Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts

Sunday, February 16, 2014

Fallout in Bikini Botton Character #2: "Dim" Star

"Dim" Star: Caravan Trader

body: 12
Brain:10
Nerve:12
Hp:12
YY:4
Job: Merchant [13]
Gimmick: Duct Tape and Chicken Wire [12]
Weakness: Full of Bad Ideas [12]

Skills:

Barter (nv) +3
Big Guns (bo)
Energy Weapons(br) +1
Explosives (br) +1
Lockpick (br)
Medicine (br)
Melee Weapons (bo)
Repair (br) +2
Science (br)
Small Guns (bo)
Sneak (bo)
Speech (nv) +1
Unarmed (bo)
 
Perks: Scrounger [+2 to job when searching for stuff]
Lead Belly [50% of increased healing from natural food sources]

Equipment: Reef Blower [shotgun], Rock Crusher [vehicle], boat gas tank, boat brake, kelp cutter blade, 3 rations of snailrat, copy of the Wastelands Survival Guide, motorboat helmet w/goggles, pocketed trader outfit, 75 KelpCaps

General Info: You're a starfish with a keen eye for uses for useless junk. Ever since the fallout occurred, you've been scrounging the wastes for trinkets and treasures so that you can make a living. Not bad for a guy who spends most of the time under a rock.
Things haven't been too bad; you've scraped by here and there, and have even managed to make your rock house a mobile conveyance, one of the few left in the wastelands. Your business is getting better now that you're more mobile, but there is trouble brewing.
You've seen the strange eye-bots flying around, spewing out the stupid recordings of that Sheldon J Plankton fellow. He sounds important, and is talking about finding a legendary formula to help put things right again. You don't trust him, but the idea of getting your mitts on that formula doesn't sound too bad to you.

Saturday, February 15, 2014

The Kaijunnaire

borrowing the idea from Dread, here are thirteen indispensable  questions that need answering when it comes to creating a kaiju. it's like giant monster mad libs.


Kaijunairre 2014

This monster's origin is ________________________



This monster was discovered/ first seen/ first appeared_________________



This monster most closely resembles a _______________



This monster's most distinguishing feature is its_____________________



This monster's infamous roar sounds like a cross between ______________ and _______________



This monster's trademark weapon is __________________



Three abilities/ traits/ skills that this monster has are ____________________, ______________, and
___________________ .



An unfortunate side-effect/ byproduct of this monster is _____________________



This monster's primary diet consists mainly of ______________.


This monster's ultimate motivation is __________________________



This monster's main weakness is ______________________


the unofficial title of this monster is the ________________ of ___________________


this monster's name is _____________________.

Ancon 2014 Blurb 2: QAGS-in-a-bag: Kaiju Edition

Qags-in-a-Bag: The unpredictable, unbelievable, and improvisational game returns with a giant monster twist. Players will collaborate and complete a “Kaiju Questionnaire” which in turn will become a main feature of the game that will be played, even before the GM and players know the overall theme of the game. There no telling when and where this monster will pop up.
This game promises to be funny/obscene/disgusting/disturbing but always fun. Come play in the one event you don't want to miss.

Monday, February 10, 2014

Fallout in Bikini Bottom: VaultBob WanderPants

my first pregen character for the upcoming AnCon 14 Convention in may (QAGS system)

VaultBob WanderPants: Wasteland Wanderer

Body: 12
Brain: 11
Nerve: 11
HP:12
YYs: 3

Job: Humanity's Last Hope (12)
Gimmick: Sp.A.T.S. (13)
Weakness: naive (13)

Skills:

Barter (nv)
Big Guns (bo)
Energy Weapons(br)
Explosives (br)
Lockpick (br)
Medicine (br)
Melee Weapons (bo) +2
Repair (br) +1
Science (br) +1
Small Guns (bo) +1
Sneak (bo)
Speech (nv)
Unarmed (bo) +3
 
Perks: Gunslinger [+1 bonus in SpATS]
Iron Fist [+1 bonus damage to unarmed atk]
 
Equipment: VaultBob Jumpsuit [AR 3] PipBob 3K [SpATS/ Navigation—1YY] Makeshift Spatula [+1 good condition] Snailmeat [Gary Hp 7 Avg Stats 9] 50 KelpCaps

General Info: You lived in PineVault 101 for the entirety of your life thus far, and were raised by your parents. They taught you everything, and your father spoke to you about the days before the bombs came. He spoke of a fabled formula, but you never really believed it.
They taught you the ways of being something called a “Fry-Cook”, instilling in you the techniques and philosophies of the food service industry. Even though food is scarce and generally unappealing, your parents always told you “the love is what makes food good”
one day, you awaken to your nautical horn alarm clock, ready for another day of learning, when you find that your parents are missing from the vault. Reluctantly, armed with your spatula, your PipBob, and your trusting pet, Snailmeat, you open the door to your vault and head out into the wastes.

 1 down, 5 to go

Sunday, February 9, 2014

Fallout in Bikini Bottom Official Blurb

what i'm submitting for the convention in may. one of many to come.

Fallout in Bikini Bottom: Life in Bikini Bottom was good until two thermonuclear devices were detonated on the atoll directly above the watery landscape. The resulting wastelands beneath the oceans slowly gave rise to a new life, new factions, and a new set of problems. Hunger, Violence, and Sickness became the mainstays of life in Bikini Bottom.
Now, there is rumor of a Formula that could fix everything, and the false president Sheldon J Plankton and his Enclave now tirelessly search the wastes for the fabled Formula. However, Humanity's last hope and a rag-tag bunch of waste-landers might have what it take to prevent another war...and war never changes...

Tuesday, January 21, 2014

Fallout in Bikini Bottom: The Brainstorm

i'm throwing out ideas here.

i know that Plankton/Karen/Chum Bucket/Rock Bottom is the new enclave/raven rock. that's a certainty.

The Formula: so instead of lacking drinking water, lets assume that the world has sucky food. i mean really bad food, and everything that is caught and cooked up is less nutritional and bland. i.e. people are more or less starving without actually saying it. so the Krabby Patty formula, knows as "The Formula" is this rumored thing that could change crappy food into good food and possibly solve the food problems. (makes sense) obviously plankton would want this, right?

the Ghouls: Ghoulism, for lack of a better word, only affects cephalopods. so squidward and his peeps are doomed. sorry pal

Slavers: i'm a little hesitant to throw these guys in here, but they are a part of the fallout universe. there are two possible people for this. Dennis (from the movie) but i also like the idea of the Kevin and the Jellyspotters (since they had  that pit of #1 fans in that episode). either way it should be addressed. Paradise Falls needs a Bikini Bottom Location.

