Beruflich Dokumente
Kultur Dokumente
BY Devon Oratz
Special
The Fig ht
Effects Props
Scene
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P . 45 P . 57
P. 9 6 P. 136 P. 165
Coming Attractions
Coming Attractions
Phantasm(2010) is a roleplaying the demonic invasion, the vampire
game of in-your-face, blood-and- uprising—with only their wits…
guts, grindhouse cinematic horror. chainsaws, and shotguns. Always,
Players take on the roles of ordinary chainsaws and shotguns.
people who must survive horrifying
situations—the zombie apocalypse,
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Coming Attractions
The rules and flavor of Phantasm scary and/or awesome, not so-
are designed to emulate classic bad-it’s-good funny.
b-grade horror films of the 70s,
80s, and 90s (and some more Phantasm isn’t Lovecraftian
recent films paying homage or psychological horror, not
to them) such as Phantasm, quite dark fantasy, slasher or
Hellraiser, Dawn of the Dead, splatterpunk, and it’s not Gothic
From Dusk Till Dawn, and (ghosts and castles) or a suspense
Planet Terror. While this section thriller (cops and killers)
will try, it really will, to explain either. As a genre, Grindhouse
the setting, tone, and tropes Horror (for our purposes) is
we’re going for here, watching characterized by gratuitous
even one of those movies, if you badassery, shlocky dialogue,
haven’t already, would really be busty heroines, square jawed
worth a hundred million words heroes, non-existent budgets,
towards understanding what dubiously low production value,
Phantasm is all about. Phantasm surprisingly high shock value,
is designed to pay homage to zombies, chainsaws, muscle
B movies, not Z movies; while cars, monsters, pickup trucks,
a little schlock and cheese are shotguns, and gallon and gallons
allowed and even encouraged, of blood.
Phantasm is still meant to be
Characteristics of Grindhouse
Horror (Our Definition)
6
Coming Attractions
7
Coming Attractions
Moral Relativism
8
Coming Attractions
will be warned. But still, the go for it. If, on the other hand,
nightmare will be more of a you want a genuinely horrific
personal apocalypse. motivation underlining some
great evil’s true plans for world
Sometimes, there are no happy domination, and a gruesome, epic
endings. struggle across the nightmare
landscape of small town U.S.A.
Even when the good guys think to stop it, then good for you.
they’ve saved the day, the big Stories can be finished in one
bad guy might come around to long game session like a feature
rip their heads off without so film, or continued indefinitely,
much as a chance to roll the dice. like a series, or divided into
The important thing is that they good, self contained chunks of
get the crap scared out of them. story, like a movie franchise.
Then again, if the characters Phantasm as a game system is
are likable enough, maybe they very malleable; it can be molded
will be allowed to survive...at to suit your needs.
least until the sequel.
Phantasm is an RPG, and it’s not
If zombies exploding cheesy, Vampire or Call of Cthulhu or
laughable b-movie dialogue that even All Flesh Must Be Eaten.
would sound good coming out of It’s Phantasm.
Bruce Campbell’s mouth is what
you’re looking for in Phantasm,
Have fun
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The Establishing Shot
10
The Establishing Shot
Attribute Checks:
Examples :
µµ Chuck is trying to force µµ Larry is getting into his
open a door. The GM calls for a car. Does he notice the hideous
Strength Check. Chuck’s player zombie dwarf in the back seat?
rolls 2d6 and gets a four. Since The GM secret makes a Wits
Chuck has a Strength of 5, he Check, rolling 2d6 and getting a
succeeds, and the door is bashed 3, which is the same as Larry’s
open. wits. This time, Larry notices his
attacker in the rearview mirror
µµ Maria is trying to grab a key and is not caught unawares. He
that has been knocked loose and will still have to deal with the
is skittering and bouncing on creepy critter. If Wits Check had
the floor, before it falls through failed, Larry’s player wouldn’t
a grating. The GM calls for a have known what was about to
Speed Check. Maria has a Speed befall him until it was too late.
of 6, but rolls an 8 on 2d6. The
key falls through the grating, µµ Selena has every reason
and they’ll need to find another to believe that her family has
way through the door it went to. been butchered by vampires,
but wants to see if there are
any survivors. To see if she can
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The Establishing Shot
Skill Tests are like Attribute µµ If the character has the skill
Checks, with some important at the Expert Level, add +2 Skill
differences. When making a Bonus to the Attribute.
Skill Test, as with an Attribute
Check, a lower roll is always µµ If the character has the skill
better. A Skill Test is resolved at the Master Level, add +4
as a modified Check of the Skill Bonus to the Attribute.
skill’s Linked Attribute (see In general, whether or not a
Casting Call), which is adjusted failed Skill Test can be retried
as indicated below. is up to the GM and should
be determined based on the
µµ If the skill is UNTRAINED situation. Likewise, the time a
(i.e. the character does not have Skill Test takes is up to the GM.
the skill), use the Attribute -2.
Examples :
µµ Selena is attempting to so she need only roll below her
quickly pick a lock. This is a Speed of 5 + 2 (7). She rolls a
Locksmith Skill Test. Selena is six, and succeeds in picking the
an Expert with her lockpicks, lock.
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The Establishing Shot
Examples :
µµ Chuck was hiding from a pack µµ Maria has found herself
of zombies in the dumpster, and in a twist on a recurring
has left his cell phone behind. nightmare. She’s in her high
The dumpster is filled with school, gymnasium, in her
reeking garbage and maggots underwear and has to climb the
but compared to the maggot rope. This time, though, it’s to
hotels represented by the living avoid getting devoured by the
dead, it’s really nothing. The ravenous dwarves below. Since
GM decides this is a Very Easy the rope is knotted and dry, the
(but not automatic) Will Check GM calls this an Easy Climbing
and treats Chuck’s Will as four Test. This balances out the -2
higher than it is for the purpose Penalty from the fact that Maria
of this Check. Chuck has a Will is an UNTRAINED Climber.
of 4, so he need only roll an 8 or This results in being a straight
under to succeed. Strength Check.
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The Establishing Shot
Defense Modifiers :
Like Difficulty Modifiers, aiming, visibility penalties, and
Defense Modifiers are applied to cover. For a complete list of
the target’s Defense when making Defense Modifiers, see The Fight
an attack test instead, and Scene.
are often situational. Common
Defense Modifiers include
Damage :
Damage is one of the only times up. That is how much Health the
in Phantasm that you roll dice target loses. For much more in-
without succeeding or failing. depth rules on damage, death,
To roll damage, roll the number and healing, see The Fight Scene.
of d6 indicated and add them
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The Establishing Shot
Contests
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cASTING cALL
Casting Call
“I have come here to chew bubblegum ‘homicidal country musician’
and kick ass. And I’m all out of or ‘militia leader and loving
bubblegum.” father’ or ‘pyromaniac college
-George Nada (Roddy Piper) in professor’. Note that stereotypes
John Carpenter’s “They Live” do not generally make very
interesting characters but are
This chapter outlines rules almost always useful jumping-
for character creation. These off-points.
rules only cover the creation of
baseline human anti-heroes and Once you have a basic concept,
heroic sociopaths. The rules for spend a little time fleshing it
using non-humans as playable out by creating the details of
characters appear in The Tag your character’s personality,
along with other additional appearance, relationships and
and optional rules. We do not personal history. You can decide
recommend having more than where he’s from, but the GM will
one non-human character in a decide where he is at present to
typical Phantasm posse, unless fit his story.
the GM and the players really
want to. Once your character is a
complete person, assign him a
Since Phantasm is an actual name, and any other relevant
roleplaying game, and not a details. Then, we can decide his
video game, who your character stats. Alternatively, you’re free
is is more important than what to create a character’s stats
your character can do. You will first and then build a person
have plenty of time to blow things around the numbers, but this
(and people) up later on, so take can tend to result in somewhat
a moment or so to come up with a wooden characters.
concept for your character to go
along with his stats. Complexity
and nuance are great, and so
is back story, but ultimately
you should be able to sum up
your character in a snappy one
liner, like ‘paranoid librarian’
or ‘brave ice cream man’ or
16
A Many-Splendored Badass
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Attributes
Not all people are created equal. Will: Your character’s courage
Some people are just more and willpower.
physically fit or mentally agile
than others. You could roll dice to Phantasm notably doesn’t track
determine the genetic makeup of the following characteristics:
characters and in fact it might be
more accurate to do so. But it’s no Charisma/Attractiveness:
fun for anyone when the player At least in Phantasm, your
characters in a roleplaying game charisma and persuasiveness
aren’t created equal. For this will be based primarily on how
reason, Phantasm(2010) gives you you roleplay your character
a pool of points with which to buy and the situation at hand. If
your attributes. However, players you want to play an ultra-suave
are free to spend this pool of points character, be suave. Likewise,
however they please, resulting in how hot or gross your character
diverse characters that are equal, is will rarely make a difference
but different. in Phantasm. The zombies simply
won’t care. Your character can
Other roleplaying games have be as attractive or unattractive
LOTS of statistics to keep track of, as you want, or you can simply
usually between six and twelve. roll 1d6 let the result determine
Phantasm has only FOUR main your attractiveness, with 6
attributes (although there are some being a supermodel and 1 being
optional and derived statistics to some kind of hideous deformed
track) and those are the following: freak. Ask which your GM would
prefer.
Main Attributes
Wisdom: As far as Phantasm is
concerned, “wisdom” is really
Strength: Your character’s physical common sense. And since no
strength and toughness. statistic on the character sheet
is going to stop your character
Speed: Your character’s raw from doing dumb things, this one
physical speed and agility/dexterity. is really up to you. If you want to
roleplay a wise character, make
Wits: Measures intelligence, mental wise decisions. If you wind up
speed, memory, and the acuity of making stupid decisions, your
sensory perceptions. character isn’t all that wise.
