The Slender Man
Is he real? Is he fake? Something that someone made up on the internet? Or is that the conspiracy? Regardless of his origins the Slender Men is terrifying to behold. Reports put him (it?) at eight to ten feet tall, with pallid skin and dressed in a black suit and tie. Despite having a head he has no face (though doesn’t seem affected by lack of eyes, ears, etc.). His fingers are long and claw-like with dirty fingernails. Each arm is four to five feet long and capable of “splitting” and turning into five separate arms or grow twice as long. Among many of its powers, it seems to be able to hide itself utterly from all beings at will, except for children (anyone under the age of 12), appear at will, and infect others with “slender sickness” merely by being in their presence (see below). It also has inhuman levels of strength, agility, fortitude, and a level of intellect so far beyond human that its motives remain inscrutable. Some think it’s the embodiment of fear or a being from beyond our reality akin to the creatures of H.P. Lovecraft’s Cthulhu Mythos.
It’s near invulnerability to small arms fire and fast rate of healing make it unwise to actually attack in combat.
Any Campaign Setting…
ST: 30 HP: 30 Speed: 10.00
DX: 20 Will: 20 Move: 100 (or 11 if walking)
IQ: 20 Per: 20 Weight: 150 lbs.
HT: 20 FP: 20 SM: +1
Dodge: 14 Parry: 15 DR: 21
Claw (16): 3d+2 cutting. Reach C-2. Treat as a weapon (Striker), not as a body part. Made as a Deceptive Attack (-3 to defend against)
Fearful Presence (20 vs. Will-14):Add all applicable modifiers under Fright Check Modifiers (p. B360), failure results in an immediate roll on the Fright Check table (pp. B360, B361). Your victims get +1 per Fright Check after the first within 24 hours.
Grapple (16): No damage, but on further turns can squeeze (Choke or Strangle,p. B370) as ST 32†. Made as a Deceptive Attack (-3 to defend against)
Improvised Weapon (15): Based on Damage 3d/5d+2.
Slender Sickness (Lower of HT or Will-5): Being within 16 yards of Slender Man requires a roll against HT-5, failure results in the subject acquiring Paranoia and Nightmares (6) for days equal to the margin of failure. Failure by five or more also inflicts -30 points worth of Delusions. Success means they are immune to this effect for 24 hours, while critical success means they are immune for a month. Critical failure results in the subject permanently acquiring -1dx5 points worth disadvantages from the above list or any other the GM feels is appropriate and falling unconscious for minutes equal to their margin of failure. Regardless of whether they succeed or fail, they take 1d-3 injury through nosebleeds.
Slender Sickness (Lower of HT or Will-5): Being within 16 yards of Slender Man requires a roll against HT-5, failure results in the subject acquiring Paranoia and Nightmares (6) for days equal to the margin of failure. Failure by five or more also inflicts -30 points worth of Delusions. Success means they are immune to this effect for 24 hours, while critical success means they are immune for a month. Critical failure results in the subject permanently acquiring -1dx5 points worth disadvantages from the above list or any other the GM feels is appropriate and falling unconscious for minutes equal to their margin of failure. Regardless of whether they succeed or fail, they take 1d-3 injury through nosebleeds.
Traits: Claws (Sharp); Combat Reflexes; Dark Vision (Color Vision); Extra Arms (Ten Arms; Extra-Flexible; Long, SM+2; Switchable); Frightens Animals; Injury Tolerance (Homogeneous; No Blood; No Eyes; No Face); Invisibility (Accessibility, Never affects children; Affects Machine; Can Carry Objects, Heavy; Extended, All; Selectivity, Selective Effect; Switchable); Limited Camouflage (Shadowy Areas or Forests); Long Arms (SM+1); Low Empathy; Odious Personal Habit (Kidnaps children); Regeneration (Very Fast, 3HP/second); Sadism (12); Terror 15 (Active; Presence; Vision-Based); Unaging; Unkillable 3; Warp* (Blink; Cosmic, No die roll required; Range Limit, 100 yards; Reliable 10).
Skills: Brawling-22; Camouflage-20; Intimidation-20; Shadowing-20; Stealth-20; Wrestling-22. The Slender Man probably has an extensive array of skills and may possess any skill the GM thinks he should have (even secret skills like Hidden Lore or magic spells!).
Classification: Elder Thing.
