the character’s 
  resources, her friends and relatives, and how wisely 
  she has behaved in the past.
  Private Care
  The best care available is at home or in some 
  friendly place (perhaps a small church or in the 
  home of a wealthy friend) where nursing can be 
  tender, considerate, and undistracted by the needs of 
  competing patients.
  If psychiatry or medication is available, roll d% 
  for each game month that one or the other is used.  A 
  result of 01-95 is a success: add 1d3 Sanity points 
  for either therapy or medication, whichever is used 
  (a character cannot beneﬁt from both during the 
  same month).  On a result of 96-100, the psychiatrist 
  fumbles the diagnosis or the character rejects the 
  drug treatment.  She loses 1d6 Sanity points, and no 
  progress is made that month.
  Institutionalization
  The next best alternative to private care is 
  commitment. Not to a relationship, but to a high-
  quality insane asylum.  Asylums may be said to 
  have an advantage over home care in that they are 
  relatively cheap or even free when provided by 
  a government or a powerful church.  Institutions 
  are of uneven quality, however, and some may be 
  potentially harmful.  Some are creative places of 
  experimental therapy, while others offer nothing 
  but conﬁnement.  In any setting, concentrated and 
  nourishing treatment by strangers is rare.
  Therapy using the Knowledge (behavioral sciences) 
  skill is usually the only treatment available in 
  institutions, but in many cases, primitive institutions 
  offer no treatment at all.  Sometimes an institution 
  can convey a sense of uncaring that undermines 
  any beneﬁcial effects from drug treatment, leaving 
  the character with feelings of anger and loss.  The 
  character is likely to be distrustful of such an 
  organization and its motives.  Escape attempts by 
  inmates are common.
  Roll d% for each game month a character is in the 
  care of an institution.  A result of 01-95 is a success; 
  add 1d3 Sanity points if therapy if the Knowledge 
  (behavioral sciences) skill is available or 1 Sanity 
  point if no treatment is offered.  On a result of 96-
  100, the character rebels against the environment.  
  She loses 1d6 Sanity points, and no progress can be 
  made that month.
  Wandering and Homeless
  If no care is available, an insane character may 
  become a wandering derelict struggling for survival.  
  A character that is wandering and homeless regains 
  no Sanity points unless she is able to join a group of 
  other homeless persons and make at least one friend 
  among them. It’s a lot like gaming, actually.
  To make a friend, the character can make a DC 15 
  Charisma check once per month.  If a friend is made, 
  the character recovers 1 Sanity point per game month 
  thereafter.
  Roll d% for each game month an insane character 
  lives as a derelict.  On a result of 01-95, the character 
  survives.  On a result of 96-100, the character dies as 
  the result of disease, exposure, or violence.
  MENTAL DISORDERS
  This section offers descriptions of many speciﬁc 
  mental disorders.  Where appropriate, suggested 
  modiﬁers to attack rolls, saves, and checks are also 
  given.
  Anxiety Disorders
  When fear and anxiety overwhelm a character for a 
  prolonged period of time, the character suffers from 
  an anxiety disorder.  The most common forms of 
  anxiety disorders are described below.
  Generalized Anxiety Disorder: The character 
  suffers from a variety of physical and emotional 
  symptoms that can be grouped into certain categories.
  Motor Tension: Jitteriness, aches, twitches, 
  restlessness, easily startled, easily fatigued.  All attack 
  rolls, Fortitude and Reﬂex saves, and checks involving 
  Strength, Dexterity, or Constitution take a –2 penalty.
  Autonomic Hyperactivity: Sweating, racing heart, 
  dizziness, clammy hands, ﬂushed or pallid face, rapid 
  pulse and respiration even when at rest.  All attack 
  rolls, saves, and checks take a –2 penalty.
  Expectations of Doom: Anxieties, worries, fears, 
  and especially anticipations of misfortune.  All attack 
  rolls, saves, and checks take a –2 morale penalty.
  Vigilance: Distraction, inability to focus, insomnia, 
  irritability, impatience.  All Will saves and checks 
  involving Intelligence, Wisdom, or Charisma take a –4 
  morale penalty.
  Panic Disorder (Panic Attack): This illness 
  is marked by a discrete period of fear in which 
  symptoms develop rapidly.  Within minutes, 
  symptoms of palpitation, sweating, trembling, and 
  
  CHAPTER 2: HUNTING SLASHERS 
  difﬁculty in breathing develop and are strong enough 
  that the victim fears immediate death or insanity.  
  Burdened with the recurrence of these episodes, the 
  character is fearful of their return.  This reaction often 
  leads to agoraphobia (see below).
  Agoraphobia: The character avoids unfamiliar 
  places and people and must make a DC 15 Will save 
  in order to leave home or engage socially.  May be 
  linked to panic disorder (see above) or to a related 
  phobia (see below), such as social phobia, barophobia 
  (fear gravity), or xenophobia (fear of strangers).
  Obsessive-Compulsive Disorder: This illness 
  manifests in one of two main forms, obsessive 
  thoughts or compulsive actions; some characters 
  exhibit both.
  Obsessions: The character cannot help thinking 
  about an idea, image, or impulse that often 
  involves violence and self-doubt.  These ideas are 
  frequently repugnant to the character, but they are 
  so strong that during times of stress she may be 
  unable to concentrate on anything else, even if her 
  survival is endangered.  Obsessive impulses can 
  be very dangerous when combined with auditory 
  hallucinations because the “voices” may urge the 
  character to take some dangerous or hostile course of 
  action.
  Compulsions: The character insists on performing 
  ritual actions such as touching a doorway at left, 
  right, and top before passing through it.  Though she 
  may agree that the actions are senseless, the need to 
  perform them is overpowering and may last for 1d10 
  rounds.  Even in times of great stress, the character 
  may ignore dangers in order to perform the actions.
  Post-Traumatic Stress Disorder: After a traumatic 
  event, perhaps even years later, the character begins to 
  relive the trauma through persistent thoughts, dreams, 
  and ﬂashbacks.  Correspondingly, the character loses 
  interest in daily activities.  She may return to normal 
  once the memories have been thoroughly explored and 
  understood, but that process may take years.
  Phobia or Mania: A character afﬂicted by a phobia 
  or a mania persistently fears a particular object or 
  situation.  She may realize that the fear is excessive 
  and irrational, but the fear is disturbing enough that 
  she avoids the stimulus.
  Phobia: A DC 15 Will check is required for a 
  character to be able to force herself into (or remain 
  within) the presence of the object of her phobia, and 
  even then the character takes a –2 morale penalty as 
  long as the object of fear remains.  In severe cases, the 
  object of the phobia is imagined to be omnipresent, 
  perhaps hidden—thus, someone with severe 
  acrophobia (fear of heights) might be frightened when 
  in an enclosed room on the upper story of a building, 
  even if there were no window or other way to see how 
  high up the room was.  As many phobias exist as one 
  cares to notice or name—the lists provided below 
  cover merely some of the more common phobias that 
  might affect characters.
  Mania: Manias are rarer than phobias.  A character 
  affected by a mania is inordinately fond of a particular 
  stimulus and takes great pains to be with it or near it.  
  When sexuality is involved, the mania may be termed 
  a fetish.  Thus, teratophobia would be an inordinate 
  fear of monsters, while teratophilia would be an 
  unhealthy (possibly sexual) attraction to them.  See 
  the following lists of phobias for ideas on what sorts 
  of disorders could manifest as manias.
  Real-World Phobias: The following list provides 
  examples of phobias from the real world that lend 
  themselves to inclusion in a D20 Modern campaign.
  Phobia
  Fear of...
  Acrophobia
  heights (formerly known as vertigo)
  Aerophobia
  wind
  Agoraphobia
  open places
  Ailurophobia
  cats
  Androphobia
  men (males)
  Astrophobia
  stars or celestial space
  Autophobia
  being alone or oneself
  Bacteriophobia
  bacteria (“germs”)
  Ballistophobia
  bullets
  Bathophobia
  depth, deep submerged places
  Bibliophobia
  books
  Blennophobia
  slime
  Brontophobia
  Thunder and lightning
  Chionophobia
  snow
  Claustrophobia
  enclosed spaces
  Demonophobia
  demons
  Demophobia
  crowds
  Dendrophobia
  trees
  Entomophobia
  insects
  Equinophobia
  horses
  Gephyrdrophobia
  crossing bridges
  Gynephobia
  women (females)
  Hadephobia
  hell
  Hamartophobia
  sinning
  Haphephobia
  being touched
  Heliophobia
  sunlight or the sun
  Hematophobia
  blood or bleeding
  Hierophobia
  priests or sacred things
  Hydrophobia
  water
  Hypnophobia
  sleep or being hypnotized
  latrophobia
  doctors or going to the doctor
  Ichthyophobia
  ﬁsh
  Kenophobia
  voids or empty spaces
  Maniaphobia
  insanity
  Merinthophobia
  being bound or tied up
  Monophobia
  being alone
  Musophobia
  mice (and rats)
  Necrophobia
  death or dead things
  Nyctophobia
  the dark or night
  Odontophobia
  teeth or dental surgery
  Onomatophobia
  hearing a certain name, word, or 
  phrase
  Ophidiophobia
  snakes
  Ornithophobia
  birds
  Pediphobia
  children
  Phagophobia
  swallowing, eating, or being eaten
  Pharmacophobia
  taking medicine
  Phonophobia
  noise, including one’s own voice
  Pyrophobia
  ﬁre
  Scotophobia
  darkness
  Spectrophobia
  specters or ghosts
  Taphephobia
  being buried alive or cemeteries
  Teratophobia
  monsters
  Thalassophobia
  the sea
  
  CHAPTER 2: HUNTING SLASHERS 
  Tomophobia
  surgery
  Uranophobia
  heaven
  Xenophobia
  foreigners or strangers
  Zoophobia
  Animals
  Dissociative Disorders
  Individuals suffering from dissociative disorders 
  cannot maintain a complete awareness of themselves, 
  their surroundings, or the passage of time.  The 
  disorder is often in response to a psychological trauma 
  that is too terrible to remember.  Characters who 
  have gone insane from an encounter with powerful 
  monsters often suffer a form of dissociative disorder.
  Dissociative Amnesia (Psychogenic Amnesia): 
  This is the inability to recall important personal 
  information, brought on by a desire to avoid 
  unpleasant memories.  The character must make a DC 
  20 Will save to recall the details or the cause of the 
  amnesia. 
  Dissociative Fugue: The character ﬂees from home 
  or work and cannot recall her past or her identity.  
  Once the ﬂight halts, the character may assume an 
  entirely new identity.
  Dissociative Identity Disorder (Multiple 
  Personality Disorder): The character appears to 
  have more than one personality.  Each personality is 
  dominant at different times and has its own distinct 
  behavior, name, and gender.  The player must keep 
  track of the personalities.  (Each personality has the 
  same ability scores and game statistics but a different 
  attitude, outlook, and goal.)
  Impulse Control Disorders
  These disorders include compulsive gambling, and 
  stealing (kleptomania), pathological lying, , and the 
  impulse to start ﬁres (pyromania).
  Intermittent Explosive Disorder: The character’s 
  aggressive behavior is   out of proportion to the 
  seriousness of the social or psychological stress.  
  This results in uncontrollable rages culminating in 
  assault or destruction of property. Lay people also 
  call this disorder “Internetitis.”
  Mood Disorders
  These disorders affect the victim’s attitude and 
  outlook.  Mild mood disorders can be almost 
  impossible to detect without prolonged contact with 
  a character that has one, but severe mood disorders 
  are usually readily apparent.
  Depression: Symptoms of this illness include 
  changes in appetite, weight gain or loss, sleeping 
  too much or too little, persistent feelings of fatigue, 
  and feelings of worthlessness or guilt which, in 
  severe cases, may lead to hallucinations, delusions, 
  stupor, or suicidal ideation.  All attack rolls, saves, 
  and checks take a –4 morale penalty.  A depressed 
  character may use alcohol or other mood-altering 
  substances in an attempt to self-medicate the 
  condition or its symptoms.  A character suffering 
  from severe chronic depression may feel so hopeless 
  that she stops participating in daily activities—for 
  example, deciding not to get out of bed for two 
  years.
  Mania: The character has a consistently euphoric, 
  or possibly irritable, mood.  Symptoms include 
  talkativeness, increased activity,  increased self-
  esteem (to the point of delusion), a decreased need 
  for sleep, an inability to focus, a willingness for 
  dangerous or imprudent activities (such as reckless 
  driving), delusions, hallucinations, and generally 
  bizarre behavior.  All attack rolls, saves, and checks 
  take a –4 morale penalty.  A manic character may 
  use alcohol or other mood-altering substances in 
  an attempt to self-medicate the condition or its 
  symptoms.
  Bipolar Disorder: The character oscillates 
  between depression and mania, sometimes 
  remaining in one state for weeks at a time, 
  sometimes rapidly switching between moods.  Also 
  known as manic-depressive.
  Personality Disorders
  These long-term disorders have consistent effects 
  on a character’s behavior, making interaction with 
  others difﬁcult, and making him unpleasant to be 
  around. This is an important point to keep in mind 
  when role-playing—few characters will want to 
  spend time with another character that suffers from a 
  personality disorder.
  In game terms, the character takes a -4 penalty on 
  all Charisma-based checks.  In addition, the attitudes 
  of NPCs the character encounters are negatively 
  shifted.  The player must make a Charisma check for 
  the character when determining NPC attitudes.  On a 
  successful check, the attitude of the NPC in question 
  shifts one step toward hostile; on a failed check, the 
  attitude of the NPC shifts two steps toward hostile.
  Personality disorders are classiﬁed into the 
  following categories.
  Antisocial: Displays behavior that is short-
  sighted, reckless, and confrontational; frequently 
  lies; shirks professional and personal obligations; is 
  dismissive of the rights and feelings of others.
  Avoidant: Has low self-esteem; is withdrawn; 
  is hypersensitive to rejection; will only enter a 
  relationship that has a guarantee of acceptance.
  Borderline: Exhibits inappropriate or 
  uncontrollable display of emotions (especially 
  anger), impulsivity, and rapid mood shifts; suicidal 
  behavior; may self-mutilate; is unpredictable; and 
  may have feelings of boredom or emptiness.
  Obsessive-Compulsive: Has a preoccupation 
  with rules and order; desires to control others; is 
  inﬂexible to the point of inefﬁciency. See also: rules 
  lawyer.
  Dependent: Relies on others to provide emotional 
  or social needs; is submissive and excessively 
  attached to others.
  Histrionic: Displays overly dramatic and 
  attention-seeking behavior; is shallow; craves 
  
  CHAPTER 2: HUNTING SLASHERS 
  approval and reassurance.
  Narcissistic: Has an inﬂated sense of self-
  importance and a lack of feeling for others; feels 
  entitled to things; uses others for personal gain.
  Passive-Aggressive: Feelings of aggression are 
  dealt with passively, such as by being stubborn and 
  intentionally forgetful and inefﬁcient. Fear game 
  masters with this disorder.
  Paranoid: Views others as threatening; is jealous, 
  suspicious, and easily offended.
  Schizoid: Cold; aloof; indifferent to either praise 
  or criticism from others.
  These disorders may make for an interesting NPC 
  from whom the players must extract information or 
  a favor, but their antisocial nature makes them ill-
  suited for hero characters.
  Psychosexual Disorders
  Recognizable disorders of this type include 
  transsexualism (a belief that one is actually a member 
  of the opposite sex), impaired sexual desire or 
  function, nymphomania and satyriasis (an inordinate 
  and uncontrollable sexual appetite in women and 
  men, respectively), and paraphilia (requirement 
  of an abnormal sexual stimulus, such as sadism, 
  masochism, necrophilia, pedophilia, exhibitionism, 
  voyeurism, fetishism, or bestiality).
  Most of these disorders could make the player of 
  an afﬂicted character uncomfortable and thus are not 
  appropriate for all role-playing groups. However, they 
  can make for striking (if unpleasant) slashers.
  Schizophrenia and Other Psychotic 
  Disorders
  A psychotic character experiences a break with reality. 
  Symptoms can include delusions, hallucinations, and 
  cognitive impairment. In general, only drugs or magic 
  can treat this type of disorder. Note, however, that 
  many psychotic characters suffer from the delusion 
  that nothing is wrong with them, and therefore they 
  feel no need to take their medication.
  Schizophrenia (Schizophreniform Disorder, 
  Dementia Praecox): A schizophrenic character’s 
  attention span and ability to concentration are greatly 
  diminished; to reﬂect this, use only one-half of the 
  character’s normal skill modiﬁer on any skill check 
  requiring attentiveness (such as Disable Device, 
  Spot, Search, and Concentration). Symptoms include 
  delusions, paranoia, auditory hallucinations (“hearing 
  voices”), incoherent speech, emotional detachment, 
  social withdrawal, aberrant behavior, and a lack 
  of the sense of self. Symptoms from more than 
  one type of schizophrenia and mood disorders can 
  occur in the same individual. For example, catatonic 
  schizophrenics sometimes have manic episodes of 
  extreme activity alternating with periods of complete 
  withdrawal. Schizophrenia brought on by sudden 
  stress is called acute schizophrenia; characters that go 
  insane and rant about vast global conspiracies usually 
  are diagnosed as suffering from “acute paranoid 
  schizophrenia.” A schizophrenic character may ﬁt into 
  one of the following categories:
  Undifferentiated: Impaired cognitive function, 
  emotional detachment.
  Disorganized: Inappropriate behavior, shallow 
  emotional responses, delusions, hallucinations.
  Catatonic: Mutism (loss of ability to talk), extreme 
  compliance, absence of all voluntary movements, 
  complete immobility (“statuism”).
  Paranoid: Delusions of persecution, illogical 
  thinking, hallucinations.
  Other Psychotic Disorders: By some deﬁnitions, 
  all severe mental illnesses are classiﬁed as psychoses, 
  including mood disorders, dementia, and anxiety 
  disorders. This section deals with some of the 
  interesting behavioral syndromes that may turn up in 
  your game.
  Amok (running amok)—An outburst of violence 
  with aggressive or homicidal behavior directed 
  at people and property. Amnesia, return to 
  consciousness, and exhaustion occur following the 
  episode. During a killing spree, the character will use 
  whatever weapons are at hand.
  Boufee Detirant—Outburst of aggressive, 
  agitated behavior and marked confusion, sometimes 
  accompanied by visual and auditory hallucinations or 
  paranoia.
  Brain Fag—Impaired concentration, fatigue, neck 
  and head pain, a sense that worms are crawling inside 
  one’s head.
  Ghost Sickness—Weakness, loss of appetite, 
  feelings of suffocation, nightmares, and a pervasive 
  feeling of terror attributed to witches or malignant 
  otherworldly powers.
  Piblofeio—“Arctic madness,” wherein the afﬂicted 
  rips off clothing and runs through the snow howling 
  like an animal.
  Susro—A variety of somatic and psychological 
  symptoms attributed to an incident so traumatic that it 
  dislodges the victim’s spirit from her body.
  Taijin Kyofusho—“Face-to-face” phobia, an 
  intense anxiety when in the presence of other people; 
  fearfulness that one’s appearance, odor, or behavior is 
  offensive.
  Voodoo Death—Belief that a hex or curse can 
  bring about misfortune, disability, or death through 
  a spiritual mechanism. Often the victim self-fulﬁlls 
  the prophecy by refusing to eat and drink, resulting in 
  dehydration and starvation.
  Wacinko—Anger, withdrawal, mutism, and 
  immobility, leading to illness and suicide.
  Wendigo Syndrome—The afﬂicted believes she 
  is a personiﬁcation of the Wendigo, a cannibalistic 
  creature with an icy heart.
  Shared Paranoid Disorder (Shared Delusional 
  Disorder, Folie à Deux): The character assumes 
  the delusions of a person with whom he has been in 
  close contact. Four people with this disorder does not 
  constitute a gaming group.
  
