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OPEN GAME LICENSE Version 1.

0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (‘Wizards’). All Rights Reserved.

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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, Ian Liddle, Richard Fannon.
Artwork: James ‘Grim’ Desborough, Gavin Hargest, 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
Auditor of ORder
Attributes Average
Strength 77
Stamina 67
Agility 57
Perception 87
Intelligence 87
Pain Threshold 100
Willpower 100
Luck 71
Movement 2/4/10/20
Actions 4
Damage Bonus +1d6
Exert Strength 65%
Hear - Sight- 75/80/40/40/40
Smell -Taste -
Touch
Shock Survival 100%
Toxin Resistance 100%
Initiative +2
Parry Bonus +10
Hit Points 55
Blood Points 49
Energy Points 90
Mind Points 89
Hand to Hand 55
Melee 55
Thrown 33
Archaic 20
Pistol 5 • If an Auditor chooses, they can take a round
Rifle 5 to remove any imbalances in the body of any
Heavy 5
individual in sight, restoring Hit and Blood
Points, curing disease and removing poisons.
• While several Auditors can appear at the Amputations can be healed, scars removed
same time, they never show any trace of and imperfections in their appearance
personality or individuality. All have the corrected (resulting in the gain of 1d10
same statistics and there is no way of Appearance). However, the contact with this
discerning between them. It’s generally utterly alien being will also cause a roll on
accepted that they are simply aspects of the both the Shock and Fear tables. If a death
same being, the Auditor of Order results from either of these rolls, then the
victim has been rendered Perfect - at least
• The Auditor of Order is tireless and never from the Auditors point of view.
loses Energy Points
• This power can also be used to damage,
• When an “individual” Auditor is “killed” it ‘Perfecting’ the victim rendering the flesh and
simply vanishes from this plane of existence bones of a victims body into perfectly straight
with a blinding flash of light lines or geometric patterns. It also disrupts
the chaotic electrical patterns that govern
• The Auditor of Order never attempts to dodge the nervous system, causing heart attacks
or parry an attack. Neither does it show any and muscle spasms. This causes damage
sign of pain or damage, right up to the point as shown below, plus the victim rolls on the
it is destroyed. Shock and Fear tables.
• An Auditor of Order has fifteen points of • The Auditor can warp space around itself,
protection against all forms of attack except allowing it to teleport long distances
those made by a supernatural creature or instantaneously.
artifact of equal or greater power (such as an
Avenging Angel or Agent of Chaos). • An Auditor can fly at the same rate is it’s
sprinting speed.
Attack Hit Parry Act Dmg Blood Crit
‘Perfect’ 70 N/A 2 3d10 Burn Dissolve1

3
Adventure Seeds
Fear Effect
The Auditor is utterly and incomprehensibly alien. • A brilliant, but solitary and eccentric
Even what can sensed is just the effects of the theoretical physicist has just submitted
human mind attempting to understand something a paper that is breathtakingly close to a
that can inherently not be understood. Images of Grand Unified Theory. It reduces everything
chains, geometric patterns and a featureless, but that exists to a set of equations so mind-
somehow perfectly beautiful humanoid figure are numbingly complex that they have already
commonly reported along with the taste of metal, put one of the journal’s editors in a mental
the smell of plastic or petrol and a repetitive droning institution. However, the physicist is no
hum. longer responding to phone calls or emails
so the Characters have been asked to
They aren’t particularly frightening in themselves, investigate (they can be friends or colleagues
but it’s their utter alienness that damages the of one of the people involved, reporters,
psyche. Seeing the Auditor for the first time private investigators or even Men In Black).
requires a Willpower check at -25% with a Mind The physicist has come under the influence
Points loss of 1d10+5. of Order and the Auditor has manifested,