Which isn’t necessarily a bad
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thing (if you can get out alive) All Phantasm characters have a
and almost always makes for pool of points to spend on their
good drama and storytelling. attributes during character
creation. This number of points
All of your main attributes are is called your Badass Index
rated from one to ten (although (BI) and is determined by your
non-human characters and character Tier.
monsters may rarely have
attributes of above ten). Ratings
from one to six are within
realistic human norms whereas
ratings above six would be
considered superhuman in the
real world but are possible for
Hollywood humans.
Attribute Description
Rating
1 Handicapped
or disabled in
some way.
2 Below average.
Embarrassing.
3 Average for a
normal human.
4 Above average.
Decently developed.
5 Good or very good
for a normal human.
6 Peak of ‘real’ human
development.
7 Heroic
8 Legendary.
9 Super-Heroic
10 Undeniably
superhuman.
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Example
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Example :
Our Reggie, for instance, has a is 2d6 + 5, meaning that he can
very respectable Health of 80. He beat most zombies on the draw but
doesn’t lose consciousness until he isn’t exactly The Flash. Finally, he
hits 2 Health {Knockout Threshold has a whopping 40 Faith.
of 2} but by that point he will almost
be dead {Death Threshold of -8}. He With that, Reggie’s basic makeup,
will need all of that health, because his Main and Special Attributes,
he is not especially difficult to hit: are complete.
an 8 or better on 2d6 hits him,
with his Defense of 8. His initiative
Skills
Skills represent learned abilities Skill # of Benefits
and trained talents that characters Level Picks
were not born with, but acquired To
Learn
over the course of their lives.
Skills are bought with Skill Picks; Apprentice 1 When using
the number of Skill Picks that the skill, you
characters have to spend are need only
roll under
determined by their Tier and Wits
the Linked
attribute, as explained on the Attribute + 1.
following table.
Expert 3 When using
Tier Number of the skill, you
Skill Picks need only
Badass Normal Wits roll under
the Linked
Uber Badass Wits x 2 Attribute + 2.
Superhuman Wits x 3 Master 5 When using
Badass the skill, you
need only
Skills that have been learned roll under
and developed have three levels: the Linked
Apprentice, Expert, and Master. Attribute + 4.
Skills that characters do not have
AT ALL are considered Untrained.
Skills that characters have
TRAINED in but not advanced at all
will be covered later in this section.
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24
(Cont’d.)
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25
(Cont’d.)
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Basic Training:
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Example :
Reggie is only really good at Preparation (Ice Cream). Not
two things; playing guitar likely to be useful, but then
and kicking ass. With ten skill again, who knows…?
picks, we’ll make him an Expert
guitarist and an Expert with Reggie Bannister
rifles; the better to use his
custom four-barreled shotgun.
Remembering the legendary Human Uber Badass (BI: 30)
Hemi-Cuda, we make him an
expert driver and give him Main Attributes:
Apprentice level in Automotive Strength: 8
Repair. Speed: 5
Wits: 5
Of course, that doesn’t make for Will: 8
a very well rounded character.
Fortunately, we also get four Special Attributes:
more skills at Trained from Health: 80
Basic Training. We decide that Knockout Threshold: 2
Reggie can also handle himself Death Threshold: -8
in a fight, can be kind of quiet, Defense: 8
and probably knows how to Initiative: 2d6 + 5
shoot a handgun; we make him Faith: 40
a Trained Brawler and increase
his Pistols skill to Trained. He Skills:
might get his hands on that Expert (+2) Guitarist,
flamethrower he’s been eyeing, Expert (+2) Rifleman,
so we give him Trained in heavy Expert (+2) Driver,
weapons, just in case. With one Apprentice (+1) Auto-Mechanic.
pick left, we decide to invent a Trained (+0): Pistols,
new skill with it. Reggie was Heavy Weapons, Brawling,
an ice cream man, after all, so Food Preparation (Ice
we round out the character by Cream), Stealth.
making him Trained in Food
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Techniques
Call them feats, talents, moves, and Will score. The Techniques
maneuvers, or whatever you themselves are listed in Special
like — just don’t call them Skills Effects.
or Attributes, to avoid confusion
— Techniques are how your Tier Number of
character kicks ass. Techniques Technique
make combat exciting, varied, Picks
and dynamic rather than a Badass Normal Will/2 (Round Up)
boring attack-fest. The number Uber Badass Will
of Techniques that characters
Superhuman Will x 2
begin with depend on their Tier Badass
Equipment
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Picks
Trained Nothing NA
or less.
Apprentice 1 An Apprentice of Blades could start with
a switchblade. An Apprentice of Drive
could start with a Honda Civic.
Expert 2 An Expert of Pistols could start with two Glocks,
or one Desert Eagle. An Expert of Bike could start
with a badass Harley or with two wimpy Vespas.
Master 4 A Master of Automatics could start with a
Tec-9, a Mac-11, and two Micro-Uzis, or with
two AK-47 assault rifles, or one Steyr-Aug
assault rifle and one Micro-Uzi. A Master of
Pilot could start with an attack helicopter.
A Master of Blades could start with four
switchblades, two rapiers, or a katana.
Starting Cash
Character Advancement
29
sPECIAL eFFECTS
Special Effects
“I never killed nobody, I promise you’re are special rules for covering
my first. different circumstances that
They say you always remember your might occur over the course
first.” of the game. It might behoove
-Say Anything, “An you to read The Fight Scene
Orgy of Critics” first to understand the basic
combat rules; Techniques work
This chapter includes rules for by “Breaking” these rules in
special abilities used by human small but significant ways.
badasses (Techniques). The Each technique can only be
special abilities of monstrous picked once unless it specifies
PCs (Powers) are covered in otherwise.
The Tag. Also in this section
Techniques
30
(Cont’d.)
sPECIAL eFFECTS
31
(Cont’d.)
sPECIAL eFFECTS
32
(Cont’d.)
sPECIAL eFFECTS
33
(Cont’d.)
sPECIAL eFFECTS
34
(Cont’d.)
sPECIAL eFFECTS
35
(Cont’d.)
sPECIAL eFFECTS
36
(Cont’d.)
sPECIAL eFFECTS
37
(Cont’d.)
sPECIAL eFFECTS
38
(Cont’d.)
sPECIAL eFFECTS
39
(Cont’d.)
sPECIAL eFFECTS
40
(Cont’d.)
sPECIAL eFFECTS
41
(Cont’d.)
sPECIAL eFFECTS
42
sPECIAL eFFECTS
Film Breaks
43
GM decides where players wind up µµ Using a Film Break costs 25
after a film break, and if necessary, XP (see Behind the Scenes for more
what happened (see below). details). If a character doesn’t have
*Characters know what happened 25 XP, the GM may either rule that
during a film break, even if he cannot call a Film Break or that
players don’t. Since they all know, he goes into negative XP that must
why do they need to discuss it? be “worked off” with the next XP he
Experienced players can have their earns, depending on the situation.
characters make oblique references
to the whacky circumstances that µµ Finally, the players collectively
got them out of the jam, as a source can veto any player’s use of a film
of comic relief. Unless, of course, break with a majority vote, and the
the game session has already had GM can of course veto any use of
far too much comic relief. a film break at any time for any
reason.
Faith Based
Effects
45
tHE fight Scene
Initiative
46
tHE fight Scene
Surprise
Free Actions are minor actions Note1: Characters with the Blitzkrieg
that have little or no effect on Technique may choose to take two
the tactical situation. Typical free Move Actions instead of one Move
actions include speaking up to Action and one Attack Action. They
47
tHE fight Scene
may also choose to Attack (make Note2: Characters with the Frenzy
an Attack Action), and then Move Technique may choose to attack
(make a Move Action); by default, twice (take two Attack Actions)
characters may only Move and instead of taking a Move Action
then Attack. Any character may and an Attack Action, as normal.
choose not to move or not to attack
within a given turn.
Combat Movement
Attack Actions
48
(Cont’d.)
tHE fight Scene
49
(Cont’d.)
tHE fight Scene
Reactions
50
Melee Combat
Melee Damage
Grappling
52
tHE fight Scene
Ranged Combat
Burst Fire
Shotguns
53
tHE fight Scene
Full Auto
Covering Fire
Grenades
54
tHE fight Scene
States of Being
Fresh characters are perfectly they may only take one move
healthy to lightly wounded, and action or one attack action each
have no significant penalties. combat turn. More importantly,
they lose 1 Health each combat
Wounded characters are at or below turn until they die or are stabilized
one half their Health (rounded up). by a standard First Aid test.
They receive -2 to Strength and Characters whose Faith is reduced
Speed (Min. 1). to 0 or below by enemy attacks are
immediately Dying, even if their
Dying characters are those at or Health is well above 0. No amount
below 0 Health. While they can still of Subdual damage can ever reduce
move and act as long as they are a character past 0 Health.
not also Unconscious (see below)
55
tHE fight Scene
56
tHE fight Scene
57
Props
Props
“And he stopped off in Tushka at that case of older weapons, the prices
“Pop’s Knife and Gun” place given are for replicas or “fixer-
Bought a SKS rifle and a couple of full upper” models refurbished by the
cases of that steel core ammo character. Campaigns set in the past
With the Berdan primers from some might need to adjust these prices
East bloc nation that no longer needs ‘em creatively, at the GM’s discretion.
And a Desert Eagle that’s one great big Seeing as you’re provided with free
ol’ pistol living accommodations, food, and
I mean .50 caliber made by badass clothing, your starting cash should
Hebrews be spent primarily on weapons and
And some surplus tracers for that old ammunition. Remember that you
BAR of Slayton’s get 1 Free Weapon Pick for any
Soon as it gets dark we’re Combat Skill you’re an Apprentice
gonna have us a time.” in, 2 Free Weapon Picks for any
-James McMurty, “Choctaw Bingo” Combat Skill you’re Expert in,
and 4 Free Weapon Picks for any
This chapter has all the shotguns, Combat Skill you’ve mastered.
chainsaws, muscle cars, and Better and harder to find weapons
gasoline your Phantasm characters cost more than one pick, and the
will need to combat the forces of number of picks a weapon costs
darkness. Cash prices are loosely will be indicated next to its price.
based on rough approximations of
“Real World” prices in 2009; in the
Weapon Range
Increments In Yards
Weapon Type Short Medium Long
Range Range Range
(No Attack (-1 Attack (-4 Attack
Penalty) Penalty) Penalty)
58
(Cont’d.)