  CHAPTER 2: HUNTING SLASHERS 
  Sleep Disorders
  These disorders include insomnia (character has 
  difﬁculty falling asleep or staying asleep) and 
  narcolepsy (character frequently falls asleep, almost 
  anywhere and at inappropriate times). Characters 
  performing demanding tasks such as engaging in 
  combat or casting a spell may, when stressed, need to 
  make DC 15 Concentration checks to stay awake and 
  not put themselves in a dangerous situation.
  Night Terrors: A sleeping character wakes after 
  a few hours of sleep, usually screaming in terror. 
  Pulse and breathing are rapid, pupils are dilated, 
  and hair stands on end. The character is confused 
  and inconsolable. Night terrors are more intense and 
  disruptive than nightmares.
  Somnambulism: Sleepwalking. As with night 
  terrors, this behavior occurs in the ﬁrst few hours of 
  sleep. An episode may last up to 30 minutes. During 
  the episode, the character’s face is blank and staring, 
  and she can be roused only with difﬁculty. Once 
  awake, she recalls nothing of the activity.
  Substance Abuse Disorder
  A character with a substance abuse disorder ﬁnds 
  solace in using a drug, develops an addiction, and 
  spends much time maintaining, concealing, and 
  indulging the habit. Addictive drugs include alcohol, 
  amphetamines, cocaine, hallucinogens, marijuana, 
  nicotine, opium (especially morphine and heroin), and 
  sedatives.
  A character in the grip of an addiction feels the 
  personal struggle daily. Will saving throws might 
  be used to resist or succumb to cravings, especially 
  just before periods of stress (for example, just before 
  a confrontation with evil cultists where melee is 
  likely). All attack rolls, saves, and checks take a -2 
  morale penalty because of withdrawal symptoms. 
  Sanity losses could occur from binges or bad trips. 
  Some characters might ﬁnd that drugs promote 
  communication with alien entities and deities, and 
  that dreams about them become more vivid and 
  horrifying. Conversely, these substances may function 
  as a suppressant, deadening a character’s fears and 
  offering temporary defenses against Sanity loss.
  Other Disorders
  Other disorders exist in common parlance, but most 
  of these are actually symptoms or speciﬁc instances 
  of disorders already mentioned above. These include 
  quixotism (seeing the supernatural everywhere, even 
  in the most mundane surroundings), panzaism (seeing 
  extraordinary events as ordinary and rational), and 
  megalomania (delusions of power, wealth, fame, and 
  ability). 
  PLAYING A SLASHER 
  GAME
  Although it’s certainly possible to play a campaign 
  that centers on hunting slashers, there’s another fun 
  way to play.  It doesn’t even require a Game Master.  
  How?  Glad you asked!
  In this game, one of the victims is the slasher.  But 
  who?  We won’t know until the very last moment!
  ACT I: MEET YOUR VICTIMS
  The location of the slasher scene should be mapped 
  out in detail.  This is the setting for the slashing to 
  take place and it will be important when victims start 
  panicking and screaming for their lives.  Place the 
  heroes somewhere comfortable or have them role-play 
  amongst themselves…maybe it’s around a campﬁre 
  telling scary stories, sleeping at a creepy old haunted 
  mansion, or skinny-dipping in a lake*.  Whatever the 
  activity, the victims shouldn’t be armed to the teeth 
  and looking for a ﬁght.  This is a slasher movie, not a 
  war movie.
  *Feel free not to act this out.**
  **And if you do, please don’t tell us about it.
  Example: Mike, Jeremy, Amber, and Matt are 
  playing the slasher session.  They are all victims, but 
  any one of them could be the slasher.
  If the victims have ﬂaws, give them ample 
  opportunity to play them out.  This is a great chance to 
  role-play characters and hint at their various strengths 
  and weaknesses. 
  The slasher should also be created at this stage.  He 
  can be any of the monsters listed in this section or just 
  your everyday, run-of-the-mill psycho.  The slasher 
  has twice the average level of the collective victims 
  and should have a combination of strong, tough, or 
  fast hero classes. Give him a trademark weapon (see 
  Equipment in Chapter Three), roll up a name (see Just 
  Add Water… in Chapter Four), and you’re ready to 
  start slashing!  
  One other thing: the slasher’s identity is concealed.  
  He may wear a mask, speak with a different accent, or 
  maybe even masquerade as a member of the opposite 
  sex.  It doesn’t matter; nobody knows who the slasher 
  is for sure.  Ignorance is integral to playing this sort of 
  mystery game—once the slasher’s identity is revealed, 
  everything goes to hell.
  ACT II: SLASH-O-RAMA 
  Then the fun starts.  The players each roll on 
  the Tracking the Slasher table below. Each roll 
  representing the passage of 10 minutes. Each player 
  rolls in a counterclockwise fashion around the table 
  (or around the pool or wherever you game). 
  Instead of rolling on the table below, victims can 
  move around the area instead.  If a victim starts to get 
  suspicious of his comrades, this might seem like the 
  wise thing to do.  On the other hand, paranoia might 
  not always pay off—being alone means the slasher 
  will have the advantage when he appears.  
  Example: Amber strongly suspects that the boys 
  are loco, so she chooses not to roll and moves herself 
  out of the room instead.  This makes her vulnerable 
  to some effects that occur in the room and immune to 
  
  CHAPTER 2: HUNTING SLASHERS 
  TABLE 2-6: SLASHER ENCOUNTERS
  D20
  Event
  01-05
  Dream: You have a dream of the slasher.  You think you can see his face, but it’s blurry and indistinct. Randomly assign 1 Guilt Point to another victim.
  06-10
  False Lead: You think you’re on the right trail, but realize you made a mistake. Randomly subtract 1 Guilt Point from a victim.  If the victim has no Guilt Points, he is 
  considered to have a Guilt Point deﬁcit (thus making him less likely to be guilty).
  11-15
  Flashback: You have a ﬂashback to a time when you thought you were attacked by the slasher. Randomly assign 1 Guilt Point to another victim.
  16-20
  Diary: You discover a diary that seems to indicate who the slasher is. Although it never directly lists names, the person seems to have real hate for the other victims.  Randomly 
  assign 1 Guilt Point to another victim. Make a Madness save (DC 10).
  21-25
  Footsteps: You hear footsteps.  Everyone in the room must make a Fear save (DC 10) or suffer the consequences. All victims that are not in the room with those who hear the 
  footsteps automatically gain 1 Guilt Point.
  26-30
  Freak Out: You can’t take it anymore!  You must make a Panic save (DC 10) or completely freak out. Assign 1 Guilt Point to each of the other victims.
  31-35
  Oops!: You stumble over something in the confusion.  You must make a Panic save (DC 10). 
  36-40
  Locked In: Somebody locked the door! One of the entrances to the room (randomly determined) is locked. If necessary, it closes and then locks.  Consider it a good wooden 
  door with a Hardness of 5, 15 hit points, an�
  10).
  41-45
  You!: You openly accuse another victim of being the slasher.  This doesn’t help matters, but does make everyone suspicious of you.  You gain 1 Guilt Point in the eyes of the 
  other victims. The victim you accuse (randomly selected) loses 1 Guilt Point.
  46-50
  Lurking Shadow: You see a shadow lurking behind you!  Make a Fear save (DC 15).  Assign 1 Guilt Point to each person in the room with you.
  51-55
  Secret Door: You discover a secret door! While you’re leaning against a wall, you accidentally activate a secret door.  Choose one wall in the room that does not have a door on 
  it—you end up on the other side with no way to get back.  Gulp. You gain 1 Guilt Point in everyone else’s eyes.
  56-60
  Darkness: The lights go out! The lights in the room you’re in go out permanently. Make a Fear save (DC 20).  Everyone assigns everyone else 1 Guilt Point. Creatures without 
  darkvision are effectively blinded. In addition to the obvious effects, a blinded creature has a 50% miss chance in combat (all opponents have total concealment), loses any 
  Dexterity bonus to AC, takes a –2 penalty to AC, moves at half speed, and takes a –4 penalty on Search checks and most Strength and Dexterity-based skill checks.
  61-65
  Sex?: You try to get your freak on.  Bow-chikka-bow-bow!  Select another victim (of the opposite sex or not, whatever ﬂoats your boat).  You and the victim move to an adjacent 
  room.  See the Diplomacy skill vari�
  , so subtract 1 
  Guilt Point for each of you. This is a good way to lose the Virgin feat.  If you don’t do it, you both gain 1 Guilt Point.
  66-70
  Blood Trail: A trail of blood leads out of the room. Assign 1 Guilt Point to a victim outside of the room or randomly assign it to a victim in the room if there’s no one outside. 
  Lose 1 Sanity.
  71-75
  Nightmare: You have a nightmare of the slasher.  You think you can see his face, but it’s blurry and indistinct. Randomly assign 1 Guilt Point to another victim. Make a Fear 
  save (DC 5).
  76-80
  Corpse! You ﬁnd a corpse!  Everyone gains 1 Guilt Point.  Make a Fear save (DC 15). Lose 1d3 Sanity.
  81-90
  No Event: Whew!
  91-100
  Slasher!: The masked slasher attacks! Make a Panic save (DC 10). Everyone in the room with you loses 1 Guilt Point. The slasher disengages after 1d4 rounds of combat and 
  leaves the room. The slasher attacks normally.  If you want to get fancy, a randomly assigned player (but not you) controls the slasher’s actions. Killing the slasher doesn’t work 
  either—he only SEEMS dead.
  others.
  Whenever a Guilty effect is called for, the player 
  in question should roll randomly to select one of the 
  other victims (not including himself).  This causes the 
  victim to believe that one of his comrades is guilty 
  and secretly awards him 1 Guilt Point.  Of course, 
  nobody knows how many Guilt Points they have 
  accumulated because it’s kept secret; the race is on to 
  determine who will ultimately be the guiltiest.  
  Example: On Mike’s turn, he rolls a 47.  He reads 
  the effect out loud: I saw a shadow lurking behind me!  
  Since Jeremy, Amber and Matt are all in the room 
  with him, he secretly writes down: Matt 1, Jeremy 
  1, Amber 1.  On the second round, Jeremy rolls.  He 
  reads his roll in turn.  Then Amber and Matt roll their 
  turns, respectively.  
  Some effects award everyone Guilt Points in the 
  victim’s eyes because of the circumstances (i.e., a 
  door closes, so anyone who isn’t in the room must be 
  guilty).  Any victim that dies loses 1 Guilt Point in 
  everyone’s eyes, because he probably isn’t the slasher.  
  
  CHAPTER 2: HUNTING SLASHERS 
  But this by no means precludes the slasher from being 
  the dead victim.  As everyone knows, slashers are 
  notorious for coming back from the dead as well as 
  faking their own deaths.
  Remember: the trick here is that each character is 
  potentially guilty in the other character’s eyes.  This 
  keeps the players on their toes, because while they 
  might think someone is guilty, they won’t know for 
  sure until the slasher is unmasked.
  ACT III: THE SLASHER 
  UNMASKED
  After everyone has rolled a number of rounds equal 
  to the highest level victim, the slasher is unmasked.  
  It’s time to determine just who has been so hack-
  happy. Incidentally, just because a victim dies does 
  not mean the player is out of the game.  The player 
  of the dead victim still gets to vote like everyone else 
  and can use his action points to argue innocence.  It’s 
  not like he’s going to need it in the next Act anyway.
  This Act has ﬁve Phases. 
  Guilt Phase: Once Act III begins, each player 
  makes an accusation without revealing how many 
  Guilt Points he has accumulated for the other victims.  
  He is given a few minutes to make an impassioned 
  argument as to who the slasher is and why.  Ideally, 
  the player will pick the victim with the most Guilt 
  Points, but that isn’t necessarily the case.  What’s 
  more important is that other victims agree with him. 
  For example, Amber has 5 Guilt Points for Mike, 
  3 Guilt Points for Matt, and 1 Guilt Point for Jeremy.  
  Amber accuses Mike of being the slasher and explains 
  how she saw a trail of blood, a corpse, and how he 
  wasn’t in the room when the doors were suddenly 
  locked.  Amber writes down “Mike +5” on her voting 
  sheet.  She declares that she thinks Mike is guilty, 
  but does not disclose how many Guilt Points she has 
  assigned to him.
  On Jeremy’s turn, he decides to believe Amber—
  although he actually has 6 Guilt Points for Amber 
  and 4 for Mike, he thinks he can protect himself from 
  being the slasher by voting for Mike instead. Jeremy 
  writes down “Mike +4” on his voting sheet, giving 
  Mike a total of 9 Guilt Points.  Jeremy declares that 
  Mike is also guilty, but he does not disclose how many 
  Guilt Points he has assigned to him.
  On Matt’s turn, he declares Amber guilty and 
  secretly assigns her 10 Guilt Points.  On Mike’s Turn, 
  he decides Matt is guilty, with 5 Guilt Points.
  Innocence Phase: Without revealing the number of 
  Guilt Points each player has assigned to his comrades, 
  they can attempt to subtract Guilt Points from a 
  particular player by bidding with their remaining 
  action points.  Each player can (but does not have to) 
  argue the innocence of another victim.  However, he 
  cannot argue for his own innocence.  After everyone 
  has their chance, the players also write down how 
  many action points they would like to assign to reduce 
  the guilt of one person (if they have any action points 
  left). These action points are considered spent and do 
  not replenish until the scenario ends.
  For example, Amber has made a pretty good 
  argument against Mike.  However, Mike makes an 
  impassioned speech for why he’s innocent and how 
  everybody always picks on the good-looking guy. 
  Matt believes Mike.  Since he has three action points 
  left, Matt writes down “Mike –3” on his voting sheet. 
  He publicly declares Mike innocent, but keeps the 
  number to himself.  Now Mike feels bad for accusing 
  Matt of being the killer.  
  Tally Phase: After the speeches, everyone writes 
  their “vote” on a piece of paper along with the number 
  of Guilt Points for the slasher.  Keep it secret from the 
  other players. If there’s a Game Master present, he can 
  collect the votes.
  For example, everyone reveals their votes: 
  Amber and Jeremy voted against Mike (+5 and +4, 
  respectively), and Matt used his action points to argue 
  for Mike’s innocence (-3).  That leaves Mike at a 
  grand total of 6 Guilt Points.  What no one expected 
  is that Matt voted a whopping 10 Guilt Points for 
  Amber.
  If there’s a tie, there are two slashers working 
  together.  However, instead of playing the slasher 
  character, the victims get to play themselves with one 
  trademark weapon (maybe a knife or a bat).  After all, 
  two heads are better than one…
  Revelation Phase: Each player then reveals how 
  many Guilt Points they had for each victim.  In turn, 
  each victim who has been accused must add up his 
  collective Guilt Points.  Whoever has the highest 
  number of Guilt Points is the slasher and controls the 
  slasher’s actions for the rest of the scenario.
  For example, after tallying everyone’s votes, the 
  results are revealed. At the end of the Revelation 
  Phase, Amber has 10 Guilt Points, Mike has 6 Guilt 
  Points, Matt has 5 Guilt Points, and Jeremy has 0 
  Guilt Points. Surprise!  The hot chick is the killer!
  Slasher Phase: Something catastrophic happens: a 
  gunshot, a loud scream, thunder and lightning, weird 
  moans, etc.  It doesn’t matter what it is so much as the 
  effect: every victim, no matter where he is, must make 
  a Panic save (DC 20 + Challenge Rating of slasher).  
  Remove the suspect (we now know who the slasher is) 
  and place the slasher next to a randomly determined 
  victim.  The slasher starts this Act fully healed even if 
  she was wounded earlier.
  At this point, most victims will be at a distinct 
  disadvantage.  They’ll probably be panicked if not 
  completely out of their minds and they will most 
  certainly be separated.  It’s up to the victims to try to 
  rally together and take out the slasher.  The slasher 
  no longer pops in and out of the scenario; he’s now a 
  character like everyone else and can be killed.  
  NPC VICTIMS
  If you want to spice things up, be sure to have NPCs 
  present as well to keep everyone guessing.  In this 
  case, NPCs can receive Guilt Points.  They exist 
  primarily to be killed and have sex with. NPCs do not 
  
  CHAPTER 2: HUNTING SLASHERS 
  get to vote for or against anyone.
  If NPC victims see something obviously dangerous, 
  they’ll move away at 30 feet per round at initiative 
  count 0. It takes a DC 15 Diplomacy check or DC 20 
  Intimidate check to convince a NPC victim to move 
  in a particular direction, and the NPC victim must be 
  able to hear or see the character making the attempt. 
  It takes a full-round action to make the Diplomacy 
  check, but the Intimidate check is a free action.
  If two or more characters are trying to direct a NPC 
  victim in different directions, they make opposed 
  Diplomacy or Intimidate checks to determine whom 
  the NPC victim listens to. The NPC victim ignores 
  everyone if none of the characters’ check results beat 
  the DCs given above.
  VARIANT: HEROES
  If you want to just use standard heroes in this 
  scenario, the slasher should be triple the level or Hit 
  Dice of the average level of the PCs.  You can also 
  have a mixture of NPC victims and PC heroes.  The 
  PRU makes for an excellent excuse to get people 
  together. Make liberal use of the new monsters listed 
  in this book to up the ante.
  VARIANT: BEING AN IDIOT
  Ah, we love the idiot.  Idiots go places nobody else 
  should go, open doors nobody else would open, 
  and do brilliant things like stick their hands in trash 
  compactors.  Every rule in life tells you, with great 
  emphasis: DON’T BE AN IDIOT.
  Well we’re here to tell you that this is the one time 
  it’s okay to be an idiot.  You’ll even be rewarded for 
  it.  On the round when a victim would normally roll 
  on the Slasher Encounter Table, he instead makes 
  a Wisdom check (DC 20).  Failure means he does 
  something stupid.
  The victim must say something along the lines 
  of, “I’ll be right back,” or “Let’s split up,” or “It’s 
  probably just the wind.”  Then he intentionally walks 
  out of the room and moves two rooms away.  There 
  is a 10% chance the slasher shows up as a result.  As 
  a reward for his stupidity, the victim gains 1 action 
  point.  He can do this each round, but it must end with 
  him walking into a room with no one in it.
  VARIANT: WITH A GAME MASTER
  A standard game with a Game Masters opens up 
  the possibilities tremendously.  For one, the slasher 
  doesn’t have to be controlled by a player anymore, 
  as the GM runs him.  For another, the slasher doesn’t 
  even have to be one of the player-controlled victims.  
  It could be an NPC or just a psycho from the outside.  
  THE END
  There are a few ways the scenario ends:
  Victims Kill the Slasher: Victims who survive get 
  the experience points for killing the slasher, possibly 
  increasing their level.  
  Slasher Kills All the Victims: The victim who 
  becomes the slasher gains experience points for killing 
  the other victims. These experience points are applied 
  to the player’s original victim character.  If the victim 
  character goes up a level, the slasher is advanced as 
  well. Roll up new victims…it’s time for a sequel!
  Slasher Kills Some of the Victims: The slasher 
  only kills a few of the victims but is then killed.  
  That’s okay; the victim who is the slasher still gets 
  all the experience points for killing the other victims, 
  as above.  In this case, the slasher is not advanced in 
  power, cause he’s dead and stuff.
  All these rules encourage the player controlling 
  the slasher to kill as many people as possible—as it 
  should be.  Note that just because one player is the 
  slasher in the ﬁrst game does not necessarily mean 
  that player is a slasher in the next game. 
  EQUIPMENT
  Slashers are known for their creativity in wielding 
  all sorts of equipment. This section expands upon 
  the improvised weapon rules and allows a variety of 
  normal, everyday, innocent items to be turned into 
  murderous weapons of destruction.  As if that weren’t 
  bad enough, it also covers magic, psionics, and special 
  items that give slashers an edge.
  Hey, those teenagers can be tough to kill 
  sometimes!
  TAKING A TRIP?
  Before going to any location where a slasher movie might take place (abandoned house, old camp grounds, 
  or the like) be prepared:
  • Check that your car is in good repair and has plenty of fuel.  Then check it again.
  • Part of checking your car means you checked the tires, right?  And you have a spare…right?
  • Pack your car with useful stuff, including a ﬁrst aid kit, a survival kit, and some type of non-perishable 
  food.  Have a map of where you’re going and bring a compass. 
  • You know how to read the map and use a compass, right?
  • TASERs, mace, and a knife are always useful in a ﬁx.  Just be sure they’re legal in the state you’re 
  visiting.
  • Before you leave, make sure you let friends and family know where you’re going and when you’ll be 
  back.
  • Check the weather forecast.  Storms are bad days to travel.  But you knew that.
  
  CHAPTER 2: HUNTING SLASHERS 
  IMPROVISED WEAPONS
  Any portable object can be used as a weapon in a 
  pinch. In most cases, an object can be wielded either 
  as a melee weapon or a ranged weapon. 
  A character takes a –4 penalty on his or her attack 
  roll when wielding or throwing an improvised 
  weapon. An improvised weapon is not considered 
  simple, archaic, or exotic, so weapon proﬁciency feats 
  cannot offset the –4 penalty. 
   
   
   
  Object Size
  Examples
  Damage
  Diminutive
  Ashtray, CD case, crystal 
  paperweight
  1
  Tiny
  Fist-sized rock, coffee mug, 
  softball, ﬂashlight
  1d2
  Small
  Bottle, ﬁre extinguisher, ﬂower 
  pot, helmet, hubcap, vase
  1d3
  Medium-size
  Bar stool, brick, briefcase, 
  bowling ball, garbage can lid, 
  hockey stick
  1d4
  Large
  Empty garbage can, guitar, 
  computer monitor, ofﬁce chair, 
  tire iron
  1d6
  Huge
  10-foot ladder, mailbox, oil 
  barrel, park bench, sawhorse
  1d8
  Gargantuan
  Desk, dumpster, ﬁle cabinet, 
  large sofa, soda machine
  2d6
  Colossal
  Junked vehicle, stoplight, 
  telephone pole
  2d8
  A character can effectively wield or throw an object 
  of his or her size category or smaller using one hand. 
  A character can effectively wield or throw an object 
  one size category larger than him or herself using two 
  hands.  An improvised thrown weapon has a range 
  increment of 10 feet. Increase the range increment for 
  creatures of Large size or larger as follows: Large 15 
  feet, Huge 30 feet, Gargantuan 60 feet, Colossal 120 
  feet.
  Damage: Improvised weapons deal lethal damage 
  based on their size, although the GM may adjust the 
  damage of an object that is especially light or heavy 
  for its size. The wielder’s Strength modiﬁer applies 
  only to damage from Tiny or larger improvised 
  weapons; do not apply the wielder’s Strength modiﬁer 
  to damage from Diminutive objects. Improvised 
  weapons threaten a critical hit on a natural roll of 20. 
  Improvised weapons of Fine size deal no damage.
  Unlike real weapons, improvised weapons are not 
  designed to absorb damage. They tend to shatter, 
  bend, crumple, or fall apart after a few blows. An 
  improvised weapon has a 50% chance of breaking 
  each time it deals damage or, in the case of thrown 
  objects, strikes a surface (such as a wall) or an object 
  larger than itself.
  WEAPONS
  The weapons collected below are easily accessible and 
  can be found in any kitchen or garage.  The standard 
  rules indicate that these tools of death are merely 
  “improvised weapons” and that one cannot gain any 
  expertise in them.  “Fie!” says the slasher.  
  Slashers have been using these weapons for years 
  with great effect.  Their inclusion here ofﬁcially 
  makes them worthy tools of destruction that a slasher 
  can become specialized in. 
  CLEAVER
  Cleavers are excellent for carving pumpkins or 
  teenagers’ heads. 
  CLUB
  Clumsy but serviceable, the club keeps cars locked up 
  safe and stuns victims who don’t see it coming.
  CROWBAR
  Crowbars are useful for prying stuff open, like 
  stubborn doors, stuck windows, and ribcages. A 
  crowbar grants a +2 circumstance bonus on Strength 
  checks made for such purposes. 
  HAMMER
  The hammer is a ﬁne weapon for slashers who 
  secretly want to be carpenters.  Best of all, it can be 
  used as a bludgeoning attack or if ﬂipped around 
  can poke someone’s eye out! A hammer grants a +1 
  circumstance bonus on Strength checks when prying 
  something open.
  ICE PICK
  Ice picks are especially effective when stabbed 
  through the back of the head or in the eye.  More 
  than one slasher fondly remembers their ﬁrst ice pick 
  killing.
  KNIFE
  Knives are great for slashers who ascribe to the kill-
  as-you-go style of murder.  After all, a sharp steak 
  knife is just a kitchen drawer away. A slasher can 
  select the Weapon Finesse feat to apply his or her 
  Dexterity modiﬁer instead of Strength modiﬁer to 
  attack rolls with a knife.
  WRENCH
  Wrenches are functional tools as well as heavy 
  weapons.  Slashers who work as plumbers on their 
  days off ﬁnd wrenches to be very effective in stopping 
  pipes from leaking.
  ARCHAIC MELEE WEAPONS
  Most of these weapons deal damage by means of a 
  blade or a sharp point. 
  HATCHET
  This light axe is a chopping tool that deals slashing 
  damage when employed as a weapon. Female slashers 
  tend to use these things.
  
