Savage Worlds - Pulp - Out of Sight
Savage Worlds - Pulp - Out of Sight
Savage Worlds - Pulp - Out of Sight
OUT OF SIGHT
F E A T U R I N G
SPECIAL AGENT JOHN SAVAGE DETECTIVE KELLEY
OUT OF SIGHT
Published by
TM
www.legionpublishing.co.uk
C R E D I T S & AC K N O W L E D G M E N T S
Written by
Simon Lucas
Additonal Material Illustrations by
Martin Whittick, Kirsty Crabb Dan Harding
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Savage Worlds is a trademark of Great White Games and is used under license.
Economy printing control.
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Set in Kuenst480 12pt on 16pt
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S AVA G E F E AT U R E S - O U T OF SIGHT
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cific period of time. Keep track of the blocks of bennies! It is important to note that, as
as they pass: they modify the professionals’ Grounding is not a Trait in itself, a player
Grounding rolls (see below). To do this, cannot use bennies to affect the outcomes
keep a d20 handy by the side of you and set of Grounding checks.
it to show a 1. As time blocks pass, rotate
the d20 to show the current time spent In addition, players may choose to make
immersed. If the d20 shows a 10 or greater, Grounding checks to change the environ-
Furnace is learning to create and shape the ment around them or undo unpleasant
scenes the intruders into his mind events. Taking control of the scenes like
encounter and the horrors they witness. this is a way of the professionals steering
From that point onward, the professionals themselves towards the clues they need.
can no longer ignore damage, reclaim ben- Whenever anything bad has just happened,
nies, or change events using Grounding offer them a Grounding roll to realize it
rolls, and all damage rolls against the pro- isn’t real. Success indicates that the profes-
fessionals are modified by +2. If ever the sional can reverse what happened to them
d20 shows a 20, the professionals are in and ignore whatever effects the event
serious trouble (see End Game on page 38). caused. Note that the professionals can
only reverse effects that happened to them.
THE PRECARIOUS A Grounding check cannot reverse events
affecting a colleague; they must believe
M E N TA L B A L A N C E themselves that what they have witnessed
Frequently throughout this adventure, is not real. Furthermore, a successful
the professionals have opportunities to Grounding check allows a professional to
make “Grounding checks”. These represent “create” any mundane tool they require at
a professional’s grip on reality and how like- will. A raise is required for more elaborate
ly he or she is to mistake the experiences in requests (including weaponry). Apply modi-
the killer’s mind for the real world. Each fiers as appropriate for the object sought.
professional has a Grounding value equal to
his or her Spirit die type, plus or minus The following modifiers apply to all
modifiers from Edges and Hindrances. Grounding rolls as well as any standard
Whenever a professional uses a benny, offer modifiers (multi-action penalties, wound
the player a Grounding check. Success on a modifiers and the like).
check means that hero has kept a grip on
the situation. The benny still takes its For each wound Furnace has suffered -1
effect, but the hero does not have to throw Time die is showing 1-5 blocks -1
it away. Essentially, as long as the profes- Time die is showing 6-10 blocks -2
sionals keep making their Grounding Time die is showing 11-15 blocks -3
checks, they have an inexhaustible supply Time die is showing 16-20 blocks -4
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Failing any Grounding check adds one “You are all familiar with the case of
time block. If a player’s roll should come up Miles Furnace; shot in his home by FBI
double 1 on any Grounding check, that Agent March last week while resisting
character is lost in the world of the killer’s arrest. Agent March was investigating
mind unable to tell Furnace’s fantasy from the disappearance of Julie Ward, kid-
napped almost two weeks ago.
reality. The hero cannot make another
Evidence collected at the scene links
Grounding check until someone else first
Furnace with the kidnapping and with
‘Grounds’ them. the murder of four other young
women. In each case, Furnace kept his
In addition to any other effects, when victims alive from ten days to three
they succeed well at Grounding rolls the weeks. The chances are that Julie Ward
heroes can exert control over their environ- is still alive and Furnace is the only
ment. For each raise, a player may choose man who knows where she is.
either to ‘Ground’ a lost character (the suc- Unfortunately, Agent March shot him
cessful professional gives their colleague a in the head rendering him, in all likeli-
success for that Grounding check), or hood, permanently unconscious. This
is where you come in. This institute
remove one time block (don’t forget to offer
has pioneered a new method of treating
this option – they may need it!).
mental illness by means of a neural
link-up between the patient and one or
Make sure you keep reminding the more clinicians. We have obtained
players that the professionals are court permission to use this revolution-
in control and offer them the option ary treatment on Furnace and we need
to undo stuff and get free with their you to find the information that will
bennies using Grounding rolls. The more lead us to Julie Ward.”
they try to take control, the more they
can fail, and that makes things more “The neural link works by interpreting
the brainwaves of the patient and
deadly! Just the way I like it!
recreating them in your mind, causing
you to see and feel the subject’s
THE BRIEFING thoughts. Although the things you
experience will seem real to you, you
Gathered in a small room at a psychiatric must remember that they are not. You
institute is a collection of senior law have been selected for your clinical
enforcement officers, medical specialists excellence and your intimate knowl-
and legal experts. The professionals have edge of the case. You are the only peo-
been selected to undertake a dangerous mis- ple who can find out where she is.”
sion on which rests the life of a young “Be warned, this project is not without
woman. The FBI agent in charge of the case risk. Intruding into someone’s mind is
addresses them. an invasive procedure and the more
times you go into and come out of
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Furnace’s psyche, the more damage have messed up these areas causing
you will do to him. In addition, the unpredictable patterns of association.
longer you stay in there, the more like-
ly your mind is to believe that what Give the players a chance to introduce
you’re seeing is real. This is a race
their characters and explain their interest in
against the clock!”
the case and their fields of experience. Once
the heroes have come together as a team,
Your players are probably bursting
they are led to the Immersion Laboratory.
with questions. A few facts are includ-
ed here, but this is a game, not an
anatomy lesson! Answer as many questions THE IMMERSION LAB
as you feel like (make up stuff if neces-
From the briefing room, the team is taken
sary) but hurry ’em up if they get too tech-
to a pristine white room and, seated in
nical! Remember, this should be played as a
reclining padded chairs, restrained. The
sci-fi B-movie, full of strange psycho-bab-
doctors explain that the procedure is some-
ble, which the players accept at face value.
what uncomfortable as numerous techni-
cians busy around the team, making prepa-
No one area of the brain stores mem-
rations. Heavy clamps surround each char-
ories; damage to part of Furnace’s
acter’s head, preventing any movement, as
brain doesn’t erase them, so the infor-
technicians close in with an array of long
mation may be retrievable.
needles and probes. Syringes are inserted
Information received from senses or
into the base of the skull and into the eye
generated by thought is processed in
sockets of each team member; through the
many parts of the brain. Despite
eyelids just above the eyeball. Almost
Furnace’s incapacity, information
immediately, each sees a bright blinding
regarding the whereabouts of the
flash in front of his or her eyes, obscuring
missing girl could well be in there
everything. Before they know it, the profes-
somewhere, undamaged.
sionals feel as if they are falling through
The cerebral cortex is the site of con-
space and, suddenly, they emerge in the
scious behavior. Areas that respond to
first scene of Furnace’s mind.
touch lie behind the motor areas.
