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Ravenloft: Gothic Earth Eternal (Pathfinder)
Ravenloft: Gothic Earth Eternal (Pathfinder)
May all of your horror games end with a fright in your heart, a chill in your stomach and a prickling on your skin.
Imhotep miraculously accomplished this mighty magical task, but in doing so, he broke the natural order of the world. With the cycle of nature
cracked, it opened a rift from our world into the next. And through this rift came the Red Death. Imhotep and Djoser were immediately enslaved
by this powerful entity. They both gained immortality, but at a terrible cost. The fabric of magic was corrupted throughout the world, staining it
with the risk of taint. The Red Death also gave rise to hordes of undead, bestowing upon countless beings the curse of unlife.
Imhotep was destroyed and his great king, Djoser, was eradicated from the face of Gothic Earth. The Darklords found themselves suddenly
trapped within domains - strange mystical pockets of the land that they could not leave.
In the following decades, the league made their way across the globe, destroying the Darklords one by one. This time is known as the Great
Purge. It was a time in which things were turned on their head. Now it was the denizens of darkness who fled from the forces of good. But
something happened that no one could have anticipated.
The hideous death toll of the First World War gave rise to all manner of undead and warped beings. Creatures arose of their own accord, with
no supernatural patron controlling them. But it is during the Second World War that humanity truly crippled itself.
In 1945, the Germans were besieged. The Allies were closing in on them from the East and West. In desperation, they turned to a supernatural
solution. They attempted an ancient ritual, recovered from the desert by Rommels own operatives. The SS Inner Circle performed a mystic
ceremony that should have, by their reckoning, freed a Darklord from its domain and put it under their control. But the ceremony was a disaster.
The Darklord broke free and devoured everyone at the site.
But this ritual did much more than that - it ripped open the still-fresh seal over the magical fabric of Gothic Earth - and allowed the Red Death
back into the world.
Today
Now, the people of Gothic Earth struggle on. The Red Death and the Jade Horror are at war. Darklords, still trapped in their domains created
back in 1900, plot against each other, some siding with the Horror and others with the Death.
Caught in the middle of this are the unwashed masses of humanity. People are used as pawns in this never-ending conflict. The forces of
darkness are rallying and some scholars foresee a new Dark Age approaching, one where all of Gothic Earth is consumed in a shadow-war - the
Eternal Night. Indeed, some say that it is already here....
Darklords Eternal
A Darklord is a being of great power and darkness. The Red Death or the Jade Horror has chosen them as their champion. But not every
Darklord follows his patron. Many work secretly to free themselves from the yoke of their servitude. The older Darklords of Gothic Earth are a
pernicious lot. They have survived the War of 1900, saw the Red Death banished from the land, and survived the Great Purge afterwards. This
means that most of the older Darklords are both cunning and resourceful.
Each and every Darklord deserves their fate. Somewhere along the line, they have committed an Ultimate Act of Darkness and this one deed
trapped them in a domain that they cannot leave. The domain that they dwell in is one part palace, one part torture room.
Most Darklords also have a personal stake in their Ultimate Act of Darkness. Most didnt kill random innocents for no reason. They had a real
and driving need to enact their vile deeds. Usually, something in a Darklords background is tied to their Acts of Darkness. Thus, a Darklord is
not a soldier who killed fifty men because he was ordered to do so. Rather, he is a man who chose fifty people for a personal reason and ensured
that each of those souls fell to his twisted needs.
But the most important thing to remember is that the Red Death and Jade Horror follow no fast rules on who they make into a Darklord.
Everything discussed above are nothing more than guidelines.
Most people on Gothic Earth encounter the supernatural during their childhood, when they discover that the Thing Under the Bed is real.
However, usually they find out from a friend or from a desperate parent the terrible truth that makes up the Rule Unspoken: If You Talk About
It - They Will Get You.
Those unfortunate souls who dont learn this terrible truth are usually taken away in the night. Sometimes they are made into an awful repast.
Sometimes they are turned into a creature themselves. Thus, the Rule Unspoken is maintained through attrition - those that break it vanish and
are not discussed. Those who maintain it have a chance at life - but only a chance. There are always the fortunate few, of course, who have never
experienced the supernatural and remain in the dark. These are the lucky ones.
This makes the setting of Gothic Earth a desperate one. People dont wander about happily unaware of the evils around them. Instead, they are
keenly aware of them, but powerless to do anything about it. Everyday, people go missing. A chair will sit empty at the dinner table and no one
will speak of who once sat there. Scores of crimes remain unsolved by the police and the files are buried in a drawer. To live on Gothic Earth is
to live in oppression and fear.
Thus, the Old Ways are dying out and with them the secrets to battling the minions of the Jade Horror. This makes for different sorts of heroes
than the ones found in the West. Those who take up the fight against the darkness in the East are also preservers of the Old Ways. They seek to
save the knowledge that is rapidly disappearing from their culture, while trying to stay alive themselves. These brave individuals do not just seek
to save lives but an entire way of life.
Domains of Dread
Each and every Darklord on Gothic Earth exists within a domain - a special prison that is one part torture chamber, one part prison, and one
part playground. Domains on Gothic Earth can be as small as a house or as expansive as a small country. It depends upon the Darklord than
dwells within.
Closing the border of a domain is never done lightly. When a domain border closes, typically all forms of communication through the border get
cut off. Cell phones go ahead. Electricity ceases to flow across wires. Highways are shut down. Sections of the planet go dark from satellites.
Thus, closing the border of a domain is a blatant and flagrant act of supernatural power. And usually when a Darklord does something like that,
other Darklords will either see it as a challenge or a threat to the status quo.
The creatures of darkness know that the Rule Unspoken keeps them alive. Because no one wants to talk about the supernatural, the denizens of
Gothic Earth can usually act unmolested. However, all of these creatures of the night know that large and blatant displays of power will erode
the Rule Unspoken. And no one wants that. Because if humanity ever rallies together and rises up against its oppressors, it would mean another
Great Purge.
For that reason, many Darklords will refrain from closing their borders. Instead, they save this one power for only when they have nothing else
to lose.
Escaping a Domain
On Gothic Earth, it is possible to escape particular domains. This possibility is not just something only within mortal grasp. Darklords, too, can
sometimes escape their mystical prisons. In 1945, a secret research branch of Hilters SS forces conducted an ancient ritual which was able to
break the borders of a domain and set a Darklord free. But the ritual, a magical rite recovered from the great and insidious Imhotep, was
imperfect. The Darklord went mad and tore through the SS soldiers on the site. To this day, he is still missing.
Since that time, other Darklords have attempted to replicate the ritual, with varying results. A few Darklords have destroyed themselves in the
process. One Darklord was consumed in a terrible conflagration along with her entire domain. Some Darklords have gone mad. A small few
have actually made it out of their enigmatic prisons...but with a price.
It seems that once a Darklord does escape her domain, she starts to die. Her body begins to wither. Her powers begin to fade. And once in this
delicate position, often her enemies will begin hunting for her in earnest.
The only way to survive, once free, is to establish a new domain in a new location. The few Darklords that have been able to do this did it the
only way they knew how - enacting another Ultimate Act of Darkness.
So the question remains - why would any Darklord want to be free? After all, it just means that the Darklord gets weaker and possibly dies. The
answer is myriad. Many Darklords attempt to escape out of hubris. They have heard the stories of other villains dying or being driven mad. But
they believe such an event wont happen to them. Many Darklords just want to taste freedom. Even if it is just for a day or two, they want to see
the world that has been denied them. Other Darklords do it out of a sense of necessity. For example, a Darklord who is being hounded by a rival
or a group of powerful adventurers might have to find some way out of her prison to escape. Still others have a long-range plan. They move their
entire operations as a single move in a globe-spanning chess game.
And, of course, being able to move domains gives game masters more
creative freedom as well. If the heroes have fought and vanquished
a Darklord in one location, you can have him appear in another,
completely different location for more insidious fun.
Perhaps. We will need to ask Sarah Davis, wont we?
Jeffries: You see, thats how she wants it. She wants you to keep looking. To keep searching
for the answers.
Ingram: Right. Whos she?
[Davis holds up a hand to Ingram]
Davis: Why? Why does she want us to keep looking?
Jeffries: Because shes a...because she wants you to keep exploring. Dont you see? The more
you explore, the more you seek the answers...the further down the rabbit hole. The further.
The further.
Davis: The further down the rabbit hole. Thats what she wants. Okay. Why, Allen. Why. Just
tell us.
Jeffries: Rabbits. [Incomprehensible] Rabbits.
Davis: Allen!
Jeffries: No, you...you dont... She wants you to keep looking, because the further down the
rabbit hole you go, the more you end up like her.
Ingram: But who....
[Davis holds up a hand to Ingram again]
Davis: And thats what she wants? For us to become like her?
Jeffries: Yeah, yeah. You get it, dont you. [Incomprehensible] I can tell. The look in your
eyes. Youve tasted it. The moist, wet earth down there. The rich, grainy dirt. Black and
wet.
[Davis looks away.]
Ingram : (to Davis) Hey, you with us?
Davis: (speaking in low voice) Does she want everyone to be like her? Is that the point?
Jeffries: No, no! Only...only the special people. You know. Like you, Sarah.
[Davis rises from her chair and begins pacing the room, biting a fingernail.]
Ingram: Well thats great. What else can you tell us, Allen?
Jeffries: (looks at Ingram and pauses) Shes red. Shes red and wears...
Ingram: How about a name.
Jeffries: Shes red. And wears a mask. But she doesnt talk - no, no. Never speaks. Just
gives you ideas. Wonderful ideas. Brilliant ideas.
Ingram: Does she have a name, Allen.
Jeffries: (looks at Ingram again and smiles for a long while) You know it already.
Sir, Im writing this very quickly from a public computer. I suppose with what happened to my car this morning - I take that as a sign
that I have been rendered off-status. Please please please reconsider your assessment.
Please reconsider.
Ingram: Okay, Sarah. Lets take this from the top again...
Davis: Youre wasting your time, you know. Wasting my time, too. Most importantly...youre
wasting his time. You have to see. Im trying to help you. All of you.
Ingram: Okay, there you go again, Sarah. His time. Talk to me about him.
Davis: (loudly) I already told you about him!
Ingram: You told me a bunch of cryptic statements.
Davis: (waving hand around, arm restraints restricting movement) Its all in there.
Ingram: Take it from the top...
Davis: Well, hes completely different from her. Completely different. You see, I made the
mistake of thinking that they were similar. But theyre not. You have to see. Im trying to save
you.
Ingram: (looking at someone off camera) Okay, now were getting somewhere.
Davis: (lowering voice) You see...she wants...people.
Ingram: Yeah? Wants them how?
Davis: [incomprehensible]
Ingram: Thats disgusting.
Davis: Its true. She wants you to be like her. Same with... (gesturing) ...you see, only the
special people. Special. But him? He doesnt care. He doesnt give a shit. He doesnt want us to
be like him. I thought...I thought... (begins crying)
Ingram: Again with the tears. You know, this is getting old. No one buys it.
Davis: (shouting) HE DOESNT WANT US! HE JUST WANTS TO EAT US! EAT US! EAT US! EAT US!
Ingram: Whoa, whoa. Calm down. (gestures to someone off camera) John, gets us the sedative.
[A man moves into view. He can only seen from the back. The man stops in front of Sarah Davis.
Tyler Ingrams face can be seen, wrenching into an expression of terror. A dark stain begins to
spread over the mans back. Ingram springs up to his feet.]
Ingram: (shouting) Code six! Code six!
[The man presumed to be Johns head rolls backwards off of his shoulders. His body topples.]
Ingram: CODE SIX!
[Where Sarah Davis was sitting appears to be a distorted figure with a wide, gaping mouth. The
eyes cannot be seen, only two small mouths with glistening teeth where eyes should be.]
[Video goes blank]
Daviss voice: ...thats why I have to eat you, first.
[END TAPE]
character Backgrounds
In Gothic Earth Eternal, characters are generally human and human only. As an alternative, to character races, we offer character backgrounds.
