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Silent Hill and Cthulhu Mythos

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WanderingNephilim

SLURPER

Small Aberration (Extraplanar)

Hit Dice: 3d8+9 (22 hp)

Initiative: +3

Speed: 30 ft., climb 20 ft.

AC: 16 (+3 Dex, +1 Size, +2 natural)

Base Attack/Grapple: +2/+1

Attack: Slam +5 (1d4+2)

Full Attack: 2 slams +5 (1d4+2), slurp +1 (1d4)

Space/Reach: 5 ft./5 ft.

Special Attacks: Trip, worry, play dead

Special Qualities: Aberration traits, blindsense 60 ft.

Saves: Fort +4, Ref +4, Will +3

Abilities: Str 14, Dex 17, Con 16, Int 5, Wis 11, Cha 6

Skills: Bluff +5

Feats: Dodge, Weapon Finesse

 

Environment: Any

Organization: Solitary or pack (3-8 )

Challenge Rating: 2

Treasure: None

Alignment: Usually neutral

Advancement: Small 4-6 HD

Sanity Loss: 1d3/1d6+1.

 

SLURPER

EVIDENCE:

Investigate DC 15: The flesh has been ripped away in tiny ribbons, piece by piece, as though grated by something at the end of a long proboscus.

Knowledge (Occult) DC 25: "Between and up the trees there are thin things, as homonculi, and they feast upon great vermin as the ant-eater feasts upon its own lesser prey."

HORROR SAVES: Panic DC 10, Fear DC 13

 

Slurpers appear to be malformed humanoids, much smaller than normal, whose heads are hidden behind fleshy anteater-head-shaped masks, and whose limbs end in blunted leather sacks. Their flesh glistens and appears semi-rotten.

 

Slurpers are solitary and pack hunters and scavengers. Slurpers seem to posess an urge to conquer their enemy, and tend to do unspeakable things with the bodies of those they defeat in combat--just before eating the corpse.

 

COMBAT

Slurpers are tricky and enjoy trip attacks before climbing on top of their foe and worrying them. Some slurpers knock their foes out and then slowly worry them, enjoying the fresh meat as long as they can.

 

Trip (EX): Slurpers can trip their foes as trained dogs can (save DC 14).

Worry (Ex): Slurpers that trip their foes will usually climb on top of them and procede to "slurp" filaments of flesh from their foes; the feeling is best described as "having one's flesh grated off and the wound slurped by a rough tongue." They may make a grapple check with a +5 bonus (total +6) on a prone enemy to begin worrying; on a successful worry, they deal 1d4+1 plus 1d3 bonus damage as they slowly worry away flesh. They deal this damage as long as they maintain the grapple.

 

SCRAPER

Medium Monstrous Humanoid (Extraplanar)

Hit Dice: 3d8+6 (19 hp)

Initiative: +2

Speed: 30 ft.

AC: 16 (+2 Dex, +4 leather coat), 20 ranged

Base Attack/Grapple: +3/+5

Attack: Scraper blades +3/+3 (1d8+2/19-20 x2)

Full Attack: Scraper blades +3/+3 (1d8+2/19-20 x2)

Space/Reach: 5 ft./5 ft.

Special Attacks: Dual-blade proficiency

Special Qualities: Darkvision 60 ft., deflect, skills

Saves: Fort +5, Ref +3, Will +1

Abilities: Str 15, Dex 14, Con 15, Int 9, Wis 10, Cha 10

Skills: Listen +7, Spot +7, Intimidate +11*

Feats: Two-Weapon Fighting, Weapon Focus (blades)

 

Environment: Any

Organization: Solitary, pair, or butcher troupe (5-10)

Challenge Rating: 2

Treasure: Nonstandard (its equipment)

Alignment: Always lawful evil

Advancement: As fighter/Strong hero

Sanity Loss: 0/1

 

SCRAPER

EVIDENCE:

Investigate DC 15: The weapon that dealt this wound is of an extremely weird style, and doesn't match any known melee weapons in style.

Knowledge (Occult) DC 25: "The Protectorate strode with her through the darkness of the forest. She despaired, and to alleviate her despair, the Protectorate scraped their weapons along the trees and howled challenges. None dared approach them through all the path."

HORROR SAVES: Panic DC 15, Fear DC 14

 

Scrapers are vile humanlike creatures, heads covered in white shrouds and leather shades, wearing a heavy leather coat, leggings, and boots; it clutches heavy blades of curious make in red latex gloves.

 

Though comparatively weak, scrapers are vicious killers and follow the orders of the cult of the Order; they are named for their weapons and their methoods of enguaging in combat, as they scrape their blades along the walls and scream to announce their presence.

 

COMBAT

Scrapers charge into combat, relying on special tactics and flanking to overwhelm their foes. They prefer to enguage one creature at a time.

 

Dual-Blade Proficiency (Ex): A scraper's blades--resembling oversized razors with bayonettes attached to the ends--are unique to the scraper specie. Though they are one-handed exotic weapons to humans, scrapers treat the weapons as being light for two-weapon fighting. They may deal slashing, piercing, or bludgeoning damage (the latter with a -2 penalty to damage, striking with the flat of the blade).

Deflection (Ex): Scrapers are almost unbelievably apt at deflecting the projectiles of their foes. A scraper gains a +4 competence bonus to Armor Class against firearms and other ranged attacks. They add this to their Armor Class against ranged touch spells as well. Scrapers lose this bonus if they are flanked or caught flat-footed.

 

Skills (Ex): *Scrapers have a +5 competence bonus to Intimidate checks.

 

The following monster has D&D class levels.

 

THE MISSIONARY

Scraper Rogue 3/Fighter 4

Medium Monstrous Humanoid (Extraplanar, Unique)

Hit Dice: 3d8+15 plus 3d8+15 plus 4d10+20

Initiative: +1

Speed: 30 ft.

AC: 17 (+1 Dex, +5 armor, +1 shield), 21 ranged

Base Attack/Grapple: +9/+14

Attack: 2 +1 blades +14 (1d8+8/19-20 x2)

Full Attack: +1 blades +14/+14/+9/+9 (1d8+8/19-20 x2)

Space/Reach: 5 ft./5 ft.

Special Attacks: Dual-blade proficiency

Special Qualities: Darkvision 60 ft., deflect, skills

Saves: Fort +5, Ref +3, Will +1

Abilities: Str 20, Dex 12, Con 20, Int 11, Wis 10, Cha 12

Skills: Intimidate +16*, Move Silently +19, Knowledge (religion) +9, Search +9

Feats: Two-Weapon Fighting, Weapon Focus (blades), Skill Focus (move silently), Two-Weapon Defense(B), Greater Two-Weapon Fighting(B), Combat Reflexes, Weapon Specialization (blades)

 

Environment: Any

Organization: Unique or unique and protectorate (self plus 2-12 scrapers)

Challenge Rating: 9

Treasure: Nonstandard (its equipment)

Alignment: Always lawful evil

Advancement: As fighter/rogue

Sanity Loss: 0/1

 

The Missionary could be called the alpha of the scrapers--a fitting description. A canny and vicious killer, the Missionary has embraced his monstrous form and abandoned all notions of kindness and mercy. Not above murdering his foes in their sleep, he gleefully takes advantage of every attack of opportunity that presents itself, taking every cheap shot that he can. It is not honor or power that drives him--it's the sheer joy of spilling blood.