Props
Note1: Weapons effectively cannot be used within 60 Yards as within medium range,
on targets farther away than “Long Range”. and could hit targets within 180 Yards!
Note2: Characters with the Longshot Note3: The maximum ranges listed here are
Technique double the range restrictions for the ranges at which Phantasm characters
each range category when using firearms. might realistically have a chance of hitting
For instance, a character with Longshot a target; they are not meant to reflect how
using a pistol would treat targets within 10 far a weapon can throw a projectile.
Yards as at short range, would treat targets
Melee Weapons
59
(Cont’d.)
Props
60
(Cont’d.)
Props
61
(Cont’d.)
Props
A note on chainsaws :
Chainsaws can be gassed up In real life, chainsaws “are
with gasoline for 2d6 + 10 turns heavy and hard to swing with
of use, and require a Move any degree of finesse, have
Action to rev up or switch off. A poor reach compared to their
turn of use is expended whether weight, require fuel or an
or not a chainsaw is used to external power source, make
attack. $10 buys enough gas a lot of noise, and will tear
to fill a hand chainsaw; double through the person wielding
this for a regular chainsaw, and them just as cheerfully as the
quintuple it for an industrial intended victim. Chainsaws are
chainsaw. also prone to a phenomenon
called “kickback” where one
62
Props
63
Props
Ranged Weapons
Rate of Fire
Rate of Description
Fire
Single Shot (S) The weapon can fire only one shot per combat turn,
even if the character can make more than one attack,
such as by using the Frenzy technique.
Semi- The weapon can fire two shots per combat turn, but
Automatic (SA) only if the character firing it has more than one
attack, such as by using the Frenzy technique.
Burst Fire (B) The weapon can use one attack to fire a three-round burst. See p. 34.
Fully The weapon can either fire a full burst or provide
Automatic (FA) covering fire. See p. 34. In either case, the weapon can
make only one attack in a turn if used on full auto.
Select Fire The weapon’s wielder can switch between two to three of the following
modes by using a Free Action: SA, B, and/or FA. True select fire
weapons will be designated with a slash between firing rings, whereas
weapons with two ‘effective’ ROF can simply fire a few rounds with a
quick press of the trigger will use the word ‘or’ to divide firing rates.
64
Props
Pistols
All of these weapons are used with one hand, unless otherwise
with the Pistols combat skill. All indicated.
of these weapons can be used
65
(Cont’d.)
Props
66
Silencer
(Cont’d.)
Props
Ruger Mk. II: The Ruger Mk. II Colt Detective Special: First
is a rimfire semi-automatic pistol appearing in 1927, the Colt
chambered in .22 Long Rifle and Detective Special is a carbon
manufactured Sturm, Ruger & steel framed double-action
Company. Ruger rimfire pistols short-barreled revolver, a class
are some of the most popular of firearms known to gun
handguns made, with over three enthusiasts as “snubnosed”,
million sold. The middle in a “snubbies”, or “belly guns”. As
line of weapons starting with the name “Detective Special”
the Ruger Standard in 1949, suggests, this class of gun was
marketed as an inexpensive used as a concealed weapon by
.22 caliber rimfire intended for plainclothes police detectives.
casual sport and target shooting, The Detective Special was the
and plinking. It is also frequently first premium grade swing-
used as a short-range varmint out revolver designed from the
gun for pest control, and in outset to be carried concealed
spite of its low stopping power, a and capable of chambering the
suppressed version is used by the .38 Special, a high powered
Navy Seals for stealth operations. cartridge in the 1920s. This
Created by firearms expert and weapon was produced through
Renaissance man William B. 1995, and the stats are
Ruger, the Standard model and representative of other small,
its offspring went on to become concealed-carry revolvers. This
the most accepted and successful weapon or something like it is
.22 semi-automatic pistol ever very likely to be the sidearm of
produced. This gun has been police and private detectives.
available, in one form or another,
since 1949.
67
Luger P08: The basis for the the Walther P38 midway through
later Ruger Standard, Pistole WWII—statistically, the Walther
Parabellum1908, popularly known P38 is the exact same gun. This
as the Luger, is an iconic, toggle weapon has been available in some
locked, recoil operated, semi- form or another since 1908.
automatic pistol. The design was
patented by Georg J. Luger in 1898 Walther PPK: Available in one
and produced by German arms form or another since 1929,
manufacturer Deutsche Waffen- this is a blowback operated,
und Munitionsfabriken (DWM) semi-automatic pocket pistol
starting in 1900. The Luger was well suited for concealed carry.
made popular by its use by Germany Functionally identical to any
during World War I and World War number of other holdout pistols,
II and taken home as a souvenir by the Walther PPK has the unique
many American GIs after the war. distinction of being James
For cost reasons, it was replaced by Bond’s gun.
Props
Glock 17: Just one in a long series of date. It has been described as
semi-automatic pistols designed and the most successful handgun of
produced by Glock GmbH, located all time, and the most popular
in Deutsch-Wagram, Austria. Glock centerfire revolver of the
controls the majority of the law 20th Century. Although over a
enforcement market share in the hundred years old, variants of
United States. This is the weapon it are still widely in use.
most police officers will be using,
especially state troopers and local Colt M1911a1: The most iconic
cops in urban and rural areas. handgun ever made, used by
Detectives may still be using the everyone from Humphrey Bogart
Detective Special above, whereas to the American GI, the Colt .45
Rural Sheriffs may still be using automatic pistol was developed
the S&W Model 10. in 1911 by John Browning and
remained the primary sidearm
M9 (Beretta M92F): The M9 of U.S. armed forces until its
pistol is a 9x19mm Parabellum replacement in 1985 by the M9.
pistol of the United States The M1911 is a single-action, semi-
military adopted in the 1980s. automatic, magazine-fed, recoil-
It is basically a military operated handgun chambered
specification Beretta 92F. In for the .45 ACP cartridge. It was
the 1980s, this weapon replaced widely used in World War I, World
the venerable M1911A1 as the War II, the Korean War, and the
primary handgun of the U.S. Vietnam War. In total, the United
military, beating out many other States procured around 2.7 million
contenders. It officially entered M1911 and M1911A1 pistols during
service in 1990. These stats or its service life. Incredibly, the
those of the Glock are fairly practically antediluvian M1911a1 is
representative of most modern, still preferred and used by Special
high-capacity 9mm pistols. Forces units, for its reliability
and incredible stopping power. If
S&W Model 10: Previously you’ve seen a handgun in a movie,
known as the Smith & Wesson there’s a 50% chance that it was
Military & Police, this is a a Colt M1911a1 or a clone thereof.
.38-caliber, six-shot handgun Statistically, M1911 clones, like
initially developed in 1899. The Springfield Armory replicas and
.38 Military and Police Model the AMT Hardballer, are identical
10 has historically been the to the original weapon.
mainstay of the Smith & Wesson
Company, with some 6,000,000 Colt Python: Developed in 1955, Colt
of this general type produced to Python is a double action revolver
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Automatics
These weapons are used with the weapons cannot be used one handed
Automatics combat skill. These unless otherwise indicated.
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M14: The M14 rifle, formally the the most widely deployed of all
United States Rifle, Caliber 7.62 mm, current submachine guns and has
M14, is an American selective fire been developed into a family with
automatic rifle firing 7.62x51mm numerous variants.
NATO ammunition. It was the
standard issue US rifle from 1957 PPsh-41: A Russian submachine-
until 1970. The M14 was used for gun, developed by the Soviet Union
US Army and Marine Corps basic to fill the same role as Germany’s
and advanced individual training, MP-40 and the American Thompson
and was the standard issue sub-machinegun, the Pistolet-
infantry rifle in CONUS, Europe, Pulemyot Shpagina submachine
and South Korea, until replaced by gun was one of the most mass
the M16 rifle in 1970. It remains produced weapons of its type of
in limited front line service with World War II. It was made with
the United States Army, Marine metal stampings to ease production
Corps, Navy, Air Force, and Coast (retaining a wooden stock), and
Guard, and remains in use as a its chrome-lined chamber and
ceremonial weapon. The M14 also bore helped to make the gun
provides the basis for the M21 and very low-maintenance in combat
M25 sniper rifles. It was the last so- environments. The statistics
called “battle rifle” (a term applied and price in brackets represent
to weapons firing full-power rifle a variant that comes with and is
ammunition) issued in quantity to prepared to load a seventy-one
U.S. troops. shot, high capacity drum instead
of a 35-round box magazine.
H&K MP5: Developed in 1964
and still manufactured today, Steyr-Aug: First available in 1977,
the Heckler & Koch MP5 (From the AUG is an Austrian bullpup
Maschinenpistole 5 - German: 5.56mm assault rifle, designed in
“machine pistol model 5”) is a the early 1970s by Steyr Mannlicher
9mm submachine gun of German GmbH & Co KG, In production since
design, developed in the 1960s 1978, it is the standard small
by a team of engineers from the arm of the Austrian Bundesheer
German small arms manufacturer and various national police units.