Raiders: this will just be the usual fishfolk of bikini bottom. i can't wait to draw a few of these guys as raiders.

Super-Mutants: Remember the large guys that were in the Salty Spitoon? yeah, a bunch of those guys running around in downtown Bikini Bottom as an overlay of the Mall.

Megaton: i picture a mashup of mrs puffs boating school and squidward's house. i figure that mrs puff would be a great moira and of course squidward would be a ghoul servant. who else whould live there? i still need to work that out. i'll have to take some liberty with the drawing, but i think that squid's house would make a grate front gate.

Robco: this one's throwing me for a loop. i think the designs of the robots should look like some of the denizens of Bikini Bottom. a mister gutsy could be a cephalopod, a robobrain could look like sandy. i'll get more ideas for this.

random encounter creatures" Clams and Jellyfish are the only thing that come to mind as organic  natural creatures to fight. more should come to me, right?

more to come

Fallout in Bikini Bottom: The Locations

i'm slowly formulating a world and eventual tabletop RPG session with these things, so the first step is the map. but to do that, i have to overlay some things.

this is one of my favorites at the moment. another sketch done at work last night.
This is the Krusty Towers as Tenpenny Tower. The result is Tenpatty Tower, but i'm not sure who lives here or runs the show, but i think the prime candidate is Bubblebass. (he's the only character who's enough of an a-hole to do something like this).

i think i'm getting better at this, at least in my own mind, but there is still much to do.

Wednesday, January 15, 2014

one more FallBob Sketch

one more for a little bit. i really had to do this one. i think i nailed it.

Spongebob and Gary as Vault 101 and Dogmeat. i'm surprised that i haven't seen something like this before. it all makes sense now. i even caught spongebob's undying optimism, as he raises his arm to show gary all of the possibilities of the world around them, even though the world lies in ruin. it's bare-bones as a picture for certain, but i really like it.

now i'm gonna have to plan out what i can do with this stuff.

MK


Tuesday, January 14, 2014

Fallout in Bikini Bottom Sketches

a few quick sketches i've been doing at work during some in-between time.

again, i don't claim to be an artist, but i can sometimes get the point across.

anyway, some of the general ideas and locations of Fallout in Bikini Bottom.

my (unfinished) take on the shattered Krusty Krab. it's up on a cliff. note the Pulowski Preservation fallout shelter in the foreground,


Spongebob's pineapple as Vault 101. this is unfinished, because i still need to do the left side, but this is the obvious choice. i really like this one.

The Bikini Atoll as Point Lookout. the small island that everybody knows that lies just above Bikini Bottom acts a a DLC location. ignore the huge white square, i erased a small mistake in paint and forgot the scratch paper i had was lavender.

Sandy's armored Treedome as The Citadel. another unfinished sketch, and frankly i can do better (i think) and i would need to review what the citadel in fallout 3 looks like so i could adopt it into the drawing.

some of the other ideas i have kicked around, and will be sketching at some point:

Krusty Towers as Tennpenny Tower
Nautical Boat Museum (or the Thug Tug) as Rivet City
The Chum Bucket and Rock Bottom as Raven Rock (close to being finished)
Mr Krabs Anchor as Dukov's Palace
KelpShake as NukaCola Plant
Mermaid Man/ Barnacle Boy as Antagonizer/Mechanist

i'll have more, the floodgates are wide open now.


Wednesday, January 8, 2014

Fallout in Bikini Bottom: Why?

i'm gonna go off tangent here for a bit, to explain why this has happened.

over the christmas break, santa claus brought my children two of the "Skylanders" games. if you don't know, it's an action game where kids place specific skylanders toys on the portal in from of them, and then that character is playable in the game. a really neat idea.

well, it's got the kids all excited, and even though i bought them one of every type of skylander needed for the game, we've all become captivated with specific ones we don't have yet. so we've ventured to the stores to grab a few more here and there.

well, each time we go to the stores, my youngest daughter pulls me aside to look at this spongebob video game called "Plahkton's Robotic Revenge".

"It's for Wii U, honey.", I say, because it is and we have a playstation and frankly i've never seen it for PS3.

so we leave. over the course of two or three days of hunting, at several different stores, she keeps finding this damn game.

we end up at a local gamestop, and again the game is placed in my face.

i tell her,"Look, honey, this is for a game system that we don't have. come with me." i take her over to the PS3 section, a big wall of new and used games. "this is the type of games we can play. do you see it here?" i say this last part in a little bit of a snarky see-if-you-can-find-it-here-i-dare-you kind of voice. the chances of finding it are slim to nil, since i've never heard of it until now.

and my daughter manages to find it. sitting like a book on a shelf, one copy, for ps3. i take it from her hands. stare at the cover and the back, then the price "$30 bucks..fine." i say, defeated.

"really!?" she says excitedly. i nod, and we checkout with this game.

now this game is all she really plays. it's her genuinely owned game. it's not bad, really easy, perfect for her. we play it every day, often starting and finishing the game in the same session.

the premise is that plankton has found batteries from a cargo ship that dropped them, and he's built robot suits and a robot army.ok, nothing amazing there, until you see the robot body of plankton, as well as the final boss fight of the game.

here's a pic. sorry it's not a great shot, since few of these really exist.
there are two things that i took away from seeing this for the first time. one, plankton's robot body, which by the way the plankton robot appears numerous times before this final battle, strongly resembles that of an Eye-bot from FALLOUT 3. Two, on the right hand side of the level is a Krusty Krab restaurant (home of the Krabby Patty :) ) that has been blown up and left as a derelict. it reminds me of several of the diners that you come across in FALLOUT 3.

ok, two freak occurrences in the same level jumpstart my mind and off i go on one of my brainstorms. last night i started drawing images of spongebob characters as fallout characters. a lot i had thought of right away, and some are still coming to me now.

Spongebob as the Vault 101 Wanderer: i had been trying to figure out what Spongebob was in this fallout universe, and i had tried so hard that i missed the obvious choice. i think he looks pretty good in a vault-tec jumpsuit. plus the more i think about it, his pineapple home has a vault door on it anyway. so let's run with that.

Gary the Snail as Dogmeat: yeah, this one came to me last, just before i stopped drawing. an obvious choice for the wanderer's sidekick.

Squidward Tentacles as a Ghoul: Oh i love the blatant misery of this! Squid has been miserable since the first episode, mostly because of spongebob, and it would only be fitting that his torment continue as a Ghoul. oh, by the way, i put a little hair on his head just to add the the torment, since extreme amounts of radiation are really the only thing that would grow hair on the bulbous dome.

Patrick Star as a Caravan Trader: quite frankly, i really just wanted to see patrick in that ridiculous motorcycle helmet, but i think the part of caravan trader might be pretty good for him. kinda like crazy wolfgang, he'll be quirky. i hope he finds a way to make his rock house mobile.