  CHAPTER 2: HUNTING SLASHERS 
  FIREMAN’S AXE
  Wielded by strong slashers and, well, ﬁremen. Or 
  ﬁremen slashers.  Look, it’s a big red axe, that’s all 
  you need to know.
  MACHETE
  This long-bladed tool looks much like a short, 
  lightweight sword. A slasher classic.
  PITCHFORK
  Farmers and slashers alike make good use of this 
  weapon.  Although the hay doesn’t scream as much 
  when farmers use a pitchfork on it.  This weapon can 
  be thrown.  If you use a ready action to set a pitchfork 
  against a charge, you deal double damage on a 
  successful hit against a charging character.
  STRAIGHT RAZOR
  This innocent tool of murder is supposed to just cut 
  the hairs off your chin.  Of course, slashers usually 
  cut a little deeper, preferably right under the neck and 
  from behind.
  EXOTIC MELEE WEAPONS
  Most exotic weapons are either atypical in form or 
  improved variations of other melee weapons. Because 
  each exotic weapon is unique in how it is manipulated 
  and employed, a separate Exotic Melee Weapon 
  Proﬁciency feat is required for each one in order to 
  avoid the –4 nonproﬁcient penalty.
  BLADED GLOVE
  Like a knife, only ﬁve times as much fun!  Bladed 
  gloves are essentially an exoskeleton with ﬁve 
  blades built in that protrude out of the ﬁngers.  Your 
  opponent cannot use a disarm action to disarm you 
  of spiked gauntlets. Unfortunately, wielding a glove 
  like this essentially makes the hand useless—all 
  skill checks using that hand suffer a –4 circumstance 
  penalty. But, boy, does it look scary! 
  CHAIN SAW
  When slasher met chain saw, it was love at 
  ﬁrst sight.  Trees have been heaving a 
  sigh of relief ever since. Starting 
  a chainsaw takes a move 
  action. If a chainsaw 
  isn’t running, it deals 
  1d6 points of nonlethal 
  damage instead.
  GARROTE
  A garrote, when wielded in both 
  hands, adds +4 to damage inﬂicted 
  when grappling someone.  This 
  damage can be nonlethal at the 
  wielder’s discretion.
  POWER DRILL 
  The ultimate in phallic symbols! Starting a power 
  drill takes a move action. If a power drill isn’t 
  running, it deals 1d4 points of nonlethal damage 
  instead.
  SCYTHE
  Sure, scythes sound cool.  They have that whole 
  grim reaper thing going on.  But they’re hideously 
  unwieldy and heavy.  A scythe can be used to make 
  trip attacks. If you are tripped during your own trip 
  attempt, you can drop the scythe to avoid being 
  tripped.
  SICKLE
  Sickles are like handheld versions of scythes, which 
  make them considerably more practical.  On the other 
  hand, a big circular blade is a bit difﬁcult to conceal.  
  A sickle can be used to make trip attacks. If you are 
  tripped during your own trip attempt, you can drop the 
  sickle to avoid being tripped.
  FX ITEMS
  DAGGER OF BANISHMENT
  The blade of this +1 dagger is long and seems to be 
  made of an actual spine.  It has a small skull on the 
  pommel, and it looks much like a ribcage wearing a 
  helmet.  It deals +2d6 points of bonus holy (good) 
  damage against all of evil allegiance.  If the creature 
  
  CHAPTER 2: HUNTING SLASHERS 
  is extraplanar, it must make a Will save (DC 15) or be 
  banished back to its home plane.
  Type: Weapon (magic); Caster Level: 10th; 
  Purchase DC: 25; Weight: 2 lb.
  VOICE DISTORTION UNIT
  The voice distortion unit (VDU) was originally 
  used as a means of encrypting voices over wireless 
  communications.  Fooling around one night in the 
  lab, researchers discovered they could make any 
  voice sound the same.  The researcher in question 
  is long dead, but his invention lives on.  The VDU 
  can completely mask a speaker’s voice, bestowing 
  a +10 to all Bluff checks.  Only electronic sensing 
  equipment can tell the difference. 
  Purchase DC: 30; Weight: 1 lb
  FX POWERS
  CONTROL OBJECT, MASS
  Psychokinesis (Con)
  Level: Psychogene 3
  Display: Me
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./ level)
  Target: 1 unattended object weighing up to 100 
  lb./level
  Duration: Concentration, up to 1 round/level
  Saving Throw: None
  Power Resistance: No
  Power Points: 3
  You telekinetically “brings to life” inanimate objects. 
  Though it is not actually alive, the object moves under 
  your control. Live vegetation cannot be controlled 
  in this fashion, nor can already animated objects or 
  undead. The controlled object moves like a puppet, 
  with jerky and clumsy movements, at a speed of 
  up to 20 feet. If its form is rigid, it makes creaking, 
  groaning, or grating sounds as you control it.
  A controlled object can attack an opponent if you 
  direct it to do so. It has one slam attack, at a base 
  attack bonus equal to your base attack bonus plus 
  your Intelligence modiﬁer. If the attack hits, it deals 
  points of damage equal to 1d6 plus your Intelligence 
  modiﬁer. A controlled object has its usual hardness 
  and hit points.
  TABLE 2-7: WEAPONS
  Weapon
  Damage
  Critical
  Damage Type
  Range Increment
  Size
  Weight
  Purchase DC
  Restriction
  Simple Weapons (require the Simple Weapons Proﬁciency feat)
  Cleaver
  1d6
  19–20
  Slashing
  —
  Small
  2 lb.
  5
  —
  Club
  1d6
  20
  Bludgeoning
  10 ft.
  Med
  3 lb.
  4
  —
  Crowbar
  1d6
  20
  Bludgeoning/Piercing
  —
  Large
  5 lb.
  6
  —
  Hammer
  1d6
  20
  Bludgeoning/Piercing
  10 ft.
  Med
  2 lb.
  5
  —
  Knife
  1d4
  19–20
  Piercing
  10 ft.
  Tiny
  1 lb.
  7
  —
  Ice Pick
  1d2
  19–20
  Piercing
  10 ft.
  Tiny
  1 lb.
  4
  —
  Wrench
  1d2
  19–20
  Bludgeoning
  10 ft.
  Tiny
  3 lb.
  4
  —
  Archaic Weapons (require the Archaic Weapons Proﬁciency feat)
  Fireman’s Axe
  1d10
  x3
  Slashing
  —
  Large
  8 lb.
  6
  —
  Hatchet
  1d6
  20
  Slashing
  10 ft.
  Small
  4 lb.
  4
  —
  Machete
  1d6
  19–20
  Slashing
  —
  Small
  2 lb.
  5
  —
  Pitchfork
  1d6
  x2
  Piercing
  10 ft.
  Large
  4 lb.
  7
  —
  Straight Razor
  1d4
  19–20
  Slashing
  —
  Tiny
  0.5 lb.
  4
  —
  Exotic Melee Weapons (each requires a speciﬁc Exotic Melee Weapon Proﬁciency feat)
  Bladed Glove
  1d6
  x2
  Piercing or slashing
  —
  Small
  4 lb.
  10
  —
  Chain saw
  3d6
  20
  Slashing
  —
  Large
  10 lb.
  9
  —
  Garrote
  Special
  -
  Slashing
  —
  Small
  1/10 lb.
  4
  —
  Power Drill
  2d6
  20
  Piercing
  —
  Large
  8 lb.
  10
  —
  Scythe
  2d4
  x4
  Piercing or slashing
  —
  Large
  10 lb.
  9
  —
  Sickle
  1d6
  x2
  Slashing
  —
  Med
  2 lb.
  6
  —
  
  CHAPTER 2: HUNTING SLASHERS 
  LESSER DOMINATION
  Telepathy (Cha) [Compulsion, Mind-Affecting, 
  Language-Dependent]
  Level: Psychogene 3
  Display: Me
  Manifestation Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One humanoid of Medium-size or smaller
  Duration: 1 day/level
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 7
  You can control the actions of any humanoid of 
  Medium-size or smaller. You establish a telepathic 
  link with the subject’s mind.  You can generally force 
  the subject to perform as you desire, within the limits 
  of the subject’s abilities. You know what the subject 
  is experiencing but do not receive direct sensory input 
  from him.
  Subjects resist this control, and those forced to take 
  actions against their natures receive a new saving 
  throw with a bonus of +1 to +4, depending on the type 
  of action required. Obviously self-destructive orders 
  are not carried out. Once control is established, the 
  range at which it can be exercised is unlimited, as 
  long as you and the subject are on the same plane. You 
  need not see the subject to control it.
  Protection from evil or a similar spell or power 
  can prevent you from exercising control or using the 
  telepathic link while the subject is so warded, but it 
  does not prevent the establishment of domination or 
  negate it.
  Sometimes, my job takes a turn for the weird.
  I’ve dealt with guys who won’t stay dead, guys who turn your dreams into X-rated snuff ﬁlms, and guys 
  who think “pass the liver and kidney beans” means “please bite my face.”
  But this, this is too much.
  “So where is he?” shouts Gabe.  She knows Rex, the multiple serial murderer, has somehow returned after 
  being shot dead by police.  And she can tell, from the hufﬁng and pufﬁng I’m doing, that I’m in trouble.  
  What she can’t see with her infrared scope is the doll that’s trying to strangle me with an extension cord.
  I back up and smash Rex into the wall with all my might.  His head compresses and makes a cute little 
  SQUEAK! sound.  I do it several times.
  “You shouldn’t mess with things you don’t understand, Job,” says Rex through the teeth of the Cornbeef 
  Patch Kid.  I didn’t know those things could talk.
  SQUEAK!
  “If you hadn’t tracked me down to this toy store you’d be able to live for another few days until some other 
  nut kills you off.”
  SQUEAK!
  I’m starting to see spots.  If I don’t get this damn doll off of me soon, Rex will have achieved his goal: 
  embarrassing the hell out of me. If I die like this, the PRU agents will laugh so hard they’ll have to mop up 
  the ﬂoor afterwards.
  I reached behind me and grab for something, anything.  My ﬁnger catches on what feels like a ring.  I yank 
  on it.
  “I loooooove you!” shouts Rex uncontrollably. 
  The cord tears Rex off of my back.  He tumbles to the ground and the ring retreats into his back once more.
  “I’m going to kill you for that,” says Rex, dusting his little doll outﬁt off with little doll hands. 
  I gasp for breath as I reach out, looking for something to fend him off with.  My hands feel the cool rubber 
  of an aluminum baseball bat.  Man, I love baseball.
  Rex has a wicked looking knife out.  I don’t know where he got it from, but it deﬁnitely wasn’t the toy 
  store. He takes little doll steps towards me.
  “Say Rex,” I manage to cough out. “according to your packaging, it says you’re not a ﬂying toy.”
  Rex’s doll eyes narrow in rage.  “You’d be surprised what I can cut from down here, Beckem,” he snarls.
  There’s a woosh and then I’m back playing wafﬂe ball with my buddies, batting around my sister’s ugly 
  Cornbeef Patch Kid.  I knocked that doll so hard, I took its head clean off. She cried for three days straight. 
  Rex may not be able to feel pain, but he yelps anyway as his head sails over the action ﬁgure aisle.  His 
  headless body twirls around a few times and bounces off one of the shelves, landing in a pile of toy trucks.
  I get in a few more lungfuls of air.  Gabriel comes skidding around the corner, shotgun out. 
  “What the hell happened here?” she shouts, scooping out the aisles.  
  “Nothing,” I say, rubbing my throat. “Mind if I borrow your cell phone?  I need to call somebody.”
  “Sure,” says Gabriel without hesitation.  She tosses me her phone.  “Why?”
  I pick up one of the doll packages.  “I think I owe my sister an apology.”
  
  CHAPTER 2: HUNTING SLASHERS 
  FX SPELLS
  CREATE EVIL DOLL
  Necromancy
  Level: Arcane 5
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One doll
  Duration: Permanent
  Saving Throw: Will negates; see text
  Spell Resistance: Yes
  Just before death, you place your soul into a nearby 
  doll. To cast the spell, the doll must be within spell 
  range and you must know where it is, though you do 
  not need line of sight or line of effect to it. When you 
  transfer your soul upon casting, your body dies.
  Attempting to possess a doll is a full-round action. 
  It is blocked by protection from evil or a similar ward. 
  If you are successful, your life force occupies the host 
  doll. You keep your Intelligence, Wisdom, Charisma, 
  level, class, base attack bonus, base save bonuses, 
  allegiance, and mental abilities. The doll retains its 
  Strength, Dexterity, Constitution, hit points, natural 
  abilities, and automatic abilities. A doll with extra 
  limbs does not allow you to make more attacks (or 
  more advantageous two-weapon attacks) than normal. 
  If the host doll is slain, you may attempt to enter 
  another doll, if within range. If the host doll is slain 
  and no other doll is within range of the spell, you die. 
  Any life force with nowhere to go is treated as slain.
  PUMPKIN PACT
  Conjuration (Calling)
  Level: Divine 5
  Components: V, S, M, XP
  Casting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One pumpkin demon
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  By casting this spell, you summon a pumpkin demon 
  (see stats in the Monsters section) from the blood of 
  a person who has been wronged. The blood must be 
  poured over a pumpkin, which then transforms into a 
  pumpkin demon. The pumpkin demon immediately 
  sets out in a straight line towards the recipient’s foes, 
  intent on rending them limb from limb. The creature 
  returns to its home plane at the end of its task or when 
  the duration bargained for expires.
  The recipient of the spell and the pumpkin demon 
  empathically share their pain and suffering. Each time 
  the recipient suffers damage, the pumpkin demon 
  suffers damage equal to the amount inﬂicted on the 
  recipient or 5 points, whichever is less. This damage is 
  empathic in nature, so the pumpkin demon’s damage 
  reduction and resistances do not lessen or change this 
  damage. The damage inﬂicted has no type, so even if 
  the recipient took ﬁre damage, the pumpkin demon 
  will still be harmed.
  Material Component: Pumpkin, recipient’s blood 
  (1d6 points of damage)
  XP Cost: 250 XP.
  SANITY-AFFECTING 
  MAGIC
  The following types of magic and speciﬁc spells have 
  different or additional effects when the Sanity variant 
  is in use. For the effects of healing spells and magical 
  means of recovering sanity, see Restoring Sanity with 
  Magic, later in this section.
  Fear Effects: Whenever a spell, creature, or other 
  factor produces a fear effect that causes its target to 
  become shaken, frightened, or panicked, replace the 
  saving throw to avoid the effect (if applicable) with a 
  Fear save. Even on a successful check, the character 
  may lose some Sanity. The table below provides a 
  summary of the Sanity loss associated with each spell 
  that has the fear descriptor:
  Spell
  Sanity Loss on 
  Successful Check
  Sanity Loss on Failed 
  Check
  Bane1
  —
  —
  Cause fear
  1d6
  1
  Fear
  2d6
  1
  1 Bane works normally because its effect is less severe 
  than that of the shaken condition.
  Remove fear does not automatically suppress an 
  existing fear effect on its subjects, but if it is cast on 
  a creature that lost Sanity because of a fear effect 
  within the last 24 hours, that Sanity loss is halved (to a 
  minimum of 1 point) and the creature’s current Sanity 
  is adjusted accordingly.
  Illusions: Illusions, when they are believed, 
  cause Sanity loss just as if the slasher or event were 
  present. The GM can reduce the Sanity loss caused by 
  illusions (or eliminate it entirely) if such spells appear 
  frequently in the campaign.
  Bestow Curse: When using the Sanity variant, this 
  spell can cause a Madness save rather than a Will 
  save. If the victim fails the Madness save, he loses 
  3d6 points of Sanity. Unlike normal Sanity loss, 
  this number is also subtracted from the character’s 
  maximum Sanity. Magic that removes the curse (such 
  as remove curse or break enchantment) can restore 
  the character’s normal maximum Sanity, but separate 
  magic or the use of the Knowledge (behavioral 
  sciences) skill is required to restore the character’s 
  current Sanity.
  Status: In addition to the spell’s normal effect, 
  the caster can sense whenever the subject suffers 
  Sanity loss, temporary insanity, indeﬁnite insanity, or 
  permanent insanity during the duration of the spell.
  
  CHAPTER 3: SLASHER FIELD GUIDE
  THE SIX PHASES OF 
  MURDER
  The act of killing has a certain rhythm to it.  GMs who 
  want to give slashers an ebb and ﬂow to their murders 
  can use the following phases:
  Aura: The ﬁrst phase is when the slasher begins 
  to lose his grip on reality.  He starts having fantasies 
  of killing and loses track of time.  For the duration, 
  perhaps an hour or more, the slasher suffers a –4 
  penalty to Listen, Spot, Search, and Sense Motive 
  checks.  Eventually he decides to do something about 
  it.
  Trolling: No, not harassing you on a message 
  board.  The slasher begins looking for victims.  
  He receives a +4 bonus to Gather Information, 
  Investigate, and Knowledge (streetwise) checks. Upon 
  ﬁnding a victim, he moves to the Wooing phase.
  Wooing: This is a bit more nefarious than a 
  marriage proposal. The slasher attempts to lure his 
  victim in.  Obviously, this applies more to organized 
  types than disorganized types, who have a tendency to 
  confuse “woo” with “chop in the head.”  Should the 
  slasher be suave enough to carry on a conversation, he 
  receives a +4 bonus to Bluff checks.
  Capture: The slasher springs his trap.  He gets a +2 
  bonus to grapple checks.
  Murder: Pretty self-explanatory.  At this point 
  the slasher gets an emotional high and receives a 
  +2 morale bonus to Strength and Constitution, a +1 
  morale bonus on Will saves, and a –2 penalty to AC. 
  The effect is otherwise identical with a barbarian’s 
  rage except that the slasher isn’t fatigued at the end of 
  the rage.
  Depression:  Nothing is more pathetic than a sad 
  slasher. The slasher takes a –2 penalty on attack 
  rolls, saving throws, ability checks, skill checks, and 
  weapon damage rolls until he enters the Aura phase 
  again.
  JUST ADD WATER…
  Need a slasher?  Roll on the below table and you’ll 
  have names in no time.  It may even give you ideas as 
  to the type of slasher and his methods.
  I THOUGHT YOU HAD THE 
  MAP!
  Slashers generally aren’t as successful without a big 
  dollop of confusion.  Successful slashers know how 
  to use the terrain to their advantage, relying on their 
  victims’ unfamiliarity with the area.  In many cases, 
  the slasher knows the place like the back of his hand, 
  which is a signiﬁcant advantage over his prey.
  A victim with at least 5 ranks in Knowledge 
  CHAPTER THREE: SLASHER FIELD GUIDE
  “So let me get this straight,” I say to the cultist standing in front of me with 
  a knife, “that whole conspiracy thing about Satanists across America…they were right?”
  “Absolutely,” says the esteemed professor of archaeology, Dr. Harold Tecmis. His voice is a rich baritone 
  and the blood dripping off his blade contrasts sharply with his bifocals and white lab coat.  I wasn’t entirely 
  sure I wanted to know why a professor of archaeology was wearing a lab coat.  “Actually, that’s not entirely 
  true.  We are not Satanists.”
  “No, you’ve just been harboring a multiple murderer,” I say, keeping my revolver leveled at his head.  
  “That’s a lot of trouble to go through.  Looks like you’re doing okay all by yourself.”
  Tecmis looks down at the knife in his hand and chuckles.  “Oh, this?  No, this is Bob’s.”
  “Bob?”
  “Yes. It’s Robert’s.  We initiated him into the Cult of Arawn several years ago.  He’s been coming along 
  quite nicely.  Fifty two murders, at last count.”
  “Man alive!  Don’t you guys have anything better to do with your time?”
  “I’m afraid it’s our duty.” He takes off his bifocals and polishes them with the edge of his lab coat as if 
  there isn’t a pissed off PRU agent pointing a gun at his head.  “You see, we’re trying to save you.”
  “Save us from what?”
  “The end of the world.  If Bob doesn’t sacriﬁce a certain number of victims, the world will end.  Most 
  historians believe that philosophy to be derived from Aztec myth, but it was actually an ancient religion 
  revered by all of humanity before human sacriﬁce became too…costly.  Now, with overpopulation and 
  crowding, the Avatar of Arawn can continue his work to save us all.”
  “That’s great, Doc.  And just how many people have to die before the world is saved.”
  Tecmis looks at his watch.  “This year? Fifty-three.  Isn’t that right Bob?”
  I don’t have to look behind me to know whom Tecmis has in mind.
  