Heckler & Koch GmbH (H&K) The rifle has also been adopted
of Oberndorf am Neckar. It is by the armed forces of Argentina,
currently used by the armed forces Australia, Bolivia, Ireland, Saudi
and law enforcement units of over Arabia, Tunisia (introduced in
40 countries and is a mainstay 1978), Pakistan and since 1988—
of SWAT teams and special forces U.S. Customs.
units. The MP5 remains one of
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centerfire bolt action. The Model the gun popular with left-handed
700 is available in a great number and right-handed shooters alike.
of different stock, barrel and calibre
configurations. It is a development of Winchester Model 1894:
the Remington 721 and 722 series of Designed in 1894 by John Moses
rifles, which had been introduced in Browning and manufactured by
1948. This particular specimen has the Winchester Repeating Arms
a wooden stock and is chambered for Company until they ceased making
the middle-of-the-road .223 round. rifles in 2006, the Winchester
Model 1894 is the classic lever-
Ruger Gold Label: The Ruger Gold action cowboy rifle. Chambered for
Label is a double-barreled shotgun. .30-.30, the Winchester rifle it is as
The Ruger Gold Label is a side-by- much of an old west icon as the Colt
side shotgun, designed to be similar Peacemaker.
to traditional English shotguns
used for upland bird hunting and Armalite AR-15: A favorite of
for clay target games such as trap, survivalists and gun-fanatics, the
skeet, and sporting clays. This is a AR-15 is a demilitarized, civilian
new shotgun that began production version of the M-16 assault rifle.
in 2002, but effectively identical Standard AR-15 rifles accept
guns (traditional English side-by- detachable magazines of widely
side double-barreled shotguns) varying capacities, and have a
have been made since about 1802. pistol grip that protrudes beneath
the stock. AR-15 rifles are highly
Ithaca 37: First produced in 1937, configurable and customizable.
the Ithaca 37 is a classic 12 They are commonly fitted with
gauge pump action shotgun used several accessories such as bipods,
by hunters and law enforcement folding or collapsing stocks,
professional for decades. A pump- threaded barrels for the attachment
action shotgun made in large of a flash suppressor, and a rail
numbers for the civilian, military, system for the attachment of
and police markets. Also known as vertical grips, flashlights, laser
the Featherlight, it utilizes a novel sights, telescopic sights, etc. The
combination ejection/loading port on AR-15 rifle is available from 1958
the bottom of the gun which leaves to the present.
the sides closed to the elements. In
addition, the outline of the gun is Lupara: An Italian word used to
clean. Finally, since shells load and refer to a sawn-off shotgun of the
eject from the bottom, operation of break-open type. It is traditionally
the gun is equally convenient from associated with Cosa Nostra, the
either side of the gun. This makes Italian organized crime group
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of which were type classified as the rig up one with four side-by-side
Model 97 or M97 for short) fired barrels. This is essentially a Ruger
each time the action closed with the Gold Label (or any number of
trigger depressed (that is, it lacks a identical side-by-side break action
trigger disconnector and is capable hunting shotguns) with a sawn-
of slamfire). That and its six-shot off stock for a pistol grip, and a
capacity made it extremely effective sawn-off barrel for improved close-
for close combat, such that troops quarters handling, concealability,
referred to it as a “trench sweeper”. It and close-range spread.
was so devastating, and feared, that
the German government protested Marlin Model 1894C: This carbine
(in vain) to have it outlawed in version of the Winchester 1894
combat. lever-action rifle is chambered for
the powerful .357 Magnum round,
Mosin Nagant 1891/30: In service making it an excellent companion
since 1891, The Mosin–Nagant is a to any .357 Magnum revolver.
bolt-action, internal magazine fed, Available from 1969 until the
military rifle that was used by present.
the armed forces of the Russian
Empire, the Soviet Union and Mossberg 590: Produced from 1961
various other nations, most of to the present, the Mossberg 500
them from Eastern bloc. It gets its is a shotgun manufactured by O.F.
name from the Russian Artillery Mossberg & Sons. Rather than a
Colonel Sergei Ivanovich Mosin who single model, the 500 is really a series
designed the bolt and receiver, and of widely varying hammerless, pump
the Belgian Emile Nagant, who action repeaters, all of which share
designed the magazine system. His the same basic receiver and action,
brother, Leon Nagant, was a rifle but differ in bore size, barrel length,
designer. Also known as the Three- choke options, magazine capacity,
Line Rifle, it was the first to use and “furniture” (stock and forearm)
the 7.62x54mmR cartridge. As a materials. The Model 590A1 is
front-line rifle, the Mosin–Nagant a Model 590 with an aluminium
served in various forms from 1891 trigger guard and safety, and a
until the 1960s in many Eastern heavier barrel, intended for military
European nations, when the sniper use under extreme conditions and
rifle variant was replaced by the rough handling; the metal trigger
Dragunov. guard was added in response to the
3443G materials requirements, and
Sawn - Off Double - Barreled the heavy barrel was added at the
Shotgun: The #1 choice for zombie request of the Navy. The 590A1 is
killin’, unless of course you can generally sold through military and
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Heavy Weapons
These weapons are all used skill. None of them can ever be
with the Heavy Weapons combat used one-handed.
85
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(Cont’d.)
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Throwing Weapons
These weapons are all used with the more-or-less free. If you purchase
Throwing Weapons combat skill. a throwing weapon with a pick
Throwing weapons can be thrown or picks, you receive 2d6 of that
with one hand, but readying a weapon—otherwise the prices
throwing weapon is a move action listed are for individual throwing
that requires both hands to be weapons.
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Normal Ammunition
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Special Ammunition
93
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Weapon Accessories
94
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Armor
95
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Other Gear
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“He who fights with monsters might
take care
lest he thereby become a monster.”
-Friedrich Nietzsche
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but is worth repeating, that the bodies of the recently deceased, and
author of Phantasm (2010) in no tries to convince his brother of what is
way takes credit for any of the happening. After convincing his brother
content in this game unique to and Reggie, they find a strange white
or borrowed from the Phantasm room with containers in the mausoleum.
series or other classic horror There is also a gateway to another
dimension or planet that Mike enters
movies. He’s just a fan. If you
briefly where he sees the dwarfs that
have seen Phantasm, be warned. have hunted him through the movie
The following section contains a being used as slaves.
slavishly obsessive (and highly
subjective and arguable) over- While trying to escape the Tall Man,
analysis of it. The sidebars in Reggie is killed. Mike and Jody barely
this section summarize the escape. They devise a plan to lure the
first two movies, but you should Tall Man into a local deserted mine
really watch them instead. shaft and trap him inside. After doing
so successfully, Mike wakes with a start
in his house, laying by the fireplace
“Thy kingdom come, thy will be done,
with Reggie sitting next to him. Reggie
on Earth as it is in Hell.” explains that Mike was simply having a
bad dream, something that was common
The Phantasmagoria is the since Jody died in a car crash. This
collective name that we have implies that the entire movie has been
made up for the forces of the a dream wherein Mike was trying to
Tall Man. The Tall Man, once prevent Jody from leaving. We then see
human, but now much less Mike go into his room where the Tall
and much more, is a modern Man is waiting and pulls Mike through
necromancer (a master of death his bedroom mirror.
and undeath magic) or lich
(undead magician) or both. He is
leading an invading army of the
undead to take over the earth
(starting with the west coast
and the mid west). His goal is
simple; steal the dead and turn
them into his slaves. On his
side, he has an army of undead
dwarves and flying silver orbs agent, working on behalf of
that can puree a human brain another dimension called the
in seconds. Netherworlds, a place where
Necromancy is a popular trade
While incredibly formidable, and fresh corpses are a big
the Tall Man is essentially an import and export business. The
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“His aim? It’s hard for me to “In the small towns he’s been
guess at that. He just rolls from through, you can smell the
town to town, taking people, carnage. And you can hear
killing ‘em, bringin’ ‘em back, the dead moaning from the
shrinkin’ ‘em, and stuffin’ ‘em cemetery, where their eternal
through this gateway to...to God rest has been interrupted. Sure,
knows where. He’s stocking his maybe now you think I’m just
larders, and raising an undead some crazy old fool. But wait
army. But what war is he till it’s your town where he
fighting? And who’s his enemy? comes a’calling.”
Sometimes, I worry that it’s us.
California’s not the same now.
vel
B a d ass le to
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t he wea k be ex pect asis.
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a l t h s t d
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bount on anoth een player ea lt. Dan
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decide en ly betw damage
e v o n
XP based
it up -Testimony of
Sheriff Carl Blaylock,
last survivor of Thorn Valley
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even if) player characters can learn autonomous weapon to its victim’s
this is up to the GM’s discretion. head as a drill bores through the
front of the skull and a suction
Description: pump slurps out the contents of the
A shiny silver orb of glistening victim’s skull. Blood, brain matter,
chrome, perfectly round and and viscera is ejected from a hole in
immaculately clean, about the the rear of the orb, completing the
size of a softball. It is capable of gruesome death.
independently hovering and flying
at great speeds. The seamless front XP Bounty: 25
of the orb carries concealed slots Danger Level: Uber Badass
for two razor sharp retractable
barbs, which are used to anchor the
Graver
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’
Mortician s Assistant
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Ghoul Equipment:
Heavy Leather Jacket (Melee
Damage Cut: 4; Ranged Damage
“The Tall Man: Death is no escape from
Cut: 1), Vehicle.
me.”
–Phantasm: OblIVion
Description:
Not technically human (their
Attributes:
lank, lifeless hair, rash ridden
Strength: 6
scalps, and pale, waxy skin can
Speed: 6
give them away) Ghouls are
Wits: 5
nonetheless masters at passing
Will: 2
for them. The Tall Man and his
necromancers use Ghouls as spies
Health: 60
and scouts. A favorite tactic is
Initiative: 2d6 + 4
reanimating the friends, family,
Defense: 8
and allies of those survivors
who resist as ghouls, and
Skills:
sending them back to ‘harvest’
Drive: Expert (+2)
their unsuspecting buddies.
Stealth: Apprentice (+1)
When killed or incapacitated,
Clubs: Expert (+2)
at the GM’s discretion, Ghouls
Pistols: Expert (+2)
sometimes unleash a Hunter
Subterfuge: Master (+4)
Killer Sphere from inside their
Locksmith: Trained (+0)
skull (or some other cavity) in
Awareness: Trained (+0).
a shower of gore and viscera.