 

COMBAT

The Missionary prefers to lurk in shadow until his prey presents itself, then charge and strike with both his blades. Once again--cheap shots aplenty. If he can, he will attack along with a host of scrapers, sowing chaos among his foes.

 

Dual-Blade Proficiency (Ex): A scraper's blades--resembling oversized razors with bayonettes attached to the ends--are unique to the scraper specie. Though they are one-handed exotic weapons to humans, scrapers treat the weapons as being light for two-weapon fighting. They may deal slashing, piercing, or bludgeoning damage (the latter with a -2 penalty to damage, striking with the flat of the blade).

 

The Missionary's blades are both enchanted to be +1.

 

Deflection (Ex): Scrapers are almost unbelievably apt at deflecting the projectiles of their foes. A scraper gains a +4 competence bonus to Armor Class against firearms and other ranged attacks. They add this to their Armor Class against ranged touch spells as well. Scrapers lose this bonus if they are flanked or caught flat-footed.

Skills (Ex): *Scrapers have a +5 competence bonus to Intimidate checks.

 

GEAR: The Missionary possesses a pair of +1 scraper blades and a +1 leather cloak.

 

NURSE

Medium Monstrous Humanoid (Extraplanar)

Hit Dice: 5d8+15 (37 hp)

Initiative: +2

Speed: 30 ft.

AC: 15 (+3 Dex, +2 natural)

Base Attack/Grapple: +5/+8

Attack: Slam +8 (1d4+3), or steel pipe +8 (1d8+4), or handgun +8 (1d10), or pistol whip +8 (1d3+3)

Full Attack: Slam +8 (1d4+3), or steel pipe +8 (1d8+4), or handgun +8 (1d10), or pistol whip +8 (1d3+3)

Space/Reach: 5 ft./5 ft.

Special Attacks: N/A

Special Qualities: Darkvision 60 ft.

Saves: Fort +7, Ref +5, Will +0

Abilities: Str 16, Dex 17, Con 17, Int 12, Wis 9, Cha 12

Skills: Listen +9, Spot +9, Bluff +9

Feats: Power Attack, Alertness

 

Environment: Any

Organization: Solitary or search party (2-5)

Challenge Rating: 3

Treasure: Its equipment

Alignment: Always neutral evil

Advancement: As fighters/Strong heroes

Sanity Loss: 1/1d6+1 or 0/1 (see below)

 

NURSE

EVIDENCE:

Investigate DC 15: That abandoned madhouse was infamous for its abusive nurses.

Knowledge (Occult) DC 25: "Trust not the healer whose herbs are strange and whose knowledge hammers the arcane into a tool, for within their souls is the drive to bring suffering."

HORROR SAVES: Posessed-type--Panic DC 13, Fear DC 14; flesh-masked type--Panic DC 12, Fear DC 15; faced-down type--Panic DC 14.

 

Nurses are among the most iconic foes of the myriad haunts of Silent Hill. They come in no less than four distinct, horrific styles, each one perversely attractive in appearance. Two are expressly horrific: one resembles a blonde woman in a red suit with a prominent nurse's cap, twisted into a hunched position by a massive, timorous growth; the other is a tall and shapely woman in an extremely old-style nurse's outfit, the white gown and surgical gloves stained with blood and pus, their faces and hair hidden by fleshy hoods, their flesh a slate gray color. A final type is merely unsettling: they are as their hood-wearing cousins, save that they have perfectly humanlike faces, though they stare downward so that all one normally sees is their shiny black hair. Oddly enough, the latter type's legs seem to grow into a pair of stately work shoes.

 

Nurses (according to the blurb in the strategy guide) have the ability to speak, and against certain targets, pretend to be helpful in order to get into melee range. Hidden in shadow, their monstrous appearances are shaded just long enough for them to strike.

 

COMBAT

Nurses, while cunning, charge into battle with little thought as to their own safety. They are, after all, mere rooks in a far greater game. However, they are loathe to draw attacks of opportunity; a foe that gets within melee range against a gun-wielding nurse will find she will counterattack with pistol whips, rather than expose herself to unnecessary

 

Nurse's Equipment (Ex or Su): Nurses carry a number of dangerous items--some carry hypodermic needles filled with poison, dealing the same damage as their slam but spreading disease or poison with a successful hit (and, of course, dealing piercing damage). Others cart heavy steel pipes for bludgeoning their foes into pulp. A few carry handguns. These handguns are dangerous weapons, but closer examination shows them to be worthless, vaguely gun-shaped hunks of lead, and are of no use to anyone but nurses themselves, who enjoy the never-ending supply of bullets the gun produces.

 

Sanity Loss: The first two types of nurses--the lurchers and the hooded--deal 1/1d6+1

 

Sanity damage. The other type lack the horrific alterations of their sisters, but make up for it with their feral gibbering and seemingly insane mannerisms, dealing 0/1 San damage.

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WanderingNephilim

CLOSER

Large Monstrous Humanoid (Extraplanar)

Hit Dice: 6d8+24 (51 hp)

Initiative: -1

Speed: 20 ft.

AC: 15 (-1 size, -1 Dex, +7 natural)

Base Attack/Grapple: +5/+14

Attack: Slam +10 (1d10+5)

Full Attack: 2 slams +10 (1d10+5)

Space/Reach: 10 ft./10 ft.

Special Attacks: Needle, arm swing

Special Qualities: Darkvision 60 ft.

Saves: Fort +9, Ref +1, Will +2

Abilities: Str 20, Dex 9, Con 19, Int 7, Wis 10, Cha 8

Skills: Listen +9

Feats: Improved Bull Rush, Power Attack, Awesome Blow

 

Environment: Any

Organization: Solitary or pair

Challenge Rating: 6

Treasure: None

Alignment: Always lawful evil

Advancement: Large 7-15 HD

Sanity Loss: 1/1d8+1

 

CLOSER

EVIDENCE:

Investigate DC 15: The wounds look like they came from a car accident, not an assault.

Investigate DC 15: There have been many sightings of Bigfoot in the area--curiously, these new sightings describe its head as nodding rapidly. Recordings of the creature are acompanied by a hideous noise.

Knowledge (Occult) DC 25: "The path will not open for the blasphemer. The closers of doors will stand before them, and their great arms bat away all who would defile our sanctity."

HORROR SAVES: Horror DC 15

 

 

Closers are massive and powerful foes. Their physical proportions are comparable to a powerful human, but exaggerated in length, to where the shoulders are 11 ft. off the ground. Their heads are horrible sacks, ending in vertical, puckered mouths; the whole extremity shakes like a withdrawn junkie. A closer's most powerful weapon is its massive limbs--gargantuan sacks of meat that end in slits, which part to reveal long blades referred to as "needles." Curiously, their clothing is reminiscent of a doctor's suit, but matching the mottled and blackened color of its limbs.