While Furnace’s motor function is
negligible, he may well still be able to
IMMERSION
feel, he is just unable to respond. Going into the killer’s mind for the first
Large parts of the cerebral cortex are time is a terrible shock, both for the patient
taken up by so-called “association and for the professionals. Each hero must
areas” which analyze information make an immediate Grounding check, so
received by the primary sensory sites. each failure on this check reduces the
The damage to Furnace’s brain may length of time the team can safely remain
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immersed. In addition, for each failed whole team is ever rendered unconscious or
Grounding check during immersion, incapacitated (or if any one hero dies while
Furnace suffers 2d6 damage. immersed), the whole team is removed
from the situation by the team of techni-
COMING OUT cians monitoring their vital signs. The
During the course of the adventure, the Grounding checks are made as usual (using
professionals may have cause to escape the the -4 penalty above), though failures in
confines of Furnace’s
twisted psyche, return-
ing after a brief respite.
Each foray into the
mind of the killer
requires another
immersion, with all the
attendant risks and
rolls. The time die does
not reset between
immersions, so the
team cannot avoid the
inevitable endgame sce-
nario in this way!
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held and discover if they are correct. If the the professionals immerse or move to a
professionals find sufficient clues in time, new location), roll d8 to find what the
they can save Julie’s life. She is in a deep new location is. Feel free to create addi-
pit, in a cellar of a crumbling house by a tional weird locations or areas to link
river. Many of the things the professionals these places together or vary the adven-
will witness point to such details and the ture, but the eight locations presented
characters intimate with the facts of the here provide sufficient clues for the pro-
case can pick up on such things. fessionals to find Julie’s whereabouts.
Once you know where the professionals
When they eventually find her, if they are, roll on the event table to see what
reach her in time that is, Julie is rescued by happens there. Certain entries on the
policemen and ambulance crews. If the pro- tables require additional rolls as well. The
fessionals conversed with Julie while GM must interpret, describe and embel-
immersed, she appears to recognize them lish the rest of the entries as the game
and, as she is being carried from the deep develops, fleshing out the surreal land-
well in the basement of the house, she whis- scapes of Furnace’s mind.
pers to them, "I knew you would come for
me," before lapsing into unconsciousness. RETRACING YOUR
STEPS
IN THE MIND OF A Note that there is little internal consis-
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sac, one each on the two side walls and one damage equal to his or her Strength
crawling across the roof. each round.
Wall Walker: The swarm can move at
Two rounds after that, the mother of all full pace on vertical or inverted sur-
these spiders crawls from the pit on the far faces.
side of the room. The thing is huge and can Weakness: The spiders suffer double
jump and bite. It also leaps straight for the damage from flames or fire-based
professionals who are fighting its young. If attacks.
the team flees the scene, the swarms of
“babies” remain in the basement. The SPIDERS
mother is less forgiving, however, and fol- The swarms of spiders each cover a
lows close behind, chasing the heroes medium burst template. Again, one swarm
through location after location until killed attacks along each wall while the third
or evaded. swarm drops from above. Once a swarm is
wounded, it is dispersed and the spiders
SMALL SPIDERS scuttle off into the darkness.
The swarms of small spiders each cover a Attributes: Agility d10, Smarts d4(A),
small burst template. One swarm attacks Spirit d10, Strength d6, Vigor d10
along each wall while the third swarm Skills: Notice d6
drops from above. Once a swarm is wound- Pace: 10; Parry: 4; Toughness: 7
ed, it is dispersed and the spiders scuttle off Special Abilities:
into the darkness. Bite: The Spiders inflict hundreds of
Attributes: Agility d10, Smarts d4(A), tiny bites each round, automatically
Spirit d10, Strength d4, Vigor d6 hitting any hero covered by the burst
Skills: Notice d6 template and causing 2d4 damage to
Pace: 8; Parry: 4; Toughness: 5 each victim.
Special Abilities: Swarm: Parry +2; Because the swarm
Bite: The Spiders inflict hundreds of is composed of hundreds of individual
tiny bites each round, automatically spiders, cutting and piercing weapons
hitting any hero covered by the burst do no real damage. Area-effect
template and causing 2d4 damage to weapons work normally, and a hero
each victim. can stomp on the creatures to inflict
Swarm: Parry +2; Because the swarm damage equal to his or her Strength
is composed of hundreds of individual each round.
spiders, cutting and piercing weapons Wall Walker: The swarm can move at
do no real damage. Area-effect full pace on vertical or inverted sur-
weapons work normally, and a hero faces.
can stomp on the creatures to inflict Weakness: The spiders suffer double
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damage from flames or fire-based The immense pull is almost irresistible and
attacks. the stonework around the edge of the pit
crumbles and collapses into the hole.
QUEEN SPIDER
This giant arachnid makes audible click- The next round, any hero within 10' of
ing sounds as she moves over the walls. Her the pit must make a Strength roll (-4) or be
wicked fangs drip with venom and she dragged into the pit. The few pieces of fur-
aggressively pursues anyone who attacks niture in the dark room fly toward the hole
her offspring. and crash down into the pit, which is
Attributes: Agility d10, Smarts d6(A), expanding rapidly as the floor around it dis-
Spirit d10, Strength d6, Vigor d10 integrates and vanishes into the abyss. Any
Skills: Fighting d8, Notice d6 professionals in the room have their pace
Pace: 10; Parry: 6; Toughness: 7 reduce by half.
Special Abilities:
Bite: Str+2 On the next round, any hero still in the
Venom: A hero bitten by the queen room must make a Strength roll (-6) or be
must make a Vigor roll (-2). On a sucked into the gaping black hole, which
success, the affected area swells and now devours the best part of the room. The
becomes numb. The victim is remaining professionals have their pace
Exhausted until healed (or until the reduced to 0 and stand, rooted to the spot,
team next leaves Furnace’s mind). as the edge creeps ever outward. A roaring
On a failure, the victim is incapaci- wind makes any communication impossi-
tated and must make a second Vigor ble and the professionals can do nothing
roll or die. but await their fate.
Wall Walker: The spider can move at
full pace on vertical or inverted sur- Finally, the whole team wakes in the
faces. immersion lab, startled and disoriented.
Weakness: The spider suffers double Make a Grounding check as usual for being
damage from flames or fire-based brought out by the third party.
attacks.
BONE MAN
THE BLACK HOLE With a roar that leaves the professionals
As the professionals explore the base- stunned, the Bone Man leaps from the well
ment, a deep groaning sound begins to in a single bound and lands crouched on
emanate from the pit on the far side of the one knee, glowering at them. He rises to his
room. Any hero peering over the edge must feet, a mocking sneer on his face. At this
make an immediate Strength roll (-2) or be location, the Bone Man always attacks the
dragged into the pit by a great sucking force. team, as he tries to prevent them from
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examining the well. See the section on the ing “GO SHARKS!” in support of the school
Bone Man on page 39 for his stats. team. On the bottom of the pool, EAST-
SIDE HIGH is written in large black letters.