Sandy Cheeks as a Brotherhood of Steel Paladin: an easy choice, since she always has on that suit, plus she has some scientific know-how so the fact that she would be BoS is real easy. it makes the tree dome a perfect Citadel, once it goes into armored mode. i'm glad the drawing came out as well as it did.

Mr Krabs as Drukov: ok, get your mind out of the gutters, we're still keeping this PG-13. if anyone could live it up after an apocalypse, it's eugene krabs. his anchor becomes his pleasure palace, with all the money instead of girls. since his restaurant lies in ruins, all he's really need is his money and his daughter, Pearl, who could act as an armored guard instead of..well..you know.

Plankton as President Eden: the main antagonist of our story shouldn't be a surprise. his eye-bots are sent across bikini bottom, made in his image, spreading the words of president sheldon. his enclave followers are also plankton in traditional enclave armor, but the heads remain as plankton bots. (i'll draw this later, maybe) Karen is Plankton's vid-screen, and the real plankton is in a tube nearby in suspended animation, waiting for the right time to reawaken and take his place as ruler of under the sea.

more to come later, stay tuned.

Tuesday, January 7, 2014

Gozer Vs Gojira: Part Three: The Game

So, we have Gozer drawing power from the kaiju and placing into Staypuft, making him more powerful, bigger, stronger, etc, as the terrestrial Kaiju are getting weaker and slightly smaller. (this solves the size and power issues of the two. even playing field now :) )

Gozer is drawing power from the ghosts and the stolen power from the kaiju in a reciprocating cycle. the two power types, the kaiju and the yokai, are now closer than ever, and gozer is close in creating the ultimate destructor form.

so here comes the big issues of the game.

1) Stop the spectral vortex and the energy drain of the kaiju.

2) prevent ultimate destructor form from being created (all dimensions collapse/ end of the world)

3) banish Gozer forever {possibly with the dimension tide.}

who are the brave souls that are willing to stand in the way of such opposition, as well as standing directly between the inevitable Godzilla Vs Staypuft confrontation?

here's what i've come up with:

1) Ghostbusters: one of the obvious choices. creating more of an MIB type of agent, the VSSZ ghostbuster is a cool svelte operative with more substance than slapstick. add in a bunch of cool tech and vssz resources, and it's a sure shot for a character who can get things done.

2) G-Force: similar to the ghostbusters, except expertise lies with the kaiju end of things. again, with pretty much military and government backing, their a great choice for a character.

3) M-force (HEX Games): a not so obvious choice, but these operative from HEX Games' setting from the same name have been involved in everything, including a giant monster attack where they were involved at the epicenter of the event. they know a bit about both Kaiju and Yokai, know how to get things done. though they lack the significant resources of VSSZ and G-force, they might be able to add another dimension to the game with a slightly different point of view.

4) B.P.R.D.(Dark Horse) : the bureau for paranormal research and defense, from the Hellboy Comics. ok, quite honestly i thought of this group as one of those who would stand against such catastrophic odds, but alas i don't know a whole lot about them. all i know is that since this game involves different dimensions, why wouldn't this not be a viable option. someone who knows a lot about Hellboy might be able to work this in.

5) Pan Pacific Defense Corps(Pacific Rim) Why wouldn't you add these people in. the PPDC was established in 2014 and the Shatterdome in Nov 2015. this part could be interesting for players who want to work together and "Drift/Pilot" a Jaeger. especially if they can create their own Jaeger, incorporating VSSZ/G-force tech into their designs. imagine all the excitement of working as backup as Godzilla and Staypuft throw down in Japan.

so there are your pawns in place. the board is set. all now to do is let the game play out.

coming soon to a convention near you.

MK

Monday, January 6, 2014

Gozer vs Gojira: Part Two: The Storyline

so we have the backbone of what has occurred in our timeline of godzilla/ghostbusters events.

so now what?

well, let's address the time of departure for godzilla and friends. they disappeared in 1975, only to reappear in 1985, one year after the Gozer incident.

the question is: where were they?

the answer: they were evolving...

during the Heisei period of films (the period between 1984 and 1999, the kaiju learned a new trick; they learned about their kaiju essence, and how to transfer from one state of being into another state of being. it's kinda like matter transference, since matter can't be destroyed, it just changes states. the very essence of the kaiju escapes into the air, appearing much like a gold dust. this cosmic state of the kaiju directly relates to their cosmic beginnings as part of the whole. (see the beginning of time)

also, they learned how to transfer their essence to other things, such as other monsters as pure cosmic energy (rodan does this really well in godzilla vs mechagodzilla 2). this is key to what we're doing here, so we will assume that this become the standard for kaiju for this storyline.

so where do we go from here?

Gozer is back in our dimension because of the Dimension Tide weapon fired in 2001, but the entity is weak, and needs the souls of the dead to get its power back. over the next decade, gozer is able to regain power, nothing too significant for the entity to cause tremendous destruction, but enough to cause disruptions for the general populace. Gozer too begins to understand what is occurring with the kaiju, and realizes the only way that The Destructor will be successful in it's campaign of destruction is by becoming the most powerful entity on the cosmos.

so how does that happen?

lets assume that monster island is still the home for all the kaiju in the world. and with all the kaiju in the area, there is also all that untapped essence there. Gozer sends a Spectral Vortex over the whole island, siphoning off as much kaiju essence as possible.

the effect is that the ghosts around the world are becoming more powerful, harder to trap and eliminate. obviously, VSSZ catches on to this, and their agents begin to research why this is happening.

additionally, g-force is looking into monster island, and this giant vortex that is being held over the island. they begin taking some measurements, and it appears that the kaiju on the island and getting weaker and smaller.

where's the power going?

it's transferring to staypuft, the last and most recent form of the destructor. he's becoming more powerful, bigger, and possibly the king of the kaiju.

more to come



Wednesday, January 1, 2014

Gozer Vs Gojira: part one: the timeline.

i've seen this picture a lot. it's been thrown into my short attention span literally a hundred times, and each time i've smiled and said that it's impossible to pull off.

finally, one of my gaming partners in crime Ian, decides to throw it up on my social networking page so i get to stare at it for a while again. this time, i'm tagged in the pic with the phrase,"Convention Game."

this is the pic.
Godzilla Vs Stay Puft Marshmallow Man.

now, even though this would be an epic showdown, something that people would want to see, there is so much logistically wrong with it.

let's take a look at the size chart, shall we?
according to this size chart, Stay Puft is about 100 ft. tall (with the hat) while Big G comes in at 160 ft. so G's got the marshmallow on height, but this isn't all this important, since Toho movie studio increased the size of King Kong to 150 ft. for his battle with Godzilla. so, this can be worked around.

