d20 Ronin Arts Modern 101 Occult Events.pdf

(573 KB) Pobierz
101 Occult
events
by James Maliszewski
Introduction
While science teaches us that the world is
an orderly and predictable place, obeying natu-
ral laws that never vary or change, those on the
front lines of the occult wars know better. For
them, the world is not merely stranger than we
imagine; it is stranger than we can imagine. The
odd, the inexplicable, and the downright impos-
sible are common occurrences for the men and
women who have chosen to fight in the shad-
owy battles that rage just beneath the surface of
21 st century life. They encounter events that
defy science every day. Indeed, some seem to
attract these events, as if they were magnets of
the weird.
Whatever the truth, there can be no denying
that occult events can and do occur. While
many are minor and easily ignored—rains of
frogs, the recurrences of certain numbers—oth-
ers are not so easily dismissed. To do so would
be to deny that human experience, no matter
how bizarre, has any value and to retreat into a
comfortable but dogmatic Dark Age no better
than those benighted times when superstition
and fear reigned supreme. If the occult wars are
to be won—or at least contained—humanity
will have to face up to the fact that our much-
vaunted science is woefully inadequate to the
task of describing the universe. The sooner we
come to grips with this awful truth, the better.
U SING T HIS P RODUCT
101 Occult Events is intended to serve sev-
eral purposes. The simplest use is as a
Gamemaster’s tool, a way to add mystery to an
occult-themed D20 Modern Roleplaying Game
campaign. The GM can select a handful of the
events offered here and sprinkle them sparingly
into his adventures. The events need not tie into
the adventures’ plots—in fact, they work best
when they do not—to create red herrings, mis-
direction, and hint at the notion that there are
things going on that the characters cannot hope
to understand. Of course, the GM can also
select occult events that do tie into his adven-
tures’ plots. Doing so can provide ways to pres-
Requires the use of the d20 Modern™ Roleplaying Game, published by Wizards of the Coast, Inc.
905029226.014.png
Modern
101 Occult events
ent information in an unusual or non-linear fashion,
as well as to heighten the players’ sense of ignorance
at the forces at work behind the scenes. Either way,
these occult events can add spice to any adventure
and, under the right circumstances, can spur spin-off
or side adventures, thereby making the GM’s job
easier.
Another use for the occult events is in conjunc-
tion with the Fortean Magnet feat presented in this
product. This feat enables a character who possess-
es it to “bring about” occult events on a limited
basis. The events presented here can be used with
this feat, since they are wide-ranging and generic
enough to fit into most adventures, whatever their
subject matter. Fortean Magnet gives players a small
amount of control over the game world, which is
essential, especially in occult campaigns where so
much happens in the shadows and without the char-
acters’ knowledge.
Finally, the occult events in this product can
serve as examples and inspiration for the GM in cre-
ating his own events. By and large, the benefits and
impediments that these events provide are small, no
more than a +/-2 bonus/penalty to d20 die rolls or a
minor magical effect that lasts up to 24 hours. No
effect should be permanent, as such things should
not happen without the GM’s specific decision to
include them as part of the development of his cam-
paign. Some events provide no benefit or impedi-
N EW F EAT :
F ORTEAN M AGNET (O CCULT )
Strange events inexplicably occur wher-
ever you go.
Benefit: One per game session, you may
ask the Gamemaster that an occult event occur
in your presence. If the event is beneficial to
you, then nothing further is required. If the
event is detrimental to you, the GM must
compensate you with a bonus action point.
This action point functions exactly like all
other action points and its use falls under all
the same guidelines and restrictions as others
of its kind.
Special: At the GM’s discretion, this feat
can only be selected at 1 st level or after there
is sufficient justification for the character’s
manifestation of Fortean magnetism (being
cursed, acquiring an occult artifact, a near-
death experience, etc.)
ment and it’s hoped the examples here will show
how even such seemingly insignificant events can
be used to good effect in a D20 Modern Roleplaying
Game campaign.
the Occult Events
The occult events presented here use a very simple format. First, there is a description of the event in
broad terms, including any game mechanics needed to use the event. Second, there is a parenthetical
notation indication whether the event is beneficial or detrimental for use with the Fortean Magnet feat
presented above. Some events have no notation, meaning that the GM is free to use it either as bene-
ficial or detrimental, depending on how he chooses to present it in his game.
1. Raindrops run up a window instead of down, cre-
ating a pattern that the characters can recognize
with successful Intelligence check (DC 12). The
exact nature of the pattern is up to the GM and
the specifics of his current adventure.
(Beneficial)
2. The wind seems to carry the faint echo of scream-
ing voices. Characters who make a successful
Listen check (DC 15) can make out what the
voices are saying, as determined by the GM.
(Beneficial)
2 of 7
 
905029226.015.png 905029226.016.png 905029226.001.png
Modern
101 Occult events
3. A character experiences a sudden muscle cramp
(-2 to attack rolls and Dexterity-based skill
checks for 1d6+1 rounds) every time he passes
through a doorway of a particular locale.
