Table of Contents
Section 1: The Background
Pandora Protocol
Parasol Industries
The Nova-9 Virus
Section 2: The Infection
Infected
Ghouls
Section 3: Factions
Factions
Corporations
Section 4: Mechanics
Mechanics
Riftwatch Adventures
Dead Zone Adventures
Difficulty Level
Evasion Rolls
Skills
Health & Defense
Spark System
Combat
Survivor Points
Riftwatch
Dead Zone
Section 5: Player Creation
Character Sheets
PC Tables
Character Sheets
PC Tables
Crossroads Hotel
The Terminal Line
V.I.P.E.R. Combat Styles
"We played God and created the Devil."
- Dr. Marek
Pandora Protocol
Pandora Protocol is an immersive tabletop role-playing experience that fuses the atmospheric tension of survival horror video games like Resident Evil and Silent Hill with the chilling, visceral elements of horror films like The Shining and Jeepers Creepers. Using similar mechanics to Dungeons & Dragons 5th Edition and blended with a new Pandora Dice system, this adventure immerses players in a terrifying world where resources are scarce, danger lurks around every corner, and the line between survival and horror is razor-thin.
Pandora Protocol strives to separate itself by its unique, narrative driven creation and adventure system. Players are given incredible amounts of agency in character creation and during adventures. Rather than flipping through a dozen pages of character sheets, Pandora Protocol focuses on the player's creativity in situations, rather than usage of mechanical abilities.
Each installment in the series explores a distinct theme of terror, immersing players in an unrelenting atmosphere of dread, despair, and danger. Drawing from a variety of fears and phobias, the adventures challenge players' resourcefulness, teamwork, and sanity as they navigate through Parasol Industries’ web of horror.
The series is unified by its overarching narrative: Parasol Industries, a sinister corporation revered for its groundbreaking medical and technological advances, hides a dark truth. Their experiments with the mutagenic Nova-9 virus have unleashed unspeakable horrors into the world. As the party delves deeper into Parasol's shadowy dealings, trust fractures, alliances crumble, and every decision could mean life or death.
Parasol Industries
"Innovating Tomorrow, Today"
Parasol Industries is a monolithic multinational corporation renowned for its groundbreaking advancements in biotechnology, pharmaceuticals, and cutting-edge research. Beneath its pristine public image, however, lies a dark web of clandestine operations, ruthless ambition, and catastrophic experiments.
Parasol Industries operates as the epitome of corporate malice, wielding wealth, influence, and a twisted vision of progress to reshape the world in its image. Ostensibly a beacon of innovation, Parasol is, in reality, a monstrous entity that thrives on deception, exploitation, and the suffering of its victims—all while maintaining the illusion of legality.
A Legal Facade of Darkness
Parasol prides itself on “operating within the law,” but this is a carefully cultivated illusion. Its legal team, a battalion of the world’s most ruthless attorneys, ensures every operation is cloaked in loopholes and technicalities. When Parasol needs to tread into illegal territory, the solution is simple: laws are rewritten to suit their needs. Lobbyists, bribes, and veiled threats ensure that legislators, judges, and enforcement agencies bend to the company’s will. In Parasol’s world, morality is irrelevant, and legality is a matter of price.
An Obsession with Profit and Power
At its core, Parasol Industries is driven by an insatiable hunger for wealth and control. Every decision, every experiment, and every casualty serves the singular goal of enriching its CEO and board members. For them, humanity itself is a commodity—a resource to be exploited, manipulated, or discarded in pursuit of profit. Their motto might as well be: “If it’s not making us richer, it’s expendable.”
Unimaginable Wealth and Resources
Parasol’s financial power is staggering. With billions in annual profits, the corporation has access to unlimited resources, from advanced technologies to private armies. Entire towns, governments, and even nations have fallen under Parasol’s influence, their leaders bought and sold like stock. This unimaginable wealth grants Parasol the freedom to operate with impunity, far beyond the reach of conventional oversight.
A Shrouded Chain of Command
At the top of the corporate ladder is the CEO, a figure of charisma and cold calculation who envisions a future entirely under Parasol’s dominion. The board of directors—comprising equally ruthless tycoons—share this vision, united by their lust for wealth and immortality. Their agenda goes beyond profit; they seek godhood, believing themselves superior to the rest of humanity.
Beneath its polished exterior, Parasol Industries is more than a corporation—it is a global menace. Its insidious influence stretches into every facet of modern life, from the products on store shelves to the laws that govern nations. Those who stand against it face an opponent with infinite resources, unparalleled intelligence, and a capacity for evil that defies imagination.
Parasol doesn’t simply thrive in the shadows—it is the shadows.
Core Divisions:
Pharmaceuticals:
The cornerstone of Parasol's public image, this division develops life-saving drugs, vaccines, and treatments for diseases. Their products dominate global markets, often undercutting competitors with advanced solutions.
Biotechnology:
Focused on genetic engineering, this division develops enhanced organisms, gene-editing technologies, and bio-based solutions for agriculture, medicine, and more.
Defense and Security:
Ostensibly a supplier of advanced military technology, including drones and exosuits. Secretly, this division oversees the development of bioweapons and advanced combat organisms.
Renewable Energy:
A front to promote environmental responsibility while concealing resource-intensive, unethical experiments.
Parasol Research Division (PRD):
The heart of Parasol’s dark ambitions. This covert branch delves into forbidden sciences, experimenting with viruses, mutations, and forbidden AI constructs.
The Nova-9 Virus
Designation:
N.O.V.A. - Nautical Organism Variant Aberration, 9th Strain
A horrifying and adaptive contagion, the Nova-9 Virus originates from the capture of an aberrant sea creature linked to eldritch cosmic entities. The virus spreads rapidly, corrupting life forms with devastating effects on their physiology, behavior, and magical environments.
Nova-9 is not merely a pathogen—it is a force of cosmic horror, spreading chaos and transforming the infected into instruments of destruction. The corrupted eldritch essence behind the virus adds layers of unpredictability, ensuring no encounter is ever the same.
Origins
The virus stems from a deep-sea organism captured and studied aboard the research vessel The Silent Horizon. This organism, potentially the remnant of an eldritch entity, brought the virus to the surface. Dr. Marek's experiments or the creature's inherent nature may have triggered its release, setting off a chain of catastrophic events.
Stages of Infection
- Stage 1: Flu-like symptoms, nausea, and delirium.
- Stage 2: Severe pain, blackened veins, and heightened aggression.
- Stage 3: Death followed by rapid reanimation, transforming victims into grotesque aberrant undead.
Characteristics of Nova-9
-
Reanimation:
Infected corpses, animals, and plants reanimate into aggressive, mindless creatures driven by primal instincts. -
Spread:
The virus transfers via bodily fluids (blood, saliva, touch) and can trigger rapid outbreaks in any environment. -
Adaptability:
Nova-9 thrives in diverse environments, from arctic tundras and deserts to deep-sea caverns and laboratories, making containment nearly impossible. -
Rapid Incubation:
The virus incubates and transforms victims quickly, with physical mutations occurring within hours.
Aberrant Mutations
Victims often mutate into grotesque forms tailored to their physiology:
- Common Mutations: Claws, tentacles, or other appendages to enhance aggression and lethality.
- Unique Traits: Each host develops unpredictable mutations, making encounters with infected highly dangerous and diverse.

Shamblers
The most common and tragic form of infection, Shamblers are slow-moving husks of their former selves. Their rotting bodies emit a faint moan, and their jerky, uncoordinated movements are deceptively dangerous in groups. They relentlessly pursue prey until they are destroyed or their bodies completely deteriorate.
- Health: 1
- Defense: 8
- Size: Medium
- Movement: Slow
- Attack Bonus: 0 (Only on Veteran and Brutal difficulty)
- Melee Damage: 1
- Special: None
Behavior:
- Shamblers are drawn to sound and movement, shambling toward their targets in a single-minded pursuit.
- They are often found in groups, using sheer numbers to overwhelm their victims.
- While individually weak, Shamblers become a significant threat in tight spaces or when surrounding a target.
Combat Tactics:
- Shamblers attempt to surround their target, grappling them to the ground for an easy kill.
- Even when heavily damaged, Shamblers continue to lurch forward, ignoring pain and injuries.
- Defeated Shamblers may release a noxious gas or infectious fluids, requiring caution when finishing them off.
Ragers
The most common and tragic form of infection, Shamblers are slow-moving husks of their former selves. Their rotting bodies emit a faint moan, and their jerky, uncoordinated movements are deceptively dangerous in groups. They relentlessly pursue prey until they are destroyed or their bodies completely deteriorate.
- Health: 1
- Defense: 10
- Size: Medium
- Movement: Fast
- Attack Bonus: 0 (Only on Veteran and Brutal difficulty)
- Melee Damage: 1
- Special: None
Behavior:
- Ragers prioritize the nearest living target and will chase them relentlessly, even through hazards.
- Loud noises, bright lights, or movement will enrage Ragers, drawing them into a frenzy.
- Their erratic movement makes them hard to hit, and they often zigzag or leap unpredictably.
Combat Tactics:
- Ragers sprint toward their target, dealing extra damage if they reach them in a straight line.
- On a successful attack roll, Ragers leap onto their target, dealing melee damage and pinning them.
- When Ragers are in groups, their attacks become more coordinated, using flanking and distraction tactics.
Bloodbags
Bloodbags are grotesque, lumbering monstrosities swollen with infected bile, blood, and pus. Their bloated forms wobble as they move, and their stretched skin pulsates with the disgusting fluids contained within. Bloodbags are walking biohazards, capable of spreading death and infection with a single explosion.
- Health: 3
- Defense: 8
- Size: Large
- Movement: Slow
- Attack Bonus: 0 (Only on Veteran and Brutal difficulty)
- Melee Damage: 2
- Special: When killed, Bloodbags explode in a 15-foot radius, dealing 1-2 damage and releasing noxious fluids that can disorient nearby targets.
Behavior:
- Bloodbags shuffle toward enemies, showing no concern for their own safety.
- Their primary goal is to get close enough to explode, spreading their infectious payload over as many targets as possible.
- They emit a sickening gurgle and squelch, warning their targets of their approach.
Combat Tactics:
- Bloodbags attempt to fall onto their targets, dealing damage and pinning them under their bulk.
- Bloodbags may explode prematurely when heavily damaged, forcing enemies to keep their distance.
- After exploding, Bloodbags leave behind a 10-foot radius of infectious bile that lingers for several rounds.

Husker
The Husker is a grotesque abomination that barely resembles its former humanoid form. Its skeletal frame is covered in scraps of rotting flesh that hang loosely, dripping with a yellow-green ooze. This acidic substance eats away at anything it touches, making these creatures terrifying for even well-equipped adventurers. Their eyes burn with a faint, sickly green glow, giving them an otherworldly presence
- Health: 1
- Defense: 10
- Size: Medium
- Movement: Fast
- Attack Bonus: 0 (Only on Veteran and Brutal difficulty)
- Melee Damage: 1
- Special: None
Behavior:
- Huskers are slow but relentless, closing the gap between them and their prey without hesitation.
- They prioritize attacking well-armed opponents to destroy their equipment, weakening their defenses for other undead.
- Often found in decrepit ruins or graveyards, Carrion Husks are either the byproducts of foul necromancy or the result of some horrific alchemical experiment gone wrong.
Combat Tactics:
- Carrion Husks focus on striking enemy equipment to leave their targets defenseless.
- Groups of Carrion Husks may strategically position themselves to ensure their Melting Death ability catches as many opponents as possible.
- They tend to lurk in confined spaces, where their Rotten Stench is more difficult to avoid, forcing enemies to fight at a disadvantage.
Rotmaw
The Rotmaw is a nightmare given form—a shambling zombie whose torso has split open into a grotesque, tooth-filled maw. The jagged teeth grind and snap constantly, emitting a sound like breaking bones. Its upper body is little more than a skeletal rib cage twisted into a horrifying jaw, while its legs and arms propel it forward in a slow, relentless hunt for fresh prey.
- Health: 2
- Defense: 10
- Size: Medium
- Movement: Normal
- Attack Bonus: 0 (Only on Veteran and Brutal difficulty)
- Melee Damage: 2
- Special: None
Behavior:
- Rotmaws are insatiable predators, targeting the nearest living creature with mindless hunger.
- They seek to grapple and restrain prey, allowing their snapping maw to tear them apart slowly.
- Rotmaws are drawn to areas with heavy bloodshed, instinctively hunting wounded creatures to devour.
Combat Tactics:
- Rotmaws will attempt to latch onto one target at a time, holding them in place for prolonged damage.
- In multi-enemy encounters, Rotmaws will prioritize devouring corpses to regain health, keeping them in the fight longer.
- Groups of Rotmaws become far deadlier when reduced to low health, as their Snap Frenzy can devastate those who cluster too close.
Banshee
The Banshee is a twisted horror that was once human but now serves as a harbinger of death. Its decomposing body is cloaked in tattered, spectral remnants, and its hollow eyes burn with a faint, eerie glow. Its unholy wail pierces the minds of the living, summoning nearby undead to its aid and sending shivers of terror through even the bravest of hearts.
- Health: 2
- Defense: 12
- Size: Medium
- Movement: Normal
- Attack Bonus: 0
- Melee Damage:
- Special: Once per encounter, the Banshee can emit an ear-piercing scream in a 30-foot radius. Undead within the radius are drawn to the Banshee
Behavior:
- The Banshee lurks in shadowy places, often ambushing groups of survivors or travelers.
- It is drawn to areas of great emotional distress or death, haunting graveyards, battlefields, or abandoned towns.
- The Banshee uses its scream strategically to disorient foes and summon reinforcements, retreating if overwhelmed.
Combat Tactics:
- Scream and Swarm: The Banshee opens combat with its Wail, stunning foes and summoning reinforcements to overwhelm its enemies.
- Area Control: It uses its Haunting Presence to force enemies into poor positioning or keep them immobilized with fear.
- Evasion: The Banshee avoids direct confrontation, using Ghostly Phase to mitigate damage and retreat to safety when necessary.