 

Closers have meandering but purposeful gaits, and though they lack wit, they are powerful melee strikers, able to deal grotesque chunks of damage in a single strike.

 

COMBAT

Closers will power attack to their heart's content if they believe they can strike their opponents with little effort. Otherwise, they extend the needles at the beginning of battle and proceed to smash their foes.

 

Closers are named for their ability to seal away doors ("close" as in "close the path")--more often then not they are put up as sentinel duty.

 

Needles (Ex): A closer may extend a long blade referred to as a needle from the end of each arm as a free action. The weapon deals a bonus 1d6 slashing and piercing damage in addition to the 1d10+5 bludgeoning of the arm. Damage dealt by a needle is always lethal.

 

Arm Swing (Ex): As a full round action, a closer may swing its arms in a circle. Creatures caught in its reach must make Reflex saves (DC 18 ); a failure indicates suffering 1d8+5 points of damage and being knocked prone. A success halves the damage and avoids being knocked prone. Closers may add the extra damage from their needles to the arm swing.

 

Advancement: Closers that advance in power increase their arm's damage. At 9-10 HD, their limbs deal 2d6 points of base damage; at 11-15 HD, closers deal 2d8 base damage with their slams, and gain Fast Healing 2.

 

AIR SREAMER

Medium Magical Beast (Extraplanar)

Hit Dice: 3d10 (16 hp)

Initiative: +2

Speed: 10 ft., fly 40 ft. (average)

AC: 13 (+2 Dex, +1 natural)

Base Attack/Grapple: +3/+5

Attack: Scratch +5 (1d4+1)

Full Attack: Two scratches +5 (1d4+1)

Space/Reach: 5 ft./5 ft.

Special Attacks: None

Special Qualities: Darkvision 60 ft.

Saves: Fort +3, Ref +5, Will +3

Abilities: Str 12, Dex 15, Con 10, Int 3, Wis 14, Cha 5

Skills: Survival +5, Hide +5

Feats: Weapon Finesse, Flyby Attack(B), Weapon Focus (scratch), Track(B)

 

Environment: Any

Organization: Solitary (scattered out from groups of 5), or flock (5)

Challenge Rating: 1

Treasure: None

Alignment: Always neutral

Advancement: Medium 4-8 HD, Large 10-15 HD

Sanity Loss: 0/1 (1/1d2 as Night Flutter)

 

EVIDENCE:

Investigate/Gather Information DC 15: Some extremely weird-looking large birds have been spotted in the area recently.

Knowledge (Occult) DC 25:

"They fly on great wings, and though they shun the saint, the sinner is cut into with great claws."

HORROR SAVES: Panic 12, Fear 10 (Panic 13/Fear 11 as Night Flutter)

 

An air screamer resembles a small winged dinosaur--a pterodactyl specifically, with a lithe body and a large, fanged, reptilian head--that, aside from its wings, is utterly skinless and fairly emancipated, its musculature shiny with blood.

Air screamers are among the most basic foes of the Otherworld. Little more than persistant annoyances, they throw themselves at foes in the hopes of weakening them for stronger allies.

 

COMBAT

Air screamers lunge into combat regardless of how horribly outmatched they are, going for the lightest-armored foe.

 

NIGHT FLUTTERS: In places where the Otherworld makes its presence known, air screamers become Night Flutters. While statistically unchanged, their heads writhe with worms and maggots.

 

GROANER

Medium Magical Beast (Extraplanar)

Hit Dice: 2d10 (11 hp)

Initiative: +2

Speed: 30 ft.

AC: 13 (+2 Dex, +1 natural)

Base Attack/Grapple: +2/+4

Attack: Bite +5 (1d4+2)

Full Attack: Bite +5 (1d4+2)

Space/Reach: 5 ft./5 ft.

Special Attacks: None

Special Qualities: Darkvision 60 ft., scent

Saves: Fort +3, Ref +5, Will +2

Abilities: Str 14, Dex 15, Con 11, Int 5, Wis 14, Cha 6

Skills: Jump +5, Survival +4

Feats: Weapon Focus (bite), Track (B)

 

Environment: Any

Organization: Solitary, pair, or pack (4-10)

Challenge Rating: 1/2

Treasure: None

Alignment: Always neutral

Advancement: Medium 3-6 HD

Sanity Loss: - (0/1 as Wormhead)

 

RESEARCH:

Spot DC 5: That

dog looks really weird...

Knowledge (Occult) DC 25: "See you not the scavengers? The lap-dogs that groan for scraps of food? Ignore these, for they are the sad fellows that rejected God, come back as forever-starving runts."

HORROR SAVES: Panic DC 5, Fear DC 10 (as Wormheads)

 

Groaners resemble large, hairless dogs with long, narrow, ratlike heads. While not particularly intimidating, they are indicative of far worse corruption.

COMBAT

Groaners are prone to unimaginative pack attacks, leaping up to bite at their foes.

 

WORMHEADS: In the Otherworld, a groaner's head is filled with maggots and other vermin, which writhe visibly under and above the skin.

 

MUMBLER

Small Monstrous Humanoid (Extraplanar)

Hit Dice: 3d8+3 (16 hp)

Initiative: +2

Speed: 20 ft.

AC: 14 (+2 Dex, +1 size, +1 natural)

Base Attack/Grapple: +3/+1

Attack: Bonespur +5 (1d4+1)

Full Attack: Bonespur +5 (1d4+1)

Space/Reach: 5 ft./5 ft.

Special Attacks: None

Special Qualities: Darkvision 60 ft.

Saves: Fort +3, Ref +5, Will +1

Abilities: Str 13, Dex 14, Con 11, Int 9, Wis 10, Cha 4

Skills: Spot +6

Feats: Weapon Finesse, Toughness

 

Environment: Any

Organization: Solitary, pair, or gang (4-10)

Challenge Rating: 1

Treasure: None

Alignment: Always neutral

Advancement: None

Sanity Loss: 1/1d2

 

RESEARCH:

Research DC 15: The recent killings around the school have been near where that jock was killed by that kid he was bullying--at least according to that one kid who's big into the supernatural.

Research DC 20: There are rumors that the killings were made by the ghost of the murdered student.

Knowledge (Occult) DC 25: "In time he rose above them, and those that mocked his path died in obscurity. They wandered their empty homes in death, wondering why they were so unjust."

 

A mumbler is a short creature, resembling a lump of black clay shaped into a squat, stumpy-limbed child-like figure. It has a small, insect-like face, and in its right hand is a long white dagger. Closer inspection finds that the "dagger" is a bone that grows from its lumpy, indistinct right fist.

 

Named for their constant grumbling noises, mumblers are far from the most dangerous creatures, though a few varieties are notable for their sudden spike in difficulty.

 

COMBAT

Mumblers lumber up to their targets and hack away. A popular tactic is, when there is more than one, to grapple a foe and keep it from moving while the others hack away at the grappled target, regardless of their companion's safety.

