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Saturday, June 17, 2006

The House

"The House" is the Third Place Winner of the 2005 Iron Fudge Competition.

Greed is a very powerful thing. This has been a fact for as long as humans have existed, and for four unlucky adventurers, it may cost them their lives.

Third Place Winner of the 2005 Iron Fudge Competition

Greed is a very powerful thing. This has been a fact for as long as humans have existed, and for four unlucky adventurers, it may cost them their lives.

The House is an adventure meant for four characters. Any character can be used for this adventure, but it is geared towards normal people, with no special training, powers or exotic gadgets. That being the way it is, the GM should encourage character concepts from everyday jobs, such as plumbers or teachers. The only real rule is that all the characters should be friends with each other.

Getting Started

One of the characters got a letter in the mail. This letter looked very official, and said that an unknown uncle of the character died and left a large house to the character and that the character was encouraged to stop by and examine the house. The character invited his friends along with him.

Act I: The House

This act is intended to build the story and get the characters to explore the house and get to know the layout.

Gaining Entry

When the characters arrive at the house they find that it looks very impressive and very nice from the outside. If a character peeks in through the windows, they will find that the house is bare except for a few pieces of furniture, with a thick layer of dust covering everything.

The door to the house is locked, but the key is hidden on top of the doorframe.

Exploring

The characters will likely want to explore the house. The house, at this point, looks like a well-maintained place that has just went neglected when the last person moved out of it. Every room has a few odds and ends lying around and there is a thick layer of dust covering everything. The game master should encourage the characters to explore the house from the ground up, leaving them on the second floor when they're done.

  • The Livingroom: The livingroom is the largest room on the ground floor. It has a couch and a chair positioned in front of an old black and white television. There is no electricity in the house, so the television doesn't work. The livingroom connects to the kitchen and a hallway which leads the stairs and the bathroom.
  • The Kitchen: The kitchen is a classic farm-style affair, with a large counter spanning across one side of the room with a gas stove and an old refrigerator adjacent to the counter. There is a table in the center of the room, but there are no chairs. The kitchen has a door that leads downstairs to the basement and a backdoor leading outside.
  • Basement: The basement is a big room spanning most of the size of the house. Three of the walls are packed dirt, but the fourth wall is made from red brick, the mortar starting to chip from age.
  • Bathroom: The bathroom is a small one, with a tub with no shower attachment and a toilet with rust and lime stains all around the inside of the basin.
  • Guest Bedroom: The guest bedroom is small. Barely large enough for the small bed it contains. The bed is a simple metal frame with an old-fashioned straw mattress. There is a dresser built into the wall instead of a closet. The bedroom exits onto the upstairs hallway, which has stairs leading downstairs and a door to the master bedroom.
  • Master Bedroom: The master bedroom is large. There's a huge bed positioned in the center of the wall furthest from the door, taking up much of the room. The mattress is very fancy, though it is quite obvious it is old, and the frame of the bed is made from very solid and nicely carved wood. There is a full-length mirror in one of the corners of the room.

Act II: Weirdness

This act is intended to build tension and let the characters get to know their opposition. This act should be full of tension and mystery. The goal is to drive the characters to want to escape the house.

The Voices

The GM should inform two of the characters that they hear whispering coming from the hallway if they are in the master bedroom, or from the master bedroom if they are in the hallway. The whispering should be described as though two people are arguing while trying to be unheard. If the characters investigate, there will be nothing there.

Trick of the Eye

Several of the characters should see movement out of the corner of their eyes, such as someone moving across the room or walking past a doorway, just out of the character's field of vision.

Changes

The environment should change dramatically. As the characters leave rooms the rooms should become warped. For instance, the characters walk down the hall from the master bedroom to the guest bedroom. While they're walking down the hallway it looks normal, but when they enter the guest bedroom they notice that they've tracked blood into the bedroom. When they look out into the hall the hall has bloodstains and filth everywhere, with holes in the wall showing signs of a fight, but when they look away or try to go back into the hallway the change disappears and everything appears normal again. This can be foreshadowed by allowing one of the characters to see the change of a room through a mirror, but when he tells anyone about it or looks away the room appears normal in the mirror again.

The Trap

By this time, the characters should be trying to get out of the house. At this point, the front and back doors to the house are impossible to open. The doorknobs won't turn and no amount of yanking or slamming will open them. At this time, the characters should be encouraged to try to break one of the windows. If they try, the glass will break but will not fall to the ground and will spring back into the frame and will mend itself. If a character tries to leap through a window, they will break the window but will be pushed back into the house when the window mends itself. The goal is to show the characters that they are trapped in this house.

Act III: Secrets

This act is intended to allow the characters to fight their enemies and to get free of the house.

Charlie

There is a spirit in the house named Charlie. His goal is to make the characters go into the basement now. It will do this by making the characters think that he lives down there and that the only way to escape is to defeat him in there.

The Diary

The diary is hidden in a secret compartment in the dresser in the guest bedroom. After the characters discover they are trapped in the house, they should hear a commotion upstairs, like someone is tearing apart a room. When they go upstairs, they discover that someone or something has overturned the mattress in the guest bedroom and has yanked out the drawers from the dresser and flung them about the room, shattering them. Lying on the floor in the dresser, now clearly visible because the drawers are out of it, is the diary.

The last page of the diary says "He put me in the basement last night and he beat me. I think he may do it again tonight. I'm scared."

The Basement

The characters should be encouraged to go into the basement to investigate. As they pass their way through the livingroom and into the kitchen to go to the basement, the GM should describe that the voices are getting more intense and that there is a strong sense of being watched. The characters should feel that something does not want them to go to the basement, which should encourage them even more to go into the basement.

When they get into the basement, a portion of the brick wall has been demolished, almost like it has exploded outwards. There is a steel door visible now, once hidden by the bricks.

The voices in the basement are stronger. They say things like "I'll kill him. I'll kill everyone." It is really Charlie trying to make the characters believe that it is the tortured woman's spirit who is trapping them.

Samantha

There is a spirit trapped behind the steel door. It is the spirit of a woman named Samantha. Samantha wants to get rid of Charlie, for Charlie is the reason she stays trapped in this house. Charlie wants her gone because Samantha uses all her energy to keep most of his energy in check. If Samantha were gotten rid of, Charlie would be able to leave the house and harm anyone he wanted.