Each character background represents a heros upbringing and profession (or former profession). Character backgrounds offer stat adjustments
because ones upbringing and lifestyle helps to mold them. Each background also offers an extra skill to be counted as a class skill. If a character
chooses a background that provides a skill that he or she would have received anyway as a result of their class, they instead receive an additional
+1 bonus to that skill. Character backgrounds also determine ones beginning lifestyle and money. Most significantly, most character
backgrounds provide a spotlight ability.
Spotlight Abilities
A spotlight ability is something a character can perform once a game session. They are dramatic and story-based. For example, a spotlight ability
might allow a character to just happen to know someone in the town the heroes are investigating who can give them inside knowledge.
Once a spotlight ability is performed, no other spotlight ability can be performed that game session. It is strongly recommended that the same character not
be allowed to keep performing their spotlight ability every game session. After all, the game should be about sharing the spotlight, not
dominating it. An easy rule to adopt is that any character cannot perform their spotlight ability in two consecutive game sessions.
As the Game Masters discretion, a Gothic Earth Eternal character can be something else. For example, a character who was born of the fae
might simply choose the elven race found in the Pathfinder Core Rulebook. These characters do not get spotlight abilities. Their extraordinary
abilities are thought to be significant enough.
And I thought Id seen it all.... Sudden Speed (Su) - Changelings with this power may move at
The blue collar background means that your character worked in double their normal speed for one round a day. At 5 level, they can
th
industry, service, or did physical labor in her past life. Somewhere move double their normal speed for two rounds a day.
along the way, she was drawn into the secret struggle of the
Eternal Night. She may come from a simple background, but its Drawbacks
assumed that your character has earned some degree of wisdom Dreadful Aura - Animals do not like the changeling and are
from her hard-knock experiences. immediately Unfriendly or Hostile to this character. Likewise,
people tend to get the creeps around him. This heightened state
+2 Constitution, +2 Wisdom, -2 Charisma of alertness means that people get a +2 to use Sense Motive on this
Beginning Lifestyle: Medium ($100 Cash) character.
Beginning Savings: $1,000 Strange Compulsion - The changeling must engage in some form of
abhorrent and ritualistic behavior on a regular basis. He may need
Background Skill to drink blood, eat rotting meat, or engage in a twisted ritual.
Choose one Profession skill to be a class skill for your character. Whatever the compulsion, the changeling must engage in it once a
day and the act takes at least 10 minutes. Failure to enact his
Background Abilities compulsion means that the character becomes agitated, receiving a
Scrappy - This character receives a +1 to his CMB and CMD. -1 to all to hit, saves, and attack rolls. This penalty increases each
Streetwise - This character receives a +2 to Sense Motive checks. day he goes without his compulsion to a maximum of -5. After five
days, he must make a Will save each day or to go into a rage, trying
Spotlight Ability to desperately act upon his twisted desire. The Will save is equal to
I Know a Guy - You may declare that your character has a contact 10 plus his character level. If he is allowed to engage in his
from her past. This contact may be from any walk of life. They just compulsion, the penalties go away.
happened to have met your character in the past. The contacts
disposition starts out as Indifferent to you. Spotlight Ability
None
changeling criminal
The things Ive seen....
Changelings are a characters who is not entirely human. Perhaps Ill do what needs to get done.
they have the cure of lycanthropy in their family, even though they A character with a criminal background is one that grew up in
themselves did not gain the lycanthropic curse. Perhaps they have trouble on the streets. She has had to learn to live life on her own,
the blood of an ancient vampire family within their veins. Or, without the help of others. Her past could still be haunting her, or
perhaps they dont even know what they are. Because of the she might have long buried it behind her.
changeling curse, these poor souls can rarely stay in one place or
form long lasting relationships. The friends and allies they do make +2 Constitution, +2 Strength, and -2 to Wisdom
are often precious to them. Beginning Lifestyle: Medium ($100 Cash)
Beginning Savings: $500
+2 Strength +2 Wisdom, and -2 to Intelligence
Beginning Lifestyle: Poor ($10 Cash) Background Skill
Beginning Savings: $500 Criminal characters receive Stealth, Sleight of Hand, or Disable
Device as an extra skill.
Background Skill
Changelings receive Survival as an extra skill. Background Abilities
Dangerous Mind - Criminals get a +1 bonus to their Defense and
Background Abilities - Choose two CMD
Supernatural Vision (Su) - The changeling character starts with Alert - A criminal gets +4 to Perception rolls to avoid surprise.
darkvision.
Bestial Change (Su) - The changeling can gain a +4 morale bonus to Spotlight Ability
Strength and a +2 bonus to Fortitude and Reflex saves. However, Underworld Contact - You may declare for your character that he
the character suffers a -2 penalty to Will saves and Defense. knows a particular underworld entity who owes him a favor. This
Changelings can assume bestial form as a swift action and can underworld contact can get access to illicit or restricted goods. This
maintain it for a total of 2 rounds per level per day. Changelings declared NPC starts out as Indifferent to the criminal character.
can assume bestial form multiple times, burning up use of her
power each time. Whenever a changeling assumes bestial form, it is
obvious unless they are hidden behind concealment (such as dim
light, shadows, or a mask). The types of change they go under
ecclesiastic
I live to serve.
varies from being to being. After assuming bestial form, there is no Characters who are either devoutly religious, have gone through
after-effect. religious training, or are part of a church all have the ecclesiastic
Animal Control (Su) - Some changelings can influence the animal background. Characters with this background do not necessarily
world. Once per day, these beings can attempt to control the mind have to work for or even belong to a church. They merely need to
of an animal. The animal get a Will save, with the DC equal to 10 have researched and extensively participated in their religion.
plus half of the characters level and Wisdom modifier. Failure
+2 Charisma, +2 to Intelligence, and -2 to Constitution might declare that all of the furniture in the room starts to rise, but
Beginning Lifestyle: Cheap ($50 Cash) the GM might conclude the even with the furniture attacking
Beginning Savings: $7,000 everyone in the room - friend or foe alike.
Background Skill
Ecclesiastics receive Knowledge (Religion) as an extra class skill. Law enforcement
Dont worry, Ill make this right.
Background Abilities Characters with this background have been trained as law
Calm - Trained to deal with others in times of stress, an ecclesiastic enforcement personnel. They served as police, FBI, or in some
character gains a +2 to Diplomacy form of security. It is possible that they are no longer serving as law
Discerning - Members of a large, organized religion are trained to enforcement, but the fact remains that they were trained for it.
deal with people and address their problems. They receive a +2 to
Sense Motive rolls. +2 to an ability of choice
Beginning Lifestyle: Cheap ($50 Cash)
Additional - Choose One Beginning Savings: $7,000
Act of Faith - The ecclesiastic character can call upon his faith. Once
per day, this character can channel 1d6 points positive energy. Background Skill
Channeling positive energy causes an invisible, intangible, and Characters with the law enforcement background receive
soundless burst of energy. The burst occurs in a 30-foot radius Knowledge (Law) as an extra class skill.
centered on the scholar. Any undead within the burst radius takes
damage, but also gets a Will save to halve the damage. The Will
Background Abilities
save is 10 + arcane scholars level + arcane scholars Wisdom
Earned Badge - You receive a +1 to all Sense Motive and Intimidate
bonus. If the character already has the channel positive energy
checks.
class ability, then the ecclesiastic can add 1d6 to all positive energy
Firearms Training - Law enforcement characters begin the game
damage whenever he uses that class ability.
with proficiency in both pistols and rifles. If they choose a class
which also gives them this benefit, they may choose instead to start
Hierarchy Contact - This ecclesiastic character can call upon his
with the Point-Blank Shot feat.
contacts from within the religious organization that he works.
These special contacts are more than aware of the evil that stains
Spotlight ability
the globe and are able to provide advice against the forces of
Law Enforcement Contacts - This character may declare that he or she
darkness. Contacts of this nature start out as Friendly towards the
has an old friend in the local law enforcement department, even if
ecclesiastic character. This ability is a Spotlight Ability.
the character never worked the area. This NPC starts as Friendly
in disposition towards the law enforcement character.
haunted
Now, youve made her angry....
The haunted characters are ones that have faced the terrors of the
military
They never covered this is Basic.
night for all of their lives. Perhaps they see dead people walking
Characters with military backgrounds were once part of the armed
around, all of the time. Or perhaps they have been the victim of
forces or still work for them. If they have left the military,
some terrible, supernatural attack. In any case, haunted characters
characters with this background do not necessarily have to have
have marked souls that make them intense, willful people.
any current military obligations.
However, their tortured lives often means that they dont take the
best care of themselves.
+2 to an ability of choice
Beginning Lifestyle: Medium ($100 Cash)
Constitution +2, Wisdom +2, Charisma -2
Beginning Savings: $1,000
Beginning Lifestyle: Cheap ($50 Cash)
Beginning Savings: $500
Background Skill
Military characters receive Survival as an extra skill.
Background Skill
Haunted characters receive Knowledge (Forbidden Lore) as an
Background Abilities
extra skill.
Combat Training - All characters with military as their background
receive a +1 to attack rolls with Firearms.
Background Abilities
Firearms Training - Law enforcement characters begin the game
Willfull - Haunted characters receive a +2 to all Willpower saving
with proficiency in both pistols, rifles, and assault weapons. If they
throws.
choose a class which also gives them this benefit, they may choose
Paranoid - These poor souls receive a +2 to Perception checks, but a
instead to start with the Point-Blank Shot feat.
-2 to all Sense Motive checks, due to their overly suspicious nature.
Through the Mind of Madness - Haunted characters have had their
Spotlight Ability
minds tortured more than most. They only take one-half of all
Military Contact - Military characters may declare that they know
sanity damage.
someone at the local military base. Keep in mind that military
personnel often have little authority outside of their own bases.
Spotlight Ability
However, sometimes they can provide links to other, outside
Haunted event - The haunted character may declare that something
contacts. This contact starts as Indifferent to the military character.
supernatural happens. What exactly happens is given broad
purview, since the nature of a character hauntings vary. What the
player is allowed to do is to set-up what is happening in the
naturalist
supernatural event. However, the GM is the one who concludes The world shouldnt be this way.
how the event concluded. For example, the haunted character The naturalist background is for characters who have grown up
outdoors or in the wilderness. Characters who like to go hiking and
camping, former park rangers, hunters, or field biologists would all
fall into this category.
Background Skill
Naturalists receive both Survival and Handle Animal as extra class
skills.
Background Abilities
Naturally - Naturalist characters receive +2 bonuses to Acrobatics,
Climb, and Swim.
Tracking - A naturalist can use Survival to track quarry. If the a
naturalist character chooses Hunter as her class, she instead
receives a +2 bonus on all Survival checks.
Spotlight Ability
Safe Refuge - Instead of declaring that she knows someone of
import, a naturalist character can declare that she knows of a safe
haven that is hidden away from almost all but the cleverest of
opponents. This safe refuge is always someplace remote, but not so
remote as to be completely inconvenient to access. Characters do
have the onus to first get to the safe refuge in order to take
advantage of it. If the GM wants something bad to happen at the
safe refuge, he must spend 2 Twists to do so.
The core claSses
The character classes on Gothic Earth Eternal represents a path that one of her heroes has chosen. Each class, as it advances,
gains powerful abilities that can be wielded against the terrors that lurk between the shadows. It is presumed that each character
on Gothic Earth has some capability to fight evil. For those players wanting to choose someone who is a bit more uninitiated to
fighting the supernatural, the Steady class best describes that role.
The hunter
Dont worry, they cant hide from me.
There are those who fight the darkness, like the trooper. There are those who peer into it, like the investigator. And then, there are
those who track the darkness to its lair, driving a stake into its heart. Some of these individuals are wanderers, living from off of
faked credit cards or the meager wages of whatever job they can pick up. Some, instead, lurk quietly in society only activating
when called upon or when their hated enemies rear their heads. Still others are parts of larger organizations, specially trained
operatives who are trained in taking care of evil where it lives.