These variants are referred to
Attacks:
as Ballheads. Detecting a ghoul
Tire Iron at +2 for 2d6 + 6.
requires a successful Awareness
(Or any other club-type melee
Test or Wits Check, unless the
weapon.)
ghoul is using Subterfuge to fool
Colt Python at +2 for 5d6. (Or
you. Then it becomes a contest
any other pistol.)
between your Awareness and
the ghoul’s Subterfuge.
Techniques:
Blitzkrieg, Frenzy, Batter Up,
XP Bounty: 25
Dodge, Point Blank.
Danger Level: Uber Badass
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Supergraver
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Archiver Wurm
“I felt the hand of God and that’s the but can “borrow” the core’s. The core
last thing that I felt.” technically has no attacks but can
–The Faint, “Ballad of a Paralyzed call the tentacles to defend itself.)
Citizen”
Skills:
Attributes: Security: Master (+4)
Strength: 4 (7) Chemistry: Master (+4)
Speed: 4 (6) Electronics: Master (+4)
Wits: 8 (1) Awareness: Master (+4).
Will: 6 (1)
Attacks:
Health: 60 (35) µµ Slash at +2 for 1d6 + 7.
Initiative: 3d6 + 4 (1d6 + 6)
Defense: 8 (6) µµ Grapple at +4. If successful,
can “Bite” grappled target for
(The Wurm is a distributed 2d6 + 11.
organism, with a non-mobile core Techniques:
and 6d6 highly mobile individual Blitzkrieg, Frenzy, Reposition,
tentacles. If the core is destroyed, all Counterattack.
of the tentacles die as well. The offset
statistics in parentheses represent Description:
the individual tentacles; the main An original creation for
statistics represent the core. The Phantasm(2010) not seen
tentacles technically have no skills before outside of this RPG,
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the Wurm is a huge and very claws; each claw contains needle
unusual biomechanical creature sharp grasping blades at the tip,
imported from the Netherworlds and a tiny ‘animal brain’ which
(aka Phantasm) to help the is the nerve center of that
Phantasmagoria with the tentacle. The core represents a
sorting of subjects. They help naked, undead humanoid with
administrate the depopulation a bundle of thin, ropy black
of small-town America and tentacles protruding from the
the enslavement of our dead. junctions of his shattered bones,
Wurms are composed of dozens and a metal plaque with an
of claw-tipped tentacles that pull etched serial number grafted on
the caskets through the backs where his eyes should be.
of the different slabs and sort
them around the Mausoleum, XP Bounty: 100 for the Core;
and a vaguely humanoid body/ 10 for each tentacle killed
trunk, which controls the individually.
claws. The tentacles are each Danger Level: Uber Badass
about thirty feet long, one foot
in circumference, tipped with
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Necromancer
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this game, amend these stats movies) or driven off. Even that
however you need—the Tall Man should take quite some doing.
can do whatever he wants, and
his true, final defeat is outside XP Bounty: 500 for Defeating; 100-
the scope of this game, although 250 for Escaping/Driving Off.
he can be falsely killed (as he DangerLevel:Superhuman Badass++
is several times throughout the
Night Terrors
“They’re in those houses. Right now, in vampires like the ones from
all those houses. Behind the shades. In Salem’s Lot whereas Lamia are
beds and closets and cellars. Under the vampires of the sort seen in
floors. Hiding.” From Dusk Til Dawn; neither
–Stephen King, Salem’s Lot resemble the vampires of Anne
Rice. In Phantasm(2010), there
“Seth: I know what’s going on. We got a are also just plain vampires
bunch of fucking vampires out there, (the playable kind, see The Tag)
trying to get in here and suck our which are a third breed entirely
fucking blood. And that’s it. Plain and apart. Some of the creatures
simple. I don’t want to hear anything listed here may be more
about “I don’t believe in vampires,” obscure (or cribbed from more
because I don’t fucking believe in specific movies) than zombies,
vampires, but I believe in my own vampires, and werewolves. All
two eyes, and what I saw, is fucking of their place in the Phantasm
vampires. Now, do we all agree that (2010) universe.
what we are dealing with is vampires?”
–From Dusk Till Dawn Once again, the author of this
game takes no credit for any of
These creatures of the night the intellectual property he is
represent generic, lurking, drawing inspiration from.
creeping threats that make up
the bread-and-butter of dozens
if not hundreds of classic horror
films. Since not all vampires
or zombies are created equal,
when a range of choices is not
presented (like with zombies)
then specific “classes” of
monsters are. Nosferatu are
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Zombies
113
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Cenobite
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Typical Nosferatu
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Nosferatu Elder
118
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Lamia
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Lamia Queen
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Shifters
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Health: 50 Description:
Initiative: 2d6 + 8 A normal timberwolf, albeit an
Defense: 7 excellent specimen. These stats
could also be used for regular
Skills: wolves or attack dogs (zombie or
Stealth: Expert (+2) otherwise).
Tracking: Master (+4)
Awareness: Master (+4) XP Bounty: As Werewolf form.
Danger Level: Badass Normal
Attacks:
µµ Bite at +2 for 2d6 + 5. Wolf-Shifter,
µµ Trip at +1 for 2d6 + 5. Werewolf Form
Characters successfully hit
must roll 1d6 + Speed versus Attributes:
the wolf’s 1d6 + Strength. If the Strength: 10
character does not roll higher Speed: 5
than the Wolf, they are tripped, Wits: 4 (Double Wits for Awareness
and begin the next turn prone Tests)
(Full Turn Action to stand up; Will: 4
defense versus Melee is halved).
Health: 150
Techniques:
Initiative: 2d6 + 5
Blitzkrieg, Frenzy, Critical
Defense: 9
Attack.
Skills:
Special Abilities:
Stealth: Expert (+2)
Fast Mover: Double the wolf
Tracking: Master (+4)
form’s Speed for the purposes
Awareness: Master (+4)
of full turn move actions with
Blitzkrieg.
Attacks:
Savage: Improved Critical Attack
µµ Claw at + 4 for 4d6 + 5.
Versus Prone Enemies Only.
Alternate Form: Werewolf. µµ Two Claws at +2 for 4d6 + 5.
2d6 Full Turn Actions needed
to transform; helpless while µµ Bite at +2 for 6d6 + 10.
transforming, costs 3d6 Health,
µµ Grapple at +4. Follows normal
transformation can’t be aborted
Grapple rules.
once begun.
µµ Bite Grappled Opponent for
Special Weaknesses: 6d6 + 10.
As Werewolf form. See below.
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Vengeful Revenant
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Fugitive Revenant
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Reaper Revenant
Attributes: Skills:
Strength: 10 All Combat Skills: Master (+4)
Speed: 10 Awareness: Master (+4)
Wits: 6 Riding (Horseback): Master (+4)
Will: 10 Intimidation: Legendary (+6)
Rope Tricks: Master (+4)
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Badass Normals
Skills: Equipment:
Drive: Apprentice (+1) Sidearm (See Above), Two Full Speed
Investigation: Apprentice (+1) loaders or Spare Clips for Sidearm,
Pistols: Apprentice (+1) Uniform, Badge, Handcuffs, Police
Rifles: Apprentice (+1) Cruiser, Shotgun (Usually Ithaca
37) In The Cruiser, $100 in cash.
Trained (+0):
Riding (Horseback), Awareness, XP Bounty: 20
Clubs, Brawling
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/
Thug Enforcer
“I break you.” Health: 42
Initiative: 1d6 + 5
Attributes: Defense: 3
Strength: 7
Speed: 5 Skills:
Wits: 2 Clubs: Apprentice (+1)
Will: 5 Brawling: Apprentice (+1)
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Techniques:
Batter Up, Blitzkrieg, Point
Blank.
Professional Thief
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Hit Man
“The base fee is $10,000 and I assure you for Attacks:
that money you get the best. If you’re feeling µµ H&K. Mk. 23 Mod 0 at +5 for
cheap, you can always move onto the next 2d6 + 3.
guy, but I guarantee you he’s gonna be a
cop, an informer, or worse, an amateur. I’m µµ Lupara at +2 for 4d6.
a fucking professional, on the otherhand. µµ Remington Model 30 at +1 for
Now, you want it to look like an accident, 5d6.
that’s gonna be extra. You wanna send
a message? Well I can do that. But that’s µµ Combat Knife at +1 for 1d6 + 6.
gonna be extra too.”
Techniques:
Attributes: Boom!Headshot, Longshot, Critical
Strength: 4 Attack.
Speed: 5
Wits: 6 Equipment:
Will: 5 All the above weapons, plus a Ruger
Mk. II, silenced. Two full Spare
Health: 24 Clips for the Mk. 23, Box of Twenty
Initiative: 1d6 + 6 12 Gauge .00 Buckshot Shells, Box
Defense: 7 of Twenty .30-06 Rounds, Fake
IDs, Diazepam, Black Sedan, Street
Skills: Clothes, Night Vision Goggles,
Pistols: Expert (+2) $3,000 in Cash.
Rifles: Apprentice (+1) Armor: Improved Ballistic Vest
Stealth: Apprentice (+1) (Melee Damage Cut: 4, Ranged
Blades: Apprentice (+1) Damage Cut: 12)
Attributes: Health: 36
Strength: 6 Initiative: 1d6 + 4
Speed: 4 Defense: 5
133
Skills: Trained (+0):
Awareness: Apprentice (+1) Haggle, Carouse, Intimidate, Drive.
Pistols: Apprentice (+1)
Rifles: Apprentice (+1) Attacks:
Clubs: Apprentice (+1) µµ S&W Model 29 at +1 for 5d6 + 3.
µµ Sawn-Off Double
Barreled Shotgun
at +1 for 4d6. (Use
normal shotgun
rules.)
µµ Sawn-Off Baseball
Bat at +1 for 2d6 + 6.
Techniques:
Blitzkrieg, Batter Up,
Point Blank.
