Volume 1, Issue #2
Volume 1, Issue #2
Volume 1, Issue #2
IN THIS ISSUE:
HOW TO WRITE A
SAVAGE SPLATTERPUNK,
DEMONIC POSSESSION,
AND A PLETHORA
OF POISONS
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Welcome to Slipstream!
A Brief Look at Life Beyond the Black Hole …
Well here it is—another teaser from Paul Williams, better known as Wiggy over on the Pinnacle Forums. You might
recognize him as the author of Pinnacle’s upcoming Savage setting book—Slipstream. If you spend any time on the PEG
Forums, you know that Wiggy likes to tease us. Well now he gets to do the same thing in the pages of Shark Bytes! So
pour a cup of coffee, sit back in your reading chair, and take a brief look at life beyond the Black Hole. Just remember that
all this stuff is subject to change pending editing and playtesting!
Hey! You with the blue fur and horns! You speak Streamer? Worse still, they can fire off this gas that makes you heave like
Great! Come over here a minute. Come on, I don't bite. you were pulling a loop at full speed.
You look like you're fairly new here. You are? Well, in that Don't get caught by the Queen's agents. You never heard
case, cash in some Slips and buy me a slug of Lil’ Brain Rot of her! Man, you are new. Listen, she is bad news with a capital
and I'll give you a brief low down of what's what and who's EVIL. She's the big boss around here. Takes what she wants,
who. Time is money, so I'm gonna give you just the bare facts. when she wants, especially males. Why? Damned if I know, but
Let me introduce myself. Name's Jack Savage, but you can I ain't volunteering to find out. No one knows where she lives,
call me Jack. I'm an Earthling. That means I'm from Earth, or at and it's best kept that way. You go looking for trouble here and
least my grandpa was. No one's come from Earth since some you'll find it.
ark ships got sucked into a big old black hole a century back. She's got three main types of followers. Topping the list are
Me, I was born and raised on Simba. You ever been there? the Handmaidens. These bitches are tough, packing advanced
Nice place, big open spaces, friendly locals. The locals? They're weaponry and wearing some sort of super armor. You see one
called Lion Men. of them, you run as fast as you can. They'll frag your ass as
They look like… you never seen a lion have you? Oh well, soon as look at you. Next are the Primals. They're barbaric
they're taller than me, flat faces, furry, got these nasty primates, but they're mean sons of bitches. Lastly, there're the
retractable claws they use for killing, and follow this strict code Minions. These guys are all male Earthlings and fly her ships.
of honor. My advice, don't upset one! They're cool if you treat You psionic? You know, mind powers? You have? Best
them right. keep that quiet. There's a price on your head whether you
Anyway, here's what you need to know. Firstly, don't know it or not. The Queen doesn't like psionicists. No, I ain't
worry about someone opening the doors of a rocket ship while asked her why. She doesn't mind mad scientists, though. You
you're in space. Vacuum? My friend, there's no such thing as know, nutters that try to recreate alien artifacts.
vacuum here. Sure the air is thin and hard to breathe, but it Here're some places to avoid. The Queen's forces interdict
won't kill you. Some people can breathe the air like it's natural, Quan, Psidonia, and Xaq. You go there, you're gonna die
but you don't look like one of them. If you're worried, wear a pretty fast. No, I don't know why they're blockaded, but they
bubble helmet and buy some air tablets. are. You might want to avoid Arachnea as well. The Spider
Fragments have the same gravity, no matter their size or Men got a nasty habit of eating anything they catch, and I mean
shape. No gravity in space though, so make sure you use anything. One of them took a chunk out of a friend of mine
magnetic clamps or a tether, less you plan on taking up flying. before they realized he was a Robot Man. Yep, a Robot Man.
Nah, ships have got Graviton Compensators to stop you Fully sentient machines. Damn clunky when they move, but
drifting around while you're indoors. Yes, they work with the they're tough cookies.
door open. Don't worry so much. Space travel is safe, less you Let's see… oh, yeah. There's this big area of space called
meet a leviathan or space pirates of course. the Dust Cloud. In the middle somewhere is Stygia. No, I ain’t
This here universe is also pretty small. You can usually ever been there. Just hear me out. These dark aliens called
reach a neighboring world in a couple of hours. 'Course, it Stygians live there. No one messes with them, not even the
depends how fast your ship is. How many worlds? Well, we call Queen, 'cos they're real nasty. Best avoid the Dust Cloud,
them fragments. 'cos that's what they are—fragments of bigger though it means a longer trip.
worlds ripped apart by those black holes. I reckon we got You may have noticed the spiral of crud heading toward
around 50 main worlds, but I've only been to half of them. You the centre of the universe. That's the Graviton Wave, but we
got desert fragments, ice balls, tropical jungle, forests, just call it the Wave or the Slipstream. It carries small fragments
volcanoes, plains—the works! Just not on the same world. Each and space debris through Slipstream to the Graveyard at the
fragment has a single terrain type. centre of the universe. Plenty of rich pickings in the Slipstream,
Escape? I'm afraid there is no way out. A few souls try to if you can avoid the meteor storms and asteroids that is.
fly through the black hole each year, but most come back Look my friend, time is pressing. I've got a cargo of alien
crushed. And I don't mean mentally either. You, my friend, are artifacts I'm hauling to Babel for some librarian. You any good
here for life. with a swivel mounted gun? My last gunner bit the dust on
You're gonna meet an awful lot of weirdoes. No offense Charadon. Got himself eaten by a Shark Man while diving for
intended—you're pretty normal compared to some of the aliens gold pearls. Nasty business.
we got living here. Example? Well... the Septosians for one. A Common, my Angeli Scout Ship is just outside. Course
Septosian is a giant slug with tentacles that can extend to she's fast! I invested in some extra boosters I found on a
double their length. Makes for a nasty surprise when you're derelict. She's the fastest ship in the universe!
standing ten feet away and one of them slaps you round the
face. You may also need a bubble helmet, 'cos they stink!
ACENNAN’S RAGE
PR (Onset Time): –2 (Immediate)
Vector: Ingestion or Insinuation
Cost per Dose (Availability): 200 (Uncommon)
Description: This blue-colored liquid is the result of combining the blood of a berserker with the saliva of a rare water snake found only in
the icy streams of the northern wastelands. The barbarian tribes use this poison when facing a foe of superior numbers, the usual method
being to deliver the poison via tainted arrows delivered at a distance. Once the afflicted enemies have reduced their own ranks, their
opponents move in for the kill.
Normal Effect: The victim will attack the nearest targets—friend and foe—in melee combat. All Fighting and Strength rolls (including
melee damage) are made at +2. His Toughness is increased by 2; however, his Parry is reduced by 2. These effects last for four rounds.
The victim may not perform any actions other than attacking the nearest targets until the poison’s effects subside. Once the effects have
subsided, the character is Incapacitated for d6 rounds. Healing rolls have no effect on this poison. Bonus Effect: Double the duration to
eight rounds and suffer one wound. This wound may be healed normally.
BLACK VENOM
PR (Onset Time): –4 (Instant)
Vector: Insinuation
Cost per Dose (Availability): 3000 (Very Rare)
Description: A viscous black liquid manufactured by the Black Elves who live beneath the windswept western mountains. The poison is
made from water that has been cursed in the name of the dark gods. After bringing the water to a boil, the brewer then adds the severed
head of an enemy. Once the skin has boiled away from the skull, the water is cursed again. The liquid is then left to boil for 24 hours, after
which it is drained and mixed with the blood of an enemy and cursed for the last time. The elves typically use Black Venom to coat the
deadly traps that guard entry to their underground realm. Since the poison does not kill outright, its victims are often collected and used in
the elves’ dark rituals…
Normal Effect: A victim of Black Venom suffers one wound and is immediately Incapacitated for d6 hours. A successful Healing roll
during this time restores the victim to Shaken. Bonus Effect: The victim suffers two wounds instead of just one.
DROPS OF DESPAIR
PR (Onset Time): –2 (Moderate)
Vector: Contact
Cost per Dose (Availability): 1000 (Rare)
Description: This poison is made from the juices of three rare herbs that grow along the banks of the great western ocean. The herbs are
difficult to locate and none grow within 50 miles of any of the others. The herbs are added to sea water and brought to a boil. After
cooling, the top layer is skimmed off and the water discarded. The residue is then dried and concocted into a paste.
Normal Effect: Anyone affected by this poison suffers a general malaise that eventually deepens into depression. Ten minutes after
exposure the victim begins to feel generalized body aches and muscular cramping (–1 to all actions). One hour after being poisoned the
victim enters into a deep depression (–2 on all attempts to recover from being Shaken). This depression lasts for d6 hours after which time
the victim may make a Spirit roll to shake off its effects. If the roll is failed, the depression continues for another d6 hours. This cycle is
repeated until the character recovers. Bonus Effect: The depression lasts for 2d6 hours instead of just d6 hours.
HELLSTRIKE
PR (Onset Time): –4 (Slow)
Vector: Any
Cost per Dose (Availability): 5000 (Very Rare)
Description: This versatile bright crimson paste is normally used as a contact poison (being rubbed onto clothes or other similar items
sure to contact the victim’s skin). However, it can also be dried and mixed with food, dried and pulverized so as to form an airborne mist,
or thickened and used to coat a weapon. The paste is created from the blood and ground teeth of a slain demon.
Normal Effect: A victim of Hellstrike reduces their Vigor die type by one! This attribute may only be restored to its original score through
normal character advancement. All derived statistics are immediately changed to reflect the reduction in die type. Any Healing rolls to treat
this poison are made at –6. Bonus Effect: The character’s Vigor is reduced by two die types instead of just one!
MIND ROT
PR (Onset Time): –2 (Chronic)
Vector: Ingestion
Cost per Dose (Availability): 500 (Uncommon)
Description: This vile poison is brewed from the brain of an imbecile, the bones of feeble-minded man, and the heart of a liar. All the
ingredients are pulverized and dried before being brewed into a foul-smelling potion.
Normal Effect: 24 hours after ingesting Mind Rot the victim reduces his Smarts die type by one! This attribute may only be restored to
its original score through normal character advancement. Bonus Effect: All Smarts-based skills are reduced by one die type as well. If the
Smarts die type is ever raised back up, these automatically return to their original levels.
TWISTED ROOT
PR (Onset Time): –2 (Slow)
Vector: Ingestion
Cost per Dose (Availability): 150 (Uncommon)
Description: This poison is concocted from the root of a small tree that grows along the cliffs of the southern coasts. The root is chopped
into fine shavings, which are used to brew a bitter tea.
Normal Effect: The victim suffers severe stomach cramps and pain (–2 to all actions). This pain slowly builds in intensity over time, –3
after two hours and finally, –4 after three hours. Healing rolls cannot stop this process. After four hours the victim is Incapacitated, but a
successful Healing roll restores them to Shaken. Bonus Effect: The Healing roll made to restore the victim to Shaken is made at –4
instead of the normal –2.
HINDRANCES Mute (Mega): The character (and the player) may only
communicate with other players and characters by writing or
Attribute Deficiency (Mega): You must choose a specific some sort of sign language. The player may converse with
attribute when taking this Hindrance. For whatever reason, the GM (away from the other players) if he needs to discuss
your character is not as well adjusted as your average what his character is doing. This Hindrance is worth three
character. Perhaps he’s not as intelligent or insightful as bonus points.
others. Maybe he’s weaker or clumsier. Whatever the reason,
the end result is that during character generation, when Obsession (Major): Your character is obsessed with
adjusting the affected attribute, it costs two points for each something—acquiring occult knowledge, protecting abused
increase in die type; thereafter, two leveling opportunities children, collecting rare weapons, and getting a date with the
must be spent to increase the attribute by one die type. This cute girl who works at the library. Whatever it is, it's just
Hindrance is worth three bonus points. about the most important thing in his life. He'll neglect his
friends and responsibilities, expend vast amounts of energy
Amnesia (Major): You can’t remember events before a and resources, and even put himself and his companions in
specific point in your life. The details are left to the GM, but danger to pursue his obsession. This can actually be useful
may include additional Hindrances (such as Wanted) that sometimes: an obsession can drive a character into an
your character is unaware of, forgotten family members, or adventure or keep him going against impossible odds.
perhaps unknown organizational ties. Usually though, his obsession will just cause problems.
Illiterate (Major or Minor): Your character cannot read and Buff (Novice, Brawny, Strength d8+) characters, either
does he understand the concept of numbers beyond what he naturally or through intense training, are really, really strong.
can count using his fingers and toes. He can “make his They apply a Load Limit multiplier of x15 and get a +2
mark”, but that’s about it. This Hindrance is considered bonus to Toughness.
major if the character belongs to a society where literacy is
commonplace; otherwise it is minor. (Editor: The second Enhanced Senses (Novice; Alertness): Your character has
printing of the Savage Worlds rulebook includes this a particularly acute sense that grants a +1 bonus on any
Hindrance in a slightly different form. Personally, I prefer my Notice rolls dependent upon it. This Edge may be taken
own version as it allows for both minor and major variants). more than once; however, each instance may only be
applied to a single sense and no sense may be enhanced
Lying Eyes (Minor): Your character is nearly incapable of more than once. The bonus granted by this Edge stacks with
telling a lie and keeping a straight face. Whenever making an that provided by the Alertness Edge.
Intimidation, Persuasion, or Taunt roll in which anything
more than a “slight bending of the truth” is involved, a –2 Hardy (Novice; Vigor d8): All Vigor tests to resist the effects
modifier is applied to the roll. of poison and disease are made at +2.
