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OPEN GAME LICENSE Version 1.

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15. COPYRIGHT NOTICE


Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan,
based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins and JD
Wiker.
System Reference Document Copyright 2000–2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich baker, Andy
Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.
RuneQuest System Reference Document Copyright 2006, Mongoose Publishing; Author Matthew Sprange, based on original material by Greg
Stafford. BloodQuest material by Postmortem Studios (James Desborough) all text designated open content. OGL Horror is copyright 2003 Mongoose
Publishing Limited.

1
Credits

Writing, layout and design: James ‘Grim’ Desborough.


Artwork: James ‘Grim’ Desborough, Gavin Hargest, Darkzel, Brad McDevitt.

“RuneQuest (TM)” and the RuneQuest logo are Trademarks owned by Issaries, Inc. and
are used according to the terms of the RuneQuest logo Licence version 1.0. A copy of
this licence can be obtained from Mongoose Publishing. The mention or reference to
any company or product in these pages is not a challenge to the trademark or copyright
concerned.

‘BloodQuest’ is copyright Postmortem Studios 2007


Blood! is copyright Underground Games 1990
Blood!: Second Edition material is copyright Postmortem Studios 2006.
Freakshow is copyright Postmortem Studios 2007.

2
Banshee • The Banshee’s mouth can unhinge
like a python and, despite her
slender build, a Banshee can
Attributes Random Average
Strength 25+5d10 53 consume a fully grown man whole
Stamina 25+5d10 53 without it showing. The person
Agility 25+5d10 53 most be willing, unconscious or
Perception 40+5d10 68
Appearance 50+5d10 78 dead to be swallowed.
Intelligence 10d10 55
Pain Threshold 10d10 55
Willpower 50+5d10 78 • The Banshee’s fangs hook into a
Luck 25+5d10 53 target on a successful bite and
Movement - 2/4/7/12 continue to bite, automatically
Actions - 3
Damage Bonus - - hitting, so long as the Banshee
Exert Strength - 45% maintains a grapple with the
Hear - Sight- - 60/60/30/25/30 target. Even if the Banshee is
Smell -Taste -
Touch
pulled free the person takes an
Shock Survival - 65% automatic hit from the ‘rend’
Toxin Resistance - 65% entry.
Initiative - +1
Parry Bonus - +5
Hit Points - 34 • Banshee’s, of faerie blood, are
Blood Points - 41
Energy Points - 63 vulnerable to iron. It doesn’t harm
Mind Points - 67 them to touch it, but hard blows
Hand to Hand - 40 with the metal replace the normal
Melee - 45
Thrown - 28 critical hit table with ‘Burn 1’.
Archaic - 10
Pistol - 10
Rifle - 10 • Banshees can hide their true
Heavy - 5 aspect behind a glamour and then
reveal it to terrible effect.
Attack Hit Parry Act Dmg Blood Crit
Bite 40% - 4 1d6 Blade Bite 2

Rend 100% - - 1d8 Razor Bite 2


• Banshee’s are usually found
alone or in ‘gangs’ of up to six
• Banshees can see in the dark, individuals.
exceptionally well and never take

Fear Effect
any penalties to their Sight rolls
because of darkness.
Banshees appear to be normal young
• With am opposed Willpower roll women until they let their glamour fall,
a Banshee can lay a curse upon then their feral eyes and gaping maw
someone, reducing their Luck demonstrate, immediately and without any
score to ‘10’ until such time as the question, that they are utterly inhuman,
Banshee is killed. The Banshee utterly unnatural and utterly terrifying. The
must be in the presence of the Banshee wail in and of itself is enough to
person to apply the curse and break minds, let alone their true aspect.
must shriek, deafeningly to do
so. The effect can be attempted
against as many people within
earshot as the Banshee likes.

3
Hearing the Banshee’s unnatural scream Banshees require a lot of feeding and
for the first time requires a Willpower check typically try to sate this on vermin and
at -10% and can result in the loss of 1d10 pets before resorting to humans but they
Mind Points. This is something truly primal also feed on the spiritual energy they gain
that reaches into the ancestral terror by destroying people’s good fortune and
reactions in the human and animal mind. hounding them with bad luck to their
It kicks off the fight or flight reflex, causing death. They gain an almost sexual thrill
anyone who does succumb to fear to regain from cruelty and schadenfreude.
ten energy points as their body prepares
itself.

Seeing a Banshee in her true form for the


first time is also a terrifying experience
requiring a Willpower check and potentially
resulting in the loss of 1d6 Mind Points.

The Banshee scream does not cause any


mental infirmity, rather, if a character is
driven mad by a Banshee scream his or her
hair turns completely white, permanently
and forever. If it is the sight of the Banshee
that turns someone insane then they’re
likely to develop phobias of dogs, tight
spaces, teeth and women.