Ghouls
The Intelligent Infected
While most infected succumb to mindlessness, Ghouls are a rare and terrifying anomaly. When certain individuals are infected with Nova-9, they reanimate with their intelligence, memories, and personalities largely intact. These individuals are classified as Ghouls, a distinct and more dangerous subspecies of the infected.
Physical Characteristics of Ghouls
- Ghouls are undead, meaning they no longer require vital functions such as breathing or a beating heart. Their bodies are sustained by the virus's necrotic energy, giving them a strange resistance to most conventional wounds.
- They retain the decayed, pallid appearance of the Infected, with a gaunt, corpse-like visage, sunken eyes, and necrotized flesh.
- Ghouls have heightened physical capabilities, often demonstrating superior strength, agility, and durability compared to humans or regular Infected.
Mental Traits
- Unlike the mindless Infected, Ghouls retain their original intelligence, including problem-solving skills, memories, and even emotional capacity.
- They often struggle with the psychological consequences of their condition, knowing they are undead predators driven by an insatiable hunger for human flesh.
- Some Ghouls attempt to resist their nature, isolating themselves or seeking alternative food sources, while others fully embrace their monstrous instincts, becoming cunning predators or ruthless leaders of Infected hordes.
Behavioral Dynamics
- Ghouls feed on humans to sustain their decaying bodies and suppress the debilitating hunger that gnaws at their minds.
- They often act as pack leaders among the mindless Infected, using their intelligence to coordinate attacks or lure prey.
- While most Ghouls exhibit some degree of hostility toward humans, their individuality means they may form alliances or work with survivors—albeit for their own gain or to sate their hunger later.
Children of Nova
Cult of Contagion
The Children of Nova believe the NOVA-9 virus is a divine gift meant to propel humanity beyond its mortal limitations. They view the virus’s destructive and mutagenic effects as part of a sacred process—death and rebirth on a planetary scale. Operating in secrecy, the cult has infiltrated Parasol, governments, and other powerful institutions, steering the world toward its apocalyptic "ascension."
The Rustborn Pilgrims
Trader Caravan
The Rustborn Pilgrims are a nomadic faction that roams the wastelands, neutral to both VIPERs and GLB. Their caravan is a hardened convoy of vehicles bristling with improvised armor and weaponry designed to cut, crush, or impale the Infected as they travel. Though rugged and battle-worn, they are not inherently hostile unless provoked. They are scavengers and survivalists, focused on keeping their caravan safe as they search for resources and a place to call home.
The Iron Sovereignty
Militaristic Separatist State
Cover Organization: Parasol Industries The Iron Sovereignty is a breakaway state with a vision of industrial and militaristic supremacy, strategically claiming isolated territories to build their empire. Outwardly, they present themselves as a group of rogue generals and nationalist extremists, but in reality, they are a secret creation of Parasol Industries.
The Flesheaters
Cult of Cannibals
The Flesheaters are a savage and cannibalistic clan that thrives in the decaying heart of the wastelands. They believe that strength is earned through consumption, and their twisted philosophy revolves around consuming the flesh of the weak, the sick, and their enemies, to gain power and survive in an unforgiving world. Their home is the desolate expanse of The Bone Pits, a nightmarish landscape of bones, rusted machinery, and decaying remnants of a past civilization, where they hold ritualistic feasts and worship their grotesque leader, Bone Harvester.
Woven Walkers
The Woven Walkers are an elite sect within the Fleshweaver cult. These individuals have undergone horrific rituals to graft pieces of mutated flesh, bones, and tissue from monstrous creatures onto their bodies. They blur the line between human and abomination, making them difficult to distinguish from the twisted creatures roaming the wasteland.
The Scourge
Cult of Chaos
The Scourge is a nihilistic cult bent on global destruction. Its members believe that the current world order is inherently corrupt and must be annihilated to allow the rebirth of a new, primal age. The Scourge worships chaos and destruction as sacred acts and holds deep reverence for the Forgotten Circle, a pantheon of ten ancient gods, each embodying an aspect of entropy and decay. This faction is a dangerous mix of religious zealots, terrorists, and guerrilla fighters who operate in cells to carry out devastating attacks. Their tactics are brutal, relying on overwhelming fear and destruction to destabilize governments and organizations like VIPER and the GLB.
Leviathan’s Grin
Cult of Tides
A mysterious pirate fleet led by Mistress Selara Driftwood, a self-proclaimed prophet of a legendary sea leviathan. The crew believes they are chosen to protect the oceans from humanity’s corruption by destroying any ships or settlements that dare to exploit the seas.
Parasol Industries
Innovating Tomorrow, Today
Parasol Industries believes that humanity’s potential lies within its biology. By perfecting and weaponizing genetic engineering, biochemistry, and virology, Parasol seeks to elevate humanity to godlike status. The company mocks Helix for its dependence on "soulless machines" and its disregard for the natural progression of life.
Neuronet Solutions
Your World, Optimized
Neuronet Solutions is a global leader in neural interface technology, data mining, and mental conditioning. The company uses brain-computer interfaces to offer unparalleled convenience and efficiency to its users, but at the cost of extreme surveillance and control.
Parasol Corporation is a leading player in the realm of genetic enhancement, human augmentation, and the manipulation of biological evolution. Their focus lies on upgrading the human body to surpass the limitations of organic life. While Neuronet looks to control and perfect the human mind, Parasol focuses on perfecting the human form.
Neuronet, in turn, dismisses Parasol’s work as outdated and clunky. They believe that human evolution is better achieved through direct neural interface with the digital realm.
Helix Dynamics Corporation
Beyond imagination. Beyond biology. Beyond limits.
Helix Dynamics Corporation is a cutting-edge leader in cybernetics, robotics, and artificial intelligence, dedicated to the pursuit of humanity’s evolution through technology. Their mission is to enable humankind to transcend biological limitations by merging organic life with precision engineering and machine learning. Operating under a sleek, professional facade, Helix is an ambitious and resourceful corporation engaged in a fierce rivalry with the equally formidable Parasol Industries.
Helix believes true evolution comes through the perfection of artificial systems, not the unpredictability of biology. They view AI as humanity's next great leap forward, with neural networks and hive-mind capabilities that can reshape civilization.
Orion Holdings Group
Energizing Efficiency
Orion Holdings Group is a massive, multi-national corporation with a focus on space mining and energy production. Despite their public image as a cutting-edge energy provider, the company’s true priorities lie in the exploitation of space resources—especially rare and dangerous materials that can potentially lead to vast profits.
The Solari Collective
Guarding Humanity's Bright Future.
The Solari Collective is a clandestine organization formed by a coalition of ultra-wealthy, private individuals, top scientists, and influential figures who believe that Earth and humanity are facing an inevitable collapse. Although their public image is one of philanthropy, their true mission is far more radical: to ensure the survival of the human race beyond Earth’s dying borders.
Pandora Dice
This is Pandora Dice, a streamlined and immersive tabletop role-playing system designed to deliver fast-paced, tactical gameplay with a focus on customization, storytelling, and teamwork. Built from the foundation of traditional TTRPGs like Dungeons & Dragons, Pandora Dice reimagines core mechanics to prioritize player agency, thematic depth, and accessibility for both new and experienced players.
At its heart, Pandora Dice is a narrative-driven system that emphasizes survival and strategy, in an ever-changing world. It strips away overly complex mechanics and replaces them with simplified, intuitive systems that keep the focus on the story and the players’ decisions.
Key Features:
Customizable Characters:
Players have full control over their characters' abilities, skills, and playstyles. Traditional ability scores have been replaced with a more flexible system, allowing players to assign modifiers directly to skills and evasion rolls, creating a unique and personalized gameplay experience.
Streamlined Mechanics:
With fewer numbers to track and simpler rules for actions, Pandora Dice ensures a faster and smoother gameplay experience while maintaining strategic depth. Core rolls rely on a single d20, making it easy to learn and accessible for players of all experience levels.
Class-Based Balancing:
Each class in Pandora Dice is designed to fill a specific role in the party, with unique strengths and weaknesses. Health and Defense values are set by class, reflecting the distinct playstyles of each archetype, such as the durable Juggernaut or the elusive GRIM.
Survival and Stakes:
Pandora Dice introduces mechanics like Time Pieces and Lives, which add tension and strategy to the game. With limited resources, heightened danger, and the ever-present risk of character loss, every choice matters.
Immersive Storytelling:
Designed to enhance role-playing and narrative immersion, Pandora Dice supports vivid storytelling while keeping the mechanics simple enough to fade into the background when the focus shifts to the story.
D&D Adjacent
Similar to D&D 5e, Pandora Dice uses 1d20 for the three main types of rolls: Skill Rolls, Evasion Rolls, Attack Rolls. When doing any of the three, players will roll 1d20 and add the result to the applicable modifier.
In D&D 5e, a DC, or Difficulty Check, is the numerical number a character's roll must equal to exceed to be successful. DC's are used for Ability Checks and Saving throws. Pandora Dice uses something similar, called a CL, or Challenge Level. The CL is based on the difficulty of the action, as well as the current environmental conditions, which may increase or decrease the CL.
For Example, if a character makes a Skill Roll to climb a 10 ft. wall and drop over, it would be a relatively low CL, as there's not a lot of challenges. However, if the wall the character is climbing is covered in bared wire at the top, the CL would be higher as its more challenging to avoid the barbed wire.
Skill Rolls:
Skill Rolls are action the character takes. Any action a character takes will call into one of 9 skill check categories. This feature represents anything a character attempts to do, as these are conscious Skills that a character is actively using.
Evasion Rolls:
Evasion Rolls are anything the character is trying to resist happening to it Evasion Rolls are based on D&D 5e's Saving Throws, but simplified. Rather than having one saving throw per ability score, instead characters have 3 Evasion Rolls. Evasion Rolls are used for character's to avoid danger, walk along an edge without falling. Anything something would happen to the character, Evasion Rolls are used to attempt to avoid it.
Attack Rolls:
Attack Rolls are specific actions to deal damage Attack Rolls in Pandora Dice don't different much from D&D 5e. Both D&D and Pandora Dice allow a player to roll 1d20 and plus applicable modifiers to hit a target. In D&D 5e, damage is then dealt based on the weapon's dice and a character makes a number of attacks as defined by their class.
In Pandora Dice, you roll 1d20 plus your Attack modifier to hit, but the damage doesn't use dice, it instead deals a set amount based on the type of weapon. Additionally, in Pandora Dice, your number of attacks is determined by the number listed on the weapon, not from a class.
Similar to a AC (Armor Class), characters have Defense. The Defense of a character represents how difficult they are to hit. When a character makes an Attack Roll, if the result after adding modifiers is equal or higher than the target's Defense, the attack hits. If the result is lower, the attack misses.
Altered Mechanics
Riftwatch takes Dungeons & Dragons 5e and alters it into a deeply immersive, survival horror experience where resource management, suspense, and player creativity are paramount. The adjustments to the core rules create a gritty and high-stakes atmosphere.
Scarce Resources
Limited Weapons:
Players start with basic, unreliable weapons—a cracked shortbow or a rusted dagger. These tools are weak, causing low damage, and require careful management. Better weapons (like firearms, magic-infused swords, or enchanted bows) are scattered in the environment, hidden behind puzzles, and potentially locked behind boss fights. Players can also repair weapons, using limited repair kits to maintain the equipment, adding another layer of tension where resources must be conserved.
Limited Ammo:
Ranged weapons, such as bows or guns, come with a finite amount of ammunition. Players must be strategic in using their arrows, bolts, or bullets, as reloading takes an action (sometimes a bonus action if you're quick). Ammo is rare, and crafting becomes essential. For example, if players find gunpowder, they could combine it with spent casings to manufacture new bullets. This forces them to think about the value of every shot, making combat more cautious and strategic.
Restrictive Magic:
Magic becomes a resource in its own right. Spells no longer rely on spell slots alone; they require specific components (e.g., rare herbs, bloodstones, or mystical reagents). High-level spells might require arcane crystals or mana potions, making powerful magic a scarce resource to be used carefully. To cast spells, players must find or trade for components during their adventures, making them depend on the environment and NPCs for magical survival.
Survival Equipment
Consumables:
Instead of traditional potions, players have to rely on healing herbs or first-aid kits that provide small but effective healing. Players can craft or scavenge these items in specific environments or from enemies, forcing players to stay vigilant and resourceful. Healing isn’t just about fighting but also about finding safe spaces where they can patch themselves up.
Tools:
Players will need a variety of essential tools to advance, such as flashlights (with batteries), lockpicks, and crowbars. These tools are not infinite, and their availability directly affects progression. A flashlight might flicker out after a few hours of use, requiring players to consider whether it’s worth preserving the light or relying on other senses to navigate through dark environments.

Choose Your Fate
The first decision players make in Pandora Protocol is selecting the campaign they want to embark on. Each offers a distinct tone, pacing, and style of gameplay, ensuring an experience that suits your group’s preferences. Will you delve into the dark and cryptic with Riftwatch, uncovering the terrifying truths of The Forgotten Circle? Or will you charge into the chaos with Dead Zone, battling enemies with grit, strategy, and firepower?
Riftwatch
A slow-burn gothic mystery that plunges players into the eerie and enigmatic. Riftwatch focuses on uncovering dark secrets, unraveling cryptic puzzles, and navigating the sinister forces that seek to break free from their prisons.
- Intrigue, suspense, and atmospheric dread.
- Investigations, roleplaying, and problem-solving with bursts of intense combat against horrifying foes.
- Ideal for groups that enjoy storytelling, character development, and a touch of horror.
Example Adventures:
- Chains of Lost Hollow: Face the chilling touch of Cryomithis, the Pale Harbinger, in a forgotten, frost-covered village.
- The Lantern Keepers: Decipher ancient riddles as the decaying power of Vaeruthis spreads through a cursed monastery.
Dead Zone
A fast-paced run-and-gun thrill ride set in a high-stakes world of relentless combat, scarce resources, and tactical survival. Dead Zone emphasizes teamwork, quick decision-making, and strategic resource management.
- Adrenaline-fueled action with moments of desperation and tactical ingenuity.
- Combat-heavy, requiring resource conservation, tactical planning, and high-intensity encounters.
- Perfect for groups craving fast action, cinematic combat, and strategy.
Example Adventures:
- Beast of Eden: After a plane crash leaves you stranded on a tropical island, your must discover that horrors that await to escape.
- The Last Transmission: Lead a VIPER strike team to stop explore an abandoned arctic base owned by Parasol Industries.
Test Sessions
The Dead Zone campaign features two specially designed adventures, known as Test Runs. These sessions serve as an introduction to the high-octane action, tactical gameplay, and resource management that define the Pandora Dice system. Whether you're a player or a GM, these adventures are perfect for exploring the mechanics, honing teamwork, and diving into the gritty, action-packed world of the VIPER Squad.
That Which Slithers
Objective:
Search abandoned train tunnels to locate a missing VIPER Squad.
The team is dispatched to a long-defunct subway system where contact with a fellow VIPER squad was abruptly lost. As you descend into the dark, crumbling tunnels, the air grows heavy with unease. Uncover the fate of your comrades while battling lurking horrors and navigating an environment fraught with danger. Beware: Something unnatural stirs in the shadows, and it won’t let you leave without a fight.
Features:
- Tense Exploration: Navigate claustrophobic spaces where every step could trigger an ambush.
- Resource Management: Supplies are limited; every decision matters.
- High Stakes: Rescue may not be possible for all.
Operation Lockdown
Objective:
Infiltrate a police station overrun by the Infected and rescue two persons of interest.
A once-secure precinct has become a nightmare as the Infected overrun the building. Your team is tasked with penetrating the facility, securing vital intelligence, and rescuing two key individuals trapped inside. The mission demands precision, coordination, and split-second decision-making. The clock is ticking, and the longer you stay, the more the Infected will swarm.
Features:
- Dynamic Combat: Engage in intense firefights with hostile forces and Infected swarms.
- Stealth and Strategy: Choose between brute force or sneaky infiltration to achieve objectives.
Both adventures are structured as standalone missions, designed to help groups experiment with Mechanics. Players can get familiar with Pandora Dice systems, from combat to skill checks. Test Sessions develop teamwork and refine tactics within the VIPER Squad, allowing them to shape the outcomes of these missions can influence future adventures, making choices and consequences integral.
Riftwatch
Chains of Lost Hollow
In the frigid isolation of a northeastern coastal town, perpetual winter grips the land. Crops wither, the sea freezes, and the townsfolk huddle in desperation. A malevolent force, Cryomithis, the Pale Harbinger, feeds on warmth, spreading despair and icy death. As Riftwatch agents, you must uncover the ancient secret that binds this town to eternal frost and stop the entity before its cold touch spreads further.
Inmate 404
A high-security penitentiary is on edge after the sudden arrival of a prisoner with no name, no records, and no apparent origin. Hauntings plague the prison: whispers in the dark, ghostly apparitions, and violent, unexplained events. The warden calls for Riftwatch to investigate the inmate's ties to Gor’ran’rath’gar, The Hollow One, the god of despair. The truth behind Inmate 404 could shatter the prison’s fragile reality.
Project Darklight
An affluent neighborhood vanishes overnight, leaving behind only eerie silence and empty homes. Witnesses describe visions of waking nightmares and surreal hallucinations leading up to the disappearances. As Riftwatch agents, you must track the cause to Xal'Thur, The Dream Eater, and delve into a reality twisted by dreams where nightmares take form. The price for failure is becoming a permanent resident in this phantom neighborhood.
Dead Zone
The Silent Horizon
The VIPER Squad boards a derelict Parasol Industries freight ship drifting ominously in open waters. The crew is missing, and the cargo holds chilling secrets: a bizarre creature dredged from the ocean depths, carrying a unique and horrifying strain of Nova-9. As you delve deeper into the ship, it becomes clear the experiments aboard have unleashed something monstrous. Will you unravel the mystery before you become the next victims?
Beast of Eden
After a transport plane carrying a VIPER Squad crashes on a remote tropical island, the survivors find themselves battling the elements—and the monstrous nightmares that stalk the jungle. The island, once a Parasol Industries testing site, is home to bioweapons that have evolved into apex predators. Survival hinges on escaping the island before the creatures turn the VIPER Squad into prey.
Experiment 13
Awakening in a psychiatric asylum, the VIPER Squad discovers they are the latest subjects of a disturbed Parasol Industries doctor obsessed with testing the effects of Nova-9 on the psychically gifted. Haunted by surreal visions and hunted by mutated patients, the team must navigate the asylum’s twisted halls and escape before the experiments rob them of their sanity—or worse.