Choices

The characters can easily open the steel door by removing the door's hinge pins using one of the bricks that are lying around the floor of the basement. When they open the door they find that there is a corpse in severe decay, little more than a skeleton with some clothing rotting on it. The voices now change. There is a new voice, a masculine voice, saying "Quickly. Destroy the body and the spirit will be gone." While at the same time the feminine voice from earlier, now really Samantha's voice instead of Charlie's, says "Don't listen to him. He wants you dead."

Should the characters decide to destroy the corpse, the masculine voice laughs very loudly and very hard. The characters lose consciousness shortly after they see the basement and the small cell where the body was change to the gory state that they experienced in the rooms upstairs before they discovered they were trapped. The adventure is now over in this case.

Should the character decide to listen to Samantha and leave the corpse intact, Samantha will inform the characters that there is a body buried under the stairs in the basement. The characters can dig it up using their hands, for the dirt is not hard packed in that spot. When they dig up the spot they find the decayed remains of a man. Samantha tells them to destroy the corpse and they will be free. At this point, Charlie goes nuts, trying to fling bricks at the characters. The bricks have only a +1 ODF. If they destroy the corpse of the man, the bricks stop being flung and they will hear Samantha's voice saying simply, "Thank you." The characters will find that they can easily leave the house now.

The Wrap-Up

If the characters destroyed the corpse of the woman, they set Charlie free and Charlie consumed their souls before moving on. What happens next is up to the GM. They can either continue their lives normally, lacking their soul, or the GM can rule that they died, in which case it may be fun to run an adventure taking place in the afterlife.

If the characters destroyed the corpse of the man, they destroyed the spirit of Charlie, which allowed Samantha to finally rest peacefully.

Enough hints can be found throughout the diary, should the characters read it all after the adventure, to explain the history of how Charlie and Samantha found themselves in the house.

Charlie was the husband of Samantha. It started as a marriage of convenience and there was never any love. As Samantha started to grow tired of the relationship, Charlie became more and more aggressive. He'd hit her and do things to torture her mentally. Finally, he built a cell into the basement and would lock her into it for hours after beating her. Finally, he left her in there to die. Her spirit stayed in the house and drove Charlie insane until the point that he took his own life. When his body was found, it was buried in the basement for Charlie had no money to spend on a grave.

Charlie and Samantha were held in check. Neither could destroy the other and neither could leave or rest in peace until the other was destroyed. So Charlie found a way to bring people to the house, in hopes that he could get them to destroy Samantha and set him free.

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Monday, June 05, 2006

The Haunted Inn

"The Haunted Inn" is the Second Place Winner of the 2005 Iron Fudge Competition.

A snippet of adventure, something for the heroes to do while passing through town, perhaps. Murder, a mirror, a ghost and guilt. Will our heroes discover what haunts the Hideaway inn, and why?

Second Place Winner of the 2005 Iron Fudge Competition

Background

The Hideway is a small bed and breakfast that can be placed in almost any mid to large sized town. Designed for a Fantasy setting, the information should also be able to be used in almost any setting or genre unchanged. This is meant to be a quick diversion for the players, it is not meant for extended play. It should take approximately an hour to solve the mystery. The only skills required to solve the mystery are observation and investigation skills. Occult skills would also be helpful but not required.

The Hideway is located some distance away from the center of town. It is a small inn with only twenty rooms for rent. It has a large lobby and a small common room or lounge. The layout of the inn is a bit unorthodox. The main lobby is cut into the side of the hill the inn is built on. To either side of the lobby is a pair of large staircase that leads to two wings of rooms. Each wing contains two levels of rooms on each side of the lobby with five rooms to a level. The lower level of the wings is actually one level above the lobby. The rooms farthest from the lobby on the lower level are the largest and most expensive. They also offer a private entrance to these rooms from a back lane behind the inn. One of these rooms is currently rented to Hosar Akmein.

We you first enter the Hideway you will notice three things. First is the fact that this was once a very upscale building in what appears to be a once thriving neighborhood. The area is now less than desirable. The inn sits on top of a hill with a long winding road leading up from the town below. Along the main road up the hill are houses and businesses that have all seen better days. Some of the buildings are little more than crumbling foundations. Second is the floor to ceiling mirror that fills the back wall of the lobby. It stands out in the room, reinforcing the feeling that this was once a fine establishment. The mirror is cracked and broken in places and has not been cleaned in some time. In front of the mirror is a small counter where the manager waits on a small line of customers. The final thing you notice is the number of people. They sit and stand in small groups throughout the room. They range from street urchins and beggars to what can only be described as nobles. It takes you a few moments to notice what is really shocking. The strangest part is that the groups are made up a mixture of all these people. You might see a beggar shaking hands with a nobleman, or a prostitute talking with a noble matron.

The owner is Hall Kinder. Mister Kinder is very tall, usually towering over anyone he meets. He uses this to his advantage, "looming" over people he does business with. Although he appears to be a bit dull, he is actually a great businessman. He is middle aged, starting to think about selling the inn and moving on. His will to sell has been hampered by the death of his wife Stella (see the section on plots below). Hall Kinder has few interests other than the amount of gold in his pocket, and he has been known to do anything for the right price. However he is haunted (literally) by the memory of his wife and will not sell until he knows the cause of her death.

Hall currently has two people on staff. Kate-Lynn is the waitress and maid. She is new to the job and is not happy with it so far. She is just waiting for a chance to leave but has not yet found a chance. The other is Gregor, the cook. He has been at the inn longer than the owner. He is very unhappy with his job but is quite good at it. There are still people that come to the Hideway just for Gregors' cooking. Gregor is haunted by the memories of happier times at the Hideway and wants to leave but his grief and guilt will not let him.

The only other permanent resident is Hosar Akmein. Hosar is a smuggler, pimp, hustler, and drug dealer. He is also one of the biggest contributors to the local city coffers. So although his means of raising funds is disliked, he is a very popular figure in the town. There are many in the town, including Kate-Lynn, who believe he is responsible for the death of Stella. Hosar is a large, imposing man with a penchant for violence.

Hosar runs a large organization and is almost never alone. At any given time there are from three to seven people with him. Most of the time, these people will be lackeys or customers. But occasionally these people will be high ranking officials from the city, hired guns, or other members of his organization.

Many people in the town will identify Hosar as Stella's killer. Rumors range from a lovers quarrel, to Stella knowing too much about Hosar's business. Kate-Lynn insists that Hosar killed Stella because Hall was going to evict him.