 

UNSEEN MUMBLER: There exist a variety of mumbler that is completely invisible (as though through Improved/Greater Invisibility, but constant). The creature is CR 3.

 

INSANE CANCER

Medium Aberration (Extraplanar)

Hit Dice: 6d8+36 (75 hp)

Initiative: -1

Speed: 30 ft.

AC: 17 (-1 Dex, +8 natural)

Base Attack/Grapple: +4/+8

Attack: Slam +9 (1d8+4)

Full Attack: 2 slams +9 (1d8+4)

Space/Reach: 5 ft./5 ft.

Special Attacks: Death's mask

Special Qualities: DR 10/slashing, piercing, or bludgeoning; DR 5/magic; fast healing 4; aberration traits; scent.

Saves: Fort +8, Ref +1, Will +5

Abilities: Str 18, Dex 9, Con 22, Int 10, Wis 11, Cha 7

Skills: Hide +8, Survival +9

Feats: Dodge, Power Attack, Weapon Focus (slam)

 

Environment: Any

Organization: Solitary or pair

Challenge Rating:

Treasure: None

Alignment: Always true neutral

Advancement: Medium 7-13 HD, Large 15-20 HD, Huge 23-30 HD, Gargantuan 35-42, Colossal 45+

Sanity Loss: 1/1d6+1

 

EVIDENCE:

Investigate 20: Those tissue samples turned out to be malignant cancer--lots and lots of malignant cancer.

Knowledge (Occult) DC 25: "Within the heart of the liar and deceiver grows the cancer of doubt and worry. Worse, even the righteous and saved are hounded by these tumors, for their mere presence weakens the faith of those around them."

HORROR SAVES: Fear DC 16

 

Insane cancers are aptly-dubbed terrors. Resembling a corpulent mass of pale, stained and bloody fat sculpted into a plump body, it has no f

ormal head but instead has something like the stump of a cooked turkey, a diagonal stitch used as a mouth.

 

Insane cancers are lumbering but speedy. The sound of their rolls of fat--actually a variety of malignant cancers--as they amble around is grotesque and disturbing, the fury of their attacks single-minded and spiteful.

 

COMBAT

Insane cancers lie down until a foe gets within reach, then rush to their feet and pound into their enemies.

 

Rising Attack (Ex): An insane cancer may rise up from a prone position as a free action, and may make a free slam attack against a single target within its reach. It may make an immidiate full round's worth of action afterward.

 

Death's Mask (Ex): Insane cancers that lie on their backs appear dead, both to any Heal/Treat Injury checks and spells. However, while in its deathlike state, its fast healing rate doubles. An insane cancer that is slain makes a distinctive death-rattle and visibly "deflates," expelling a faint mist of spores and tumors from its pores.

 

Damage Reduction Note: Insane cancers have DR 10 against ballistic weapons and DR 5 against weapons in general. Unlike other forms of damage reduction, these stack, so that an insane cancer has DR 15 against nonmagic ballistic weapons and DR 10 against magical ballistic attacks.

 

LYING BODY

Medium Aberration (Extraplanar)

Hit Dice: 3d8 (13 hp)

Initiative: +3

Speed: 20 ft., 30 ft. crawling

AC: 16 (+3 Dex, +2 armor, +1 natural)

Base Attack/Grapple: +2/+5

Attack: Slam +5 (1d4+1)

Full Attack: Slam +5 (1d4+1)

Space/Reach: 5 ft./5 ft.

Special Attacks: Acid spew

Special Qualities: Crawl as a worm, masochist, aberration traits

Saves: Fort +1, Ref +4, Will +3

Abilities: Str 13, Dex 16, Con 10, Int 5, Wis 11, Cha 3

Skills: Hide +9, Move Silently +5

Feats: Stealthy, Weapon Finesse

 

Environment: Any

Organization: Solitary, pair, or colony (3-10)

Challenge Rating: 2

Treasure: None

Alignment: Always lawful neutral

Advancement: None

Sanity Loss: 1/1d4

 

RESEARCH:

Gather Information/Research DC 20: The mental hospital's nurses were infamous for their brutality with the patients.

Gather Information/Research DC 25: Even worse, the doctors actually enforced torturing the poor souls...

HORROR SAVES: Panic DC 15, Fear DC 15

 

Lying bodies are pitiful, wretched creatures that would be substantially more pitiful and wretched if they weren't acutely vicious. A lying body resembles a shapely woman encased in what seems to be a straightjacket and face mask crafted from thick, oily black skin. It struts and shakes on long, feminine legs clad in thigh-high boots. Though a lying body appears to be human, it reveals itself to be a monster when it uses its acid spew technique.

Lying bodies are masochistic creatures and obey the orders of any creature that they respect--usually cult leaders or the whims of extradimensional entities. They are often abused and toyed with, even by those that enlist their aid.

 

Though lying bodies are neuter, most refer to them as female. They are also called "patient demons" and "straightjackets."

 

COMBAT

Lying bodies writhe into combat, usually from hiding, and enguage with their acid spew.

Acid Spew (Ex): As an attack action, a lying body's face and chest split open lengthwise, revealing a huge, puckered mouth and a series of small orifices, which spew a cloud of green acid. All creatures in a 10 ft. cone must make a Reflex save (DC 13, including a +2 racial bonus) or take 2d6 points of acid damage, a successful save halving the damage. A lying body may use this once every 1d4 rounds.

 

Crawl as a Worm (Ex): A lying body knocked prone writhes like a hideous snake, winding at a speedy 30 ft. clip. While it can run, it cannot jump in its prone state, and retains its Dexterity bonus to Armor Class.

 

Masochist (Ex): Lying bodies adore pain. If one takes 3 or more points of lethal damage in a single round, it gains a +1 bonus to all rolls on its next round of action.

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ChildEater

Oh dude! I was pondering the possibility of writing up an epic story arc for a Silent Hill campaign and here's this thread!

 

People think the Silent Hill 2 game was the most cerebral of the franchise because of the personal story. SH3 was considered a short, rehashed version of SH1 and had a lot of things fans didn't like. Some complaints involve the SMG, taser and other weapons in Heather's arsenal. Personally, I liked the weapons, as it really made the kinds of things you could do more savage things to the monsters (not many things more evocatively violent than spraying SMG rounds into a huddled mass of flesh). I also loved the heavily occult themes that surrounded both SH1, SH3 and SH4. They haven't got the "touching human narrative" but they've got great backstory and the cool occult intrigue.

 

Anyway, I would discourage you from using the monsters from the previous games. I think you should invent your own monsters, whatever is needed for the story. All the monsters were all manifestations of a protagonist's or antagonist's personal demons. Their metaphorical demons become literal ones. SH1 monsters reflected various aspects of Alessa's childhood or things she was afraid of. SH2's monsters reflected Jame's desire for punishment, repressed sexuality and the death of his wife. SH3 reflected the sort of parasitic presence that "God" had on Heather's life (literally an unwanted child). SH4's monster generally reflected Walter's beliefs or aspects of his life. That is, write a good backstory for your villain and have the monsters represent his life.