Equipment:
Beat-up Pickup
Truck, Street Clothes,
Tools, Collection
of Porno Mags (In
Bathroom), Box of
Twenty 12 Gauge
.00 Buckshot Shells
(Under Counter/
Behind Bar, where
the shotgun and
bat are taped), Box
of Eighteen .44
Magnum Rounds
(With the other
goodies). $100 Cash
On-Hand, 5d6 * $100
in the register/locked
in the back room
safe.
XP Bounty: 20
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Behind the Scenes
Attacks: Equipment:
µµ Desert Eagle Mark XIX at +1 for Mud splattered overalls, old tow
5d6. truck or pickup truck, two full
Spare Clips for the Mark XIX,
µµ SKS Rifle at +1 for 3d6 + 3. thirty rounds spare ammo for the
µµ M16 at +2 for 4d6 (Hose) or for SKS Rifle, two full Spare Clips for
3d6 with -2 DM (Spray). the M16, two functional surplus
WWII grenades, olive drab and
µµ Browning M1919 at -3/+1 for forest camo fatigues and cap, heavy
5d6/8d6 [15 Rnd. Hose] or 5d6 (-6 hiking boots, surplus claymores and
DM) [15 Rnd. Spray]. (The number satchel charges, home-made booby
before the slash is for firing one traps, armor-plated trailer, MRE
shot without a deployed tripod. and C-Rations, geological survey
The numbers after the slash is for maps of the tri-state area, plastic
firing fifteen shots with a deployed tarps and sheeting, other paranoid
tripod.) survivalist paraphernalia, $20 in
cash carried, 10d6 * $100 in cash
µµ Grenade at +1 for 8d6. (Use at the compound/trailer safe.
normal grenade rules.)
XP Bounty: 30
136
Behind the Scenes
Sequelization: Character
Advancement In Phantasm
137
Behind the Scenes
138
Behind the Scenes
The Campaign
I’LL GO BUMP IN
Setting YOUR NIGHT
139
Behind the Scenes
140
Behind the Scenes
µµ Who are the heroes and what Included in this section are two
stake do they hold? Are they pre-built campaign settings
residents of the area effected by where most of these questions
the dark forces, or just passing have already been answered,
through? Or has the entire world and plenty of supplementary
been infected, involving everyone? information and optional rules
Are they innocent civilians are also available, including
caught up in events beyond their Hooks for starting a game of
control or understanding, elite Phantasm set in this setting.
police, military, or government In Hometown Horrors, the PCs
troubleshooters with an imperfect experience events that parallel
understanding of the crisis, or those of the first Phantasm
nomadic assassins of evil, riding movies, as first the dead and then
through the countryside kicking the living in their neighborhood
ass and taking names? go missing. Nazi Zombies takes
a look at supernatural horror in
a classic period setting.
141
Behind the Scenes
HOMETOWN HORRORS
142
Behind the Scenes
143
Behind the Scenes
144
Behind the Scenes
stop them. If the players have learn the details of and disrupt
at least skimmed the first few the necromantic operations of
pages of this rulebook, though, the Oakwood Mortuary in one
they (hopefully) are ready fell swoop. Whatever happens
to kick some undead ass, and here, options for expanding this
hence won’t need to be herded first brush with darkness into an
all that much. ongoing campaign should present
themselves, with hints described in
The logical next step for the PCs CAMPAIGN FLOW above.
is to investigate the Morningside
cemetery and the thin man who JUMPSTART
seems to be connected to the
deaths, disappearances, and
MATERIAL :
strange occurrences.
The following pages include
The details of this investigation and maps and details of the threats
its aftermath and consequences and challenges that might be
are largely up to you, the GM. One present in the typical cemetery
or two of the PCs might investigate and mausoleum after it is taken
independently, and then try and over by the Tall Man. GMs
convince others to help them — should feel free to modify these
the PCs might be chased off and materials as desired or use
forced to return or successfully them as-is as a launching point
for the campaign.
Cemetery Map
145
Behind the Scenes
146
Behind the Scenes
147
Behind the Scenes
Mausoleum Map
148
Behind the Scenes
149
Behind the Scenes
Check — and beyond that are home is on alert, the Graver begins
glass doors (locked as above, gassing up and revving up his
but much more easily broken) Chainsaw which is stored here
leading to a small stone patio. before going . If anyone attempts
During the day, there is an even to use a two-handed weapon in this
chance (1-3 on 1d6) that a wake room (including the chainsaw), due
or viewing is being held here. to the low ceiling and narrow walls,
they suffer a -2 Attack Penalty.
Coffin Workroom: Nearly a dozen
elegant coffins are on elevated Storage (Right): This is a larger
blocks here, showcasing their version of the previously described
excellent workmanship. At night, store room, but includes more and
a Mortician’s Assistant is on patrol larger tools, piles of astro-turf
here or in the adjoining hallway. and sacks of fertilizer, things like
Avoiding him requires the PCs to clamps, skull picks, and embalming
(each) win a Stealth contest, rolling fluid, and jars with malformed,
1d6 + Speed + Stealth Skill Bonus pickled fetuses. The windows here
versus the assistant’s 1d6 + 7. can be broken easily, although
doing so with your bare hands
Storage (Left): A darkened store- inflicts 2d6 damage. Crawling
room, with rusted metal shelves through the window after the glass
lined with ordinary supplies is broken requires an Average
(cleaning products, garden tools, Climbing Test; failure inflicts 2d6
shovels, mops, buckets, brooms) damage. Lurkers (2d3 of them
and a single weak bare bulb on a for Badass Normals, 4d3 of them
chain — usually switched off — for Uber Badasses) will spring an
as the only illumination. A single ambush here, either on the way in
Graver is on break here, sitting on or the way back out, whichever is
a stool and staring creepily at the more appropriate.
wall in the darkness. If the funeral
150
Behind the Scenes
151
Behind the Scenes
152
Behind the Scenes
153
Behind the Scenes
NAZI ZOMBIES
154
Behind the Scenes
155
ndgun (p. 40)
the M1911A1 ha
D ISSUE . m ilita ry w as
instead distru
sted
STANDAR arting cash an
d the U.S
m e so ld iers may have as the
rd th e co nc epts of both st n g lo ad-out althou gh so
d carried a revo
lver (suc h
Disrega the starti to m atic an ed Ger m an
n determining campaign gam
e. the au
40) or carried
a captur
skill picks whe el 10 , p.
in a Nazi Zo biesm ld S&W M od souvenir.
of star tin g PC s
pmen t, bu t sh ou er (p. 40) as a
de scri be s American equi w ish to Luger or Walth
This on ly GMs w ho g in
g off point for er skill trainin
provid e a laun ch in
ga meplay th e eq ui pm en t
ac te rs w ith Expert or bett an M 1 R ifle
e for Char d of
research and
ba la nc
, or other infant
rymen.
pr op riat e sk ill may instea eq uipp ed
Ger m an the ap arksm an
load-outs of Bri
tish ,
rb in e be a designated m (p. 46 ), a
r the or Ca 1903 Sn iper Rifle
on pr im ar y weapon fo with a Springf
ie ld M
pped with a Bro
wning
The most co
m m fle (p. ner equi
r w as th e M1 Garand ri support machi
ne -gun
ely) carrying
an
American Para
tr oo pe
, shorter, but le
ss
R if le (p . 43) or (rar
llow ed clos el y by the lighter l si dear m of Autom at ic
46) fo
rb in e (p. 46 ). The officia
powerful M1 Ca
Round Magazines
tape, Sulphadiazine µBAR Ammunition Belt With Twelve x20
shell dressings, 2, insecticide, 1 roll for B.A.R. (replaces M-1932 Belt)
t with Morp hine syrettes, Halazone
tablets, 1st aid packe
rs.
-Or-
tablets, 3 rubbe x15 Round Magazines
µTwo Pocket Magazine Pouch with Two
µBlanket, Wool, 2 each. ne (replaces M-1932 Belt)
Knife, 1 set. for M1 Carbi
µCan, Meat, M1942 (mess kit), Fork, and
and Rations, D, 10 Days worth. Cigarettes. -Or-
µRations, K 3 Springfield Rifle,
µTwelve x5 Round Stripper Clips for M190
Lighter. Matches.
ed, with neck chain in M1932 Cartridge Belt
µTags, Identification (“Dog Tags”), notch
and extension -Or-
h Gun in Ammunition
µBelt, Web, Waist, M1937, Tan µForty 12 Gauge Shells for M1897 Trenc
µT-7 Parachute with Quick Release Buck
le, Jump Goggles, Bag or Belt (non-standard issue).
Horsehide Glove, Rope Coil -AND-
Garand, in M1932 Magazine Pounch on
µTen x8 Round En Bloc Clips for M1 µTwo x7 Round Magazines in Double
(or other sidearm ammo)
Cartridge Belt M1936 Pistol Belt
-Or-
Behind the Scenes
157
Behind the Scenes
& COMPLICATIONS
for Axis and Allied soldiers, as
well as an annotated map of
(Bad to Worse): the schloss and a breakdown
of the undead forces facing the
The PCs regain their faculty PCs during its defense. GMs
— moment or hours later — to should feel free to modify these
the sound of gunfire, but it is materials as desired or use
sporadic and close; the world them as-is as a launching point
has gone quiet all around them, for the campaign.
with the sounds and sights of
the war replaced by an eerie
silence and a dense fog or smoke
screen preventing visibility in
all directions. A single British
airman has dragged the PCs
from the wreckage, inventoried
their remaining weapons and
5
18
Behind the Scenes
µµ M1 Carbine (Paratrooper) at +2
for 3d6 + 2
German Infantryman
Attributes: Will: 4
Strength: 6 Health: 36
Speed: 5 Initiative: 1d6 + 5
Wits: 5 Defense: 6
159
Behind the Scenes
160
Behind the Scenes
161
Behind the Scenes
162
Behind the Scenes
163
Behind the Scenes
Those Darn
The scenario is written for Uber
Zombies
Badass characters, and is written
to be markedly challenging for
By default, the opening combat them. However, the threat of
scenario of this campaign involves infection is not meant to be a major
the PCs defending an area from part of the challenge, although
fifteen increasingly strong, fast, it is such a crucial element of the
tough, deadly, and numerous zombie mythos that it cannot be
WAVES of the undead. If this excluded entirely. For this reason,
sounds like an arcade game, well, zombies of all Types, even the more
that’s no accident. Naturally, the powerful zombies in later rounds,
GM should feel free to change not have only The People It Kills Get
just the following numbers, but the Up And Kill I, rather than more
scenario itself. If the players would potent levels of the same ability.
prefer a thrilling dungeon crawl Also remember that the GM only
or escape to protracted defensive has to call for a “zombification
battles, then the GM should tailor resistance” check essentially when
the combat around that. Likewise, they feel it would be dramatically
if the PCs are at Wave 8 and don’t appropriate. The other stats
have much chance of surviving to of zombies are unmodified.