Base
Attack Defense Fort Ref Will
Level Bonus Bonus Save Save Save Special
1st +1 +1 +2 +2 +0 1st favored enemy, born predator, hunter talent,
track
2nd +2 +2 +3 +3 +0 Combat style feat, night stalker
3rd +3 +2 +3 +3 +1 Endurance, 1st oath of vengeance
4th +4 +3 +4 +4 +1 Hunters Bond, hunter talent
5th +5 +3 +4 +4 +1 2nd favored enemy
6th +6/+1 +3 +5 +5 +2 Combat style feat
7th +7/+2 +4 +5 +5 +2 Go unnoticed, hunter talent
8th +8/+3 +4 +6 +6 +3 Swift tracker, combat style feat
9th +9/+4 +5 +6 +6 +3 Evasion
10th +10/+5 +5 +7 +7 +3 3rd favored enemy, hunter talent, combat style
feat
Alignment: Any
Hit Die: d10
Starting Threshold: Wisdom score + 5
Starting Sanity: Intelligence score
Class Skills
Appraise, Bluff, Climb, Craft, Disguise, Disable Device, Drive, Escape Artist, Handel Animal, Intimidate, Knowledge (Current
Events), Knowledge (Forbidden Lore), Knowledge (Naturalist), Knowledge (Occult), Knowledge (Religion), Linguistics,
Medicine, Perception, Profession, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Survival, Swim
Skill Ranks per Level: 6+Int Modifier
Protective Charm (Sp): The hunter can craft a protective Leave No Trace (Ex): As a skilled survivalist, the hunter now
charm that she can herself wear or give to another. It is naturally covers her tracks and signs of her passing. Even
usually a small item like a pin, ring, bracelet, or a medicine without thinking about it. Anyone tracking her must beat
bag. Creating the charm only takes 10 minutes, but hunter her in an opposed Survival check, even if she has spent no
can only create and maintain one such charm at a time. The time covering her tracks. (Normally, someone covering their
charm grants a special +2 bonus to save vs. a spell effect or a tracks can make an opposed Survival check against their
+2 to Defense. pursuer, but it takes time to do.)
If the wearer is wearing the charm that protects against Also, she leaves nearly no signs of her presence in the
spells and succeeds in a save against a spell, then the charm places she stays like hotels, used cars, or sometimes even her
becomes inert. Likewise, if the wearer is wearing a charm own place of residence. Those looking for clues about her in
that provides a +2 to Defense and is missed by an attack, the an urban environment may attempt to make a Perception
charms magic fades. check to find such clues, but still have to beat the hunters
If the protective charm is given to another person, the opposed Survival check. Again, this happens even if the
hunter will always know immediately if the wearer takes hunter has made no effort to hide her passing.
damage or is rendered helpless. When making these opposed Survival checks, the hunter
receives a +5 bonus and may always take 10.
Unexpected Strike (Ex): The hunter can make an attack of
opportunity against a foe who moves into any square Sleep with One Eye Open (Ex): The hunter gains the bonus feat
threatened by her, regardless if that move would have - Sleep with One Eye Open.
The Investigator
I think Ive figured it out.
Gothic Earth is a place of mysteries, secrets, and conspiracies. So it is only natural that some upon this shadowed planet would
seek its secrets. Investigators come from all walks of life. They might be trying to find proof of existence of extraterrestrials or a
way to stop supernatural forces. FBI agents, private investigators, police detectives, or canny professional writers make good
investigators.
Base
Attack Defense Fort Ref Will
Level Bonus Bonus Save Save Save Special
1st +0 +1 +0 +2 +2 Detective, inquisitive, precision strike 1d6,
signature firearm
2nd +1 +2 +0 +3 +3 Evidence gathering, clever, investigator talent
3rd +2 +2 +1 +3 +3 Clue Magnet
4th +3 +3 +1 +4 +4 Precision strike 2d6, investigator talent
5th +3 +3 +1 +4 +4 Good Hunches
6th +4 +3 +2 +5 +5 Investigator talent
7th +5 +4 +2 +5 +5 Precision strike, 3d6
8th +6/+1 +4 +2 +6 +6 Investigator talent
9th +6/+1 +5 +3 +6 +6 Hard Boiled
10th +7/+2 +5 +3 +7 +7 Precision strike 4d6, Investigator talent
Alignment: Any
Hit Die: d8
Starting Threshold: Wisdom score + 5
Starting Sanity: Intelligence score
Class Skills
Appraise, Bluff, Computers, Diplomacy, Disable Device, Disguise, Drive, Escape Artist, Intimidate, Knowledge (Current
Events), Knowledge (Forbidden Lore), Knowledge (History), Knowledge (Law), Knowledge (Occult), Knowledge (Profession),
Knowledge (Psychology), Linguistics, Perception, Pilot, Research, Sense Motive
Skill Ranks per Level: 6+Int Modifier
Class Features This Clue token can be spent at any time to gain a +2
tactical bonus hit or damage the creature or gain a +2 to a
Weapon and Armor Proficiency: An investigator begins skill roll involving the being in question. It may also be given
with proficiency in light and medium armor as well as pistols to another player character for the listed bonuses. Giving a
and rifles. He begins with melee proficiency in all simple Clue token to another character requires at least a minute of
weapons. uninterrupted conversation.
Inquisitive: An investigator may transform any Lore token Clever (Ex): Once per game session, an investigator can use
(Foresight, Data, Gnosis, or Wariness) into a free Clue her instincts to get a sense of the right course of action.
token. As with most characters, an investigator may only Basically, the investigator can determine if a particular
have one Lore token at a time. course of action will bring a good result to the party, a poor
result, or neither.
Detective (Ex): An investigator adds her level (minimum
of 1) to Perception skill checks when looking for clues or Clue Magnet (Ex): At 3rd level, whenever the investigator
evidence. She gains this bonus to her Sense Motive checks passes within 10 feet of some clue or piece of evidence that
against anothers Bluff check. may lead to something she is pursuing, she gets an automatic
Perception check to sense it. Should she sense it, she will be
Precision Strike (Ex): An investigator is well-trained in drawn by her subconscious to the clue though interpreting
observing others and in discerning weaknesses most of all. what it means is another matter entirely. In addition, the
During combat, if an investigator spends a move action investigator can always take 10 when searching for clues.
observing a target, she may mark that target for ranged
precision strikes. A precision strike can only be made with Good Hunches (Ex): Investigators are careful to weigh
the investigators signature firearm and only one target in their options and make decisions based on the highest
range may be marked for precision strike at a time. scrutiny. Once per game, when the GM grants a Hunch, you
As long as the target is marked, the investigator does the may eliminate one of the options for free. For example, if the
extra damage listed. A target loses its mark if it is ever out of GM offers a Hunch with four different locations, you can
range, no longer in line of sight, or the encounter ends. Once ask that one of the false locations be eliminated, giving you a
the extra damage is done to a target, it also loses its mark. A choice of three. For any given Hunch, only one choice may
target that is adjacent to the investigator does not lose its be eliminated in this way, even if multiple investigators are
mark, but is immune to precision strike damage. present.
If the investigator gets multiple attacks, only the first
attack that hits is a precision strike. Hard Boiled (Ex): Either because of your dogged pursuit of
the truth or because fate has special plans for you your
Signature Firearm (Ex): At 1st level, the investigator begins character is not brought low as easily by setbacks as others.
with a signature firearm, which is a weapon that she has Whenever you take on a Setback, and do not activate it in
proficiency in. This signature firearm must be a pistol. With the next meaningful scene, you may keep the Setback
that firearm, she receives a +1 to hit. Should she ever lose it, instead having it turn into a Twist. If it is not activated in a
she can make another weapon of the same make and model second meaningful scene, however, it becomes a Twist as
into her new signature weapon by spending a day normal.
familiarizing herself with it.
An investigator can change the make and model of her Investigator Talents
signature weapon each time she reaches a new level.
Anticipation (Ex): Once per encounter, an investigator can
Evidence Gathering (Ex): An investigator who is able to spend a swift action to observe a target and better anticipate
find out about his quarry can prove more effective against it. his opponents attacks. The investigator gains 2 bonus hit
An investigator who uncovers at least three facts about a points per level that are set aside. These special hit points are
particular quarry (creature type, general appearance, and/or deducted from any attack coming directly from the
one or more of its abilities or powers) may gain a Lore investigators declared target first, before deducting his
(Clue) token about the particular target. An investigator normal hit points. These temporary hit points disappear if
may only have one Lore token at a time.
not consumed at the end of the encounter. An investigator you may detect if the target is knowingly and willingly lying.
must be 6th level to take this talent. This ability does not reveal what the truth is, uncover
unintentional inaccuracies, or necessarily reveal evasions.
Bonus combat feat: An investigator who selects this talent gets An investigator cannot take this ability until 8th level.
a bonus combat feat. This talent can only be selected twice.
From My Cold, Dead Hands (Ex): While wielding your
Shared Strike (Ex): After hitting an opponent in combat, the signature weapon, you may always re-roll one attack roll per
investigator can open up opportunities for her allies. After a combat encounter.
successful attack, as a swift action, you may grant an ally +2
tactical bonus to hit the same target. This ability can only be Mind Like a Steel Trap (Ex): Investigators have to deal with
used twice per encounter. both harsh realities and the darkness of Gothic Earth. As
seekers of darkness, their minds have to be honed like
Deepest Secrets (Ex): By finding out someones inner blades. Any time you fail a Will save due to a charm,
motivations, an investigator can use those motivations compulsion, or fear effect, you may re-roll it. This does not
against them, uncovering their fears, hates, and passions. apply to Horror checks.
Once per game session, this investigator can attempt a
special Sense Motive check against a particular target. If Ol Betsy (Ex): Your signature weapon gains a +2 to damage.
successful, she gains a +10 bonus on her next Intimidate
check against that same target. The target must be equal to Debilitating Hit (Ex): This investigator knows how to hit and
or less than she is in hit dice or levels. how to make it count. Any victim of one of her precision
strikes also becomes sickened for one round. Opponents
Dabbler (Sp): An investigator with this talent has learned may make a Fort save as a free action each round after the
some basic rotes of magic. She can cast three 0-level spells first to shake the effect. The DC of the Fort save is equal to
once a day and 1st level spell twice a day. These spells can be 10 + the Investigators level + her Wisdom bonus. An
from either the arcane or divine list. The caster level for this investigator cannot take this talent until 6th level.
ability is equal to the investigators character level. The save
DC for this spell is 11 + her Wis modifier. Uncanny dodge (Ex): An investigator can react to danger
Should the investigator take a spell-casting advanced before her senses would normally allow. She cannot be
class, she counts as one-level higher for determining spell caught flat-footed, even if the attacker is invisible. She still
effects. loses her Dexterity bonus to Defense if immobilized. She
Each time an investigator advances in level, she may also still loses her Dexterity bonus to Defense if an opponent
trade out the spells she knows for other ones of the successfully uses the feint action upon her.
appropriate level.
Well-Versed (Ex): After spending a standard action to
Discern Lies (Ex): You are an expert on parsing out deception observe her target, an investigator can better anticipate her
from the truth. The target gets a Will save against this opponents attacks. She gains a +2 competence bonus to her
ability, with a DC equal to 10 + your Investigator level + Defense when being attacked by that target for the rest of
your Wisdom bonus. If the target succeeds, he or she is the encounter. This bonus rises to +3 at 7rd level, +4 at 10th
immune to this ability for the rest of the encounter. If it fails, level.
The scholar
Not everything is as it seems here....
Throughout history, there have been those who have dedicated their minds to battling the Masques and all of their minions. These
are often the unsung heroes: those who research in musty libraries, those that advise the hunters of the dark. Yet, as both the
keepers and seekers of secret knowledge they play one of the most important roles against the forces of darkness.