with size out the door, the physical specs come into play. Stay Puft is the Destructor Form of Gozer, while Godzilla is a giant radioactive lizard with regenerative powers.

ok...

we saw what the proton packs did to the marshmallow in Ghostbusters, set him aflame but little else. but the total protonic reversal caused by the crossing of the streams did him in...like a nuclear bomb. godzilla's atomic breath has to be considered worse that total protonic reversal by a longshot. so again, G gets the edge is this one.

so i thought...until my brain decided to go another direction.

i was reminded of a little bit of text from a book, which by no real surprise Ian gifted to me a few years back, about Kaiju (Giant Monsters) and their ultimate connection to Yokai (Ghosts).

to paraphrase, the passage goes something like this:

"in the beginning, there was this great cosmos, and in this cosmos there was a great and powerful being that was a keeper of the universe and the reason for life on earth. however, this great thing divided into two separate beings, the Kaiju and the Yokai. the two flourished in their own ways, but never were the two to unite back into the whole, for their paths had been chosen, and what was done could not be undone."

more or less...

anyway, so this small thing began one of the weirdest brainstorms i've had in a long long time.

lets assume that the Godzilla and Ghostbusters universe are one in the same. that ghosts and giant monsters are commonplace.

now lets assume that the following things have occurred in the timeline in this mashed-up universe.

1) the great divide between kaiju and yokai occurred at the beginning of time.

2) gozer is a real entity, who was worshiped by the Sumerians, did all that terrible Sloar stuff, etc. in the early bc times.

3)Godzilla appears in 1954 and does his whole stomping of tokyo with his kaiju friends numerous times in the next two decades, only to disappear entirely for a while (lets call it 1975, the end of the Showa Series for Godzilla)

now the real interesting parts:

4) the NYC event, known as the "Gozer Incident" occurs in 1984. a small band of scientists known as the Ghostbusters stop the entity from ending the world, and banishes Gozer to the nearest dimension. weakened, but not destroyed, Gozer bides its time to find a way to return to the earth dimension and finish what it started. in the meantime, the ghostbusters (in an alternate tangent of non-canonical history) become the new standard.

to borrow venkman's words "we are on the threshold of establishing the indispensable defense science of the next decade. professional paranormal investigations and eliminations. the franchise rights alone will make us rich beyond our wildest dreams."

so ghostbusting becomes a global entity: VSSZ enterprises (pronounced Vis like Vision. technology for the home, the military, and even their own special paramilitary agents are established.

5) 1985-Godzilla returns with other kaiju and begins another 20 years of destruction.

6)in 2001, G-Grabber, a division of G-force, develops a way to remove Godzilla from this dimension, by firing a controlled small-scale black hole weapon at him. the Dimension Tide Weapon is fired twice, but there are drawbacks, since a giant interdimensional bug called megaguiras enters our dimension. the other drawback: Gozer is able to return to our dimension, but in a severely weakened state.

this is the timeline of event i will use, the backbone to making this believable. more to come soon.

MK

Sunday, December 29, 2013

Welcome To Saw Hill: A Scenario for Dread

without further ado...

Welcome to Saw Hill

This Dread Scenario is a mash up of elements of the Silent Hill series of video games by Konami, as well as elements from the Saw series of movies. I had been kicking around the concepts for years, but was never fully able to merge them with an appropriate game system. Dread allowed me to run this adventure and focus on the atmosphere and story, rather than the hard numbers and rules. For that, I am forever grateful

Game Blurb:

What happens when you find yourself drawn to a modern day ghost town that refuses to let you leave?
How do you escape a walking nightmare that only has vengeance on its mind and is willing to destroy anything in its path to get it? Try to find a way to survive and a way out as a power struggle occurs that can only be described as Hell on Earth.


Location:

Saw Hill is a small town that was founded in the late 1800's (1867 to be exact) in West Virginia. The town sits on the side of a large hill. The town was a triple threat economy, which had a lumberyard, and ore mine, and a foundry to refine the ore into usable materials. Unfortunately, the area came upon hard times; there was a termite and bug infestation that ruined the lumber in the area, and several cave-ins, fires and flooding shutdown the ore mine. Of course, that led to loss of jobs and without the mine, the foundry closed as well. Without jobs, the population underwent a mass exodus, but a few stragglers still live in Saw Hill.

The geographical layout of Saw Hill:

The North Sector: The hill is a large wooded area that holds several varieties of trees for the lumberyard on the northern most edge of the hill top. The tree cover is dense and lush and tends to make travel up the hill very dark. The hill also holds an ore mine that lies on the western edge of the hill. This area is more barren then the rest of the hill and is accessible by a long dirt road that runs up the hill in a zigzag pattern. Both the lumberyard and the mine sit abandoned, though there are still lots of equipment and machines in the work areas.
Where the hill ends and the town begins, there are three streets that run west to east and intersect each other at the ends of the streets. These streets are the residential homes of the people who live in Saw Hill and could afford to buy homes. There are at least 10 homes on each side of the street, but it's a roll of the dice to find if anyone lives there. The houses that are abandoned are still in good shape and appear that someone still lives there. The southernmost residential street is the boundary of the North Sector, with it's back directly to the back of the shops and buildings on Main Street. The ends of the residential streets also mark the boundaries for the east and west sectors.

Main Street: Main Street is the epicenter for the town. As such, this street does not belong to any sector. This central street runs the length of the town and is the only viable way in or out of the town (on the west end of the street). On the north side of Main Street, there are small shops and places of business, though none of the buildings are taller than 4 stories high. As you go further down the street, the city hall and police station sit in the central-most position on the street, then followed by a few more shops and municipal buildings.
On the south side of the road, there is a large steel paneled barrier fence that is rusted and weather-worn. The tops of each panel rarely match up with each other, but a passer-by can clearly see the smokestacks and upper levels of the foundry that lays just beyond the barrier. There is a gate that allows access to the foundry compound on the easternmost end of the street, which is only padlocked and loosely chained.
The ends of Main Street mark the boundaries for both the East and West Sector.

The South Sector: The entire foundry compound is the southern boundary of Saw Hill. The seven buildings that make up the old factory are weatherworn and dilapidated. There are some attempts to keep people out of the buildings with rusty chains and locks, but the age of the gates and the disrepair of the buildings can barely keep anyone out anymore. There are numerous machines and equipment still inside the foundry walls, and some of the things still work. The biggest feature of the old structure are the two smokestacks that tower over everything in the compound. They still appear to be in good condition, even though they are discolored and covered in soot.
Beyond the foundry past the gates and the fences, there is only a steep cliff to the south. This cliff drops a few hundred feet to the bottom of the ravine in which the hill and town reside. There is no safe way down the ravine, and this cliff should be avoided at all costs.