Difficulty Over Levels
In Riftwatch, the traditional leveling system is replaced with a dynamic difficulty-based progression. This innovative approach ensures that players can seamlessly switch between characters without the burden of individually leveling each one. By focusing on the overall difficulty setting rather than character-specific advancement, the system provides a streamlined and versatile gameplay experience.
Difficulty Settings Adapt Gameplay
The challenge level directly shapes the threats, rewards, and overall experience, rather than relying on character levels to dictate balance. This ensures that all characters, whether newly introduced or long-standing favorites, are equally viable.
No Character Levels
Players can rotate or introduce new characters without worrying about grinding experience points or maintaining parity with the rest of the group. This allows greater flexibility for storytelling, experimentation, and team composition.
Progression Through Adventure
Instead of gaining levels, players achieve progression by overcoming challenges tied to the difficulty setting. This includes unlocking unique items, discovering new abilities, and mastering the nuances of the environment and enemies.
A Focus on Narrative
With this approach, Riftwatch removes the barriers of traditional leveling, placing the emphasis on teamwork, strategy, and the shared journey. Whether players prefer to dive deep into a character’s story or experiment with different builds, this system guarantees a balanced and engaging experience every time.
Difficulty Settings
In Riftwatch, the difficulty setting profoundly shapes the gameplay experience, influencing not only enemy strength but also item availability, encounter intensity, and environmental challenges. Players can select their preferred difficulty at the start of the adventure, tailoring the campaign to their desired level of challenge. Whether seeking a story-focused narrative or a punishing test of survival, the choice of difficulty impacts every aspect of the journey.
Each setting balances combat mechanics, pacing, and immersion, ensuring that the adventure aligns with the group’s playstyle and expectations. From narrative-driven exploration to grueling encounters, the difficulty level provides a customizable experience for all.
Casual
Easiest / Beginners
Designed for newcomers or those prioritizing story over combat. This setting minimizes difficulty, offering a relaxed experience with lighter mechanics, reduced enemy threats, and a focus on exploration and narrative. Perfect for first-time players or groups seeking an approachable introduction to Riftwatch.
Veteran
Medium / Standard
A balanced challenge ideal for experienced players. Combat and exploration require thoughtful decisions and strategic gameplay, offering a rewarding experience without overwhelming difficulty. This is the default mode for groups seeking a fair yet engaging adventure.
Brutal
Hardest / Expert
For those who crave an intense, high-stakes challenge. Brutal difficulty raises the stakes with unforgiving combat, scarce resources, and relentless foes. Every decision matters, and mistakes carry heavy consequences. This mode is tailored for skilled players ready to test their limits in a punishing world.
Species
Unlike other TTRPGs, your character's species or race doesn’t come with predefined bonuses or penalties. Instead, it’s purely thematic and designed to bring the world to life. Different races, cultures, and traditions bring a rich depth to the world and that is encouraged in Pandora Dice.
This system eliminates "Species Traits" and instead grants those traits through backgrounds and origins. WIth a focus on flavor and theme, it encourages creativity and storytelling over optimization, allowing players to explore unique character ideas without worrying about mechanical limitations.
Your species or race is a reflection of your character’s backstory and personality—not their mechanical abilities.
No Ability Scores
Pandora Dice doesn’t use the six traditional ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma) found in D&D 5e. Instead of tying specific skills and actions to static ability scores, players assign modifiers directly to their skills and evasion rolls during character creation.
This creates more freedom as you’re not locked into using a low modifier for a skill just because it’s tied to a weaker ability score. You decide which skills are most important for your character and allocate modifiers accordingly to build a character that fits your vision, without worrying about min-maxing stats.
Evasion Rolls
Reflex
Represents physical agility, strength, and speed. Reflex Evasion Rolls are used to escape immediate physical threats or hazards, such as dodging a falling roller coaster car or jumping out of the way of a charging zombie.
Physique
Measures stamina, toughness, and overall health. Physique Evasion Rolls are used for tasks involving endurance or resisting physical ailments, such as resisting the spread of infection from a bite or enduring long hours without food or water.
Mental
Represents willpower, emotional resilience, and cognitive strength. Mental Evasion Rolls are used for resisting fear, stress, and mental manipulation, such as remaining calm when surrounded by zombies and resisting the effects of mind-controlling parasites or psychic powers. Mental can also be used when standing firm in the face of overwhelming odds.
Skill Breakdown
Physical
Climbing, sprinting, smashing, carrying heavy loads, holding off zombies.
Observation
Spotting threats, hearing subtle sounds, identifying hazards or weaknesses.
Survival
Tracking, crafting traps, predicting infected movement, identifying safe zones.
Search
Scavenging for items, identifying edible resources, conducting thorough searches.
Medicine
reating injuries, fighting infection, crafting remedies, reviving allies.
Engineering
Crafting, repairing, modifying machinery, rigging traps.
Stealth
Sneaking past enemies, silently scavenging, pickpocketing.
Strategy
Developing tactical plans, organizing survivors, coordinating efforts.
Health & Defense
In Pandora Dice, the concepts of Health and Defense are streamlined into a class-based system, emphasizing tactical choices and balance over individual ability scores. Rather than using CLass Hit Die and a Constitution modifier to determine hit points, instead the Health of a character is tied to their class.
The Health/Defense ratio is a cornerstone of the system’s design, created to ensure balance and strategic gameplay. Each class has a predetermined ratio of Health and Defense, which reflects its intended role and function within a team. This approach eliminates reliance on individual ability scores, focusing instead on class identity and team synergy.
The ratio is carefully calibrated to maintain fairness across all classes. Classes with high Health are easier to hit, while those with high Defense are fragile. This ensures no single class becomes overwhelmingly powerful or overly weak, promoting teamwork and careful decision-making.
Each class has a clear role, defined by how much damage it can take and how difficult it is to hit.
For example, the Juggernaut has a high Health (7) but lower Defense (12), making it a tank that can endure hits for the team.
Juggernaut
- Health: 7
- Defense: 12
- Role: Tank
In contrast, the GRIM prioritizes evasion with a high Defense (18) but sacrifices durability with low Health (2).
GRIM
- Health: 3
- Defense: 19
- Role: Scout/Assassin
This Health/Defense ratio not only reflects the character’s strengths and vulnerabilities but also enhances gameplay by encouraging players to think tactically and collaborate. Every class matters, and every choice has weight.
No Long Rests
In Pandora Protocol, you won’t recover by simply resting overnight. Instead, you’ll rely on healing items, environmental effects, or unique abilities to recover hit points.
Resources are scarce, so every healing potion, bandage, or magical salve must be used wisely. The absence of long rests ensures that survival remains challenging, with every fight potentially pushing you closer to the edge
Momentum System
Free running is all about split-second decisions, precision, and the ever-present possibility of failure. The Emphasis Roll Mechanics capture this thrilling uncertainty by making every action either a major success or an utter failure, heightening tension and immersing players in the pulse-pounding reality of freerunning.
Momentum System Mechanics:
Roll:
-
Roll 2d20.
-
Choose the result furthest from 10:
-
If you roll a higher number (closer to 20), take the higher result.
-
If you roll a lower number (closer to 1), take the lower result.
Success:
- If the resulting number is positive, the action is successful.
- If the resulting number is negative or zero, the action fails or results in unintended consequences.
Example Freerunning Action:
- Roll: 2d20
- 9 and 15
- Choose the furthest from 10:
- 9 → 9 (closer to 10)
- 5 → 15 (further from 10)
- Result:
- Chose 15 (success)
- Final result:
- 15 → success
Time Piece
In Pandora Protocol, survival is about more than just fighting well—it’s about making smart decisions, managing resources, and facing the consequences of failure. The Time Piece is a mysterious and invaluable tool that allows your party to "save" its progress, much like a checkpoint in a game. The Time Piece is a lifeline, but its use is limited, so you'll need to decide when and where to "save."
When you use the Time Piece, it creates a "snapshot" of your current game state, including the party's health, inventory, and surroundings. This information remains the same until the Time Piece is activated or the adventure ends.
At any point in the adventure,you can "Activate A Time Piece" to reset to the moment of the last save, bringing everyone and everything back to that point in time. Any actions, events, or progress after the Time Piece was set, is lost. Any abilities, items, or accomplishments have been erased, giving players a tough choice of when to use a Time Piece.
The Three Lives Mechanic
The core of Pandora Dice revolves around the concept of "Lives", a mechanic that heightens the tension and stakes of the adventure. Each character begins with three lives at the start of the adventure.
When a character dies, they lose one life. However, death doesn’t mean the end of their journey for good, as the game incorporates a few mechanics for resurrection and re-entry into the story:
Lives Remaining:
A character can only die a maximum of three times (if they still have lives left). The character can be resurrected after each death, using various in-game items or mechanics like checkpoints.
Time Piece (Save Mechanic):
Inspired by survival horror video games, an Ink Ribbon can be used to "reload a save". When an Ink Ribbon is used, the character is restored regardless of the number of lives they have left, effectively resetting the scenario to a previously saved state. This mechanic ensures that the players always have a chance to return to the story, even after a potentially game-altering mistake or a harrowing sequence. However, Time Pieces are limited, and using them will be a strategic decision, so they need to be conserved or used wisely.
Dying Mechanic
Dying
When a character takes damage, they lose hit points based on the damage. When a character reaches 0 hit points, the character is Dying. When Dying, the character is unconscious and incapacitated.
- They enter the Dying state. At the start of their turn, they must make a Death Evasion Roll:
- The character rolls 1d20 and either succeeds or fails, based on the Death Roll CL.
- Success: They remain in the Dying state but do not worsen. They are considered conscious.
- Failure: The character dies.
After three saves (regardless of rolls), the character dies unless healed.
Spirit Mechanic
When a character dies, they become a Spirit:
- Incorporeal Form: Spirits can move freely, pass through walls, and avoid physical obstacles.
- Visibility: Only the party members can see and interact with the Spirit.
- Limited Interaction: Spirit cannot physically affect the world (e.g., they can’t pick up objects or attack).
- Communication: Spirits can talk to their teammates, possibly offering advice or revealing information.
Resurrection Options
Time Pieces:
By using an Time Piece, the party can “load” a previous save point. This restores all party members, including Ghosts, to their state at the time of the save. If a character is a Spirit when a Time Piece is used, they are revived.
Rare Resurrection Items:
- Specific items may allow instant resurrection.
- These items could be found in high-risk areas or as rewards for defeating powerful enemies.
Semi-Permanent Death
If a character dies with no lives remaining, their fate is sealed. That character cannot be resurrected for the remainder of the adventure. This adds a significant layer of danger to the game, as players must be cautious in every encounter and decision. While the risk is high, the potential for character growth and dramatic outcomes is also ever-present.
However, the character returns to the Crossroads Hotel/The Station and can be used in future adventures.
Salvage and Crafting System
Breaking Down Items
Players can salvage certain items found in the environment, breaking them down into scrap materials or components. Each item provides specific materials that can be used to craft tools, gear, or consumables.
- Salvaging Action: Takes a set amount of in-game time (e.g., 10 minutes or 1 hour) or a quick action if urgency applies. Requires a tool kit (e.g., tinkering tools, medical tools) appropriate for the item.
- Outcome: Roll an ability check (e.g., Intelligence or Dexterity) using proficiency with appropriate tools. Success yields a list of usable components. Failure destroys the item with little to no gain.
Crafting Items
Players combine salvaged components into new tools or consumables.
Crafting Action:
- Takes a set time based on the complexity of the item (e.g., 1 hour for basic tools, 4+ hours for advanced gear).
- Requires a suitable workbench or crafting station.
- Success is determined by a skill check (e.g., Intelligence + Tools proficiency).
Component Table:
| Crafted Item | Required Components | Effect |
|---|---|---|
| Padlock | Metal Scraps (x3), Small Springs (x1) | Lockpick Kit, Small Trap |
| First Aid Kit | Medical Supplies (x4), Bandages (x2) | Mini First Aid Kits (heal less HP) |
| Electronics (Radio) | Wires (x2), Circuit Board (x1) | Flashlight, Noise Distraction Device |
| Kitchen Knife | Metal Scraps (x2), Sharpened Blade (x1) | Improvised Weapon, Throwing Knives |
| Heavy Battery | Power Cell (x1), Wires (x2) | Stun Rod, Emergency Flashlight |
Examples of Craftable Items:
| Crafted Item | Required Components | Effect |
|---|---|---|
| Lockpick Kit | Metal Scraps (x3), Small Springs (x1) | Allows bypassing basic locks |
| Mini First Aid Kit | Bandages (x2), Medical Supplies (x1) | Restores a small amount of HP (1-2) |
| Throwing Knives (x3) | Sharpened Blade (x1), Metal Scraps (x2) | Ranged weapon, deals 1 piercing damage |
| Stun Rod | Power Cell (x1), Wires (x2) | Melee weapon, deals 1 lightning damage, chance to stun |
| Improvised Noise Maker | Circuit Board (x1), Wires (x1) | Attracts enemies in a 30-ft radius |
Expanded Options for Customization
- Rare Components: Some items, like high-grade tools or advanced technology, require rare or unique components, encouraging exploration and scavenging.
- Specialized Tools: Characters with higher crafting skill can create tools with additional benefits (e.g., a lockpick that grants advantage or a first aid kit that removes a condition).
- Modifications: Salvaged parts can also upgrade existing equipment, like adding a flashlight to a gun or reinforcing armor with metal scraps.
Spark System
In Riftwatch, the Spark system replaces the traditional Inspiration mechanic found in D&D 5e. While Inspiration provides players with a way to gain Advantage on rolls by rewarding them for playing in-character or engaging with the story, Sparks serve a similar function but with a more flexible, creative application. This multifaceted approach gives players more flexibility in how they want to apply their earned Spark.
Earned Through Immersion and Creativity
Just like Inspiration is earned through roleplaying, clever problem-solving, or thematic actions, Sparks are awarded when a player demonstrates exceptional involvement, creativity, or immersion in the game world. This could be through solving puzzles in innovative ways, asking insightful questions, or making decisions that drive the narrative forward.
Replacement for Advantage
Sparks can still be used to gain Advantage on a roll, similar to how Inspiration works. However, the Spark is not limited to this one benefit. Players have more control over how they use their Spark, which gives them additional tactical options.
Broader Range of Uses
Unlike Inspiration, which is primarily tied to Advantage, Sparks can be used for creative, narrative, and strategic purposes beyond just rolling the dice.
Gain a Critical Clue
A Spark can provide an invaluable clue or hint for solving a particularly tricky puzzle or overcoming a complex obstacle. This could come in the form of a cryptic message from a mysterious entity or a sudden, insightful realization by the character. A player is struggling to decipher an ancient cipher, and with a Spark, the GM reveals a subtle pattern in the letters or a keyword that unlocks the code.
Identify a Weakness
Players can use a Spark to notice a hidden weakness or vulnerability in an enemy’s defenses. This could be an enemy’s blind spot, a gap in their armor, or a moment of hesitation that could be exploited for a devastating attack.
Narrative Influence
A Spark can be used to introduce a minor plot twist, create an opportunity, or uncover a narrative detail that gives the party an edge. This can come in the form of finding an unexpected ally, discovering a hidden item, or the environment revealing a new path.