Brawler (Novice; Fighting d6): Brawlers gain a +1 bonus Jack of all Trades (Seasoned; d8 in chosen attribute and
on grappling rolls. at least one linked skill): When you take this Edge you must
choose a specific attribute to be affected. Your character may
Pugilists (Brawler) gain a +2 bonus on grappling rolls. ignore the normal unskilled penalty when performing skills
Unarmed damage is equal to Strength+1. linked to the chosen attribute. You may take this Edge
multiple times—once per attribute; however, you may only
Martial Artists (Seasoned, Pugilist, Block, and Fighting d8) take it once per rank. (Editor: A variant of this Edge is
never count as unarmed when fighting an armed opponent. included as a Professional Edge in the second printing of the
Unarmed damage is equal to Strength+2. Savage Worlds rulebook; personally, I prefer my own version
as it is more generic in nature and allows the player to
Martial Arts Legends (Veteran, Martial Artist, Agility d8) choose the attribute affected.)
are so skilled at unarmed combat that they may ignore the
normal gang-up bonus when engaged in melee against Well, that does it for my house rules! Now that Necessary
multiple foes. Evil and the second printing of the core rulebook are
available I may have to re-think some things, but for now
Deflect Missiles (Seasoned; Agility d8): If your character is things will stay as they are. As always, these house rules just
aware of an incoming missile attack his Parry is used as the represent my $.02 and your mileage may, and probably
TN for the attack. will, vary! Remember to send your house rules to
editor@sharkbytes.info if you’d like to see this column
Eagle Eye (Seasoned; Shooting d8): This character halves continue. Until next issue—stay Savage!
the modifiers for called shots when making Shooting attacks.
LEADERSHIP EDGES
SOCIAL EDGES
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Copper Head Rounds (+2 damage; normal AP reduced by –2): This round features an
all-copper slug with a copper ring nose in the full diameter of the cartridge. It provides
excellent expansion in soft targets, such as a human body, and was primarily designed as a
sniper round. Copper head rounds cause an additional +2 points of damage; however
they are unable to penetrate armor as effectively as normal rounds, so the AP of the
weapon is reduced by 2.
Hollow Point (Dum-Dum) Rounds (+4 damage; normal AP reduced by –2): Hollow point rounds are designed to
fragment upon penetration of the target. This can result in lots of extra damage, granting a +4 damage bonus to the firing
weapon. Due to their fragmentation upon impact, "dum-dums" are not very good at penetrating armor. Like the copper
head round, hollow point rounds reduce the AP value of a weapon loaded with them by 2.
Jacketed Hollow Point Rounds (+2 damage): These rounds combine the best qualities of the depleted uranium and
hollow point rounds. This variation of the hollow point round is wrapped in a harder-than-normal brass, lead, or copper
casing, or "jacket". This prevents the standard dum-dum's loss of penetration power, while still retaining much of the benefit
of the hollow point on the round to inflict extra damage. Jacketed hollow point rounds cause an additional +2 points of
damage.
Kinetic Rounds (4d6 nonlethal damage): Also known as "beanbag” rounds, these are designed for use in situations where
lethal and/or collateral damage is to be avoided as much as possible. The “beanbag” is filled with lead shot and expands as it
is fired, delivering a massive blunt impact over a large surface area. These rounds cause 4d6 points of nonlethal damage.
Only specially modified shotguns can fire these cartridges.
Plus-P Rounds (+2 damage at Short range; +5" to each range increment): By using a larger powder load, Plus-P rounds
increase each range increment of the weapon firing them by 5”. For example, an AK-47 using Plus-P rounds now has range
increments of 29/53/101. At Short range, the increased powder load also translates into a +2 bonus on the damage roll.
Rubber Rounds (Nonlethal damage beyond Point Blank range): Like kinetic rounds, the rubber round is designed for
situations where lethal and/or collateral damage is to be minimized. At very short ranges, however, these rounds can be
deadly. When using rubber rounds the weapon inflicts only nonlethal damage at distances beyond one-half of the weapon’s
normal Short range, sometimes called “Point Blank" range. Damage inflicted within Point Blank range is lethal damage.
All these items are designated OGL content and originally appeared in Bleeding Edge: Ammunition by Jason J. McCuistan (LPJ Design:
http://www.lpjdesign.com), a mini-sourcebook of sorts for the D20 Modern System.
Pirate Names
Ship Names
Introduction the rules for Extras and Ammo. You may assume that the
Maxim machinegun has 500 rounds in two 250-round
This adventure should be suitable for five Novice (or three belts. Reloading the machinegun takes one action for the
Seasoned) characters. No Man’s Land may be played as a characters and two actions for the skeletons or Elmar Ganz.
simple one-shot scenario, requiring 3-4 hours to play to
conclusion; however, it is also suitable as a diversionary • Lee-Enfield Rifles with Bayonets: M1 with bayonet.
adventure within a modern pulp campaign. It also works • Mauser C.96 Pistol: Colt 1911.
quite well as a demonstration or convention game. • French F1 Grenades: Unlike the original adventure,
these grenades work! Use German "Potato Masher"
Elmar Ganz and his Skeletons stats.
• French Cavalry Sabers: Saber (cavalry).
Elmar Ganz (Seasoned Necromancer) • Assorted Knives, Daggers, and Bayonets: Dagger
Attributes: Agility d6, Smarts d8, Spirit d8, or bayonet as appropriate. Note that items taken from
Strength d6, and Vigor d6 Area 5 will suffer a –2 penalty to Fighting and Parry
Pace: 6”; Parry: 4; Toughness: 4; Bennies: 2 because of their condition.
Skills: Fighting d4, Guts d8, Investigation d8, Knowledge • Maxim Machinegun: Browning .50 machinegun (this
(Necromancy) d8, Shooting d6, Spellcasting d10, and is a Heavy Weapon).
Taunt d6. • Renault Tank ACC/Top Speed 3/7; Toughness 18
Hindrances: Bloodthirsty, Delusional, and Wanted (4); Crew 2; Heavy Armor; 37mm (use 30mm stats)
Edges: AB: Magic, Power Points x2 (20 Power Points); turreted cannon.
Rapid Recharge; New Power
Powers: bolt, fear, heal, and skeletal minions (zombie)* Adventure Area Notes
Gear: Glock 9mm pistol with two 15-round clips and a
fighting knife; magical tome (5 Power Points, usable only • Area 2: Even though the magic worked by Elmar will
for skeletal minions [zombie]); $50USD allow the firearms to function, they still have not been
used in many years. A result of ‘1’ on the skill die (for
*This power is treated as a modified version of zombie (see skeletons) or snake eyes (for PC Wild Cards) indicates a
the Savage Worlds rulebook for details) that creates only misfire. Roll a d6. On a result of 1-4 (1-3 for
skeletons. The Power Point cost is 1 per skeleton. machinegun) the misfire is treated as a normal jam (no
firing that round able to clear for next round). A result
There are 20 skeletons for Elmar to awaken. The skeletons of 5+ (4+ for machinegun) indicates that the weapon
in this adventure can be used exactly as detailed in the explodes for 2d6 points of damage to anyone who
Savage Worlds rulebook; however, I suggest reducing their happens to be using it at the time!
pace to 5”. They can be armed with any of the weapons • Area 3: The wire in front of the machinegun can only
located within the museum (see below). They will all be be bypassed by either cutting it (assuming the
clothed in tattered German uniforms of the period complete characters have a wire cutter), crawling under it (this
with the stereotypical spiked helmets we’ve all come to requires three rounds and an Agility roll each round to
expect. When destroyed they may be raised again. Killing avoid getting tangled for one round) or, jumping over it
Elmar (or destroying his magic tome) is the only way to (if you fail an Agility roll at –2 you are entangled and
permanently destroy the skeletons. must spend d6 rounds extricating yourself).
• Area 4: –2 Fighting and Parry if using a saber or
Weapons and Ammunition bayonet attached to a rifle. This penalty is cumulative
with the –2 penalty for their condition (see above).
All equipment referenced may be found in the Savage • Area 4C: Plexiglas has Toughness 8.
Worlds rulebook. Don’t bother keeping track of ammunition
The original adventure scenario No Man's Land and the D20 Modern
for the skeletons (other than those in the tank and those
game is ©Wizards of the Coast™, Inc. and are used without permission.
firing the machinegun). It’s more fun that way. Simply use No challenges to these copyrights are implied or intended.
"Splatterpunk" is a particular brand of horror that emphasizes violent, over-the-top action; the “zombies and chainsaws”
movies Evil Dead II and Dead Alive are perfect cinematic examples of the genre. Since we all know how good Savage
Worlds is when it comes to wiping out tons of zombies in bloody fashion, tweaking a few of the rules just a hair will take us
square into splatterpunk territory… at least that’s what our resident zombie, Butch Curry, tells me!
Chainsaws and sawed-off shotguns are the weapons of choice for real
splatterpunk zombie slayers, but here are a few others might come in
handy:
• Lawnmower: 3d6 damage, –2 Fighting, and acts as a Medium
Shield. Roll a 1 on your Fighting die (regardless of the Wild Die)
and the lawnmower engine dies. It takes an action to start it again.
• Nail Gun: 2d6+3 damage, Range 1/2/3, AP 1. Not a lot of
range, but if it packs a fair amount of punch!
• Power Drill: Strength+3. If you roll a 1 on your Fighting die
(regardless of the Wild Die), the drill gets stuck in your hapless
victim. You'll have to make a Strength roll to wrench it free.
You're going to want to kill a lot of zombies, too, and splatterpunk zombies aren't usually too tough! An easy way to handle
LOTS of zombies all at once is to treat them as a Zombie Swarm, which represents a nearly unlimited supply of zombies.
Swarms can be evaded for short periods of time, but will eventually reform and come after you again.
Splatterpunk Zombie
Attributes: Agility d4, Smarts d4, Spirit d6,
Strength d6, Vigor d6
Skills: Fighting d6, Guts, d6, Intimidation d6
Pace: 4; Parry: 5; Toughness: 5
Special Abilities:
Giblets a' Flyin': Any attack which renders a
'punk Zombie shaken will blow off a limb,
decapitate it, slice it's guts open so it's intestines
spill out onto the floor, etc. This doesn't have
any game effects except for looking really gross!
Slam/Bite: Normally, a zombie will grab and
strike at an opponent for Strength damage. If
they manage to get a raise on their Fighting roll,
they lunge in and bite for Str +2 damage
instead. (If they lost their head per Giblets a'
Flyin', the head rolls up and bites the character
on the ankle or something similar).
Undead: These zombies are undead, but they
don't get any of the normal benefits for it!
Zombie Swarm
Attributes: Agility d4, Smarts d4, Spirit d6,
Strength d6, Vigor d6
Skills: Fighting d6, Guts d8
Pace: 4; Parry: 5; Toughness: 7
Special Abilities:
Bite/Claw: Anyone within the zombie swarm
takes damage (Str) from the each round they
remain within the swarm.
Swarm: When Shaken, an additional Shaken
result doesn't result in a wound. Use a Large
Burst Template for the swarm. Unlike other
swarms, the Zombie Swarm can be Shaken and
wounded with normal (non-area effect) attacks,
though you won't be able to destroy it
permanently. When wounded, the swarm
disperses for 1d4 rounds; after that, it must
make a Smarts roll each round in order to
reform. An area effect attack which gets a raise
on damage (bombs, grenades, Molotov cocktails,
etc.) is the only way to destroy the swarm
permanently. These buggers are annoying!
Undead: The Zombie Swarm is undead, but
gets none of the normal benefits for it!
The above link will take you directly to the 12 to Midnight Another great site for inspiration! Zerotime is an organization
campaign setting page. If you don’t already know it, the guys founded by Trent Brandon back in 1994 to study and
at 12 to Midnight, Inc. are big fans of Savage Worlds and research paranormal and supernatural subjects. Zerotime
have released several great Savage adventures to date. continues to grow out of control like a bad weed. Teams of
Pinebox, TX, the setting for their game world, is soon to be hand picked individual go out to study and document
revealed in all its glory with the release of Pinebox Places. paranormal events. Zerotime reports and submits articles for
Look for a preview in a future issue of Shark Bytes! the website so that Internet users can read and comment.
Definitely worth a read!
OCCULTOPEDIA
http://www.occultopedia.com/occult.htm HORROR-WOOD
http://www.horror-wood.com/contents.htm
Occultopedia is an A-to-Z encyclopedia of metaphysical,
curious and supernatural people, things, practices and If you’re into scary movies, this is a great e-zine! Access
events; an online treasury of unusual and occult knowledge Magazine had this to say, “If you prefer mummies, wolf-men
and information. If you’re stuck for ideas, spend some time and vampires to slasher flicks, this monthly e-zine is your
browsing this site—you’re sure to spark your imagination! kind of horror...". Mmmm… pulpy horror—sounds just about
perfect for Savage Worlds!
THE BLACK VAULT
http://www.bvalphaserver.com THE BOOK OF SHADOWS
http://members.tripod.com/~into_the_shadows/
“Welcome to The Black Vault! You have just entered one of
the largest online communities of its kind, anywhere in the Into the Shadows is a great little horror RPG based on West
world. With almost 25,000 volunteer members, over End Game’s D6 System™. It’s very easily adapted to Savage
220,000 posts on our forums, over 110,000 government Worlds. You can download the rules, a sourcebook, and
documents, over 8,000 archived news articles, and over several adventures at this website.
14,000 photographs of military aircraft, UFOs, JFK
Assassination material, and much more.” So begins the site’s
introductory blurb. Conspiracy theorists should love this site!
The Awakening – A Journal of Extreme Horror Roleplaying Here you will find many links to websites devoted to several
is a quarterly zine dedicated to extreme horror roleplaying. well-known horror RPGs, including: All Flesh Must be Eaten,
There are no limits in extreme horror: nothing is safe, Deadlands, Bureau 13, Call of Cthulhu, Chill, Kult, SLA
nothing is sacred. Extreme horror terrifies players and makes Industries, and of course, the World of Darkness. Remember,
game masters sleep with the lights on. It's the stuff that with a little bit of work, anything can be Savaged!
nightmares are made of. Each issue of The Awakening
features fiction, adventures and articles designed to make the Well, that does it for this issue! Remember, if you know of
most of the horror roleplaying experience for you and your any cool websites—whether they’re devoted to Savage
players. The zine is brimming over with new source material Worlds or not—just drop me a line at editor@sharkbytes.info
for your horror campaign: new cults, new monsters, and point me in the right direction. Until next time, don’t
intriguing NPCs and much more. There’s also an online forget to close your closet door and look under the bed
component to the journal as well. before turning out the light … keep it Savage!
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Introduction
Welcome to Savaged Bureau 13: Stalking the Night
Fantastic. I remember playing the original game by Richard
Tucholka way back in 1983. I loved the setting… after all,
who doesn’t love the idea of hunting down evil supernatural
entities and destroying them! But I hated the rules system.