Base
Attack Defense Fort Ref Will
Level Bonus Bonus Save Save Save Special
1st +0 +0 +0 +0 +2 Student of the world, advisor, scholar talent
2nd +1 +1 +0 +0 +3 Knowledge is power, scholar talent
3rd +1 +1 +1 +1 +3 Channel Energy 2d6
4th +2 +1 +1 +1 +4 Scholar talent
5th +2 +2 +1 +1 +4 Advisor +3, channel energy 3d6
6th +3 +2 +2 +2 +5 Scholar talent
7th +3 +2 +2 +2 +5 Channel energy 4d6, Knowledge is Power 2
8th +4 +3 +2 +2 +6 Scholar talent
9th +4 +3 +3 +3 +6 Channel Energy 5d6
10th +5 +3 +3 +3 +7 Dispel Evil, scholar talent
Alignment: Any
Hit Die: d6
Starting Threshold: Wisdom score
Starting Sanity: Intelligence score + 5
Class Skills
Appraise, Bluff, Diplomacy, Knowledge (Current Events), Knowledge (Forbidden Lore), Knowledge (History), Knowledge
(Law), Knowledge (Naturalist), Knowledge (Occult), Knowledge (Profession), Knowledge (Psychology), Knowledge (Religion),
two more Knowledges of choice, Linguistics, Medicine, Perception, Research, Sense Motive, Spellcraft
Skill Ranks per Level: 8+Int Modifier
Class Features
specified type takes the bonus damage. If the encounter ends
Weapon and Armor Proficiencies: A scholar begins with after the Gnosis token is spent but before the extra damage
melee proficiency in simple weapons, but has no other is used, the token is lost.
training of any kind with other weapons or armor. This Gnosis token may be passed to another character
through at least a minute of conversation, providing the
Student of the World: A scholar may transform any Lore same bonus.
token (Foresight, Clue, Data, or Wariness ) into a Gnosis
token. Unlike most characters, a scholar may only have two Channel Energy (Su): A trained scholar has learned to tap
Lore tokens at a time. into the mystic energies of the world, channeling it to burn
Also, a scholar adds half his class level (minimum 1) to the undead. Some scholars focus this energy through a
all Knowledge skill checks and may make all Knowledge symbol of faith, others through a relic it all depends on the
checks untrained. culture and persona of the scholar. An arcane scholar can
only choose to channel positive energy, though a dark
Advisor (Ex): After spending a standard action to give scholar may choose which type of energy he wishes to
advice, a scholar may grant an ally a +2 competence bonus to channel. The scholar cannot choose to heal allies through
a skill. That ally continues to receive the bonus as long as he channeling energy.
can hear the Scholar and the scholar spends a free action Channeling positive energy causes an invisible,
each round to give advice and grant the bonus. The Scholar intangible, and soundless burst of energy. The burst occurs
can only help one person at a time. The bonus rises to +3 at in a 30-foot radius centered on the scholar. Any undead
5th level. within the burst radius takes damage, but also get a Will
save to halve the damage. The Will save is 10 + arcane
Knowledge is Power (Ex): The scholar may study a scholars level + arcane scholars Wisdom bonus.
supernatural opponent and aid his allies against him. The
scholar must first uncover (or be told) three different facts Dispel Evil (Sp): At 10th level, the arcane scholar has
about his quarry. Then, the scholar may gain a Lore become a stalwart champion of good, finally learning how to
(Gnosis) token. exorcise beings of darkness from the mortal realm. He gains
Gnosis token may be spent to gain +1d6 damage against the ability to cast Dispel Evil as a spell-like ability, once per
any creature of the type that information was uncovered. day.
Every 4 levels thereafter, the damage increases by +1d6.
Thus, at 5th level scholar would gain a +2d6 damage bonus Scholar Talents
and at 9th level the damage bonus is +3d6. Once a Gnosis
token is spent, the next attack that hits a creature of the
Arcane Ward (Sp): The arcane scholar gains the knowledge of Each time an arcane scholar advances in level, he may
how to unchain magical threads and manipulate energies. trade out the spells he knows for other ones of the
He gains the ability to Dispel Magic 2/day at his level. At 6th appropriate level.
level, this ward can be placed on an object or sigil.
Whenever any magic (spell or item) comes within 30 feet of Protector from Evil (Sp): The scholar has now learned the
the object or sigil, the Dispel Magic effect triggers. Every basics of arcane protection on Gothic Earth. As a spell-like
ward that a scholar has up uses up a daily use of Dispel ability, he may cast Protection from Evil 3/day. This ability is
Magic. Thus, a maximum of two may be maintained at highly individualistic and varies depending on the scholars
anytime. culture and field of study. It might be a series of mystical
formulae, or the tying of fetishes to the body.
Exemplar (Ex): Pick one Knowledge skill. Whenever you roll
a 2 to 7 on d20 using that particular Knowledge, it is Prepare Weapon (Sp): A scholar may, given an hour, prepare a
considered an 8. weapon to take on the forces of darkness. The scholars
hour-long ritual enchants his allys weapon and the
Contact Outer Force (Sp): The arcane scholar has the ability to enchantment last for 6 hours. At first, he may only have one
draw a circle of power and summon force a spiritual being weapon enchanted at a time. However, at 8th level, the
into the circle of power. While the circle is intact, no force scholar may enchant two weapons at a time, but each
outside of the circle can harm the being, nor can the being requires their own, separate ritual. A lesser effect may
harm those outside of it. The circle must be empty to always be chosen for a weapon.
summon a being within it. Breaking the circle sends the At 1st level, an enchanted weapon is a +1 weapon
being back to its place of origin. At 4th level, an enchanted weapon is a +1 flaming,
Once summoned, the spiritual being can answer frost, or shock weapon.
questions and converse with the scholar and his companions. At 7th level, an enchanted weapon is either +2
Such creatures undoubtedly possess a great deal of flaming, frost, or shock; or +1 flaming burst, or +1
knowledge, having 30+ ranks in any three knowledge skills shocking burst weapon.
the GM deems appropriate. It should be noted that the being At 10th level, an enchanted weapon is a +2 bane
has no obligation to answer questions or tell the truth. weapon
Which is why arcane scholars often bargain with such
beings - to ensure a truthful the response. Bargain may Deadly Science (Su): The scholar may make a poultice, flask,
include something common like material goods, favors, or or other hand-held object that may be hurled at a creature to
even someones soul. There are no game mechanics attached harm it in a supernatural fashion. First, the scholar must
to these negotiations PCs simply have to negotiate with the know three facts about the creature he has designed his
being before them and hope for the best. missile for. Once he does, he can then craft a fragile vessel
An arcane scholar must be 8th level to take this ability. which will harm any creature of the same type that he has
studied The vessel takes one hour to craft.
Analyzed Defense (Ex): The scholar may study a supernatural The vessel has as many hit points and resistance to
opponent and aid his allies against him. The scholar must damage as a glass jar. The object requires a fair amount of
first observe the creature as a standard action and pass a DC resources and care, meaning at first the scholar may only
15 Knowledge (Forbidden Lore) check. If he passes the have one such vessel. At 5th level, he can craft and maintain
check, he may advise an ally as a standard action, granting two. At 9th level, he may maintain three at a time. All such
that ally a +2 tactical bonus to hit or damage against a vessels must be checked once every four hours or they
supernatural creature for 5 rounds. For every 5 that he become inert.
passes his check by, he grants an additional ally this bonus. When the mystical vessel strikes a creature of the type
He may grant different allies different types of bonuses. for which they were crafted (ranged touch attack), the
At 7th level, the scholar provides his allies with a +2 creature must pass a Fortitude saving throw equal to 10 +
tactical bonus on both hit and damage. scholars level + scholars Int Bonus. Failure means the
creature is sickened for 1d6+1 rounds.
Dabbler (Sp): An arcane scholar with this talent has learned At 5th level, the scholar can create vessels which can
some basic rotes of magic. He can cast three 0-level spells instead blind their targets for 2 rounds, if the Fort save is
once a day and one 1st level spell twice a day. These spells failed.
can be from either the arcane or divine list. The caster level At 9th level, the scholar can create vessels which stun
for this ability is equal to the arcane scholars level. The save their targets for 1 round if the Fort save is failed.
DC for this spell is 11 + his Int modifier.
Should the arcane scholar take a spell-casting advanced Allergen (Su): Through study, the scholar has uncovered
class, he counts as one-level higher for determining spell many weaknesses of children of darkness. He is now able to
effects. create a mystical area that is an anathema to creatures of a
particular type (undead, fey, humanoid, etc.) The area can Strategy (Ex): After discussing strategy with an ally, an
be 10 feet in diameter per scholar level. Creating this arcane scholar can grant one ally a +4 competence bonus to
mystical zone requires 1 minute per feet in diameter. Thus, a one stat (except for Constitution) for 10 min per level. This
50 foot diameter area would require 50 minutes. discussion takes at least a minute. The ally must be a known
With the area, creatures of the supposed type suffer a -2 companion, someone who has shared conflict with the
to hit, AC, and saving throws. At 7th level, this penalty scholar.
increases to -3. At 7th level, he can affect two targets at once.
An arcane scholar must be 4th level to take this talent.
The Steady
Um...guys?
While many who battle the horrors of Gothic Earth are heroes who were born to take up the cause, there are those who have that
mantle thrust upon them. The steady is the incidental hero on Gothic Earth. The high school jock. The girl at the cash register.
The janitor who saw what he wasnt supposed to in the lab... These are the unlikely heroes in the eternal struggle - the common
folk who find within themselves uncommon valor.
Base
Attack Defense Fort Ref Will
Level Bonus Bonus Save Save Save Special
1st +0 +0 +2 +0 +2 Everyday hero, geekery, steady talent
2nd +1 +1 +3 +0 +3 Crazy idea, steady talent, survivor
3rd +2 +1 +3 +1 +3 Heart of a hero
4th +3 +1 +4 +1 +4 Steady talent
5th +3 +2 +4 +1 +4 Not my friends!
6th +4 +2 +5 +2 +5 Steady talent
7th +5 +2 +5 +2 +5 Getting a clue
8th +6/+1 +3 +6 +2 +6 Steady talent
9th +6/+1 +3 +6 +3 +6
10th +7/+2 +3 +7 +3 +7 Steady talent
Alignment: Any
Hit Die: d8
Starting Threshold: Wisdom score
Starting Sanity: Intelligence score + 5
Class Skills
Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disable Device, Drive, choose any three knowledge skills except for
Knowledge (Forbidden Lore) or Knowledge (Occult), Linguistics, Medicine, Perform, Profession, Sense Motive, Sleight of Hand,
Survival, Swim
Skill Ranks per Level: 4+Int Modifier
Class Features
Weapon and Armor Proficiencies: A steady starts with no Geekery (Ex): The steady is a student of his own special
weapon or armor proficiencies of any kind. realm. Perhaps its sports trivia. Perhaps its comic books.
Perhaps its cooking shows. This special geekery is
Everyday Hero: Once per game session, ignore the effects represented by a skill called - Geekery. This special skill is
of a Horror check.
one that he starts with one free 1 rank in and gets a +3 bonus moment of brilliance and make a Knowledge check, even if
for it being a class skill. he doesnt have the prequisite knowledge. He gets a +3 on
Once per game session, the Geekery skill may be used by this one roll. The bonus rises to +5 at level 7.
the steady in place of any other skill. Whenever this is done,
it needs to be justified by the steadys player and linked back Innocent Bystander (Ex): Once per encounter, a steady can
to the steadys realm of geekdom. For example, a steady appear to be just a bystander who is non-threatening to
might have read in Captain Astounding #33 that one can anyone. Activating this ability is an immediate action. Once
walk across a wooden floor by stepping on the studs and activated, anyone who wishes to attack the steady must
thus use Geekery in place of Stealth. Since this skill must make a Will save with a DC equal to 10 + the steadys level +
always be justified, it behooves the player to pick a Geekery his Cha bonus.
topic that is not too obscure.
Ive Got Your Back (Ex): Once per encounter, when you
Crazy Idea: A steady may transform any Lore token he has perform the aid another, you can grant the bonus to two
(Foresight, Clue, Data, Gnosis, or Wariness ) into any other people, instead of just one. At 6th level, the number of people
kind. Thus, he can turn a Gnosis token into a Clue token or you can help rises to three.
vice versa. He can also trade away any Lore token he has to
any other character through a minute of conversation. He Ive Had Enough of This (Ex): Once per game session, after a
usually does this by putting his own spin on the knowledge successful melee attack on a creature, the steady can add
that he has, perhaps...coloring the wisdom that he passes on. +3d6 damage to his attack. At 5th level, this damage rises to
Finally, unlike most characters, the Steady can retain up +4d6 and at 10th level, it rises to +5d6.
to two Lore tokens at a time. In order to use this ability, the steady must have taken
damage in the encounter in which Ive Had Enough of This has
Survivor (Ex): A steady is a survivor. Someone who should been activated.
be, by all rights, dead ten times over. At this level, if a steady
takes enough damage that would bring him to 0 hit points or Mousetrap (Ex): Once per game session, a steady can trigger
less, that damage is halved first, then applied. environments hazards to harangue his opponents. While
anyone can use the environment to their advantage, because
Heart of a Hero (Ex): The Steady may regain one spent of his plucky nature, the steady is particularly good at it.