Combat in Pandora Protocol
Combat in Pandora Protocol is largely based on D&D 5e, but it filters some of the more complicated and time consuming aspects of D&D. The simplified attack and damage mechanics ensure quicker combat while preserving depth through strategic weapon choices and tactical decision-making.
Combat in Pandora Dice retains the structure of D&D 5e while introducing streamlined and unique mechanics for attack rolls and actions:
Turn Structure
In D&D 5e, when the players "enter combat", the players and enemies roll initiative to determine turn order, with the highest initiative going first.
Riftwatch and Dead Zone both take place in dangerous and at times, violent environments. Because of the number of encounters and combat scenarios, Pandora Protocol handles turn order differently. When characters enter combat, the player character act first with the players deciding which of them goes first. The main goal behind this system is to depend less on the mechanical order and focus more on teamwork.
Unlike other TTRPGs, in Pandora Protocol, each player takes a turn but there are no "rounds." To enhance the narrative, combat is streamlined to focus more on the flow of combat, rather than the mechanics. Turns alternate between players and enemies.
On your turn, you have the following phases, which can generally be done in any order:
Action Phase:
The Main Action is the primary
Bonus Phase:
Quick secondary actions or abilities.
Movement Phase :
Traverse the battlefield up to your character's speed.
Reaction Phase:
All characters in both campaigns have the special Dodge Reaction. When an enemy targets you for an attack, you can move 5 feet away by dodging. If this puts you out of range of the attacker, the attack misses. Certain class features, Pandora Perks, and items can grant additional Reactions.
Attack Rolls
- Roll 1d20 and add your attack modifier (Generally +5).
- Compare the result to the target's Defense:
- Hit: If your total equals or exceeds the target’s Defense, the attack lands.
- Miss: If the result is below the target’s Defense, the attack fails.
Number of Attacks
- The weapon determines the number of attacks you can make, not your class:
- Light Weapons: Often allow multiple attacks due to speed and versatility.
- Heavy Weapons: May allow fewer attacks but deliver higher damage.
Static Weapon Damage
- Weapons deal static damage, eliminating randomness in damage rolls. Each weapon lists its specific damage output, creating predictable and strategic combat decisions.
Survivor Points
In Pandora Protocol, every decision made by the players, whether small or monumental, influences the course of the story and shapes the outcome of their adventure. These choices not only affect the immediate narrative but also have lasting consequences that carry over into future missions.
After each adventure, the squad undergoes a Debriefing session where their actions are evaluated based on immersion, interaction, and the impact of their decisions. This debriefing awards Survivor Points (SP), which can be spent at HQ before embarking on the next mission for valuable bonuses and items to aid the squad in future endeavors.
Mission Success:
- Objectives: Completing mission objectives efficiently and with minimal collateral damage earns SP. Players who use stealth, tactical planning, or prioritize objectives over direct combat will often earn more SP than those who charge headfirst into danger.
- Efficiency and Completion: Extra points are awarded for completing side objectives, helping NPCs, or going beyond the minimum mission requirements.
Immersion in Roleplaying:
- Active Participation: Players who consistently contribute to the narrative, interact with NPCs, and engage with the story’s themes earn SP for staying immersed in the world.
- Character Development: Players who allow their characters to grow or show depth through dialogue, emotions, and backstory will earn additional points. Showing a character’s struggles, motivations, or personality under pressure can provide a bonus.
- Team Dynamics: Players who engage in meaningful team interactions, whether through tactical planning, conflict resolution, or emotional bonding, will receive SP for teamwork and collaboration.
Tactical Decisions:
- Combat Choices: SP is earned for clever or creative combat strategies, such as using the environment, choosing the right weapons, or leveraging squad skills effectively.
- Problem-Solving: When players demonstrate resourcefulness and clever thinking in overcoming obstacles (whether combat-related, environmental, or strategic), they are rewarded for their initiative and decision-making.
Spending Survivor Points at HQ:
Before beginning an adventure, players can spend their accumulated Survivor Points at HQ to gain advantages, bonuses, or access to rare items that can help in future missions.
Bonuses
- Weapon Upgrade (10 SP): Unlock a higher-tier weapon or modify an existing weapon for added effectiveness (e.g., increased damage, better accuracy, or special ammo types).
- Armor Upgrade (8 SP): Enhance your character’s armor for better protection against damage (e.g., increased durability, resistance to certain types of damage).
- Tactical Equipment (5 SP): Acquire useful tools like grenades, EMPs, or traps that can help during combat or infiltration.
- Skill Training (15 SP): Gain a temporary bonus to a particular skill (e.g., hacking, piloting, or medical), giving the character an advantage in upcoming missions.
Special Items
- Emergency Supplies (5 SP): A set of healing items, ammo, or tools that the squad can use in a pinch.
- High-Tech Gadgets (12 SP): Unlock advanced gear, such as cloaking devices, EMP disruptors, or drones that can assist in missions.
- Intel Packet (7 SP): Receive valuable information that provides insights into the next mission or enemy weaknesses. This item provides a significant tactical advantage.
Personal Equipment
- Custom Gear (10 SP): Customize personal gear to suit your character’s preferences (e.g., a unique modification for a weapon, special utility belt with extra slots, or custom armor pieces).
- Survival Kits (5 SP): A special kit with medical supplies, food, and other survival essentials that can help during downtime or in case of emergency.
- Secret Weapon (20 SP): Unlock access to a high-tier weapon or piece of gear that’s not available through normal means, like a powerful energy weapon or rare tech.
Survival Items:
Throughout Pandora Protocol, characters will come across items that they can collect and even combine with other items (See Crafting).
Survival Tools
- Working Radios Enables long-distance communication with teammates or base.
- Lighter Used for creating fire, lighting torches, or as a crafting component for incendiary devices.
- MapProvides navigation aid; some maps may reveal hidden paths or objectives.
Electronics and Tech
- Batteries Powers radios, flashlights, and other electronic devices.
- Wires and Circuit Boards Components for repairing or building electronic devices.
Specialty Items
- Binoculars Allows distant scouting and locating threats.
- Lockpicks Opens locked doors or containers.
- Portable Generator Provides temporary power to electronic devices or areas.
Creative Crafting
In Pandora Protocol, crafting is all about creativity. Instead of using a fixed list of recipes, you'll find random objects and tools during your adventure. When you want to craft something, it's up to you to think outside the box and combine items in unique ways to create new weapons or tools. Your imagination is the only limit!
Weapon Combinations
Flame Spear
- Items Needed: Broom handle + aerosol can + lighter.
- Effect: A makeshift flamethrower on a stick that can attack enemies at medium range with a burst of fire.
Spiked Bat
- Items Needed: Wooden bat + nails + duct tape.
- Effect: Increases melee damage and can deal piercing damage to armored enemies.
Shock Fence
- Items Needed: Wire + car battery + nails.
- Effect: Creates an electrified barrier to block enemy passage and deal shock damage to those who touch it.
Easter Eggs:
The Pandora Protocol is a thrilling and chilling narrative inspired by a wide array of iconic movies, video games, and other media. These classic sources have deeply influenced the adventures, characters, and themes of the game, shaping its unique blend of tension, action, and mystery.
To honor these timeless inspirations, Pandora Protocol is filled with carefully placed easter eggs—subtle nods and hidden references that pay tribute to the stories and creators that helped bring this world to life. From familiar character archetypes to cleverly disguised dialogue and settings, these easter eggs are a special thank-you to the classics that continue to inspire and ignite imaginations. Players and fans are encouraged to keep their eyes open for these nods throughout the game.
This celebration of its roots ensures that Pandora Protocol remains not only a standalone masterpiece but also a heartfelt homage to the legends that came before it.
Leon S. Kennedy (Resident Evil)
Signature Weapon:
Matilda Handgun A highly customizable pistol known for its reliability. It can be found in a survivor’s cache, it’s labeled Kennedy’s Trust, and its upgrades increase accuracy or add a burst-fire option.
Chris Redfield (Resident Evil)
Signature Weapon:
Combat Shotgun A rugged, pump-action shotgun known for its devastating power at close range. Its named Redfield’s Wrath, it’s found in a wrecked armory, with "For Family" etched on the barrel.
Sydney Prescott (Scream)
Signature Item:
Ghostface Mask A white mask with attached black hood that displays a white ghost face.
Ash Williams (Evil Dead)
Signature Weapon:
Chainsaw A rusty chainsaw and a single barrel shotgun displayed in a workshop with the initials "A.W." carved into the handle.
MacReady (The Thing)
Signature Item:
Whiskey A bottle of whiskey labeled “Outpost 31 Reserve” and a scorched flamethrower nearby.
Chains of Lost Hollow
Stephen King's Storm of the Century, Whispering Pines Show, Alan Wake
The eerie isolation of Lost Hollow, trapped in a perpetual winter, draws from the chilling atmosphere of Storm of the Century, where a small town is threatened by an otherworldly evil. The supernatural and unsettling environment is influenced by Whispering Pines Show, with its sense of something dark lurking in a seemingly quiet town. Alan Wake contributes with its blend of psychological horror, blurring the line between reality and the sinister forces that plague the protagonist. This adventure evokes a sense of creeping dread and unnatural cold, where the boundaries between the living and the spectral are blurred.
Project Darklight
X-Files, Fringe, We Happy Few
The mysterious disappearances in Evergreen Hills tie directly into X-Files and Fringe, both of which explore unsettling cases that question the nature of reality and the existence of forces beyond human understanding. X-Files introduces the idea of a hidden government or unnatural force causing strange events, while Fringe adds the concept of parallel realities and bending the fabric of reality itself. We Happy Few plays into the surreal nature of the town’s dreams and nightmares, capturing the sense of dread and manipulation that the Bureau faces as they uncover dark secrets about the affluent neighborhood.
The Lantern Keepers
The Ninth Gate, Midsommer
The Ninth Gate serves as the inspiration for the supernatural and occult elements of The Lantern Keepers, with the focus on ancient knowledge, hidden orders, and magical rituals. The haunting and eerie atmosphere of Midsommer reflects the rural, isolated setting of the haunted castle, where the Bureau faces a deadly force disguised in a seemingly peaceful environment. Both source materials focus on unraveling disturbing secrets hidden by cults and secretive groups, adding tension and mystery to the Bureau’s mission to protect the lanterns.
The Vanishing Note
Phantom of the Opera, Quarantine
The central theme of a haunted, cursed opera house comes from Phantom of the Opera, where the haunting presence of a ghost disrupts the performances and the lives of those around them. Like the Phantom, the mysterious entity causes terror behind the scenes while using the art form as a vehicle for its tragic narrative. Quarantine adds the concept of an unfolding supernatural horror within a confined space, with the performers and audience alike caught in the grip of terror. This adventure draws on the eerie atmosphere of both, with a dark history tied to the opera house’s tragic past.