Notes: Cannot be truly killed. Always returns. If the GM is using Intrinsic Fright Check from GURPS Horror (p. 139), the Slender Man has a modifier of -6.
* The Range Limit is ignored when teleporting to abandoned places where humans once dwelt, forests, and other similar remote locales.
† Assumes two arms; +2 for each additional arm used (up to ten for a +16 to hit).
For Dungeon Fantasy…
ST: 30 HP: 30 Speed: 10.00
DX: 20 Will: 20 Move: 100 (or 11 if walking)
IQ: 20 Per: 20 Weight: 150 lbs.
HT: 20 FP: 20 SM: +1
Dodge: 14 Parry: 15 DR: 14
Claw (16): 3d+2 cutting. Reach C-2. Treat as a weapon (Striker), not as a body part. Made as a Deceptive Attack (-3 to defend against)
Fearful Presence (20 vs. Will-14): Add all applicable modifiers under Fright Check Modifiers (p. B360), failure results in an immediate roll on the Fright Check table (pp. B360, B361). Your victims get +1 per Fright Check after the first within 24 hours.
Grapple (16): No damage, but on further turns can squeeze (Choke or Strangle, p. B370) as ST 32†. Made as a Deceptive Attack (-3 to defend against)
Improvised Weapon (15): Based on Damage 3d/5d+2.
Slender Sickness (Lower of HT or Will-5): Being within 16 yards of Slender Man requires a roll against HT-5, failure results in the subject acquiring Paranoia and Nightmares (6) for days equal to the margin of failure. Failure by five or more also inflicts -30 points worth of Delusions. Success means they are immune to this effect for 24 hours, while critical success means they are immune for a month. Critical failure results in the subject permanently acquiring -1dx5 points worth disadvantages from the above list or any other the GM feels is appropriate and falling unconscious for minutes equal to their margin of failure. Regardless of whether they succeed or fail, they take 1d-3 injury through nosebleeds.
Slender Sickness (Lower of HT or Will-5): Being within 16 yards of Slender Man requires a roll against HT-5, failure results in the subject acquiring Paranoia and Nightmares (6) for days equal to the margin of failure. Failure by five or more also inflicts -30 points worth of Delusions. Success means they are immune to this effect for 24 hours, while critical success means they are immune for a month. Critical failure results in the subject permanently acquiring -1dx5 points worth disadvantages from the above list or any other the GM feels is appropriate and falling unconscious for minutes equal to their margin of failure. Regardless of whether they succeed or fail, they take 1d-3 injury through nosebleeds.
Traits: Claws (Sharp); Combat Reflexes; Dark Vision (Color Vision); Extra Arms (Ten Arms; Extra-Flexible; Long, SM+2; Switchable); Frightens Animals; Injury Tolerance (Homogeneous; No Blood; No Eyes; No Face); Invisibility (Accessibility, Never affects children; Affects Machine; Can Carry Objects, Heavy; Extended, All; Selectivity, Selective Effect; Switchable); Limited Camouflage (Shadowy Areas or Forests); Long Arms (SM+1); Low Empathy; Odious Personal Habit (Kidnaps children); Regeneration (Very Fast, 3HP/second); Sadism (12); Terror 15 (Active; Presence; Vision-Based); Unaging; Unkillable 3; Warp* (Blink; Cosmic, No die roll required; Range Limit, 100 yards; Reliable 10).
Skills: Brawling-22; Camouflage-20; Intimidation-20; Shadowing-20; Stealth-20; Wrestling-22. The Slender Man probably has an extensive array of skills and may possess any skill the GM thinks he should have (even secret skills like Hidden Lore or magic spells!).
Classification: Elder Thing.
Notes: Cannot be truly killed. Always returns.
* The Range Limit is ignored when teleporting to abandoned places where humans once dwelt, forests, and other similar remote locales.
† Assumes two arms; +2 for each additional arm used (up to ten for a +16 to hit).
For Monster Hunters…
ST: 40 HP: 40 Speed: 10.00
DX: 20 Will: 20 Move: 100 (or 11 if walking)
IQ: 20 Per: 20 Weight: 150 lbs.
HT: 20 FP: 20 SM: +1
Dodge: 14 Parry: 16 DR: 31
Fright Check: -5
Claw (17): 4d+4 cutting. Reach C-2. Treat as a weapon (Striker), not as a body part. Made as a Deceptive Attack (-4 to defend against)
Fearful Presence (20 vs. Will-14): Add all applicable modifiers under Fright Check Modifiers (p. B360), failure results in an immediate roll on the Fright Check table (pp. B360, B361). Your victims get +1 per Fright Check after the first within 24 hours.