Now, with Savage Worlds, we have the perfect RPG system
in which to explore the awesome world described in the
original Bureau 13: Stalking the Night Fantastic game. As
they stand, the Savage Worlds rules fit the setting almost
perfectly—any recommended “tweaks” are mentioned in the
text and the Rules of the Game section that follow. You may
have also noticed that in Savaging this setting I have also
toned down some of the more overt humorous aspects of
the original setting—this was intentional as “funny horror”
settings just don’t sit well with me. If you wish to take a look
at the original source materials I used in writing this article,
they can all be found, for a price, over at the TriTac website:
http://members.aol.com/TRITACGAMES.
The premise of the game is simple enough—your
character is an agent of Bureau 13, a secret government agency devoted to rooting out and destroying any supernatural entity
that threatens the economy or security of the United States of America. Small Bureau teams of generally no more than eight
agents travel the country watching, investigating, and if necessary eliminating supernatural menaces to our society. The main
priorities of Bureau agents are the disposal of high-level evil and the maintenance of the organization’s secrecy.
The world of Bureau 13 looks just like the world you know. It’s the modern world—the one we live in—the United States of
America in 2004. There is one difference though. In this world the monsters under the bed, in the closet, and hiding in the
darkness between streetlamps are real. Vampires and werewolves? They’re out there, preying on humanity with monstrous
ferocity. Ghosts and goblins? They exist, haunting the shadows behind fast-food restaurants, convenience stores, and other
places normally full of life and light.
This truth remains hidden from the world-at-large, though. Most people cannot fathom such Things of Darkness, so they
either can’t or won’t see them for what they really are. This veil of self-deception and delusion keeps the majority of the world
functioning despite the horrors surrounding them. Those who can see through the shadows find ridicule, scorn, and often
madness or death on the other side. There’s danger as well in knowing the true nature of the world, for being able to see the
monsters usually means that the monsters can see you…
A Bureau 13 Primer
Bureau 13, often referred to simply as the “Bureau”, was secretly established in 1861 to combat the destructive supernatural
forces then active in the United States. The Bureau saw a huge rise in activity during the period 1870-1920 as millions of
European immigrants—along with their Old World “companions”—came to our shores in search of the “American Dream” (or
the American Nightmare, depending on your point of view and your home plane of existence). Since then, the Bureau’s
mission has grown to include the identification, isolation, and destruction of any and all supernatural entities or forces that
threaten the economy or security of the United States of America.
All agents are sworn to know and live by these directives. Agents who are caught or have their work exposed are usually
left to their own devices. The Bureau will not aid them in any way that will jeopardize its operational mission.
This issue is a one-time deal—the agents are thereafter responsible for all maintenance and replacement of their gear. In
addition to their standard issue gear, agents may be granted access to more specialized or technologically advanced equipment
on a mission-by-mission basis. Such gear remains the property of the Bureau (specifically the Chop Shop) and must be
returned upon completion of the mission.
During character creation, the player will have to purchase any additional equipment he desires by using his starting funds.
Equipment or items that cannot be purchased on the open market, or obtained via the Black Market, may be requisitioned
from the Bureau. Such requisitions will arrive within 48 hours via a predetermined shipment method and delivered to a specific
location. The cost of such equipment is generally deducted from the agent’s paycheck unless the agent elects to transfer
ownership to the Bureau following the completion of the mission.
The Bureau also maintains a network of supply dumps in various locations across the globe. Each agent has a list of these
locations. Access is gained by using the Bureau Access Card. Most dumps are automated for entry and need no caretakers;
however, they may not always contain the latest or best maintained equipment…
• Clean-Up Teams, or “Scrubbers”, are those teams that specialize in getting rid of otherwise difficult to dispose
evidence left behind by the Things of Darkness. They are also good at disposing of collateral damage if the need
should arise.
• Rapid Response Teams, or “The Cavalry”, are never given missions of their own. They are on permanent call in
order to assist any Bureau teams that may have stumbled into something they cannot handle alone. These teams are
rarely seen in any but the most significant and dangerous of situations.
• Research Teams, also known as “Bookworms”, exist to assist teams on a mission to locate specific information that
relates to their mission. Such teams are usually based in universities, libraries, and rare bookstores as a cover.
• Tactical Response Squads, or “187s”, deal harshly with malignant supernatural entities or occult groups. They are
the rarest of all the specialty teams and are only activated when overwhelming firepower is the only way to handle a
situation. Their activation orders often include a suitably delayed call to the nearest Scrubber team.
• If they are a threat to the Bureau or society in general, a call is placed to the nearest 187 squad.
• If they have an otherwise good record, they’re allowed to retire and live out the rest of their life in peace (under
permanent surveillance).
• If they are too dangerous to remain in normal society and/or deemed too valuable to be lost to the Bureau, they are
forcibly “retired” to an ocean resort on an island somewhere in the South Atlantic.
Friends of Bureau 13
The Bureau has many technical and human resources that can be tapped in order to further their stated mission. These people
know of the Bureau, although their knowledge may be imperfect and/or incomplete. They give of their services and abilities in
order to help the ongoing fight against evil. All understand and abide by the “5 Guiding Principles”. Some require payment
(monetary or otherwise) in return for their services, while others provide their services out of a sense of altruism.
The White Witch (Greenbriar, VT): The descendant of a family who fled from the Salem Witch Trials, Barbara Platt is a
practicing expert in the occult and White Magic. Last of the Platt family, she is dedicated to the use of white magic for helping
the needy. This fact has alienated her from contact with the darker users of arcane forces and their many minions.
Communication with Platt, because of her lack of telephone service, is handled through the local school librarian, Joseph
Bueller.
Weinstein’s Forensic SWAT Team (Atlanta, GA): When specialized medical analysis or difficult identification of remains is
required the Bureau calls on Professor Julius Weinstein and his aptly named Forensic SWAT Team. This brilliant but grim
group of students and their foul-tempered leader can usually answer the nagging question, “How did this die?” within 48 hours;
in fact, their motto is “48 Hours or Your Body Back”. They have ties with the CDC (Center for Disease Control) and noted
medical experts across the globe. They can often be found disgusting customers as they talk shop at Vincenzo’s Pizzeria.
John Crenshaw, M.D. (Winslow, AZ): John Crenshaw is an old country doctor who amazes his colleagues by still making
house calls. He is an expert in folk medicine and the medical needs of those dealing with the bizarre or supernatural. In his
many years of working with the locals he has acquired a wealth of lore and legends dating back more than 3,000 years. He is
an unshakeable optimist, kind-hearted and caring, and possibly even possesses a latent psionic talent—although he’ll never
admit to it. He and his cat Clara travel the back roads of Arizona in an old green Jeep known as “The Green Thunder”.
Geoffrey Gladstone, M.D. (Raleigh, NC): Geoffrey is a hematologist, a doctor specializing in blood disorders. While pleasant
and witty he does have one slight problem—he is a vampire. Attacked and enslaved by a vampire lord while at a medical
conference in San Diego, CA, he helped Bureau 13 agents locate and destroy his master. Under Bureau 13 supervision, he
returned to his hometown where he readily adapted to his condition by taking a night job at the local blood bank. He is now
the foremost expert on vampirism in the world. He has never taken a human life, but the Bureau keeps a close eye on him
anyway.
General Thomas McAdams (Washington, DC): General McAdams is an expert in weapons use and acquisition. Much of the
Bureau’s supply of heavy ordinance comes from one of the General’s supply units in Utah or Colorado. McAdams is a firm
believer in the work of the Bureau—at least he has been since agents saved his daughter from a band of cultists a few years
ago. As his way of saying thanks, he trained a handpicked unit of former SEALS, Rangers, Marine Recon, Special Ops, and
Delta Force troops to back up the Bureau should the situation require. They are also trained to assist the Scrubbers if needed.
This unit, “McAdam’s Marauders”, will arrive within 24 hours… and they ask no questions.
The Cabby (New York City, NY): Somewhere winding in and out of traffic in New York City is a paranormal cabby named
Wypychowski. This quiet individual with a moldy cigar has the innate ability to identify paranormal objects and speak to
disembodied spirits. For the past four decades he has been the voice of the supernatural (and the best bookie) in the city.
Wypychowski professes to be “in tune” with the elementals of the city—his 1949 checkered cab has been unscratched since
1960 and the last mugger to lay hands on him was struck by lightning (on an otherwise sunny and clear day) before he got ten
steps from the cab. While cheerful and friendly to the Bureau, he is often disturbed by the paranormal happenings that seem to
seek him out. When not collecting fares, Wypychowski can be found at Mike’s Bar and Grill (18W 40th Street). Tip him well.
Harvey Becker (The Afterlife): Harvey Becker is the ghost of a Bureau 13 agent murdered in 1995. He has decided to stay on
and assist his fellow agents in any way possible. With a sharp mind and a talent for ferreting out the truth, Harvey is often a
lifesaver if his advice is heeded. His family still collects a regular paycheck from the Bureau (disguised as a death benefit from
Becker’s cover job as a Teamster). He often appears in mirrors or leaves cryptic signs to aid Bureau agents in deep trouble.
Dr. Offidile (Boston, MA): Dr. Offidile is a learned historian who was fired from Harvard University due to his interest in the
darker aspects of magic and the paranormal. Now, affectionately known as “Doc Crock” by his friends, he manages a rare
bookshop in Harvard Square. Offidile is a font of misplaced historical fact and narration, which he will gladly discuss for hours
over a bottle of good scotch. The good doctor enjoys helping the Bureau and has a collection of brilliant and esoteric friends
with resources in history, magic, philosophy, religion, and science. This paranormal think tank is renowned for ferreting out fact
from legend. It is rumored that the spirit of a Boston Police officer named Earl protects his bookstore.
Gulliver and Jones (Cleveland, OH): Sometimes the walls have ears. In this case they also have small beady eyes, whiskers,
a tail, and an insatiable curiosity. This is the detective agency of Gulliver & Jones, a partnership between a human and a rat.
Gulliver is what’s known as an "Alpha"—the result of genetic mutations caused by a chemical spill. Such mutants have near
human intelligence and fully manipulative digits. Jones is just a normal human with a shabby detective agency that has seen
better days. He works with The Bureau on occasions when he’s not otherwise occupied trying to keep Gulliver out of trouble.
John (Detroit, MI): A wizard of finance in American industry, John has the power to locate financial records and raise large
amounts of capital in record time. While hard to contact, he is friendly and reassuring. He remembers the Bureau’s help in
saving one of the nations leading automotive manufacturers and a banking conglomerate from, respectively, gremlins and
demonic infestation. He has access to technology that rivals that of Bureau 13 and can open many industrial and financial
doors for his friends. At times, he will request favors from the Bureau or teams he has helped.
The Fellowship (Scattered across the country—mainly in large cities): Sometimes called “Shadow Chasers”, these are groups
of unsanctioned (i.e., non-Bureau 13 personnel) agents who can see beyond the Shadow and have confronted the Things of
Darkness on their own initiative. So long as they do not betray the Bureau’s presence they are allowed to continue their work.
Members of The Fellowship usually have some personal interest in slaying the Things of Darkness and are often more radical in
their methods than the typical Bureau agent. Because of this, the Bureau keeps a close eye on them (several Bureau sleeper
agents are current members of The Fellowship) in order to ensure that they do not inadvertently tip the scales of power in favor
of the Things of Darkness.
The Wind Willow Coven (Rural, USA): On the side of the darkest magic are the 169 families of the Wind Willow Coven.
These diabolists have a deep-rooted hatred of the Bureau that goes back a full century to the destruction of their original coven
house in 1869. The Coven has no qualms regarding murder or terror, so long as such activities further their ultimate goal of
unleashing the spawn of Hell on an unsuspecting earth. This group, originally centered in Vermont and then Pennsylvania, has
since spread across North America and now infests many rural American towns.
Sun Yen-Yen (Los Angeles, CA): Sun Yen-Yen was a simple farmer in Mainland China before “seeing the light” and
becoming the self-professed “Earthly Messiah”. Now, with many “loyal” followers (all appropriately “programmed”) and a hefty
Swiss bank account, he hopes to take the western world by dint of public relations and advertising. Yen is a concern of the
Bureau’s due to his propensity for calling on supernatural aid to advance his plans of world domination. Many of his vacant-
eyed followers can be seen on street corners in large American cities selling flowers, egg rolls, and “I Love Sun Yen-Yen”
buttons. After Bureau 13 sank his yacht off the coast of Miami in 1997, he swore revenge on the Bureau and has since been on
the lookout for activities that will lead him to the Bureau’s inner sanctum.
Senator Thurston Webber (Baltimore, MD): While collecting blackmail fodder to advance his own political career Thurston
Webber stumbled on to the existence of Bureau 13. In the decades since he has been on a personal crusade to expose this
“governmental waste of taxpayer’s money”. Fortunately, with no hard evidence to support his claims, his story is given little
credence by mainstream America. He realizes that the Bureau has kept his political career on a tight leash and he holds a
grudge. He recently assembled a crack team of ex-CIA operatives to act as both personal bodyguard and snatch team. These
operatives travel the country in search of Bureau activity, operating much like the Bureau itself, with little or no support or
cover. They have access to military hardware and know how to use it. Recently, Webber’s teams have begun kidnapping
Bureau operatives—three at last count. Their whereabouts and fate remain a mystery.
Matthias Bolt (San Francisco, CA): Bolt is the leader of the Brotherhood of Darkness, an organization devoted to the study of
Black Magic. As the absolute master of more than 300 practitioners of the Dark Arts, he presents a major threat to the Bureau
and its agents. He is rumored to be of genius intelligence and possesses an unmatchable personality and wit. Secure in his
wealth and following, in his spare time he dreams of world conquest and domination.
The Fundams (Atlanta, GA): The resurgence of religion in America in the late 20th century was well appreciated by the Bureau
until it began to show its darker side. Now, with the advances in computer technology and the expansion of the Internet, some
high-tech fundamentalists are attacking anything and everything that doesn’t make a monthly contribution or conform to their
rigid standards of belief. As they began to burn books, roleplaying games, and music CDs, the Bureau began to wonder if there
wasn’t a darker force at work behind this immoral minority.