The Black Star’s Awakening
The Void, The Endless, Resident Evil: Village, Bloodborne
The notion of an apocalyptic cult and an eldritch entity worshiped as the “Black Star” mirrors The Void, which centers on cosmic horrors and a descent into madness. The Endless introduces the idea of ancient, cosmic forces beyond comprehension, which fits with the cult's belief in transcending reality. The ominous, dark setting of Resident Evil: Village and the grotesque, monstrous imagery in Bloodborne inspire the nightmarish journey through a forsaken forest and the twisted cult that threatens to unleash destruction. The adventure combines body horror, supernatural cults, and the threat of an incomprehensible, cosmic force.
The Masquerade of Fate
American Horror Story: Freak Show, House of a Thousand Corpses
The disturbing carnival setting pulls from American Horror Story: Freak Show, which explores the horrors and tragedies of a circus-like environment filled with eccentric characters and dark secrets. House of a Thousand Corpses contributes the macabre tone, emphasizing grotesque, nightmarish imagery and the ever-present sense of doom hanging over the Bureau’s investigation. The sinister ringmaster and the twisted nature of the carnival uncover a dark reality that will shatter the lives of those involved, just as both sources portray horror masked by entertainment and spectacle.
The Echo of the Hourglass
Triangle, Primer, Groundhog Day
The theme of a time loop and repeated horrors in The Echo of the Hourglass draws directly from Triangle, where characters are trapped in a time loop that they cannot escape. Primer adds the complexity of time manipulation and the paradoxical nature of altering the past and future, while Groundhog Day introduces the concept of reliving the same day over and over. In this adventure, the Ghostlight Bureau is faced with a curse that forces the village of Bloodfalls Crossing to repeat the same cycle, giving the players an opportunity to explore time-altering puzzles and moral dilemmas as they strive to break free from the curse.
Lies That Bind
Seven, Jeepers Creepers, Saw
The dark and twisted mystery of Lies That Bind draws from the investigative nature of Seven, where a detective must uncover dark, disturbing truths behind a series of connected events. The sense of being pursued and trapped by a malevolent force throughout the investigation mirrors Jeepers Creepers, where the Bureau must track down a missing agent while being hunted by the strange and dangerous forces of the Shadow Market. Saw influences the morally ambiguous elements and the feeling of being caught in a deadly game, with the Bureau forced to navigate dangerous traps and puzzles to uncover the truth about the missing agent and the dark forces at play.

The Ghostlight Bureau
The Ghostlight Bureau is a thrilling and mysterious group that expertly blends the supernatural and occult with investigative prowess. Operating in the shadows and often disregarding conventional laws, the Bureau's role is crucial not only in understanding the unknown but in protecting humanity from dangers that most would rather ignore. Their connection to the Nova-9 virus and its unearthly effects adds layers of intrigue and raises the stakes for their missions.
Investigative Supernatural:
While focused on handling hauntings, cryptids, and otherworldly occurrences, the Bureau also tackles phenomena that transcend human comprehension—exploring realms that others can’t or won’t.
Psychic and Technological Expertise:
Each investigator brings a unique ability or set of tools to the table. Some possess psychic powers, enabling them to communicate with spirits or read minds. Others rely on cutting-edge technology and arcane devices to measure, trap, and combat supernatural threats.
Occult Knowledge:
Some team members might be well-versed in forbidden knowledge and ancient rites, while others could have personal connections to dark powers, making them essential in deciphering mystical symbols, ancient texts, and combating demonic forces.
Fringe Legality:
The Bureau operates on the fringe of both legality and public knowledge. Many of their investigations are kept confidential, hidden from the public eye, which can sometimes put them at odds with local authorities or even more powerful organizations that want to keep the supernatural under wraps. The Bureau’s work often exists in the realm of taboo or even outright danger, dealing with forces most would call heresy or madness.
A Family of Investigators:
Despite being outsiders to mainstream society, the Bureau members form a tight-knit group—more family than colleagues. Shared trauma from previous encounters with the supernatural has bonded them together, creating a group that not only works as a team but also supports each other in their darkest moments.
Riftwatch Classes
The Phantom
Eldritch/Paranormal Knowledge
Health: 3
Defense: 18
Phantoms are shadowy figures who blur the line between the material and ethereal planes. These covert operatives are adept at hunting down otherworldly creatures, infiltrating supernatural strongholds, and delivering precise, devastating attacks. By channeling ghostly energy into their strikes and movements, Phantoms can outmaneuver their foes and thrive in even the most cursed environments.
- Ethereal Infiltrator Use lights, shadows, and mirrors to become invisible.
- Hidden Assassin Deal increible damage when you hit a target when hiding.
- Trapmaster Stalker: Set up traps to ambush guards and enemies.
The Seeker
Hunting/Tracking
Health: 4
Defense: 17
Relic Keepers blend their scholarly expertise with the thrill of adventure, using their deep knowledge of history, lore, and artifacts to locate and harness ancient items of great power. They rely on their cunning and adaptability to turn the often-dangerous relics they find into tools for exploration, utility, and combat. Relic Keepers excel at mitigating curses and amplifying the boons of relics, making them flexible combatants and problem solvers.
- Relic Bond: Relic Keeper forms a mystical bond with an artifact, gaining its unique powers along with its potential drawbacks.
- Relic Manipulation: Relic Keepers learn to shift the balance of a relic’s effects, amplifying its boons or mitigating its curses.
- Relic Scribe: Relic Keeper’s study of ancient artifacts and runes allows them to create temporary relics or glyphs.
The Myst-Weaver
Creature Knowledge
Health: 4
Defense: 16
The Myst-Weaver provides a versatile toolkit that fits into Pandora Protocol's themes. It offers a mix of utility, support, and control, making it an asset in combat and exploration. Its deep ties to cryptids and the supernatural encourage immersive roleplay while adding a layer of mystery and unpredictability to the game.
- Predator's Claw: Summon a cryptid's claws for attacks
- Enhanced Senses: Choose an enhanced sense from a cryptid and gain it.
- Scales: Grow scales across your body, increasing your Defense.
The Inquisitor
Investigation/Strategy
Health: 6
Defense: 14
An Inquisitor's greatest weapon is their mind, tempered by their insatiable drive to uncover hidden truths. Armed with extensive knowledge of the arcane and paranormal, they excel at analyzing supernatural phenomena, detecting magical or cursed items, and revealing the unseen. Their sharp observation skills and tactical prowess allow them to guide their allies through the most harrowing challenges.
- Detect Paranormal: Inquisitors have a heightened sensitivity to supernatural phenomena. With concentration, they can sense paranormal energy, detect magical auras, and identify cursed or enchanted objects.
- Strategize: Using their investigative mind and strategic thinking, Inquisitors can analyze the battlefield to provide allies with crucial guidance.
- Consult Occult: Inquisitors are walking libraries of arcane, occult, and supernatural lore. Their extensive study allows them to recall information about creatures, rituals, artifacts, and curses with incredible accuracy.
The Hexbreaker
Religion/Infernal/Abyssal
Health: 5
Defense: 15
Hexbreakers are stalwart protectors, standing on the front lines against curses, hexes, and dark entities. Their unique blend of mystical resilience and martial prowess allows them to shield allies from harm and disrupt enemies who rely on supernatural powers.
- Dispel Hex: Hexbreakers are adept at neutralizing curses and magical debuffs, purging harmful magic from their allies.
- Hex Rebound: With precise timing, Hexbreakers can reflect a curse or magical effect back onto the caster or originator
- Exorcism/Hallowed Ground: Hexbreakers can perform an exorcism to purge spiritual entities or break lingering supernatural effects on an area or object.
The Revenant
Undead/Spiritual Warrior
Health: 7
Defense: 12
A relentless warrior reborn through supernatural means, the Revenant embodies barbaric endurance, martial mastery, and precise vengeance. Revenants are driven by an unquenchable thirst to fulfill a purpose—whether vengeance, redemption, or protecting something dear to them.
- Damage Threshold: You can ignore low amounts of damage.
- Pummel: Make multiple unarmed strikes on a single target, with precision strikes aimed at weak points.
- Vengeful Strike: When you attack a creature that's harmed you or an ally, you deliver retribution.
V.I.P.E.R.
Virus Investigation and Pathogen Emergency Response
Overview V.I.P.E.R. is a specialized paramilitary division operating under the aegis of Parasol Industries, a corporate conglomerate with interests in cutting-edge biotech, virology, and military-grade technology. The acronym reflects their core mission: investigating viral outbreaks, responding to biohazard threats, and neutralizing catastrophic biological dangers.
V.I.P.E.R. agents are an elite, no-nonsense force adept at blending high-stakes field operations with scientific expertise. They are dispatched to deal with incidents where pathogens, viral outbreaks, or bio-engineered threats have gone out of control.
Core Mission
- Containment and Quarantine: Preventing the spread of lethal pathogens by securing outbreak zones with minimal collateral damage.
- Pathogen Research: Conducting real-time studies in extreme and dangerous conditions to understand and neutralize viral and bacterial threats.
- Lethal Countermeasures: Eliminating infected individuals, rogue biological experiments, or any hostile entities that pose an immediate threat.
- Stealth Operations: Operating under complete discretion when outbreaks are tied to sensitive or covert activities, such as corporate experiments or government projects gone wrong.
- Rescue and Recovery: Extracting critical personnel, data, and resources from biohazard zones when survival seems impossible.
Parasol’s Vision for V.I.P.E.R.
While marketed as a force for public safety, Parasol Industries uses V.I.P.E.R. as both a research arm and a tool for corporate interests. Agents are sometimes sent into situations that are less about public safety and more about securing valuable data or covering up Parasol’s involvement in creating the biohazard. This dual-purpose role creates friction within the organization, as some agents begin to question their true purpose.
Reputation
V.I.P.E.R. is both feared and revered. Survivors of their operations often view them as ruthless saviors, while governments and other organizations remain wary of their motives. V.I.P.E.R. is seen as the ultimate problem solver in biohazard crises, albeit one that leaves questions—and sometimes devastation—in its wake.
In essence, V.I.P.E.R. is a fusion of black ops and cutting-edge science, designed to thrive in the chaotic and deadly world of biological warfare and supernatural threats.
Dead Zone Classes
Codebreaker
Eldritch/Paranormal Knowledge
Health: 4
Defense: 17
The Codebreaker is the squad’s technological genius, capable of solving problems others can’t even see. With advanced tools and unparalleled ingenuity, they create gadgets, enhance equipment, and disrupt enemy systems. Whether it’s hacking into secure networks, deploying helpful devices, or disabling enemy tech, the Codebreaker ensures your team stays ahead of the curve.
- Deploy Drones: Deploy drones that can provide recon, protect allies, or attack enemies from a distance.
- Hack Turret: Hack into a turret or sential weapon to gain access to it.
- System Override: As a master hacker, Codebreakers rarely find a firewall they can't navigate, though the more difficult the hack, the long it takes. COdebreakers often rely on their team during these tense moments.
Juggernaut
Eldritch/Paranormal Knowledge
Health: 7
Defense: 12
The Juggernaut is a relentless force of destruction, built to withstand punishment and keep fighting. Their sheer durability and overwhelming strength make them a living shield for their allies. When the battle gets chaotic, the Juggernaut stands unshaken, turning the tide with raw power and unyielding resilience.
- Indomitable Juggernaut: You are able to ignore certain amounts of damage and push your body beyond its limits.
- Cover Fire: Lay down a wall of bullets to pin your enemies.
- Heavy Melee Strike: Devastate enemies that dare come in too close.
Assault Chief
Eldritch/Paranormal Knowledge
Health: 5
Defense: 15
The Assault Chief is the backbone of the squad, a master of battlefield tactics and frontline combat. They guide their team with precision, providing crucial support while dominating enemies with coordinated maneuvers. Whether leading a charge or covering an ally, the Assault Chief turns a group of soldiers into an unstoppable unit.
- Commando: Master every weapon, no matter how alien.
- Spartan Charge: Close the gap and hit with overwhelming force.
- Squad Tactics: Lead your squad with precision.
CQC Operative
Eldritch/Paranormal Knowledge
Health: 4
Defense: 16
The CQC Operative is an expert in close-quarters combat, blending agility, precision, and unarmed skill. They excel at disarming foes, exploiting weaknesses, and taking control of chaotic situations. When the fight gets personal, the CQC Operative is a blur of motion, eliminating threats before they know what hit them.
- Gun Kata: Master of Close Quarters Combat, CQC Operatives are skilled students of Gun Kata, using a combination of martial arts and small firearms.
- Bonebreaker Strike: Using martial arts, you strike with such inertia, bones shatter under your strikes.
- Rapid Takedown: CQC Operatives can chain together attacks to immobilize enemies.
Vindicator
Eldritch/Paranormal Knowledge
Health: 6
Defense: 14
The Vindicator is the squad’s heart, fighting not for glory, but to protect others. With unshakable resolve, they shield their allies from harm and ensure no threat goes unanswered. Enemies who cross the Vindicator learn the hard way that protecting the squad comes with a heavy cost.
The Vindicator is a shining paragon of justice, duty, and protection, inspired by the noble heroism of Paladins and Knights. They are selfless guardians of their allies and relentless destroyers of evil. Vindicators specialize in protecting their team, retaliating against threats, and providing battlefield medical aid. Their skills blend defense, offense, and healing, making them the stalwart backbone of any squad.
- Guardian: Protection is number one for a Vindicator, often putting themselves in harm's way to protect allies.
- Field Medic: VIndicators often spend the majority of battles healing and protecting.
- Bodyguard: Incredibly loyal, when a Vindicator is assigned to a squad, the devotion and dedication shown is unmatched.
G.R.I.M
Guerilla Recon and Infiltration Master
Health: 3
Defense: 19
A stealthy and lethal rogue-like class that combines paranormal abilities with precision strikes. The GRIM is a spectral assassin and master of ambush tactics, capable of navigating supernatural environments and exploiting enemy vulnerabilities.
The GRIM is a shadow on the battlefield, striking from unseen angles before vanishing without a trace. Masters of stealth and deception, they outmaneuver their enemies with precision and cunning. When you see the GRIM, it’s the last thing you see..
- Assassinate: GRIMs study anatomy and use that knowledge to strike at the weak spots of enemies.
- Special Weapons: Due to the unique nature of their assignments, GRIMs have extensive training in special weapons and tactics, such as sniper rifles.
- Gadget Mastery: GRIMs are more of a jack of all, knowing the basics of hacking, locking picking, and bomb disposal, increasing independence on assignments.
V
Parasol’s Vision for V.I.P.E.R.
While marketed as a force for public safety, Parasol Industries uses V.I.P.E.R. as both a research arm and a tool for corporate