EMPTY POOL Two tall diving boards stand at the far end
of the pool. Down one side, a tier of seats
DESCRIPTION:
stretches back into the gloomy recesses
The team comes through a door into a
where the pitched roof meets the wall.
large room. It is an old school swimming
pool, drained of its water. The pool is in MEANING:
darkness, but the faint moonlight filtering The sports hall and swimming pool at
the high school he attended carry painful
memories for Furnace. He was mocked by
his male schoolmates for his lack of physi-
cal development and spurned by the
females for his social awkwardness. His
painful childhood memories often focus on
swim sessions, where the embarrassment
was most acute.
EVENTS:
d6
1. Sad Child in the bleachers
2. Pit of Hell
3. Litany of excuses
4. Cheerless Cheerleaders
5. Zombie Jocks
6. Bone Man
SAD CHILD
Sitting in a seat high in the bleachers to
the side of the pool is a small boy. If the
team approaches, he is wary of them (par-
ticularly the male team members, who suf-
fer -1 Charisma in their dealings with the
child). A successful Persuasion attempt
into the room from the skylights overhead allows a professional to win the boy’s trust
paints the room with a pale blue sheen, for the time being. If a hero first makes a
picking out the banners on the walls read- successful Knowledge (Psychology) roll, that
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of the school team. The grinning girls make midst of an otherwise gloomy scenario!
straight for the professionals and encircle Give a benny to anyone making the group
them, chanting and performing extremely laugh during this encounter.
athletic kicks.
CHEERLEADERS
The chanting quickly changes from The cheerleaders are slim and agile and
encouraging support to taunting attacks. attack with high kicks and spinning jumps.
Each round, every professional feels picked They rely on the use of the taunt and trick
upon and jibed at by the stinging mockery maneuver options in combat (using
of the cheerleaders. Female professionals opposed Agility rolls) to wrong-foot their
are teased for not being attractive enough, opponents before launching damaging
males for being physically inferior or in attacks.
other ways lacking! Even though they are Attributes: Agility d10, Smarts d6,
not yet in combat, treat the tests of wills as Spirit d6, Strength d6, Vigor d6
though they were. If the cheerleaders Skills: Fighting d6, Notice d6, Taunt
achieve a success against a hero, the cheer- d8
leaders get +2 on their next attempt. On a Pace: 6; Parry: 6; Toughness: 5
raise, the hero is Shaken. In addition, any Special Abilities:
hero with a Hindrance related to their phys- Acrobat: The cheerleaders add +2 to
ical appearance (Obese, Small, Bad Eyes) is all Agility rolls made to perform acro-
particularly mortified and suffers a -1 batic maneuvers (including opposed
Charisma modifier until the GM deems Agility rolls in combat).
they have recovered. A successful
Knowledge (Psychology) reveals that ZOMBIE JOCKS
Furnace’s childhood was often blighted by From the locker rooms adjacent to the
the scornful attitude of these popular girls. pool a chant begins, slowly at first then
gathering in tempo until it becomes a roar.
The cruel taunting continues until all the As the shouting reaches its crescendo, the
team is Shaken or the heroes decide to doors into pool fly open and a squad of foot-
move. At this point the girls attack with a ball players – suited for a game but for their
vicious kicks and acrobatic routines. The helmets – runs into the hall chanting as
girls get +1 to their Parry in melee combat, they come. However, the team is immedi-
dodging attacks with all manner of gymnas- ately aware that these athletes are unusual
tic maneuvers rather than blocking normal- in that each and every player is dead! The
ly. If the head cheerleader is rendered zombie jocks jog awkwardly toward the pro-
unconscious, the rest of the troupe pick her fessionals, their rotting, ill-fitting shirts
up and flee, crying. This is a very surreal hanging from decaying flesh. The chanting
scene and can be a bit of light relief in the comprises a babble of gridiron talk as the
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players commend each other on a “heck of Attributes: Agility d6, Smarts d4,
a play,” or recite codes from the playbook. Spirit d4, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6,
As they approach the team, the zombie Notice d4,
jocks jostle and barge into the professionals, Pace: 4; Parry: 5; Toughness: 7
making crude jokes at their lack of physical Special Abilities:
development and attempting to knock Armor +1: The jocks’ football pads
them to the floor. As they surround the provide protection to arms, legs, and
team, the jocks push the professionals torso.
about, continuing the verbal abuse as they Claws: Str.
begin to punch and kick at their victims. Fearless: the jocks are immune to Fear
Heroes making a successful Knowledge and Intimidation.
(Psychology) roll realize that this is the Undead: +2 Toughness, +2 to recov-
treatment Furnace endured as a child at ering from being Shaken. Called shots
school, and that the footballers’ appearance do no extra damage. Piercing attacks
as zombies is revealing of his attitude do only half damage.
toward the more athletically inclined. Weakness (Head): Shots to the zom-
bie’s head are +2 damage, and pierc-
The professionals must either flee or ing attacks do normal damage.
fight the zombies as best they can. If they
run, they escape to another location as soon BONE MAN
as they leave the pool. The creatures are rel- The Bone Man laughs at the team from
atively slow, so cannot give chase outside high in the bleachers. He strikes a muscle-
the pool building. If the team takes refuge man pose and does his finest Charles Atlas
in other rooms at this location, they can impression before laughing at the team
find assorted gym equipment which may be once more. Reaching behind him, he picks
employed as weaponry of various descrip- up a football and fires a rifled pass at one
tions. Fighting in the open expanse of the of the men. The stats for the Bone Man
pool is dangerous as it gives ample opportu- are presented on page 39. He throws pass
nity for the zombie jocks to gang up on the after pass at the heroes until they take
professionals. cover in one of the corridors leading off
from the pool hall. The following round,
ZOMBIE JOCKS he appears behind them. This time he
The jocks are unpleasant bullies who rely clutches a baseball and, still laughing, fires
on their intimidating physique and football a wicked fastball straight at one of the pro-
padding during combat. They knock their fessionals. Again, he follows them,
victims over and gang up on them when launching pitch after pitch at one of the
possible. unlucky team.
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Any hero hit by one of the balls must often the scenes of his crimes before his vic-
make an Agility roll (-6) to catch the ball. tims’ bodies were dumped in the sewers. As
Doing this angers the Bone Man, but the such, Furnace’s memories of these con-
display of athletic prowess brings back demned structures are vivid and unpleas-
unsettling memories of the bullies who ant.
showed him up at school. With a bellow of
rage, he vanishes. Failing to catch the ball EVENTS:
means the professional is struck for 2d4 d6
damage (from the football) and 2d6+2 1. Far off Screams
damage (from the fastball). If players com- 2. Wrecking Ball
ment that this is like being shot, they are 3. Collapse
right - the Bone Man has immense strength 4. Crime scene
and can kill a professional struck with the 5. Lightning Storm
full force! If the professionals are unable or 6. Crawling Corpses
unwilling to try to catch the balls, a
Grounding check allows them to find a con- FAR OFF SCREAMS
venient exit and flee. Modify the next The heroes may make a Notice roll to
Location roll by +1. detect the sound of far-off screams. If the
professionals succeed and decide to follow,
CONDEMNED allow an additional Notice roll (-2) to deter-
mine the direction from which the sounds
BUILDING are coming. Success allows a -1 modifier on
DESCRIPTION: the roll to find the next location.