The 6th Reich (In every dark corner): Towards the end of the Second World War, Nazi mysticism reached its peak in a final
desperate bid for victory. Hitler created a special unit of the Reich Central Security Department known as the Ideological
Research Division. Their purpose was simple: to preserve the Reich by identifying and locating any useable magic or arcane
methods to bring the Allies to their knees. In their time they failed, though their tradition has survived to influence a new
generation of Nazi fanatics. Now, based in Argentina and the central United States, this “6th Reich” has begun a putsch to
organize their scattered followers and find a way to destroy Britain, Russia, and the United States once and for all.
VIRUS 9640 (A computer near you): Spawned by a lunatic with access to an experimental AI Medical Mainframe, Virus 9640
is an intelligent program that has turned homicidal. For unfathomable reasons, it has decided that the time has come for
machines to take their place as the evolutionary successor to mankind. Norton Anti-Virus can’t do a thing about Virus 9640!
Reverend Rotwood (Rural USA): Walking the backwoods of America is the Right Reverend Artemus Rotwood, man of the
cloth—or so he would have you think. His fatherly advice, gentle manner, and keen wit serve as a disguise for his true calling—
necromancer and diabolist. He stalks the land collecting souls from the unwary in order to satiate his otherworldly masters.
Race: All Bureau 13 agents are human unless your GM decides to allow other species or supernatural entities.
Traits: Traits (attributes and skills) are handled exactly as outlined in the Savage Worlds rulebook. Due to advanced Bureau
training, all agents start the game with the Fighting and Shooting skills for free. They must be advanced normally beyond d4.
Derived Statistics: Derived statistics, such as Pace, Parry, Charisma, and Toughness are handled exactly as described in the
Savage Worlds rulebook. The one new (and optional) derived statistic, Sanity Points, is detailed in the next section.
Edges and Hindrances: These are handled exactly as described in the Savage Worlds rulebook. A few new Edges and
Hindrances are detailed in the next section. All Agents have the Fringe Benefits (Bureau 13 Agent) Edge as described in this
issue’s installment of Blood in the Water. This enables them access to all of the aforementioned Bureau perks. This Edge does
not cost the character any points.
Gear: In addition to their standard issue agents must equip and provision themselves. The Savage Worlds rulebook contains
most nearly every “standard” item an agent will need—competent GMs should have no problem whipping up items “on the
fly”. Starting funds and weekly compensation have already been addressed, above.
Editor: For those GMs wanting a more detailed weaponry list (i.e., specific weapons—Glock 9mm—rather than just generic categories such as “9mm service
pistol”), I highly recommend Modern Weapons in Savage Worlds by Erron ‘Bo” Whitten. It’s available as a free download from the Savage Heroes web site
(www.savageheroes.com).
Arcane Backgrounds are not generally available to agents. The Bureau doesn’t look kindly on most open displays of
paranormal powers. Known practitioners are usually not recruited (although the Bureau keeps a wary eye on them). However,
that’s not to say they never recruit practitioners—just that it’s not a common occurrence. The use, or lack thereof, of Arcane
Backgrounds (at least by agents) is entirely up to the individual GM.
Editor: For alternatives, I highly suggest taking a look at Beyond the Veil by Butch Curry—an excellent variant psionic system that meshes perfectly with this
setting. You can download this file for free from the Savage Heroes website. Another great system, detailed in Shark Bytes #1, is It’s a Paranormal World
After All by Ed Wetterman and Clint Black.
Editor: As an alternative, GMs may instead wish to adopt the Sanity rules found in the Tour of Darkness Savage Setting available from Pinnacle/Great White
Games.
New Hindrances
Dependents (Major): Your character has a family member or significant other, or perhaps an entire family, to worry about in
addition to the daily concerns of his chosen profession. This is only a Hindrance if your dependents are in a position to be
exploited by your enemies.
Phobia (Minor or Major): A "phobia" is an irrational fear of a specific item, creature, or circumstance. Whenever a character is
in the presence of the source of his phobia he suffers a –2 penalty to all trait tests. Minor phobias consist of items, creatures, or
circumstances that rarely occur or are easily avoided (e.g., flying, heights, magic, etc…). Major phobias are directed at items,
creatures, or circumstances that are common and difficult to avoid (e.g., dirt, large crowds, open spaces, etc…).
Editor: The Amnesia, Dark Secret, Lying Eyes, and Obsession Hindrances, detailed in this issue’s installment of Blood in the Water, are also suitable for
inclusion in a Savage Bureau 13: Stalking the Night Fantastic campaign.
New Edges
Brave (Novice): Your character isn’t easily rattled. Things that would send less hearty souls running in terror don’t faze him. He
may add +2 to all Guts checks.
Street Smarts (Seasoned; Spirit d6, Streetwise d8): Street Smart characters are in touch with the “rhythm of the streets” and
gain a bonus of +2 to all their Streetwise rolls. In addition, when attempting to purchase items under less than legitimate
circumstances, they can usually do so at 25% under the going rate.
Editor: Enhanced Senses, Night Vision, Blind Fighting, Brawler, Pugilist, Martial Artist, Born Leader, Commanding Presence, Don Juan/Seductress, Gift of
Gab, and Jack of all Trades Edges, detailed in this issue’s installment of Blood in the Water, are also suitable for inclusion in a Savage Bureau 13: Stalking the
Night Fantastic campaign.
Parting Shot
Yet throughout it all, there are those few individuals who know the truth and yet stand strong and firmly resolved to turn back
the tide. Humanity may not be doomed so long as these heroes do not waver in this conviction. As an agent of Bureau 13 you
are one of these heroes, and while you have anything to say about it there aren’t going to be any demons moving into the
neighborhood!
This article provides enough information with which to start a Savaged Bureau 13 campaign—my intent being to flesh out
additional background details in a series of regular Shark Bytes articles. Just keep an eye out for a column entitled Stalking
the Night Fantastic in future issues!
This Savage Tale of horror can be set in any pre-industrial period. It has been designed for a party of 1-4 characters of
Novice or Seasoned Ranks and should take no more than three hours to play to conclusion. The Haunted Moor uses only
those rules presented in the Savage Worlds rulebook. This scenario was inspired by the Solomon Kane story, Skulls in the
Stars by Robert E. Howard, and is William’s second contribution to Shark Bytes. His first, Asteroid Zero-4 was featured in
our premiere issue. Be sure to check it out if you haven’t already! He has submitted two additional adventures as well. Look
for The Ankh of Anguish in Shark Bytes #3.
Rings of Friendship
These rings appear as a matched set—each inscribed with
one-half of a complex design. Possession allows those
wearing the rings access to the Common Bond Edge.
Bennies may only be exchanged between ring bearers.
Ring of Regeneration
This ring is carved from the knuckle of a troll. Anyone
wearing it is able to regenerate wounds more quickly than
normally possible—for game purposes, treat the character as
if they possessed the Slow Regeneration monstrous ability.
Acceleration: 2
Top Speed: 12
Travel Speed: 3
Handling: 1
Toughness: 24 (8); Heavy Armor
Crew: 30 + 40
Cargo Spaces: 4 (8 if sacrificial pool is removed)
Guns: 16 Cannon (Range: 75/150/300; Damage: 3d6+1; ROF 1; AP 4; Heavy Weapon)
Special Abilities:
Magic Copper Plating: Armor +4 and +4 on all Handling rolls
Sacrificial Vat: The entire bottom section of the hold consists of an iron-lined vat filled with acidic blood. It contains
a great white shark and is used in the sacrificial rites of the Ugaks. In order to be used as a normal hold, it needs to be
drained, cleaned and restored to its original state.
Magic Guns: These enchanted cannon automatically reload themselves. They count as magic weapons for damage
purposes, but may only fire normal cannon balls.
The Crew:
Ugaks (Shaman) x8
Use the stats for the Red Men Shaman found in the 50 Fathoms sourcebook (p.138)
D oc Savage was the last of the six to enter the voice belying his dour look.
adjoining room. But he was inside the room in "Sure," said Doc. "Next time! We're on the eighty-
less than ten seconds. They moved with amazing sixth floor, and it's quite common to be shot at here!"
speed, these men. Ham interposed a sarcastic snort. He bounced over,
Doc flashed across the big library. The speed with waspish, quick-moving, and nearly managed to thrust
which he traversed the darkness, never disturbing an his slender arm through the hole the bullet had
article of furniture, showed the marvelous development tunneled in the brick wall.
of his senses. No jungle cat could have done better. "Even if you put in bulletproof windows, you'd have
Expensive binoculars reposed in a desk drawer, a to be careful to set in front of them!" he clipped dryly.
high-power hunting rifle in a corner cabinet. In splits of Doc was studying the hole in the safe door, noting
seconds, Doc had these, and was at the window. particularly the angle at which the powerful bullet had
He watched, waited. entered. He opened the safe. The big bullet, almost
No more shots followed the first two. intact, was embedded in the safe rear wall.
Four minutes, five, Doc bored into the night with the Renny ran a great arm into the safe, grasped the
binoculars. He peered into every office window within bullet with his fingers. His giant arm muscles corded as
range, and there were hundreds. He scrutinized the he tried to pull it out. The fist that could drive bodily
spidery framework of the observation tower atop the through inch-thick planking with perfect ease was
skyscraper under construction. Darkness packed the defied by the embedded metal slug.
labyrinth of girders, and he could discern no trace of "Whew!" snorted Renny. "That's a job for a drill and
the bushwhacker. cold chisels."
"He's gone!" Doc concluded aloud. Saying nothing, merely as if he wanted to see if the
No sound of movement followed his words. Then bullet was stuck as tightly as Renny said, Doc reached
the window shade ran down loudly in the room where into the safe.
they had been shot at. The five men stiffened, then Great muscles popping up along his arm suddenly
relaxed at Doc's low call. Doc had moved soundlessly split his coat sleeve wide open. He glanced at the
to the shade and drawn it. ruined sleeve ruefully, and brought his arm out of the
Doc was beside the safe, the lights turned on, when safe. The bullet lay loosely in his palm.
they entered.
The window glass had been clouted completely out
of the sash. It lay in glistening chunks and spears on the R enny could not have looked more astounded had
a spike-tailed devil hopped out of the safe. The
expression on his puritanical face was ludicrous.
luxuriant carpet.
The glowing message which had been on it seemed Doc weighed the bullet in his palm. The lids were
destroyed forever. drawn over his golden eyes. He seemed to be giving
"Somebody was laying for me outside," Doc said, no his marvelous brain every chance to work—and he
worry at all in his well-developed voice. "They was. He was guessing the weight of that bullet within a
evidently couldn't get just the aim they wanted at me few grains, almost as accurately as a chemist's scale
through the window. When we turned out the light to could weigh it.
look at the writing on the window, they thought we "Seven hundred and fifty grains," he decided, "That
were leaving the building. So they took a couple of makes it a .577 caliber Nitro-Express rifle. Probably the
shots for wild luck." gun that fired that shot was a double-barreled rifle."
A n interval of a dozen seconds, Doc waited. "There ain't a soul come in this building since you
"Let's go!" he breathed then. "You fellows make for left!" said the elevator operator positively.
that room, quick!"
The five men spun, began descending from the
platform as swiftly as they dared. It would take minutes D oc’s brain fought the problem an instant. He had
naturally supposed the sniper had invaded the
room above. It seemed not.
in the darkness, and the jumble of girders, to reach the
spot where the elevators could carry them on. "Get this!" he clipped at the operator. "You wait here
"Where's Doc?" Monk rumbled when they were and sic my five men on anybody who comes out of this
down a couple of stories. building. My men will be here in a minute. I'm taking
Doc was not with them, they now noted. your cage up!"
"He stayed behind!" snapped waspish Ham. Then, In the cage with the last word, Doc sent it sighing
as Monk accidentally nudged him in the dangerous upward a couple of city blocks. He stopped it one floor
murk: "Listen, Monk, do you want me to kick you below the eighty-sixth, quitted it there, crept furtively
off here?" up the stairs and to the suite of offices which had been
Doc, however, had not exactly remained behind. his father's, but which was now Doc's own.
He had, with the uncanny nimbleness of a forest- The suite door gaped ajar. Inside was sepia
dwelling monkey, flashed across a precarious path of blackness that might hold anything.
girders, until he reached the supply elevators, erected Doc popped the corridor lights off as a matter of
by the workmen on the outside of the building for safety. He feared no encounter in the dark. He had
fetching up materials. trained his ears by a system of scientific sound exercises
The cages were hundreds of feet below, on the which was a part of the two hours of intensive physical
ground, and there was no one to operate the controls. and mental drill Doc gave himself daily. So powerful
But Doc knew that. and sensitive had his hearing become that he could
On the lip of the elevator shaft, balanced by the grip detect sounds absolutely inaudible to other people.
of his powerful knees, he shucked off his coat. He And ears were all important in a scrimmage in the dark.
made it into a bundle in his hands. But a quick round of the three rooms, a moment of
The stout wire cables which lifted the elevator cab listening in each, convinced Doc the quarry had fled.
were barely discernible. They hung a full eight feet out His men arrived in the corridor with a great deal of
over empty space. But with a gentle leap, Doc racket. Doc lighted the offices, and watched them
launched out and seized them. Using his coat to protect come in. Monk was absent.
his palms from the friction heat sure to be generated, "Monk remained downstairs on guard," Renny
he let himself slide down the cables. explained.
Air swished past his ears, plucked at his trouser legs Doc nodded, his golden eyes flickering at the table.
and shirt sleeves. The coat smoked, began to leave a On that table, where none had been before, was
trail of sparks. Halfway down, Doc stopped by propped a blood-red envelope!
tightening his powerful hands, and changed to a fresh Crossing over quickly, Doc picked up a book,
spot in the coat. opened it and used it like pincers to pick up the strange
So it was that Doc had reached the street even while scarlet missive. He carried it into the laboratory, and
thin, waspish Ham was threatening to kick the gigantic dunked it in a bath of concentrated disinfectant fluid,
Monk off the girder if Monk shoved him again. stuff calculated to destroy every possible germ.