 

A few things I noticed thematically:

The religion of Silent Hill is a veritable melting pot of old ideas and symbols. They bastardize old belief systems and incorporate a dash of occultism: monotheistic god, eternal salvation, immaculate birth of God-figure, magic circles and so on. Other sects branch from the main sect and often get muddled with folk beliefs. The original religion's form is smeared and reinvented time and time again. This is SH3's entire point -- none of the cultists can really agree even though they all presumably come from the same church. In SH4, Walter just uses a personal interpretation of the religion, taught to him in childhood, as a means to an end.

 

SH3's antagonists were just a bunch of cultists vying for a really highly valued piece of psychic real estate. The same could be said for Kaufman and Dahlia from SH1. It would be quite accurate to say that the cultists invented God and made him in their own image. SH1 and SH3 were really wars over who would get to write history. If God doesn't exist it would become necessary to invent him. Apparently, the same thing applies to hell (i.e. Silent Hill 2 and the masochism of James and the others). SH4 is basically more of the same with Walter's idea of salvation and safety.

 

The "gods" and "divine agents" of Silent Hill are really just the raw and hungry forces given shape by the beliefs of people. The individual gods or names or details of the cultist religion are just attempts to personify something bigger and more dangerous than the humans inventing them. Anyway, if you pay attention, Valtiel is really just Pyramid Head with a change in wardrobe and function. Presumably, this just means that it is whatever it needs to be according to whatever the people involved want it to be. So, really, go nuts. Make your own cult if you have to.

 

That means Silent Hill is really a "dream realm." The difference between belief/perception/fantasy and reality is very thin here. Maybe there was never really a difference to begin with. Whatever the case, the theatrical caperings of a bunch of power-crazed cultists means a lot. They invent their sacred stories and the town feeds off of it and gives it reality. Symbols have power here: ghost-binding swords, holy candles, magic circles, a bit of umbilical cord, a potion of exorcism, silver bullets and so on. Things of ritual significance take on a power of their own. This is what we'd call "magic."

 

So one idea you can incorporate in an CoC SH game is that magic works best in the "Otherworld." Outside that dark realm, it works poorly or not at all. And the magic should be consistent with some sort of mythology, new or old. Here's a nasty idea: Learning an antagonist's magic means that the players are actually embracing the antagonist's version of reality and their views on it. The act of learning the spell forces the players to take actions that make them more like the very villain they're trying to defeat.

 

The bottom line is that the realm of Silent Hill is very volatile but also very responsive to the myth-making and storytelling powers of the people drawn to it. The forces behind the town should just be treated as a blind and hungry force that depends on perception to take on a shape and life.

 

For an arcing campaign though, I'd want to involve the outside world in order for the players to make full use of their abilities and resources. This way I can have Silent Hill's impact expand beyond a self-contained site. You can also involve a large cast of NPC's and provide more background information on how the world is becoming corrupted and the history of cultists, villain or whatever. Players can then try to investigate the "real world" to try and better plumb the mysteries of the darker world.

 

(Oh and the Silent Hill movie sucked balls.)

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WanderingNephilim

I agree with your comments about making your own Silent Hill monsters. Each set of monsters are inspired by the protagonists. I just posted the stats because there are always people that one the already created monsters.

 

You have some very insightful points about the game.

 

I do disagree with you about the movie... but to each his own.

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ChildEater

Thank yee.

 

Oh yeah, and *spoilers ahead*

 

Hospitals

In the Silent Hill series, hospitals are places of disease, suffering and corruption. (i.e. malpractice, breeding ground for disease, etc.)

 

In Silent Hill 1, Kauffman actually abuses his power as hospital director to keep Alessa's wrecked and undying form in the basement. He also coerces Lisa (presumably using the White Claudia drug) to look after Alessa. Unless I'm mistaken, he was also responsible for research and development for the refinement process of White Claudia, probably getting some good money out of the bargain. Nurse (and doctor) demons in this version are presumably "normal" and you can view a parasite stuck to the back of their neck (easier to see once you've killed them). The same parasite can actually be seen on Cybil when you fight her as a boss. You can free her of it if you use the Aglophatis potion (or however it's spelled). The parasite is probably symbolic. (If I were to venture a guess they could represent the corrupting influence of the cult that Alessa is trying to fight, Kauffman in particular.)

 

Silent Hill 2 is more obvious. Mary's disease puts a strain on James and causes him to do something he can't ever forgive himself for. Patients die of disease in hospitals. Go figure. Nurse demons in this version are sexy and "bubble-headed." Probably evokes the smothering that James gave his wife and his sexual frustration

 

When you visit the hospital in SH3 as Heather, you actually run across a number of memos detailing the mentally unstable patients that were kept in specially-made padded rooms. You get more detail than before in SH2 about these patients. Most notable of these patients are Stanley (the unseen stalker) and Leonard. You can actually see the faces of the Nurse Demons in this version, though they probably don't symbolize much besides being Alessa's "caretakers." In all likelihood, Nurse demons have just become SH's trademark monster.

 

In Silent Hill 4, you run into demons that resemble maternity ward patients (with their lungs and womb presumably removed by Walter). Walter is preoccupied with literally returning to a womb, a place of safety, if you would. Eileen serves as a surrogate mother of sorts for Walter. In this case, the hospital is the place that Walter came into the world.

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jabonko

A while back I asked my brother for some SH music.

 

SH1: great tracks include silent hill (of course)' date=' as well as killing time, she, and tears of...

http://gh.ffshrine.org/soundtracks/106

 

SH2 (best one in my opinion): for some reason, the main tracks from this game aren't listed by their normal titles, or at all. poop. at least they have the dog ending music.

http://gh.ffshrine.org/soundtracks/107

 

SH3: listen to please love me once more, you're not here (vocal), and end of small sanctuary for sure. The rest are pretty good.

http://gh.ffshrine.org/soundtracks/200

 

SH4: WEIRD S#!7, but pretty awesome. You'd like it for your stuff.

http://gh.ffshrine.org/soundtracks/201

 

Unfortunately, you'd have to download the tracks individually unless you have some sort of premium account with these peeps (i dunno how to do that).[/quote']

 

This stuff makes perfect CoC ambient music

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BuggShashLove

this is great idea. i definately felt that silent hill had a very mythos taint to its horror. it would take some good gamers to really make it work though. good idea it remains though.

 

i've also thought... as a future or sci-fi cthulhu game, the event horison would make a damn awesome setting for a cthulhu game. great horror movie and totally able to be assimilated by the mythos. perhaps the crew that saved the last surviors in the movie could make the investigators?

what do pl think?? maybe i should start a new topic...

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Boonide

I for one absolutely love studying and reading/writing about game design and would love to tackle this sort of project. My main problem lies not so much in understanding Silent Hill is that I've never played a live game of Call of Cthulhu before.

 

Don't get me wrong, I've read the rules and understand what is happening as I listen to the podcasts here on yog-sothoth and on rpgmp3. But I find it difficult in asserting the sanity blasting effect of seeing an exact likeness of your own head take up an entire room, eyes twitching endlessly. Those eyes, at the same time desperately trying to look back at you.