The heroes find themselves in a room
with chipped brick walls and a high ceiling. If the team is really struggling, these
The windows are all boarded up leaving the screams can be heard at that location too,
room in darkness. As the professionals’ in addition to any other events that take
eyes become accustomed to the lack of place there. Subsequent Notice rolls give a
light, they see the room is empty and holes cumulative -1 on the die throw to deter-
in the floorboards and ceiling above become mine the following location. Eventually,
visible. Doorways leading off to other keen-eared professionals can track the
rooms and to the stairs are also boarded up. screams to the basement (roll as usual to
determine the event the team witnesses
MEANING: there).
When industry left the waterfront area,
the buildings around the factory where WRECKING BALL
Furnace used to work were marked to be A sign lying on the floor reads “Building
torn down. These derelict buildings were Condemned” and shows the logo of the
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construction firm hired to carry out the ly followed by lumps of masonry and brick-
demolition (the flaming ball motif of work as the building starts to collapse! Each
Pioneer Inc – “Blazing the Way!”). Before hero must make a successful Agility roll
they can make too much of the find, the (–2) or suffer 2d6+5 points of damage as
wall explodes to one side of the team. Have they crash through two or three floors of
each hero make an Agility roll (-4) to avoid rotten timbers into the blackness below.
flying masonry and another at -2 to dive Any heroes clinging to the remnants of the
clear of a giant wrecking ball as it smashes derelict building when their colleagues fall
through the building’s wall. Heroes hit by hear the sound of splashing from beneath.
flying bricks suffer 2d6 damage, while the Those who fall land in the sewers (roll on
wrecking ball inflicts a devastating 4d8 the event table for that location).
damage to anyone too slow to dive for
cover. CRIME SCENE
In the dim light of the derelict structure,
In the real world, the team can use the the professionals happen upon Furnace at
logo and company name to pinpoint a num- work! He crouches, with his back to the
ber of areas which Pioneer Inc demolished, team, over the body of one of his victims.
or are in the process of demolishing, con- As they watch, he wraps her body in a large
demned buildings. There are fifteen likely sheet, winding lengths of lead piping into
locations. If the professionals opt to do the sheet as he works. A hero making a suc-
some research, allow an Investigation roll cessful Knowledge: Case History roll identi-
to eliminate some of these locations. For fies the procedure as that he followed with
each success and raise, eliminate one site all his victims. A subsequent successful
(until there is only one left). The team has Knowledge (Psychology) reveals to a quali-
narrowed the search down to these areas, fied individual that this is a memory of the
but they need more to go on before they can actual crimes and that the killer’s identifi-
pinpoint Julie’s exact position. cation with this location indicates that the
place has importance for him. The profes-
COLLAPSE sional can also suggest that the location is a
The floorboards creak and groan at every real place rather than an artificial construct.
step and each professional must make an If the team can discover what the place is,
Agility roll to avoid falling through weak they may discover some important clue as
floorboards once every minute. As soon as a to Julie’s whereabouts.
hero fails (or sooner if you wish), the floor-
ing begins to crack and drop away through- LIGHTNING STORM
out the level(s) of the building the team As the team stands looking about them,
occupies. Almost simultaneously, the plas- thunder peals overhead and a sudden bolt of
ter begins to fall from the roof above, close- lightning illuminates the room. The flash
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of blue-white light is gone as quickly as it 1. The figure is that of Julie. If the pro-
came, but it an ominous rumble outside fessionals do not turn and flee, she
indicates that the storm is far from over. beckons a bloody finger and leads
them from the derelict building to the
As they explore this location, an occa- foggy street location (roll on that loca-
sional clap of thunder booms out and a tion’s Event table if the professionals
fork of lightning throws shadows across follow her).
the walls. Suddenly, as they are about to 2. The thing crawling up the stair is a
leave, lightning strikes the boards cover- skinless corpse intent on sinking its
ing one of the windows, bursting the wood claw-like fingers into the professionals
into smoldering splinters. The lightning and drinking their blood.
arcs from the window frame and touches
off the floor, appearing to creep toward the CRAWLING CORPSE
team. Searching fingers of lightning crawl Skinless and relentless, the corpse drags
up the walls and spring to every metallic itself across the floor toward its chosen vic-
surface, causing old light fittings and tim leaving a trail of blood behind it. The
water pipes to spark and spit as the sear- corpse attacks with claws on a successful
ing electricity shoots deadly tendrils to Fighting roll, or bites on a raise.
each, moving inexorably in the direction Attributes: Agility d6, Smarts d4,
of the team. The first professional to turn Spirit d4, Strength d6, Vigor d6
and run is targeted and the bolt of light- Skills: Fighting d6, Intimidation d6,
ning streaks toward him or her at breath- Notice d4,
taking speed. That hero immediately Pace: 4; Parry: 5; Toughness: 7
takes 10 wounds minus his or her Special Abilities:
Toughness (bennies may be used to soak Bite: Str +2.
wounds as usual). Claws: Str.
Fearless: the corpses are immune to
CRAWLING CORPSES Fear and Intimidation.
Descending a fight of stairs, the profes- Undead: +2 Toughness, +2 to recov-
sionals hear a wet slapping sound emanat- ering from being Shaken. Called shots
ing from below them in the darkness. The do no extra damage. Piercing attacks
scraping is interspersed with a dull scraping do only half damage.
noise, as if something wet and heavy is Weakness (Head): Shots to the
being dragged along. A successful Notice corpse’s head are +2 damage, and
roll (–4 for the poor lighting conditions) piercing attacks do normal damage.
allows a professional to detect the shape of
a person apparently dragging its body up the 3. As above, but the creature is not
steps toward them. Roll d4. alone. At every turn, the professionals
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S AVA G E F E AT U R E S - O U T OF SIGHT
meet other bodies, flayed and bloody, such as this frequently. The few women he
crawling toward the team or dragging met tended to be, in some way, related to
themselves on raw limbs. Use the the sex industry and the bored-looking
same stats as the corpse (above) for dancers in the peepshows he visited in part
these horrific monsters. shaped his already-skewed perception of
4. The thing dragging itself around the women.
corner is the body of the small child.
He crawls toward the professional he EVENTS:
most trusts (or a random female hero d6
if they have failed to interact with the 1. Woman’s Intuition
boy), bleeding from many wounds. He 2. Shadowing the Killer
gasps to the chosen professional, 3. Humiliation
“Stop him! He does bad things!” and 4. Dead Man Watching
dies in the professional’s arms. From 5. Attack of the Strippers
now on, whenever a roll indicates that 6. Bone Man is Watching
the small child should appear, the
Bone Man appears instead, imperson- WOMAN’S INTUITION
ating his younger alter ego’s dying As the team looks on, one of the dancers
words and taunting the professional approaches them from behind. If any of the
the boy chose to ask for help. He then professionals make a successful Notice roll
struts arrogantly away. (-4 for the dim conditions and music), they
spot her before she gets too close.