Description
Banshees usually appear as youngish
women from their early teens to their
mid twenties in appearance. They dress
fashionably but are usually, otherwise,
inconspicuous, favouring looks that blend
in with the people around them.

When a Banshee casts off her glamour she


reveals herself to have a hideous face with
a huge and unnatural mouth filled with
rows of hook-like, razor sharp teeth, much
like the mouth of a shark. She can detach
her jaw completely, taste the air with a
forked tongue and distend her whole head
to devour anything or everything she needs
to feed her.

4
Adventure Seeds Banshee OGL
Species Traits:
• A gang of Banshee are staking Cursing (Sp): By issuing a shriek, that can
out the local shopping centre. So affect any number of people up to everyone
far as most people are concerned in earshot, the Banshee can force targets
they’re simply wild girls, a pack of to make a Will save against a DC of 15. If
female ‘hoodies’ who cause trouble the save is failed the target must roll 2d20
but the incidents are getting instead of one, each time they make a
stranger and stranger, worse and check, taking the worst of the two results
worse. The characters are security until the Banshee is killed.
guards at the centre who are
forced to deal with the trouble the Rending (Ex): If the Banshee makes a
‘girls’ bring and are in for more successful bite attack they can continue by
than they bargained for. making grapple attacks, each successful
grapple also applies automatic bite damage
• For a development project every turn. Pulling the Banshee free,
to continue the last hold out winning the grapple and throwing her off,
house needs to be cleared of its does an automatic, additional 1d8 damage.
incumbent. A young woman who
claims to be the granddaughter Glamour (Su): A Banshee can magically
of the woman listed on the disguise herself as a normal, young woman.
lease. She refuses to move no Iron Weakness: Banshees take double
matter the legal threats or offers damage from iron weapons.
that are made to her, and with
good reason. She’s actually a Banshee:
Banshee, the woman on the CR 5; Medium Monstrous Humanoid; HD
original paperwork and she has a 5d8; hp 23; Mas 11; Init +1; Spd 30 ft.;
basement and garden full of ‘owl Defense 11, Touch 11, Flat-Footed 10;
pellet’s containing human and BAB +5; Grap +5; Full Atk +5, Bite 1d8; FS
animal remains. 5 ft. By 5 ft.; Reach 5 ft.; SQ darkvision,
cursing, rending, glamour, iron weakness.;
• Wealthy man Randolph Hurst is AL Chaotic; SV Fort +1, Ref +6, Will +7; AP
also a secret occultist and has 0; Str 11, Dex 12, Con 11, Int 12, Wis 14,
been harnessing the power of Cha 14.
a captured and drug addicted
Banshee to lay curses upon his Skills: Bluff 8, Climb 2, Concentration 2,
business and sporting rivals and Disguise 6, Escape Artist 3, Gamble +4,
to increase his own power and Hide 4, Intimidate 8, Listen 7, Move Silently
wealth. Suspicious, some of the 4, Perform: Sing 6, Spot 7.
surviving rivals have pooled what
resources they have left to get to Feats: Alertness, Confident, Deceptive
the bottom of his strange behavior
and power. Posessions: Clothing and the normal
accoutrements of the person she is
disguised as.

Advancement: By character class.

5
Banshee MRQ Special Rules
Characteristics Combat Actions: 2
STR 3d6 (11) Strike Rank: 13
CON 3d6 (11) Movement: 3m
DEX 3d6+1 (12) Traits: Dark Sight, Cursing, Rending,
SIZ 2d6+6 (13) Glamour, Iron Weakness.
INT 2d6+7 (14) Power Points: 14
POW 4d6 (14) Mind Points: 28
CHA 4d6 (14) Fatigue Points: 25
Courage: 84
Skills: Dodge 30%, Influence 45%, Perception
Banshee Hit Locations 50%, Sing 55%.
D20 Hit Location HP Horror: The Banshee Shriek causes the loss
1-3 Right Leg 5 of 1d10 Mind Points, the revealing of the
4-6 Left Leg 5 Banshee’s true face causes the loss of 1d6
7-8 Abdomen 6 Mind Points
9-11 Chest 7
12-14 Right Arm 4
15-17 Left Arm 4
18-20 Head 5

Weapons
Type Skill Damage/AP
Bite 40% 1d8
Rend 100% 1d10

Traits
Cursing: By expending three power points
and shrieking, the Banshee can lay a
curse on any person – or number of people
– within earshot; cursing them with bad
luck until the Banshee is killed. This incurs
a -20% penalty on any actions.

Rending: If the Banshee has successfully


bitten someone then it need only grapple to
continue to do its bite damage every turn.
If it is pulled off then it does the ‘Rend’
damage as listed above automatically.

Glamour: By expending a single power


point the Banshee can cover its true
appearance with that of a young woman
between the ages of thirteen and twenty-
five.

Iron Weakness: Iron weapons do +1


damage to Banshees.

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