 

(In the hospital, Silent Hill 4 for those who don't know and want to)

 

Another game series I feel would work well with CoC in it's investigative nature is Metroid. In particular I like the effect of exploring dark ruins of lost civilisations and fighting the remnant descendants of that very civilisation, all of whom evolved "wrongly".

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ChildEater

I'm mostly interested in sci-fi horror. One, you don't need to research the setting. Two, it's a cheap way to make the setting oppressive or hostile or whatever and as foreign as you want it to be.

 

Anyway. . . cyberpunk horror. I guess we could say "System Shock," although I personally found the game to be a bit campy for my tastes. SHODAN is somehow able to use man's first translight drive to actually shape metaphysical reality in her own image? Umm. . .right. You also get these magical replicators that can use nanites to make anything from potato chips and sugary snacks to explosive grenades and sophisticated electronic equipment.

 

Nah, let's say a darker version of "Ghost in the Shell." I'd say Bladerunner except I've never seen it.

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ChildEater
Don't get me wrong, I've read the rules and understand what is happening as I listen to the podcasts here on yog-sothoth and on rpgmp3. But I find it difficult in asserting the sanity blasting effect of seeing an exact likeness of your own head take up an entire room, eyes twitching endlessly. Those eyes, at the same time desperately trying to look back at you.

 

My guess is that it's so improbable and out-of-the-world that it's freaky in its own right. Just sprinkle in gruesome adjectives and the impressionism of it will probably make them imagine the worst. If not, meh. Just deduct sanity points as per usual.

 

I'd probably also give some thought into what you might do if the characters started investigating it closely. (As in, literally take the knife of scientific curiosity to it.)

 

Well yes, *it* has your blood and even screams just like you. Of course, you can't prove that the blood even came from a freaky wall thing with your likeness. And yes, you can try to knock out the back of the wall. . .just be prepared to witness a medical horror like none other.

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Rev_Danno
I'm mostly interested in sci-fi horror. One, you don't need to research the setting. Two, it's a cheap way to make the setting oppressive or hostile or whatever and as foreign as you want it to be.

 

Anyway. . . cyberpunk horror. I guess we could say "System Shock," although I personally found the game to be a bit campy for my tastes. SHODAN is somehow able to use man's first translight drive to actually shape metaphysical reality in her own image? Umm. . .right. You also get these magical replicators that can use nanites to make anything from potato chips and sugary snacks to explosive grenades and sophisticated electronic equipment.

 

Nah, let's say a darker version of "Ghost in the Shell." I'd say Bladerunner except I've never seen it.

Ever play BUG CITY for Shadowrun?

That is sci-fi horror! We played alot of Shadowrun like CoC.

Even added sanity!

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cpt_machine

I've recently been playing F.E.A.R and its 2 expansions and its very mythosy. I recommend if for people who enjoyed doom3 or asian horror.

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ChildEater

A Few Reasons Why I Never Liked the Silent Hill Movie

 

-They replaced the protagonist Harry with a woman. Supposedly because Gans thought a a woman has a deeper parental connection to her child than a man ever would. While I applaud that he's so forward thinking about creating a "balanced cast" of female actors. . .oh wait. Never mind, he's being sexist after all. Aside from which, I liked Harry better. He had that "detective" feel and, oh yeah, his wife is dead. So not only is he a kind of existential hero, he also doesn't have a spouse that behaves as a ham-fisted exposition device.

 

-In the movie, Alessa *is* the god of Silent Hill. Basically, the movie is a story about a vengeful child-ghost. (How many movies have that?) The video games had a nebulous and parasitic spiritual presence that could be likened to a Great Old One or an Outer God. Except we don't call it these things because that'd be way to explicit. The point is, the movie isn't Lovecraftian enough.

 

-The bad guys are religious zealots, but not the cool kind. The video game had CoC-like cultists. The movie has a secret fraternity of intolerant pseudo-Christians. Basically, you're taking the former, taking everything that made them cool villains, and making a much lamer villain.

 

-Bad exposition. Most of the plot exposition is forced through the husband and through a scene where Rose makes it to Alessa's mirror hospital room. And yes, they use *narration.* Lots of it. That's clumsy storytelling. Oh, and just in case we forget, there's Lisa Garland! She's only vaguely alluded to, so the audience (those not acquainted to Silent Hill) has no f***ing clue who that chick with the bleeding eyes are. Nor do they care. It's a cool bleedy-eye nurse!

 

-Video game logic. Okay, so maybe it's trying to be surreal. Well, whatever, it still fails. We're literally watching the protagonist playing fetch quests. Seriously. Moving on.

 

-Reused video game music. Do I have to explain this one? This is not a Silent Hill 3 screenplay adaptation. Even if it was, this kind of thing is unprofessional, not to mention, lazy.

 

-Pyramid Head. Well at least Gans managed to get the avenging berserker of bloody vengeance thing right. Now he needed to really get the whole thing about Pyramid Head not being a specific entity in any Silent Hill Mythos. Pyramid Head is a device specifically created out of James's masochistic desire for punishment and his feelings of sexual impotency. Okay, we get it Gans, you loved Silent Hill 2. Why didn't you make a Silent Hill 2 movie instead? It's like Gans clumsily took all the parts about SH2 he liked and clumsily crammed it into SH1 and hopelessly mangling it all the same.

 

-Minor Nitpick: You don't make waking transitions between the worlds. You either fall unconscious or space-out. But it doesn't just happen in front of you when you're cognizant. The whole point is that the nightmare realm is supposed to have a dream-like quality. However, since we're actually seeing it happen, we come to know of the realm as being real. Nobody wonders if this is just a massive hallucination, or even something in-between.

 

I'm sure I can go on forever about why I hated the movie, but I think this pretty much made my point.

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Sinister-Ornament

My comments on Childeater’s above post. Please note I’ve never played or seen any of the games (just read reviews) I’ve only seen the film and I think it was one of the best horror films of that year.

 

A Few Reasons Why I Never Liked the Silent Hill Movie

 

-They replaced the protagonist Harry with a woman. Supposedly because Gans thought a a woman has a deeper parental connection to her child than a man ever would. While I applaud that he's so forward thinking about creating a "balanced cast" of female actors. . .oh wait. Never mind, he's being sexist after all. Aside from which, I liked Harry better. He had that "detective" feel and, oh yeah, his wife is dead. So not only is he a kind of existential hero, he also doesn't have a spouse that behaves as a ham-fisted exposition device.

 

The Sean Bean character’s plot was added as an after thought by the film makers I believe and his narrative is completely divorced from the worlds Rose finds herself in. This does bring up for me an interesting point - their seems to be a male/female divide in who can access the non-normal planes of Silent Hill, which I call, ‘normal’, ‘foggy’ (beautiful and disserted) and ‘Industrial’ (metallic and full of monsters). I’d love to hear a feminist reading of this film because of this divide and, Christopher is a ham-fisted character he doesn’t achieve much at all does he.