PEEPSHOW Otherwise, she takes them by surprise as
she addresses them.
DESCRIPTION:
Pushing aside a heavy maroon curtain, “These pathetic wretches are in here
the team enters a dark corridor with other all the time. Watching, too timid to go
curtains hanging in entrances on either out and talk to real women. Hell, they
side. A stale, rank odor pervades and seedy wouldn’t know a real woman if she
muted saxophone music fills the air. walked up and bit them on the ass.
Entering through any of the curtains leads Probably enjoy it and slink off leaving a
the professionals into a small dark room. In twenty on the nightstand.” She laughs
the gloom, a dark figure sits with his back a bitter laugh and stalks away.
to them staring intently into a square win-
dow in the far wall. If the heroes manage a Persuasion roll to
convince the bitter stripper to stay and talk,
MEANING: she shares further her scornful view of the
As a lonely man who had difficulty meet- men she sees in her daily work.
ing women, Furnace visited seedy dives Photographers and pimps, tricks and thugs,
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she has a poor opinion of men in general As they approach, their movements become
and of the men sitting quietly in the dark in less suggestive. They climb through the
particular. A successful Knowledge windows (from which the glass apparently
(Psychology) roll reveals to a professional appears to have vanished). Surrounding the
that these are the views Furnace imagines team, the strippers begin to laugh and jeer.
these women to have of him. He loathes his Have each professional make a Spirit roll
inability to deal normally with women and
feels that all women share that loathing. A
raise on this roll reveals the information in
the Meaning paragraph, above.
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the women do not fight back, but fall dead nicate as she approaches. Once the exotic
on the floor the first time they suffer any dancer is within a few feet, she begins to
damage (Toughness 4). Victorious heroes dance seductively for one of the profes-
find themselves standing over the bodies of sionals, looping her feather boa around
these poor unfortunates, wondering if they his or her shoulders and shimmying to
are any different from the man whose the music. Suddenly, she twists the boa
thoughts they explore. and, in a single movement has the pro-
fessional in a stranglehold. As this hap-
DEAD MAN WATCHING pens, 2d4 other dancers appear in the
Disturbing the voyeur gives the profes- doorway and attack the remaining team
sionals a terrible fright. As the watching man members. If they win or run, the heroes
turns around, he faces the team blankly. move on to another location. This event
This is not to say that the man has no only happens once—if you roll this result
expression. He has no face! Instead of fea- more than once, roll again on subsequent
tures he has only stretched skin, shiny like occasions.
scar tissue. Each player must make a suc-
cessful guts check or lose their lunch at the STRIPPERS
horrible featureless face. The faceless man The strippers are thin and angular with
laughs a terrible muffled laugh and the lights faces lined with worry and aged beyond
go out. As the echoing laughter dies, the their years. They attack with a raging fury
heroes feel a cool breeze. They have moved and should shout and curse as they claw at
to another scene when the light is restored. the heroes with wicked fingernails.
Attributes: Agility d6, Smarts d6,
ATTACK OF THE STRIPPERS Spirit d4, Strength d4, Vigor d6
The dancers beyond the glass move to the Skills: Fighting d6, Notice d6,
windows, pressing their hands against the Taunt d8
partition and moving their heads in time to Pace: 6; Parry: 6; Toughness: 5
the music as they peer intently at the
strangers in the dark room. One of the BONE MAN
strippers grabs a chair and swings it against The figure sitting in the chair watching
the glass, which shatters, showering the the dancer is the Bone Man. He is distract-
team in shards. The sound of smashing ed here and so does not notice the profes-
glass from the other booths on this corridor sionals behind him. If they attack, he is not
indicates that the aggressive dancer is not dealt into the first round of combat. When
alone. he does join the fray, he does so in a frenzy
and uses anything to hand as a weapon as
The wicked woman gyrates across the well as his armored fists. See page 39 for the
room, ignoring any attempts to commu- Bone Man’s stats.
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en heroes make a successful Grounding roll or location event rolls until the team
or exit Furnace’s mind all Fatigue levels next visits the basement.
from the injection are recovered. 2. As they round a bend in the corri-
Otherwise, the drug continues to take effect dor, the professionals find the nurse
for the rest of the scenario. lying dead on the floor. Blood stains
her white uniform and pools on the
DEADLY NURSE floor from a vicious wound to her
The evil “angel of mercy” brandishes her abdomen. There is no sign of her
hypodermic in front of her as she fights and patient and as the team moves on to
continues the combat until the syringe is investigate further, the professionals
empty. find themselves in a another loca-
Attributes: Agility d6, Smarts d6, tion.
Spirit d4, Strength d4, Vigor d6 3. The team catches up with the
Skills: Fighting d6, Notice d6, Stealth nurse and her patient and find, to
d6 their shock, the nurse bending over
Pace: 6; Parry: 6; Toughness: 5 the bandaged figure, her teeth sunk
Equipment: Hypodermic with two into his neck as she drains his
doses of lethal injection (see above). blood. Sensing the presence of the
professionals, the vampire nurse
THE CHAIR looks up and hisses at them, baring
At the end of the room, a squeaking her bloody fangs. She raises her
sound is heard. As the team watches (or hands to display long blood-red
investigates further), a nurse pushes a band- nails. With another hiss, she flings
aged figure in a wheelchair away from the herself at the nearest professional
team and round a corner in the corridor. and attacks.
The chair squeaks on the highly-polished
floor. If the team follows the pair, roll d4. VAMPIRE NURSE
This deadly creature reveals Furnace’s atti-
1. The nurse turns to look over her tudes toward many healthcare professionals!
shoulder and beckons the profession- She attacks with claws on a successful attack
als to follow her. She escorts them to a and with her teeth on a raise infecting the
deserted corridor leading to a solid- victim with the vampiric disease. If ever the
looking door. The door leads out onto whole team is infected, they all are ejected
the foggy street, and the nurse points from the mind of the killer and wake in the
down the street placing the index fin- immersion lab at the institute.
ger of her other hand to her lips in a Attributes: Agility d8, Smarts d8,
gesture of silence. Apply a –1 modifier Spirit d8, Strength d8, Vigor d8
to all future rolls on the Location table Skills: Fighting d8, Guts d8,
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S AVA G E F E AT U R E S - O U T OF SIGHT
Intimidation d8, Notice d6, Shooting ure’s body. The figure is the Bone Man
d6, Throwing d8 and with a menacing laugh he
Pace: 6; Parry: 6; Toughness: 7 advances to attack.