Wave 9, let alone Wave 12, the GM
should certainly character letting Without further ado, this is what
the characters “off the hook” early. the PCs will be up against:
But the following guidelines assume
a “wave defense” setup.
164
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Behind the Scenes
Note: Zombies should trickle in, later rounds, which are meant
in groups of (Wave) zombies per to be blisteringly hard.
turn. Zombies enter about ten
yards away from their target Cooldown times are meant to be
windows and they take the used to board up windows, unlock
shortest route to their entry areas of the schloss, acquire
point. Zombies generally don’t weapons, etcetera. If they end
use tactics, but could certainly up resulting in boredom, start
start developing them in the the round earlier.
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“Flesh could not keep its glamour, -IF YOU’RE NOT YOUR
nor eyes their sheen. They would go GROUP’S GM-
to nothing soon. But monsters are -ASK HIM OR HER BEFORE
forever.” READING THIS CHAPTER-
-Clive Barker
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have a predatory relationship with for evil’s sake. Just like the rather
humankind. Hence… obvious statement that “not all
humans are good”, monsters can
µµ Expect Player Versus Player have just as much variety in their
(PvP) combat (and killing) to become personality, goals, and character
anything from a possibility to a traits as human beings. Certainly,
guaranteed certainty, as the party it is possible for all the playable
makeup goes from something like “all monsters in Phantasm to forge
humans” to something like: a vampire, an uneasy alliance with human
a human, a screamer, and a shifter. beings, for instance, against the
Of course, a party makeup like “three forces of the Tall Man, Phantasm’s
humans and one vampire” or “three default antagonist, whose forces
shifters and one human” might be are totally unrepresented in the
even worse, if the PCs do not have a choice of playable monsters.
compelling reason to work together.
It is important to note that playable With that warning, the ways that
monsters are MONSTERS, not just monstrous player characters
another playable race. Neither can improve a high powered
Player nor GM should treat them game should be obvious, adding
as human characters only with a wealth of strategic options to
different abilities. Monsters are character creation and combat,
terrifying, otherworldly predators, and another layer of motivations
traits that should not be lost by and complexity to character
making them playable. development and interaction.
As a final note, remember
That said, monsters in Phantasm that playable “monster races”
are, of course, not always repugnant, can also be used by a GM as
vile creatures devoid of redeeming supplementary antagonists. And
moral qualities. Sometimes they the directorial choice to include
represent compelling heroes. As any playable monster — as a
monstrous, grotesque, and cruel PC or NPC—is also the world-
as their appearance or dietary building choice that that race of
requirements may be, they are not beings exists in your universe.
necessarily locked into a life of evil
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Creating PC Monsters
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The Vampire
Based On : Everything but Anne Rice.
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Vampire Traits
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have, although they lose Health and most convenient victim, and
from blood loss at the same rate. feed immediately. If you begin
feeding on a victim (see above),
Blood Junkie (Weakness): You you must succeed an Average
are addicted to (human) blood, Will Check to stop without
potentially causing you to draining them completely dry.
drink far more than you need Vampires that feed on humans
to survive. Every hour you go who are on recreational drugs
without blood, you must succeed also feel the effects of those
a Will Check with a difficulty recreational drugs, and may in
determined by how long it has fact become addicted that way,
been since you last imbibed although vampires cannot be
blood. If you fail, you must drop poisoned by ordinary toxins in
whatever you are doing, take this manner.
the shortest path to the nearest
Vampire Powers
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The Shifter
Based On: Everything (Werewolf)
& Nothing (Were-Spider).
“Don’t go round tonight. µµ Spider-Shifters, also called
It’s bound to take your life. Aranea, Were-Spiders, and The
There’s a bad moon on the rise.” Fates.
-Creedence Clearwater Revival, “Bad
Moon Rising”
In spite of the best efforts of
Shifters are the ancient the shamans and skalds, few
guardians of the earth, more in Shifters remember their people’s
touch with nature and all her glorious histories. Most do not
children, less polluted by the even learn what they really are,
toxins of the cities. Far from and are horrified when their
undead, they are if anything, first change comes, following
more than alive than normal puberty. For young men, this is
humans. Although the change when they first reach orgasm;
has oft been portrayed as a for young women, it is when they
curse, Shifter society sees it as lose their virginity, although for
a blessing, but more, as a duty. both genders traumatic physical
Metaphorically, Shifters are the injuries can spur the change
wolves, and also the shepherds. earlier. When the change is
Animalistic, territorial, violent upon them, they know not what
predators who are ultimately is happening to them, or what
charged, at least in their ancient to do.
legends, with the guardianship
of man. Legend has it that there The small contingent of surviving
are as many kinds of Shifters elders among the Aranaea (who
as there are animals. Perhaps are the keepers of lore) insist
more. But only two are the that they were the original
most common and only two are inhabitants of the earth. Shifter
playable in Phantasm(2010): legends paint humanity as filth
ridden invaders, outsiders, and
µµ Wolf-Shifters, also called the bastard children of two other
Werewolves, Skinwalkers, and alien races. According to Shifter
The Guardians. legends, humans took over the
world and hunted the Shifters to
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in their spider form, they are have any awareness of their race’s
huge, monstrous black tarantulas ancient history. Those who do
covered in fetid fur, with glistening know the old songs and tales, those
segmented crimson eyes, venom who do gather in their own Shifter
gushing fangs with the power of a communities, who do know that
jackhammer, and chitinous limbs the Fates were the first sentient
ending in razor sharp bone-spur race on earth are torn between
points. Werewolves, of course, are two conflicting view points. Some
werewolves, with both wolf and see themselves as the defenders
wolf-man forms, the former faster an guides of all living things on
and more graceful, the latter huge, the earth, even human beings.
lumbering, and terrible. But others harbor a venomous,
seething hatred for humans. A
Lastly, Shifters are incredibly hatred exceeded only by their
rare. The truth is, Shifters cannot hatred for vampires (including
reproduce sexually, and cannot Nosferatu and Lamia), Screamers,
spread their “curse” through a bite, and all other beings they view as
no matter what the legends say. unnatural. If the Tall Man and his
Their population naturally seems forces exist in the same world as
to keep itself low. There are only the Shifters, this sets them up as
a hundred Aranaea left on earth his natural enemy. Unlike their
and only perhaps ten or a hundred historical and cultural knowledge,
times as many Wolf-Shifters. this hatred of “unnatural”
Nearly all of these creatures live creatures is instinctively possessed
their lives alone, unaware that by all Shifters.
they are not unique monsters, and
that there are aberrations like Players who wish to play a
them doing what they’re doing Shifter must first decide what
elsewhere in the world. Out of these type of Shifter they are.
solitary freaks, only a tiny percent
Shifter Traits
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full for one exactly one night out of revert to your human form, the
each month, and the synodic month health of which is automatically
is exactly thirty days long. Where reduced to zero. If you somehow
the moon is in its cycle when the survive, you cannot change forms
campaign begins is up to the GM. for twenty four hours. Reverting on
In order to not shift on the night of death happens instantly and costs
the Full Moon, you may attempt a no Health.
Crushingly Hard Will Check when
the moon first rises. If you attempt Frenzied Shift (Quality): If
and fail, you shift anyway, and you have only Strength or less
take 2d6 more damage than usual Health remaining while in
from the shift. human form, on your next action
you automatically shift into a
Silver Bullet (Weakness): No matter monstrous form (GM’s choice if
what form you are in, multiply you have more than one. This
the damage you take from Silver takes only one full turn, and
weapons (bullets, blades, etcetera) 5d6 Health is lost by the form
by four. Additionally, during every you shifted into. Following this,
turn you are in direct contact with you will mindlessly attack all
a silver object, you lose between creatures around you until the
1d6 and 6d6 health, at the GM’s GM deems you may stop.
discretion. Lastly, damage taken
from Silver cannot be healed by Shifted To Death (Quality):
Fast Healing. You suffer from this If the damage taken by any
weakness no matter what form you involuntary shift would reduce
are in. your Health below 0, instead
your Max Health is reduced by
Man-Eater (Dietary Requirement): 1d6 (in every form). A forced
You must consume the warm flesh change can and may kill you
of living beings and lots of it to outright.
survive, and you prefer human
flesh. The exact consequences of Werewolf Traits
this are up to the GM, who should
free to require Will Checks in order
for you to resist your cravings. These traits only apply to Wolf-
You suffer from this weakness no Shifters.
matter what form you are in.
Triple Form (Ability): You have
Death Reversion (Weakness): If three forms, a human form,
any of your monstrous forms is a wolf form and a werewolf
reduced to dying, you immediately form. The stats for your human
form are created and advanced
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normally, but the stats for your making a forced change, you
other two forms are preset and can only remain in non-human
can only be altered by your form for (Will)d6 minutes, after
Powers. Your techniques, skills, which you must revert to human
and attributes have no bearing form and cannot force another
on your non-human forms. Your change for twelve hours.
werewolf form and your human
form have completely different Wolf Form, Base Stats
Health stats. Whenever your
human form regains Health, so Attributes:
do all of your other forms (but Strength: 5
not vice versa). Speed: 8
Wits: 4 (8 For Awareness Tests.)