Player Tables
In Pandora Protocol, every character is more than just their stats—they are a unique individual shaped by their race, background, and the defining events that pulled them into this high-stakes world. It’s the diversity and distinctive qualities of these characters that breathe life into the setting, creating a rich tapestry of personalities, skills, and motivations.
However, with so many customization options available, the sheer variety of choices can sometimes feel overwhelming. To streamline the process and inspire creativity, Pandora Protocol includes a series of randomized tables that players can roll on. These tables allow players to discover surprising backstories, compelling motivations, and unexpected traits, making character creation both seamless and exciting.
Riftwatch Paranormal Backgrounds
These individuals have experienced the uncanny, paranormal, or otherworldly and joined Riftwatch to combat or study the unknown.
- Former Cultist: You were once part of a doomsday cult worshiping an ancient entity. You escaped before the ritual was complete but were forever marked by the experience.
- Survivor of an Anomaly: An otherworldly rift opened near your hometown, and you were one of the few to escape. The event gave you strange insights—or left you cursed.
- Paranormal Investigator: You spent years chasing urban legends and ghost stories. One day, you found something you couldn’t explain, and Riftwatch found you.
- Medium or Psychic: You have an innate connection to the unseen, such as speaking with spirits, sensing danger, or predicting events. Riftwatch recruited you to use your abilities for the greater good.
- Occult Librarian: You worked in an old library or archive that secretly housed forbidden tomes. You accidentally uncovered something the world wasn’t supposed to know.
- Haunted Survivor: You were the only survivor of a horrific incident and believe an unseen force spared—or stalks—you. Riftwatch saw potential in your resilience.
- Artifact Hunter: You specialized in retrieving lost or forbidden relics. One artifact led you to Riftwatch when you realized it was connected to a growing rift.
- Renegade Scientist: Your research into fringe science accidentally breached a rift, resulting in Riftwatch shutting down your lab. Now, you work with them to atone.
- Cursed Adventurer: You stumbled upon a strange ruin or ancient site and left with a curse or artifact bound to you. Riftwatch monitors you to ensure you don’t unleash something worse.
- Rift-touched: You accidentally fell into a minor rift and survived. Exposure left you with strange abilities—or an unsettling presence.
Dead Zone Military Backgrounds
These characters have military, police, or tactical training from assignments near or involving Dead Zones.
- Black Ops Operative: You were part of a classified task force sent into Dead Zones. The horrors you faced are still classified—and still haunt you.
- Border Patrol Specialist: You were stationed at the perimeter of a Dead Zone, ensuring no one unauthorized entered—or escaped.
- Urban Combat Expert: You fought in a city overtaken by a Dead Zone event. You were one of the few who made it out alive.
- PMC Contractor: A private military corporation sent you to secure Dead Zone assets for profit, but you’ve since realized the ethical cost of your work.
- Tactical Medic: You provided medical support in high-risk Dead Zone missions, learning to treat the unexplainable while staying calm under pressure.
- Counter-Terrorism Agent: You pursued fringe groups attempting to weaponize Dead Zone phenomena. This often put you on the edge of human understanding.
- Rescue Operations Specialist: Your team focused on extracting survivors from Dead Zones, but one mission went sideways, and you lost most of your squad.
- Tech Surveillance Officer: You monitored rift activity and strange phenomena from the safety of a command center until you were forced into fieldwork after a catastrophe.
- K-9 Handler: You trained dogs to sniff out survivors or strange anomalies in Dead Zones. Your bond with your last dog helped you survive the worst.
- Discharged Veteran: Your time near Dead Zones left you physically or mentally scarred. Though you’ve left the service, your expertise makes you invaluable.
Civilian Backgrounds
These are ordinary individuals whose lives intersected with the extraordinary.
- Journalist: You were investigating strange occurrences or conspiracies when your reporting got too close to the truth.
- Conspiracy Theorist: You’ve spent years tracking the paranormal and Dead Zone activity online, and it turns out you were right about some of it.
- Urban Explorer: You specialized in sneaking into abandoned places, including ones you now know were linked to Dead Zones.
- Engineer or Technician: You worked on infrastructure projects and stumbled upon things you couldn’t explain buried deep underground.
- Hacker: You broke into a restricted database or intercepted classified communications related to Dead Zones.
- Teacher or Academic: Your quiet life changed when a rift event or Dead Zone incident tore through your community, leaving you no choice but to adapt.
- Delivery Driver: You had a regular route near a Dead Zone border when strange deliveries or encounters drew you in.
- Medical Professional: You treated patients exposed to Dead Zone phenomena and quickly learned how unprepared traditional medicine is for such cases.
- Local Leader: You were part of a town or neighborhood affected by rift activity and stepped up to help when no one else would.
- Blue-Collar Worker: Your work as a miner, construction worker, or mechanic put you in contact with the bizarre or unexplainable.
Unique Backgrounds
For players looking for something truly unusual or distinctive.
- Dead Zone Refugee: You were born and raised in a quarantined Dead Zone, somehow surviving despite the dangers.
- Cult Defector: You grew up in a fringe group that worshiped rifts or Dead Zones as holy sites. Now, you seek to undo the harm they caused.
- Amnesiac Survivor: You have no memory of how you escaped a rift or Dead Zone event. Your mysterious survival raises questions.
- Artifact Smuggler: You’ve made a living stealing and selling items recovered from Dead Zones or rift events.
- Experimental Test Subject: You volunteered—or were forced—into a secret government program to harness rift energies.
- Ghost Whisperer: You’ve always been able to see and communicate with spirits. Lately, they’ve been warning you about something big.
- Drifter: You’ve spent most of your life off the grid, encountering strange phenomena during your travels.
- Occult Scholar: You’re deeply knowledgeable about forbidden lore, perhaps too much for your own safety.
- Temporal Anomaly: You’ve noticed inconsistencies in your life, like lost time or déjà vu. Riftwatch suspects you’re tethered to a temporal distortion.
- Dead Zone Child: You were exposed to Dead Zone radiation as a child, leaving you with strange abilities—or a shorter lifespan.

Paranormal Origins
These events involve ghosts, spirits, or unexplained phenomena tied to the ethereal plane.
- Haunted Family Home: Your childhood home was plagued by poltergeists. You barely escaped when it burned to the ground, but the spirits still haunt you.
- Exorcism Witness: You witnessed a brutal exorcism as a child. The possessed person looked at you and screamed your name, even though you’d never met.
- Mirror Incident: You saw something in a mirror that wasn’t your reflection. It hasn’t left your mind, and sometimes you feel like it’s watching.
- Phantom Savior: A ghost saved your life during a deadly event, but you’re unsure what it wants in return.
- Cursed Object: You came into contact with a cursed item. Although you got rid of it, the experience left you scarred—and occasionally marked.
- Spiritual Awakening: After a near-death experience, you began seeing spirits everywhere. Riftwatch recruited you to control your newfound "sight."
- The Empty Room: You walked into a place that shouldn’t have existed—a room with no doors, full of whispers. When you emerged, you were changed.
- Family Secret: Your family has been guarding a paranormal secret for generations. You’ve now taken on the burden of protecting it—or stopping it.
- Possession Survivor: You were possessed by a malevolent entity and barely survived the exorcism. You’ve dedicated your life to ensuring it never happens again.
- Ghost’s Warning: A spectral figure gave you a cryptic warning about an impending disaster. You joined Pandora Protocol to decipher it.
Supernatural Origins
These origins involve strange powers, ancient creatures, or inexplicable phenomena beyond human understanding.
- Rift Energy Exposure: You survived a Dead Zone where rift energy mutated your body or mind, granting you strange abilities—or a slow decay.
- Marked by the Unknown: An ancient being touched you, leaving a physical mark and granting fleeting glimpses of its incomprehensible motives.
- Lycanthropy Victim: You were attacked by a werewolf and infected, but the infection was stabilized. You struggle to control it.
- Vampire Encounter: A vampire hunted you for sport. You survived, but you’ve never shaken the predator’s gaze from your nightmares.
- Fey Bargain: A desperate deal with an otherworldly fey saved your life, but now you owe a debt you don’t fully understand.
- Otherworldly Parentage: One of your parents isn’t human, and their heritage manifests in strange and unpredictable ways.
- Shadow in the Bloodline: Your family is cursed by an ancient evil. You joined Pandora Protocol to find a way to break it.
- Supernatural Ally: A creature of the night—such as a ghost, demon, or elemental—offered you guidance. You’re unsure of its true motives.
- Unexplained Phenomenon: A storm followed you for weeks, whispering your name. It disappeared, but strange weather still reacts to your emotions.
- Awakened Power: You woke up one day with supernatural abilities but no memory of how or why.

1d10 Quirks/Personality Traits
- Night owl – You’re most active at night, often staying awake well into the early hours.
- Perfectionist – Everything must be just right, and you get frustrated when things go wrong.
- Mimic – You have a tendency to pick up and mimic the speech patterns and mannerisms of others.
- Bad luck – No matter where you go, bad things seem to follow you around, and you often find yourself in unlucky situations.
- Superstitious – You believe in strange omens and rituals, and you follow them religiously.
- Dreamer – You have vivid dreams that often shape your decisions and views of the world.
- Hoarder – You collect seemingly useless objects, convinced they’ll be important later.
- Shy – You’re quiet and introverted, often struggling to interact with others socially.
- Brash – You’re bold and often speak your mind without thinking, leading to some tense situations.
- Loyal – You’ll do anything for your friends and allies, even if it means putting yourself at risk.
1d10 Personal Motivations
- Seek revenge – You are driven by the desire to avenge a great wrong that has been done to you or someone close.
- Honor family legacy – Your actions are guided by a deep sense of duty to your family’s name or tradition.
- Master a skill – You seek to become the best at something, whether it be magic, combat, or craftsmanship.
- Discover the truth – You have an insatiable need to uncover hidden truths or lost knowledge.
- Build a legacy – You want to leave behind something that will be remembered long after you’re gone.
- Help the helpless – You are motivated by a deep sense of compassion and want to help those in need.
- Escape your past – Your life has been marked by trauma or mistakes, and you are running from them.
- Find your place – You feel lost, always searching for somewhere or something to call home.
- Change the world – You have a grand vision of how the world should be, and you’re dedicated to making it happen.
- Amass power – Power and control are what drive you, and you seek to rise to the top of any hierarchy.
1d10 Character Fears
- Fear of failure – You fear not living up to your potential and disappointing others.
- Fear of death – You are terrified of dying, whether it’s by your own hand or at the hands of others.
- Fear of being alone – You fear abandonment and always strive to have someone by your side.
- Fear of rejection – You struggle with the fear of not being accepted by others, especially authority figures.
- Fear of the dark – The unknown terrifies you, and you find darkness unsettling and full of danger.
- Fear of betrayal – You find it hard to trust others, and betrayal is something you fear above all.
- Fear of loss – You’re haunted by the fear of losing loved ones, possessions, or your own sense of identity.
- Fear of change – You have a deep-rooted fear of change and find comfort in the familiar.
- Fear of failure in others – You fear that others around you will fail, leading to loss or disappointment.
- Fear of magic – You’re terrified of magical power, whether it’s the unknown consequences or its unpredictable nature.
1d10 Table: Experiences with the Supernatural
- Shape-Shifting – Encountered or transformed into a creature with unnatural physical properties.
- Elemental Forces – Felt the power of nature, like fire, water, or storms, acting unnaturally around you.
- Time Distortion – Experienced a strange time lapse, where hours seemed to pass in minutes or vice versa.
- Unseen Forces – Had objects moved around you or unnatural energy flows in your environment.
- Divine Intervention – Felt the presence of a god or otherworldly being influencing your life or actions.
- Cursed Object – Found or interacted with an item that brought misfortune or altered reality.
- Dark Ritual – Witnessed or took part in a supernatural ritual that summoned powerful, otherworldly entities.
- Shadowy Figures – Encountered beings or forces that moved in the darkness, unseen but fully felt.
- Fae Presence – Interacted with creatures or forces from the Feywild, experiencing their tricky or mischievous nature.
- Dreamwalking – Had vivid dreams that led to waking experiences, where dream logic altered reality.
The Crossroads Hotel
The Ghostlight Bureau Headquarters
A sprawling, Victorian-era luxury hotel steeped in supernatural energy, The Crossroads Hotel serves as the Ghostlight Bureau's headquarters. Its dark wood paneling, opulent furnishings, and flickering gas lamps evoke a sense of eerie grandeur. The hotel is sentient, with shifting hallways, hidden chambers, and ghostly staff who assist in various ways. Every floor holds secrets, and its very existence is tied to the paranormal world.
The Crossroads Hotel was the site of the Bureau’s first case. Decades ago, it was plagued by a malevolent entity known as The Shadow Host, which tormented guests and staff alike. After the Bureau neutralized the entity, the hotel's sentience emerged as a side effect of the exorcism. Some of the original spirits remain, assisting Bureau members out of gratitude or unfinished business.
Hotel Floors
Ground Floor
- Grand Lobby: A cavernous room with high ceilings, a massive crystal chandelier, and a fireplace that never extinguishes. The front desk is manned by La Salle, the spectral concierge, who appears as a translucent figure in Victorian attire. Hidden Feature: A key rack behind the desk holds keys to mysterious rooms not found on maps.
- Ballroom: A grand space used for Bureau briefings, strategy meetings, and celebrations. Magically soundproofed and equipped with spectral music that plays on command.
- Dining Room: An elegant space with tables set for ghostly and human diners alike. Food and drink are served by incorporeal waitstaff.
Second Floor
- The Haunted Exhibition: This floor is a museum of paranormal artifacts collected by the Bureau.
- Rooms: Displays range from cursed objects and haunted paintings to jars of ghostly ectoplasm.
- Investigation Archives: A sprawling library and record room holding the Bureau's case files, reports, and research. Books often rearrange themselves, guided by invisible hands.
Third Floor
(Bureau Headquarters)
The third floor is reserved exclusively for Bureau members.
- Each room is uniquely themed to reflect its occupant's personality or paranormal specialty.
- A room with shifting stars on the ceiling for a stargazer investigator.
- A room with shelves of bottled phantoms for a spirit-talker.
- Memorial plaques outside rooms of fallen agents.
Third Floor Common Areas:
- Training Room: Simulates various supernatural phenomena, from poltergeist activity to spectral combat.
- Laboratory: Equipped for analyzing ectoplasm, cursed items, and other paranormal substances.
- Meeting Room: A central room for strategy discussions, featuring a large map of paranormal hotspots that updates in real-time.
Fourth Floor
- Restricted Research: Only accessible by senior Bureau members. Contains powerful and dangerous items, some locked behind magical wards.
Basement
- The Rift Chamber: A secured room with an unstable rift to another dimension, used for research and training. Hidden Rooms: Secret passages lead to storage for sensitive artifacts and escape routes.
The Concierge: La Salle
Appearance:
A spectral figure with a calm demeanor, dressed in a well-tailored Victorian suit and gloves. His translucent form glows faintly blue. Cryptic yet charming, La Salle offers cryptic advice, often with a sardonic wit. He can summon spectral staff for assistance, open and seal doors to hidden areas of the hotel. He also provides "hints" for investigations, though his answers often require interpretation. In life, La Salle was the hotel's concierge and a master of discretion, helping wealthy guests keep their secrets. His spirit lingers to ensure the hotel’s new guests—paranormal investigators—are equally well-served.
Mr. Mechanical
The Leader
Ezra "Mr. Mechanical" Kael was once a high-ranking investigator in a bustling city, celebrated for his keen intellect and ability to solve seemingly impossible cases. His life changed during a case involving a string of mysterious disappearances linked to a cursed artifact: a lantern imbued with the power to reveal hidden horrors.
Mr. Mechanical uncovered that the artifact was a fragment of an eldritch force and narrowly survived destroying it, but not before making a pact with a mysterious entity tied to the shadows between realms.
This encounter revealed to Mr. Mechanical that the world teeters on the brink of devastation from forces unseen. Realizing that traditional institutions were blind to these threats, Mr. Mechanical left his post and founded the Ghostlight Bureau.
Mr. Mechanical is always three steps ahead, often solving puzzles or uncovering motives before others realize there’s even a mystery.
He speaks with calm confidence, drawing respect and loyalty from those around him. His presence is both reassuring and slightly unnerving. Mr. Mechanical carries guilt for the lives lost in his final case as an investigator and is determined to never let such a tragedy happen again.