(Detrimental)
4. In the middle of a normal conversation, one char-
acter inexplicably uses an utterly unfamiliar,
alien word for a normal concept. Depending on
the GM’s wishes, the word can be a clue or just
an oddity. Whether the word is in a knowable
language is also up to the GM. (Possibly bene-
ficial)
5. Two (or all of the characters) have the same
dream. (Possibly beneficial)
6. A character experiences déjà vu upon entering a
room for the first time. (Possibly beneficial)
7. One of the characters suffers a few minutes of
missing time. He cannot remember what tran-
spired during those minutes, except possibly
through hypnosis, magic, or similar means.
(Beneficial or detrimental)
8. One of the characters’ watches stops dead—or
goes backwards.
9. A coffee stain on a map circles the place the char-
acters are going next—but the map is a new one
and no one has ever put a coffee cup on it.
10. An old wound or scar begins to bleed again. The
character suffers 1d6 points of damage.
(Detrimental)
11. A character finds a coin on the ground minted in
the year of his birth. If he keeps it, he automati-
cally succeeds on his next rolls, whatever it is,
after which the coin becomes useless.
(Beneficial)
12. The characters stumble across a monstrously
huge spider web containing a “colony” of
dozens of spiders, seemingly cooperating in
capturing prey.
13. As far as the eye can see, darkness falls during
the daytime for a period of 1d8+2 minutes. The
darkness is so complete it that all creatures
within it gain concealment (20% miss chance).
(Beneficial or detrimental)
14. A black cat crosses a character’s path. If he does
not make an effort to find another route, he suf-
fers a -1 penalty to his next d20 roll, after which
this minor curse ends. (Detrimental)
15. A poisonous fog (Inhaled, DC 14, 1d2 Con/1d4
Con) suddenly rolls across the landscape and
lasts for 1d4 hours before dispersing.
(Detrimental)
16. A photograph a character has taken no longer
shows one or more people or objects that had
previously been visible. (Detrimental)
17. A photograph a character has taken now shows
someone or something that had previously not
been visible. (Beneficial)
18. Mysterious lights emanate from the sky without
any obvious source.
19. A telephone line a character attempts to use goes
dead without cause. (Detrimental)
20. A character receives an anonymous telephone
call from a mechanical-sounding voice that pro-
vides him with a small piece of information he
had been searching for. (Beneficial)
21. A bush inexplicably bursts into flames.
22. An unknown body crosses the path of the sun,
creating a partial eclipse for 1d4 minutes.
23. Burning cinders fall from the sky. Characters
must make a Reflex save (DC 15) or suffer 1d6
points of damage. (Detrimental)
24. Every animal within sight of the characters sud-
denly freezes in its tracks and then bolts away at
top speed, taking their owners, if any, along
with them.
25. Strange lights appear on the surface of the
Moon. A successful Intelligence check (DC 15)
can discern a pattern to the lights, possibly a let-
ter or symbol. (Beneficial)
26. The image of a ghostly town, complete with
people, appears as the characters travel through
a desolate area. The image fades as soon as the
characters approach it.
27. The characters encounter a surprising number of
redheaded people over the course of a single
day.
3 of 7
905029226.002.png 905029226.003.png 905029226.004.png 905029226.005.png
Modern
101 Occult events
28. A great shadow of some object or creature falls
across the ground, although there is no evidence
of its source.
29. A meteorite falls within a few feet of the char-
acters.
30. A brownish-red substance, resembling blood,
pours from the faucet of the next sink a charac-
ter uses.
31. An otherwise stationary object (like a rock or a
tree) moves from one location to another while
the characters are not looking.
32. A number (such as 23) keeps popping up again
and again. (Possibly beneficial)
33. A character finds an old newspaper containing
an article of relevance to their current activities.
(Beneficial)
34. The characters hear loud footsteps following
them wherever they go, but cannot discern any
source for them.
35. A character experiences jamais vu , the feeling
that something you should be familiar with is in
fact unknown to you. The GM determines what
the character forgets, while its length is 1d6
hours, after which the character’s memory
returns. (Detrimental)
36. A character receives a misdirected email whose
contents pertain to his current activities.
(Beneficial)
37. Someone mistakes a character for another per-
son. (Possibly beneficial or detrimental)
38. A small child stares at the character and points
toward something of interest to him, without
saying a word. (Beneficial)
39. A computer disk, CD-ROM, or other electronic
storage device a character is carrying becomes
inexplicably corrupted and utterly unreadable,
although a successful DC 30 Computer Use
check will reclaim 50% of the data.
(Detrimental)
40. A character encounters an old acquaintance
whom he has not seen in years. (Possibly bene-
ficial)
41. A character briefly sees another person’s face
when he looks into a mirror. The other person
mouths something that the character can lip read
on a successful Intelligence check (DC 18).