Hero Point per session. The steady causes this damage by shifting something in
the environment. Perhaps he knocks over a bookshelf or
Not My Friends! (Su): Once per game session, when the finds a fire extinguisher and sprays it. In any event, this one,
chips are down, the Steady can shine through, hopefully shining moment either damages or disables the steadys
leading his companions to safety. First, Steady makes opponents. The GM is the final arbiter as to whether
himself a target to a single creature. something is damaging or disabling.
If he is hit in melee for any damage at all, that same amount If the event is damaging, it causes +1d6 points of non-
of damage is instead reflected back on the attacker, lethal damage per steady level, to a maximum of 10d6. This
bypassing any damage reduction, as the Steady combats damage stacks with whatever damage the event would have
desperately against the creature. caused anyway. Opponents get Reflex saving throws (DC is
This effect lasts for 2 rounds or when the Steady dies. equal to 10 + steady level + steadys Cha bonus) to halve the
bonus damage. A good rule of thumb is that a damaging
Getting a Clue (Ex): The Steady may now retain up to mousetrap involves something heavy being falling on an
three Lore tokens at a time. opponent...or something that involves fire.
If the event is disabling, the opponent must make a Fort
Steady Talents save (DC is equal to 10 + steady level + steadys Cha bonus)
or be stunned for one round. Even those who make their
Dumb luck (Ex): Once per encounter, re-roll a skill check or saving throws get -4 to all actions and Defense for one
an attack roll. round.
When triggering an environmental hazard without the
Former Athlete (Ex): To choose this ability, the steady must use of the mousetrap ability, a steady gets +2 to any rolls that
have some athletic training in his background. This ability might be needed and +2 damage to any damage done. For
allows the steady a sudden burst of athletic speed. He may example, if the party encounters trouble in the old brewery,
trade in a swift action for a move action. the entire party might attempt to roll large casks of beer onto
their opponents. In any rolls that might be involved, the
Former Brain (Ex): To choose this ability, the steady must steady would get +2. He might even request that his rolling
have some background in academia or higher learning. This beer casks might perform a mousetrap effect instead of
ability allows the steady, once a game session, to have a whatever the GM has deemed the normal effect will be.
If the steady moves out of sight or out of range, the
Um, Guys? (Ex): When a steady takes this ability, he target is compelled to pursue the steady until he can be
becomes more helpful in conflict. Once per encounter, you attacked.
may grant an ally a 1d6 to their die roll as an immediate While the steady has his opponent infuriated, he receive
action. This may be applied to any d20 die roll, provided that a +2 morale bonus to his Defense.
die roll has not received any other outside bonuses. For
example, the steady could not modify a d20 roll that is Is That the Best You Can Do? (Ex): While the steady has an
already receiving a +2 morale or tactical bonus; or also opponent who is infuriated at him, he gains an additional +2
benefiting from the techies monitor ability. The 1d6 can morale bonus to Defense for a grand total of a +4 morale
only be added to a die roll before the results of the die roll are bonus to his Defense.
announced.
Move It! (Ex): Once per encounter, the steady with this
Monster Bait (Ex): The steady using this ability generally ability may add +10 to his speed. Additionally, if he passes
makes himself a nuisance, taunts an enemy, or generally by an adjacent space to an ally during any movement that he
makes a fool of himself. Then, the fun begins. A single target might take, he may move that ally with him. The ally ends
specified by the steady must make a Will save (DC is equal this special movement adjacent to the steady.
to 10+ steady level + steadys Cha bonus). If the Will save is
failed, the target becomes infuriated for 1d6+1 rounds Use Magical Device (Ex): A steady with this ability may
attacking the steady as his preferred target above all others. attempt to use this skill. He gains as many ranks in the Use
The opponent receives a -2 to Defense and saving throws Magical Device skill as he has levels. The skill rank remains
from being distracted. as high as level without him needed to put any extra points
into it.
The Techie
You cant rush genius.
In the modern world, technology influences every aspect of our lives. Thus, the person with technology on their side often wields
tremendous influence. A cutting-edge adept in the realm of all things technological, the techie can come from almost anywhere.
Whether a self-made hacker, a former government operative, or a paranoid conspiracy nut, the techie is one of the most valuable
assets against Masque or the Horror.
Base
Attack Defense Fort Ref Will
Level Bonus Bonus Save Save Save Special
1st +0 +0 +0 +2 +0 Eagle-eye ability, techie talent
2nd +1 +1 +0 +3 +0 Techie talent
3rd +2 +1 +1 +3 +1 Eagle-eye ability
4th +3 +1 +1 +4 +1 Techie talent
5th +3 +2 +1 +4 +1 Eagle-eye ability
6th +4 +2 +2 +5 +2 Techie talent
7th +5 +2 +2 +5 +2 Eagle-eye ability
8th +6/+1 +3 +2 +6 +2 Techie talent
9th +6/+1 +3 +3 +6 +3 Eagle-eye ability
10th +7/+2 +3 +3 +7 +3 Techie talent
Alignment: Any
Hit Die: d6
Starting Threshold: Wisdom score
Starting Sanity: Intelligence score + 5
Class Skills
Appraise, Bluff, Computers, Craft, Disable Device, Drive, Escape Artist, Knowledge (Current Events), choose any three
knowledge skills except for Knowledge (Forbidden Lore) or Knowledge (Occult), Linguistics, Medicine, Perception, Profession,
Sleight of Hand, Stealth
Skill Ranks per Level: 6+Int Modifier
The Trooper
Everyone. Get behind me.
Whether it be a cop, soldier, or just a lone hillbilly with a shotgun, the trooper is the front line fighter in the war against the
Eternal Night. He is not just a combatant, but someone who has dedicated their entire being into becoming a weapon against evil.
Base
Attack Defense Fort Ref Will
Level Bonus Bonus Save Save Save Special
1st +1 +1 +2 +2 +0 Bonus feat, know thy enemy
2nd +2 +2 +3 +3 +0 Bonus feat, jaded+1
3rd +3 +2 +3 +3 +1 Damage reduction 2
4th +4 +3 +4 +4 +1 Bonus feat, Vital Shot
5th +5 +3 +4 +4 +1 Weapon Training 1
6th +6/+1 +3 +5 +5 +2 Bonus feat, jaded +2
7th +7/+2 +4 +5 +5 +2 Damage reduction 3
8th +8/+3 +4 +6 +6 +2 Bonus feat, Deadly Shot
9th +9/+4 +5 +6 +6 +3 Weapon Training 2
10th +10/+5 +5 +7 +7 +3 Bonus feat, jaded +3
Alignment: Any
Hit Die: d10
Starting Threshold: Wisdom score + 5
Starting Sanity: Intelligence score
Class Skills
Acrobatics, Climb, Craft, Disable Device, Drive, Intimidate, Knowledge (Current Events), Knowledge (Law), Medicine,
Perception, Pilot, Stealth, Survival, Swim
Skill Ranks per Level: 4+Int Modifier
Bonus Feats: Starting at 1st level and every even level Deadly Shot (Ex): Now, when the trooper makes a shot
thereafter, a trooper gains a bonus feat in addition to those with a firearm, an extra die of damage is added, even when
granted from normal level advancement. These bonus feats he takes multiple shots in a round. The trooper only gains
must be selected from those listed as combat feats. this bonus when he uses two hands to steady a single
Upon reaching 4th level and every four levels weapon.
thereafter, a trooper can choose to learn a new bonus feat in
place of a bonus feat had has already learned. In effect, he Weapon Training (Ex): Starting at 5th level, a trooper can
loses the bonus feat in exchange for a new one. The old feat selects a specific weapon group. Whenever he attacks with a
cannot be a prerequisite for another feat, advanced class, or weapon of that type he gains a +2 to hit and damage. Every
other ability. A trooper cannot save the switch for later. He four levels thereafter, a trooper selects another weapon
must choose to do so upon reaching every 4th level. group, gaining +2 to hit and damage with that weapon. In
addition, he gains an additional +1 to hit and damage with all
Jaded: A trooper is a person who has been the ugly side of previous trained weapons. For example, when a trooper
the world and has experienced human evil first hand. reaches 9th level, he will have a +3 to hit and damage in one
Starting at 2nd level, a trooper gains a +1 bonus on Willl weapon group and +2 to hit and damage with another
saves when making Horror checks, due to their worldliness.
The Wyrd
Wait. I sense something...
The psychic. The medium. The poltergeist anchor. There have always been people on Gothic Earth who have lived perpendicular
to the laws of nature. Many of these tortured souls bear both the blessing and curse of powers or strange perceptions. Some,
however, are merely anchors of the weird and inexplicable. They may have no powers of their own, but merely be the locus of
holes in both time and space.
Base
Attack Defense Fort Ref Will
Level Bonus Bonus Save Save Save Special
1st +0 +0 +0 +0 +2 Angles of Time 1, wyrd talent
2nd +1 +1 +0 +0 +3 Wyrd talent
3rd +2 +1 +1 +1 +3 Angles of Time 2
4th +3 +1 +1 +1 +4 Wyrd talent
5th +3 +2 +1 +1 +4 Angles of Time 3
6th +4 +2 +2 +2 +5 Wyrdy talent
7th +5 +2 +2 +2 +5 Angles of Time 4
8th +6/+1 +3 +2 +2 +6 Wyrd talent
9th +6/+1 +3 +3 +3 +6 Angles of Time 5
10th +7/+2 +3 +3 +3 +7 Wyrd talent
Alignment: Any
Hit Die: d6
Starting Threshold: Wisdom score + 5
Starting Sanity: Intelligence score
Class Skills
Bluff, Diplomacy, Intimidate, Knowledge (Current Events), Knowledge (Forbidden Lore), Knowledge (Occult), Knowledge
(Profession), Linguistics, Perception, Sense Motive, Slight of Hand, Survival
Skill Ranks per Level: 4 + Int Modifier
Class Features the a vampiric feeding within the hour? The answer to the
question may come in the form of a vision or feeling, but it is
Weapon and Armor Proficiency: The wyrd begins with no always definitive.
proficiencies in armor or weapons of any kind. The wyrd may instead give this Foresight token to
another character, by speaking to them about her visions
Triggered Prophecy: A wyrd may always transform a Lore and strange emotions she experiences from the future. A
token (Data, Clue, Gnosis, or Wariness ) into a Foresight character other than the wyrd can spend a Foresight token
token. As with most characters, a wyrd may only have one to force a successful attack rolled upon him to be re-rolled.
Lore token at a time. The second roll, no matter the result, stands.