Special Abilities:
Bite: Str +2. DEAD PATIENTS
Claws: Str +2. Every curtain conceals a steel gurney cov-
Frenzy: the Vampire can make two ered with a white shroud. Beneath the
attacks per round without penalty. shroud, clearly is outlined the shape of a
Sire: If a hero is bitten, he or she must corpse. For each shroud the professionals
make a successful Vigor roll or fall choose to lift, roll d4.
unconscious. The professional rises
the following round as a Vampire ver- 1. There is a dead body under the
sion of themselves and attacks a col- shroud. The corpse has a large Y-
league. If the vampire professional hits shaped autopsy scar on its chest and
with a raise, he or she infects that pro- bears many horrific wounds, cleaned
fessional also. now, but ugly all the same. That, com-
Undead: +2 Toughness, +2 to recov- bined with the pallid skin and lifeless
ering from being Shaken. Called shots staring eyes, causes each professional
do no extra damage. Piercing attacks to make a Guts check or be Shaken.
do only half damage. 2. As above, but the corpse is that of
Weakness (Holy Water): the vampire is the professional him- or herself and, if
Fatigued if sprinkled with Holy water. the Guts check is failed, the profes-
If immersed, the vampire catches fire sional rolls on the Fright Table.
and suffers 2d10 damage per round 3. As above, but if the Guts check is
until they are destroyed. failed, the corpse sits up suddenly and
Weakness (Stake Through The Heart): attacks! Use the stats for the Crawling
If the vampire is staked hit with a Corpse on page 20.
called shot to the heart (-6), it must 4. The “corpse” under the shroud is
make a Vigor roll versus the damage. the Bone Man. As the professional lift-
If successful, it takes damage normal- ing the sheet sees the face of the thing
ly. If it fails, it disintegrates to dust. beneath, the Bone Man’s eyes snap
suddenly open! Springing from the
4. When the team turns the corner, table, he attacks the nearest profes-
the wheelchair lies on one side – its sional (most likely the one lifting the
squeaking wheel spinning idly. shroud). Any professionals nearby
Standing over the discarded chair is must check to see if they are surprised
the bandaged figure, the bandages now by the sudden assault. Otherwise they
hanging in ragged strips from the fig- are not dealt a card in the first round.
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S AVA G E F E AT U R E S - O U T OF SIGHT
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S AVA G E F E AT U R E S - O U T OF SIGHT
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S AVA G E F E AT U R E S - O U T OF SIGHT
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S AVA G E F E AT U R E S - O U T OF SIGHT
falling masonry. The team cannot go fur- he attacks the professionals, if they
ther forward and must return the way they run, he lets them go, laughing at them
came. Roll again on the sewer event table to as they run. The Bone Man’s stats are
see what else the professionals encounter in provided on page 39.
these stinking tunnels.
FOGGY STREET
BODIES IN THE SEWER
The professionals emerge through the ris-
Something slithers through the water
ing steam to find themselves in a dark and
ahead, splashing softly as it moves. A suc-
foggy street. Flanking the sidewalk are two
cessful Notice roll (-2) alerts the team to the
rows of street lamps, only two of which
sound, but it requires a second Notice roll
work. In the swirling mists the dim lights
(-6 due to the dark), to make out what is
cast an eerie glow. Through this gloom, the
moving through the stagnant water.
distant shape of the towers of a tall bridge
1. A body is drifting face-down in the
can be made out. Imposing industrial-look-
filthy tunnel.
ing buildings crowd the sides of the streets.
2. As above, but as the professionals
move to examine it, the thing throws MEANING:
back it head to reveal wicked teeth and Furnace only ever held one job, in a facto-
attacks the nearest professional. Use ry on the waterfront. From there, the city’s
the stats for the Crawling Corpses on bridge was clearly visible and Furnace passed
page 20. it daily. When the factory closed and indus-
3. First one, then a dozen more try moved away from the area, the water-
corpses float into sight. As they get front was left derelict. Furnace still returned
closer, the bodies writhe and squirm there long after and used the derelict build-
before rearing upright suddenly and ings as places to take his victims.
attacking. Use the stats for the
Crawling Corpses on page 20. EVENTS:
4. The thing seems to snake through d6
the water like an oversized eel until it 1. The Mists Clear
stops just short of the team. Slowly, the 2. The Horn and Whistle
thing begins to rise from the waters. It 3. Icy Chill Descends
is the bone man, who raises himself to 4. Blood Bubbles
his knees, then stands slowly in all his 5. Haunting Laughter
terrifying majesty. He approaches the 6. Footsteps in the Fog
team slowly, twisting his head from
side to side, making an awful cracking THE MISTS CLEAR
in his vertebrae. He cracks his knuckles As they peer at their eerie surroundings,
as he closes. If they stand their ground, trying to make out where they are, the team
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is relieved to find the mist begins to clear. or gain a Fatigue level. Each round, the tem-
Gradually the location is revealed to be by perature drops by another 20 degrees,
the river. A successful Common Knowledge imposing a cumulative –1 penalty for each
roll indicates that this is the waterfront dis- round after the first. When the first profes-
trict of the city and the location looks exact- sional passes out, the thick fog clears and
ly like the real place. This area clearly has the team is standing in a new location (roll
some significance for Furnace. A Knowledge on the location table to determine where).
(Case History) check (-2) reveals that the All fatigue is mysteriously recovered and
killer left one of the bodies in the aban- any unconscious professionals are restored
doned buildings that line the waterfront to health.
district. The rest were found floating in the
river itself, though no witness ever came BLOOD BUBBLES
forward who saw the bodies being dumped. Ahead, lost in the mist, the heroes hear a
strange sound – like chains clanking in water
THE HORN AND WHISTLE – indistinctly at first, but growing louder. A
Suddenly, echoing through the swirling successful Notice roll reveals that the water
fog, a deep horn sounds. A ferry is sounds as if it is gurgling from somewhere
approaching its dock in the mist and close by. If the team investigates closer, they
sounds its melancholy note as it nears the find a manhole cover in the street clanking
wharf. The sound is answered by a shriller, and rocking as thick, black liquid bubbles up
higher-pitched noise. This haunting note is from underneath and spurts from around the
that of a factory whistle marking the end of edges. A professional making a successful
a shift. If the heroes visit the waterfront Smarts roll guesses that the substance is in
area in the real world, they hear the sound fact blood and that the pressure below the
of the ferry, which plies the river still. The cover is building.
factories are silent now, but the sound alerts
the professionals to the fact that they are in If they watch for a short while longer, the
the right place. team is shocked to see the manhole cover
fly up as a jet of thick blood spouts like a
ICY CHILL DESCENDS geyser from the manhole. Roll d4.
As they move through the thick mist, the
team sees the breath drift from their 1. The manhole clatters noisily to the
mouths, mixing with the foggy air in a floor as the blood splashes all about.
swirling steam. The temperature starts to Hundreds upon hundreds of dead rats
drop rapidly and the professionals pull their lie scattered in the pool of red. Any of
clothing tighter around them. As the air the team standing close by is drenched
becomes colder and colder, the profession- with blood and covered in the corpses
als must succeed at a Vigor roll each round of the sewer rats.