 

-In the movie, Alessa *is* the god of Silent Hill. Basically, the movie is a story about a vengeful child-ghost. (How many movies have that?) The video games had a nebulous and parasitic spiritual presence that could be likened to a Great Old One or an Outer God. Except we don't call it these things because that'd be way to explicit. The point is, the movie isn't Lovecraftian enough.

 

It wasn’t made to be Lovecraftian. Even your favourite things become boring if you don't vary the mix a little. I believe, there is alternative ending to the computer games, each ending give different and conflicting reasons for Silent Hill’s existence, this I feel is very good thing to do because it makes it hard to pin things elements and lose the mystery by revealling and justifying to much.

 

I think the end of the movie is very interesting Rose does do something wrong when confronting the devil in the form of Alessa, haven’t pinned down quite what yet though.

 

-The bad guys are religious zealots, but not the cool kind. The video game had CoC-like cultists. The movie has a secret fraternity of intolerant pseudo-Christians. Basically, you're taking the former, taking everything that made them cool villains, and making a much lamer villain.

 

Doesn’t burning people alive makes them a little more harsh than mere religious zealots? Insane people can appear rational.

 

-Bad exposition. Most of the plot exposition is forced through the husband and through a scene where Rose makes it to Alessa's mirror hospital room. And yes, they use *narration.* Lots of it. That's clumsy storytelling. Oh, and just in case we forget, there's Lisa Garland! She's only vaguely alluded to, so the audience (those not acquainted to Silent Hill) has no f***ing clue who that chick with the bleeding eyes are. Nor do they care. It's a cool bleedy-eye nurse!

 

Narration I personally don’t mind it, it allows film to steal some of radio’s tried and trusted effects. (Science fiction films do this a lot, so much so that you can listen to some of them without the visuals and still follow all the plot because of all the characters explaining things to one another) .

 

The nurse with the bleeding eyes I assumed was an innocent that got caught up in the crossfire when Alessa first gained ‘her powers’ after making her pact for revenge.

 

-Video game logic. Okay, so maybe it's trying to be surreal. Well, whatever, it still fails. We're literally watching the protagonist playing fetch quests. Seriously. Moving on.

 

I thought the video game logic added to the surreal nature of the piece. I think the hotel is the only place where I felt the ‘follow the clues plot’ to visibly creak - (she found the knife to near to when she needed it and lost it when it had served it purpose). It could have been worse and medikit and ammo could have been strewn around in little crates.

 

-Reused video game music. Do I have to explain this one? This is not a Silent Hill 3 screenplay adaptation. Even if it was, this kind of thing is unprofessional, not to mention, lazy.

 

It’s good spooky music - if it ain’t broke why fix it?

 

-Pyramid Head. Well at least Gans managed to get the avenging berserker of bloody vengeance thing right. Now he needed to really get the whole thing about Pyramid Head not being a specific entity in any Silent Hill Mythos. Pyramid Head is a device specifically created out of James's masochistic desire for punishment and his feelings of sexual impotency. Okay, we get it Gans, you loved Silent Hill 2. Why didn't you make a Silent Hill 2 movie instead? It's like Gans clumsily took all the parts about SH2 he liked and clumsily crammed it into SH1 and hopelessly mangling it all the same.

 

I thought that Pyramid Head is a re-occurring character found in all the computer games? Am I wrong on this point?

 

Feelings of sexual impotency resulting a 9ft tall creature with a metal (dutch cap) pyramid for a head - I bet his psychiatrist is on danger money. :lol:

 

-Minor Nitpick: You don't make waking transitions between the worlds. You either fall unconscious or space-out. But it doesn't just happen in front of you when you're cognizant. The whole point is that the nightmare realm is supposed to have a dream-like quality. However, since we're actually seeing it happen, we come to know of the realm as being real. Nobody wonders if this is just a massive hallucination, or even something in-between.

 

I can see why this falling unconscious thing wasn’t used. It would be like a bad detective novel where at the climax of every chapter where the hero was bashed on the head and everything faded to black.

 

Besides, I feel the air raid siren was a brilliant touch and certainly made you pay attention. Some of the best moment in the film are when Rose and Christopher are in the same location but on different planes (example in the school by the lockers. The hallucination aspect was touched upon here, with Christopher being told to put his mask back on).

 

I'm sure I can go on forever about why I hated the movie, but I think this pretty much made my point.

 

Some very interesting comments about the movie, it’s always good getting a different perspective. Let’s hope they make a follow up piece with different character that we both think is brilliant.

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Rev_Danno

I agree. But I myself have never made it far in any SH game. Honestly I get too freaked out.

I can play co pilot and help with puzzles, but I can not play; as soon as the radio makes noise, or i see a monster off in the distance I freeze up.

 

I use a ton os SH info in my CoC games:Maps, the sound tracks, and some concepts from SH 1,2 and 4.

I hated the movie. i can't wait for someone to make a good SH movie 20 years from now, or a good resident evil movie, or Eternal Darkness.

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ChildEater

Sinister Ornament>

I'll make a few points and try to keep it short. Don't count on it though.

 

The Silent Hill series is, in my opinion, a very Lovecraftian game series. Humans are not all that significant compared to supernatural forces. The "God" or "gods" of Silent Hill are not well-defined and have a not-so-definite pantheon of ill-documented legends and myths. Basically, in the words of the CoC d20 manual, it is an "anti-mythology" in the same vein as the Cthulhu Mythos.

 

I always got the impression that most monsters, minor agents and "God bosses" were only interested in consuming you, psychically or through physical violence. And that's only because you happened to be in reach of whatever appendage or proxy happened to "see" you. It's an all-consuming, hungry and blind force.

 

In SH1, the "God" didn't quite pan out to cult expectations. In SH2, the "God" is more passive and seems to be unconsciously feeding on the psyche of various human characters (not dead, but dreaming). SH3's "God" was basically a projection of Dahlia's own insecurities and her sisterly adoration for Alessa. Not that it matters what Dahlia wanted, because it was really just happy to have a "awakened" body to focus its hunger like a laser (Heather happened to be on hand). Again, SH4's "God" was basically summoned by Walter's rituals and it took take on a shape according to his need for a surrogate mother. Again, this god does not care. It just wants to consume and corrupt everything in sight.

 

Which is why the Alessa as "vengeful ghost" bothers me. She has an active agenda and is clearly evil by human standards. By contrast, the Silent Hill gods are not consciously evil. It's an impersonal god and vengeance doesn't appear on its to-do list. It behaves more like a principle of decay and consumption. An urge that just happens to be given shape by cultists or masochists too ignorant to know any better.

 

Also, the Cult was so much cooler than the Order. Because you see, the Order just wanted to burn a witch. The Cult's idea of the "greater good" by contrast, involves using Alessa as a vessel for their unborn and embryonic god. Alessa isn't perfect however, so they realized they needed a second vessel (Cheryl).

 

Of course, they also want to keep Alessa imprisoned. The recipe also calls for pain and torment.