Hosar is the reason for the varied groups in the lobby. They are his clients and employees. Most people in town will be able to tell you that Hosar or his people can get you almost anything, anytime. It is only the price you willing to play that will limit your business with Hosar. They will also tell you that people that cross Hosar tend to have accidents, fatal accidents.

  • Hall Kinder, Owner of the Hideway
    • Fair Body
    • Good Mind
    • Mediocre Spirit
    • Great Inn Keeper
    • Poor Husband
    • Driven By Greed
  • Kate-Lynn, Waitress and Maid
    • Mediocre Body
    • Mediocre Mind
    • Poor Spirit
    • Poor Maid
    • Terrible Waitress
  • Gregor, Cook
    • Good Body
    • Fair Mind
    • Mediocre Spirit
    • Great Cook
    • Driven by Guilt
  • Hosar Akmein
    • Good Body
    • Great Mind
    • Good Spirit
    • Great Con-man
    • Good Politician
    • Terrible Ethics

The Death of Stella Kinder

Stella Kinder was a wonderful woman with a secret. It was Stella that convinced her husband Hall to allow Hosar to set up his business at the Hideway. Stella knew Hosar because she was a client, sneaking out to see Hosar or one of his cohorts to buy drugs every couple of days. Stella was horribly addicted and needed Hosar.

Stella was starting to regret her choices and was going to tell her husband everything. She wanted to get rid of Hosar and clean up her life. She never had the chance, though, as her life was ended before she could go to her husband with her plans. Contrary to popular opinion, it was Gregor and not Hosar that killed Stella.

Gregor knew of Stella's visits to Hosar but not of her addiction. He thought that Hosar and Stella were lovers. Gregor planned to go to Mister Hall in hopes of getting the Kinders to sell the inn to him. He wrote a note that he planned to show to Hall. Stella however found the note and thinking Gregor was going to expose her addiction she flew into a rage and attacked Gregor. The much larger cook easily over-powered the woman and strangled her. Gregor was filled with terror and remorse. Terror that either Hall or Hosar would find out what he had done, remorse that he had killed the poor woman to fulfill his own selfish wants.

Gregor took Stella's body and placed her at the bottom of the stairs, making it look like she fell down the stairs to her death. At the time, no one thought that it was anything other than an accident. People started to think otherwise when they started to see her at the inn after her death.

Stella has become a ghost and is haunting the inn. She thinks that Gregor is still trying to expose her, so she tries to get either Gregor or Hall to leave. Although all the problems, and ultimately her death, were caused by Hosar, she still sees him as a friend that helped her with her needs for so long.

Stella spends her time trying to make life at the Hideway bad enough for either Hall or Gregor so that one or both of them will leave. If pressed, Gregor or Hall will tell the story of how the mirror in the lobby was broken. After Stella's funeral, the two were sitting in the lobby drinking. As they both drank more and more they started to share stories about Stella. When Gregor started to tell Hall about Stella's daily visits to Hosar, Stella had to act. She focused all her energy into a single scream that rocked the inn. The sound was so loud that neighbors worried that the building was going to collapse. The sound knocked both men out and cracked the mirror. In that one moment, as the force was overcoming Hall, he looked up and actually saw Stella floating above him. Gregor and Hall never discussed that night again and have become more and more distant with each other as Stella tries to push them apart.

Late at night Stella will travel the halls and screech at Gregor or Hall whenever she can. Many visitors to the inn come just to hear the nightly screams that fill the halls of the Hideway. Many come to the inn and walk the halls waiting for the inevitable wails that will send them running for home.

  • Stella Kinder, Ghost
    • Terrible Body
    • Great Mind
    • Great Spirit
    • Can use a banshee wail to destroy real world objects Although completely invisible to normal sight the more powerful the wail the more visible that Stella becomes

Solving the Mystery

If the players want to help Stella find final rest, they need to discover that Stella is the ghost haunting the inn, and then do at least one of two things;

  • They need to discover that Gregor was the killer, and/or
  • They need to discover that Stella was not having an affair with Hosar

There are several ways they can discover that Stella is the ghost haunting the inn. Get Hall or Gregor to open up about the night he saw Stella hovering in the lobby after her funeral. Travel the halls, and become the victim of a legendary banshee wail so they are able to see Stella. Talk to Gregor or Hosar, as both have seen Stella in the inn since her death. Several skills or spells should be able to allow the players to see the invisible Stella.

A Good investigation roll should allow the players to get a hint that Stella is the ghost, or point the players to either Gregor or Hall. A Great result should give them a better idea of what they should ask Gregor or Hall about. A Superb result should send the players to Gregor or Hall to talk to them about the mirror.

Finding the killer might be easier or more difficult. Most of the rumors will not point to either Hall or Gregor. If anyone at the inn is suspected to have killed the women it will be Hosar. This might actually help the players as they can work the mystery backwards. Getting to Hosar could lead him to letting the players know that Stella was a regular customer and what she was buying. That could lead the players back to Hall, and might allow them to piece together that Hall was not the killer.

A Mediocre (or worse) roll should point the players to Hosar. A Good investigation roll should give the players a hint that Hosar might know something. A Great result should point the players away from Hosar. A Superb result should give the players reason to suspect Gregor.

Of course if the players can find a way to speak directly with Stella, they might be able to unravel the whole mystery.

Other plot ideas

  • The players expose or accuse Gregor and... he flees, and the players must track him down and return him to justice.
  • Hall sells the inn to the players, who use it as a base of operations.
  • Stella is so grateful she becomes a resource for the party to use in the future.
  • Hosar buys the inn. The players may be hired by Hosar to work in his organization.
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Monday, May 29, 2006

A Hard Day's Knight

"A Hard Day's Knight" is the First Place Winner of the 2005 Iron Fudge Competition.

An adventure with vampires, magic swords, an amusement park and lots of action. What more could you ask for. Oh, yeah... the players play the vampires.

First Place Winner of the 2005 Iron Fudge Competition

Waiting -- Ashe hated it. The transport should have arrived two hours earlier.

Tap-tap-tap-tap-tap-tap

He also hated the docks. There was nothing to do around here at this time of night, especially on the Labor Day weekend.

Tap-tap-tap-tap-tap-tap

He should have been spending his time on something useful instead of waiting in this dive, but he couldn't leave. The Master had been very clear: he, Lil, and Doc were supposed to wait at the pier until Joshua arrived. They would have to wait here till either the elder showed up, or the sun rose and turned them to dust.