Grapple (17): No damage, but on further turns can squeeze (Choke or Strangle, p. B370) as ST 42†. Made as a Deceptive Attack (-4 to defend against)
Improvised Weapon (15): Based on Damage 4d+1/7d-1.
Slender Sickness (Lower of HT or Will-5): Being within 16 yards of Slender Man requires a roll against HT-5, failure results in the subject acquiring Paranoia and Nightmares (6) for days equal to the margin of failure. Failure by five or more also inflicts -30 points worth of Delusions. Success means they are immune to this effect for 24 hours, while critical success means they are immune for a month. Critical failure results in the subject permanently acquiring -1dx5 points worth disadvantages from the above list or any other the GM feels is appropriate and falling unconscious for minutes equal to their margin of failure. Regardless of whether they succeed or fail, they take 1d-3 injury through nosebleeds.
Slender Sickness (Lower of HT or Will-5): Being within 16 yards of Slender Man requires a roll against HT-5, failure results in the subject acquiring Paranoia and Nightmares (6) for days equal to the margin of failure. Failure by five or more also inflicts -30 points worth of Delusions. Success means they are immune to this effect for 24 hours, while critical success means they are immune for a month. Critical failure results in the subject permanently acquiring -1dx5 points worth disadvantages from the above list or any other the GM feels is appropriate and falling unconscious for minutes equal to their margin of failure. Regardless of whether they succeed or fail, they take 1d-3 injury through nosebleeds.
Traits: Claws (Sharp); Combat Reflexes; Dark Vision (Color Vision); Extra Arms (Ten Arms; Extra-Flexible; Long, SM+2; Switchable); Frightens Animals; Injury Tolerance (Homogeneous; No Blood; No Eyes; No Face); Invisibility (Accessibility, Never affects children; Affects Machine; Can Carry Objects, Heavy; Extended, All; Selectivity, Selective Effect; Switchable); Limited Camouflage (Shadowy Areas or Forests); Long Arms (SM+1); Low Empathy; Odious Personal Habit (Kidnaps children); Regeneration (Very Fast, 4 HP/second); Sadism (12); Terror 15 (Active; Presence; Vision-Based); Unaging; Unkillable 3; Warp* (Blink; Cosmic, No die roll required; Range Limit, 100 yards; Reliable 10).
Skills: Brawling-25; Camouflage-20; Intimidation-20; Shadowing-20; Stealth-20; Wrestling-25. The Slender Man probably has an extensive array of skills and may possess any skill the GM thinks he should have (even secret skills like Hidden Lore or magic spells!).
Notes: Cannot be truly killed. Always returns. Use the skills listed under Cryptids or Inbetweeners (or Elder Things for some campaigns!) in the Know Thy Enemy box in Monster Hunters 1 (p. 16). Killing Slender Man (or at least banishing it back to wherever it came from) will require a team of champions who’ve prepared and planned extensively for the task.
* The Range Limit is ignored when teleporting to abandoned places where humans once dwelt, forests, and other similar remote locales.
† Assumes two arms; +2 for each additional arm used (up to ten for a +16 to hit).
Welp, this made my day heh. Good write up that covers most of Slendy's basics. Now all potential GM's need to is season him to taste adding in anh of his optinal powers from reality wraping to using domination to create proxies (though there might be a good case that in most slender man stories that being his proxie is simply a possible delusion one picksup from failing a slender sickness roll and they simply end up crazy and thinking they're his servent when Slendy truely has no desire, care or possibly even has no ablity to comprehend that someone is his proxie).
That was my thought. I considered giving him Dominance – but figured the Slender Sickness could cover it better. Glad you liked it. Hope you get some mileage out of it.
I've been digging back through the SCP Project wiki again (haven't looked at it in years); ol' Slendy goes great in theme with them. Assuming he doesn't have a page in there yet already.
The SCP Project makes for an interesting Monster Hunters framework, and is certainly a goldmine of ideas.
The Slender Man's "Fearful Presence" attack – I assume the PCs must roll Will-14 and compare to 20, then, if they fail – as they almost certainly will – use the margin of failure as a penalty on the Fright Check table?
Yes