  CHAPTER 3: SLASHER FIELD GUIDE
  (geography) or Knowledge (local) pertaining to the 
  area being traveled through gains a +2 bonus on his 
  Survival check to avoid becoming lost. Check once 
  per hour (or portion of an hour) spent in local or 
  overland movement to see if travelers have become 
  lost. In the case of a party moving together, only the 
  victim leading the way makes the check.
  Effects of Being Lost: If a party becomes lost, 
  the characters are no longer certain of moving in the 
  direction they intended to travel. Randomly determine 
  the direction in which the party actually travels 
  during each hour of local or overland movement. 
  The victims’ movement continues to be random until 
  they blunder into a landmark they can’t miss, or until 
  they recognize that they are lost and make an effort to 
  regain their bearings.
  Recognizing that You’re Lost: Once per hour of 
  random travel, each victim in the party may attempt 
  a Survival check (see Slasher Locations below, –1 
  per hour of random travel) to recognize that they are 
  no longer certain of their direction of travel. Some 
  circumstances may make it obvious that the victims 
  are lost.
  Setting a New Course: A lost party is also uncertain 
  of determining in which direction it should travel in 
  order to reach a desired objective. Determining the 
  correct direction of travel once a party has become 
  lost requires a Survival check (see Slasher Locations 
  below, +2 per hour of random travel). If a victim 
  fails this check, he chooses a random direction as 
  the “correct” direction for resuming travel. Once the 
  victims are traveling along their new course, correct 
  or incorrect, they may get lost again. If the conditions 
  still make it possible for travelers to become lost, 
  check once per hour of travel as described in the table 
  below, to see if the party maintains its new course or 
  begins to move at random again.
  Conﬂicting Directions: It’s possible that several 
  victims may attempt to determine the right direction 
  to proceed after becoming lost. Make a Survival check 
  TABLE 3-1: SLASHER NAMES
  2d20
  First Name
  1d20
  Second Name
  2
  Acid Bath
  1
  Assassin
  3
  Alphabet
  2
  Backpacker
  4
  Angel
  3
  Beast
  5
  Axe
  4
  Biter
  6
  Black
  5
  Butcher
  7
  Candyman
  6
  Cannibal
  8
  Child
  7
  Demon
  9
  Christmas
  8
  Executioner
  10
  Coed
  9
  Fiend
  11
  Cross Country
  10
  Killer
  12
  Educated
  11
  Monster
  13
  Fairy-tale
  12
  Murderer
  14
  Freeway
  13
  Of [Current Location]
  15
  Halloween
  14
  Piper
  16
  Happy Face
  15
  Ripper
  17
  Hillside
  16
  Slasher
  18
  Holiday
  17
  Stalker
  19
  Klown
  18
  Strangler
  20
  Mad
  19
  Torturer
  21
  Moors
  20
  Vampire
  22
  Nameless
  23
  Night
  24
  Passion
  25
  Phantom
  26
  Pied
  27
  Red
  28
  Sex
  29
  Shadow
  30
  Skid Row
  31
  Spider
  32
  Station
  33
  Stocking
  34
  Sunday Morning
  35
  Swamp
  36
  Thrill
  37
  Trailside
  38
  Twilight
  39
  Want Ad
  40
  Wolf
  
  CHAPTER 3: SLASHER FIELD GUIDE
  for each victim in secret, then tell the players whose 
  victims succeeded the correct direction in which to 
  travel; tell the players whose victims failed a random 
  direction they think is right.
  Regaining Your Bearings: There are several 
  ways to become oriented to direction. First, if the 
  victims successfully set a new course and follow it 
  to the destination they’re trying to reach, they’re not 
  lost anymore. Second, the victims might run into an 
  unmistakable landmark through random movement. 
  Third, if conditions improve—the fog lifts or the sun 
  comes up—lost victims may attempt to set a new 
  course, as described above, with a +4 bonus on the 
  Survival check. 
  Slashers haunt all manner of places, but they are 
  fond of a particular series of locations, primarily 
  because said locations are deserted and have a lot of 
  hiding places.  Roll on the below table to determine 
  what place is worth stalking.
  1d20
  Location
  Survival DC
  1
  Apartment Building
  6
  2
  College Campus
  13
  3
  Cruise Ship
  6
  4
  Deep Forest
  15
  5
  Deserted Island
  14
  6
  Haunted House
  14
  7
  High School
  8
  8
  Highway
  10
  9
  Hospital
  13
  10
  Hotel
  10
  11
  Lighthouse
  6
  12
  Mall
  13
  13
   Mortuary
  6
  14
   Movie Set
  8
  15
   Prison
  13
  16
  Sanitarium
  13
  17
  Summer Camp
  10
  18
  Theatre
  8
  19
  Theme Park
  14
  20
  Train
  6
  Stealth and Detection: In most locations that a 
  slasher will frequent, the maximum distance at which 
  a Spot check for detecting the nearby presence of 
  others can succeed is 2d6×10 feet. In other words, 
  far too late for victims to run away.  Because most 
  squares possess either undergrowth (when outside) 
  or obstacles (desks, crates, etc). indoors, it’s usually 
  easy for a slasher to use the Hide skill. Concealment 
  and cover are both possible, depending on the 
  circumstances.  In some places, the background noise 
  makes Listen checks more difﬁcult (e.g., a running 
  generator or a rushing stream), increasing the DC of 
  the check by 2 per 10 feet, not 1 (but note that Move 
  Silently is also more difﬁcult if the ﬂoor is cluttered 
  with debris). In areas ﬁlled with dark spaces only 
  intermittently lit, slashers receive a +2 circumstance 
  bonus to Hide checks.
  SLASHER OCCUPATIONS
  DISORGANIZED KILLER
  Disorganized killers are not as smart as organized 
  killers.  Their social skills…well, let’s just say they 
  don’t get many dates.  Disorganized killers are rarely 
  coordinated enough to drive or hold down a job for 
  very long.  They are equally incapable of hiding a 
  crime scene. The disorganized killer usually carries 
  out “blitz” attacks, leaping out and attacking victims 
  without warning.
  Prerequisite: Must have killed more than three 
  victims  during a relatively short interval.
  Skills: Choose three of the following skills as 
  permanent class skills. If a skill the character selects 
  is already a class skill, he or she receives a +1 
  competence bonus on checks using that skill.  Climb, 
  Hide, Intimidate, Jump, Listen, Move Silently, 
  Navigate, Search, Spot, Survival, or Knowledge 
  (behavioral sciences).
  Bonus Feat: Stealthy.
  MENTAL PATIENT
  Being a mental patient sucks.  It especially sucks 
  when nobody believes your story: that a psycho in 
  a hockey mask was the real killer.  Even the other 
  mental patients make fun of you for your lack of 
  originality.  Most mental patients eventually escape, 
  which explains their propensity for criminal skills.  
  Prerequisite: Age 18-.
  Skills: Choose two of the following skills as 
  SURVIVING SLASHER HUNTING GROUNDS
  In the local abandoned house, campground, or carnival?  Follow these tips to stay alive:
  • 
  Do the lights work?  You tried them, right?
  • 
  Called anyone recently?  Maybe now’s a good time.
  • 
  Or even better, make sure your cell phone is charged and has service.
  • 
  Now it’s time to learn the lay of the land.  Know how to get in and how to get out.
  • 
  It’s never a good idea to sleep alone.  Find somebody attractive and use the excuse that you need him or 
  her for “slasher protection.”  Works every time.
  • 
  Lock the utensil drawer.
  • 
  If there’s a dirt ﬂoor, attic, basement, cellar, or crawl space, check it out early with a ﬂashlight.  Find a 
  dead body?  Then it’s TIME TO GO.
  • 
  No, it’s not Billy the class clown playing a joke.  What kind of sicko plays jokes like that?
  
  CHAPTER 3: SLASHER FIELD GUIDE
  permanent class skills. If a skill the character 
  selects is already a class skill, he or she receives a 
  +1 competence bonus on checks using that skill.  
  Disable Device, Disguise, Forgery, Hide, Knowledge 
  (streetwise), Move Silently, or Sleight of Hand.
  Bonus Feat: Select either Brawl or Stealthy.
  ORGANIZED KILLER
  Organized killers are smart, socially competent, and 
  capable of pretending that they’re “normal” people.  
  They can do normal people things like drive, read the 
  newspaper, and even hold down a job.  But they are 
  so not normal. Organized killers maintain control over 
  their crime scenes and usually have a high enough 
  Investigate skill to use forensic science against their 
  trackers. They follow their crimes in the media 
  carefully and are often very proud of their murders. 
  The organized killer is usually socially adequate and 
  has friends and lovers, sometimes even a family. 
  Prerequisite: Must have killed more than three 
  victims during a relatively short interval.
  Skills: Choose three of the following skills 
  as permanent class skills. If a skill the character 
  selects is already a class skill, he or she receives a 
  +1 competence bonus on checks using that skill.  
  Bluff, Diplomacy, Disguise, Drive, Forgery, Gather 
  Information, Intimidate, Investigate, Knowledge 
  (arcane lore, behavioral sciences, civics, current 
  events, popular culture, streetwise, tactics, or theology 
  and philosophy), Research, Sense Motive, or Sleight 
  of Hand.
  Bonus Feat: Deceptive.
  SLASHER ALLEGIANCES
  HEDONISTIC
  Perhaps the most erratic of slashers are the hedonists.  
  They do it because they like what they do. Some 
  slashers get a visceral thrill from the chase itself, 
  while others enjoy the torture and abuse. And 
  don’t even ask what they like to do with the bodies 
  afterwards…
  MISSION
  This slasher believes he is justiﬁed in slaughtering 
  a particular type of people.  His type could be 
  anything: prostitutes, women, children, an ethnic 
  group, or people with glass eyes.  
  POWER
  Probably the most common type of slasher, slashers 
  with this allegiance enjoy killing because it makes 
  them feel powerful.  The act usually mimics 
  something that psychologically scarred the slasher, 
  and he attempts to exercise control over those 
  circumstances.  A slasher who was humiliated and 
  teased might humiliate and tease his victims.
  VISIONARY
  The slasher suffers from schizophrenia or some other 
  psychotic disorder.  He suffers from delusions or 
  hallucinations.  As such, he has a vision that is 
  utterly out of touch with reality.  This can be a 
  dog demon telling him whom to kill, a belief 
  that murders must happen to balance out the 
  population, or that sacriﬁces must be made to 
  some dark god.  
  SLASHER ADVANCED 
  CLASSES
  ALTER EGO
  Alter Egos are people who take multiple personality 
  disorder to a new level.  Instead of just splitting into 
  harmless personalities like Funny Guy and Wax Poetic 
  Guy, they have another personality that is extremely 
  
  CHAPTER 3: SLASHER FIELD GUIDE
  violent.  The scary part is that this personality is 
  deeply buried in an otherwise normal person.  At 
  least, that’s what everyone says after the slasher stabs 
  dozens of people in the shower.
  Requirements
  To qualify to become an Alter Ego, a character must 
  fulﬁll the following criteria.
  Sanity: -10 or lower.
  Permanent Insanity: Dissociative Identity 
  Disorder.
  Occupation: Organized Killer.
  Class Information
  Hit Die: 1d6.
  Action Points: 6 + one-half character level, 
  rounded down, every time the character attains a new 
  level in this class.
  Class Skills:The Alter Ego’s class skills (and the 
  key ability for each skill) are: Bluff (Cha), Diplomacy 
  (Cha), Disguise (Cha), Forgery (Int), Intimidate 
  (Cha), Hide (Dex), Listen (Wis), Move Silently (Dex), 
  Perform (act) (Cha), Profession (Wis), Read/Write 
  Language (none), Repair (Int), Search (Int), Sense 
  Motive (Wis), Sleight of Hand (Dex), Speak Language 
  (none), Spot (Wis).
  Skill Points at Each Level: 3 + Int modiﬁer.
  Class Features
  The following features pertain to the Alter Ego 
  advanced class.
  Other Personality (Ex): Alter Egos have another 
  personality and it’s not a very nice one.  Each 
  personality functions in complete autonomy, like two 
  characters in one body. The other personality does not 
  control the Alter Ego’s body physically, but is free to 
  take one standard action in each round if the action is 
  purely mental (such as manifesting a psionic power) in 
  the same round the Alter Ego takes his normal actions. 
  The other personality can manifest psionic powers 
  using the Alter Ego’s power point reserve, but only as 
  if the Alter Ego’s manifester level were six lower than 
  it is. The other personality doesn’t provoke attacks of 
  opportunity when manifesting a power, because doing 
  so doesn’t distract the Alter Ego’s primary mind. The 
  other personality takes its ﬁrst action on the Alter 
  Ego’s turn.  Both minds communicate with each other 
  telepathically. 
  Signature (Ex): The Alter Ego writes with a 
  completely different handwriting when possessed by 
  the other personality.  He receives a +1 insight bonus/
  Alter Ego level to Forgery checks.
  Hear Voices (Ex): The Alter Ego can reroll any 
  Intelligence or Wisdom-based skill check.
  Master of Disguise (Ex): Alter Egos are experts 
  at dressing differently when in a different “frame of 
  mind.”  They receive a +2 competence bonus/Alter 
  Ego level to Disguise checks.
  Truthful (Ex): Alter Egos can switch personalities 
  whenever someone tries to catch them in a lie.  
  Because the other personality believes itself to be 
  genuinely innocent, the lie can be very convincing 
  indeed. The Alter Ego receives a +1 insight bonus/
  Alter Ego level to Bluff checks.
  Mental Retreat (Ex): If the Alter Ego is subject to 
  a Will or Horror save, make a second saving throw if 
  the Alter Ego fails the ﬁrst. If the Alter Ego fails both, 
  he is affected normally. If the Alter Ego only fails one 
  of the saving throws, the other personality takes over 
  instead and the Alter Ego is unaffected. This means 
  that high stress situations might bring out the other 
  personality.
  Peep (Ex): Alter Egos like to watch others.  A little 
  too much.  An Alter Ego receives a +4 bonus to Spot 
  checks.
  Ladykiller (Ex): An Alter Ego is messed up 
  because of a childhood of being dominated by the 
  opposite gender. As a result, the Alter Ego gains 
  a +2 bonus on Bluff, Listen, Sense Motive, Spot, 
  and Survival checks when using these skills against 
  humanoids of the opposite gender. Likewise, he gets a 
  +2 bonus on weapon damage rolls against the opposite 
  gender. At 5th level and 10th level, the Alter Ego’s 
  bonus against the opposite gender increases by 2, to 
  +4 and +6 respectively.
  ARAWNITE GUARDIAN
  Arawnite Guardians are cultists dedicated to Arawn, 
  Celtic god of death.  They believe that sacriﬁces 
  must be made to prevent Arawn from destroying the 
  world and that Arawn walks the earth in the form of 
  an avatar.  This avatar, known as a Shape, possesses 
  a young boy and kills as many souls as necessary in 
  the most violent fashion possible.  The Arawnite cult 
  TABLE 3-2: THE ALTER EGO
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +0
  +1
  +0
  +1
  Other personality
  +1
  +1
  2nd
  +1
  +2
  +0
  +2
  Signature
  +2
  +1
  3rd
  +2
  +2
  +1
  +2
  Ladykiller +2
  +2
  +1
  4th
  +3
  +2
  +1
  +2
  Peep
  +3
  +2
  5th
  +3
  +3
  +1
  +3
  Hear voices
  +3
  +2
  6th
  +4
  +3
  +2
  +3
  Ladykiller +4
  +3
  +2
  7th
  +5
  +4
  +2
  +4
  Master of disguise
  +4
  +3
  8th
  +6
  +4
  +2
  +4
  Truthful
  +4
  +3
  9th
  +6
  +4
  +3
  +4
  Mental Retreat
  +5
  +3
  10th
  +7
  +5
  +3
  +5
  Ladykiller +6
  +5
  +4
  
  CHAPTER 3: SLASHER FIELD GUIDE
  believes Arawn to be quite angry—in ancient times 
  only one or two sacriﬁces a year were necessary.  
  Because the sacriﬁces lapsed for centuries, the Shape 
  has a lot of catching up to do.
  Arawnite Guardians ensure that the Shape is free 
  to do his job.  They cast spells on the Shape, cover 
  his tracks, and otherwise work to keep him alive and 
  undetected.  Shapes will not normally attack Arawnite 
  Guardians, but Arawn is a ﬁckle god…
  Requirements
  To qualify to become an Arawnite Guardian, a 
  character must fulﬁll the following criteria.
  Skills: Knowledge (philosophy and theology) 6 
  ranks.
  Allegiance: Arawn.
  Class Information
  The following information pertains to the Arawnite 
  Guardian advanced class.
  Hit Die: 1d6. 
  Action Points: 6 + one-half character level, 
  rounded down, every time the Psychogene attains a 
  new level in this class.
  Class Skills: The Arawnite Guardian’s class skills 
  (and the key ability for each skill) are Concentration 
  (Con), Craft (Int), Diplomacy (Cha), Handle Animal 
  (Cha), Heal (Wis), Knowledge (nature) (Int), Listen 
  (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), 
  Spot (Wis), Survival (Wis), and Swim (Str). 
  Skill Points at Each Level: 4 + Int modiﬁer.
  Class Features
  All of the following are class features of the Arawnite 
  Guardian.
  Spells: The Arawnite Guardian’s key characteristic 
  is the ability to cast divine spells. The Arawnite 
  Guardian is limited to a certain number of spells of 
  each spell level per day, according to her Arawnite 
  Guardian class level. In addition, the Arawnite 
  Guardian receives bonus spells based on her Wisdom 
  score. Determine the Arawnite Guardian’s total 
  number of spells per day by consulting the two tables 
  below.
  Level
   Spells per Day by Spell Level 
  0
  1
  2
  3
  4
  5
  1st
  3
  2
  —
  —
  —
  —
  2nd
  4
  3
  —
  —
  —
  —
  3rd
  4
  3
  2
  —
  —
  —
  4th
  5
  4
  3
  —
  —
  —
  5th
  5
  4
  3
  2
  —
  —
  6th
  5
  4
  4
  3
  —
  —
  7th
  6
  5
  4
  3
  2
  —
  8th
  6
  5
  4
  4
  3
  —
  9th
  6
  5
  5
  4
  3
  2
  10th
  6
  5
  5
  4
  4
  3
  Wis Score
  Bonus Spells by Spell Level
  0
  1
  2
  3
  4
  5
  12–13
  —
  1
  —
  —
  —
  —
  14–15
  —
  1
  1
  —
  —
  —
  16–17
  —
  1
  1
  1
  —
  —
  18–19
  —
  1
  1
  1
  1
  —
  20–21
  —
  2
  1
  1
  1
  1
  22–23
  —
  2
  2
  1
  1
  1
  The Arawnite Guardian meditates or prays for her 
  spells, receiving them through her own strength of 
  faith. The Arawnite Guardian must spend 1 hour at 
  midnight in supplication to regain her daily allotment 
  of spells. Time spent resting has no effect on the 
  Arawnite Guardian’s spell preparation. To learn, 
  prepare, or cast a spell, an Arawnite Guardian must 
  have a Wisdom score of at least 10 + the spell’s level. 
  An Arawnite Guardian can prepare a lower-level 
  spell in place of a higher-level one if she desires.  An 
  Arawnite Guardian may prepare and cast any spell on 
  the divine spell list, provided she can cast spells of 
  that level. The Difﬁculty Class of a saving throw to 
  resist the effects of an Arawnite Guardian’s spell is 10 
  + the spell’s level + the Arawnite Guardian’s Wisdom 
  modiﬁer.
  0-LEVEL ARAWNITE GUARDIAN SPELLS 
  (ORISONS): create water, detect magical aura, light, 
  mending, read magic, resistance, virtue.
  1st-LEVEL ARAWNITE GUARDIAN SPELLS: 
  bane, bless, cause fear, clean, command, cure light 
  wounds, degauss, faerie ﬁre, jump, magic weapon, 
  obscuring mist, pass without trace, feather fall, mask 
  metal, power device, sanctuary, sleep, trace purge.
  2nd-LEVEL ARAWNITE GUARDIAN SPELLS: 
  augury, burglar’s buddy, cure moderate wounds, 
  enhance ability, glitterdust, invisibility, knock, locate 
  object, machine invisibility, protection from arrows/
  bullets, shield other, spider climb.
  3rd-LEVEL ARAWNITE GUARDIAN SPELLS: 
  cure serious wounds, electromagnetic pulse, gaseous 
  form, hold person, invisibility sphere, nondetection, 
  prayer, recharge, shutdown, status.
  4th-LEVEL ARAWNITE GUARDIAN SPELLS: 
  bestow curse, confusion, cure critical wounds, 
  divination, fear, scrying, wire walk.
  5th-LEVEL ARAWNITE GUARDIAN SPELLS: 
  ﬂaming wrath, greater command, hold monster, 
  passwall, secret vault, synchronicity
  Ogham: An Arawnite Guardian knows Ogham, a 
  secret writing known only to Arawnite Guardians, 
  which she learns upon becoming a 1st-level Arawnite 
  Guardian. Ogham is a free language for an Arawnite 
  Guardian; that is, she knows it in addition to her 
  regular allotment of languages and it doesn’t take up 
  a language slot. Arawnite Guardians are forbidden 
  to teach this language to others. Ogham has its own 
  alphabet.
  Darkvision (Su): At 1st level, an Arawnite 
  Guardian can see in the dark as though she were 
  permanently under the effect of a darkvision spell.
  Dark Blessing (Su): An Arawnite Guardian applies 
  his Charisma modiﬁer (if positive) as a bonus on all 
  saving throws.
  Trackless Step (Ex): Starting at 3rd level, an 
  Arawnite Guardian leaves no trail and cannot be 
  