Tap-tap-tap-tap-tap-tap

All of this the powerful vampire could stand. He could just lean against his lamppost with his eyes closed being as patient as a saint. He had endless nights after all, so what was the harm of wasting one? But what he couldn't stand, the one thing that made all of this unbearable was...

Tap-tap-tap-tap-tap-tap

"Lil, cut it. Now."

Ashe glared at the skater-girl dangerously. Lil gaped up at him from above her Gameboy, her foot frozen in the mid tap. Then an evil impish grin crossed her face and she drummed her foot on the pavement with blinding speed.

Tap-tap-tap-tap-tap-tap-tap-tap-tap-tap-tap-tap-tap-tap-tap-tap-tap-tap

"Lil... I'm warning you," Ashe growled. So help him, if she didn't stop, he'd bat his sister right into the bay. But right before he could do anything drastic, Doc hissed for quiet. His tone broached no disagreement. Both Ashe and Lil looked at the well-dressed man questioningly.

Doc wasn't paying attention to them. Instead he was staring down the road to the pier. "Hmm. I guess its a good thing Joshua is late."

"What do you..." but the squeal of tires answered Ashe's question. An armoured black car with a wooden ram on the front skidded around the corner. "Hunters." The large vampire bore a fanged smile. "Well I guess tonight won't be so boring after all."

Introduction

"A Long Day's Knight" is an action-oriented Fudge adventure for two to five players.

The PCs are a group of vampires who have been charged with escorting an elder by the name of Joshua Elm to their Master. The Master feels that Joshua needs an escort because he has been asleep for over 50 years and this will be his first time in a modern city. Mr Elm is extremely powerful, but the culture shock he may experience could leave him vulnerable. Also, there are rumours that vampire hunters know about his arrival.

The mission is supposed to be simple: Wait down by the docks until Joshua arrives, and then kindly escort him to Castle Towers. Unfortunately, the transport ends up two hours late. To make matters worse, an organized group of hunters arrive with the express intention of wiping out the characters. The PCs will have to first survive the attack and then find out what has happened to the elder.

It is currently nine o'clock. They have three hours to find Mr Elm before the hunters do.

The Player Characters

The characters work for a powerful vampire simply known as the Master. He will not be appearing in this picture -- at best he's a disembodied plot device over the phone. The characters should have something in their background that ties them into some sort of loyalty to the Master. The general rules he expects them to obey are as follows: The characters should always put their "vampire family" before anything else. They should try to be subtle and keep their vampiric nature a secret. Finally, they should enjoy their unlife and be content with being a creature of the night.

They city the characters live in is a fictional metropolis called Thess. GMs should feel free to change the location of the city as they wish. Any city will do as long as it has a harbor and is near a small chain of islands.

The following are some pregenerated vampire characters the players can choose from. GMs should feel free to modify them as necessary. If the players want to make their own characters, use these as examples, then follow standard Fudge rules.

Being a Vampire counts as a Supernatural Power and comes with the following strengths and weaknesses

Strengths

  • Heal one health level per round when feeding.
  • Bite (-2 penalty to hit) paralyses the victim as long as the vampire keeps biting.
  • Can be incapacitated but will never die unless the killing blow is done by magic, fire, sunlight, decapitation or a wooden stake through the heart.
  • +1 bonus to Agility, Brawn, Stamina and the Unarmed Combat skill.
  • +2 bonus to Perception.
  • Vampires can make more vampires by feeding on someone until they die, and then making a Will roll of Superb. Three nights later that person will rise as a vampire. Note: The new vampire will not be under the control of his creator.
  • Vampires don't need to breathe, and are immune to disease and poison.

Weaknesses

  • Vampires suffer one wound level per round while in direct sunlight.
  • Seeing a holy symbol that is held by someone with true faith will cause one wound level of damage.
  • The touch of garlic causes one wound level, possibly more if extracted into a venom and coated onto a weapon.
  • Vampires do not heal naturally, they must drink blood to do so.
  • Vampires can not enter a holy place
  • Close examination of a vampire's reflection will reveal him to look like a well preserved corpse.
  • Vampires can not eat normal food or drink. They will quickly throw it up if they try.
  • Vampires need a blood fix at least once every three days. Otherwise, they take a wound level.
  • When a vampire feeds, lower the victim's stamina by one level per wound level healed. Anyone brought to Terrible will need to be hospitalized. Anyone who loses all of her Stamina dies.

Ashe Roberts

Ashe was a young man who used to be a hunter. What spurred him to this lifestyle was the disappearance of his sister, whom he believed was killed by vampires. He was very good at his job and was personally responsible for the destruction of several powerful undead. One day he crossed swords with a vampire named Lil. Lil, it turned out, was his missing sister. Of course this was a trap and Ashe was captured and made into one of the creatures of the night.

Ashe has been a vampire for only five years but he's learned to adapt. In retrospect, he finds that his new "family" tends to look out for each other more than his old compatriots ever did. However, his new lot in unlife has made him cynical and quick to anger. This is probably due to his confusion over what is right and wrong. However, one thing's certain -- now that he's found Lil, he's sticking with her.

Ashe looks like a young man in his twenties. He's built like a linebacker but has softer features. He'd be handsome if it wasn't for his caustic personality.

  • Attributes (3 free levels, modified for being a vampire)
    • Agility: Great (+2) (Vampire Good),
    • Brawn: Superb (+3) (Vampire Great)
    • Perception: Good (+1) (Vampire Mediocre)
    • Intelligence: Fair (0)
    • Stamina: Great (+2) (Vampire Good)
    • Will: Fair (0)
  • Skills (21 levels balanced by fault, modified by being a vampire)
    • Drive: Mediocre (-1)
    • Hide: Good (+1)
    • Intimidation: Great (+2)
    • Mechanic: Mediocre (-1)
    • Melee Combat: Great (+2)
    • Ranged Combat: Fair (0)
    • Sneak: Fair (0)
    • Streetwise: Fair (0)
    • Unarmed Combat: Fair (0) (Vampire Mediocre)
  • Gifts (2 Gifts)
    • Contacts (Ash has made a lot of friends in this city)
    • Tough (+1 DF)
  • Faults (1 Fault to pay off skills)
    • Short Tempered
  • Supernatural Powers
    • Vampire
    • Superstrength: Ash is 5 times as strong and tough as your average mortal. He has a strength/mass scale of +4. This being a supernatural power, Ashe looks only as tall and broad as your average strong guy.
  • Equipment
    • Baseball Bat +6 (scaled for Ashe's strength)
    • Large Pistol +4
    • Light Body Armor +1 DF
    • Communicator (like what the FBI wear)
  • Combat Summary
    • Fist and Fang Damage: +6
    • Baseball Bat Damage: +9
    • Total Defense Factor: +6
Scratch Hurt Very Hurt Incap Near Death
O O O O O O O O O
High Stamina gives Ashe extra Hurt and Very Hurt wound levels.