Darien Veynar
The Concierge
Darien Veynar was once a rising star in the world of academia, known for his brilliant intellect and passion for uncovering the unknown. As a young scholar at one of the most prestigious magical academies, he earned a reputation for his unconventional approach to arcane studies, particularly in the field of the supernatural. His academic pursuits led him to explore ancient, often forbidden, texts and rituals, hoping to understand the true nature of reality and the entities that lurk just beyond the veil.
However, his obsession with the occult and the eldritch took a dangerous turn when he attempted to summon an ancient being from another dimension. The ritual, intended to unlock forgotten knowledge, went horribly awry, tearing the very fabric of reality and allowing the entity to briefly breach through. The aftermath of the failed ritual resulted in unimaginable chaos, leading to a series of deadly events that endangered the academy and its students.
Darien was disgraced, blamed for the catastrophe, and banished from the academic community. His reputation ruined, he found himself shunned and hunted by those who feared his knowledge and the consequences of his actions. But the Ghostlight Bureau saw potential in him. Recognizing his vast knowledge of arcane lore and the occult, they offered him a place among their ranks. Now, as The Archivist, Darien has become the Bureau’s foremost expert on eldritch threats and supernatural phenomena, dedicated to ensuring that no one else falls victim to the same dark knowledge he once sought.
Darien’s tiefling heritage is apparent in his horned head and red skin, but his scholarly demeanor and polished attire set him apart from typical arcane adventurers. He wears glasses that shimmer faintly with arcane energy, enabling him to decipher hidden or forgotten languages and magical scripts that others cannot. His clothes are always neat, though the dark circles under his eyes betray long hours spent poring over ancient texts. His hands are usually stained with ink, and he often carries a satchel full of books or scrolls, even when not actively researching.
As the Lorekeeper and Analyst, Darien’s role is to serve as the Bureau’s chief researcher, specializing in eldritch threats and supernatural entities. His vast library of arcane tomes and ancient grimoires is considered one of the most comprehensive collections in the world. Darien frequently advises Bureau members on how to deal with occult cases, providing crucial insight into enemy tactics, dangerous rituals, and magical phenomena.
Despite his preference for remaining behind the scenes, Darien's knowledge makes him an invaluable asset to the Bureau. He is often called upon to study artifacts, decipher texts, or investigate supernatural occurrences that require expertise beyond the average investigator’s skills. His work, however, comes with the constant pressure of his past failure—he is determined to ensure that no one else suffers the consequences of his reckless pursuit of knowledge.



La Salle
The Concierge
La Salle exudes an aura of elegance and mystery. His spectral form is impeccably dressed in a sharp, Victorian-era three-piece suit, complete with a waistcoat and silver pocket watch. His gloves, once pristine white, now appear faintly translucent, glowing with a soft blue hue. His eyes, though kind, hold a glimmer of sorrow, suggesting knowledge of secrets he dare not share. His hair is perfectly styled, slicked back in the fashion of his time. When he moves, a faint ripple trails him, like the shimmer of heat on a summer's day, and his presence is always accompanied by the faint scent of aged parchment and lavender.
Beneath his composed exterior lies a sardonic wit. He often teases guests with dry humor or clever barbs, delivered with a charming smile. Despite this, he is not unkind—his humor is a veil to mask the burden of his forgotten past and the deep sense of duty he feels toward the Crossroads Hotel and its guests.
Though he is a staunch ally of the Ghostlight Bureau, his assistance is rarely straightforward. He enjoys crafting personalized advice tailored to the intellect and temperament of his audience, believing that understanding a solution is more valuable than receiving it outright.
In life, La Salle was the epitome of discretion, catering to the wealthy and influential guests of the Crossroads Hotel. He was known for his ability to solve problems and keep even the most scandalous secrets buried. From arranging illicit meetings to quietly disposing of compromising evidence, La Salle's network of contacts and his unflappable demeanor made him indispensable.
His death, shrouded in mystery, was as abrupt as it was tragic. La Salle recalls nothing of his final moments, though faint glimpses of fire, screams, and broken glass haunt his fragmented memories. Despite this, he remains tethered to the hotel, compelled by a sense of duty he cannot abandon. Over the decades, La Salle has taken on the role of an intermediary between the living and the dead. While he values the work of the Ghostlight Bureau, he harbors a quiet resentment toward their inability to uncover the truth about his own death. He hides this frustration beneath his polished exterior, focusing instead on ensuring that others receive the help he never did.



Abby
The Orphan
A pale, ethereal figure of a child, wearing a faded pinafore dress with lace trim, stained with dirt and tears. Her hair is in two uneven braids, and she clutches a broken doll with missing eyes. Her presence is often accompanied by faint giggling or the sound of a skipping rope. Abby is playful but melancholy, alternating between moments of childish curiosity and heartbreaking sorrow. She often warns investigators about dangers in her cryptic, sing-song manner.
Abby was the daughter of a hotel maid. She died tragically in a fire that consumed one wing of the building. Unaware of her fate, she wanders the halls in search of her mother, latching onto kind figures who remind her of maternal comfort. Abby often helps the Ghostlight Bureau, though her warnings can be difficult to decipher.
Abby’s innocence and vulnerability can create a bridge of trust between the Ghostlight Bureau and other spirits, particularly those who are similarly lost or lonely. Abby gravitates toward compassionate figures, providing moral support and guidance in emotionally intense situations.
Abby can interact with small objects, such as unlocking doors, retrieving items from hard-to-reach places, or disabling traps. This ability is perfect for investigations where access to sealed or hidden areas is critical. Abby’s cryptic drawings provide clues to hidden truths, whether it’s the location of an item, the identity of a ghost, or warnings about potential dangers.
Abby’s scream can stun hostile entities, providing a critical opportunity for investigators to regroup or make a hasty escape. However, her limited energy reserves mean this should be used sparingly.



Yvette
The Escort
A hauntingly beautiful woman with an hourglass figure, draped in a revealing red silk gown torn at the edges. Her face is pale, with smudged rouge and mascara streaked as though she had been crying before her death. Her eyes burn with a faint, ghostly light, and her footsteps echo with the clink of spiked heels. Seductive and vengeful, Yvette has a sharp tongue and a dangerous temper.
However, she has a soft spot for those who show genuine kindness, especially toward women.
Yvette worked at the hotel as a high-class escort, catering to powerful men who often mistreated her. Her death was staged as a suicide, though she was murdered by a jealous client. She resents the Ghostlight Bureau, believing they will abandon her as others did. Yet, she sometimes helps if appealed to with compassion.
Yvette’s ability to reveal the lingering emotional "imprints" of traumatic events is invaluable for understanding a crime or haunting’s underlying motives. Her insight into these moments could help identify perpetrators, victims, or unresolved emotions fueling supernatural disturbances. Her own tragic past gives her a deep understanding of suffering and betrayal, allowing her to empathize with lingering spirits or victims who might resist communication.
Yvette’s sharp tongue and manipulative abilities allow her to extract information from spirits or living individuals who might otherwise be unwilling to talk. Yvette can use her illusions to lure hostile entities away from investigators, giving the Bureau a chance to escape or regroup. In hostile encounters, Yvette’s aura can weaken or disorient adversaries, buying time for the team to investigate or prepare countermeasures.



Jack Of Fates
The Gambler
The Jack of Fates is a dapper figure trapped in time, forever clad in his 1860s poker tournament attire. He wears a finely tailored waistcoat adorned with intricate playing card embroidery, a crisp white shirt, and a black cravat tied with precision. A wide-brimmed gambler’s hat sits slightly askew on his head, casting a shadow over his piercing, ghostly eyes that flicker with a spectral glow. His trousers are neatly pressed, and polished boots reflect the faint shimmer of his translucent form.
Occasionally, his spectral form reveals faint bullet holes in his chest, a haunting reminder of his untimely demise. When angered or defensive, a faint wisp of black smoke rises from the bullet wounds, and his once-charming grin twists into a menacing smirk. A deck of ghostly cards is always in his hands, shuffled with fluid precision, the sound of the cards snapping like distant echoes.
In life, Jack was a world-renowned poker player who thrived on the thrill of high-stakes gambling. Known as “The Jack of Fates” for his uncanny ability to win against impossible odds, he was both admired and feared. During a prestigious tournament at the Crossroads Hotel, his reputation was shattered when another player accused him of cheating. The accusation quickly escalated into violence, and Jack was shot dead at the card table before he could defend himself.
Now a ghost, Jack is consumed by the need to prove his innocence—or at least prove his skill. He lingers in the hotel’s gambling parlor, coaxing investigators and other spirits into games. The truth of whether Jack cheated that fateful night remains shrouded in mystery, and even he seems uncertain. Some suspect he represses the truth to preserve his fragile pride.
Jack's charisma and refined charm make him an invaluable asset in negotiations with other ghosts or hostile entities. His ability to engage in games of wit and chance allows the GLB to strike deals, extract information, or neutralize threats nonviolently. His Spectral Deck and Illusions allow him to create diversions or manipulate enemy perceptions, giving the GLB time to act or escape.
Jack’s enigmatic connection to the spectral plane and his Illusions of past events make him a key investigator. He can reveal glimpses of a spirit’s death or critical moments tied to hauntings. For example, while investigating a ghostly uprising, Jack uses his cards to reconstruct the final moments of a spirit’s life, revealing a lead that the GLB can pursue.



Benny The Bellhop
The Keeper of Keys
Benny's ghostly form appears as a teenage boy of about 16, forever trapped in the uniform of a bellhop from the early 1930s. His oversized red jacket, with gold brass buttons, is a little too large for his slim frame, and his trousers are slightly wrinkled, like they were never quite tailored for a ghost. His polished black shoes seem to glow with an unnatural sheen, and his cap, while perched atop his head at an odd angle, never falls off. His youthful, freckled face is always caught in a wide, eager grin, though his expression sometimes shifts when he’s reminded of the violent death that took him too soon.
The most notable feature of Benny’s ghostly form is the Mystical Skeleton Key that dangles from a tarnished chain around his neck. It’s no ordinary key—it radiates an eerie, golden glow and seems to pulse with energy whenever there’s a locked door or hidden passage nearby. His otherworldly presence is accompanied by a faint metallic jingle, the sound of keys constantly moving on his belt.
Benny was a young bellhop, always excited to show guests to their rooms, carrying keys with unmatched enthusiasm. Despite his youth, he had an unerring memory of where everything was in the hotel, and his devotion to the job was unmatched. Benny was looking forward to his future in the hospitality world, with dreams of one day becoming the head of the concierge staff.
But everything changed when the Ghostlight Bureau returned from a dangerous assignment, unknowingly followed by a deadly creature that had latched onto their trail. Benny, ever the eager boy, came out to greet the Bureau with a cheerful wave, but before anyone could react, the creature attacked him, killing him instantly in front of them. The Bureau dispatched the creature, but Benny was gone. Despite their grief, the Bureau failed to stop his death, and they were left to wonder if they could have done more.
Now, as the Keeper of the Keys, Benny’s ghost cannot help but assist the Bureau, always trying to make up for the time he lost. He has no memory of his death—only that he “let it happen”—and it haunts him. He believes that if he can just be helpful enough, he might finally find peace and a way to atone for his tragic fate.
Benny’s Mystical Skeleton Key makes him invaluable for uncovering hidden locations or secrets within the hotel. He can bypass any lock, physical or metaphysical, which allows the GLB to access areas and knowledge that would otherwise remain sealed. Benny’s Unlocking Unseen Dangers ability doesn’t just open doors—it reveals hidden emotions or suppressed memories in those around him. While this can be unsettling, it provides the GLB with powerful insights into the motivations and unresolved traumas of the spirits they encounter.
Benny’s well-meaning but disruptive nature can create unintended challenges for the GLB. His Annoying Disruption ability keeps the team on their toes, forcing them to adapt and improvise. While this can lead to setbacks, it also creates unexpected opportunities.



CeCe
The Songbird
Cece is a vision of timeless glamour. Her long, dark curly hair cascades over her shoulders in perfect waves, framing her striking features. She wears an elegant, deep burgundy lace gown that glimmers faintly, as if catching an otherworldly light. Her neck and wrists are adorned with vintage jewelry—pearls and diamonds that seem to sparkle with a life of their own. Her movements are fluid and hypnotic, like a slow dance with the air itself.
Cece’s voice is a smooth, sensual contralto, with just a hint of a smoky rasp. Each word she sings seems to hang in the air, drawing listeners into her haunting, seductive melodies. She exudes confidence and allure, her gaze often locking with the audience as if she’s singing directly to their souls. Despite her captivating presence, there’s a faint melancholy in her smile, a trace of the tragedy that binds her to this world.
Cece was a rising star, a jazz singer with a voice that captivated audiences every time she took the stage. Her raspy yet smooth tone, combined with her gorgeous presence, made her a standout performer in the opera house. The Fractured Mask, an entity known for jealousy and envious rage, watched from the shadows as Cece garnered more and more attention from the opera house's patrons. His bitterness grew until it festered into a horrifying plan to punish Cece for overshadowing him.
One fateful night, the opera house was packed to the rafters for a grand performance. Cece, ever confident, leaned into her final note, drawing the crowd into a trance-like stillness. But just as she reached the crescendo of her performance, the stage lights overhead exploded in a blaze of sparks. The heavy glass fixtures rained down on the audience, and one shard, sharp and deadly, pierced Cece's throat—the very instrument of her stunning voice. She fell to the stage, her last breath a choked gasp as her dying eyes met the shocked faces of her fans. The Fractured Mask watched from the shadows, his cruel satisfaction at her death unmistakable. Cece’s dream of stardom was violently and tragically silenced in front of her adoring audience.
The Restless
Together, Cece, Mathias, and Sebastian form a hauntingly beautiful trio, blending their unique talents into mesmerizing performances. Their music is both enchanting and sorrowful, reflecting their shared tragedy and eternal bond. Guests at the hotel often find themselves drawn to the lounge, unable to resist the spell of The Restless, unaware that the musicians they watch are no longer among the living.



Mathias
The Violinist
Mathias is a dashing figure, his chin-length dark hair often tucked neatly behind his ears as he plays his violin. His crisp, tailored white tuxedo with subtle gold accents gives him the air of a refined, old-world musician. His violin is a masterpiece of craftsmanship, with intricate wood inlays that seem to shift and shimmer under the lounge’s dim lighting. His eyes carry a distant, introspective gaze, as if his thoughts often drift somewhere far away.
Mathias is an artist through and through. He is passionate about his music, pouring his entire being into every haunting melody he plays. His bow glides across the strings with precision and emotion, filling the room with an otherworldly resonance. Offstage, he has a gentle, slightly reserved demeanor, though he occasionally flashes a roguish grin that hints at a playful spirit beneath his polished exterior.
Mathias was the son of a famous violinist and lived his life in the pursuit of musical perfection. On the night of the fire, he chose to stay behind to protect his precious violin, a gift from his late mother. His loyalty to his craft and his instrument tethered him to the lounge, where he continues to create spellbinding music that echoes with both beauty and sorrow.