The East Sector: The eastern portion of Saw Hill consists of one road that intersects the residential roads, Main Street, and then terminates at the gate on the eastern end of the foundry. There are three main buildings that are on this road. At the northernmost end is Saw Hill School. This school houses all grades from kindergarten all the way through high school. The central-most building on the street is an old church with a graveyard nearby. Past this, on the eastern end of the street is the Saw Hill Hospital, which sits opposite the foundry (and close proxy to the graveyard.)
These three buildings are some of the oldest in the town, and with the exception of the church, are not much in appearance. The school and hospital are two story buildings that are made of brick whose color has been stripped away by the wear and tear of the years. Playground equipment for the kids at the school is rusty and in disrepair. Windows are broken and boarded up with plywood. Only the church and its grounds still hold a glimmer of its former glory.
Beyond these buildings is an extension of the graveyard, whose layout looks like a capital T. beyond the graveyard is a continuation of the cliff as is becomes flush with the hill.

The West Sector: The end of Main Street on the western end of the road turns into a long winding road that hugs the side of the hill. This road is the only entrance and exit to Saw Hill, and is home to the local landmark, the “Welcome To Saw Hill” sign. The road curves and bends as it holds onto the hill, and it does so for miles. It is at least ten miles to the next “sign of civilization” after visitors pass the welcome sign on the way out of the town. On either side of the road, there is either the immensity of the hill, or the depths of the ravine.

The Back Story:
Michael is a ten-year-old boy who lives in Saw Hill with his father, Roger. For the father and son, times couldn't be harder. Michael's mother, Patricia, was killed in an auto accident a few years ago, and the pressure of the incident has proven to be too much for Roger. Add in the fact that he is not able to find a proper and stable job in Saw Hill, and the whole situation has turned Roger into a hollow shell of a man. Roger drinks to excess almost every night, and he cannot deal with the emotions that he is dealing with, so he takes them out on Michael. There is yelling, and there is some physical abuse going on, which only sends Roger away feeling more miserable and spiraling deeper into his depression and drinking.
Michael is growing more desperate to find some resolution to this problem, or at least a little help for his father. Anything to stop the beatings. One day, he is on his way home from school, but for some reason decides to head into town on Main Street to kill some time before he goes home. It is during this time that he comes across Lilly Rose, an old woman who lives in the old hotel on Main Street. The locals say that she is a gypsy who came to Saw Hill to sell her odd wares, and they generally dismiss her as a crazy old woman.
The old woman sees that the child is in some sort of trouble (she can sense it) and engages Michael in conversation. Michael opens up to Lilly Rose, and explains everything to her, and iterates that “all he really wants is for him and his father to be happy again”.
The old woman eyes the child intensely, and senses that what Michael is telling her is the truth. She decides to help the only way she knows how; selling one of her wares. She produces what appeasrs to be a small music box and holds it in front of the child. Michael is a bit cynical as he wonders how such a box will help him, but Lilly Rose tells him that this box once belonged to a very powerful Indian Shaman many years ago, but doesn't really know what the box does or how it works. She does know that she senses that the child needs it, and it will give the child what he wants. However, she can't give it away.
Michael eyes the box and the old woman conspicuously, his eyes darting between the box and the old woman. After a few moments, he finally caves in and pays ten dollars for the box. He puts it into his backpack and heads for home.
After another terrible dinner with his father, Michael returns to his room. He reaches underneath his bed and removes the box from his hiding space. He holds the box close to him, and can feel a soft vibration from the box. He wonders if what the old woman said about the box is true, so he places the box on the floor, reaches behind the box and begins to turn the key to wind the box. After a moment, the box is wound, and he opens the box.
An hauntingly beautiful tune begins playing on the elaborate mechanisms of the music box. Michael closes his eyes and begins to think of the wish that he and his father will be happy again, but he is interrupted by a loud shout coming from his father who enters the room after hearing the odd music.
Roger looks at his son, and angrily asks where did he get the box. Michael is hesitant to answer, but the father is persistant and pulls the child up with his shirt. The stench of stale beer is on the breath of Roger, and it makes Michael cry. The child knows that when his father is in this state that he is likely to strike him. Michael tells his father that he spent his own money on the box, and that it's his. Roger doesn't like the kid's answer, slaps the boy, then throws him to the ground.
Duning all of this, the music box continues playing its odd tune, but there is something also audible under the melody of the tune. There is a pulsing humming that comes and goes, but becomes louder and louder with each pulse. A slight vibration begins to cause the box to tremble on the floor with each pulse.
Roger grabs a nearby baseball bat. Michael scrambles to a corner and stays there, petrified by the fear that his father is going to beat him with the bat. Roger does not advance on the child, but rather
goes to the music box. He raises the bat over his head, and without hearing the objections of his screaming son, he bashes the box with the bat.
For an instant, time slows down. The box breaks into several distinct pieces, and things around the room are affected by an unseen pulse of energy. Items twist and convulse, darken and distort, but all of this goes unnoticed by Roger. However, Michael is an unwilling witness to the whole disturbing scene.
As everything in his room and house begin to rot and rust. He feels a throbbing pain behind his eyes. He clenches his head, rolls into a fetal position, and cries out as the pain increases. Michael also falls victim to the taint coming from the broken music box. He become “The Dark Boy”, an inversion of his persona, with all the ugliness of the life that he's been going through in his life, while the true persona of Michael is pushed deep down inside The Dark boy's empty soul.

The world erupts into chaos. Light and darkness intermixes and repels each other. The world changes and separates itself from all other know dimensions of consciousness. The chaotic rift grows and envelopes the entire town, but only entraps a few select individuals, for these individuals are the ones who can undo the chaos. For these individuals, the town of Saw Hill has become a desolate lonely place, devoid of all other life, until the darkness comes, and things transform to living nightmares.

The Main Characters and Their Current Situation.

Michael/ The Dark Boy:
Michael is a ten-year-old boy with brown hair and brown eyes. He's usually whimsical and imaginative as most children are of that age, but his current situation with his father has taken a toll on him. It's his wish that has caused the situation that he is in now, and he's becoming more aware of that fact. He realizes that the only way to escape and fix things is to fix the music box and let it play the tune again. Hopefully it will reverse things, but he can't act directly, since his real persona is stuck inside The Dark Boy.
The Dark Boy is Michael's rage and frustration made flesh. He appears more as a specter than a boy. His appearance is similar to Michael's true features, but darker hair and eyes with skin that is soiled and black-veined. The Dark Boy is mischievous and threatening, but will not openly attack unless his own existence is threatened. The Dark Boy does not want the music box to be fixed. He wants to stay where he is and watch Roger deteriorate more and more. His motives are clear, and he will do whatever it takes to make sure that Roger suffers totally and definitively.