At 9th level, the wyrds relationship with time becomes
Angles of Time (Su): Perhaps the most curious and potent such that she can actually pull upon its strings. She can add
ability of the wyrd is her strange relationship with time. 1d6 to a d20 roll that she makes once a day. These dice may
Some wyrds seem to be able to predict the future through a be added even after the GM explains what the result of the
kind of occult cognition. Others can feel themselves slip in roll will be.
and out of time itself. Whatever the reason or source of their
power, most wyrds can foresee future events. They perceive Wyrd Talents: A wyrd may enact a number of strange and
these things as possibilities and vergences in the timestream. mysterious talents. She may not have the biggest variety of
At 1st level, a wyrd receives a +1 foresight bonus to supernatural powers, but unlike a wielder of magics, she can
initiative checks. This represents their ability to prepare use many of her powers repeatedly, though sometimes at a
themselves and anticipate what people are going to do next. cost. The nature of these powers varies. They might come
At 3rd level, once a day, a wyrd can spend a Foresight from the power of her own will or from a ghostly spirit
token to re-roll any d20 roll they make, even after the GM companion. The exact source and nature of a wyrd varies
explains what the results of the roll will be. The results of wildly.
the second roll are final. Sometimes, a wyrd talent can be strengthened through
At 5th level, the wyrds visions of future events give her a some extra mental effort. When wyrd taxes herself, the talent
+2 foresight bonus to her initiative checks. may have an additional or increased effect. This causes 1
At 7th level, the wyrd can make predictions about events point of Constitution damage. If a wyrd greatly taxes herself,
that lie in her future. Once per game session, she may tax she takes 2 points of Constitution damage. These points
herself (see below) to gain a Lore (Foresight) token. She can come back at the rate of 1 point per hour of resting.
spend the Foresight token to ask a yes or no question Whenever a wyrd taxes herself, there is some physical sign.
pertaining to future events. The question may not have Most wyrds will start having furious nosebleeds. Others will
anything to do with people or creatures. For example, she actually cry tears of blood. Still others have their skin turn
could not ask: Will Ethan try kill Sarah? or Are there grey. The exact physical effects are varied.
vampires in town? A wyrd might instead ask: Will there be
another attempted murder tonight? or Is there going to be
When a saving throw is called for against a wyrd talent, manipulating objects or causing them to attack takes a
the DC is always equal to 10 + the wyrds level + the standard action. However, the wyrd can maintain this
wyrds Wisdom bonus. ability, and have an already manipulated object float in place
When taking talents, a wyrd must take the lesser version as a swift action.
of the talent before taking the greater version of it. By taxing herself, a wyrd may attempt to wrest control
of an attended object from its owner. She does this by
Firestarter - Lesser (Su): The wyrd can manipulate the latent performing a disarm or sunder combat maneuver.
energies in the air, causing unattended objects to Obviously, she may do this at range and therefore does not
spontaneously combust. Anyone in the same 5-foot space as suffer attacks of opportunity for it.
the ignition takes 2d4 + plus the wyrds class level + her Wis A psychic may also tax herself to use manipulated objects
bonus in damage. Victims may make a Reflex save for half to grapple, trip, or bull rush an opponent. These require
damage. Invoking this power is a standard action and may some object manipulated by the psychic that is appropriate
normally be only used once per encounter. A wyrd may tax for the maneuver. Telekinetic combat maneuvers always
herself to invoke it additional times in a single encounter. require at least standard action, and only one telekinetic
combat maneuver can be performed in a single round.
Firestarter - Greater (Su): The wyrd can now cause greater Maintaining a telekinetic grapple continues to tax a wyrd
conflagrations. The conflagration can occupy up to four 5- each round she does it.
foot spaces, arranged in any pattern, except that they must
be adjacent to one another. Each creature or object in these Mind Delving - Lesser (Su): At this level of mind delving, the
spaces takes 2d6 damage plus the wyrds class level + her wyrd gains the ability to pick up trace emotions from others.
Wis bonus in damage. Victims may make a Reflex save for She can now sense when other thinking creatures are
half damage. Invoking this power is a standard action and nearby. She receives a +4 foresight bonus on all Sense
may normally be only used once per encounter. A wyrd may Motive checks and gains a +4 foresight bonus to Perception
tax herself to invoke it additional times in a single encounter. checks involving creatures who have both an Intelligence
score and can feel emotions (zombies and skeletons cannot).
Telekinesis - Lesser (Su): The wyrd with this ability can She receives these bonuses at all times.
manipulate objects up to 30 feet away with the power of She may also, as a swift action, deliver a one sentence
their mind. They may tax themselves to extend the range to message to anyone within sight. Anyone who is not her
300 feet for one round. friend receives a Will save against this power.
The telekinetic strength with which they may manipulate
objects is equal to their Wisdom score, at a speed of 30 feet Mind Delving - Greater (Su): By taxing herself, the wyrd can
per round. Manipulating objects or causing them to attack do more than just pick up trace emotions. She is able to
takes a standard action. However, the wyrd can maintain discern what particular emotion or emotions someone is
this ability, and have an already manipulated object float in feeling at any given moment. It takes a move action to
place as a swift action. invoke this power. The subject does receive a Will saving
At this point in their progression, wyrds have limited throw. Those who succeed at the save are immune to this
manipulative capacity. Basically, they can do anything that a power for 24 hours but do not necessarily know that
person might be able to do while wearing a pair of mittens. anything was done to them.
For example, typing on a keyboard or pulling the trigger on Finally, a wyrd can attempt to stretch her senses to sense
a gun would be impossible. The wyrd cannot affect animate thinking and feeling beings. By taxing herself and spending
creatures. Nor can they affect objects possessed or worn by a move action, she can negate the benefits concealment and
a creature. cover of one thinking, feeling creature for one round so long
A telekinetic who wishes to attack with an object makes as they are within 90 feet. Alternatively, she may greatly tax
a ranged attack and inflicts 1d6 damage, plus any modifiers herself to negates multiple creatures benefits for
due to her telekinetic strength. concealment and cover within 900 feet for one round.
Telekinesis - Greater (Su): The wyrd with this ability can Warp Energy - Lesser (Su): As a standard action, a wyrd may
manipulate objects up to 90 feet away. She may tax herself scramble any technological device up to Large size within 30
to extend the range to 900 feet for one round. The relative feet. This means anything that requires electricity or a
strength with which they may do this is equal to their battery for operation such as cell phones, computers, a cars
Wisdom score +4 at a speed of 60 feet per round. At this computer system, or even a large power transformer.
level of ability, wyrds can manipulate objects or people with Affected devices do not function for one hour at which time
the same level of manipulation as a pair of human hands. they return to normal.
Thus, she might type on a keyboard or pull the trigger on a Alternatively, a wyrd may shut down the power to a
gun. single room in a house or a portion of a larger room, such as
A telekinetic who wishes to attack with an object makes the corner of a warehouse. This power loss persists for an
an attack modified by her Wisdom and inflicts 1d8 damage, hour.
plus any modifiers due to her telekinetic strength. Again,
If the wyrd taxes herself, she may use this power on a have no control over when the Strangers appear or even
living being. The target must pass a Fort save or become know why they appear.
stunned for 1d2 rounds.
A wyrd may also tax herself to increase the range to 300 Stranger - Greater (Su): As the wyrd falls deeper into the
feet. angles of time, the Strangers who surround her may assist
her even more. Now, when they appear, they linger for 2
Warp Energy - Greater (Su): The wyrds ability now lets her rounds, instead of just one.
permanently destroy small to medium technological devices When Strangers appear, they can now participate in
(see examples above). These devices are so adversely combat. Their attack bonus is equal to the wyrds level, plus
affected as to be beyond repair. Chips are fried. Magnetic her Charisma bonus. The Strangers do 2d6 + the wyrds
data is stirred into a mess. Batteries leak. Any data on these Wisdom bonus in damage. Their attacks are always
devices is lost when this ability is used on them. Again, doing considered melee attacks, though the trappings of the attack
so costs a standard action. can be nearly anything. Perhaps they sprout tentacles or fire
A wyrd may tax herself to scramble multiple beams of light from their eyes. No additional effects can be
technological devices, up to her Wisdom score in number. gleaned from the trappings of an attack. For example, a
These devices return to normal function after one hour. Stranger cannot set a person alight with burning beams from
Alternatively, a wyrd may tax herself to shut down the their eyes.
power to a very large building or a small city block. Power As before, Strangers are immune to all forms of attack,
returns in an hour. magic and succeed in all saving throws. It still only costs a
The wyrd can now target multiple living beings with this free action to summon them.
power - all those within a 20 foot radius. Each being
targeted by this power must make a Fort save or become Poltergeist - Lesser (Su): A mysterious force surrounds the
stunned for 1 round. Doing this still requires her to tax wyrd. This force might be a spirit or it may simply be a
herself. psychic manifestation of her inner emotions. From time to
Alternatively, the wyrd can greatly tax herself to focus time, strange things happen around the wyrd. Objects might
her mighty power on a single living being. The target must fall off shelves. Lights may flicker at her approach.
make a Fort save or go into epileptic seizures. The target Once per encounter, the wyrds player may announce a
falls prone and his helpless for 1 round and then stunned for poltergeist attack on someone within 60 feet. The poltergeist
1 round. acts on its own initiative, which is a straight d20 roll. The
A wyrd can also tax herself to increase the range of this arrival of the poltergeist often causes some kind of mental or
power to 300 feet as normal, or greatly tax herself to affect physical pain for the wyrd, meaning they lose a standard
large objects or small buildings from 900 feet away. action once the poltergeist arrives.
Once the poltergeist arrives, objects fly from all over,
Strangers - Lesser (Su): A wyrd with this power has a strange pelting the target; or invisible hands grab and scrape at him.
relationship with time, dimensions, and alternate realties. The victim receives a Reflex save. Failure means they can
Once per game session, as a free action, the wyrds player only take a single swift action. Additionally, they provoke
can summon a Stranger. These strangers appear to be attacks of opportunity from those around them. The wyrds
humans but are odd in some way. Perhaps they are bald men player may tax her character to cause the poltergeist to
in suits, or creepy little children. They appear anywhere in linger for 1 more round, attacking another or the same
the wyrds line of sight and act on her initiative. target.
These strangers assist in a task for 1 round and then Alternatively, the poltergeist may used to provide a
disappear. They can automatically aid another in a combat bonus to an intimidate check (GMs discretion with +2 to +6
or a skill check. If aiding in a skill check, they might recommended) or even provoke a Horror check.
physically aid or utter something cryptic in the case of Note that a wyrds player announces the appearance of
something like a Knowledge check. At the GMs discretion, the poltergeist, not the character. Thus, the wyrd herself
their aiding bonus might be much higher - such as if a may have no control over when it appears.
Stranger appears from nowhere to aid in an intimidate
check. Strangers can provide flanking bonuses, distract Poltergeist - Greater (Su): The force around the wyrd now
people, provide cover or even perform a physical task, like becomes frightening and powerful. When it arrives, (it is still
turning off the power to something or catching a falling limited to appearing once an encounter) the poltergeist may
person. They cannot perform anything that would require a attack everything and everyone within 30 feet of the wyrd.
skill check. Therefore, a Stranger could not, for example, When it manifests in this way, it still acts on its own
pick someones pocket for his wyrd. initiative, a straight d20 roll. Everything and everyone in
The Strangers cannot attack and all forms of attack on range takes 1d6 points of damage per level of the wyrd, to a
them fail. They are immune to magic and succeed in all maximum of 10d6. Those within the radius of attack may
saving throws. make a Reflex save for damage.
Note that a wyrds player announces the summoning of a
Stranger, not the character. Thus, the wyrd herself may
The wyrds player may tax her character to cause the but not two lesser or two greater effects.
poltergeist to appear with a lesser effect and greater effect, The wyrd is always immune to this damage.
New Skills
Computers (Intelligence): This skill covers the use of computers in the Gothic Earth Eternal setting. It covers both use of
software, programming and basic setup of computers, such as putting a computer network together. A character does not need the
computer skill to use a computer for basic functions like basic internet research or word processing.
Knowledge - Law (Intelligence): This knowledge covers Cinematic things done with a computer:
the laws of the home country the character hails from. It Shut off the power to a building or power grid
may also help a character navigate the governmental in a portion of a city
Bypass security systems in a distant building
bureaucracy of that country as well.
while you sit in a remote location
Alter someones criminal record
Knowledge - Naturalist (Intelligence): This skill covers Enhance a photograph far beyond its original
a characters knowledge of the natural world, and how it state (make a blurry picture sharp, zoom in and
functions. It also allows a character to determine if read the paper that someones holding in their
something has happened that is counter to the natural hand)
cycle. Hack into traffic cameras in order to track
the position of a car or read someones license
Knowledge - Occult (Intelligence): While Forbidden plate
Cause a traffic jam by altering the stop light
Lore covers the supernatural on Gothic Earth, this skill
schedules all across the city
covers knowledge about the specific practice of magic on
Gothic Earth. It covers magical traditions and magical
culture as well.
Knowledge - Psychology (Intelligence): While Sense Motive is used to discern whether or not someone is lying, this skill allows
a deeper understanding of someones motives. Through this skill, you might be able to figure out why someone is doing something.
It might also be used to discern if someone is actually acting like a normal human being or not.
Knowledge - Religion (Intelligence): This skill covers not just one, but all world religions. This includes more obscure traditions
like Voodoo, Santeria, or spiritualism.
Knowledge - Science (Intelligence): This skill covers a general knowledge of the sciences from chemistry, to physics, to biology.
This skill is somewhat cinematic since it covers such a broad range of skills. If you wish, you can parse out this skill into smaller
skill sub-sections.