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2. Blood splashes down all about the them in a crouch. He draws himself up
team, drenching them in blood from to his full height and twists his head
head to toe and lying all around in from side to side, cracking the bones in
hideous puddles. The scent of the his neck as he advances. If the team
blood attracts a huge number of flies runs, he laughs mockingly as they
almost immediately and the heroes depart, but lets them go. If they stand
are beset by the buzzing of insects, their ground, he attacks. The Bone
which swarm about their faces and Man’s stats are provided on page 39.
crawl all over them. All this seems to
happen at a vastly accelerated pace HAUNTING LAUGHTER
and, if they cannot clean off the blood, A deep and mocking laughter rings out in
the professionals soon discover tiny the night. The cruel sound is muffled by the
maggots crawling on their skin. Soon, mists but a successful Notice roll allows the
all the pools of blood in the street are professionals to pinpoint its direction. If the
seething with maggots. If the heroes team elects to follow the chilling sound, it
have not purged themselves (by diving leads them astray, moving as they attempt
into the river, perhaps), the wriggling to track its source. On subsequent rolls on
creatures start to burrow into their the location table, apply a +1 modifier as
skin, nibbling at them. Any hero fail- long as the team follows the echoing laugh-
ing to remove all the maggots must ter.
make a Vigor roll each minute or suf- FOOTSTEPS IN THE FOG
fer 1d4 damage from numerous bites A deep hollow echo of footsteps comes
inflicted by the maggots. from the mists behind the professionals as
3. The column of blood does not peak they walk down the street. The footsteps
and splash down, but remains a thick are slower than their own, seeming to move
crimson column snaking up into the in a purposeful way, but perhaps made by
air. Suddenly it reaches out and grabs someone with an extremely large stride. If
the nearest professional, hitting and the teams stops or reverses their direction,
entangling the victim automatically the footsteps disappear for a brief time
and crushing him or her for damage before starting again… behind the team. If
equal to Str+4 each round. The blood the professionals make determined
column’s Strength is d8 and a hero attempts to track the footsteps to their
can only escape by succeeding at an source, the steps obligingly move away from
opposed Strength roll. the team slowly enough for them to follow
4. As the column of blood reaches its (though fast enough not to be caught).
peak, the Bone Man flies from the top of Eventually the team find themselves pass-
the spout. He soars over the profession- ing through the mist to another location.
als’ heads before landing lightly behind However, if the team followed the footsteps,
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freely until it is pouring from above and 1. One of the two doors opens and a
they are soaked. Before long, the level of the large, heavyset man comes into the
blood is rising and filling the room. It room, shouting abuse. He directs his
appears there is no way out and the heroes anger at one of the female profession-
are trapped. Once the room is full, have als, but he talks to her as if she were
them make Swimming checks against his child. “You little sonofabitch,
drowning for 2 rounds. Then, the door mys- that’s the last time you make me wait
teriously bursts open, and the team floods for my dinner, you hear me? I’m
out in a gush of blood, down a steep flight gonna teach you a lesson!” in his hand
of stairs, before being
deposited in a new loca-
tion.
FURIOUS VOICES
The sound of shouting
can be heard from
behind the door. The
actual words are indis-
tinct, but a raise on a
Notice roll picks up that
the man shouting the
angry words feels the
house hasn’t been kept
tidy and that the object
of his abuse is too
blame.
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S AVA G E F E AT U R E S - O U T OF SIGHT
Special Abilities: It’s too late. She’s already dead – you failed
Fear: These weird and twisted clowns before you even began.” His scorn continues
in their fearsome masks cause Guts until the heroes flee or attack. Each profes-
checks when witnessed sional must make a successful Spirit check
Paralyzing Gaze: The glowing eyes of to avoid a crushing feeling of despair wash-
the hideous clown masks can entrap ing over him or her. Those who fail advance
the unwary. If the clown takes an the time die by one block. If the heroes do
action to stare at a Shaken hero, the not attack him, the Bone Man is content to
hero must make a successful Vigor taunt them indefinitely. If they attack, he
check or be paralyzed for 1d4 rounds fights back with his usual savagery (the stats
(a paralyzed hero is not dealt a card for the Bone Man are on page 39).
and may take no actions)
END GAME
DOGS BARKING
From beyond the door, the sound of fero- If the professionals remain immersed for
cious barking comes suddenly. Investigating too long, they will lose the ability to deter-
the sounds leads the heroes down a flight of mine what is real and what is the creation
stairs to an untidy kitchen. Before the team of the killer’s deranged mind.
gets a chance to explore the rest of the
house, have each professional make a If the time die reaches 10, the environ-
Notice check (-2). With a success, the hero ment becomes more dangerous. At each
spots a sudden movement outside the location, roll on the random horror table
kitchen window, just as two dogs spring below and apply the result in addition to
from nowhere toward the team, vicious the results of the location event roll. If the
teeth bared in a ferocious snarl. A raise on time die reaches 20, Furnace has become
the Notice roll means the professional spot- aware of the nature of the intrusion and
ted that the dogs were slick with blood and has learned to control what the heroes see.
gore… as if they had no skins! They have All Location rolls and all event rolls at
no time to react, however, as the beasts are those locations are at a +1, meaning that
on them in no time. See page 39 for the there is effectively almost no way to find
Dream Hounds’ stats. the basement or learn too much more
about the case. If the time die ever needs
BONE MAN to go above 20, Furnace immediately goes
The cupboard door swings slowly open into convulsions and the professionals
and the burly form of the Bone Man steps must each make a successful Grounding
from within. He peers around the edge of the roll (at -2 in addition to the usual
door and snorts derisively at the team. “They Grounding modifiers) to escape or suffer
send you to analyze me?” he laughs, “Pitiful! 6d6 damage, experiencing Furnace’s death
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S AVA G E F E AT U R E S - O U T OF SIGHT
Pace: 8; Parry: 5; Toughness: 4 should be kept secret from the other play-
Special Abilities: ers). The ability can only be used under the
Bite: Str +1 circumstances described on the character
Fleet Footed: Hounds roll a d10 when description below.
running
SPECIAL AGENT JOHN SAVAGE
THE NIGHTMARES FBI Profiler
These beasts are the demons that populate Rank: Novice
Furnace’s dreams. They can be any creature Attributes:
from the Savage Worlds rulebook or any Agility d8, Smarts d6, Spirit d6,
other Savage Worlds setting or scenario. Strength d4, Vigor d6
Skills:
NOTHING Fighting d6, Guts d6, Investigation
The heroes encounter no additional hor- d6, Knowledge (Criminology) d6,
ror, but must still face whatever the loca- Knowledge (Case History) d4, Notice
tion has in store for them. d4, Persuasion d6, Shooting d8,
Streetwise d4
THE COMATOSE Pace: 6; Parry: 5; Toughness: 5;
Charisma 0; Grounding d6
KILLER Hindrances: Vow (to uphold the law),
Cautious (tries to discover the facts
MILES FURNACE before acting), Curious (always
Each time the professionals immerse, attempts to find the truth)
Miles Furnace's body suffers physical dam- Edges: Danger Sense (Notice -2 to
age from the experiment being conducted in detect surprise attacks)
his head. Furnace has a Toughness of 5. His
Vigor and Spirit are both d6. If he ever takes Description: A straight-laced and upright
his 4th wound, he goes into convulsions agent, exactly as Hoover envisaged, John
and dies (see Endgame on page 38). Savage, is the epitome of the incorruptible
image of the FBI. He is serious-minded and
THE PROFESSIONALS dedicated, but is also sensitive and a good
communicator. His handsome face and easy
The following are all Wild Cards and each manner mean that Savage is often underesti-
has something to offer the scenario. The mated or seen as a soft touch. Nothing could
players will need to flesh out the descriptions be further from the truth, of course. Perhaps
and backgrounds for these intrepid special- played by Cary Grant, Savage has a steely
ists before the adventure starts. determination beneath his winning smile.