 

The solution? Dahlia burns her own house with her daughter in it. She's functionally immortal. Kaufmann, the town's hospital director and a major cult figure, locks Alessa in the basement of his hospital. The pain and suffering Alessa endures in the hospital basement will act as a proper focus to bring about their god. He gets Lisa, a nurse at his hospital, addicted to White Claudia and subsequently blackmails her to care for Alessa in secrecy. In any case, this isn't simply a burn victim Lisa was caring for. . .this was an *immortal* burn victim that made her *hallucinate* bad things simply by being in proximity. Lisa, realizing that Cheryl could very well meet the same fate as Alessa abandons Cheryl for Harry (SH1's protagonist) to find. Of course, Kaufmann presumably kills her for her act of rebellion.

 

Of course, the movie pays homage to Lisa by simply making her some sort of psychic imprint that lingers around. Which is actually correct. Apparently, Alessa was fond of Lisa in both versions. The major flaw in the movie, of course, is that they never actually explain that Lisa was Alessa's main caretaker. So I wonder why they bothered showing her at all.

 

White Claudia, in case you don't know, is basically the drug the cult is selling in the resort town to make dirty money. (If memory serves, the cult also blackmailed various legal authorities to keep them out of their way.) Incidentally, it also has some ceremonial uses as a psychotropic.

 

Alessa, in the game, isn't actually the villain. She's actually hiding from cultists and trying to counter the influence of Silent Hill by using a magic circle (Seal of Metatron) that she believes has some dispelling effect, apparently an impression from her formative years. Rather Dahlia lies to you about her daughter's intentions. She tells you that she wants to resurrect Samael, an evil god. She even gives you some strange magic box which evidently has no purpose. Truth of the matter is that Dahlia is using you to get at her magical god incubator. You track her down, and the box goes off, allowing Dahlia to find Alessa and bring her under control.

 

Of course, Kauffman is none to happy that he's left out of the deal of the god-making enterprise. After all, he's the one who helped refine the White Claudia and cared for Alessa all those years. Clearly his contributions have gone unnoticed by his power-crazed counterpart. So there's also a power struggle between him and Dahlia.

 

The other thing they never adequately explain in the movie, is that Cheryl's motivation (or whatever it was they called her) for going to Silent Hill. In the game, Cheryl is actually the the other half of Alessa who is inexplicably called back to "reunite." That is, Cheryl is created in order to form a complete spiritual whole with Alessa. That's why she wants to go back to the town. As silly a McGuffin as that is, the movie doesn't even have one. Is Cheryl also a "witch" in the movie? Is that why she's compelled to find Alessa? That would actually make sense, but the movie never tells us.

 

Needless to say, the cultists were soooo much cooler. The Order from the movie looks like a bunch of pansies by comparison.

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Boonide

My favourite aspect of the Silent Hill series is the amount of ways it can be interpreted by the people that play/watch it. For instance, I see the main character falling unconscious during the worlds transition as an in-game story-telling technique to enable a loading screen. This way the developers are able to load up the new scenery. The technology for the first four Silent Hill games was just not there for in-game real-time transitions.

 

Here is a (badly recorded) clip from Silent Hill 3:

 

http://www.youtube.com/watch?v=6Ej_J-2_rGI

 

There Heather witnesses the transition but falls unconcious to give the engine a chance to load.

 

Here is a preview of Silent Hill 5 (look at about 50 seconds into it):

 

http://www.youtube.com/watch?v=N0gHQ578g3A

 

You can see developers are able to initiate a change from one world to the other as technology has progressed.

 

Also: Not enough Valtiel love.

 

I've read (and sadly cannot source) an analysis about the character Valtiel. The description given to him/her/it is that of a caretaker for whoever is holding The God within them. In the case of Silent Hill 3 this is Heather.

 

The reasoning behind this notion was the way Valtiel would drag Heather away after her untimely demise. Supposedly he was dragging her back to the last seal of Metatron to bring her back to life, this time hopefully with a better outcome.

 

As for the movie: One thing that I haven't read being put forward is the way Alessa takes on a similar form of the judged. There is a painting in Silent Hill 2 that describes the way an executioner (who looks like Pyramid Head) judges people. Basically the people in the cages can't move and are subsequently speared.

 

Harsh.

 

http://content.answers.com/main/content/wp/en/4/40/Sh2_judgement.jpg

 

Maria also takes on this image, twice, but in both instances is upside-down.

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Laraqua
A Few Reasons Why I Never Liked the Silent Hill Movie

 

-Minor Nitpick: You don't make waking transitions between the worlds. You either fall unconscious or space-out. But it doesn't just happen in front of you when you're cognizant. The whole point is that the nightmare realm is supposed to have a dream-like quality. However, since we're actually seeing it happen, we come to know of the realm as being real. Nobody wonders if this is just a massive hallucination, or even something in-between.

 

 

Actually, no, if I remember rightly, in Silent Hill 1 there is a bit when you're approaching Lake Toluca, upon that road, I believe after you have the possibility of finding Dr Kauffman, where you enter Nightmare Silent Hill. The road literally turns to grille beneath your feet. There is also the slow decay and mutation of the world seen earlier on and in Silent Hill 2 where step by step things get worse. But even in the case of massive changes, yes, it can happen while you're looking.

 

Correct me if I'm wrong, it's been awhile.

 

Other than that, you have a lot of good points, particularly in changing the protagonist over. Surely what made Silent Hill 1 awesome were the characters, the people, and everything about that. yet the director made it entirely different. I didn't mind what happened with Alessa's mother, making her a harmless dupe, since she was rather 2D in the game, but altering Harry really annoyed me.

 

Still, that's a topic for another thread.

 

Any ideas for creating new monsters for a D20: Silent Hill game?

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Morgue

I started a d20 suppliment based on Silent Hill a couple of years ago, life happened and it's been in limbo every since. The Introduction sections, maps, and creatures are all complete. I started making stats for all the characters from SH 1-3, and that's when life happened. I have Harry Mason's stats, and that's about it.

 

Aside from the character stats, there should be a section for new spells, and new items and tomes.

 

It's also worth mentioning that I have stats in both d20 CoC and OGL Horror since they're both d20.

 

If anyone would like to take the project over, I'll e-mail you the word document. I don't care about personal credit, but this suppliment looks pretty good (what's complete anyway), and I'd hate to see it fade away unused.

 

Just PM me your e-mail, and I'll e-mail you the document. It's 9 Megabytes, due to all the pictures, and because word documents are naturally large. I could convert it to PDF, but then you couldn't edit it.

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TRiBAL

Come let's trade homebrews bro!!!!

 

I have pm you!!!

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tank

Silent Hill is so heavily influenced by the Kult RPG which in turn is fairly influenced by the Hellraiser movies. The two first editions were Swedish and the third edition is produced by some french publishing company which is far from functional, but their sticking to the original concept and they have kept most of the original art from the two previous Swedish editions (which is by far the best illustrated rpg ever). If you like silent hill you should try and get a hold of KULT rpg. Second and third edition was translated into English.

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tank

The system is very similair to the d100 but it uses a d20 with the same mechanical function. Not the d20 system, just it functions like BRP but it doesn't use d20 for attributes and d100 for skills, but it uses d20 for attributes and skills. Wicked game, but I'm more of a Chill-guy myself.

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