Medicine (Intelligence): This skill takes the place of the Heal skill on Gothic Earth. It covers first aid as well as more advanced
procedures. A character with a low skill in Medicine probably knows first aid and perhaps the concepts behind more advanced
treatment. A character with a high skill ranking in Medicine probably has had advanced medical training of some kind.
A character who wishes to apply first aid to his allies must spend at least five minutes doing so. A successful DC 15 skill check
allows the character to heal his ally 1 hit point for every character level they possess. Medical characters with great skill can heal
their allies further. They can heal 1 hit point for every point above DC 20 that they make on their skill roll.
A character can only receive first aid once per every 24 hour period.
A character who falls to below 0 hit points is in critical condition. They may heal on their own, but cannot receive first aid until
they receive some form of long-term care, such as the type provided by a hospital; or they are able to heal up to their full hit
points, whichever comes first. A healer who wishes to use their Medicine skill to provide long-term care can do so, but requires a
medical facility of some kind. Then, he must make a Medicine skill check with a DC equal to 15 + character level of patient.
The length of time of long-term care varies with the types of injuries, but usually requires at least1d4 days.
Pilot (Dexterity): This skill covers the ability to pilot a flying craft.
Research (Intelligence): This skill covers the ability of a character to uncover information. It requires the use of services or
facilities, such as the Internet or library. Furthermore, research takes time - at least an hour. As a rule of thumb, a typical DC 10
Research check requires an hour of work. For every 5 DC points higher than 10, an additional hour is required. For example, a
DC 20 Research check would require a three hours of work. More intense research projects might have their time of research
measured in days instead of hours. Some projects might be measured in months. The time needed is determined by the GM.
Limited Use: One possibility is to allow only one or two such Research rolls should be possible
per game session, to prevent PCs from haphazardly determining elements of the story.
Token Rule: Another possibility is to allow a Storytelling Research roll only if the PC in
question has spent a Clue or Gnosis token. This makes certain characters more powerful in the
campaign, mind you. For a more balanced approach, you may allow any character with a
Foreknowledge token to make a Storytelling Research roll. If the token rule is invoked, the GM
should tell the PCs the DCs for the Research rolls ahead of time, since PCs will be spending
valuable Foreknowledge tokens to even attempt to make a Storytelling Research roll.
Hero Point Rule: Alternatively, a Storytelling Research roll might only be possible if a Hero
Point is spent. The Hero Point may be spent after a normal Research roll is made to turn it into a
Storytelling Research roll.
Limited Application: One other possibility is that PC can announce an attempt to make a
Storytelling Research roll, but the GM can rule that the roll can only be used to determine
certain aspects of the story. For example, a PC may announce that he is about to make a
Storytelling Research roll, but the GM rules that it may only be made to determine a locale, or a
specific behavior that can be attributed to the creature the party is hunting.
Combination: Any or all of these guidelines may be adopted, of course, in any combination.
If the Research check fails, the next time the same subject is researched, it takes half the time. After all, all of the work a
character did in the initial query doesnt disappear.
When researching a topic, the player character states a particular subject of study, such as zombies, witches, or the use of
blood magic through history. Then, the GM is encouraged to provide information based upon how high the Research check is
made. If the GM rules that no information can be found (it simply may not be available - like the secrets of the CIA), then the GM
should suggest other avenues of research, providing more avenues according to how high the Research roll was. For example, a
researcher may not be able to find out about the CIAs darkest secrets, but he may able to find out the names of old CIA
operatives who later became authors and where to find them. The higher the Research roll, the more contacts can be found. Or he
may able to find out about specific old CIA cases that were declassified. The more higher the Research roll, the more cases are
found.
New feats
Two-Weapon Fighting - Pistols may be used as weapons with the two-weapon fighting feat and are counted as light weapons. All
other weapons are counted as large-sized weapons.
Human Weapon
Prerequisites: Improved Unarmed Attack
Your unarmed attacks do increased damage, according to level.
Level Damage
1-3 1d6
4-7 1d8
8-10 1d10
Wealth
Your lifestyle choice determines about how much available cash your character has on hand per day. This is an abstraction, of
course, because your character can always withdraw more money or may have reserves. If your character exceeds the amount he
or she spends in available cash, she then must dip into her savings, which are recorded on your character sheet. The term
savings here is also relative. It is assumed that your character has more access to cash than what is listed. Character savings
values represent how much of a financial cushion they have for themselves. Characters may spend beyond their savings. How
much they can spend beyond this is a function of how well they balance their finances (see the Finance skill). These other funds
are covered under big purchases, below.
Normally, you cannot bank your available cash for the day for bigger daily purchases. Its assumed that unspent available cash
goes to things like food, rent, mortgage, clothing, or other day-to-day living expenses.
Big Purchases
A character can actually reach beyond their savings. For example, they might cash in a life insurance policy, trust fund, or just run
up their credit card. At this point, the character must then make a Finances check against a DC set by the GM. This is known as a
big purchase. The DC for a big purchase should be determined by weighing the amount of money the character can access against
the price of the purchase. Buying a car, or even a fleet cars shouldnt be a problem for a billionaire, but should be a problem for a
college professor. There is no need to write down exact amounts when a big purchase is made. It simply needs to be agreed upon
and understood.
Any big purchase, however, brings a Twist. You cant keep charging your credit card or dipping into your funds without
repercussions.
Firearms proficiencies are divided into the pistols, rifles, and automatic categories. Characters who do not start with proficiencies
in these weapons make take a feat that provides them proficiencies in all pistols, rifles, automatics, or a single exotic firearm.
Light, medium, and heavy armor exists on Gothic Earth as well. It function just like armor in the Pathfinder Core Rulebook,
except that it provides a combination of both bonuses on Defense and damage reduction (DR). The damage reduction from armor
does not stake with the damage reduction provided by classes, such as the trooper.
Fire modes
Automatic weapons have three different fire modes - single shot (which is listed above), burst fire, and auto fire (which are
detailed below).
Burst Fire (three round burst): -2 to hit, extra die of damage
Auto Fire (10 rounds fired): extra die of damage; all targets within a 10 x 10 space take damage. However, all in the area
may save for half damage (DC 10 + BAB of attacker).
The Investigative roleplaying System
Chris: Well, we looked everywhere in the building. In the above example, the game master has offered player
Nick: We found a scrap of cloth and this old family photo. characters a choice to make. They can choose to go to one of
Chris: Yeah, I still dont know what we need to do. three locations, but only one of them is the correct choice.
Game Master: Youre missing something really obvious here. The Now, to raise the stakes, the game master has stated that the
clues are there. Hunch comes as the cost of a Twist. Well get into that in
Nick: Right. But its been over an hour of discussing this. just a minute. The important thing to know is that the choice
Game Master: Fine. Just make an intelligence check. If you make it, of three locations is not just an empty choice. Otherwise, the
Ill tell you where to go. PCs could simply just visit all three locations, visiting each
site until they pick the right one. In this example, the choice
Mysteries and clues are important to the horror genre, that lies before the PCs has a consequence.
especially so in horror gaming. In a horror game, both
tension and terror can often rely on mysteries being set up If the PCs make the wrong choice, they may or may not
by the game master. This is done because keeping elements suffer a consequence. The game master can spell out the
of the games story hidden creates a sense of secrecy and consequence explicitly if he wishes. For example, he may
raises the stakes. state that if the PCs pick the wrong location, the killer they
are looking for claims another victim. Or he may simply
To this end, we use what we like to call the Investigative explain that there will be consequences for making the
Roleplaying system in order to help set up mysteries for wrong choice, but keeps those details to himself for the
your game. The Investigative Roleplaying system is meant to moment. Sometimes, there need not be any consequence. A
give a little bit more structure to a mystery in a role-playing Hunch is simply needed to clear away possible player
game as well as give the game master a few tools to move the misconceptions and move the game along.
game along.
Finally, if the choice of three or four options still results in
Nothing can be more frustrating in a mystery when the analysis paralysis from the players, the game master can put
player characters are unable to put two and two together, a time limit on a Hunch. Five to ten minutes tends to be just
leading them to the next part of the story. Here, the game enough time for a group to make their decision.
master faces a dilemma. Does he hand the player characters
the solutions to his mysteries, possibly leading the players on
by the nose? Or does he let the scene play out, possibly TwiSts
frustrating them? A Twist is a necessary complication in the storyline that a
PCs suffers. Perhaps a hero speeds down the road after a
hunches killer, only to have one of his car tires blow. Or a character
goes to reload his gun and realizes that he just spent his last
What the game master can do is offer a Hunch to the player clip. Or perhaps one of the heroes of the game receives a
characters. A Hunch is a choice of actions, locations, or phone call, explaining that her husband has been kidnapped
individuals which may lead the party to the next part of the by the villain of the story.
story.
In the Investigative Roleplaying system, Twists are used as a
For example: form of collective storytelling bargaining. When a PC gains
Chris: Well, we looked everywhere in the building. Twist, the game master gives that PC a token. Once the
Nick: We found a scrap of cloth and this old family photo. Twist occurs the token his collected from the PC.
Chris: Yeah, I still dont know what we need to do.
Game Master: Okay, lets speed this along a bit. Im going to offer Now, initially, this sort of storytelling might seem somewhat
you a Hunch. But it will cost you a Twist, on top of any other artificial. After all, as the ultimate arbitrator of the world, the
consequence you suffer from the Hunch. Do you want to take it? game master can always make fate strike. The game master
Chris: Okay. Well take our medicine. can always rule that a PCs husband gets kidnapped while
Game Master: The scrap of cloth might be a piece of fabric from the shes not there. Or that his car is on the fritz and finally
old textile mill. Thats whats in the background of the old photo. So, breaks down.
you could go to the old textile mill.
Nick: Oh, we should have known! However, by giving a Twist token to a player, the GM has
Game Master: Or the cloth might be something the killer has taken announced that something bad will happen to his character. It
as a trophy from his victim. There is dirt all over it. Fresh, well- is no longer a matter of if but instead a matter of when. Also,
tended dirt. The kind of dirt that one uses to grow golf course grass by placing a Twist token down in front of a player, its
or
shown that fate has singled that character out. Its a visual
Chris: graveyard grass! The family graveyard. Which would be
reminder of a characters impending doom.
where the photo comes in. Because its a family photo.
Game Master: Right. Finally, its a family photo. So simply going to
And heres the nasty part. A Twist token can always be
talk to the only living person in the photo would be good.
spent by a villain like a Hero Point. For example, lets say
Nick: Her sister! Of course, we could talk to her.
that Chriss investigator character has two Twist tokens. As
he fights a werewolf, the creature can use those Twist tokens PC may activate a setback, because in that moment,
against Chriss investigator, as if they were Hero Points. As something important is at hand. In other words, something is
you can see, a Twist can be pretty powerful tool for the at stake.
game master to use. Details on Hero Points can be found on
p. 322 of the Pathfinder Advanced Players Guide. The player is encouraged to narrate the circumstances of the
penalty and why it has occurred. For example, Chris might
Gaining Twists state that hes so obsessed with finding a werewolf that hes
Twist can be gained in order to get a Hunch. It may be not concerned with his own safety, incurring a -4 penalty to
suggested by the game master or the players, but the game his Defense for an entire round. Or that hes so distracted by
master is the ultimate arbitrator of when a Twist is passed the kidnapping of his two children that he takes a -4 penalty
out. on an important Notice roll.
Alternatively, a Twist can be used a consequence in a If a player does not activate her Setback in the next meaningful
Hunch. For example, the GM might state that one of the encounter, with something at stake, the game master gets to
party members will have to take a Twist as a consequence if turn the Setback into a Twist, replacing the Setback token
the player characters make the wrong choice in their Hunch. with an appropriate Twist token. Thus, if the player simply
refuses to use his Setback or an appropriate moment to use it
Of course, a Twist might be handed out for both receiving a never arises, control of the consequence falls back to the
Hunch and picking the wrong choice after getting the GM.
Hunch. Heroes should beware of getting in over their heads!