It was imperative to get to the office before the "I've heard of murderers leaving their victims an
departure of the prowler who had lighted the match. envelope full of the germs of some rare disease," he
Doc plunged into the taxi he had left standing in front, told the others dryly. "And remember, it was a strange
rapped an order. malady that seized my father."
Doc's voice had a magical quality of compelling Carefully, he picked the crimson envelope apart
sudden obedience to an order. With a squawk of until he had disclosed the missive it held. Words were
clashing gears and a whine of spinning tires, the taxi lettered on scarlet paper with an odious black ink. They
doubled around in the street. It covered the several read:
blocks in a fraction of a minute.
A bronze streak, Doc was out of the cab and in the SAVAGE: Turn back from your quest, lest the red
skyscraper lobby. He confronted the elevator operator. death strike once again.
Introduction
Savaged Redline is set in a post-apocalyptic world
gone mad. Bombs, biological agents, and drought
have tested the limits of everything on the planet.
Most of humankind’s accumulated knowledge and
resources have been lost in the fires of war. Despite
this some humans cling to life, treading the thin line
between extinction and survival. The population
centers were the main targets of the weapons, and
what wilderness there was has become infested with
feral mutated creatures. Everything in between has
been blasted to dust.
There’s one thing that survived though—the
open roads, crisscrossing the wastelands between
settlements and derelict towns. The roads form the
lifeblood of the remains of human civilization. They
allow survivors to explore new areas, trade
resources, and stay one step ahead of the warlords,
gangers, and dreaded Creep clouds. But to do all
that you need a set of wheels, the fuel to keep it
going, and the skill to stay alive.
Wastelands are desolate, lonely regions of shifting sands, stony soil, and endless plains. The inexperienced traveler is
easily lost because of the lack of landmarks. The ground is crisscrossed with cracks and dotted with strangled cacti and
bits of greenery. Tiny creatures feed on the greenery; they in turn are fed upon by larger creatures that also feed on
humans when they get the chance. The climate is hot and arid—between the blazing sun and the howling winds; the
wastelands can suck a traveler dry within a day or two. Sand storms, Creep clouds, sinkholes, and the ever-present
threat of dehydration are just a few of the challenges that await the traveler entering these regions. Potable water is
scarce everywhere—even more so in the wastelands. A few ancient wells and the rare rain shower are the only sources
of clean water in this burning desolation. Food is just as scarce, and the local animals are as likely to eat you as you
are to eat them! What the wastelands lack in water they make up for in fuel. In isolated compounds across the region,
oil derricks and refineries pump away day and night churning out gasoline for survival and profit. Salvage hunters
never know what they will find in the wastelands. They can search for weeks and find nothing, then top a sand dune
and discover an abandoned military base—untouched by the war and ready to be looted.
Ruins are vast, chaotic forests of twisted metal, shattered concrete, and broken glass. They are all that remain of the
once great cities. Because the cities were the primary targets of destruction during the war they are infested with the
Creep—even the “cleanest” cities still have areas that mean certain death if entered. Nevertheless, the ruins are more
densely populated than the wastelands or the green zones. Many live here because they are drawn to the remains of
their once great civilization. Others are descendents of the original city dwellers who survived the war by burying
themselves deep within underground shelters. Others come to the ruins looking to make their fortune in salvage. For
those willing to take the risk, the ruins are an opportunity to strike it rich… or die trying. There is water in the ruins, but
it’s not always safe to drink. Old cisterns, sewers, and water pipes have accumulated water. Whether or not it’s pure is
another story! Oftentimes even the rainwater is tainted, and sometimes it burns the skin as it falls. Food is limited to
what the locals can grow or scrounge from the remains of ancient grocery stores. Fuel is even more limited in the ruins.
Any reserves from before the war (such as those found in fuel station tanks) have long since disappeared and there is
little raw material for making more. The ruins are full of salvage. They’re practically made of salvage, though only a
portion of it is worth anything in trade. Tools, blades, guns, flashlights, and other portable and immediately useful
items are worth a lot anywhere. Beams of wood, sheets of metal, and other raw materials can be profitable as well, but
it’s best to have a paying customer lined up first. Rigger towns, trading posts, and boomtowns typically lay along the
fringes of the ruins.
Green zones are just far enough from the cities to have not only avoided the bombs themselves, but the chaos of the
dark years that followed as well. Mother Nature isn’t dead; she’s just hiding. The world is littered with isolated areas—
none larger than 10 or 20 square miles—that survived the war. The water runs clear in these hidden valleys, plants still
grow, and animals flourish. However, the green zones couldn’t avoid the global devastation altogether. In some areas
the Creep has contaminated the land and twisted the bodies of the creatures into dangerous parodies of what they
once were. Green zones rarely lack clean water. Most are fed by deep running streams and a few, if their geography is
right, even get a decent amount of rainfall. With water comes food. A few green zones naturally produce food in the
form of nuts, berries, and fruit. Most green zone settlements grow small gardens near the water. Some settlements have
small herds of goats or sheep, and most hunt and fish. Fuel and salvage are rarely, if ever, found in the green zones.
The Creep: The bruised and wounded surface of the world bleeds toxic, infectious substances. The myriad of
environmental poisons has mingled to the point that, in regard to modern medicine, they have all become the same global
ailment. To the folks who wander the remains of the world, all of the radioactive goops and lethal pathogens are thought of
as a single plague: the Creep. In truth, the Creep is any effect stemming from radiation, man-made biological agents, and
toxic chemicals. Specific effects vary according to the substance encountered. Most of the thousands of individual toxins
have no names, at least none that anybody remembers, and are either labeled based on their source (e.g. Rad Creep) or
the area where they were first encountered (e.g. Nagshead Creep). The easiest way to handle the Creep in the game is to
treat biological and chemical variants as individual poisons or diseases. Nuclear and radiological variants can be treated as
a single type of radiation. Game effects are handled according to the guidelines for poison, disease, and radiation as
presented in the Savage Worlds rulebook. The creation of individual strains of the Creep and their specific effects is left to
the GM’s imagination.
Water is at the top of everyone’s list. It doesn’t rain much these days so most clean water is found deep below the
ground. In the wastelands, this means ancient wells from before the war. In the green zones, there are streams and
springs. In the ruins, the only options are cisterns and sewage treatment plants. Finding water is one thing, but making
sure it’s potable is another…
Food can’t be picked up at the local supermarket anymore (at least not outside of the canned goods found in the
ruins). To feed themselves these days, folks rely on subsistence gardens, livestock, scrounging, and the occasional
hunting trip. Like water, finding food is the easy part—making sure it’s safe to eat is a bit harder.
Fuel means freedom. With fuel in their rigs the character’s world is an open road. Without it, they’re either stuck where
they are, or worse, they’re forced to walk. There are undiscovered fuel depots out in the wastelands that are just
waiting to be discovered and make whoever finds them very rich and powerful—if they can hold onto their find! Most
people get their fuel from wandering traders, traveling fuel trucks, and the rare refinery settlement.
Salvage is a broad term that includes anything from before the war that isn’t commonly made anymore—guns,
ammunition, tires, spare engine parts, and so on. Rigs break down. Ammunition runs out. Guns get smashed by axe-
wielding mutants. When these things happen, the characters need to find salvage. The odd piece or two of salvage
may be found in the wastelands or the green zones; however, such a find is rare. For the most part, finding salvage
means heading into the ruins. For those less stout of heart, acquiring salvage means a trip to the local trading post or a
visit to a nomad caravan.
Artifacts include potentially life-saving technology like Creep counters, crank-powered flashlights, and operational
walkie-talkies. They also include useless items that have historical significance and act as status symbols—personal
music systems, hand-held video games, or any number of now-arcane gizmos. Artifact holders usually become the
center of attention—whether they want to be or not!
Character Creation
Characters in this world are tough, savvy opportunists who know how to take a bad situation and make it better for
themselves and worse for their foes. Some are motivated by a desire to re-establish the civilizations of old. Others seek
power. Still others may merely be trying to make the world just a little bit less scary for everyone.
Race: All characters are human, although some of the Rejects would have you think otherwise!
Traits, Derived Statistics, and Edges and Hindrances: These are handled exactly as described in the Savage Worlds
rulebook. A few new Edges and one new Hindrance are detailed below:
Arcane Backgrounds: Arcane Backgrounds, other than AB: Psionics (and even that is rare), are not generally available
in the Savaged Redline setting. The use, or lack thereof, of Arcane Backgrounds (at least by characters) is entirely up to the
individual GM. Some might prefer to eliminate them altogether, while others might envision cabalistic cults practicing some
twisted form of "technomancy".
Character Archetypes: The following are representative of the typical character types of the Savaged Redline world. Feel
free to develop them as character templates or simply use them for inspiration when creating your own unique character.
Of course, you can always create a character utilizing the normal character creation rules found in the Savage Worlds
rulebook.
Bornagains
In times of great crisis, humanity seeks answers to life’s mysteries.
"Bornagains" were raised with strong religious or spiritual beliefs
with which they attempt to provide those answers. Most
Bornagains simply want to follow their faith, wherever it may
lead them. Sometimes a Bornagain gets a little too enthusiastic
about his faith—in such cases he crosses the line and becomes a
"Zealot".
Bornagains and Zealots start the game with Spirit d6 instead
of the free Edge normally allowed to humans. Zealots also gain
the Charismatic Edge and the Delusional (Major) Hindrance. No
additional bonus points are gained by taking this Hindrance.
Bygones
After the war anything akin to pride, tradition, and history was
lost amid the dust and fire. There are a few though, who make
studying the past and planning for the future their stock in trade.
These folks, called "Bygones", can draw upon this knowledge to
help keep things running, be it a machine or the fabric of society.
Their goals are clear: preserve the knowledge of the past and to
move society beyond the current Dark Age.
Bygones start the game with either Smarts d6 or Spirit d6
instead of the free Edge normally allowed to humans.
Ferals
Everyone knows that the Green Zones really aren’t that safe. But
a few have decided that it’s safer facing mutant mountain lions
than gun-toting raiders. Of course, some don’t have a choice.
"Ferals" are folks that have “gone wild”; either because they
abandoned society or society abandoned them. They just want
to survive, but instead of looking to machines and other folks, they’re used to trusting their own instincts. Ferals who
have lost touch with their humanity and reverted to a bestial existence are known as "Savages".
Ferals and Savages start the game with Agility d6 instead of the free Edge normally allowed to humans. Savages
also gain the Alertness Edge and the Outsider Hindrance. No additional bonus points are gained from this Hindrance.
Marauders
In a world gone mad, sometimes might does make right. Those who have chosen raw strength and firepower as their
means to tame the world are known as "Marauders". Where Marauders go, destruction is sure to follow. Most
Marauders are no more than mere thugs. However, heroic groups of Marauders do exist that ride the highways meting
out their own brand of justice. Marauders and Gangers start the game with Strength d6 instead of the free Edge
normally allowed to humans. Gangers also start the game with Fighting d4 at no cost and the Mean Hindrance. No
additional bonus points are gained from this Hindrance.
Redliners
Some people are born to drive. "Redliners" are the royalty of the open
road; able to push their vehicles to feats no one else can achieve.
Redliners follow many varied paths; some are heroes, protecting the
open roads from the predations of Gangers, while others serve those
very Gangers as a sort of "shock cavalry" that ensures roadway
domination. Many Redliners are mercenaries who straddle the line
between good and evil, doing whatever it takes to keep their vehicles
running and themselves in the thick of the action.
Redliners start the game with either the Ace Edge or Driving d6
instead of the free Edge normally allowed to humans.
Rejects
Once the war got going, the bigwigs figured they had nothing to lose
and pulled out everything they had: biological, chemical, and even
nuclear weapons were unleashed on the world. The lucky ones died
horribly, but quickly. The rest lived on in the Aftermath. The "Rejects"
are the scarred offspring of those unfortunates. A Reject’s outlook is as
varied as their genetic code. Some live to cause chaos while others are
simple-minded innocents.
Rejects start the game with both Strength d6 and Vigor d6. They must take the Attribute Deficiency Hindrance with
either Smarts or Spirit as the chosen attribute (see the Character Creation section above for details of this new
Hindrance). No additional bonus points are gained by taking this Hindrance.
Riggers
Building, tearing down, and building again is the life cycle of the "Rigger". They love to work with machinery of any
sort, improving, repairing or salvaging what they can from it. Even faced with something they have never seen before,
Riggers have a chance of making it work or work better. Riggers are most often encountered among Bygones and
Redliners, but many "hedge" Riggers provide their services to more primitive communities.
Riggers start the game with either the Repair d6 or the Mr. Fix It Edge instead of the free Edge normally allowed to
humans.
Savants
While most survivors “tough it out” and get on with their lives, there are others who simply cannot deal with the
everyday horrors of a world gone mad. As a defense mechanism, they focus on a few specific skills and turn a blind
eye toward everything else. Their minds jumble together any facts and details that do not have something to do with
their chosen area of expertise. These individuals, called "Savants", wander through life trading their skills for protection.
Savants tend to have no long-term goals aside from being left alone to do what they do best.
Savants start the game with a d6 in any one attribute. They may also choose any one skill at d8 instead of the free
Edge normally allowed to humans. They must also take the Attribute Deficiency Hindrance (see the Character Creation
section for details of this new Hindrance). No additional bonus points are gained by taking this Hindrance.
Force (0): This maneuver may only be performed against adjacent vehicles of equal or smaller size. Make opposed
Driving rolls (the driver of the smaller vehicle makes his roll at –2). The winner may either force the loser to hit an
appropriate obstacle or lose control of his vehicle.
Redline (–2): You may exceed your vehicle’s Top Speed by its Acceleration Value. Make a Driving roll. If you fail the
roll, your vehicle suffers a Critical Hit (Engine). If you roll a natural 1, the engine explodes from the stress. Make a
successful Driving roll or roll on the Out of Control Table. It requires appropriate spare parts, 4d6 hours, and a
successful Repair roll in order to get the engine working again.