Lilith Roberts

Lil was caught in a crossfire between the Master and a group of determined hunters. The Master, almost dead, grabbed her, hid, and fed. Out of a twisted sense of honour he turned her into a vampire. It took a while for Lil to get used to the idea. She missed her family terribly but eventually she managed to cope. At one point Lil discovered that her brother Ashe had become a vampire hunter. He was on a quest to avenge her death. Lil and the Master concocted a plan and lured him into a trap. Now Ashe is part of her extended family and Lil finds her unlife a little bit more enjoyable.

Lil was never a goth but she loves being a vampire. She doesn't miss the sunrise, she doesn't miss being human, and she loves the mystique. Master says that she's just young and will "find her angst" soon enough. For now she's too busy enjoying the night life. Lil really cares about her older brother. They get along but deep down inside she feels guilty for dragging him into all of this.

Lil looks to be a 17 year old skater girl. Her clothes are somewhat outdated in modern trends but she pulls off her style well.

  • Attributes (3 Free levels, modified for being a vampire)
    • Agility: Superb (+3) (Vampire Great)
    • Brawn: Fair (0) (Vampire Mediocre)
    • Perception: Superb (+3) (Vampire Good)
    • Intelligence: Fair (0)
    • Stamina: Good (+1) (Vampire Fair)
    • Will: Good (+1)
  • Skills (21 levels balanced by fault, modified for being a vampire.)
    • Break and Enter: Fair (0)
    • Con Artist: Good (+1)
    • Drive: Mediocre (-1)
    • Legerdemain: Mediocre (-1)
    • Melee Combat: Fair (0)
    • Persuasion: Fair (0)
    • Ranged Combat: Good (+1)
    • Sneak: Good (+1)
    • Streetwise: Good (+1)
    • Unarmed Combat: Fair (0) (Vampire Mediocre)
  • Gifts (2 Gifts)
    • Fearless (+1 on all checks in dealing with fear)
    • Reflection Looks Normal
  • Faults (1 Fault to pay off skills)
    • Impulsive
  • Supernatural Powers
    • Vampire
    • Superspeed: Lil is three times as fast as your average mortal. She has a speed scale value of +6. Apply this to any checks involving pure speed and all out defense. For any other rolls involving movement she (including attack and defense rolls) she gets a +2 bonus.
  • Equipment
    • Knife +2
    • Pistol +3
    • Throwing Knives +2
    • Skateboard Modified to work at her speed scale
    • Light Body Armor: +1 DF
    • Communicator (like what the FBI wear)
  • Combat Summary
    • Fist and Fang Damage: -1
    • Total Defense Factor: +1
Scratch Hurt Very Hurt Incap Near Death
O O O O O O O O
High Stamina gives Lil an extra Hurt wound level.

Doctor James King

In the early twentieth century James King travelled into deepest Africa to discover his roots. He found a lost village deep in the jungle and there plied his trade. He was a medical doctor in practice though not on the books. He used his knowledge to heal the sick. The "guardian spirit" of the village took kindly to this and brought Mr. King unto itself and made him immortal. A couple of years later he met up with the Master and they became fast friends. He now spends much of his time educating the Master's children on the finer points of being a monster.

Mr King is always calm and cool. He has a vast amount of patience and actually likes hanging out with the younger crowd. He has an easy time fitting in with humans, he even still practices his trade, though these days he's fully licenced.

James King is a friendly looking black man with a kind smile. He dresses well but not so much so as to be standoffish.

  • Attributes (5 levels balanced by fault, modified for being a vampire)
    • Agility: Good (+1) (Vampire Fair)
    • Brawn: Great (+2) (Vampire Good)
    • Perception: Superb (+3) (Vampire Good)
    • Intelligence: Good (+1)
    • Stamina: Great (+2) (Vampire Good)
    • Will: Good (+1)
  • Skills (21 levels balanced by fault, modified for being a vampire)
    • Con Artist: Fair (0)
    • Drive: Mediocre (-1)
    • Computer: Mediocre (-1)
    • Intimidation: Good (+1)
    • Medicine: Great (+2)
    • Persuasion: Good (+1)
    • Sneak: Good (+1)
    • Unarmed Combat: Superb (+3) (Vampire Great)
  • Gifts (2 Gifts)
    • Patience (+1 on all checks that involve waiting)
    • Charisma (+1 on all checks involving gaining trust)
  • Faults (2 Faults one to pay off skills, the other to pay off attributes)
    • Enemies (Quite a Few Hunters know about him)
    • Responsibilities (Has a job)
  • Supernatural Powers
    • Vampire
    • Beast Form: Mr King can shape his body to give him any or all of the following bestial traits:
      • Yellow Eyes and Pointed Ears: +2 to Perception.
      • Scaley Hide: +2 to DF
      • Claws: +2 to hand to hand damage.
      • Beast Strength: +2 to Brawn
      • Beast Speed: +2 to Agility
  • Equipment
    • Light Armor +1 DF
    • Communicators (like what the FBI wear)
  • Combat Summary
    • Fist and Fang Damage: +1
    • With Claws and Beast Strength: +6
    • Total Defense Factor (With Beast Hide and light armour): +3
Scratch Hurt Very Hurt Incap Near Death
O O O O O O O O O
High Stamina gives Doc extra Hurt and Very Hurt wound levels.

Melissa Drake

In the 1920's Melissa was a lounge singer at a posh night club in Thess. She was very talented but also had her own slew of problems. Melissa's main squeeze was tied in with the mob and this caused her no end of grief. She used to confide in the barkeep at the club, a kind man whom she felt she could share her problems with. They didn't have any sort of relationship, but her boyfriend couldn't figure that out and in a jealous rage beat her nearly to death. The barkeep turned out to be the Master. He ended Melissa's boyfriend in a very messy and painful way. He then made her into one of his children. Melissa has always kept her dry sense of humour throughout her decades of unlife. She doesn't resent the Master for what she's become, though truth be told she misses her old friends and family terribly. In fact she still keeps tabs on them, or at least their kids. Ms. Drake often feels lonely and out of touch, though she hides this well.