Roger:
Roger is a balding man in his mid-forties. He typically has a grease monkey look, often wearing overalls and perhaps a smear of dirt on his face. He has leathery skin from smoking, and he smells of alcohol.
Roger is a good man, but since the death of his wife and the lack of a steady job, he has become a violent drunk whose own cycle of behavior only deepens his void of destruction. He does genuinely care for Michael, but his frustration continues with the fact that he can't support his son.
When Roger broke the music box, the effects were tainted and caused the whole town of Saw Hill to slip into a pocket dimension and isolate itself from the rest of the world. This is his punishment, and everything that happens is this isolated dimension is designed to destroy him.
In the time that this imprisonment has been occurring, Roger has discovered that he has some control over the evil occurrences around him. He has developed a “power” that augments his own engineering skills and knowledge. He is able to make handy gadgets and traps to help him out of sticky situations. Unfortunately, this is not to his advantage, but rather a curse that the Dark Boy has placed upon the father. For further information, see ROGER's CURSE section for more specifics on how this malady works.

Lilly Rose:

Lilly Rose is the old gypsy woman that sold the music box to Michael. She has been caught up in the tainted surroundings, due to her direct link to the box. She is a woman in her late sixties, with gray hair that is matted down with soot. Her face is wrinkled, and covered in spots and dirt. She has a small hooked nose and shiny dark brown eyes. She walks hunched over and wears a dress made of shoddy patches.
She has sought refuge in the town church, and she is the one that uses the airhorn when she senses the darkness coming to take over the town. She rarely leaves the church, and even more rarely allows company to come into her sanctuary. She is the only person in Saw Hill who can have an understanding about what is going on and how it can be fixed, though her knowledge of the box is very limited.

Sakura Suzuki AKA Suzi Sakura

Suzi is the wild card in all of this. She has no previous history with any of the characters, or the rest of the cast. The reasons why she is here in Saw Hill in the first place are completely unknown to her. All she knows is that she lives far away from the town (Host's choice, either San Francisco, Japan, or some other place) and that she is locked in her own home and can only escape via the air ducts in her home, which take here here. She is looking for keys for the locks that hold her captive in her home, and she can only stay for so long in the shadowy world of Saw Hill, often fading from existence when the transformations occur and reset.
(Note: This character is a support character and really does not advance the story. She's designed as a direct nod to Silent Hill 4: The Room, and as she is looking for keys for her predicament, she may also help the characters look for their solutions. She is a lifeline to the outside world, and she can be useful to the characters is some no-so-obvious ways. Her only link to this scenario is the box, because if she sees it, she may recall a painting that used to hang in her family's home of one of her ancestors, perhaps royalty, and they had the music box in their hands.)

The Environment, The Transformations, and The Curse

the environment of Saw Hill goes through intermittent changes, and the world shifts in dramatic and terrifying fashion.
The Cool World is the safe area that the characters will try to get things accomplished before the nightmares return. The town appears foggy, with a temperature in the mid 50's (f). it is quiet with a perpetual snow/ash fall to muffle sounds further. Visibility is about 25 feet. The air is cool, with it either being damp of dry (depending on Host's choice or location in the town) with a hint of the scent of smoke in the air. A few random encounters with the walking nightmares can occur here if desired, but it should be advised that it should occur later in the session after the first or second transformation cycle has occurred.
The Transition happens occasionally when certain triggers are tripped during game play. (more info on the triggers will appear in a later section). When these triggers occur, the sky darkens quickly and gradually. The surrounding walls will corrode/rust/peel like skin flakes or burning paper in the wind. Things dissolve as the temperature spikes suddenly. It becomes hot, with the air either becoming moist or arid (depending on Host's choice or location in the town) with a temperature jump to high 90s or low 100s. The scent of smoke or even sulfur becomes overwhelming. During this period an air siren can be overheard throughout the town (Lilly Rose) and any semi-functioning electronics will squeal and emit static.
The Hot World is Hell on Earth. Metal surfaces are often hot to the touch. Organic substances coat walls and floors and appear to bleed or secrete fluids, twitching masses that writhe and sweat. There is a steady clamor of metal and machinery, the smell of Sulfur and smoke is almost nauseating. Water is prone to boiling, and the walking nightmares are searching for souls to torment.

Transformation Cycles

Transformations occur when:
-players learn something new or vital
-players get “close” to an NPC
-players ger close to a clue or an item.
Transformations end when:
-confrontation/conflict is resolved
-distance from clues/items/NPC's are gained

When a Transformation Cycle ends:
-a reward should be given, usually in the form of knowledge, information, clues, or items.

In effect, an entire scene can take place in one full transformation cycle. The players come across a character in the cool world. They are about to find out something important when the world goes through it's transformation to the hot world. As conflict is resolved, the world returns to the cool world, and they have a better understanding as to what is going on.

Roger's Curse:

Roger' background in engineering is the basis for his curse. He thinks that he can control the “Powers” of the dimension he exists in by making traps and gadgets that help him manipulate the space. Each trap that Roger creates tends to sink into the floor or the environment around him in order for the effect to take place.
Roger is wrong about his power. It is not his power, but rather the power of the Dark Boy and the ploy of his ultimate doom. Every time that Roger makes a trap or gadget to “help him”, he loses humanity and health, and parts from assorted machines (gears, bolts, wire, etc.) begin to grow inside him like tumors and shrapnel that make their way to the surface of his skin. The more that he uses his “power” the more handicapped he will become. But, it will become easier for him to use the power. If he was just to throw a bunch of parts on the floor, they would sink into the ground and the desired effect would take place, as long as Roger desired it.
Inevitably, continual use of the power will ravage Roger's body and he will take the form of one of the Walking Nightmares. The only way for Roger to fix himself is to stop using the power, and solve the problem trapping him and the others there in this dimension. In other words, he has to fix the music box.

The Walking Nightmares:

The walking nightmares inhabit the hot dark world phase of Saw Hill. They are twisted visions, vaguely human in nature, and are designed to inspire fear and a sense of lethality. The creatures can be attacked in combat situations, but it should be known that their numbers are many, and they can't be destroyed, only delayed. A good gamemaster can use these monster to direct players into certain situation and to different areas, and should spring the transformations on the players at the most opportune times for real terror to set in.
now, there are no real guidelines for these creatures, and it should be said that the GM can really use his sick and twisted imagination to make his own creatures as he sees fit. The key thing to remember about the creatures is that they are only as scary to the players as their descriptions allow. The GM should feel free to embellish on the the details of the creatures, keeping in mind the five senses and how the players perceive the monstrous entities. How do the creatures move? What do they sound like? What things make them so twisted and deformed? Do they give off a bod odor as they move? The sky is the limit on this one.
I've run this scenario a few times, and have made a bit of a list of things I've used. This is no means a definitive list, but can act as a guideline for further ideas.
Types of Walking Nightmares:

Shambling Torso: one of these is in the movie adaptation of Silent Hill. It's an armless, featureless creature that has dark pulsating skin think with dark veins. It waddles uncontrollably on twisted legs, and it's main attack is a jet of black bile that burns like acid, which it spews from a ragged cavity in its chest.