  CHAPTER 3: SLASHER FIELD GUIDE
  tracked. She may choose to leave a trail if so desired.
  Aura of Despair (Su): Beginning at 4th level, the 
  Arawnite Guardian radiates a malign aura that causes 
  enemies within 10 feet of him to take a –2 penalty on 
  all saving throws.
  Evasion (Ex): At 5th level, an Arawnite Guardian 
  gains evasion. If exposed to any effect that normally 
  allows her to attempt a Reﬂex saving throw for half 
  damage, she takes no damage with a successful 
  saving throw. The evasion ability can only be used if 
  the Arawnite Guardian is wearing light armor or no 
  armor.
  Uncanny Dodge (Ex): Starting at 6th level, an 
  Arawnite Guardian retains her Dexterity bonus to 
  AC (if any) regardless of being caught ﬂat-footed 
  or struck by an invisible attacker.  (She still loses 
  any Dexterity bonus to AC if immobilized.)  If a 
  character gains uncanny dodge from a second class, 
  the character automatically gains improved uncanny 
  dodge (see below).
  Slippery Mind (Ex): At 7th level, if an Arawnite 
  Guardian is affected by an enchantment and fails her 
  saving throw, 1 round later she can attempt her saving 
  throw again.  She only gets this one extra chance to 
  succeed at her saving throw.  If it fails as well, the 
  spell’s effects occur normally.
  Hide in Plain Sight (Su): At 8th level, an Arawnite 
  Guardian can use the Hide skill even while being 
  observed.  As long as he is within 10 feet of some sort 
  of shadow, an Arawnite Guardian can hide herself 
  from view in the open without having anything to 
  actually hide behind. She cannot, however, hide in his 
  own shadow.
  Venom Immunity (Ex): At 9th level, an Arawnite 
  Guardian gains immunity to all poisons. 
  Improved Evasion (Ex): This ability, gained 
  at 10th level, works like evasion (see above).  An 
  Arawnite Guardian takes no damage at all on 
  successful saving throws against attacks that allow a 
  Reﬂex saving throw for half damage.  What’s more, 
  she takes only half damage even if she fails her saving 
  throw.
  MAD GENIUS
  Most mad geniuses play the piano well, sculpt strange 
  statues, or compose really weird arias.  But not this 
  guy.  No, this guy is a true blue psycho.  He also 
  happens to be very smart; smart enough that he can 
  turn people against each other, slip out of the most 
  secure prison, and smooth-talk his way into any 
  guarded location.  He’s mad, he’s a genius…ladies 
  and gentlemen, the Mad Genius!  Let’s give him a 
  hand!
  Requirements
  To qualify to become a Mad Genius, a character must 
  fulﬁll the following criteria.
  Sanity: -10 or lower.
  Intelligence: 18+.
  Occupation: Academic.
  Class Information
  Hit Die: 1d6.
  Action Points: 6 + one-half character level, 
  rounded down, every time the character attains a new 
  level in this class.
  Class Skills: The Mad Genius’s class skills (and the 
  key ability for each skill) are: Bluff (Cha), Diplomacy 
  (Cha), Disguise (Cha), Forgery (Int), Intimidate 
  (Cha), Hide (Dex), Listen (Wis), Move Silently (Dex), 
  Perform (act) (Cha), Profession (Wis), Read/Write 
  Language (none), Repair (Int), Search (Int), Sense 
  Motive (Wis), Sleight of Hand (Dex), Speak Language 
  (none), Spot (Wis).
  Skill Points at Each Level: 6 + Int modiﬁer.
  Class Features
  The following features pertain to the Mad Genius 
  advanced class.
  Trapmaster (Ex): The Mad Genius can apply his 
  insane genius to crafting traps.  He receives a +1 
  insight bonus/Mad Genius level to any Craft skill 
  checks used to create traps.
  Scientiﬁc Improvisation (Ex): At 2nd level, a 
  Mad Genius gains the ability to improvise solutions 
  using common objects and scientiﬁc know-how.  
  This ability lets the Mad Genius create objects in a 
  quickly and cheaply, but created objects have a limited 
  duration.  By spending 1 action point and combining 
  common objects with a Craft check that corresponds 
  to the function desired, the Mad Genius can build a 
  tool or device to deal with any situation.  The DC for 
  the Craft check is equal to 5 + the purchase DC of the 
  object that most closely matches the desired function.  
  TABLE 3-3: THE ARAWNITE GUARDIAN
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +0
  +2
  +0
  +2
  Darkvision, ogham
  +1
  +2
  2nd
  +1
  +3
  +0
  +3
  Dark blessing
  +1
  +2
  3rd
  +2
  +3
  +1
  +3
  Trackless step
  +2
  +2
  4th
  +3
  +4
  +1
  +4
  Aura of despair
  +2
  +3
  5th
  +3
  +4
  +1
  +4
  Evasion
  +3
  +3
  6th
  +4
  +5
  +2
  +5
  Uncanny dodge
  +3
  +3
  7th
  +5
  +5
  +2
  +5
  Slippery mind
  +4
  +4
  8th
  +6
  +6
  +2
  +6
  Hide in plain sight
  +4
  +4
  9th
  +6
  +6
  +3
  +6
  Venom immunity
  +5
  +4
  10th
  +7
  +7
  +3
  +7
  Improved evasion
  +5
  +5
  
  CHAPTER 3: SLASHER FIELD GUIDE
  Only objects that can normally be used more than 
  once can be improvised.  Electronic devices, special 
  tools, weapons, mechanical devices, and other 
  implements can be built with scientiﬁc improvisation.  
  It takes a full-round action to make an object with 
  scientiﬁc improvisation.  The object, when put into 
  use, lasts for a number of rounds equal to the Mad 
  Genius’s class level or until the end of the current 
  encounter before it breaks down.  It can’t be repaired.
  Mad Knowledge (Ex): A Mad Genius may make a 
  special Mad knowledge check with a bonus equal to 
  his Mad Genius level + his Intelligence modiﬁer to see 
  whether he knows some relevant information about 
  local notable people, legendary items, or noteworthy 
  places.  (If the Mad Genius has 5 or more ranks in 
  Knowledge (history), he gains a +2 bonus on this 
  check.) A successful Mad knowledge check will not 
  reveal the powers of a magic item but may give a hint 
  as to its general function. A Mad Genius may not take 
  10 or take 20 on this check; this sort of knowledge is 
  essentially random. 
  DC Type of Knowledge
  10 Common, known by at least a substantial minority; 
  legends of the local population.
  20 Uncommon but available, known by only a few people.
  25 Obscure, known by few, hard to come by.
  30 
  Extremely obscure, known by very few, possibly 
  forgotten by most who once knew it, possibly known 
  only by those who don’t understand the signiﬁcance of 
  the knowledge.
  Medical Mastery (Ex): When making a Treat 
  Injury skill check, a Mad Genius of 4th level or higher 
  may take 10 even if stress and distractions would 
  normally prevent him or her from doing so.
  Photographic Memory (Ex): The Mad Genius can 
  remember anything with perfect clarity.  He receives a 
  +1 insight bonus/Mad Genius level to any Knowledge 
  skill check.  The Mad Genius must have ranks in the 
  particular area of Knowledge already to receive the 
  bonus.
  Fascinate (Ex): A Mad Genius with 3 or more 
  ranks in a Bluff skill can talk to one or more creatures, 
  causing them to become fascinated with him.  Each 
  creature to be fascinated must be within 90 feet, able 
  to see and hear the Mad Genius, and able to pay 
  attention to him. The Mad Genius must also be able to 
  see the creature.  The distraction of nearby combat or 
  other dangers prevents the ability from working.  For 
  every three levels a Mad Genius attains beyond 1st, he 
  can target one additional creature with a single use of 
  this ability.
  To use the ability, a Mad Genius makes a Bluff 
  check and spends 1 action point.  His check result is 
  the DC for each affected creature’s Will save against 
  the effect.  If a creature’s saving throw succeeds, the 
  Mad Genius cannot attempt to fascinate that creature 
  again for 24 hours.  If the saving throw fails, the 
  creature sits quietly and listens to the conversation, 
  taking no other actions, for as long as the Mad Genius 
  continues to talk and concentrate (up to a maximum 
  of 1 round per Mad Genius level).  While fascinated, 
  a target takes a –4 penalty on skill checks made 
  as reactions, such as Listen and Spot checks.  Any 
  potential threat requires the Mad Genius to make 
  another Bluff check and allows the creature a new 
  saving throw against a DC equal to the new Bluff 
  check result.
  Any obvious threat, such as someone drawing a 
  weapon, casting a spell, or aiming a ranged weapon at 
  the target, automatically breaks the effect.  Fascinate 
  is an enchantment (compulsion), mind-affecting 
  ability.
  Suggestion (Ex): A Mad Genius of 6th level or 
  higher with 9 or more ranks in a Bluff skill can make 
  a suggestion (as the spell) to a creature that he has 
  already fascinated (see above).  Using this ability 
  does not break the Mad Genius’s concentration on 
  the fascinate effect, nor does it allow a second saving 
  throw against the fascinate effect.  A Will saving 
  throw (DC 10 + 1/2 Mad Genius’s level + Mad 
  Genius’s Cha modiﬁer) negates the effect.  This ability 
  affects only a single creature (but see mass suggestion, 
  below). Suggestion is an enchantment (compulsion), 
  mind-affecting, language dependent ability.  It costs 2 
  action points to activate.
  Smart Survival (Ex): A Mad Genius of 7th level or 
  higher can spend 1 action point to reduce the damage 
  dealt by a single attack or effect by 5 points.
  Smart Weapon (Ex): At 8th level, the Mad Genius 
  selects one weapon that he is proﬁcient in and can use 
  with one hand.  With the selected weapon, the Mad 
  Genius can use his or her Intelligence modiﬁer instead 
  of Strength or Dexterity modiﬁer on attack rolls.
  TABLE 3-4: THE MAD GENIUS
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +0
  +0
  +0
  +1
  Trapmaster
  +0
  +1
  2nd
  +1
  +0
  +0
  +2
  Scientiﬁc improvisation
  +1
  +1
  3rd
  +1
  +1
  +1
  +2
  Mad knowledge
  +1
  +1
  4th
  +2
  +1
  +1
  +2
  Medical mastery
  +1
  +2
  5th
  +2
  +1
  +1
  +3
  Fascinate
  +2
  +2
  6th
  +3
  +2
  +2
  +3
  Suggestion
  +2
  +2
  7th
  +3
  +2
  +2
  +4
  Smart survival
  +2
  +3
  8th
  +4
  +2
  +2
  +4
  Smart weapon
  +3
  +3
  9th
  +4
  +3
  +3
  +4
  One step ahead
  +3
  +3
  10th
  +5
  +3
  +3
  +5
  Sow distrust
  +3
  +4
  
  CHAPTER 3: SLASHER FIELD GUIDE
  One Step Ahead (Ex): The Mad Genius is one step 
  ahead of his pursuers.  Anyone attempting to use an 
  Investigate skill check on a crime committed by the 
  Mad Genius receives a -1 insight penalty/Mad Genius 
  level.
  Sow Distrust (Ex): A Mad Genius of 8th level or 
  higher can turn one character against another.  The 
  Mad Genius must spend a full-round action and know 
  the name of the character he or she is attempting to 
  persuade as well as the name of the character toward 
  whom the target’s distrust will be directed.  The target 
  must be able to hear and understand the Mad Genius. 
  The target makes a Will save.  The DC is equal to 10 
  + Mad Genius’s class level + Mad Genius’s Charisma 
  bonus.  If the target fails the save, his or her attitude 
  toward the other designated character worsens by one 
  step: helpful turns to friendly, friendly to indifferent, 
  indifferent to unfriendly, unfriendly to hostile (see the 
  Diplomacy skill).  The target of this talent must make 
  a Will save.  As long as the target continues to fail the 
  Will save, the Mad Genius can continue taking full-
  round actions to worsen the target’s attitude toward a 
  designated character.  When the target’s attitude drops 
  to hostile, he or she attacks the designated character.  
  A successful Will save doesn’t restore previous 
  attitude shifts, but it does render the target immune 
  for 24 hours to further attempts by the Mad Genius to 
  sow distrust.  The Mad Genius can’t use this talent on 
  allies. This is a Mind-Affecting ability.
  PSYCHOGENE
  Psychogenes are abused, bitter children who grow up 
  into angry adults.  There’s just one catch: they have 
  psionic powers.  Psychogenes at best use these powers 
  in self-defense, but the majority of them use their 
  powers to kill off people they dislike.  Or those who 
  remind them of their mother.
  Requirements
  To qualify to become a Psychogene, a character must 
  fulﬁll the following criteria.
  Sanity: –10 or lower.
  Skills: Bluff 6 ranks, Diplomacy 6 ranks, Gather 
  Information 6 ranks.
  Feat: Wild Talent.
  Class Information
  The following information pertains to the Psychogene 
  advanced class.
  Hit Die: 1d4. 
  Action Points: 6 + one-half character level, 
  rounded down, every time the Psychogene attains a 
  new level in this class.
  Class Skills
  The Psychogene’s class skills (and the key ability 
  for each skill) are: Autohypnosis (Wis), Bluff (Cha), 
  Concentration (Con), Diplomacy (Cha), Gather 
  Information (Cha), Knowledge (behavioral sciences, 
  current events, popular culture, philosophy and 
  theology) (Int), Profession (Wis), Psicraft (Int), Read/
  Write Language (none), Sense Motive (Wis), Speak 
  Language (none).
  Skill Points at Each Level: 4 + Int modiﬁer.
  Class Features
  The following features pertain to the Psychogene 
  advanced class.
  Psionic skills: At 1st level, the Psychogene gains 
  access to the Autohypnosis, Concentration, and 
  Psicraft skills.
  Psionic powers (Su): The Psychogene’s key talent 
  is her ability to use psionic powers.  A psionic power 
  is a one-time psionic effect.  Psionic powers require 
  power points to use.  Unlike arcane spellcasters, 
  Psychogenes don’t have spellbooks and they don’t 
  prepare powers ahead of time.  A Psychogene’s 
  level limits the number of power points available 
  for manifesting powers. In addition, a Psychogene 
  must have a key ability score equal to at least 10 
  + the power’s level to manifest a particular power.  
  Each Psychogene specializes in a primary psionic 
  discipline, which is chosen at 1st level.
  At 1st level, the Psychogene acquires two 0-level 
  powers (also called talents) and zero 1st-level powers.  
  In addition, she receives one extra power per power 
  level, provided that this extra power is chosen from 
  the character’s primary discipline.  At each level, the 
  Psychogene discovers one or more previously latent 
  powers and increases the number of power points 
  available to her per day, as indicated on the table 
  below.
  TABLE 3-5: THE PSYCHOGENE 
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +0
  +0
  +0
  +2
  Psionic skills, Psionic powers
  +1
  +0
  2nd
  +1
  +0
  +0
  +3
  +1
  +0
  3rd
  +1
  +1
  +1
  +3
  +2
  +1
  4th
  +2
  +1
  +1
  +4
  +2
  +1
  5th
  +2
  +1
  +1
  +4
  +3
  +1
  6th
  +3
  +2
  +2
  +5
  +3
  +2
  7th
  +3
  +2
  +2
  +5
  +4
  +2
  8th
  +4
  +2
  +2
  +6
  +4
  +2
  9th
  +4
  +3
  +3
  +6
  +5
  +3
  10th
  +5
  +3
  +3
  +7
  +5
  +3
  
  CHAPTER 3: SLASHER FIELD GUIDE
  The DC for saving throws to resist a Psychogene’s 
  powers is 1d20 + the power’s level + the 
  Psychogene’s Charisma modiﬁer. The 1d20 roll is 
  made by the attacking Psychogene when the power is 
  manifested.
  Psychogene 
  Level
  Pts/Day
  Powers Discovered by Level 
  0
  1
  2
  3
  4
  1st
  2
  2
  —
  —
  —
  —
  2nd
  3
  3
  —
  —
  —
  —
  3rd
  4
  3
  1
  —
  —
  —
  4th
  5
  3
  2
  —
  —
  —
  5th
  8
  3
  3
  1
  —
  —
  6th
  11
  3
  3
  2
  —
  —
  7th
  16
  3
  3
  2
  1
  —
  8th
  21
  3
  3
  3
  1
  —
  9th
  26
  3
  3
  3
  2
  —
  10th
  33
  3
  3
  3
  2
  1
  A Psychogene can manifest a certain number of 
  powers per day based on her available power points.  
  She just pays the power point cost of a power to 
  manifest it, no preparation necessary.  The base 
  number of power points available per day is shown 
  on the table above. This number can be increased 
  by bonus points determined by the Psychogene’s 
  Charisma score, as shown on the table below.
  Cha Score
  Bonus Power Points per Day
  12–13
  1
  14–15
  3
  16–17
  5
  18–19
  7
  20–21
  9
  22–23
  11
  Below are listed the powers available to Psychogene 
  characters.  Powers listed in bold italics are new 
  powers and are described in the Slasher FX chapter.
  0-LEVEL PSYCHOGENE POWERS (Talents): 
  daze, far hand, far punch, missive.
  1st-LEVEL PSYCHOGENE POWERS: combat 
  precognition, control object, create sound, lesser 
  concussion, lesser mindlink, white noise.
  2nd-LEVEL PSYCHOGENE POWERS: 
  combat prescience, concussion, mass control object, 
  sensitivity to psychic impressions
  3rd-LEVEL PSYCHOGENE POWERS: false 
  sensory input, mindlink
  4th-LEVEL PSYCHOGENE POWERS: force 
  mindlink, inertial barrier, psychofeedback, short 
  sharp shock, telekinesis 
  STALKER
  Stalkers aren’t good at much else besides slashing. 
  They have an inordinate fondness for sharp objects 
  and are proud of their ability to turn people into Swiss 
  cheese.  Even worse, the Stalker is always honing his 
  or her craft—Stalkers love what they do.
  Requirements
  To qualify to become a Stalker, a character must fulﬁll 
  the following criteria.
  Sanity: –10 or lower.
  Base Attack Bonus: +2.
  Skills: Hide 6 ranks, Move Silently 6 ranks.
  Class Information
  Hit Die: 1d8.
  Action Points: 6 + one-half character level, 
  rounded down, every time the character attains a new 
  level in this class.
  Class Skills
  The Stalker’s class skills (and the key ability for 
  each skill) are: Balance (Dex), Climb (Str), Disable 
  Device (Int), Disguise (Cha), Escape Artist (Dex), 
  Hide (Dex), Investigate (Int), Jump (Str), Listen (Wis), 
  Move Silently (Dex), Read/Write Language (none), 
  Search (Int), Sleight of Hand (Dex), Speak Language 
  (none), Spot (Wis), Tumble (Dex).
  Skill Points at Each Level: 6 + Int modiﬁer.
  Class Features
  The following features pertain to the Stalker advanced 
  class.
  Sneak Attack: This is exactly like the Outcast 
  ability of the same name.  The extra damage dealt 
  increases by +1d6 every other level (2nd, 4th, 6th, 8th, 
  and 10th level).  If a Stalker gets a sneak attack bonus 
  from another source, the bonuses on damage stack.
  Death Attack: If a Stalker studies his victim for 3 
  rounds and then makes a sneak attack with a melee 
  weapon that successfully deals damage, the sneak 
  attack has the possible additional effect of either 
  paralyzing or killing the target (Stalker’s choice).  
  While studying the victim, the Stalker can undertake 
  other actions so long as his attention stays focused on 
  the target and the target does not detect the Stalker 
  or recognize the Stalker as an enemy.  If the victim 
  of such an attack fails a Fortitude save (DC 10 + 
  the Stalker’s class level + the Stalker’s Int modiﬁer) 
  against the kill effect, she dies.  If the saving throw 
  fails against the paralysis effect, the victim is rendered 
  helpless and unable to act for 1d6 rounds plus 1 
  round per level of the Stalker.  If the victim’s saving 
  throw succeeds, the attack is just a normal sneak 
  attack.  Once the Stalker has completed the 3 rounds 
  of study, he must make the death attack within the 
  next 3 rounds.  If a death attack is attempted and fails 
  (the victim makes her save) or if the Stalker does not 
  launch the attack within 3 rounds of completing the 
  study, 3 new rounds of study are required before he 
  can attempt another death attack.
  Weapon Focus: At 1st level, a Stalker gains the 
  Weapon Focus class feature, providing the beneﬁt of 
  the feat with the same name.  The Stalker chooses a 
  speciﬁc weapon, which can include unarmed strike or 
  grapple as the weapon.  The Stalker must be proﬁcient 
  with the chosen weapon.  The Stalker adds +1 to all 
  attack rolls made using the selected weapon.
  Weapon Specialization: At 2nd level, a Stalker 
  who has applied the Weapon Focus feat or class 
  
  CHAPTER 3: SLASHER FIELD GUIDE
  feature to a melee or ranged weapon gains Weapon 
  Specialization with it.  The Stalker gets a +2 bonus on 
  damage rolls with the chosen weapon.
  Darkvision (Su): At 3rd level, a Stalker can see 
  in the dark as though he were permanently under the 
  effect of a darkvision spell.
  Right Behind You (Su): By spending 1 action 
  point, the Stalker instantly transfers himself from 
  his current location to any other spot within range to 
  which he has line of sight.  Movement caused by right 
  behind you does not provoke attacks of opportunity. 
  The Stalker cannot be carrying more than a medium 
  load.
  Improved Critical: For the weapon the Stalker has 
  applied weapon specialization to, the Stalker’s threat 
  range increases by one.
  Bonus Feat: The Stalker can gains a bonus feat 
  from the following list: Awesome Blow, Brawl, 
  Cleave, Combat Expertise, Combat Reﬂexes, Damage 
  Reduction, Devastating Critical, Diehard, Dire 
  Charge, Dodge, Elusive Target, Endurance, Frightful 
  Presence, Great Cleave, Improved Bull Rush, 
  Improved Critical, Improved Grapple, Improved 
  Overrun, Improved Sunder, Insane Driver, Insane 
  Rage, Insane Speed, Insane Strength, Jaw Rip, Knock-
  Down, Knockout Punch, Mobility, Overwhelming 
  Critical, Power Attack, Power Critical, Run, Scent, 
  Spring Attack, Stalker, Streetﬁghting, Sunder, 
  Toughness, Two-Weapon Rend, Whirlwind Attack.
  Hide in Plain Sight (Su): At 7th level, a Stalker 
  can use the Hide skill even while being observed.  As 
  long as he is within 10 feet of a shadow, a Stalker can 
  hide himself from view in the open without having 
  anything to actually hide behind.  He cannot, however, 
  hide in his own shadow.
  Greater Weapon Specialization: At 8th level, a 
  Stalker gains Greater Weapon Specialization with the 
  weapon he or she selected at 2nd level.  This ability 
  increases the bonus on damage rolls to +4 when using 
  the selected weapon.
  Without a Trace (Ex): At 9th level, when a Stalker 
  uses any of the following skills: Balance, Climb, 
  Disable Device, Escape Artist, Hide, Move Silently, 
  and Sleight of Hand, those using Investigate, Listen, 
  Search, or Spot to detect the Stalker’s activity take a 
  –4 penalty.
  Critical Strike (Ex): At 10th level, a Stalker gains 
  the ability to automatically conﬁrm a threat as a 
  critical hit when attacking with the weapon he or she 
  has applied weapon specialization to, eliminating the 
  need to make a roll to conﬁrm the critical hit.
  SLASHER FEATS
  AWESOME BLOW 
  The slasher can inﬂict awesome blows on his 
  opponents.
  Prerequisites: Str 25, Power Attack, Improved Bull 
  Rush, size Large or larger.
  Beneﬁt: As a standard action, the slasher may 
  choose to subtract 4 from his melee attack roll and 
  deliver an awesome blow.  If the Slasher hits a 
  corporeal opponent smaller than himself with an 
  awesome blow, his opponent must succeed on a 
  Reﬂex save (DC = damage dealt) or she is knocked 
  ﬂying 10 feet in a direction of the slasher’s choice and 
  falls prone.  The slasher can only send the opponent in 
  a straight line, and the opponent can’t move closer to 
  the attacking slasher than the square she started in.  If 
  an obstacle prevents the opponent from being knocked 
  to a space 10 feet away, the opponent and the obstacle 
  each take 1d6 points of damage, and the opponent 
  stops in the space adjacent to the obstacle and nearest 
  the Slasher.
  CATCH PHRASE
  The Slasher is just chock full of witticisms and he 
  has a few he likes to use over and over.  And over and 
  over.
  Prerequisite: Wis 13. 
  Beneﬁt: Every time the slasher kills a victim, he 
  can make a witty remark.  All witnesses who can hear 
  the Slasher must make a Madness save (DC 10 + the 
  Slasher’s Charisma bonus).
  DAMAGE REDUCTION 
  The slasher is nearly immune to damage from most 
  attacks.
  Prerequisite: Con 21. 
  Beneﬁt: The Slasher gains damage reduction 3/–.  
  TABLE 3-6: THE STALKER
  Level Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +0
  +0
  +2
  +0
  Sneak attack +1d6, death attack, weapon focus
  +1
  +1
  2nd
  +1
  +0
  +3
  +0
  Weapon specialization
  +2
  +1
  3rd
  +1
  +1
  +3
  +1
  Sneak attack +2d6, darkvision
  +2
  +1
  4th
  +2
  +1
  +4
  +1
  Right behind you, bonus feat
  +3
  +2
  5th
  +2
  +1
  +4
  +1
  Improved critical
  +4
  +2
  6th
  +3
  +2
  +5
  +2
  Sneak attack +3d6, bonus feat
  +4
  +2
  7th
  +3
  +2
  +5
  +2
  Hide in plain sight
  +5
  +3
  8th
  +4
  +2
  +6
  +2
  Sneak attack +4d6, greater weapon specialization
  +6
  +3
  9th
  +4
  +3
  +6
  +3
  Without a trace
  +6
  +3
  10th
  +5
  +3
  +7
  +3
  Sneak attack +5d6, critical strike
  +7
  +4
  