Scrounging: Of course, the GM is always free to simply state what the characters find when they scrounge; however, in
most cases it’s simply easier (and more interesting) to randomly determine what is found. The system for handling random
scrounging in Savaged Redline is a variant of the system presented in Savage Tale 6: Zombie Run by Jonathan Pierson:
After spending at least 10 minutes scrounging an area you may draw two cards. Then, make a Survival roll (or the normal
unskilled roll of 1d4–2 if you don’t have the Survival skill). You may draw an additional card for a success or two
additional cards with a raise; however, you must discard one card for a failure (discard both cards if you rolled a natural 1).
If you drew a Joker, discard it and draw two more cards. Consult the table below for each card you have in your hand:
2-5 Spades 2d20 rounds of ammunition (appropriate to character’s weapon or determine randomly)
6-10 Spades Melee weapon (player’s choice or determine randomly)
J-K Spades Firearm (roll on the Firearms Table, below)
Ace Spades Firearm with ammunition (roll on the Firearms Table)
The GM can easily tweak this system to reflect the probable distribution of gear in a given area. For example, when
scrounging in a supermarket he may decide that any Diamonds are treated as Hearts. In a gun shop, Clubs may be treated
as Spades and Hearts may be treated as Clubs. The GM is also encouraged to create “random item” tables keyed to certain
types of locations.
Parting Shot
So there you have it! A down and dirty conversion of the Horizon: Redline setting for the Savage Worlds roleplaying
system. Actually, this is the revised version of this setting. My original conversion is still available at the Savage Heroes
website (see Shark Bytes #1, specifically the Savage Dot Com column, if you’ve never been to this website). It’s my
intention to flesh out this setting through a series of articles that will appear in future issues of Shark Bytes—just look for a
column entitled Tales from the Wasteland. Next issue will provide all the information you need for utilizing souped-up
vehicles and such. Enjoy, and until next time … Keep it Savage!
Flash Supressor All these items are designated OGL content and originally
Flash suppressors are designed to minimize muzzle flash. Any appeared in Bleeding Edge: Ammunition by Jason J.
Notice attempts to visually locate a shooter using a weapon McCuistan (LPJ Design: http://www.lpjdesign.com), a
equipped with a flash supressor are made at –2. mini-sourcebook of sorts for the D20 Modern System.
Attributes: Agility N/A (unless it has some means of locomotion), Smarts d12,
Spirit d12, Strength N/A, Vigor d6 (for the actual brain itself)
Skills: Intimidation d12, Investigation d10, Knowledge (any arcane subject) d12,
Knowledge (any scientific field) d12, Notice d6, Persuasion d10, Psionics d12+2,
Taunt d10
Pace: 0 (see Agility, above); Parry: 2; Toughness: 8 (Includes Armor bonus for
The Jar))
Hindrances: Arrogant, Overconfident
Edges: Arcane Background: Psionics (any five powers and 20 Power Points), Improved Arcane Resistance (Psionics), Harder
to Kill, New Power (x3), Power Points (x2)
Gear: "The Jar"–This clear globe is made of some thick substance that is similar to glass but much more durable. It provides the
brain with Armor +3. The globe sits atop a metal stand that incorporates a microphone and a speaker, enabling the brain to
“hear” and “talk”. You may instead choose to have the brain communicate exclusively via telepathic means. In either case, the
brain pulses with an eerie light when “communicating”.
If the jar is ever broken, the Brain will begin to “suffocate”. It must make a Vigor roll at the start of each round. If it fails, it
gains a level of Fatigue. Once Incapacitated by this, the Brain will die.
Special Abilities
Fear (–2): when seeing the Brain for the first time.
Fearless
Lackeys: The Brain is intelligent enough to understand that it’s in a precarious situation—namely, that of a disembodied
and immobile brain in a big jar—and needs a measure of outside assistance in order to carry out its diabolical plans of
world domination. Consequently, it is never without minion attendants of some sort, be they Nazi stooges, monkey butlers,
demonic imps, or buffoons in matching costumes! These “assistants”, typically between 2 and 20 in number, are treated as
Extras. The Brain may also have a trusted Wild Card lieutenant or two.
Weakness (Extremes of Temperature): When exposed to extreme heat or cold the Brain suffers a –4 penalty to any
actions it attempts.
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Climbing d6, Fighting d8, Guts d8, Notice d8, Shooting d6, Stealth d6,
Taunt d6, Throwing d6, Tracking d6
Pace: 6; Parry: 8 (includes bonus for Improved Block); Toughness: 6
Hindrances: Enemy (Major—all demons), Heroic, Loyal
Edges: Attractive, Combat Reflexes, Improved Block, Trademark Weapon (stake)
Gear: The Teenage Demonslayer carries a “black bag” that is tantamount to a
complete arsenal of all the weapons and gear that are needed in order to fulfill their
role as the “protector of humanity”. This bag includes, but is not limited to, the
following items: a knife or dagger, several stakes of carved ash wood, several vials
of holy water, a pair of walkie-talkies, a silver cross, and top-of-the-line cosmetic
products.
Special Abilities
Strike to Slay: In melee combat against a supernatural Big Bad, the teenage
demonslayer does not suffer a called shot penalty when attempting to strike at its
point of weakness with an appropriate weapon.
Attributes: Agility d8, Smarts d10, Spirit d8, Strength d12+1, Vigor d10
Skills: Driving d6, Fighting d8, Guts d8, Healing d8, Intimidation d8, Investigation
d10, Knowledge (Vampirism) d12, Knowledge (Hematology) d10, Notice d6,
Throwing d6
Pace: 6; Parry: 5; Toughness: 5
Hindrances: Cautious, Code of Honor, Enemy (Major—vampires), Habit (drinks
blood), Loyal, Outsider
Edges: Level Headed, Quick
Gear: Gladstone keeps his refrigerator well stocked with blood he has “liberated”
from the blood bank at which he is employed. He also has quite an impressive library
on the subjects of hematology and vampirism.
Special Abilities:
Undead
Weakness (Holy Symbol, Holy Water, Invitation Only, Stake through
the Heart, and Sunlight): See the "Vampire, Young" entry in the Savage
Worlds rulebook (Bestiary) for details.
Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Guts d8, Knowledge (multiple mathematic and scientific disciplines) d10, Notice d10, Repair d10,
Shooting d8, Stealth d8, Weird Science d10
Pace: 6; Parry: 5; Toughness: 7
Special Abilities:
Arcane Background (Weird Science): Mi-go are capable of creating bizarre devices like electric guns and fungal armor.
Treat them as having 15 Power Points. They typically have access to items with the following powers: armor, bolt,
deflection, obscure, and stun.
Fear
Flight: Mi-go are clumsy flyers (Pace 10; Acceleration 2; Must make an Agility roll to turn) in an atmosphere. In the depths
of space, they fly as per the normal flying rules (Pace 30).
Fungus: The fungal body of the Mi-go is resistant to harm, making them harder to injure; they get a +2 bonus to
Toughness (AP attacks have no benefit) and a +2 bonus to recover from being Shaken.
Invulnerability: Mi-go can survive in deep space (immune to cold, radiation, and the effects of a vacuum).
Nippers: Mi-go have powerful pincer-like appendages (Str +1 damage).
Perfect Vision: Mi-go are adapted to living in complete darkness (ignore all lighting penalties).
Vulnerability (Drowning): Strangely, while the Mi-go can survive in a total vacuum, they're vulnerable to drowning.
When submerged in any liquid, a Mi-go must immediately begin making Vigor rolls at –2 or begin taking Fatigue levels.
When reduced below Incapacitated, the Mi-go dies.
Few if any of the Great Race remain alive today. Most have escaped their original bodies and walk among us in human form,
waiting for their time to come again...
Attributes: Agility d4, Smarts d12+8, Spirit d12, Strength d12+4, Vigor d12
Skills: Fighting d8, Guts d10, Intimidation d12, Knowledge (multiple mathematic and scientific disciplines) d12+1, Notice
d12, Piloting d10, Repair d12+2, Shooting d10, Weird Science d12+2
Pace: 4; Parry: 6; Toughness: 13
Edges: Alertness, Ambidextrous, Combat Reflexes, Improved Frenzy, Level Headed, Nerves of Steel, and Quick Draw
Gear:
Lightning Gun: Treat this weapon as a device with the bolt power (30 Power Points). Others who pick up the weapon
This bizarre creature appears to be a living Aurora Borealis of some horrible, nameless color. Rarely encountered on earth,
they're usually seen in the depths of space. When they do arrive on earth, they are voracious hunters, stuffing themselves on
the life energy of everyone and everything that crosses their path.
Attributes: Agility d10, Smarts d6, Spirit d12, Strength d12, Vigor d10
Skills: Fighting d8, Guts d10, Knowledge (Cthulhu Mythos) d4, Notice d10, Stealth d10
Pace: 20 (flying); Parry: 6; Toughness: 7
Special Abilities:
Drain: Colours attack by flowing over their opponent (treat as a Touch attack). The victim must make a Vigor roll at –2.
With a raise, there is no effect. With a success, they take a level of Fatigue that subsides after one hour. On a failure, they
take a level of Fatigue (which will not return for some time; see below) and lose one die type from their Vigor. If their Vigor
is reduced below d4, they die. Characters who survive will begin to recover 1d6 days later, getting back a die type for each
24-hour period following their encounter. In the meantime, their Toughness is reduced accordingly, and any Fatigue levels
incurred in the attack are not recovered until all levels of Vigor have been recovered (at which time they recover at the rate
of one per hour). When a Colour encounters a Vigor-rich environment (i.e., a group of characters), it will continue to hunt
and feed until its horrible appetite is sated. This requires the creature to “ingest” 3d6 die types of Vigor before moving off
to do whatever it is these creatures do!
Disintegration: By concentrating its body into a small ball (roughly 1 foot in diameter) a Colour can disintegrate any
material it comes in contact with. This is a time consuming process which means this power is all but useless as an attack
form. When in this form, the creature moves at a rate of 1” per every two Toughness points of the substance being moved
through per minute.
Ethereal: A Colour is immaterial and can move through physical barriers at will. They can't be harmed by normal
weapons or environmental effects, including the depths of space; only arcane effects and magical weapons can harm them
(see also Vulnerable, below). Their Strength rating is only used for resisting the effects of a strong magnetic field (see
below).
Fear –2
Flight: Colours don't move normally; they fly at Pace 20, though this is treated as normal movement (i.e., they have no
Acceleration rating; never have to use a turn template, etc.).
Hypnotic Effect: Colours can attempt to hypnotize a target. Treat this as the puppet power, usable at will with no Power
Point cost; the Colour can take no other actions (including movement) in a round when it attempts to hypnotize a target.
Perfect Vision: Colours can see through any darkness, natural or artificial, and never suffer lighting penalties.
Radioactive: Colours give off a strong but non-lethal radiation, allowing them to be tracked via a Geiger counter or
ELDER THING
“They represented some ridged barrel-shaped object with thin horizontal arms radiating spoke like from a central ring
and with vertical knobs or bulbs projecting from the head and base of the barrel. Each of these knobs was the hub of a system
of five long, flat, triangularly tapering arms arranged around it like the arms of a starfish.” (H.P. Lovecraft, “Dreams in the
Witch-House”)
This ancient race, creator of the dread shoggoths, is now all but extinct. The last vestiges of their civilization— as far as anyone
knows—remain hidden under the frozen Antarctic tundra.
Attributes: Agility d8, Smarts d10, Spirit d8, Strength d12+4, Vigor d10
Skills: Fighting d8, Guts d10, Knowledge (Cthulhu Mythos) d10, Knowledge (Occult Lore) d12, Notice d8, Spellcasting d10,
Stealth d6
Pace: 6; Parry: 6; Toughness: 11
Special Abilities:
Aquatic: Elder Things swim at Pace 10 and can breathe underwater.
Arcane Background (Magic): 15 Power Points and any four powers of Novice or Seasoned rank.
Armor +2: Tough hide.
Constrict: An Elder Thing can use its tentacles to constrict an opponent (see Tentacles, below). A constricted character
takes Strength damage each round until he can make a successful opposed Strength or Agility roll to break free.
Fear
Immunities: Elder things are immune to extreme cold and high pressure from the depths of the ocean.
Multi-attack: An elder thing can make up to five melee attacks per round, with no more than three of these against any
single opponent. The normal MAP only applies after the third attack.
Size +2
Tentacles: This attack does normal melee damage (Str); however, with a raise on the Fighting roll, they may choose to
Constrict their opponent (see above).
• Animated Dead (Zombies, SW): Some will have increased Smarts as well as possessing the Arcane Background:
Magic (Black Magic) Edge.
• Byakhee (Gargoyles, SB): Remove the Construct and Stillness abilities (don't forget to adjust the Toughness!).
Byakhee are Immune to vacuum, cold, heat, and radiation, and can suspend their breathing at will (i.e., they can't
drown, and are immune to poison gas and other such attacks or effects which use breathing as a vector).
• Deep Ones (Troglodyte, SB): Remove the Horrid Stench ability and add Fear.
• Dimensional Shambler (Albino Ape, SB): Add the Dimensional Travel ability (allows the Shambler to move to
another dimension with a Spirit roll at +2 in place of its normal movement). If it Grabs someone, it can drag them to
the other dimension with it (never to be seen again… the unfortunate character, that is). Add Fear.
• Hounds of Tindalos (Shadow Hounds, SB): Add the Ichors ability (the Hounds are covered in bluish pus. When it
hits in melee combat, the target takes an additional 2d6 points of acid damage). Their Teleport power allows them to
travel to any corner with an angle of 120 degrees or less. It can go anywhere, in any time period, though the voyage is
not instantaneous for the Hounds of Tindalos, as it must pass through a bizarre interstitial dimension. 5d20 days will
pass on this trip, even if it's just a jaunt across the street! Add Fear –2.
• Serpent People (Lizard Men, SB): Add Bite (Str +1) and Poison (with a successful raise on a Bite, the target must
make a Vigor roll or take 2d8 points of damage, and make another roll one minute later or take an additional 2d8
points of damage). Add Fear. Some will have the Arcane Background: Magic (Black Magic) Edge.
• Shoggoth (Giant Blobs, SB): Remove the Acidic Touch ability and increase the Fear rating to –6.
• Spectral Hunter (Invisible Devourer, SB).