Melissa is a beautiful woman with long raven black hair. Its hard to tell her age, she's definitely mature but doesn't look "over the hill." She dresses conservatively but with a sense of style that's hard to ignore.

  • Attributes (3 levels modified for being a vampire)
    • Agility: Great (+2) (Vampire Good)
    • Brawn: Good (+1) (Vampire Fair )
    • Perception: Great (+2) (Vampire Fair )
    • Intelligence: Fair (0)
    • Stamina: Good (+1) (Vampire Fair)
    • Will: Great (+2)
  • Skills (27 levels balanced by 1 fault and 1 gift, modified for being a vampire)
    • Break and Enter: Mediocre (-1)
    • Con Artist: Great (+2)
    • Drive: Fair (0)
    • Legerdemain: Fair (0)
    • Persuasion: Great (+2)
    • Perform: Great (+2)
    • Ranged Combat: Good (+1)
    • Sneak: Good (+1)
    • Streetwise: Fair (0)
    • Unarmed: Good (+1) (Vampire Fair)
  • Gifts (2 Gifts)
    • Beautiful (+1 on all social checks where looks matter)
    • Extra Skills (6 Levels)
  • Faults (1 Fault to pay off skills)
    • Responsibilities (Melissa looks in on her friends and family's decedents from time to time)
  • Supernatural Powers
    • Vampire
    • Control: When Melissa commands someone to do something, they'll usually do it, even if it's suicidal. To do this, have her make a Persuasion roll vs her opponent's Will. If she succeeds, he'll do one task for her no matter how crazy it sounds. If she fails, she can not attempt to control that person again for a full month. Melissa can control more than one person at a time by taking a -1 penalty to her roll for every extra person she's trying to affect. Her targets must be able to see and hear her and she must be able to see them. The GM can rule that any usage of this power against a major NPC will incur a -1 to -3 penalty. Each command takes a separate roll.
  • Equipment
    • Pistol +3
    • Light Armor +1 DF
    • Communicators (like what the FBI wear)
  • Combat Summary
    • Fist and Fang Damage: 0
    • Total Defense Factor: +1
Scratch Hurt Very Hurt Incap Near Death
O O O O O O O O
High Stamina gives Melissa an extra Hurt wound level.

Gregory Sand

Gregory was a British sniper during World War II. He was very good at what he did and even earned a rep amongst the enemy as "the Ghost." At one point he was deep in Nazi territory when he shot one of their leading generals. He was in for a shock. A few nights later the person he had killed was walking around as if nothing had happened. Gregory shot this man seven more times, such that each attempt should have killed him -- but as always, he'd hear that the general was not dead. One day the Master found him and made him into a creature of the night just for the sake of not having to make excuses why he was still alive. It turned out that the Master was watching Hitler and leaking vital information to the Allies. It seemed that World War II was good for vampires, to a point. Now they had decided it was time to end it.

Gregory doesn't talk much, it's as if he's keeping all the horror and hell he's been through to himself. Despite his apparent introspection he is a very good listener and rarely misses anything important. He's loyal to his new family and finds that he more easily relates with monsters than with "real people."

Gregory looks very unassuming. In fact, most people never even notice he's there. He doesn't look like he'd be much in a fight. This assumption is a deadly one since Gregory is one of the most dangerous people on the planet.

  • Attributes (3 levels modified for being a vampire)
    • Agility: Good (+1) (Vampire Fair)
    • Brawn: Good (+1) (Vampire Fair)
    • Perception: Legendary (+4) (Vampire Great)
    • Intelligence: Fair (0)
    • Stamina: Good (+1) (Vampire Fair)
    • Will: Good (+1)
  • Skills (27 levels balanced by 1 fault and 1 gift, modified for being a vampire)
    • Break and Enter: Good (+1)
    • Computer: Mediocre (-1)
    • Drive: Fair (0)
    • Legerdemain: Good (+1)
    • Melee Combat: Good (+1)
    • Medicine: Mediocre (-1)
    • Ranged Combat: Great (+2)
    • Sneak: Great (+2)
    • Streetwise: Fair (0)
    • Technician: Mediocre (-1)
    • Unarmed: Great (+2) (Vampire Good)
  • Gifts (2 Gifts)
    • Extra Skills (12 Levels, Costs 2 Gifts)
  • Faults (1 Fault to pay off skills)
    • Shy and Detached (-1 on all social rolls when there are a lot of people around)
  • Supernatural Powers
    • Vampire
    • Incorporeal: Gregory can make himself invisible and incorporeal. This power takes some time to "charge up." To use this the player announces that Greg is "going shadow" and starting that round Gregory gets a +1 bonus to all stealth and defense rolls. However, at the same time he also gets a -1 to any damage he does. Every round he keeps this power up he gets a further +1 bonus and -1 penalty. When he reaches +4/-4 he is completely invisible and insubstantial. He can walk through solid objects. He can't be detected by anyone, and all non-magical/spiritual attacks pass right through him. On the other hand he can't manipulate physical objects while he's ghosting. At any point he can will this power off and become completely solid again (No, he can not use this as an autokill by sticking his hand in someone's brain). Anything he's carrying on him is affected by this power as long as he holds on to it.
  • Equipment
    • Pistol +3
    • Collapsible Sniper Rifle +5
    • Knife +2
    • Hidden Body Armor +1 DF
    • Communicators (like what the FBI wear)
  • Combat Summary
    • Fang and Fist Damage: 0
    • Knife Damage: +3
    • Total Defense Factor: +1
Scratch Hurt Very Hurt Incap Near Death
O O O O O O O O
High Stamina gives Gregory an extra Hurt wound level.

A Quick Note On Attributes

  • Agility: Handles all rolls for running, dodging, and acrobatics/tumbling.
  • Brawn: How much the character can lift and how much physical punishment he can dish out with his fists or a melee weapon.
  • Intelligence: Handles memory and rolls involving history, language, culture etc.
  • Perception: Handles any rolls involved with searching for something or determining someone's true intent.
  • Stamina: How sturdy the character is -- roll this for any tests of endurance. Also, a Good Stamina will add 1 Hurt box to the character's wound track. Great will add a Very Hurt box. And Superb will add another Hurt box in addition to the other two boxes already added.
  • Will: Determines how well the character can resist temptation, stress, pain and so forth.

A Quick Note on Skills

This game uses broad skill groups. Each skill starts at Poor. Each character should start with 15 levels to add to them.