  CHAPTER 3: SLASHER FIELD GUIDE
  This does not stack with damage reduction granted 
  by magic items or nonpermanent magical effects, but 
  it does stack with any damage reduction granted by 
  permanent magical effects, class features, or this feat 
  itself. 
  Special: A Slasher may gain this feat multiple 
  times.  Each time he gains Damage Reduction, his 
  damage reduction increases by 3.
  DEVASTATING CRITICAL 
  The Slasher’s critical hits are more devastating than 
  normal. 
  Prerequisites: Str 25, Cleave, Great Cleave, 
  Improved Critical (chosen weapon), Overwhelming 
  Critical (chosen weapon), Power Attack, Weapon 
  Focus (chosen weapon). 
  Beneﬁt: Whenever the Slasher scores a critical 
  hit with the chosen weapon, the target must make a 
  Fortitude save (DC 10 + 1/2 slasher level + Slasher’s 
  Strength modiﬁer) or die instantly.  (Creatures 
  immune to critical hits are not affected by this feat.) 
  Special: A Slasher may gain this feat multiple 
  times.  Its effects do not stack.  Each time a Slasher 
  takes the feat, it applies to a different type of weapon. 
  DIEHARD 
  The Slasher WILL. NOT. DIE!
  Prerequisite: Endurance.
  Beneﬁt: When reduced to between –1 and –9 hit 
  points, the Slasher automatically becomes stable.  The 
  Slasher does not have to roll d% to see if he loses 1 
  hit point each round.  When reduced to negative hit 
  points, the Slasher may choose to act as if he were 
  disabled, rather than dying.  The Slasher must make 
  this decision as soon as he is reduced to negative 
  hit points (even if it isn’t his turn).  If the Slasher 
  does not choose to act as if he were disabled, the 
  he immediately falls unconscious.  When using 
  this feat, the Slasher can take either a single move 
  or standard action each turn, but cannot take a full 
  round action.  The Slasher can take a move action 
  without further injuring himself, but if he performs 
  any standard action (or any other action deemed as 
  strenuous, including some free actions, such as casting 
  a quickened spell) he takes 1 point of damage after 
  completing the act.  If the Slasher reaches –10 hit 
  points, he immediately dies.
  Normal: A Slasher without this feat who is reduced 
  to between –1 and –9 hit points is unconscious and 
  dying.
  DIRE CHARGE 
  The Slasher can barrel into his opponents and dice 
  ’em up real good.
  Prerequisite: Improved Initiative. 
  Beneﬁt: If the Slasher charges a foe during the ﬁrst 
  round of combat (or the surprise round, if the Slasher 
  is allowed to act in it), he can make a full attack 
  against that opponent. 
  Normal: Without this feat, a Slasher may only 
  make a single attack as part of a charge. 
  HEAD SQUISH
  The Slasher can smash an opponent’s head in with his 
  bare hands.
  Prerequisites: Dex 13+, Str 13+, Brawl, Improved 
  Grapple.
  Beneﬁt: While grappling, the Slasher does not incur 
  a penalty to inﬂict lethal damage.  If the Slasher is 
  able to inﬂict lethal damage for three rounds in a row, 
  the victim must make a massive damage (Fortitude) 
  save (DC 15 + slasher’s Strength modiﬁer) or have his 
  skull crushed.  If the victim fails the save, the victim’s 
  hit point total is immediately reduced to –1.  If the 
  save succeeds, the victim suffers no ill effect beyond 
  the loss of hit points.  Creatures immune to critical 
  hits are also immune to the effects of massive damage.
  Normal: Grappling to inﬂict lethal damage incurs 
  –4 penalty on the grapple check.
  IMPROVED CRITICAL 
  The Slasher becomes particularly lethal with one 
  weapon.
  Prerequisite: Proﬁcient with weapon, base attack 
  bonus +8.
  Beneﬁt: The Slasher’s threat range is doubled while 
  using the chosen weapon.
  Special: A Slasher can gain Improved Critical 
  multiple times.  The effects do not stack.  Each time 
  the Slasher takes the feat, it applies to a new type of 
  weapon.  This effect does not stack with any other 
  effect that expands the threat range of a weapon.
  IMPROVED GRAPPLE 
  The Slasher holds on and doesn’t let go.
  Prerequisites: Dex 13, Improved Brawl.
  Beneﬁt: The Slasher does not provoke an attack 
  of opportunity when he makes a touch attack to start 
  a grapple.  The Slasher also gains a +4 bonus on 
  all grapple checks, regardless of who initiated the 
  grapple.
  Normal: Without this feat, the Slasher provokes an 
  attack of opportunity when he makes a touch attack to 
  start a grapple.
  IMPROVED OVERRUN 
  The Slasher can run over opponents without a thought.
  Prerequisites: Str 13, Power Attack.
  Beneﬁt: When the Slasher attempts to overrun an 
  opponent, the target does not have the option to avoid 
  the Slasher.  The Slasher also gains a +4 bonus on the 
  his Strength check to knock down his opponent.
  Normal: Without this feat, the target of an overrun 
  can choose to avoid or to block the Slasher.
  IMPROVED SUNDER 
  The Slasher smashes stuff up real good, such as doors, 
  walls, and weapons.
  Prerequisites: Str 13, Power Attack.
  
  CHAPTER 3: SLASHER FIELD GUIDE
  Beneﬁt: When the Slasher strikes at an object 
  held or carried by an opponent (such as a weapon or 
  shield), he does not provoke an attack of opportunity.  
  The Slasher also gains a +4 bonus on any attack roll 
  made to attack an object held or carried by another 
  character.
  Normal: Without this feat, the Slasher provokes an 
  attack of opportunity when he strikes at an object held 
  or carried by another character.
  INSANE DRIVER
  The Slasher drives like everybody does in New York.
  Prerequisites: Sanity –10, Drive 1 rank.
  Beneﬁt: The slasher receives a +4 bonus to Drive 
  checks.
  INSANE RAGE
  Don’t make him angry.  You won’t like him when he’s 
  angry.
  Prerequisites: Sanity –10, Str 13+, Con 13+, base 
  attack bonus +4.
  Beneﬁt: The Slasher can ﬂy into a rage.  In a rage, 
  a Slasher temporarily gains a +4 bonus to Strength, 
  a +4 bonus to Constitution, and a +2 morale bonus 
  on Will saves, but he takes a –2 penalty to Defense.  
  The increase in Constitution increases the slasher’s 
  hit points by 2 points per level, but these hit points 
  go away at the end of the rage when his Constitution 
  score drops back to normal.  (These extra hit points 
  are not lost ﬁrst the way temporary hit points are.)  
  While raging, a slasher cannot use any Charisma-, 
  Dexterity-, or Intelligence-based skills (except for 
  Balance, Escape Artist, Intimidate, and Ride), the 
  Concentration skill, or any abilities that require 
  patience or concentration, nor can he cast spells or 
  activate magic items that require a command word, 
  a spell trigger (such as a wand), or spell completion 
  (such as a scroll) to function.  He can use any feat he 
  has except Combat Expertise, item creation feats, and 
  metamagic feats.  A ﬁt of rage lasts for a number of 
  rounds equal to 3 + the Slasher’s (newly improved) 
  Constitution modiﬁer.  A Slasher may prematurely end 
  his rage.  At the end of the rage, the Slasher loses the 
  rage modiﬁers and restrictions and becomes fatigued 
  (–2 penalty to Strength, –2 penalty to Dexterity, 
  can’t charge or run) for the duration of the current 
  encounter.
  Special: A Slasher can gain this feat multiple times.  
  Each time a Slasher takes the feat, it functions one 
  additional time per day. 
  JAW RIP
  The Slasher can rip an opponent’s jaw off in one 
  smooth motion.
  Prerequisites: Dex 13+, Str 13+, Brawl, Improved 
  Grapple.
  Beneﬁt: While grappling, the Slasher does not 
  incur a penalty to inﬂict lethal damage.  If the Slasher 
  rolls a natural 20 on the opposed grapple check, it 
  is considered a critical hit and requires the victim to 
  make a massive damage (Fortitude) save (DC 15 + 
  slasher’s Strength modiﬁer).  If the victim fails the 
  save, the victim’s jaw is ripped right off, and his hit 
  point total is immediately reduced to –1.  If the save 
  succeeds, the victim suffers no ill effect beyond the 
  loss of hit points.  Creatures immune to critical hits 
  are also immune to the effects of massive damage.
  Normal: Grappling to inﬂict lethal damage incurs 
  –4 penalty on the grapple check.
  KNOCK-DOWN 
  The Slasher knows how to knock opponents down. 
  Prerequisites: Base attack bonus +2, Improved 
  Trip, Str 15.
  Beneﬁt: Whenever the Slasher deals 10 or more 
  points of damage to his opponent in melee, he may 
  make a trip attack as a free action against the same 
  target.
  MASTER OF DISGUISE 
  The Slasher is a master of disguise.
  Prerequisites: Deceptive.
  Beneﬁt: The Slasher gets a +4 bonus to Disguise 
  checks.
  OVERWHELMING CRITICAL 
  The Slasher’s critical hits pulverize opponents.
  Prerequisites: Str 23, Cleave, Great Cleave, 
  Improved Critical (chosen weapon), Power Attack, 
  Weapon Focus (chosen weapon). 
  Beneﬁt: When using the weapon the Slasher 
  has selected, he deals an extra 1d6 points of bonus 
  damage on a successful critical hit.  If the weapon’s 
  critical multiplier is x3, add +2d6 points of bonus 
  damage instead; if the multiplier is x4, add +3d6 
  points of bonus damage instead.  Creatures immune to 
  critical hits can’t be affected by this feat.
  Special: A Slasher can gain this feat multiple times.  
  Its effects do not stack.  Each time a Slasher takes the 
  feat, it applies to a different type of weapon. 
  POWER CRITICAL 
  The slasher is really good at hurting people with his 
  particular weapon.
  Prerequisites: Weapon Focus (chosen weapon), 
  base attack bonus +4.
  Beneﬁt: When using the weapon the Slasher 
  selected, he gains a +4 bonus on the roll to conﬁrm 
  a threat.  Slashers can gain Power Critical multiple 
  times.  Each time a Slasher takes the feat, it may be 
  with a different weapon or the same weapon.  If a 
  Slasher takes it with the same weapon, the effects of 
  the feats stack.
  SCENT 
  The Slasher’s nose knows. 
  Prerequisites: Wis 15.
  Beneﬁt: This feat allows a Slasher to detect 
  
  CHAPTER 3: SLASHER FIELD GUIDE
  approaching enemies, sniff out hidden foes, and 
  track them by sense of smell.  Slashers with the scent 
  ability can identify familiar odors just as humans do 
  familiar sights.  The Slasher can detect opponents 
  within 30 feet by sense of smell.  If the opponent is 
  upwind, the range increases to 60 feet; if downwind, 
  it drops to 15 feet.  Strong scents, such as smoke or 
  rotting garbage, can be detected at twice the ranges 
  noted above.  Overpowering scents, such as skunk 
  musk or troglodyte stench, can be detected at triple 
  the normal range.  When a Slasher detects a scent, the 
  exact location of the source is not revealed—only its 
  presence somewhere within range.  The Slasher can 
  take a move action to note the direction of the scent.  
  Whenever the Slasher comes within 5 feet of the 
  source, he pinpoints the source’s location.  A Slasher 
  with the Track feat and the scent ability can follow 
  tracks by smell, making a Wisdom (or Survival) 
  check to ﬁnd or follow a track.  The typical DC for 
  a fresh trail is 10 (no matter what kind of surface 
  holds the scent).  This DC increases or decreases 
  depending on how strong the quarry’s odor is, the 
  number of Slashers, and the age of the trail.  For each 
  hour that the trail is cold, the DC increases by 2.  The 
  ability otherwise follows the rules for the Track feat.  
  Slashers tracking by scent ignore the effects of surface 
  conditions and poor visibility.
  TWO-WEAPON REND 
  Sometimes, two weapons are better than one.  Who 
  are we kidding, two weapons are always better!
  Prerequisites: Dex 15, base attack bonus +9, 
  Improved Two-Weapon Fighting, Two-Weapon 
  Fighting. 
  Beneﬁt: If the Slasher hits an opponent with 
  a weapon in each hand in the same round, he 
  may automatically rend the opponent.  This deals 
  additional damage equal to the base damage of 
  the smaller weapon plus 1 1/2 times the slasher’s 
  Strength modiﬁer.  Base weapon damage includes an 
  enhancement bonus on damage, if any.  The Slasher 
  can only rend once per round, regardless of how many 
  successful attacks he makes. 
  UNNERVING LAUGH
  The Slasher has a tendency to giggle at all the wrong 
  moments (funerals, open heart surgery, vows of 
  silence, etc.).
  Prerequisite: Sanity –10, Catch Phrase. 
  Beneﬁt: All witnesses who can hear the Slasher 
  must make a Madness save (DC 20 + the Slasher’s 
  Charisma bonus).
  MONSTERS
  BREED, WARRIOR
  Medium Vermin
  Hit Dice: 4d8+8 (26 hp)
  Initiative: +3
  Speed: 40 ft. (8 squares)
  Defense: 18 (+3 Dex, +5 natural), touch 13, ﬂat-
  footed 15
  Base Attack/Grapple: +4/+7
  Attack: Sting +7 melee (2d4+3 plus poison)
  Full Attack: Sting +7 melee (2d4+3 plus poison) 
  and 2 claws +5 melee (1d6+1) and bite +5 melee 
  (1d4+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Poison
  Special Qualities: Disguise, hive mind, immunity 
  to poison and cold, resistance to electricity 10, ﬁre 10, 
  and sonic 10, scent, vermin traits
  Saves: Fort +6, Ref +7, Will +5
  Abilities: Str 17, Dex 16, Con 14, Int –, Wis 12, 
  Cha 11
  Skills: Climb +10, Disguise +10*, Hide +10, Jump 
  +14, Listen +8, Move Silently +10, Survival +1 (+3 
  following tracks), Tumble +7
  Feats: Dodge, Multiattack
  Challenge Rating: 3
  What you took to be a man in a dark overcoat is 
  actually a large, roach-like beetle standing on its hind 
  legs.  Its face splits to reveal an insectoid head and 
  vicious mandibles.  The thing spreads its six limbs 
  wide and launches itself into the air to attack.
  Warrior breeds are generally aggressive, seeking to 
  subdue all they encounter.  If they perceive even the 
  slightest threat to their hive-city or to their king, they 
  attack immediately and ﬁght to the death. Warriors 
  communicate through the hive mind.  They cannot 
  speak otherwise.
  COMBAT
  Warriors are wicked combatants, using claws, bite, 
  and a poisonous sting all at once.  Through the hive 
  mind, they attack with coordinated and extremely 
  efﬁcient tactics. 
  Disguise (Ex): The warrior breed has developed a 
  natural form of camouﬂage that makes them appear to 
  be humans in overcoats. It receives a +5 racial bonus 
  to Disguise checks when viewed at more than 30 feet 
  distant.
  Poison (Ex): Injury, Fortitude DC 14, initial 
  and secondary damage 1d6 Str. The save DC is 
  Constitution-based.
  Hive Mind (Ex): All breeds within 50 miles of their 
  king are in constant communication. If one is aware 
  of a particular danger, they all are. If one in a group is 
  not ﬂatfooted, none of them are. No breed in a group 
  is considered ﬂanked unless all of them are.
  DEMON, PUMPKIN
  Large Outsider (Evil, Extraplanar)
  Hit Dice: 10d8+50 (95 hp)
  Initiative: +9
  Speed: 40 ft. (8 squares)
  Defense: 25 (–1 size, +5 Dex, +11 natural) touch 
  
  CHAPTER 3: SLASHER FIELD GUIDE
  14, ﬂat-footed 20
  Base Attack/Grapple: +10/+19
  Attack: Bite +14 melee (1d8+5)
  Full Attack: Bite +14 melee (1d8+5) and 2 claws 
  +12 melee (1d4+2)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Fear aura
  Special Qualities: Damage reduction 10/good, 
  darkvision 60 ft., immunity to ﬁre and poison, 
  resistance to acid 10 and cold 10, see in darkness, 
  spell resistance 21, telepathy 100 ft.
  Saves: Fort +12, Ref +12, Will +11
  Abilities: Str 21, Dex 21, Con 21, Int 14, Wis 14, 
  Cha 14
  Skills: Bluff +15, Concentration +18, Diplomacy 
  +6, Disguise +2 (+4 acting), Hide +14, Intimidate 
  +17, Knowledge (any one) +15, Listen +15, Move 
  Silently +18, Search +15, Sense Motive +15, Spot 
  +15, Survival +2 (+4 following tracks)
  Feats: Head Squish, Improved Initiative, Iron Will, 
  Multiattack
  Challenge Rating: 9
  Allegiance: Vengeance
  This tall humanoid ﬁgure has two long arms tipped 
  by massive claws, animal-like legs, and a small tail.  
  Its head is shaped like a pumpkin, with a wicked maw 
  ﬁlled with teeth and two white, hateful eyes. 
  Pumpkin demons are created by the spell 
  pumpkin pact.  Once formed, a pumpkin demon will 
  mercilessly hunt down its prey until they are all dead.  
  COMBAT
  Pumpkin demons are creatures driven entirely by 
  vengeful rage.  They are not subtle in their attacks, 
  targeting their victims with tooth and claw.  
  Fear Aura (Su): Pumpkin demons can radiate 
  a 5-foot-radius fear aura as a free action. Affected 
  creatures must succeed on a DC 17 Will save or be 
  affected as though by a fear spell (caster level 7th). 
  A creature that successfully saves cannot be affected 
  again by the same pumpkin demon’s aura for 24 
  hours. Other demons are immune to the aura. The save 
  DC is Charisma-based.
  DEMON, SLASHER
  Tiny Outsider
  Hit Dice: 1d8 (5 hp)
  Initiative: +4 (+4 Dex)
  Speed: 5 ft.
  Defense: 16 (+4 Dex, +2 size)
  Attacks: Bite -–1 melee
  Damage: Bite 1
  Face/Reach: 0 ft
  Special Qualities: Blindsight 60 ft., host protection, 
  immune to mind-inﬂuencing effects, psionics, 
  resistance to massive damage, shared host, thrall
  Saves: Fort +1, Ref +4, Will +3
  Abilities: Str 1, Dex 19, Con 9, Int 8, Wis 16, Cha 
  14
  Skills: Hide +20, Listen +7, Spot +7
  Challenge Rating: 1
  Allegiance: Hell
  This small demonic being is about a foot and a half 
  in length and resembles a skeletal lizard with two legs. 
  Slasher demons are parasites committed to killing.  
  A dark ritual is cast over a pregnant woman, which in 
  turn creates the seed that will be a slasher demon.  The 
  slasher demon will grow with the host but ultimately 
  is triggered by a violent event.
  Combat
  If a slasher demon is forced to show itself, something 
  has gone terribly wrong.  It will attempt to force the 
  ﬁrst person it is alone with to eat the host’s heart 
  with its lesser domination ability.  Upon doing so, 
  the victim immediately becomes under its thrall.  
  Thereafter, the demon will search out a body of its 
  original host’s blood relatives—alive or dead.  
  Psionics (Sp): 3/day—lesser domination. This 
  ability is as the psionic power of an 8th-level 
  manifester.
  Thrall (Sp): If a slasher demon is in a body that is 
  severely wounded, it will change bodies by using its 
  thrall power.  If the host can get a successful grapple 
  on a target, it will spit the slasher demon into the 
  target’s mouth. The thralled host will carry out the 
  orders of the demon, including self-destructive orders. 
  If the demon enters a blood relative of the original 
  host, the new host immediately acquires the demonic 
  slasher template (q.v.).
  Decaying Host (Ex): Unless the demon inhabits 
  the body of a blood relative, the body it inhabits 
  slowly decays. The body suffers 1 point of temporary 
  Constitution damage per day, and a host reduced to 0 
  Constitution in this fashion dies. 
  Blindsight (Ex): A slasher demon can ascertain 
  creatures by nonvisual means within 60 feet. The 
  demon confers blindsight upon its host.
  Host Protection (Ex): An attached slasher demon 
  uses its host’s base saving throw bonuses if they’re 
  better than its own. Effects that target outsiders can’t 
  affect a demon riding a humanoid host.
  Immunities: Slasher demons are immune to mind-
  inﬂuencing effects. This ability is conferred upon the 
  demon’s host as well.
  Resistance to Massive Damage (Ex): Slasher 
  demons gain a +5 species bonus on Fortitude saves to 
  negate the effects of massive damage. This ability is 
  conferred upon the demon’s host as well.
  Shared Skills: The slasher demon retains its skills 
  when it takes a host. The host gains a +4 bonus on 
  Listen and Spot checks.
  DEMONIC SLASHER (TEMPLATE)
   “Demonic slasher” is an acquired template that 
  can be added to any corporeal humanoid (referred 
  to hereafter as the “base creature”). The creature 
  becomes undead. It uses all the base creature’s 
  statistics and special abilities except as noted here.
  