Twisted Child: also appearing in the Silent Hill franchise, these creatures appears as naked sexless children with taut gray skin. Their facial features are twisted at odd angles, and their eyes burn with a dull orange-red glow, like dying embers of a flame. They cry out in deformed wails similar to cries of a baby. Their arms and legs are malformed, and they are unsure of their footing like those of a toddler. They can be fast moving, or deliberately slow, and sometimes their arms end in a scalpel like appendage.

Dragging Beast: this is any type of medium sized creature, but smaller rodents in swarms can work just as well. These creatures have been stripped mostly of their skin or fur, and are covered in a bloody mucous. They have lost their ability for regular movement, and are forced to drag parts of their misshapen bodies on the ground, leaving a discolored trail behind them. They call out in twisted variation of their natural sounds. If provoked, they can often attack with tooth, nail, claw, or even tongue.

Razor Wire Tendril: the first inanimate object that has become a walking nightmare. Perfect for industrial environments, the tendril is a combination of wires that wrap together to form a snake-like creature. The creature makes no real noises except for the hissing of the wires sliding across surfaces and floors. The tendril can ensnare and drag victims, cut them, burrow and drill into places, and can alter its form with as little or as much wire as needed.

Bladed Maw: A humanoid creature with the head of a crocodile-like lizard. Scaly and slimy in apppearance, the maw is lined with teeth set and odd angles and sizes. The maw produces a bite that rivals that of a hydraulic press, and can pretty much break anything in two. It's hands and feet are clawed, and the creature can switch between bipedal and quadrupedal. It may also be able to climb on walls like many of its lizard like decendants.

Blood Pustule: these creatures appear at first as a small, pillow-like sac that slowly expands to house a humanoid creature inside of the sac. The sac, a sickly whitish-gray is constantly covered in bloody mucous, but is resistant to damage, the creature is free to move within the sac, but never leaves the sac. The creatures cries out in awful muffled tones. If destroyed by supreme forces, the sac erupts and sprays everything in its vicinity, which often leads to the spawning of more of these foul creatures.

Twisted Nurse: Another Silent Hill icon, the sleek sexy bodies of a nurse from every man's fantasy topped with the twisted flesh nightmare of a featureless face. These can be placed in any location, thought they really lend themselves well to any medical facility. Their movement are fluid, but they move at odd angles and often change levels and postures to take up more room than what their slender frames allow.

Spectral Cage: Making an appearance in Silent Hill: Origins, this hellish nightmare is a free-floating rusty cage. Though it appears harmless, the cage can be very dangerous and cause severe lacerations or contusions if a character is hit hard enough by it.

Rotting Dog: Dogs in horror setting are terrifying, and even more so when there is clearly something wrong with them. Whether they're zombies, falling apart at the seems, bodies broken and guts handing out, or just horrible parodies of what a normal dog is, with giant maws and row upon row of teeth. The fact remains that a game is not complete without one pack of these.

Creating the Big Bad: I turn to pyramid head/ red pyramid for this one. There is always a giant singular master involved in one of these games. A creature that is set apart from all other based on his size, his determination to chase the characters across hell, and a distinct and unmistakeable look. For this game, I didn't want to rip off pyramid head, so I made my own. However you want to use this character is fine, even if you want to totally ignore using a big bad in your game. Whatever works for you.

Blockhead: (example Big Bad) Blockhead is a 7 ft tall slender male. He wears torn and sullied coveralls much like a mechanic would wear. His right hand is encased in a large concrete block, though his fingers and thumb retain much of their mobility. The rest of him remains normal, despite the sickly pallor of his skin and thick veins that run just beneath his skin. The most outstanding feature of Blockhead is indeed his head, which is a standard cube of concretem which is featureless, except for distinct cracks and chips in the concrete, and there is some barbed wire anchored it what would be the base of his skull near the back of his neck with the remainder of the coil wrapping around his left arm in several tight loops. The creature walks with defiant strides, though his posture is thrown off to the right side because of the heavy weight of the concrete.


Running the Game: a basic Framework

this is just a general idea as to how to run the game.

The Arrival:
based on the questionnaires, each player is going to have some reason to get to Saw Hill, so each character will set out on their own to get to the small town. As they get closer to the town, it will get dark, start to rain, and as they just about cross the only bridge into the town, they'll see something dart in front of them across the road. We can assume that each player will have their own vehicle, so this will cause a crash and a blackout. Such things that could dart out in front of the vehicle could be the boy, the old woman, blockhead, the man, etc., but it should foreshadow something that they'll encounter in the town.

After the blackout, the group will slowly wake up to a world of gray (the cool world). They are all together, stranded on the only road leading into the small town. There is no effective way out of the town now until the game is completed. They will find themselves walking on foot through fog and soot. One of my personal favorite touches is for the characters to see a large darkening shape off on the side of the road, and they find the iconic “welcome to saw hill” sign.

The group comes into the small town, deserted and covered in soot. As they make their way down the main road in the town, they will see The Dark Boy in the distance. The boy want interact with them at all, but will probably lead them into a building (not the church) or down an alleyway, somewhere where the players will be isolated and somewhat enclosed. That’s when the sirens should sound and the skies should darken.

The first transformation should be very descriptive. Explain how things corrode, wilt, peel, twist, or melt. Use the five senses rule to describe every sensation; temperature change, a bad smell and coppery taste, the sound of metal and steel, and the horrific visions of both the transformation and the arrival of the walking nightmares. This will be the first time that the world will shift for them, so make sure that it as horrifying as possible for them. Introduce the players to several walking nightmares, either a pack of the same type, or three or four different ones. Let the players scramble for safety or fight, but don't damage them too badly. This first encounter sets up further encounters down the road, so there’s no real need to rush this encounter. let it unfold naturally, and let the world shift back to gray when you think the time is right. After the shift, reward the players with something; some needed or helpful items, a cryptic but valuable item (like a part of the music box), or even a clue to a place they need to explore. Again, let the scene unfold naturally.

Deeper exploration of the town will bring the group into contact with each of the main players stuck in Saw Hill, one at a time. Though there is no real specific way to do it, my personal preference is to meet the father, the girl, and then the old lady so that she can reveal exactly whats going on.