(Beneficial)
42. A character sees a pair of eyes staring at him
from a darkened window. If investigated, there
is no sign of anyone (or anything) at the win-
dow.
43. The characters hear a song that is of pertinence
to their current activities. (Beneficial)
44. A character finds a coin lying face down. If he
picks it up, he will automatically fail his next
roll, whatever it is. (Detrimental)
45. While passing through or near a graveyard, a
character feels an urge to look at a particular
tombstone and finds it bears his name. He suf-
fers a -2 penalty to his next d20 roll.
(Detrimental)
46. A black rain falls for the next 1d4 hours.
47. Someone approaches a character to ask for
directions. As it turns out, he intends to go to the
same place the characters are currently headed,
although for a different reason. (Possibly bene-
ficial or detrimental)
48. A character gets a fortune cookie whose fortune
pertains to his current activities. (Beneficial)
49. A freak snowstorm occurs during the summer
months.
50. A character suddenly gains the ability to speak a
foreign language for 1d4 hours. (Beneficial)
51. A swarm of rats comes streaming out of a near-
by storm drain and heads straight for the char-
acters. The rats are harmless but they do draw
attention to the characters, as well as frighten
anyone adverse to them. (Detrimental)
52. A thunderclap knocks a painting off a wall,
revealing a hidden compartment or safe behind
it. (Beneficial)
53. A bolt of lightning fells a tree within sight of the
character.
4 of 7
905029226.006.png 905029226.007.png 905029226.008.png 905029226.009.png
Modern
101 Occult events
54. A character suddenly sees strange writing appear
in the air around the head of someone he meets. A
successful Decipher Script check (DC 18) allows
the character to understand its meaning but not its
source. (Beneficial)
55. A character sees a person on the street suddenly
wink out of existence.
56. A character witnesses a car crash—and finds that
one of the two cars has no driver whatsoever.
57. A person the characters are pursuing trips, falls to
the ground, and immediately dissolves into a pool
of salt water and clothing. (Detrimental)
58. A character’s gun jams, because a small crystal is
in the firing chamber. (Detrimental)
59. An elderly person of an ethnicity uncommon in
the area the characters are traveling approaches
them and makes a cryptic statement about them.
(Possibly beneficial)
60. A character finds a sheet of paper on which are
written the final scores of baseball games that
happen tomorrow. (Possibly beneficial)
61. When the character awakes from sleep, he finds a
note written in his own handwriting that contains
a clue to his current investigation. (Beneficial)
62. With a successful Spot check (DC 15), the char-
acters can see that they are being tailed by two
men in black. Once spotted, they disappear and
never return.
63. The characters stumble across a dead dog whose
internal organs have been surgically removed.
64. While surfing the Internet, a character inexplica-
bly gains access to a restricted government net-
work for 1d4 minutes, after which he is shut out.
(Beneficial)
65. A field near where the characters are currently
staying manifests a crop circle for the first time.
The circles continue on a regular basis as long as
the characters are in the area and stop when they
leave.
66. A character wakes up with a small piece of parch-
ment inscribed with the Hebrew word emet (truth)
on his forehead. A successful Knowledge (arcane
lore) check (DC 15) reveals that it is one possible
activation word for a golem.
67. The next time a character buys a used item of
any sort, he finds written on it somewhere the
name of its previous owner: Nikola Tesla.
68. The next three times the characters attempt to
call Department-7, they get a wrong number—a
different wrong number each time. (Possibly
detrimental)
69. The characters see themselves doing something
at a distance. If they go to the place where they
saw themselves, they find no one but will see
themselves looking back at them from their pre-
vious location.
70. A wounded character inexplicably heals 1d8+1
hit points after he touches his wound with his
own hand. (Beneficial)
71. The characters encounter someone with a
vicious scar in the center of their forehead,
which, if asked, he says he acquired when he
drilled a hole into his head to “let out the evil
spirits.”
72. After encountering a devout priest, one of the
characters suffers stigmata for 1d6 days. The
wounds do 1d4 points of damage each day, after
which they cease. (Detrimental)
73. A television psychic describes events uncannily
like those the characters are experiencing. If the
characters contact him, he will, with reluctance,
admit that he made up his entire “vision.”
(Possibly beneficial)
74. One or more of the characters catches a non-
fatal disease unknown in their part of the world.
(Detrimental)
75. The characters encounter what they believe is an
animal (lion, tiger, chimpanzee, etc.) escaped
from a zoo, only to discover that the town has
no zoo and never has.
76. The radio in the characters’ car briefly plays a
radio show from fifty years in the past.
(Possibly beneficial)
77. A successful Spot check (DC 12) reveals a wal-
let in the gutter. The wallet belongs to a relative
of a person the characters are seeking or inves-
tigating. (Beneficial)
5 of 7
905029226.010.png 905029226.011.png 905029226.012.png 905029226.013.png
Zgłoś jeśli naruszono regulamin