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  Challenge Rating: Same as base creature +3.
  Hit Dice: Change to d12.
  Defense: The base creature’s natural armor bonus 
  improves by +3.
  Special Attacks: A demonic slasher retains all 
  the special attacks of the base creature and gains the 
  additional special attacks described below.
  Constrict (Ex): A demonic slasher can crush an 
  opponent, dealing 2d8 points of bludgeoning damage, 
  after making a successful grapple check. A demonic 
  slasher deals constriction damage in addition to 
  damage dealt by his slam attack.
  Frightful Presence (Ex): This special quality makes 
  a demonic slasher’s very presence unsettling to foes. 
  It takes effect automatically when a demonic slasher 
  performs any dramatic action (such as charging or 
  attacking). Opponents within 30 feet must make a 
  Fear save (DC 10 + 1/2 a demonic slasher’s racial 
  HD + a demonic slasher’s Cha modiﬁer). This ability 
  affects only opponents with fewer Hit Dice or levels 
  than a demonic slasher has. An opponent that succeeds 
  on the saving throw is immune to a demonic slasher’s 
  frightful presence for 24 hours. Frightful presence is a 
  mind-affecting fear effect.
  Improved Grab (Ex): If a demonic slasher hits 
  with his slam, he deals normal damage and attempts 
  to start a grapple as a free action without provoking 
  an attack of opportunity. No initial touch attack is 
  required. Improved grab works only against opponents 
  at least one size category smaller than a demonic 
  slasher. a demonic slasher has the option to conduct 
  the grapple normally, or simply use his hand to hold 
  the opponent. If he chooses to do the latter, he takes a 
  –20 penalty on grapple checks, but is not considered 
  grappled himself; a demonic slasher does not lose his 
  Dexterity bonus to AC, still threatens an area, and can 
  use its remaining attacks against other opponents.  If 
  a demonic slasher does not constrict, each successful 
  grapple check he makes during successive rounds 
  automatically deals the damage indicated for the 
  attack that established the hold.  Otherwise, a demonic 
  slasher deals constriction damage as well.  When a 
  demonic slasher catches hold of an opponent after 
  an improved grab attack, he pulls the opponent 
  into his space. This act does not provoke attacks of 
  opportunity. He can even move (possibly carrying 
  away the opponent), provided he can drag the 
  opponent’s weight.
  Pounce (Ex): When a demonic slasher makes a 
  charge, he can follow with a full attack.
  Special Qualities: A demonic slasher retains all 
  the special qualities of the base creature and gains the 
  additional special qualities described below.
  Immunities (Ex): A demonic slasher is immune to 
  disease, mind-affecting effects, necromantic effects, 
  paralysis, poison, and sleep.  It is not subject to 
  nonlethal damage. 
  Energy Resistance (Su): An attack that deals cold 
  or ﬁre damage slows a demonic slasher (as the slow 
  spell) for 2d6 rounds, with no saving throw.  An attack 
  that deals electricity damage breaks any slow effect 
  on a demonic slasher and heals 1 point of damage for 
  every 3 points of damage the attack would otherwise 
  deal.  If the amount of healing would cause a demonic 
  slasher to exceed his full normal hit points, he gains 
  them as temporary hit points.  In all cases, energy 
  attacks do not deal a demonic slasher any damage.
  Flashbacks (Ex): Clever opponents can do 
  something to remind a demonic slasher of his almost-
  forgotten life.  If this happens, a demonic slasher 
  takes no action for 1 round and thereafter suffers a –2 
  morale penalty to all attacks directed at that opponent.
  Regeneration (Ex): A demonic slasher is difﬁcult to 
  kill.  Damage dealt to a demonic slasher is treated as 
  nonlethal damage.  A demonic slasher automatically 
  heals nonlethal damage at a ﬁxed rate of 1 hit point 
  per round.  Attack forms that don’t deal hit point 
  damage ignore regeneration.  A demonic slasher can 
  regrow lost portions of his body and can reattach 
  severed limbs or body parts.  Severed parts that are 
  not reattached wither and die normally.
  Rejuvenation (Su): It’s difﬁcult to destroy a 
  demonic slasher through simple combat: he will 
  restore himself on the next Friday the 13th.  Even 
  the most powerful spells are usually only temporary 
  solutions. If a demonic slasher would otherwise be 
  destroyed, he returns to the ﬁrst place that he died 
  with a successful level check (1d20 + a demonic 
  slasher’s HD) against DC 16.  The only way to get 
  rid of a demonic slasher permanently is for him to 
  be killed with the dagger of banishing wielded by a 
  blood relative. 
  Allegiances: Previous allegiances are lost; Replaced 
  by an allegiance to evil. Changed allegiances might 
  cause the loss of particular class abilities.
  Saves: Same as the base creature, modiﬁed by new 
  ability scores.
  Ability Scores: A demonic slasher gains the 
  following ability score increases: Str +2, Con +4. 
  Languages: A demonic slasher rarely speaks, but 
  it can read, write, and understand whatever languages 
  the base creature could.
  Feats: A demonic slasher gains Great Fortitude and 
  Improved Damage Threshold as bonus feats, assuming 
  that it meets the prerequisites and the base creature did 
  not already have those feats. A human demonic slasher 
  keeps the extra feat it gained as a 1st-level human 
  character.
  Advancement: By character class.
  DREAM STALKER
  Medium Outsider (Evil, Extraplanar)
  Hit Dice: 8d8+32 (68 hp)
  Initiative: +1
  Speed: 20 ft. (4 squares)
  Defense: 22 (+1 Dex, +11 natural), touch 11, ﬂat-
  footed 21
  Base Attack/Grapple: +8/+12
  Attack: Claw +12 melee (2d6+6)
  Full Attack: Claw +12 melee (2d6+6)
  
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  Space/Reach: 5 ft./5 ft.
  Special Attacks: Spell-like abilities, dream 
  haunting, sending, worst nightmare
  Special Qualities: Damage reduction 10; 
  dreamscape; immunity to charm, sleep, and fear; spell 
  resistance 25; vulnerability to ﬁre
  Saves: Fort +12*, Ref +9*, Will +10*
  Abilities: Str 19, Dex 12, Con 18, Int 11, Wis 15, 
  Cha 12
  Skills: Bluff +12, Concentration +15, Diplomacy 
  +5, Disguise +1 (+3 acting), Intimidate +14, Listen 
  +15, Ride +12, Sense Motive +13, Spellcraft +11, 
  Spot +15
  Feats: Alertness, Catch Phrase*, Combat Casting
  Challenge Rating: 9
  Allegiance: Vengeance
  The horrible, scarred form of a burned man dressed 
  in a fedora comes creeping towards you, humming to 
  itself.
  Dream Stalkers are the souls of horrible slashers 
  who have died by being burned to death.  With such 
  a particular set of circumstances, Dream Stalkers are 
  very rare.  It’s a good thing too, as they are incredibly 
  powerful and extremely difﬁcult to combat.  
  The ﬁre initiation is apparently a requirement to 
  get into hell.  It’s hot there, so Dream Stalkers come 
  in primed and ready to return to the Prime Material 
  Plane.  Or something like that.  
  COMBAT
  Dream Stalkers are cowards at heart, preferring to 
  strike at the weak and helpless.  They will ﬂit in and 
  out of the ethereal plane and attempt to drag their 
  opponents with them into the dreamscape.  Dream 
  Stalkers are especially fond of playing with their 
  victims, appearing as loved ones in dreams, only to 
  turn on the dreamer. 
  Dream Haunting (Su): Dream Stalkers can visit 
  the dreams of their victims by becoming ethereal, 
  then hovering over the victim.  Once a Dream 
  Stalker invades a dream, it rides on the victim’s back 
  until dawn.  The sleeper suffers from tormenting 
  dreams and takes 1 point of Constitution drain upon 
  awakening.  These nocturnal intrusions can only be 
  stopped by another ethereal being who much confront 
  and defeat the Dream Stalker.
  Spell-Like Abilities: At will—polymorph (self 
  only), nightmare (DC 12), sleep (DC 12). Caster level 
  8th.  A Dream Stalker can use etherealness at will 
  (caster level 16th). The save DCs are Charisma-based.
  Dreamscape (Su): The Dream Stalker and any 
  creatures he or she touches are drawn into the region 
  of dreams.  The Dream Stalker can take more than 
  one creature along (subject to the Dream Stalker’s 
  weight limit), but all must be touching each other.  
  The Dream Stalker physically enters the land of 
  dreams, leaving nothing behind.  For every minute the 
  Dream Stalker moves through the dream landscape, 
  he can “wake” to ﬁnd himself ﬁve miles displaced 
  in the waking world.  The Dream Stalker does not 
  know precisely where he will come out in the waking 
  world, nor the conditions of the waking world through 
  which he is traveling.  The Dream Stalker knows 
  approximately where he will end up based on time 
  spent traveling in dream.  Dreamscape can also be 
  used to travel to other planes that contain creatures 
  that dream, but doing this requires crossing into the 
  dreams of outsiders, where the Dream Stalker is 
  subject to the dangers of alien dream realities.  This 
  is a potentially perilous proposition.  Transferring 
  to another plane of existence requires 1d4 hours of 
  uninterrupted journey.  Any creatures touched by the 
  Dream Stalker when dreamscape is cast also make the 
  transition to the borders of unconscious thought.  They 
  may opt to follow the Dream Stalker, wander off into 
  the dreams of others, or stumble back into the waking 
  world (50% chance for either of the latter results if 
  they are lost or abandoned by the Dream Stalker).  
  Creatures unwilling to accompany the Dream Stalker 
  into the region of dreams receive a Will save (DC 12), 
  negating the effect if successful. 
  Sending (Su): Grappled victims may be physically 
  sent into a nightmare, at the Dream Stalker’s option, 
  on the Dream Stalker’s next action after establishing 
  the grapple.  Victims must make a Will save (DC 12).  
  The victim is actually cast into a shrieking maelstrom 
  of a dream where it can take no actions but observe.  
  The victim physically returns to the waking world 
  2d4 rounds later (but appearing even if the Dream 
  Stalker has left or is otherwise absent).  The victim 
  of the sending has taken 4d6 points of temporary 
  Wisdom damage, but is otherwise free to act on the 
  round it returns.  If the victim takes more Wisdom 
  damage than it has Wisdom points of, the extra points 
  are instead treated as temporary Constitution damage.  
  The DC is Charisma-based.
  Worst Nightmare (Su): Each time a living creature 
  ﬁrst views a speciﬁc Dream Stalker from a distance 
  of 30 feet or less (or from a scrying effect), the 
  subject sees the image of the most fearsome creature 
  imaginable.  This is not an illusion or phantasm; the 
  Dream Stalker truly becomes, for just that instant, the 
  subject’s worst nightmare.  Even if simultaneously 
  viewed by dozens of different creatures, the Dream 
  Stalker appears differently to each one of them.  
  Creatures immune to fear or mind-affecting effects (or 
  warded by protection from evil or death ward spells) 
  are immune to worst nightmare; all others must make 
  a Will save (DC 12) or die from the supernatural 
  horror revealed.  Survivors (and those resurrected) 
  are immune to the effect from that individual Dream 
  Stalker in the future.  The DC is Charisma-based.
  EVIL DOLL (TEMPLATE)
  Evil Dolls are dolls reanimated through dark and 
  sinister magic (see the create evil doll spell). Most 
  Evil Dolls are created with the souls of accomplished 
  serial killers, the only people crazy enough to actually 
  want to jump into an evil doll.  Actually, most of 
  
  CHAPTER 3: SLASHER FIELD GUIDE
  the time these guys think they’re going to hop into 
  another body, but they never bother to read the ﬁne 
  print that “body” could also mean “little stupid 
  looking boy doll.”
  Oh well.  Those Cornbeef Patch Kids were never 
  that lovable anyway.
  “Evil Doll” is an acquired template that can 
  be added to any corporeal humanoid (referred to 
  hereafter as the “base creature”).  
  Size and Type: The creature’s type changes to 
  construct.  It retains any subtypes except subtypes that 
  indicate kind.  It does not gain the augmented subtype.  
  It uses all the base creature’s statistics and special 
  abilities except as noted here.
  Hit Dice: Drop any Hit Dice from class levels (to 
  a minimum of 1), double the number of Hit Dice left, 
  and raise them to d10s.  If the base creature has more 
  than 10 Hit Dice (not counting those gained with 
  experience), it can’t be made into an Evil Doll with 
  the create evil doll spell.
  Speed: The Evil Doll has a speed of 40.
  Defense: The Evil Doll has a natural defense bonus 
  of +1.
  Base Attack: An Evil Doll has a base attack bonus 
  equal to 1/2 its Hit Dice.
  Attacks: An Evil Doll retains all the natural 
  weapons, manufactured weapon attacks, and weapon 
  proﬁciencies of the base creature.  An Evil Doll also 
  gains a bite attack.
  Damage: Natural and manufactured weapons deal 
  damage normally.  A bite attack deals damage 1d4 
  points of damage.
  Special Qualities: An Evil Doll loses most 
  special qualities of the base creature.  It retains any 
  extraordinary special qualities that improve its melee 
  or ranged attacks.
  Abilities: An Evil Doll’s Dexterity increases by +2 
  and it has no Constitution score.
  Challenge Rating: Depends on Hit Dice, as 
  follows:
  Hit Dice
  Challenge Rating
  ½
  1/8
  1
  ¼
  2
  ½
  4
  1
  6
  2
  8–10
  3
  12–14
  4
  15–16
  5
  18–20
  6
  Advancement: As base creature, but double Hit 
  Dice (maximum 20), or—if the base creature advances 
  by character class.
  LURKER
  Medium Monstrous Humanoid
  Hit Dice: 4d8+19 (37 hp)
  Initiative: +2
  Speed: 40 ft. (8 squares), ﬂy 60 ft. (average)
  Defense: 16 (+2 Dex, +4 natural), touch 12, ﬂat-
  footed 14
  Base Attack/Grapple: +4/+6
  Attack: Claw +6 melee (1d4+2)
  Full Attack: 2 claws +6 melee (1d4+2) and bite +4 
  melee (1d6+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Rend
  Special Qualities: Damage reduction 10, darkvision 
  60 ft., freeze, regeneration 5, scent
  Saves: Fort +5, Ref +6, Will +4
  Abilities: Str 15, Dex 14, Con 18, Int 6, Wis 11, 
  Cha 7
  Skills: Hide +7, Listen +4, Spot +4
  Feats: Multiattack, Toughness
  Challenge Rating: 5
  Allegiance: None
  A bizarre humanoid being with membrane-thin wings 
  and a patchwork body stands before you.  Its eyes 
  glitter with malevolence and its bald head is ringed 
  with horns. 
  The bizarre race of Lurkers was once worshipped 
  as gods in ancient times.  They have since been 
  forgotten by mankind, primarily because of their need 
  to hibernate.  The hibernation cycles have shortened 
  in the last century from a millennium to a mere year 
  or so.  As a result, Lurkers have begun popping up all 
  over America, waking up ravenous and eating their ﬁll 
  before their next hibernation.
  COMBAT
  Lurkers prey on unwary travelers and the foolish that 
  happen to stumble upon their lairs.  They detect prey 
  by scent and focus on acquiring a particular body part 
  
  CHAPTER 3: SLASHER FIELD GUIDE
  of their victims.  Of course, if the Lurker is wounded, 
  it will become less choosy about what body parts it 
  needs.  
  Freeze (Ex): A Lurker can hold itself so still it 
  appears to be a statue.  Lurkers like to dress like 
  scarecrows and hang out in cornﬁelds.  An observer 
  must succeed on a DC 20 Spot check to notice the 
  Lurker is anything other than a scarecrow.
  Rend (Ex): If a Lurker hits with both claw attacks, 
  it latches onto the opponent’s body and tears the ﬂesh.  
  This attack automatically deals an additional 2d4+3 
  points of damage.
  Regeneration (Ex): Fire and acid deal normal 
  damage to a Lurker.  If a Lurker loses a limb or body 
  part, it can reattach a similar body part from any 
  humanoid by holding the body part to its stump.
  Skills: Lurkers have a +2 racial bonus on Hide, 
  Listen, and Spot checks. 
  SENTINEL SPHERE
  Tiny Construct
  Hit Dice: 1d10 (5 hp)
  Initiative: +4
  Speed: Fly 50 ft. (perfect) (10 squares)
  Defense: 16 (+2 size, +4 Dex), touch 16, ﬂat-footed 
  12
  Base Attack/Grapple: +1/–11 (+1 when attached)
  Attack: Touch +7 melee (brain drill)
  Full Attack: Touch +7 melee (brain drill)
  Space/Reach: 2-1/2 ft./0 ft.
  Special Attacks: Attach, brain drill
  Special Qualities: Construct traits, darkvision 60 ft., 
  low-light vision, open portal, vulnerability to sonic
  Saves: Fort +2, Ref +6, Will +1
  Abilities: Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 
  6
  Skills: Hide +14, Listen +4, Spot +4
  Feats: Alertness, Weapon Finesse
  Allegiance: Thin stranger
  The small, silent, hovering silver ball suddenly 
  whooshes towards you as two blades protrude from its 
  front.
  Sentinel spheres are the encased brains of victims 
  captured by thin strangers.  They are incredibly fast 
  and highly maneuverable but are essentially pawns in 
  the service of their commanding thin stranger.  Thin 
  strangers also use them to open dimensional gates, 
  allowing them to hop planes at will. 
  COMBAT
  A sentinel sphere attacks by landing on a victim’s 
  head and plunging its drill into his ﬂesh.  This is 
  a touch attack and can target only Small or larger 
  creatures.
  Attach (Ex): If a sentinel sphere hits with a 
  touch attack, it uses its two barbs to latch onto the 
  opponent’s skull.  An attached sentinel sphere is 
  effectively grappling its prey.  The sentinel sphere 
  loses its Dexterity bonus to AC and has an AC of 12, 
  but holds on with great tenacity.  Sentinel spheres 
  have a +12 racial bonus on grapple checks (already 
  ﬁgured into the Base Attack/Grapple entry above).  An 
  attached sentinel sphere can be struck with a weapon 
  or grappled itself.  To remove an attached sentinel 
  sphere through grappling, the opponent must achieve 
  a pin against the sentinel sphere.
  Brain Drill (Ex): A sentinel sphere that is attached 
  to an opponent automatically inﬂicts 1d12 points of 
  damage each round.  After four rounds, it pierces the 
  victim’s brain, killing him instantly.  This power is 
  useless against constructs, elementals, oozes, plants, 
  and undead.  It is not instantly fatal to foes with 
  multiple heads.
  Psionics (Sp): At will—plane shift.  Effective 
  caster level 8th. 
  SHAPE (TEMPLATE)
  The Cult of Arawn practices the ancient tradition 
  of blood sacriﬁce, as they believe their ancestors 
  practiced.  They are dedicated to identifying the Shape 
  and ensuring his activities go unhindered.  
  To the Cult, the Shape has but one mission: to 
  murder his entire family.  Should the Shape be unable 
  to complete his sacred mission, it would be the end 
  of civilization as we know it.  In the eyes of the law, 
  Shapes are the shepherds of a mass murderer. 
  A Shape is created through a special ritual known 
  only to the Cult of Arawn.  The ritual must be 
  performed on a male child before it is initiated into 
  any other faith.  By dedicating the child to Arawn, the 
  Cult guarantees he will become a Shape.  
  The ritual instills a curse in the child that is 
  spontaneous and abrupt.  At some point in the child’s 
  life, he will pick up a sharp weapon and attempt to 
  kill all of his family on Samhain, the sacred holiday 
  to Arawn that also happens to be Halloween.  If he 
  succeeds, the cult moves on in search of the next 
  Shape.  A Guardian, the male leader of the Cult of 
  Arawn, determines which child will be the next 
  Shape.  This cycle repeats ad nauseum. 
  A Shape that receives the curse always displays 
  Arawn’s symbol on some part of his body as a sort 
  of birthmark.  This symbol is the ogham rune known 
  as Ngetal. The rune is one straight line with three 
  diagonal lines across it.  It is afﬁliated with the 
  cranberry tree and Arawn in his role as dark lord.
  Part of the role requires the Shape to wear a mask.  
  It is only in this role that the Shape can perform his 
  tasks as a grim reaper for Arawn.  However, it should 
  not be presumed that Shapes are mindless killers.  
  Rather, they are smart enough to remove their masks 
  and blend in with other people until the time is right 
  to strike.
  “Shape” is an acquired template that can be added 
  to any humanoid or monstrous humanoid (referred 
  to hereafter as the “base creature”). The creature 
  becomes an outside (native).  It uses all the base 
  creature’s statistics and special abilities except as 
  noted here.
  