The default skills for this game are: Break and Enter, Con Artist, Computer, Drive, Intimidation, Legerdemain, Melee Combat, Medicine, Mechanic, Perform, Persuasion, Ranged Combat, Sneak, Streetwise, Technician, Unarmed Combat

A Quick Note on Gifts and Faults

The GM should feel free to handle gifts and faults however she wants. The only constant is that everyone starts with 2 Gifts. They can use a fault to balance out over spending in other areas.

A Quick Note on Supernatural Powers

If creating a new character from scratch, feel free to grab any of the powers listed with the pregens. They are designed with the idea in mind that 1 Supernatural Power = 6 gifts. The vampire power is different only because every character in the game starts with it so it doesn't matter how many gifts it's worth. If one of the players wants to play a mortal, let him. Just use the standard rules but don't give him anything extra for lack of Supernatural Powers. Mortals are supposed to be weaker than vampires after all.

General Resources Available to the PCs

The characters have been living in this city for a while so they have a number of safe houses where they can rest and recuperate. There are also a few special night clubs where they can partake in blood donated

by willing victims. Also, each of the characters are considered wealthy enough that they could go to the most expensive hot spots in Thess and not worry about the cost.

Hidden in the safe houses the characters also have access to moderate levels of the following equipment. What is listed with the character are just what they're assumed to be carrying at the begining of the game. Be warned that some of these items should really only be used in emergences. For instance most folks would notice Ashe carrying a machine gun and probably call the cops.

It should take at least 1/2 hour to visit any of the safe houses.

If the GM thinks there is anything missing from this list, or of the PCs want something mundane (IE duct tape) then assume they can get these items easily enough.

  • Communicators (like what the FBI wear)
  • Cell Phones with unlimited minutes
  • Flashlights
  • Medical Kits (Useful only for mortals)
  • Rope
  • Hand cuffs
  • Cars/Bikes/Pick Up Trucks (expensive, moderate and junkers are available)
  • Pistols: +3 damage
  • Rifles/Shotguns: +4 damage
  • Machine Guns: +5 damage
  • Knives: +2 damage
  • Clubs/Chains/Baseball Bats: +2 damage
  • Swords/Axes: +3 damage
  • Large Blunt Weapons (Mauls and such): +3 damge
  • Huge Swords/Axes: +4 damage
  • Light Body Armor (Concealable): +1 DF
  • Moderate Body Armor (Needs a Good Streetwise Roll to conceal): +2 Defensive Factor
  • Riot Armor: (Not concealable at all and people will ask questions): +3 Defensive Factor

The Docks

It is currently 9:00 in the evening on the first night of the Labor Day weekend.The characters have been waiting for two hours for the arrival of Mr Elm. The docks are deserted, and for some reason not even the night's guardsmen are around. The sky is clear and more stars than usual can be seen in the city sky. The air is warm and nice. If it wasn't for the industrial smell this might be actually be sorta pleasant.

Then all Hell breaks loose.

A large group of vampire hunters suddenly descend upon the characters. Chances are the PCs will be ready for them. They may hear their vehicles approaching, they could notice that there are no guards anywhere and figure that means something's up, or they might just have a bad feeling. To find out if they know beforehand have them make a Good Perception rolls. Of course if the players already expect something's up then just give them pre-warning of the hunters.

The Hunters

  • Agility
    • Agility: Fair (0)
    • Brawn: Fair (0)
    • Intelligence: Mediocre (0)
    • Perception: Fair (0)
    • Stamina: Fair (0)
    • Will: Fair (0)
  • Skills
    • Drive: Mediocre (-1)
    • Melee Combat: Mediocre (-1)
    • Ranged Combat: Mediocre (-1)
    • Sneak: Mediocre (-1)
  • Equipment
    • Medium Body Armor +2 DF
    • Pistol with garlic rounds +2 (+5 vs vampires)
    • Wooden Stakes
    • Shot Gun with Garlic Rounds +3 (+6 vs vampires)
Scratch Hurt Dead
O O O

These hunters look and move like a militia. They are dressed in urban camo. They do not have any special insignia on them that indicates what group they are part of. There will be four of them (and 1 car) for every PC.

They are part of the Red Dawn Anti Blood Sucker Brigade. It is privately funded by a "philanthropic" billionaire who made his money off of selling arms. Of course these schmoes have no idea who's running the show. They are just here to kick some vampire @$$. This particular group of "soldiers" is doing this for the thrill. They've always wanted to kill someone and killing vampires is "legal." Their higher ups have already cleared the docks. They told this unit that their targets should be the only people there and therefore the hunters should not to hesitate to kill everyone in sight. Any "mistakes" can be cleaned up so they needn't worry about hurting innocents. However, if the police become involved they are to scratch the mission and run.

This group knows that while their mission is a major operation, there are even bigger fish to fry. Apparently their boss arranged a "misinterpreted communique" and an elder vampire's ship was instructed to dock at Strake Island. This is not information they should be privy too, but someone in the organization leaked it and they hope that after this they'll be called to Strake Island for some real action.

Action

The hunters send one of their cars squealing down the road to stop right before the docks. The wooden ram on its front will give it away as a hunter vehicle. The rest of their group will be scattered between the roofs of the warehouses, dockside trucks, and the dockside crates. They will wait for the vampires to approach the vehicle and then open fire. There is only one hunter in the car. He's considered by the rest of the group to be expendable. The car's stats are:

  • Attributes
    • Durability: Fair (0)
    • Size: 2
    • Road Speed: 12 (150 km/h or 90 mph)
    • Ground Speed: 6 (50 km/h or 30 mph)
    • Road Manoeuverability: Mediocre (-1)
    • Ground Manoeuverability: Terrible (-2)
  • Equipment
    • Wooden Cow Catcher (i.e. Ram): +5 damage + 1/2 the vehicles current speed scale round down.
    • Armor +2 DF
  • Combat Summary
    • Max Damage with Ram: +11
    • Total Defensive Factor: +4
Scratch Damaged Beyond Repair
O O O

Give the characters a chance to notice the hunters hiding before they approach the car. The difficulty to spot them will be Good. Of course if the PC's all immediately race for the vehicle then make separate rolls for each character. Each one that fails to notice the hunters gets caught in the crossfire that will be unleashed. Any that make it will be allowed an Agility roll to dodge.

For any PCs caught unawares the difficulty for the hunters to hit them will be Mediocre (Terrible if said character was not acting in a cautious manner in the least). Just make one attack roll for each PC who's caught flatfooted. For every 2 hunters shooting said PC, add +1 to the attack's roll. The hunters will split their shots between the PCs they can hit. If any of the characters drop due to the damage remember that the garlic rounds won't kill them. The PCs should only worry if the hunters Incap all of them, in which case the game is over.