• Spider of Leng (Giant Spider, Black Widow, SB).
• And let’s not forget the Cultists! Use ‘em straight out of Savage Beasts!
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Here's how the three-act plot format of "typical" horror movies look, broken down into outline form:
1. The Setup.
a. Introduce major and secondary characters.
b. Establish the setting.
c. Introduce a secondary threat.
d. Introduce the primary threat.
e. Eliminate one or more secondary characters.
2. The Action.
a. The secondary threat causes big problems.
b. The primary threat is a constant background menace.
c. Eliminate one or more secondary characters.
3. The Conclusion.
a. The secondary threat is resolved, one way or another.
b. The primary threat attacks in force.
c. Eliminate any remaining secondary characters.
d. Major characters escape / kill the primary threat / die / go insane / etc.
So, in order to generate a horror adventure like this from scratch, we'll need to do the following:
Primary Threat: This is where you can really have some fun! In this step, you should decide on what the Big Bad for your
story is going to be. Picking an enemy appropriate to the setting is a natural instinct—a ghost for a haunted house, a
werewolf for a mist-shrouded forest, etc—but don't be afraid to buck the trend and put an unlikely monster in the setting.
Take that same werewolf and drop him into a space station circling the moon and see what happens! Whatever you choose,
this is the "primary threat", the real bugaboo of the story in most cases.
Secondary Threat: Additionally, many good horror stories also have a "secondary threat". This sub-plot unfolds
simultaneously with the main plot. It serves mainly to complicate the characters' investigation of the primary threat.
Not all horror movies have a secondary threat. Many slasher movies don't, for example. Most others do have one for a
very good reason: the secondary threat is typically what drives the characters to go into the haunted house (or investigate
the series of murders, stay overnight in the graveyard, etc.) in the first place. Fighting your way past the cannibal zombies
surrounding your house doesn't make a lot of sense if it's reasonable to believe help might be on the way, but… what if we
say your daughter won't survive until sunrise without medical attention. Now you have a different, and more compelling,
story altogether.
Bringing the secondary threat to center stage periodically will often provide you with some great roleplaying
opportunities in between the slaughter and mayhem. In fact, you can turn a slasher horror story into a character driven
thriller by flip-flopping the threats entirely! The real primary threat of George Romero's Day of the Dead, for example, isn't
the zombies but the increasingly destructive dichotomy between the scientists and soldiers. Secondary threats can be internal
or external:
Internal threats are those that come from within the adventuring party, either from one or more of the PC's or a major
NPC:
• One of the characters suffers from an illness or injury, most likely something that will kill them very soon. The
primary threat is keeping them from their medicine, their treatment, a hospital, etc.
• A character may be either actively or passively trying to prevent the other characters from succeeding or maybe
even trying to kill them too. Greed, revenge, and love are the classic reasons, or perhaps this character is actually
the one responsible for the primary threat in the first place.
• One or more characters stand to make a lot of money and/or get famous if they kill the monster. They may insist
on staying and fighting when the smart thing to do is run.
• The bad guy is actually a loved one of one or more characters, inciting the group to save rather than kill them.
• Something the group wants (a loved one, a priceless artifact, their immortal soul, etc.) is being held captive by the
bad guy.
• The characters are divided into two or more distinct groups with different goals. They must either find some middle
ground or end up dead (possibly at each other's hands!).
Voodoo priests gain their power points through the sacrifice of certain materials. In order to harness the
Power Points locked within these items, the priest must perform lengthy ceremonies and rituals. Due to the ritualistic nature of Voodoo, multiple Voodoo
priests can cooperate with one another to cast stronger spells (i.e., they use the rules for cooperative rolls as presented in the Savage Worlds rulebook). The
table below details the specifics of some traditional materials:
These rules are by no means the only methods by which Houngan and Mambos can cast spells (other than zombie). If the Voodoo priest were to take the
Power Points Edge to give him or herself “inherent” Power Points, then they could cast powers like any other Arcane Background. Ceremonies are only
required to gain Power Points from materials. Soul Drain is also a viable option for Voodoo characters—especially Bokors! However, in keeping with the
ritualistic feel of Voodoo, I suggest that if you allow practitioners to take the Power Points Edge that they are only allowed to do so after reaching Seasoned
rank and that they not be allowed to take it more than once per rank.
You should also feel free to create additional powers as you see fit. To get you started, I’ve provided an archetypal example, the voodoo doll power:
Voodoo Doll
Requirements: Seasoned, Arcane Background: Voodoo
The practice of creating voodoo dolls is one of the most well known traditions of Voodoo. This edge allows a Bokor to craft a replica of a specific person
and channel evil spells into him or her no matter what the range. All that is needed is an item belonging to the individual (a piece of jewelry, a snip of their
hair, fingernail clippings, a tooth, etc.). These things are believed to contain “a piece of the spirit” and thus give the caster power over them. The Bokor
must then make a Common Knowledge roll to construct the doll. He then performs a six-hour ceremony and invests 25 Power Points (which can be any
combination of personal or material). He then makes a Voodoo roll. If successful, the Bokor can then cast fear, lower trait, puppet, or stun on the subject
without expending any Power Points and without regard for the range of the spell. Any spell cast through a voodoo doll only affects the target and does not
have an area of effect.
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5
OUR HEROES
These are all things the players would know if they live in Stratton or have some other reason to know:
• Last year, there were several unfortunate cult-like incidents, apparently unrelated, resulting in at least seven murders.
• The mayor and town council have, accordingly, stepped up police/fire patrol in the neighborhoods for Halloween
celebrations. There is a curfew for people unaccompanied by an adult, and they've set up a “Halloween Village”
inside the Stone Circle Mall. The town has hired a private security force to protect the mall.
• The reason trick-or-treating hasn’t been altogether forbidden this year is due to Stratton’s long and proud history
with Halloween, being a site of authentic American Celtic rituals “back in the day,” and founded by exiles from
Salem right at the start of the Witch Trials.
The following tidbits of knowledge require a successful Common Knowledge roll at –2:
• Miscatone University (“Miss U.”) has one of the largest collections of frontier diaries, witch trial woodcarvings, in the
entire state. There is also an extensive display of heirlooms belonging to the town founders.
• The ancient stone circle in Stone Circle Mall is protected by state bylaws concerning historical sites, and vandalizing
it is considered a felony. It has never been vandalized. In fact, after over 300 years of existence, it’s never been the
victim of any ill intent…
Touched by Destiny: Have each player make a Spirit roll at the start of the session; for each success and raise an extra
Benny is gained. They can’t spend Bennies on this roll even though it is a trait roll. Failure just means they don't get any
extra Bennies.
The Spirit of Halloween: Due to the strange magicks at work on this special day, anyone (any character, that is) in a
Halloween costume has a slight advantage—a Mystic Weapon. If someone finds and wields a weapon (in the game, that is)
pertinent to their costume, they gain +1 to hit with it (just like the Trademark Weapon Edge, but without any prerequisites).
Examples: Someone who dresses like "Mr. Blonde" from Reservoir Dogs would gain the bonus with a straight razor or silver
.45, anyone dressing like "The Shadow" gains the bonus when firing twin .45s, a person dressed up like Joan (from
Deadlands: HoE) gets the bonus when using a sword, etc. Players are not aware of this bonus until it takes effect.
The following locations should be the primary areas in which the players operate:
• The ‘Burbs: Where it all goes down at the start. Protect as many trick-or-treaters as you can!
• Town Square: It’s one of those old-fashioned main drags with the courthouse in the middle, church across the
street, and bunches of shops. Mostly important due to the fact that the Vengeful Spirits can’t get into the church,
and the pawnshops and hardware store provide a place to stock up.
• The Farms: There are only a couple of farms outside the town, but they provide the only obvious means of exodus.
Unfortunately, due to a bit o’ dark magick, any efforts to escape wind up with the escapees looping right back to the
opposite end of town, heading back in.
• Miscatone University: The only place where the players can find out more about the families that founded the
town. It's a small campus, however, so the college has been mostly overrun. There are a few scattered groups of
non-partygoers who’ve managed to pull it together.
• Stone Circle Mall: Where it all goes down in the end. Eventually, it should become apparent that the Circle is the
focus of the whole event.
Describe the pandemonium taking place around them (if you can, pop in The Goblins' Dawn of the Dead soundtrack and
play the creepy titular song): Cops are arriving by twos, trying to figure out what’s going on and taking a few shots. Cloaked
men and women are meandering about at random, killing people and fading away. Meanwhile, kids twelve and under are
running through the streets with older siblings, relatives, and parents. Many of them are now trying to make their way back
to somewhere safe. Due to the nature of the incident occurring, local phone calls in town still work. However, anyone who
tries to dial outside of town, even on a cell phone, finds only silence. Below are a few encounters the characters can have
amongst the pandemonium. Use as many or as few as you like… the main point is to keep the characters moving from one
crisis to another.
Desperate Dan: The characters encounter a pair of flipped over cars, one of them police. Anyone who succeeds at a
Notice check at –2 can see someone is still “trapped” inside the back of the police car. This is Dan Tanner, a local
troublemaker who was picked up earlier for starting a fight in a local tavern.
Assuming the heroes try to save him, they find out that he’s packing heat (a Colt 1911 pistol that the arresting officers
originally confiscated from him) which he fires upon anybody, living or dead, that approaches. He intends on staying there,
although he could leave at any time (the car is bulletproof, can you blame him?).
“Crazy Gus” Keziah: "Crazy Gus" is one of the oldest men in town, and also directly related to the town founders. He has
a large collection of firearms and ammo in his house. He also has an overdeveloped sense of heroism, so it’s possible the
“Man with the Arsenal in the Back of his Truck” runs into the PCs once or twice during the later scenes.
Gimme Shelter: Vengeful Spirits phase into a house the heroes take shelter in. Mayhem ensues.
Home Security: A family barricaded inside their house takes shots at the heroes with a rifle (Shooting d6) if they pass by.
Wheels: The few cars parked in driveways or on the curb are locked tight. There is a minivan with keys still in it and both
doors hanging wide open about 24 yards (12”) away from the heroes. Blood covers the outside and parts of the inside as
well. On the other side of the doors, the heroes will see 2d6+1 Ragers charging at them from 20” away. They could just
make it if they run…
At some point during the chaos, the heroes will hear a radio broadcast. This emergency broadcast is coming from the
police station and is being carried on all public wavelengths. They state there is a massive riot taking place all over the town,
and citizens are to report to the following "safe-zones" established by the police: Howard Street United Methodist Church,
the First Baptist Church of Stratton, Our Lady of Salvation cathedral, or Phillips Street Presbyterian. All of those are in the
town square.
This presents quite a problem: there’s dark magick afoot keeping that from happening. Anyone who drives far enough winds
up coming into town from the opposite side from where they left. But not before they pass the Brooke family farm… they
immediately notice that the barn is on fire, and a fire truck is parked up the driveway in front of it. The farmhouse looks as
though there is still someone inside… candlelight can be seen in the lower-story windows.
The Flaming Barn: Yes, Virginia, it’s a barn, and it’s on fire. A Notice roll at +1 spots it off in the distance. A fire engine is
run off the road a ways up the driveway; in front of it lay two charred bodies. Anybody who says they’re waiting for
something to happen (even out of character) gets an initiative card, and so do the bodies—because one of them jumps and
twitches. Hopefully they waste a bullet when the startled raccoon crawls out from under it.
Further investigation of the flaming barn only results in eight Ragers in fireman’s gear charging at them; quite
horrifically, three are actually on fire underneath their coats. Make a Fear check for each PC when they see this horrible
spectacle. There are also a couple of Vengeful Spirits with fireman’s picks (Str+2, AP 1) about in the fields.
The Farmhouse: There are five Ragers in the farmhouse (the remains of the Brooke family). Two of them were children,
decrease Strength and Vigor die types by one. There is also a Vengeful Spirit in the house that knocked out the fuse box and
lit some candles.
Searching the farmhouse reveals a small cache of weapons (that’s what they were looking for, isn’t it): two hunting rifles,
a pump shotgun, and two pistols (one a .357 Magnum revolver, and the other a .22 automatic (Damage 2d6–1, Range
6/12/24, Shots 12, ROF 1)). There’s a box of 50 bullets per gun. And if they search the dead firemen for keys, hey, free
fire truck!
Give the players some time reach the safe zones and/or to roam the town square and equip themselves, interspersing the
encounters below to keep the pressure on.
A Cry From Above: Up on the roof of a building, the PCs can hear what sounds like a baby crying. If they go to check it
out, fighting their way through several Ragers, they discover that Vengeful Spirits have set a cunning trap; it’s actually a child
Rager tied to an antenna. One spirit per PC converges on their position shortly after that discovery.
Cookin' with Gas: At the corner gas station, there appears to be a Hummer (or something appropriately macho) idling in
the parking lot, with the driver side door wide open. Any one who succeeds at a Notice roll of –6 notices the screams of
Ragers advancing (subsequently, it lessons to –4, –2, then nothing as they move closer). If ever they approach the Hummer,
a Vengeful Spirit inside the gas station lights up a kerosene-soaked Rager (the former attendant), with its mouth duct-taped
shut, and releases its grip on the creature. The flaming Rager rushes the heroes.
Safe Zones: As the radio said, the churches are safe. Sort of. Any holy ground is protected from Vengeful Spirits, but
Ragers are quite another matter (although anyone who dies on holy ground can never become a Rager). There’s a bit of a
backlog of them trying to get into the churches, which the occupants are having a difficult time defending (that stained glass
doesn’t do a whole lot besides look pretty). In the Methodist Church, for instance, the sanctuary has been overrun, but the
basement and choir loft are still safe. The cathedral (which had a bit of a history of being plundered) is faring much better
with its thick wooden doors and barred windows.
The Municipal Building: This complex houses the town's small police station, the fire station, and acts as the Town Hall.
More than likely, some players will want to check out the police weapons and such. There aren’t any left. Nor are any patrol
cars present. There is one of the three town's fire engines available. No keys, unfortunately. It could be hot-wired with a
Repair roll at –4.