Shifting forms is painful, Will: 5
traumatic, and incapacitating.
When you transform, you are Health: 50
helpless for 2d6 entire turns as Initiative: 2d6 + 8
the change takes place. At the Defense: 7
end of that time, the form you
are shifting out of loses 3d6 Skills:
Health, and you change to your Stealth: Expert (+2)
other form. You can turn from a Tracking: Master (+4)
human into a werewolf, from a Awareness: Master (+4)
wolf into a werewolf, and from a
werewolf into a wolf. You cannot Attacks:
directly turn from a human to a µµ Bite at +2 for 2d6 + 5.
wolf or from a wolf to a human
µµ Trip at +1 for 2d6 + 5. Characters
without first visiting your
successfully hit must roll 1d6 +
Werewolf form and taking the
Speed versus the wolf’s 1d6 +
necessary time and damage. You
Strength. If the character does not
must succeed a Hard Will Check
roll higher than the Wolf, they are
to turn into your were-spider
tripped, and begin the next turn
form during any time but the
prone (Full Turn Action to stand
night of a full moon, when you
up; defense versus Melee is halved).
must succeed the a Crushingly
Hard Will Check in order not to Techniques:
shift. You can only attempt to Blitzkrieg, Frenzy, Critical
force a change once an hour. A Attack.
forced change, if you succeed,
costs 5d6 Health instead of the Special Abilities:
usual 3d6. After successfully Fast Mover: Double the wolf form’s
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Werewolf Form
Dual Form (Ability): You have
Base Stats two forms, a human form and a
were-spider form. The stats for
Attributes:
your human form are created
Strength: 10
advanced normally, but the stats
Speed: 5
for your were-spider form are
Wits: 4 (8 for Awareness Tests)
preset and can only be altered by
Will: 4
your Powers. Your techniques,
skills, and attributes have no
Health: 150
bearing on your non-human
Initiative: 2d6 + 5
forms. Your were-spider form
Defense: 9
and your human form have
completely different Health
Skills:
stats. Whenever your human
Stealth: Expert (+2)
form regains Health, so does
Tracking: Master (+4)
your Were-Spider form (but not
Awareness: Master (+4).
vice versa).
Attacks:
Shifting forms is painful,
µµ Claw at + 4 for 4d6 + 5.
traumatic, and incapacitating.
µµ Two Claws at +2 for 4d6 + 5. When you transform, you are
helpless for 2d6 entire turns
µµ Bite at +2 for 6d6 + 10. as the change takes place. At
the end of that time, the form
µµ Grapple at +4. Follows normal
you are shiftingout of loses 3d6
Grapple rules.
Health, and you change to your
µµ Bite Grappled Opponent for other form. You must succeed a
6d6 + 10. Crushingly Hard Will Check to
turn into your were-spider form
Techniques: during any time but the night
Counter Attack, Critical Attack, of a full moon, when you must
Improved Critical Attack, Blitzkrieg, succeed the same Will Check in
Frenzy. order not to shift. You can only
attempt to force a change once
Special Abilities: an hour. A forced change, if
Dependent upon Powers. you succeed, costs 5d6 Health
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The Screamer
Based On: The Screamer is, as far as
the author knows, an original creation.
Their origins, however, append them to
the Phantasm movie series’ mythos .
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Monster Powers
Power # of Prerequisites Use Benefits
Name Picks Limitations
(x per day or
Point Cost)
192
(Cont’d.)
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(Cont’d.)
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194
(Cont’d.)
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(Cont’d.)
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(Cont’d.)
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(Cont’d.)
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(Cont’d.)
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(Cont’d.)
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(Cont’d.)
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(GM’s discretion.)
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These unique home made weapons use of duct tape. Due to their
were used to combat the forces of differing levels of ridiculousness,
evil in Phantasm II (and later), were the inclusion of these weapons in
featured in other grindhouse horror your Phantasm(2010) game is an
films and/or arise from the twisted optional choice you may want to
imagining of the author (sometimes consider, depending on the tone you
it is hard to tell where one ends and are going for. Oh, who am I kidding.
the other begins). You cannot start Throw these in there. (Nothing
with any of these weapons, but the from the videogame Dead Rising 2
following notes indicate how they is featured, but if you were looking
can be made in game with the right for more ideas, that’s the direction
parts, knowhow, and generous I’d point you in.)
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Blacksmith
(Cont’d.)
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Notes :
Quadruple Barreled Shotgun: time available, determined by
What’s the only thing better the GM. Two double-barreled
than a double-barreled shotgun? sawn off twelve gauge shotguns
This. This magnificent weapon is are required, as is a blowtorch
a testament to man’s ingenuity and soldering gear, an arc
and enduring, indomitable spirit. welding mask and eye protection
It was invented and first crafted for safety, pipe clamps, and a
by Reggie in Phantasm II (1988). generous amount of duct tape.
This weapon is comprised of
two double barreled, side-by- Homemade Flamethrower: This
side twelve gauge shotguns, is not made from an aerosol can
lovingly sawed off and then and a lighter. Are you crazy? This
laid out and clamped side by is a heavy duty job, made from
side. The barrels are braced a propane blow torch, several
together with pipe clamps and fuel cylinders for one, lengths of
then soldered together with a piping and plumbing hardware,
fore-grip connected to them in and a generous application of
the center. The grips are either Teflon tape. Invented/created by
woodworked into one piece or, Reggie and Mike in Phantasm II
if short on time, simply duck (1988). This weapon requires
taped together. Reloading two two full turn actions to reload,
of this weapon’s four barrels and loads two propane cylinders
requires one attack action. All ($10 each) for a full load. This
four barrels can be reloaded weapon sets enemies on fire just
with a full turn action. Only like a military flamethrower.
the left pair or the right pair of Crafting this weapon requires at
barrels can be reloaded or fired least two hours to make and a
at once, i.e. you cannot reload successful Chemistry, Cooking,
or fire the middle two barrels or Mechanic (Any) test. All the
or the outer two barrels. This usual crafting rules described
weapon requires at least one above apply. This weapon
hour to make, a successful requires all the components
Gunsmith Skill Test, and a mentioned in the flavor text.
successful Mechanic (any) or
Blacksmith Skill Test. If either Chainsarm: Don’t think of it as
test fails, time and materials having lost an arm! Think of it
are lost. The difficulty of the as having gained a chainsaw!
crafting test depends on the Invented (of course) by Ash in
tools and circumstances and Evil Dead 2 (1987). For those
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of you who have not just had a and is a great “can opener”,
surprise amputation of a limb, hence the name.
the lower parts cost listed is
designed for a version designed Crotch Gun: This “cod piece
to interlock with a gauntlet, revolver” was made famous by
as opposed to a prosthetic Sex Machine in From Dusk Till
arm. Additionally, the gauntlet Dawn (1996). This unwieldy
version does not require a weapon uses thigh tension and
Medicine skill test. For the a loaded spring to ready and
default version, you’ll need at fire and…well…the less said
least six hours, a prosthetic about this the better, but it was
arm, a hand chainsaw, plenty of included for completeness. This
hardware, a soldering torch and weapon must be removed to be
soldering gear, and a successful reloaded, taking one full minute.
Medicine Test, followed by a This is actually a customized
successful Blacksmith Test. All firearm, built from the ground
of the usual rules for crafting up, and hence requires a day
tests listed above apply. and access to a gunsmith’s
workshop (as well as some
Skeleton Key: Invented by hardware and scrap leather) to
Mike (then twelve years old) craft. All of the usual rules for
in Phantasm (1979). Alright, crafting listed above apply.
MacGyver. You’ve used duct
tape to combine a claw hammer, Razor Frisbee: Thrower beware!
a thumb tack, and a shotgun Every edge of this deadly
shell into an exploding hammer. throwing disc (created by Tim
Now what do you do? You HIT in Phantasm III (1994)) is
SOMETHING WITH IT. Only covered in razor blades, but an
hit a person if there are some experience user can throw it
seriously Hardware stores allow without injuring themselves. It
for numerous variations on this is capable of decapitating one
theme (i.e. butane can with tape or more enemies on the fly.
sledge). This weapon can be This weapon requires six hours
constructed in one minute with to craft, as well as access to
a successful Wits Check and the a Frisbee, razor blades, and
items described in the flavor text adhesive materials. Blacksmith
above—any Crafts type skill is the skill used to craft this
can also be used. This tool can weapon; all of the usual rules
easily break through any lock for crafting listed above apply.
in any door made of anything If an attack roll with this
but hardened, reinforced steal, weapon comes up a natural two
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(snake eyes) the user has badly assassins of evil. This gun requires
cut himself throwing the disc, access to a gunsmith’s workshop to
and suffers the weapon’s full craft, and takes twenty four hours
damage. and a Gunsmith Skill Test to do so.
This weapon can also load special
Double Barreled Revolver: More ammunition, .38 Phosphorous
barrels = more good. Featured rounds, which require a successful
in numerous videogames, this Chemistry Skill Test to craft. These
double-barreled revolver packs rounds change the weapon’s damage
twice the punch of a sixgun in to fire damage and sets enemies on
one hand. With the added burn fire, causing 1d6 damage per turn
of phosphorous ammunition, this until they are extinguished.
weapon is a favorite of vampire
hunters, and other nomadic
Psychic Powers
2
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(Cont’d.)
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2
08
and things.
(Cont’d.)
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Character Name Player Name
Attributes
Health
Strength
K.O. Threshold
Speed Death Threshold
Defense
Wits
Initiative
Will Faith
Skills Techniques
Skill Name Level Technique Notes
Equipment
You play a good
game, boy,