The Father: the father will be in a workshop somewhere in the small town, possibly in the foundry, his local residence, or a mechanic's shop. He will be working on a trap to try and escape the town, but obviously that's not going to happen. Nor is the father expecting company, so he will turn his attention to the group and use the trap on him. There will be a world shift during this encounter, signaled by the sirens. The powers of darkness will allow him to escape, much to the chagrin of the characters as they will have to escape the father's trap without a good confrontation with the father. They will inevitably escape the trap, minus several pulls from the tower, but that's the point of this encounter.
This will also be the first time that the group gets their first cryptic reward, a part of the music box, which they will need to assemble (and assemble correctly) to end the game. THERE ARE FIVE PARTS TO THE MUSIC BOX; THE CENTER SPINDLE, THE GOLDEN NEEDLE, THE MUSIC DISC, THE WINDING KEY , AND THE MUSIC BOX. The music box itself is in the possession of the old woman. Other than that the other parts will have to be found after the other encounters.

The Girl: this encounter is purely optional, but it's helpful if the players start to get a little bit lost in their objectives. Suzi is a good backup for groups that want to fight the nightmares, and can fill the group in on more of the inner workings of the town's curse. Suzi is looking for keys to the locks in her apartment, so she has her own agenda and should not interfere with the main storyline in any way, unless she really needs to help out in a pinch. When the group meets here, there will be a world shift into the dark hot world, complete with sirens.. She will battle with the nightmares, and will not require pulls since she's an npc. After the battle she'll hand over one of the key components of the music box before she resets to her apartment.

The Old Woman, at some point, the players will realize that they need to get to the church, since that is the place of origin for the sirens. They will have a hard time getting into the church, since the old woman has the place barricaded, but she'll reluctantly allow the players in, just as another world shift begins. The players will find some semblance of sanctuary here, and the old woman will be able to fill the players in on the background of the music box and the back story of the father and child. If presented with any one component of the music box, she will look horrified, realizing that a broken music box means a broken wish, which is the core of the problems in saw hill. She'll be able to plan out that the music box needs to be put back together. She won't have the music box on her at this time, but she knows where it lies..just outside the church in the nearby graveyard.

Allow further encounters to unfold naturally, if your players want a longer gaming session. It's ok to delay direct rewards of music components if they want to deepen the exploration of the town.

A secondary encounter may be necessary with the father if his curse deepens, perhaps the music disc or the golden needle are stuck somewhere in his face or body, jutting out of the skin like a compound fracture. Some serious gusto and intestinal fortitude might be needed to extract the needed items, without killing the father. Of course, we know that the forces of darkness will never let the father die. Not without suffering for all eternity first.

The final resolution:
the crescendo of the game hits when all remaining components are finally collected and are ready for assembly in the church. Is it at this point that the dark boy will make his ghoulish appearance in the church. He will taunt and torment the individuals who are assembling the music box. One by one, he will enter the minds of the characters, taking them on a flashback to a darker time in their lives (see the questionnaires) and will force them to make pulls to see if they can break the hold that the dark boy has on them.
The dark boy can be hurt and slowed by conventional weaponry, but it won't kill him. The only way to banish him and the darkness is to rebuild the music box properly and play the music box's song.

There are three possible outcomes:

  1. rebuild the music box: if the players are good enough to put the box together properly, without the help of the old woman, the entire world reboots, the nightmares go away, and the father and son are able to live peacefully. Best possible ending.
  2. The old woman: if she helps in the rebuilding of the music box, the world reboots,the nightmares go away, but the divide between father and son is greater than ever, and the two can no longer coexist peacefully ever again. If the old woman dies, the whole scenario starts over again with the group starting out on the gray road. Both of these are bad endings.
  3. The father: it is possible to kill the father deliberately, whether by direct malice or by extraction of parts. If the death is deliberate, without concern for the father's preservation, then the hot world disappears, but they players are stuck in the cool world forever, doomed to walk a spirit like realm forever, even though they can leave Saw Hill without incident. Another bad ending.

The wrap up: characters who have died, their names will appear on headstones in the nearby cemetery. If all goes to plan and the best possible ending occurs, the main characters should be able to get on with the rest of their lives, without incident, but the npcs that they interacted with will have no recollection of the events of Saw Hill

general notes:

each questionnaire has a question about their fears, their darkest moment, and a specific question about why they are going to Saw Hill in the first place. It is imperative for the guide to keep some notes handy when these questionnaires are filled out, so that the final moments of the game with the dark boy can go off without a hitch and build maximum tension.

If your into playing music with your games, find the music of Akira Yamaoka, especially his stuff from the Silent Hill franchise. It's the perfect mood setter for this game, and I spent much time crafting this game to his music.

I would highly recommend the use of the siren to denote the beginning of the world shifts, especially as they begin to speed up in frequency. There is no better look on a player's face than that of pure fear and panic once they hear that ear piercing shriek of the siren. Here's a link:

thanks for putting up with the wait on this one. This is probably the best scenario i've come up with. I really hope you enjoy it as much as I did.


Welcome To Saw Hill Q8

  1. How well do you usually do on hunting trips?









  1. Why do you do charity work?








  1. You're a bit of a pack-rat. Why do you have so much stuff?









  1. Why do you have a G.E.D. instead of a Diploma?










  1. Why do you think you were the victim of so many bullies?








  1. Which Character do you think reminds you of a childhood friend?










  1. Why are you so afraid of being alone?










  1. An old gypsy woman once tried to sell you a box, but you politely refused. What did she say to you before she left?









  1. Why do you always have to be perfectly groomed before you leave the house?











10) What is your name?

Welcome To Saw Hill Q7

1) Who was the most influential person in your decision to take up medicine as a profession?








2) Why were you the person who “could get people things” in college?








3) What items do you carry around in your pocket for good luck?








4) why did you start to steal things for no good reason?









5) Why did your ex-spouse hire a hitman to kill you?











6) For which character do you harbor feelings of jealousy?











7) Why do you fear the dark?










8) What do you know about this symbol? Have you ever seen it before?















9) What physical feature do you think is the reason that the opposite sex finds you attractive?










10) What is your name?











Welcome To Saw Hill Q6

  1. What class in high school did you find that you had an instant knack in?









  1. What was the most miserable day in your life?









  1. What items do you put in the back of your vehicle, even if they seem out of place?








  1. You have natural leadership abilities, but why do you always take the “back seat” and let the less qualified take over?









  1. Why do you feel your mom's sickness is you fault?








  1. What other Character do you find physically repugnant?











  1. Why do you lack motivation?









  1. Why do you feel the need to go to this party in Saw Hill, when you dislike the host?








  1. Why do wear colored contacts?











  1. What is you name?