Sebastian
The Pianist
Sebastian is the picture of quiet dignity, with a slight stoop that makes him appear older than his fellow bandmates. His gray hair is combed back neatly, and his pale, ghostly complexion gives him a stately presence. His black three-piece suit is simple yet immaculate, with a faint shimmer that suggests a connection to the ethereal. His fingers move with precision and grace on the piano keys, despite their translucent, spectral quality.
Sebastian rarely speaks, but his nods and knowing smiles carry a warmth that words cannot match. His presence is calming, grounding the other two members of The Restless with his quiet strength. He has an air of wisdom, as though he’s seen lifetimes pass before him, and his playing reflects this—deep, resonant, and filled with complex emotion. His music often serves as the foundation upon which Cece and Mathias build their performances.
Sebastian was a lifelong pianist who found solace in the keys. He had been playing at the hotel for decades, providing music to soothe the weary and inspire the joyous. On the night of the fire, he played until the very end, hoping to calm the chaos with his melodies. His enduring connection to his piano kept him tied to the lounge, where he continues to play with a profound sense of purpose.



The Terminal Line
V.I.P.E.R. Squad Headquarters
The VIPER Squad in the Dead Zone utilizes an extensive network of abandoned subway tunnels as their headquarters. These subterranean stations and depots have been re-purposed as secret, high-tech outposts, offering the squad both privacy and mobility in the dangerous, post-apocalyptic world.
The bases are situated in forgotten or abandoned subway stations scattered throughout major cities. Most of the stations are deep underground, overlooked by the general population, and hidden from public view. Some stations are even located beneath seemingly innocuous structures like old office buildings, warehouses, or commercial complexes, making them harder to detect.
Every base is outfitted with the latest VIPER technology, from surveillance systems and communication arrays to medical and resource stockpiling. The stations are self-sustaining, often relying on backup power sources like solar, hydroelectric, or even experimental energy systems.
Advanced security systems are embedded into the walls of the stations, including biometric scans, encrypted doors, and motion-triggered traps. Only VIPER agents have access.
The abandoned subway tunnels offer perfect mobility for VIPER squads on the move. Instead of using the exposed roads above ground, agents can move swiftly and undetected through vast subterranean corridors, perfect for infiltrating areas or fleeing from danger. These tunnels are interconnected, allowing squads to move between bases without ever having to surface.
Kennedy Station
VIPER 1
Located beneath the bustling city, hidden from public view, Kennedy Station is an underground train hub that has been completely transformed into a highly secure base of operations for VIPER. The station, once a normal transit hub with sleek metal walls and neon-lit signage, has now become a fortified, high-tech compound, serving as the primary launch point for VIPER’s covert missions and rapid deployments.
Kennedy Station is a marvel of technological sophistication. The train base is wired with the latest in military-grade communications, surveillance, and hacking technology. Central to the operation is the Central Control Hub, a vast, server-driven operation center that oversees all incoming and outgoing missions. The station is integrated with satellite uplinks, AI-assisted tactical analysis, and encrypted communications to ensure VIPER can track global threats and deploy agents in real-time.
The tunnels feature hidden routes that allow personnel to escape the station if it is ever compromised. These routes are rigged with explosives to ensure that no enemy can follow VIPER agents through them. The train line tunnels beneath Kennedy Station serve not just as an entry point but as a series of hidden passages connecting the base to various critical points across the world. These tunnels are designed to be untraceable, buried deep underground and protected by multiple layers of steel and concrete.
Kennedy Station is more than just a train station—it is a well-oiled, high-tech fortress built to serve as the heart of VIPER's covert operations. With its state-of-the-art technology, weapons, and layered defenses, it is capable of surviving the most intense attacks while continuing to operate undetected. Whether launching missions from the base or transporting critical personnel across vast distances, Kennedy Station ensures VIPER remains an unassailable force in the world of global espionage and paramilitary operations.
Weapons and Armament
Kennedy Station has a full range of weapons at its disposal, from small arms to advanced military-grade weaponry. The armories are stocked with VIPER’s specialized gear, including:
- Electromagnetic Pulse (EMP) Blasters: Used to disable electronics within the station and on VIPER's targets.
- Railguns and Heavy Cannons: Mounted in strategic positions to provide devastating firepower in case of a station-wide siege.
- Advanced Ballistic and Energy Weapons: Including the latest in directed-energy weapons and stun guns for non-lethal crowd control.
- Tactical Drones and Mechs: Both air and ground drones, some capable of carrying heavy weaponry, patrol the station and are deployed as reinforcements when needed.
Colonel Darius Kane
Vanguard
Colonel Kane exudes confidence, calm, and control. He is a natural leader, and his presence commands respect. His voice, deep and authoritative, doesn’t need to be loud to be heard, and his words are always measured, precise, and purposeful. Kane is a man of few words, but when he speaks, his team listens.
He has a dry sense of humor, often so subtle that it’s unclear if he’s joking or being serious. His demeanor rarely betrays his emotions, making it difficult for others to gauge his true feelings. This reserved and stoic personality has earned him the reputation of being unapproachable to some, but those who serve under him admire his unwavering leadership and decisiveness in the field.
As the backbone of the VIPER Squad, Kane is steadfast and unyielding. He has seen and survived things that most couldn’t even fathom, and it’s this experience that informs every decision he makes. His ability to assess a situation and remain calm under pressure is legendary, and his strategic mind is unmatched. Kane never allows his personal emotions to cloud his judgment, and he expects nothing less from his squad.
Darius Kane’s history is shrouded in secrecy, and even the few who have been close to him don’t know the full extent of his past. Before joining the VIPERs, Kane was a decorated field operative, serving in various high-risk missions across the globe. He rose through the ranks not only because of his innate tactical genius but because of his leadership skills and sheer determination.
The most defining aspect of his past seems to be the traumatic event that led to the scar on his arm. There are many rumors about how Kane acquired the scar, but no one knows the real story. Every time someone asks him, he offers a different tale.



Sergeant Liam Carter
Rook
Liam Carter, better known by his callsign “Rook,” was once one of VIPER’s most talented field operatives. Known for his quick reflexes, sharp wit, and uncanny ability to think three steps ahead in a fight, Rook earned his nickname from his strategic brilliance. Much like a chess rook, he was reliable and steadfast, capable of maneuvering through dangerous situations with surprising efficiency.
Rook’s career as a field operative came to a sudden and devastating halt during a high-stakes mission against the Iron Sovereignty—a brutal, authoritarian regime responsible for widespread destruction and experimentation with bioweapons. During an ambush, Rook and his squad were pinned down by enemy forces. Despite being outnumbered, Rook devised a plan to lead his team to safety by creating a distraction.
As he covered their retreat, a Sovereignty heavy trooper detonated a concussive blast nearby, shattering debris and sending shrapnel into Rook’s spine. Though he survived the ordeal and his team escaped unharmed, the injury left him paralyzed from the waist down. The mission earned him a commendation for bravery, but Rook’s days as a field agent were over.
Rook refuses to let his injury define him. He often cracks jokes about his wheelchair, dubbing it “The Mobile Command Center” or “VIPER One". His sarcasm and humor keep morale high, even during the direst situations. Rook connects easily with others, using humor to break down barriers and keep spirits up. Despite his sarcasm, he deeply respects the VIPER Squad and often masks his admiration with playful teasing.



Captain Leona Hayes
Valkyrie
Leona’s journey to becoming a pilot was unconventional. She originally enlisted in the military as a Marine, where she quickly gained a reputation for her toughness, quick thinking, and ruthless combat skills. Her rise through the ranks was swift, and she became known for her ability to take down enemies without hesitation. However, Leona’s true calling was in the sky.
After a near-fatal mission where her team was pinned down behind enemy lines and their extraction was impossible by ground vehicles, Leona was tasked with piloting a helicopter for the first time to make a dangerous rescue. Her quick reflexes, natural instincts, and the ability to stay calm under pressure made her a natural in the cockpit. She was soon recommended for flight school, where she quickly became a standout student and earned her wings.
Though she still maintains her combat prowess, it was her exceptional flying skills that earned her the spot as one of the Black Ravens’ pilots. Leona is one of only two pilots on the team, but she is considered by far the superior pilot. Her reputation for wild flying is known throughout the VIPER team, and while many others might flinch at the thought of taking one of her high-speed, low-altitude dives, her flawless record speaks for itself—she’s never wrecked.
Her flying style is as bold and daring as her personality—she’ll weave helicopters through tight alleyways, land planes on rooftops, and take insane risks if it means getting her team out of a jam. She finds exhilaration in the chaos and the danger, and while she knows the stakes are high, she never hesitates to dive right in, leaving passengers wide-eyed and terrified as she expertly maneuvers her aircraft through combat zones. Despite the terrifying stunts, Leona is one of the best pilots around, and her reputation for never crashing precedes her.
Valkyrie is a bit of a risk-taker and often finds herself in dangerous situations to save her team or finish the mission. Whether it’s flying through enemy lines to provide aerial support or rescuing her squad from certain death, she doesn’t hesitate to put herself in harm’s way. While some might call it reckless, Leona’s crew sees it as bravery and loyalty. She’s the kind of person who would rather risk her own life than see her teammates in danger.



VIPER Squad Style
When deploying on an adventure as a VIPER Squad, the players can choose one of three "fighting styles" to use for the adventure. These three squad styles allow for vastly different approaches to the same missions, each providing a unique playstyle based on the player's preferences. Whether you enjoy charging headfirst into battle with overwhelming power, coordinating surgical strikes with your squad, or sneaking through the shadows to complete covert objectives, each style offers distinct advantages and challenges.
Squad Codename: Hellgate
Fighting Style: Storm
Combat Focus: Brute force and overwhelming firepower
Combat Based on: Gears of War
Tactics: Hellgate squad relies on brute force, charging in headfirst with heavy weapons, explosives, and armor. Their blitzkrieg-style tactics focus on overwhelming the enemy through sheer power and speed, pushing through enemy lines without hesitation. They excel in direct confrontations, laying down suppressive fire and using heavy artillery to break through defenses and clear objectives.
Strengths:
- High Durability: Heavy armor and shields make Hellgate extremely tough to damage, allowing them to sustain prolonged engagements.
- Overwhelming Firepower: The squad's reliance on machine guns, explosives, and other heavy weapons ensures that they can dominate any battlefield with sheer firepower.
- Battlefield Control: Hellgate excels at controlling the flow of combat by suppressing enemy movement and forcing the opposition into a defensive posture.
Weaknesses: - Slow Movement: Their heavy armor and reliance on firepower make them slower and less agile, making them vulnerable to fast-moving or evasive enemies.
- Limited Stealth/Precision: Hellgate's focus on brute force means they're not the best at sneaking around or executing highly precise strikes.
Ideal For: - Players who want to experience constant action and high-intensity combat.
- Those who prefer to push through enemy lines with firepower and aggressive tactics.
- Players who enjoy being the tank of the squad, drawing enemy attention and soaking up damage while dishing out even more.
Squad Codename: Red Dawn
Fighting Style: Wolfpack
Combat Focus: Tactical precision, stealth, and lethal force in small groups
Combat Based on: Rainbow Six
Tactics: Red Dawn's squad members are experts in coordinated small-team operations. They infiltrate enemy territories using stealth and precision, dividing into smaller units when necessary to create confusion and eliminate threats with surgical strikes. Their teamwork and communication are essential to success, and they excel at using minimal force to accomplish major objectives. While they can be aggressive when needed, they prioritize stealth and strategic planning above all else.
Strengths:
- Tactical Precision: Red Dawn excels at planning, executing coordinated strikes, and taking out high-priority targets efficiently.
- Stealth and Infiltration: Members can quietly eliminate threats or infiltrate enemy lines without alerting the rest of the opposition.
- Versatile Combat: The squad can handle both stealthy takedowns and intense firefights, making them adaptable to a variety of combat situations.
Weaknesses: - Vulnerable When Isolated: If separated or caught in a larger confrontation, Red Dawn is at risk of being overwhelmed.
- Dependence on Teamwork: Success relies heavily on each member's communication and coordination, making the squad less effective without proper teamwork.
Ideal For: - Players who love strategic gameplay, where careful planning and quick decision-making are key.
- Those who want to balance tactical stealth with the ability to handle larger firefights when necessary.
- Players who enjoy using advanced technology, gadgets, and environmental advantages to gain the upper hand.
Squad Codename: Ghostwalkers
Fighting Style: Phantom
Combat Focus: Stealth, sabotage, and complete mission secrecy
Combat Based on: Splinter Cell / Metal Gear Solid
Tactics: Ghostwalkers focus entirely on remaining undetected and using subterfuge to complete their missions. Each member of the squad works independently or in small groups, using stealth, gadgets, and non-lethal methods to neutralize threats and bypass security. The Ghostwalkers prioritize their mission objectives and use non-combat solutions wherever possible. When combat becomes necessary, it's quick, quiet, and decisive—leaving no trace of their presence.
Strengths:
- Master of Stealth: Ghostwalkers are unmatched at avoiding detection and can sneak past enemies, infiltrating secure locations without alerting anyone.
- Non-lethal Solutions: They excel at using gadgets to disable enemies, doors, and security systems, or performing non-lethal takedowns to keep the mission undetected.
- Gadget Use: Advanced technology allows the Ghostwalkers to manipulate the environment, use distractions, and gain intelligence in ways that other squads cannot.
Weaknesses: - Fragile in Combat: Ghostwalkers are not built for direct confrontations and are vulnerable when forced into a fight.
- Low Firepower: While they carry weapons, they aren't designed for full-on combat; their main focus is stealth and precision, so their weaponry is typically lighter or specialized.
Ideal For: - Players who enjoy stealth, strategy, and evading enemies rather than fighting them head-on.
- Those who want to use gadgets and tech to solve problems, neutralize threats, and gather intelligence.
- Players who prefer completing objectives in secrecy, without ever being noticed.
Practice
Safe
Homebrewing
People love to flex their creative muscles while composing new homebrew content. More often than not, the inspiration for you homebrew comes from another source. Sometimes significantly. Other times just as a spark.
What is important for the community is that you share your sources of inspiration. This back cover can serve as an easy to find, easy to read place for you to do just that.
So go ahead, remove this chunk of copy and tell everyone who inspired you.
Art: Zakari Zero
When you're ready to jump back into Pandora Protocol, keep a look out for upcoming expansions.
3 Deals of the Devil
Red Dot
More Credits
Maybe you have so many people to give credit to that you need a bit more space. Well, you can use this column to do exactly that!