Description
attracted by the idea of reducing reality to
simple mathematics. The Characters have to
explore a country estate and manor house,
No-one has successfully communicated with the parts of which have been made Perfect, to
Auditor and lived to tell the tale, so what is known find the physicist. He’s been driven mad by
is little more than conjecture. Plato theorised his exposure to the Auditor so they have to
that everything that existed was only shadow, an made contact with the brilliant mind that’s
imperfect copy of something that existed in a “higher still present behind his madness and help
realm”. If he was correct, then the Auditor may be him to find the flaw in his theories that will
from this realm. No sure way has been found to banish the Auditor
summon or control the Auditor, but it does seem
to be attracted to areas or people that embody the • The new mayor campaigned on themes
principles of Order. Three examples can be found of “law and order” and “traditional moral
below in the Adventure Seeds section. values” and is initially popular. However,
he, his staff and the other public institutions
The simple presence of the Auditor changes it’s (such as the police) become increasing
surroundings to a more ordered state. Dust and authoritative, ruthlessly punishing crime,
dirt vanish, dice rolls always give an average result, dissent or any deviance from a strict moral
and tangled ropes or hosepipes will spontaneously code. The mayor and other senior figures are
untangle. members of an Order Cult that has attracted
the attention of an Auditor. The Characters
It seems to dislike chaos, disorder, randomness and can be journalists, political activists or
anything that causes these things – just as all living friends and family of the cultists who are
beings. However, it’s more likely to trim an untidy worried by their increasingly rigid behaviour
privet hedge than uproot it (which causing more
chaos) and has been known to heal injured people • The Soleri Arcology is billed as the perfect
(as described above), particularly if they have been place to live, a self-contained settlement
injured in the service of Order. The Auditor isn’t where the residents can live and work
evil as such – it’s beyond concepts such as “good” or without ever needing to leave the massive
“evil” and humans are just an untidy irrelevance. structure. It’s recently been opened and
the Characters can be the architects,
Some have theorised that it can be distracted by a construction or maintenance staff or just
chaotic situation, so laying a puzzle or creating an normal residents. Unfortunately, it’s just too
untidy mess in it’s path will delay it while it solves Perfect
the puzzle or clears up the disorder. However,
it’s just is likely to render Perfect the person who
created this entropic state.

4
Auditor OGL Auditor MRQ
Species Traits: MRQ Statistics
Damage Reduction 10/+1 (Ex): The Auditor of
Order ignores the first 10 points of damage dealt STR 15
by any nonmagical weapon. In campaigns without CON 13
magic weapons, the GM can either disregard the DEX 12
fiend’s damage reduction or apply it only to certain SIZ 12
types of weapons (ballistic, bludgeoning, piercing, INT 15
slashing, or sonic/concussion). POW 15
CHA 5
Flight: The Auditor of Order can fly at 30ft. per
round.
Auditor Hit Locations
Healing: Once per round The Auditor of Order D20 Hit Location AP/HP
can heal any individual in sight, acting as a 1-3 Right Leg 5/5
simultaneous Cure Critical Wounds, Neutralise
4-6 Left Leg 5/5
Poison, Remove Paralysis, Remove Curse, Remove
Disease and Restoration. However, the healed 7-9 Abdomen 5/6
character must also make a massive damage save 10-12 Chest 5/7
and a DC 20 Madness save. 13-15 Right Arm 5/4
16-18 Left Arm 5/4
Perfecting: As a full-attack, the Auditor of Order
19-20 Head 5/5
may make a ranged touch attack to cause 2d6
damage to any person in sight. If the attack hits
then the victim must also make a massive damage Weapons
save and a DC 20 Madness save. Type Weapon Skill Damage
Perfect 50% 1d10
Tireless: The Auditor of Order never tires, suffers
from fatigue or any other exhaustion-related
condition. Traits
Perfecting: When it uses it’s Heal spell or success-
Auditor of Order: fully uses it’s Perfecting attack, the subject must
CR 9; Medium Outsider; HD 7d8; hp 28; Mas 13; also make a Courage test or lose 1d10 Mind Points
Init +0; Spd 30ft. Ground, 30ft. Fly; Defense 10, and a Resilience test or fall unconscious.
touch 10, flat-footed 10; BAB +7/+2; Grap +7; Full
Atk +9 ranged touch (2d6 Perfecting, plus massive Tireless: The Auditor of Order never tires, suffers
damage and Madness save); FS 5ft. By ft.; Reach from fatigue or any other exhaustion related condi-
5ft.; SQ darkvision, flight, healing, perfecting, tion. It automatically passes any Resilience test.
tireless; Madness 20; AL Law; SV Fort +6, Ref +5,
Will +7; AP 0; Str 15, Dex 11, Con 13, Int 13, Wis Special Rules
15, Cha 10. Combat Actions: 2
Strike Rank: +12
Skills: Movement: 3m, 9m fly
Concentration +10, Investigate +9, Knowledge Traits: Dark Sight, Perfecting, Tireless
(Arcane Lore) + 10, Knowledge (Physical Sciences) Power Points: 15
+10, Knowledge (Theology) +10, Listen +13, Search Mind Points: 30
+10, Sense Motive +11, Spot +13 Fatigue Points: None, cannot tire.
Feats: Courage: 90
Alertness, Combat Expertise Skills: Engineering 50%, Lore – Arcane Lore 46%,
Lore – Theology, 46%, Perception 56%, Runecasting
Possessions: None 75%.
Magic: Heal 8
Advancement: None Horror: Courage -20%, Mind Points 1d10+2.

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