  CHAPTER 3: SLASHER FIELD GUIDE
  Challenge Rating: Same as base creature +2.
  Defense: The base creature’s natural armor bonus 
  improves by +3.
  Hit Dice: Change to d12.
  Attacks: A Shape retains all the attacks of the base 
  creature and gains a slam attack if the base creature 
  didn’t already have one.  If the base creature did not 
  have a slam attack, use the base damage values in the 
  table below.  Otherwise, use the values below or the 
  base creature’s base damage, whichever is greater.
  Size
  Slam Damage
  Diminutive
  1d2
  Tiny
  1d3
  Small
  1d4
  Medium-size
  1d6
  Large
  1d8
  Special Qualities: A Shape retains all the special 
  qualities of the base creature and gains the additional 
  qualities described below.
  Ability Surge (Ex): Once per day as a free action, 
  the Shape can temporarily increase its Strength and 
  Dexterity scores, but doing so imposes a penalty on 
  its saving throws.  While this ability is in effect, the 
  shape gains a +4 morale bonus to both Strength and 
  Dexterity but takes a –2 penalty on all saving throws.  
  Ability surge lasts for a number of rounds equal to the 
  shape’s character level.  Following an ability surge, 
  the Shape is fatigued (–2 to Strength and Dexterity) 
  for as many rounds as the surge was in effect, but it 
  may negate this penalty as a free action by spending 
  an action point.
  Damage Reduction 5/– (Ex): A Shape ignores the 
  ﬁrst 5 points of damage dealt by any attack.
  Death’s Door (Su): A Shape appears to die if 
  reduced to –10 hit points.  However, unless it is 
  reduced to its negative Constitution score in hit points, 
  its “death” is only temporary; when the Shape’s fast 
  healing ability (see below) brings its hit point total to 
  1 or higher, it springs back to life.
  Fast Healing 5 (Su): A Shape heals 5 points of 
  damage per round until it is reduced to its negative 
  Constitution score, at which point it dies.  This ability 
  does not enable the Shape to regrow or reattach 
  severed body parts.
  Immunities (Ex): A Shape is immune to disease, 
  mind-affecting effects, necromantic effects, paralysis, 
  poison, and sleep.  It is not subject to nonlethal 
  damage. 
  Resistance to Massive Damage (Ex): A Shape gains 
  a +5 species bonus on Fortitude saves to negate the 
  effects of massive damage.
  Allegiances: Previous allegiances are lost 
  and replaced by allegiances to Arawn.  Changed 
  allegiances might cause the loss of particular class 
  abilities.
  Saves: Same as the base creature, with a +2 bonus 
  on Fortitude saves, and modiﬁed by new ability 
  scores.
  Ability Scores: A Shape gains the following ability 
  score increases: Str +4, Con +4.
  Feats: A Shape gains Great Fortitude, Improved 
  Damage Threshold, and Toughness as bonus feats.
  SOUL SUCKER
  Medium Undead (Incorporeal)
  Hit Dice: 5d12 (32 hp) 
  Initiative: +7
  Speed: Fly 60 ft. (good) (12 squares)
  Defense: 15 (+3 Dex, +2 deﬂection), touch 15, ﬂat-
  footed 12 
  Attack: Incorporeal touch +5 melee 
  Damage: 1d4 
  Face/Reach: 5 ft./5 ft. 
  Special Attacks: Energy drain
  Special Qualities: Darkvision 60 ft., daylight 
  powerlessness, incorporeal traits, lifesense, +2 turn 
  resistance, undead traits, vulnerability to ﬁre
  Saves: Fort +1, Ref +4, Will +6
  Abilities: Str —, Dex 16, Con —, Int 14, Wis 14, Cha 
  15
  Skills: Diplomacy +6, Hide +11, Intimidate +10, 
  Listen +12, Search +10, Sense Motive +8, Spot +12, 
  Survival +2 (+4 following tracks)
  Feats: Alertness, Blind-Fight, Combat Reﬂexes, 
  Improved Initiative
  Challenge Rating: 5
  Allegiance: None
  You see the indistinct outline of an animated, shriveled 
  corpse dressed in bandages. 
  Cowards at heart, Soul Suckers are the souls of 
  mummiﬁed corpses laboring under an ancient curse.  
  
  CHAPTER 3: SLASHER FIELD GUIDE
  They seek out the weak and helpless, like infants and 
  the elderly, to feast upon so that their predations will 
  go unnoticed.  Many mysterious crib deaths have 
  actually been Soul Sucker attacks, and just as many 
  elderly have died under curious circumstances.  Still, 
  few people care enough to ask.
  Combat
  Soul Suckers avoid combat if they can help it and will 
  back off a victim who vigorously resists.  They are 
  accustomed to helpless or near helpless prey and thus 
  are not willing to risk their own existence if they can 
  ﬁnd easier victims elsewhere.  
  Lifesense (Su): A Soul Sucker notices and locates 
  living creatures within 60 feet, just as if it possessed 
  the blindsight ability.  It also senses the strength 
  of their life force automatically, as if it had cast 
  deathwatch.
  Daylight Powerlessness (Ex): Soul 
  Suckers are utterly powerless in natural 
  sunlight (not merely a daylight spell) and ﬂee 
  from it.
  Energy Drain (Su): A Soul Sucker drains energy 
  from a mortal by putting its mouth over a victim’s 
  oriﬁce.  If the target resists, the Soul Sucker must start 
  a grapple, which provokes an attack of opportunity.  
  The soul sucker’s energy drain bestows one negative 
  level.  The DC is 14 for the Fortitude save to remove 
  a negative level. These save DCs are Charisma-based.  
  For each such negative level bestowed, the Soul 
  Sucker gains 5 temporary hit points.
  Manifestation (Su): A Soul Sucker dwells on the 
  Ethereal Plane and, as an ethereal creature, it cannot 
  affect or be affected by anything in the material world. 
  When a Soul Sucker manifests, it partly enters the 
  Material Plane and becomes visible but incorporeal 
  on the Material Plane.  A manifested Soul Sucker 
  can be harmed only by other incorporeal creatures, 
  magic weapons, or spells, with a 50% chance to 
  ignore any damage from a corporeal source.  A 
  manifested Soul Sucker can pass through solid objects 
  at will, and its own attacks pass through armor.  A 
  manifested Soul Sucker always moves silently.  A 
  manifested Soul Sucker can strike with its touch 
  attack.  A manifested Soul Sucker remains partially 
  on the Ethereal Plane, where is it not incorporeal.  A 
  manifested Soul Sucker can be attacked by opponents 
  on either the Material Plane or the Ethereal Plane. 
  The Soul Sucker’s incorporeality helps protect it from 
  foes on the Material Plane, but not from foes on the 
  Ethereal Plane.  A Soul Sucker has two home planes, 
  the Material Plane and the Ethereal Plane. It is not 
  considered extraplanar when on either of these planes.
  THIN STRANGER
  Medium Outsider (Extraplanar)
  Hit Dice: 4d8+4 (22 hp)
  Initiative: +0
  Speed: 30 ft. (6 squares)
  Defense: 21 (+9 natural, +2 leather 
  coat), touch 10, ﬂatfooted 21;
  Base Attack/Grapple: +4/+5
  Attack: Slam +5 melee (1d6+1)
  Full Attack: Slam +5 melee (1d6+1) 
  or +4 ranged
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Psionics
  Special Qualities: Damage reduction 10/+1, 
  darkvision 60 ft., electrical resistance 15, ﬁre 
  immunity, regeneration 5, telepathy, vulnerability to 
  cold
  Saves: Fort +5, Ref +4, Will +6;
  Abilities: Str 13, Dex 11, Con 13, Int 16, Wis 15, 
  Cha 16.
  Skills: Bluff +10, Drive +8, Hide +6, Intimidate 
  +9, Listen +6, Move Silently +6, Read/Write Abyssal, 
  Read/Write Languages (any three), Sense Motive +6, 
  Speak Abyssal, Speak Languages (any three), Spot +6.
  Feats: Heroic Surge (1/day)
  Challenge Rating: 6
  Allegiance: Evil
  
  CHAPTER 3: SLASHER FIELD GUIDE
  A gaunt, nearly skeletal man dressed in black with 
  wide, staring eyes seems to move towards you in slow 
  motion.
  Thin Strangers are ﬁends from beyond, looking 
  for bodies to fuel their sentinel spheres (see above).  
  Because the sentinel spheres require brains, they tend 
  to take up residence in graveyards and funeral homes.  
  But given the choice, Thin Strangers are not above 
  taking brains from living people.
  COMBAT
  Create Spawn (Su): A humanoid slain by a Thin 
  Stranger will be transformed into a Sentinel Sphere 
  (see the Sentinel Sphere entry) 1d4 days after death.  
  The new Sentinel Sphere is under the command of 
  the Thin Stranger that created it and remains enslaved 
  until its master’s destruction.  At any given time a 
  Thin Stranger may have enslaved Sentinel Spheres 
  totaling no more than twice its own Hit Dice; any 
  Sentinel Spheres it creates that would exceed this limit 
  are created as free-willed Sentinel Spheres.  A thin 
  stranger may voluntarily free an enslaved Sentinel 
  Sphere in order to enslave a new Sentinel Sphere, 
  but once freed, a Sentinel Sphere cannot be enslaved 
  again.
  Damage Reduction 10/+1 (Su): A Thin Stranger 
  ignores the ﬁrst 10 points of damage dealt by any 
  nonmagical weapon.  In campaigns without magic 
  weapons, the GM can either disregard the Thin 
  Stranger’s damage reduction or apply it only to certain 
  types of weapons (ballistic, bludgeoning, piercing, 
  slashing, or sonic/concussion).
  Electricity Resistance 15 (Ex): A Thin Stranger 
  ignores the ﬁrst 15 points of electricity damage from 
  any single attack.
  Fire Immunity (Ex): A Thin Stranger is immune to 
  ﬁre damage.
  Psionics (Sp): At will—domination, mental blast.  
  Manifester level 10th; save DC 10 + Thin Stranger’s 
  key ability modiﬁer + power level.
  Regeneration (Ex): Fire and acid deal normal 
  damage to a Thin Stranger.  If a Thin Stranger loses 
  a limb or body part, the lost portion regrows in 3d6 
  minutes.  The creature can reattach the severed 
  member instantly by holding it to the stump.
  VENGEFUL SPIRIT (TEMPLATE)
  Vengeful Spirits are created when a person suffers an 
  unjust death in the presence of a mirror.  The mirror 
  captures the soul, allowing the Vengeful Spirit to 
  exist on the Prime Material Plane.  From then on, the 
  Vengeful Spirit cannot journey more than 300 yards 
  from its mirror.  The Vengeful Spirit seeks revenge on 
  its killers by slaughtering those who killed it, making 
  its descendants suffer, or otherwise exacting revenge 
  in a messy and direct fashion.  The only way the 
  Vengeful Spirit can leave the vicinity of its mirror is 
  to possess a body; however, the mirror can be picked 
  up and moved, which might inadvertently make the 
  Vengeful Spirit more mobile.
  People ask why I choose to be a PRU agent.  It’s a funny question with a simple answer.
  When I come home, Barbara’s tired, but she stayed up to greet me.  She’s six months pregnant and 
  showing for sure.  
  She has that worried look in her eyes.  I know that look.
  “Kept me at the ofﬁce late again,” I mutter, kissing her quickly as I whisk into the room.  I throw my 
  jacket on the coat rack.  “How was your day?”
  Barbara breaks into tears.  
  “It was horrible!” she says, sobbing.  “I was doing a presentation at work and the projector died in the 
  middle! I couldn’t get it back up, so the entire project was delayed.  In front of the CEO and the senior 
  staff!”
  I kick off my shoes and curl up next to her on the bed.  
  “I’m sure they’ll give you another shot at it.”
  Barbara sniffs.  “You think so?”
  “I’m sure of it.  You’re too valuable to the company.  IT guys are easy to blame stuff on.  I do it all the 
  time.”
  Mrs. Beckem smiles a pathetic grin and hugs me tight.  “I’m going on and on about my day.  How was 
  your trip?  It’s like you’ve been away forever.”
  “Only a week,” I say stroking her hair.
  “Anything interesting happen?”
  “Oh, same old, same old.  You know: travel the world, meet interesting people, and kill them.”
  She laughs.  “If only an accountant’s job was that interesting, maybe they’d give you hazard pay!”
  “Yeah,” I joke.  “Some of the psychos I deal with are real killers, let me tell you.”
  Barbara’s eyes are drooping.  She snuggles under the covers. “I love you, Job.”
  “I love you, Barbara.”
  I put my hand on her stomach.  “Three more months,” I say.
  She places her hand over mine.  “Three more months,” she whispers.
  People ask why I choose to be a PRU agent.  I look at my wife and remember why.
  
  CHAPTER 3: SLASHER FIELD GUIDE
  “Vengeful Spirit” is an acquired template that can 
  be added to any humanoid.  The creature (referred to 
  hereafter as the base creature) must have a Charisma 
  score of at least 6.  A Vengeful Spirit uses all the base 
  creature’s statistics and special abilities except as 
  noted here.
  Size and Type: The creature’s type changes to 
  undead.  Do not recalculate the creature’s base attack 
  bonus, saves, or skill points.  It gains the incorporeal 
  subtype.  Size is unchanged.
  Hit Dice: All current and future Hit Dice become 
  d12s.
  Speed: Vengeful Spirits have a ﬂy speed of 30 feet, 
  unless the base creature has a higher ﬂy speed, with 
  perfect maneuverability. 
  Defense: Natural armor is the same as the base 
  creature’s but applies only to ethereal encounters.  
  When the Vengeful Spirit manifests (see below), its 
  natural armor bonus is +0, but it gains a deﬂection 
  bonus equal to its Charisma modiﬁer or +1, whichever 
  is higher.
  Attack: A Vengeful Spirit retains all the attacks of 
  the base creature, although those relying on physical 
  contact do not affect creatures that are not ethereal.
  Full Attack: A Vengeful Spirit retains all the 
  attacks of the base creature, although those relying on 
  physical contact do not affect creatures that are not 
  ethereal.
  Damage: Against ethereal creatures, a Vengeful 
  Spirit uses the base creature’s damage values.  Against 
  nonethereal creatures, the Vengeful Spirit usually 
  cannot deal physical damage at all but can use its 
  special attacks, if any, when it manifests (see below).
  Special Attacks: A Vengeful Spirit retains all the 
  special attacks of the base creature, although those 
  relying on physical contact do not affect nonethereal 
  creatures.  The Vengeful Spirit also gains two abilities 
  as described below.  The save DC against a special 
  attack is equal to 10 + 1/2 Vengeful Spirit’s HD + 
  Vengeful Spirit’s Cha modiﬁer unless otherwise noted.
  Malevolence (Su): Once per round, an ethereal 
  Vengeful Spirit can merge its body with a creature on 
  the Material Plane.  This ability is similar to a magic 
  jar spell (caster level 10th or the Vengeful Spirit’s 
  Hit Dice, whichever is higher), except that it does not 
  require a receptacle.  To use this ability, the Vengeful 
  Spirit must be manifested and it must try move into 
  the target’s space; moving into the target’s space to 
  use the malevolence ability does not provoke attacks 
  of opportunity.  The target can resist the attack with 
  a successful Will save (DC 15 + vengeful spirit’s 
  Cha modiﬁer).  A creature that successfully saves is 
  immune to that same Vengeful Spirit’s malevolence 
  for 24 hours, and the Vengeful Spirit cannot enter the 
  target’s space.  If the save fails, the Vengeful Spirit 
  vanishes into the target’s body.
  Manifestation (Su): Every Vengeful Spirit has this 
  ability.  A Vengeful Spirit dwells on the Ethereal Plane 
  and, as an ethereal creature, it cannot affect or be 
  affected by anything in the material world.  When a 
  Vengeful Spirit manifests, it partly enters the Material 
  Plane and becomes visible but incorporeal on the 
  Material Plane.  A manifested Vengeful Spirit can be 
  harmed only by other incorporeal creatures, magic 
  weapons, or spells, with a 50% chance to ignore 
  any damage from a corporeal source.  A manifested 
  Vengeful Spirit can pass through solid objects at will, 
  and its own attacks pass through armor.  A manifested 
  Vengeful Spirit always moves silently.  A manifested 
  Vengeful Spirit can strike with its touch attack or 
  with a Vengeful Spirit touch weapon (see Vengeful 
  Spirit Equipment, below).  A manifested Vengeful 
  Spirit remains partially on the Ethereal Plane, where 
  is it not incorporeal.  A manifested Vengeful Spirit 
  can be attacked by opponents on either the Material 
  Plane or the Ethereal Plane.  The Vengeful Spirit’s 
  incorporeality helps protect it from foes on the 
  Material Plane, but not from foes on the Ethereal 
  Plane.
  When a spellcasting Vengeful Spirit is not 
  manifested and is on the Ethereal Plane, its spells 
  cannot affect targets on the Material Plane, but 
  they work normally against ethereal targets.  When 
  a spellcasting Vengeful Spirit manifests, its spells 
  continue to affect ethereal targets and can affect 
  targets on the Material Plane normally unless the 
  spells rely on touch.  A manifested Vengeful Spirit’s 
  touch spells don’t work on nonethereal targets.
  A Vengeful Spirit has two home planes, the Material 
  Plane and the Ethereal Plane.  It is not considered 
  extraplanar when on either of these planes.
  Special Qualities: A Vengeful Spirit has all the 
  special qualities of the base creature as well as those 
  described below.
  Rejuvenation (Su): An integral part of becoming a 
  Vengeful Spirit is that the mirror stores its life force.  
  As a rule, the only way to get rid of a Vengeful Spirit 
  for sure is to destroy its mirror.  Unless its mirror is 
  located and destroyed, a Vengeful Spirit reappears 
  1d10 days after its apparent death.  A Vengeful Spirit’s 
  mirror is Tiny and has 20 hit points, hardness 10, and 
  a break DC of 20.
  Turn Resistance (Ex): A Vengeful Spirit has +4 turn 
  resistance.
  Mirror Dependent (Su): Each Vengeful Spirit is 
  mystically bound to a mirror and cannot stray more 
  than 300 yards from it in ethereal form.  It can leave 
  the area when using its malevolence ability.  If the 
  Vengeful Spirit is forced out of a host, it is instantly 
  transported back to its mirror.
  Abilities: Same as the base creature, except that 
  the Vengeful Spirit has no Constitution score, and its 
  Charisma score increases by +4. 
  Skills: Vengeful Spirits have a +8 racial bonus on 
  Hide, Listen, Search, and Spot checks.  Otherwise 
  same as the base creature.
  Challenge Rating: Same as the base creature +1.
  Level Adjustment: Same as the base creature +4.
  
  CHAPTER 3: SLASHER FIELD GUIDE
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  Davis.
  Deadlands d20 Copyright 2001, Pinnacle Entertainment Group, Inc.
  Diomin, Copyright 2000, OtherWorld Creations, Inc.
  Dragons, Copyright 2001, Alderac Entertainment Group, Inc.
  Dragonstar: Starfarer’s Handbook Copyright 2001, Fantasy Flight, Inc.
  Dungeons, Copyright 2001, Alderac Entertainment Group, Inc.
  Evil, Copyright 2001, Alderac Entertainment Group, Inc.
  Fading Suns d20, Copyright 2001, Holistic Design
  Forbidden Kingdoms. Copyright 2001, OtherWorld Creations, Inc.
  Gods, Copyright 2002, Alderac Entertainment Group, Inc.
  Judge Dredd, Copyright 2002, Mongoose Publishing.
  Magic of Rokugan, Copyright 2002, Alderac Entertainment Group, Inc.
  Magus, Copyright 2001, Hector Hernandez
  Mercenaries, Copyright 2002, Alderac Entertainment Group, Inc.
  Mercenaries: Born of Blood, Copyright 2002, OtherWorld Creations, Inc.
  Modern Player’s Companion, Copyright 2003,The Game Mechanics, Inc.; 
  Author: Stan!
  Modern System Reference Document Copyright 2002, Wizards of the Coast, 
  Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on 
  material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter 
  Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  Monsters, Copyright 2002, Alderac Entertainment Group, Inc.
  Mutants & Masterminds, Copyright 2002, Green Ronin Publishing.
  OGL Horror Copyright 2003, Mongoose Publishing, Limited. 
  Relics and Rituals, Copyright 2000, Clark Peterson
  Relics, Copyright 2003, Alderac Entertainment Group, Inc.
  Rokugan, Copyright 2001, Alderac Entertainment Group, Inc.
  Seafarer’s Handbook, Copyright 2001, Fantasy Flight, Inc.
  Seas of Blood, Copyright 2001, Mongoose Publishing.
  Spycraft, Copyright 2002, Alderac Entertainment Group.
  Swashbuckler, Copyright 2001, Felix Lim Jr.
  Swashbuckling Adventures, Copyright 2002, Alderac Entertainment Group, Inc.
  Swords of Our Fathers, Copyright 2003, The Game Mechanics.
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich baker, Andy Collins, 
  David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. 
  Gary Gygax and Dave Arneson.
  T20 – The Traveller’s Handbook, Copyright 2002, QuikLink Interactive, Inc.
  The End: Lost Souls Edition, Copyright 2002, Tyranny Games.
  The Quintessential Fighter, Copyright 2001, Mongoose Publishing.
  Traps and Treachery, Copyright 2001, Fantasy Flight, Inc.
  Ultramodern Firearms d20, Copyright 2002,Charles McManus Ryan.
  Unearthed Arcana, Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, 
  Jesse Decker, David Noonan, Rich Redman.
  Vitality and Wound Points, a d20 System Conversion Guide, Copyright 2000 by 
  Bradley D Thompson
  Weird Wars, Weird War Two, Copyright 2001, Pinnacle Entertainment Group, Inc.
  OPEN GAMING CONTENT
  Designation of Product Identity: The following terms are designated as 
  product identity as outline in section 1(a) of the Open Gaming License: Blood 
  and Spooks, Blood and Blades, National Center For Reanimation Prevention 
  And Control,  International Center for Ethereal Containment and Control, The 
  Paranormal Response Unit.
  Designation of Open Gaming Content: The following sections of Blood and 
  Blades are designated as open gaming content except for terms deﬁned as product 
  identity above.  All illustrations, pictures, and diagrams are Product identity and 
  property of RPGObjects™.
  Introduction:  This entire chapter is closed content.
  Chapter 1: The class descriptions are closed content. All other text in this chapter 
  is open content.
  Chapter 2: This entire section is open content.
  Chapter 3: This entire section is open content.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/d20 Modern/3rd Party/RPG Objects/Blood and Blades/The Profiler's Guide to Slashers (screen).pdf