Special Ability: At the cost of one of his
Each hero has a special ability (which
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S AVA G E F E AT U R E S - O U T OF SIGHT
bennies, Savage can choose to command whose thoughts the team probes. The other
any person or creature the team encounters characters are unlikely to be sympathetic to
to answer a “yes or no” question. The her attempts to understand the villain and
answer must be truthfully given. Note that hostile to her attempts to discover what
this benny must be permanently sacrificed drives Furnace. Perhaps played by Lauren
– no Grounding roll can be made to regain Bacall, Summer is impatient with conde-
it after the question is asked. scending male attitudes toward her.
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42
SPECIAL AGENT JOHN SAVAGE
VOW (TO UPHOLD THE LAW)
CAUTIOUS (TRIES TO DISCOVER THE FACTS BEFORE ACTING)
SAVAGE FEATURES CURIOUS (ALWAYS ATTEMPTS TO FIND THE TRUTH)
VOCATION: FBI PROFILER
NOVICE
NOTES:
Description: A straight-laced and upright agent, exact-
ly as Hoover envisaged, John Savage, is the epitome
of the incorruptible image of the FBI. He is serious-
minded and dedicated, but is also sensitive and a
good communicator. His handsome face and easy
manner mean that Savage is often underestimated or
seen as a soft touch. Nothing could be further from
FIGHTING the truth, of course. Perhaps played by Cary Grant,
Savage has a steely determination beneath his win-
GUTS ning smile.
INVESTIGATION
Special Ability: At the cost of one of his bennies,
KNOWLEDGE (CRIMINOLOGY) Savage can choose to command any person or crea-
ture the team encounters to answer a "yes or no"
KNOWLEDGE (CASE HISTORY)
question. The answer must be truthfully given. Note
NOTICE that this benny must be permanently sacrificed - no
Grounding roll can be made to regain it after the ques-
PERSUASION tion is asked.
SHOOTING
STREETWISE
6
5
5
0
GROUNDING - D6
SUMMER KEENE
OVERCONFIDENT (BELIEVES SHE CAN DO ANYTHING)
BAD EYES (CORRECTED BY SPECTACLES OTHERWISE -2 TO NOTICE
SAVAGE FEATURES ROLLS AT GREATER THAN 10 YARDS)
VOCATION: PSYCHOLOGIST VOW (TO UNDERSTAND CRIMINALITY)
NOVICE
NOTES:
Description: A sassy and beautiful young woman struggling
to make her way in a man's world, Summer Keene is a tal-
ented psychologist with a knack to understanding human
beings. She is, despite the tough persona she adopts, a sen-
sitive soul who feels the pain of those she studies. Hers is a
difficult character to play - she tries to understand what
made the repellent killer whose thoughts the team probes.
The other characters are unlikely to be sympathetic to her
attempts to understand the villain and hostile to her
GUTS attempts to discover what drives Furnace. Perhaps played by
INVESTIGATION Lauren Bacall, Summer is impatient with condescending
male attitudes toward her.
KNOWLEDGE (FORENSICS)
Special Ability: Despite her tough image, Summer has a
KNOWLEDGE (PSYCHOANALYSIS) strong urge to protect the innocent. If ever another woman
KNOWLEDGE (PSYCHOLOGY) or a child is in danger, Summer shows a feisty (and fiery)
ability. She gains the Bolt power along with 12 Power Points.
The trapping can vary each time she uses the power and
NOTICE should be described as the power is used. The bolt can only
PERSUASION be used to protect women and children and once the power
points are gone, they cannot be regained.
6
2
5
6
GROUNDING - D8
DETECTIVE KELLEY
DOUBTING THOMAS (-1 TO GROUNDING CHECKS)
VOW (UPHOLD THE LAW)
SAVAGE FEATURES HEROIC (COMPELLED TO SAVE THE INNOCENT)
VOCATION: COP
NOVICE
NOTES:
Description: Kelley is a hard-bitten, hard-drinking cop
of 40s detective fiction. Perhaps played by Humphrey
Bogart, Kelley is a no-nonsense man's man. Despite his
many flaws, he is fundamentally driven to find the
truth and nail Furnace. However, he can be prone to
violence and one-dimensional thinking.
6
6
6
0
GROUNDING - D4
CARL RACKETT
GREEDY
OBESE
SAVAGE FEATURES YELLOW (-2 TO GUTS CHECKS)
VOCATION: DEFENSE ATTORNEY
NOVICE
NOTES:
Description: Rackett is an oily and slippery attorney who has
made his living defending the indefensible. Appointed by the
court to ensure that the team does nothing outside the scope
of the warrant, Rackett is responsible for ensuring that no
damage is intentionally done to Furnace. Perhaps played by
Peter Lorre, Rackett is a complex character, however, beneath
it all; a sensitive man who abhors violence and has a deep
respect for the rights of the individual. His abiding fear is that
people will discover the depth of his cowardice. He once let a
FIGHTING woman die - too afraid to say anything to prevent her being
attacked by a burly thug.
GUTS Special Ability: If any of the team is incapacitated and under
INTIMIDATION attack, the hero inside Rackett makes itself known. He gives
a great and deafening shout, which interrupts all attacks and
INVESTIGATION prevents any others this round. All heroes and horrors must
make an immediate Spirit check (-2) or be Shaken. Rackett
KNOWLEDGE (LAW) can then command any Shaken creature to leave, a command
it must obey. From this point onward, each member of the
KNOWLEDGE (LEGAL LOOPHOLES) team gains the edge Common Bond (regardless of whether or
not they have the required Spirit). This could prove very
KNOWLEDGE (CASE HISTORY) important toward the end of the scenario when time is short
and the team cannot afford to fail Grounding checks.
PERSUASION
5
5
5
0
GROUNDING - D6
What drives a man to kill?
What makes a murderer, and what
secrets about his crimes are
locked in his mind?
“Heavy clamps surround
your head, preventing
any movement, as techni-
cians close in with an
array of long needles
and probes. Syringes are
inserted into the base
of the skull and into
your eye sockets;
through the eyelids
just above the eyeball.
Almost immediately, you
see a bright blinding
flash in front of your
eyes, obscuring every -
thing. Before you know
it, you feel as if you
are falling through
space and, suddenly, you
emerge in the first
scene of Furnace's
mind...”
Out of Sight is the first in Legion Publishing's new Savage Features series
for Great White Games' Savage Worlds.
In it, a team of law enforcement professionals must risk their sanity and
their very lives as they use an experimental technique to explore the
twisted landscape of the killer's mind.
At stake is the life of the murderer's last victim, and arrayed against them,
all the horrors that plague the killer's thoughts.