Pawnshop: Due to a city ordinance, “any place of business whose express purpose is the sale of firearms and ammunition”
is unable to operate here. The pawnshop, however, still carries guns. Problem one is breaking in; pawnshops have bars over
the windows, metal doors, and general safeguards against just this sort of deviance. When they do break in (PCs are known
for this sort of thing), they find a smattering of firearms and ammo (roll once for a gun, roll again for ammo; do this as many
times as you see fit):
As far as melee weapons go, they can easily locate a plethora of improvised implements of destruction here. Knives and
improvised clubs (Str+1), axes and sledgehammers (Str+2), or even chainsaws. Clever players might jury rig spears and such.
The Game Room: Any character whose hobbies include roleplaying games will know that there is a perfect replica of a
Medieval greatsword on display at The Game Room, a fantasy gaming shop. Use the stats in the rulebook for this weapon. It
will break on a Fighting roll of 1 unless it is a Mystic Weapon in the hands of the wielder (see Special Rules above).
Pickman's Discount Autos: Mr. Pickman himself is here, breaking into his own shop to try to get the hell out of Dodge.
Currently, he has fourteen cars on his lot, plus a decently stocked machine shop. As long as no one touches his extended
cab Ford pickup (to which he’s attaching a snowplow), he’s happy to point the characters towards the keys or take them out
of town. If they go with him, consult the Getting Out of Town section, above.
The Stone Center Mall is of paramount importance. There are several useful stores within, plus a big group of survivors are
holed up within. Dozens of Ragers have also entered the mall. The survivors are being kept on the upper level of the mall,
where no Ragers had yet ventured. The mall security guards have set up a perimeter around the central food court to defend
the stairway and escalators that lead to the upper level.
Interestingly, Ragers who have come into the mall proper stop screaming, slow down considerably and wander aimlessly
(decrease their Pace to 4). Vengeful Spirits are unaffected by this phenomena.
Mall Security: As stated above, a private security firm is working in the mall this holiday. They’re armed with .38 revolvers,
Mag-Lites (Str+1 in melee combat), and radios. Unusually, not a one has chickened out or slacked from their duty. They
keep the mall as safe as they can, and prefer to gang up on Ragers with their Mag-Lites.
The Mall Security Office: This space has been converted to a temporary hospital. There are two medical students
(Healing d6) helping out old Doctor Adams, whom most of the characters will know from childhood. He’s got Healing d10,
and the med students can make a cooperative roll to help him. Doc Adams has some theories about the problems going on
right now, and believes earnestly that there’s more in this world than science.
The Stone Circle: The mall was built around one of the town's historical landmarks: an ancient stone circle constructed by
the Mijau Indians hundreds of years before the town was founded. The circle is the central feature of the mall's food court.
One of the stones in the circle has fallen over and is split partway in half. A bright green glow issues from the crack. A
Notice roll at –2 identifies this glow as the same sickly green light that emanates from the eyes of the Vengeful Spirits.
In its disturbed state, breaking the circle by moving any of the stones would be a big mistake. Even approaching it causes
2d4 non-lethal damage, as sparks issue from the circle to the player who does. To touch a stone takes a Spirit roll at –2 and
another 2d4 damage results. Trying to destroy one takes a Spirit roll at –6 and results in 2d6 damage to the player.
Repairing the Circle: This is the correct, or at least the less harmful course of action (see Scene Six: Endgame, below). If
the players don't reason this out, a professor from Miscatone University is locked up in a mall café; when the heroes come
by, he calls out to them if he thinks it’s safe.
“Hey! You there—with the weapons! Yes, you! I need to ask you a favor. Now, I’m not going to ask you to believe
anything I’m saying, but what’s going on here has been coming to us for hundreds of years…and I think I know how to stop
it. I think..
He hands them his office keys and a legal pad detailing some of the objects they need. The list includes:
• The professor’s laptop computer
• A statue weighing 10 pounds (sealed inside a glass case)
• Three books (leather-bound, also in glass cases, weighing 5 pounds)
• A leather doctor’s bag (opening it reveals a collection of powders, herbs, fluids, etc.) weighing three pounds.
“I also got some of the security people around here to believe me…there’re maybe three who would go with you.”
Hopefully, at this point the party will head to Miss U. to gather the items the professor has requested.
Destroying the Circle: This would actually be the wrong thing to do. Destroying it releases a big wave of evil spirits on the
town, who can possess anyone they see fit on an opposed Spirit roll (they have d10 Spirit). Plus, all the Ragers in town
become attracted to the mall. Then five Wild Card Vengeful Spirits are released, all with the arcane powers bolt, fear,
obscure, and stun. They can also fly at Pace 10. Killing them takes a miracle, probably, but if that happens, it’s all done. And
most likely half the town is dead as a result. Well, the half that wasn’t dead to begin with.
The college campus is typical of such small old New England institutions. Currently, the most important part of it is the
library, unfortunately locked. Dozens of particularly rowdy Ragers stalk the streets, chasing co-eds and causing havoc similar
to that the characters encountered in the suburban neighborhoods.
Party School: Many of the Ragers on campus were athletes in the prime of life, who are now primed for unlife. Strength,
Agility, and Vigor all gain a die type. However, due to the mature party situation they were in at the moment of their death,
they lose their bonus to recover from being Shaken and only move 6” per round.
The University Library: The library is locked for the night. There’re many methods to get into the place though, including
blasting through the old wooden doors, which would leave the Rager-resistant doors hanging open. Steam tunnels present
another option, although there’s a 1 in 10 chance they start up (Vigor roll vs. heat or take a level of fatigue) every few
minutes.
The library interior is completely dark. There are five Vengeful Spirits and one Rager, the former librarian, lurking in the
library. The spirits here favor tricks, such as pushing bookcases over on the heroes. However, they hold back, not directly
confronting the party. They are curious about what the characters are looking for in here.
The Curator's Office: The professor’s office is located near the back part of the library. Once inside, the heroes need to
make Notice rolls for each item on Professor Arkem's list to find them in the cluttered office. After the PCs gather the
items on the professor's list, any Vengeful Spirits not killed out in the library will kick the doors wide open and attack.
The mall is under siege when the heroes return. Around 400 Ragers of all shapes and sizes have gathered outside to attack
the citizens trapped in the mall. The good guys must smash their way through the Rager front lines and fight their way
through to the doors. Assume they need to run about 24 yards (12”) through a mob of Ragers to get into the mall doors
once the car bogs down; luckily, they’ve got fire support from the roof and some distraction from the mall security.
“Crazy Gus” Keziah joined the fight at the mall and brought a cache of weapons from his manse upon the hill. He has
set up a barricaded "foxhole" near the entrance where he takes potshots at the Ragers outside. Have him approach and give
one of the heroes an M60 machinegun when they get inside. Why not… they’ll need it! He'll abandon his post and
accompany the characters to the food court perimeter.
Professor Arkem meets them in the food court, shouting “Hurry! It’s getting worse!” And it is. The crack in the stone
has split even further open, and the Ragers in the mall are beginning to get fiercer. There are now several hundred within
the mall proper, still shambling, but bit by bit, that feral light is starting to creep back into their eyes. You might describe how
one or two begin screaming at some point, but it doesn’t affect the heroes… until the ritual starts, that is...
The Climactic Battle: Use the Mass Battles rules to resolve this terrible battle. The Ragers start with 10 tokens, and
the defenders (including the PCs) start with four tokens. Crazy Gus is leading the defense against the Ragers. Since this is a
chaotic and savage conflict, use Gus' and the Ragers' Spirit attributes instead of Knowledge (Battle) for the battle rolls. The
PCs can contribute to the effort per the Characters in Mass Battles rules in the rulebook. Thankfully, lightning bolts from the
supernatural storm begin lancing down through the skylight towards the Ragers, granting the good guys an additional +1 per
turn for their battle roll. Each battle round represents about five minutes of savage combat. Disregard the Morale rules since
this is such a desperate struggle for the defenders, and the Ragers will not flee under any circumstances.
After the first battle round (five minutes into the ritual), twenty-three black clad shades appear, men and women, swaying
gently on nooses from the skylight. They’re ethereal and invulnerable, so there will be no effect if the heroes shoot at them.
Occasionally, one points an accusing finger at a hero; have them roll Spirit (tell them it’s opposed and roll a die or two
behind your screen; this roll has no purpose but to scare the players a little). Regardless of the result, tell them their character
shivers horribly, but nothing else happens that they're aware of.
Every battle round after that, a few of the shades shriek and fall into the crack in the stone, much like they’re being
sucked in, until only five are left. The five remaining spectral bodies hanging over the circle stay in place for one more round,
not disappearing. Then, there is a terrible bolt of lighting from the storm, striking three at once and sending them careening
into the crevasse. Characters must make a Strength roll to remain standing and fighting during this battle round. The two
remaining black-clad specters are unaffected.
Fight the rest of the battle through until the heroes are triumphant, or until the Ragers overrun the defenders. In either
case, the two remaining shades, one a man and one a woman, float down to the floor, become solid, and stand. Any
remaining Ragers back off and open a clear path between them and the heroes.
These two specters have the stats of a Vengeful Spirit, except they’re Wild Cards. The female one possesses Spellcasting
at d8 and the powers lower trait, bolt, and telekinesis (her lower trait may only be used on Fighting, Strength, and Vigor).
The male, meanwhile, has the Frenzy Edge at his disposal. They’re pretty keen on taking out the PCs, because they
represent their biggest obstacle at getting at the professor, so they won’t give chase if one runs away.
The professor is now almost finished with the ritual. "Fix the Circle!” he shouts. “Keep them busy… but someone reset
that stone, for the love of God!”
It will require a Strength roll at –6 to stand the stone back into place in the circle (a cooperative roll is probably the best
way to go). Once back in place, the glowing crack in the stone magically seals itself right before the characters' eyes.
If this is done, all Ragers drop permanently dead. The two black-clad specters (if they’re still active) become mortal
human beings, and so lose their benefits from being Undead and Not Quite There. The female loses her connection to the
afterlife and with that her ability to cast spells.
Any moral qualms the heroes may have about killing them now are null and void when Gus Keziah steps forward and
empties a clip of .45 ACP into them both. Confronting him about this is useless; he mumbles something about his “bloodline
embarrassing him ever since those two” and walks off.
The Wrap Up: If the players are victorious, a ragged cheer goes up in the mall; the professor is raised on the shoulders of
any college students present, and everyone wants to embrace and shake the hand of anybody who helped him out. The
magick about the town is lifted. Stratton is a wreck. Dead bodies litter the streets. Phone service out of town now works.
Explaining all this to the outside authorities only now reaching the town square might take some work. “Crazy Gus”
becomes the temporary leader of the town, unless one of the characters has a better chance.
But right now, it’ll all look better after a good night’s sleep. Happy Halloween, everybody.
Vengeful Spirits
By all appearances a rotting corpse with glowing green eyes, dressed in 18th century clothing.
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d12+1, Vigor d8
Skills: Fighting d10, Notice d8, Stealth d12+1
Pace: 5; Parry: 7; Toughness: 10 (Includes bonuses for special abilities)
Special Abilities:
Fearless
Undead
Infection: Anyone killed within 20 yards (10”) of a Vengeful Spirit rises as a Rager (see below) in d4 rounds.
Life Sense: Vengeful Spirits can tell where any living being is within 16 yards (8”) with a successful Notice roll. They
can immediately discern the greatest threat at a glance (which may cause them to adjust their tactics).
Not Quite There: In addition to having a tenuous (at best) touch with reality which grants them an additional +2
Toughness, an Vengeful Spirit can phase out of existence for up to four actions at a time; any possessions they have
with them phase out as well. During this time, they are "nigh-invisible" (–6 to Notice them), although one might see a
footprint appear here or there, a disturbance in fog, or some such. A Vengeful Spirit in this form may pass through solid
objects and is immune to harm.
Twist of Fate: Any Wild Card who succeeds in killing a Vengeful Spirit is automatically awarded a Benny.
Gear: Vengeful Spirits don’t come equipped with any gear, however, their bite is quite deadly, and they are intelligent
enough to set up traps, employ tricks in combat, and wield weapons.
Ragers
Ragers are more or less human in appearance, although their eyes have lost anything that makes them appear to be
emotional, rational beings. They’re also dead, if the bite marks and other wounds are any indication. They shriek horribly
when sighting humans, whom they attempt to bludgeon to death with their fists.
Attributes: Agility d8, Smarts d4(A), Spirit d6, Strength d8 (+2), Vigor d6
Skills: Fighting d8 (+2), Notice d6
Pace: 8; Parry: 4; Toughness: 9 (Includes bonus from special abilities)
Special Abilities:
Fearless
Dead and Soulless Freaks: +2 to both Toughness and attempts to recover from Shaken
Berserk: Ragers are treated as being permanently Berserk and cannot recover from this state.
Burn Baby Burn: Any Rager killed by fire moves toward the nearest target for two rounds after “dying” before it finally
collapses into a heap o melting fat and cracking bone.
ALLIES
I wasn't satisfied with a simple listing of all the tips in Complete Map Collection #1 (Deluxe)
alphabetical order. 2,300 tips are too much to digest like $20.00 – Hart-Felt Productions – Generic Map Collection
that. So, I spent a few months building a database of all the
tips and issues so I could output them in different ways. The Chunky Dungeons #1 (Darkstone Halls)
result is this Encyclopedia where tips have been sorted by $15.00 – World Works – 3D Paper Scenery
topic, category author, and title so you have many options
for easy browsing, reading, and researching. Whitewash City Starter Set
$15.99 – Hotz Stuff – 3D Paper Scenery
Simply put, this product makes browsing the tips a
whole lot easier—I won’t even mention its utility if you Mapping Symbols (DF Structures)
happen to be looking for a specific tip. This is definitely a $5.70 – Mapsandmore.com – CC2 Map Symbols
case where spending a few bucks can save you a whole lot
of time and effort, and after all Johnn’s earned it!
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CURRENCY:
TOTAL WEIGHT CARRIED:
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Powers Power
Trapping (Power) Points Range Duration Damage/Effect Notes
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1 square = 5 feet
Copyright Butch Curry 2004
Goblin Cave Copyright 2004 Butch Curry
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Slope 30'
Loose Gravel
40' Drop
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Cieling 18"
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