Remember also that a Setback doesnt have to be a
numerical penalty to a roll or stat. It can simply be a stroke
setbackS of back luck. A player can decide for himself that while
An alternative to the Twist is a Setback. A Setback works chasing a killer in a car, that his own car tire blows, activating
like a Twist, except that it is initiated and controlled by a the Setback. Or perhaps the player decides that his own
player, not the game master. character has run out of bullets in a combat. The game
master always has final say in what constitutes a Setback
When a player elects to take on a Setback, he puts a token in and what does not. One important rule of thumb in
front himself at the gaming table. It should be activating a Setback is this a Setback should not affect
distinguishable from a Twist token (we prefer different color another character in the party. It should only affect the PC
poker chips). activating it.
Now, it may be that during the scene, the game master calls
upon a PC with a setback to make some other, important
skill check. Perhaps an important Knowledge check must be
made to figure out something in the story. At that time, the
horror in the eternal night
Horror is a dread realization of something terrible. It is not a fright or scare. It is not bogeymen jumping out of the shadows at
you. Instead, its the slow realization that bogeymen are real and that they are at your house, right now, crawling into bed with
your family.
For this reason, there is no reason to make horror checks when a hero on Gothic Earth see something run at them out of the
darkness. That said, if a character doesnt believe in the supernatural, and then suddenly confronts a zombie, this would be cause
of a horror check. Because, in this case, the character is coming to the realization that zombies are real.
A dead body isnt cause to make a horror check. While gruesome and haunting, a dead body is merely a harsh reality. A horror
check might be needed, however, if a body was ritualistically displayed. The horror comes not from the dead body itself, but the
realization that someone truly sick trussed up a human body in such a fashion.
Unlike hit points, character threshold ratings start high. The typical character starts with their Wisdom value or their Wisdom
value +5 in threshold at 1st level (see the class section for starting threshold values). Threshold ratings do increase, but only quite
slowly, only at the rate of 1 per character level. Also, when a character takes Horror damage, it cannot be healed through the use
of medicine or magic. Only time, characters own resolve, and counseling can heal the wounds of the mind. A character heals back
their Intelligence bonus in threshold per hour of rest (minimum of 1 per hour). A successful Diplomacy check (or good
roleplaying) can aid this process by doubling the threshold recovery rate.
When a character experiences something horrifying, they must make a horror save. This is expressed as a Will save, with a DC
and horror damage determined by the game master. A success on the horror check means that that a character loses a number of
threshold points equal to half the horror damage rolled. A failure means that a character loses a number of threshold points equal
to the damage roll.
The result of all of this is simple - even if you make all of your horror saves, your character will eventually succumb to dread. The
awful things that he or she is witness to eventually wears them down and digs at their soul.
Horror Damage
Horror damage can range from just 1d6 to 5d6 (though many more d6 may be added for truly mind-shattering experiences).
Horror damage describes how personal the event is to the character. Hearing about something disturbing on the news, for
example, might be only cause 1d6 horror damage. However, an event which is deeply personal - like one's wife getting turning
into a vampire - would cause 5d6 damage (or even more, depending on the circumstances).
For example, a high horror save event with low damage might be something that would bother most people but is set far enough
away that it doesn't threaten them. For example, hearing in detail about a person who died while trying to claw their way out of a
grave might be something that calls for a high save DC, but low damage roll. However, if it is revealed that the deceased was
someone that your character knew - then the horror damage would increase.
Horror Benchmarks
As a character on Gothic Earth Eternal takes more and more horror damage, their threshold decreases, changing their character.
At first, horror actually benefits a character. The edge of adrenaline hones their senses and their mind. However, as a person is
pushed over the edge, they begin a downwards spiral into dread. At last, a soul can become overwhelmed by terror, becoming
catatonic or raving mad.
The benchmarks for character change are when a character first takes some horror damage, then when they are at 50% of their
threshold, then at 0 threshold, and finally at the negative value of their Wisdom score.
The baseline chart is below. If you want to keep horror checks simple, quick, and easy, we recommend using this chart only.
Disturbed At 50% or less -1 to all rolls Something has gotten under How does your character
and Defense your characters skin. What cope the things they have
happened stick in the faced? If it wont get out of
characters mind and wont let your head what do you do?
go.
Panicked At zero or less -2 to all rolls Your character begins to Fight or flight. Choose the
and Defense unravel. She wants to either get way your character comes
away from the threat or run apart at the seams.
blindly at it, fighting.
Hysterical At negative Wisdom score Cannot function Your character either turns into At this point, you have
a catatonic ball or becomes an unfortunately lost your
NPC. character.
Another method is to allow the players to choose their characters reaction to the horror event. Does someones investigator
become angry at the scene of a werewolf ripping apart an innocent victim? Does a scholar hide his fear and instead become more
and more detached from reality? To apply this method, simply allow players to choose which category best represents how their
character feels. Then, they take on the penalties listed. Below, we give some guidelines as how one might roleplay these different
conditions. Keep in mind, these are only guidelines. They should be seen mostly as springboards for players to get their own ideas
about how to roleplay their own characters sense of horror.
fear
A character who experiences mounting will try to avoid things that are disturbing. They may try to convince their companions to
turn back or may just immediately flee.
Fright: What is that? We need to be careful. Certain characters become more cautious when experiencing fright. They are
concerned for themselves for others, but are still masters over their own fear.
Disturbed: I dont like this. Not at all. We need to rethink this. When disturbed, characters experience impairment to their
judgment and temper. They are jumpy, quick to make bad decisions, and generally upset.
Panicked: Oh my god, oh my god, oh my god. Characters experiencing this level of fear are on the verge of breakdown.
Unless compelled to linger, they flee as soon as possible.
Hysteria: Finally, characters engulfed in fear flee only want to hide in a corner. All reason has left.
anger
Characters who grow angry as they lose threshold becomes more volatile. As their terror increases, they began to lash out an
anything around them, even their friends. Their fighting ability actually decreases, because they are no longer using experience or
training they are simply wildly swinging or shooting at whatever moves.
Fright: I cant believe this. Im going to get that thing. Whatever it is. At this point, characters experiencing anger are
channeling their fear into cold rage.
Disturbed: Oh, youre dead! You hear me? Come out here, you bastard! Characters at this level of anger have gone past the
point of useful rage. They are becoming reckless.
Panicked: YOU WANT SOME? COME ON! IM RIGHT HERE! COME AND GET ME! Characters experiencing this level
of anger have become a liability to themselves and others. Logic and reason are gone.
Hysteria: Characters who are consumed by their rage lose all control. If the object of their terror is not present, they
charge about wildly until they find it.
Detachment
A character who experiences detachment tries to rationalize the situation at hand. As the level of terror increases, they become
obsessed with trying to make sense of it all. The end result of trying to explain the unexplainable is a final break with reality.
Fright: Everybody be calm. Theres a logical explanation for this. When characters experience detachment, they first try to
reason with the people around them. They attempt to get as much information as they can and try to make sense of what
has just happened.
Disturbed: Okay. Okay. Its alright. Alright. I can handle this. Now, a detached characters rational shell begins to crack.
They are desperately trying to hold onto their sense of reason, but failing at every turn.
Panicked: N-no. This cant be. Whats happening? Whats happening? At this level of horror, a detached characters rational
world is coming down around them. At this point, making just a simple choice becomes a monumental task, because
nothing rational can be relied upon.
Hysteria: Characters in their final stage of detachment shut down and become catatonic. They may be led around at will.
Derangement
Characters who become deranged, lose it mentally when they experience horror. They begin to laugh at inappropriate times. They
might be screaming one minute, and then crying the next. As their terror increases, they become more and more unpredictable.
Fright: Oh wow. Wow. All right. Thats messed up. At first, characters experiencing derangement are highly agitated. They
continually dwell upon what has happened to them.
Disturbed: Did you see that? Did you see it? No. No! No. Cant be. Cant be! Soon, characters with derangement become
unhinged. They might start talking to themselves or become extremely distracted. The scene of horror was witnessed now
lives inside of his mind. They find it hard to think about anything else.
Panicked: Heh-heh. Yes. Its happening. ITS HAPPENING! Yes, yes. No. Oh no. Now, deranged characters become
dramatically different. They might laugh at inappropriate times, or suddenly start crying. Emotions dramatically change
for no reason at all, and quite often.
Hysteria: Characters at the bottom of derangement are completely insane, reacting to things in a random fashion.
Disturbed -1 to all rolls and Defense -2 to Defense and saving -4 to Perception, Sense
throws Motive, and Initiative -4 to all Intelligence
based checks
Panicked -2 to all rolls and Defense -4 to Defense and saving -8 to Perception, Sense
throws as you disregard Motive, and Initiative; and -8 to all Intelligence
your own safety. -4 to all Charisma-based based checks; -4 to all
checks as you become Charisma based checks
detached from reality. as reality become plastic
for you.
Hysterical Cannot function Run after any threat, Zombie-like, catatonic
attacking until its dead or Acts in a random fashion
you are
Sanity, like threshold, starts high. All characters start with a sanity rating equal to their Intelligence score or Intelligence score + 5.
It ncreases as a character advances at the rate of 1 point per character level. Unlike threshold, however, sanity does not heal at the
same rate. A character regains their Charisma bonus in sanity points each month, instead of each hour. Just as with threshold,
counseling through roleplay or a Diplomacy check doubles the sanity healing rate. All of this being said, if the game master wishes
to make the loss of sanity one of the games central themes, then he or she may rule that sanity can never be healed, or only healed
slowly.
Just like threshold, as characters lose sanity, they pass different benchmarks which affect how they behave as well as their game
statistics. Unlike threshold, however, there is no upside to losing sanity. Losing ones sanity increasingly impairs people until
they are unable to act.
Types of Insanity
When taking sanity damage, the gamemaster and player should discuss what is causing the loss of sanity. Is it the sight of some
unknowable creature? Is it the mental stress of being hunted down by a clan of vampires? The cause for the sanity loss determines
the effect. For example, if a character is suffering from a personal loss, then the insanity effect that would best fit would be
depression.
Depression
Depression usually happens after a traumatic event that involves personal tragedy. The event that these characters have been a
part of has been so emotionally jarring that they tend to shut down, become withdrawn, and grow increasingly negative.
Characters who suffer from depression
Events that might cause depression:
Witnessing a horrific crime
Losing ones job and live savings
Losing the use of ones legs
Having ones entire family wiped out
Finding out you are really a pawn for a dark force
Watching as a friend is eaten alive
Delusion
Delusions occur usually after characters have witnessed something they cannot explain. Because what they have experienced
makes no sense, the minds of delusional characters will begin to take logical leaps about their universe. Reality is not longer
treated in the same way, because reality cannot be relied upon.
Paranoia
Characters who suffer from paranoia are those who have experienced hideous personal attacks, threats to their life, or dangers to
their loved ones. Because the threat they have experienced is so severe, everything has now been called into question. Danger
could lurk at every corner. Threats lie behind every smile.
hallucinations
Usually, mental hallucinations are a rare occurrence, caused by chemical imbalances in the brain, or a genetic disorder. On Gothic
Earth, this can be also caused by contact with the supernatural or otherworldly creatures. Unlike delusional characters,
hallucinatory characters are ones that have actually had direct interaction with the unearthly.
breakdown
Mania is typically brought on by incidents of severe, ongoing mental stress. The types of incidents that might cause breakdown
may overlap with some other causes for insanity. In cases where it is not clear, both player and game master must choose which
fits the character in question best. The biggest distinction between depression and breakdown is that depression is brought about
by some kind of terrible loss. Mania is brought about by persistent mental stress.
Unhinged -2 penalty to skill Make a horror check -2 to all Wisdom and Must make random -2 penalty to all
checks, +2 bonus to if your character loses Charisma based rolls. horror checks skill checks,
horror checks. If a their crutch. attack rolls,
horror check is failed, Defense, and
immediately make a saves
sanity check.
Demented -4 to all skill checks, Make a horror check -4 to all Wisdom and Must make Will saves -4 penalty to all
+4 to all horror at -4 if your character Charisma based rolls. (DC 20) to disbelieve skill checks,
checks. If a horror loses their crutch. hallucinations attack rolls,
check is failed, Defense, and
immediately make a saves
sanity check.
Insane Listless, numb, and This character is a Raving, comatose, or Acts in a random Cannot act
unresponsive threat to themselves wantonly violent. fashion
and others.