If the characters notice the hunters and act accordingly then the hunters will try to out manoeuver them. The hunters know to try and avoid getting into hand to hand combat with the PCs if at all possible. They'll also try to stay under cover (and get a +1 to +2 to their defensive rolls for ranged combat).

One thing to note is that these particular hunters aren't super intellgent. Most of the clever tactics the PCs use should succeed. They are also not very loyal to each other, so chances are it should be easy to pick them off one at a time.

If the hunters loose two thirds of their group they'll run.

If enough noise is made the characters should hear police sirens within 5 minutes after the combat starts. If they decide to stick around and fight the police make the first wave easy to deal with. Afterwards things should get progressively harder until the swat team arrives. If this happens make the PC's wish they were still fighting the hunters. (I'm assuming that the PCs aren't stupid enough to take on the cops. If they are, just fudge it).

Cinematics

These are just some ideas for what can happen around the docks. Don't pigeon hole the PCs to make these things happen. Just use them if they come up. GMs should feel free to pre-prepare their own or just make stuff up on the fly.

  • One of the hunters (or one of the PCs) is hiding right beside a big fog horn. If someone manages to activate the horn that poor soul will need to make a Superb Will roll to avoid crashing down into the deck.
  • The hunter in the car decides to run down one of the characters. In this case its possible he might follow him all the way to the wharf and then drive off the end if the PC plays his cards right.
  • If a PC or a hunter is knocked off a warehouse roof, have him fall onto one or two of the hunters who are hiding below.

Aftermath

If the PCs decide that they want to question one of the hunters, a Fair Intimidation roll will get any one of them to spill their beans. If they don't let any of the hunters live long enough to question them, the characters can still find out about the redirection of Mr Elm's transport. They could check out the dock office. To do so would require a Fair Break and Enter roll, and then a Fair Computer or Great Intelligence roll to sift through the files to find out what happened. Or, if one of the characters has the contacts gift, he can ask around (Fair Persuasion roll). Otherwise, if the PCs come up with another feasible idea on how to find out what happened to the transport, then fudge it and let then have the info they need.

If the characters contact the Master he'll suggest they check the dock office or ask around. He has no idea what's going on but trusts the PCs can handle it. He will not be able to come himself.

If the PCs decide there is nothing out of the ordinary going on and trust that the transport is just late, then let them wait at around the docks for about half an hour (this is assuming that the docks aren't swarming with police). Eventually the Master will call them and ask what's up. He'll then suggest they look into this further.

At the end of this section make sure to note what the game time is. The characters may not know it but they're under the clock. They have until midnight before the hunters destroy Joshua. Figure out what time has passed by giving a rough estimate. For example: chances are the fight at the docks only lasted about 5 minutes. The time spent interrogating one of the hunters would depend on the Intimidation result the PCs got (anywhere from right away to way too long). Searching the dock office may take anywhere from 10-20 minutes. Don't make the PCs feel rushed, just make them aware that time may be an issue. (Of course if they spend an hour doing nothing constructive, then you may want to give them a "gentle nudge" that something's up).

Strake Island

Strake Island is just a mile or two east of the city. It's an oddity in that it's small and wooded. A little cottage country wedged in the middle of an urban kingdom. What's even stranger is the next closest island, Avalon, is just half a mile north of it. Avalon is a famous amusement park and glows eerily in the distance. The Red Dawn has taken over the island. Their plan was to redirect Mr Elm's ship here and then swarm it with a large force that comprised of 30 soldiers and five very powerful hunters. Unfortunately, there were two minor snags. One, the family that owns the cottage was actually there for the Labour Day weekend. Two, the transport, for some inexplicable reason, sailed on right past the island and headed for the amusement park.

The first hitch was easily dealt with, they couldn't have witnesses so the hunters had some "fun" with the family and then dumped their bodies into the St. Lawrence. The second hitch was another story. All they could do was watch as the transport sailed on past and docked at Avalon. Of course they adapted. The lead hunters and most of their cronies switched from overt status to covert and then made their way to the amusement park. They hope to find Mr Elm there and quietly get rid of him. Five of the hunter cronies stayed on the island, just to secure their temporary base. The PCs can make their way here any way they can manage. From buying a speed boat, to stealing one of the ships at the dock. It shouldn't be too difficult. GMs may even want to just say the PCs find a way and make it to the island without them having to roll.

Action

The Island's pretty small. The transport is nowhere to be seen. There are lights shining from the cottage. The hunters (use the stats given above) stationed there are not expecting trouble in the least. This should be a cakewalk for the PCs.

Any rolls to sneak up on the hunters unawares will be around a Poor difficulty.

If the hunters catch wind that there is more than one vampire on the island they will try to call for backup. They won't get any. The lead hunters will thank them for the warning and then wish them luck. However, this will mean that these hunters will try to stay under cover and shoot at the characters until they go away. There are no boats on the island, other than what the PCs brought/stole.

Cinematics

Perhaps one of the family is still alive? Maybe the mother or one of the children. If so and if the PCs are feeling altruistic, they could save him or her. Either way the hunters might forget they are fighting vampires and threaten to kill the hostage if the PCs step any closer. If the characters manage to save the poor victim he or she won't be in much of a condition to thank them, being both physically and emotionally wounded, but time heals all...hopefully.

Aftermath

If any of the hunters are still alive the difficulty to make him crack will be Mediocre. If the one of the characters succeeds the hunter will tell them everything -- that Joshua Elm is on Avalon; that there are five lead hunters, and 25 militia doing a covert op to get rid of him... He'll even give the PC's a general description of the five lead hunters (see the next section).

If none of the hunters are left alive, finding Mr Elm may still prove to be easy. The hunters do have a radio to communicate with the rest of the team. A Superb Con Artist roll might convince them to tell the PCs where they are, even though "they should d@## well know." Otherwise, a Good Perception roll will allow one of the PCs to spot the transport off Avalon. Worse comes to worse, if the PC's saved one of the family he or she might tell them were the hunter's went.

Again, note the time to the PCs. Depending on what contacts they have and how they went about it finding a boat or helicopter, to get to Strake Island could have taken anywhere from 20 minutes to an hour. Fudge the travel time, say around 5-30 minutes depending on their mode of travel. At this point sound more urgent. It should be obvious to the characters that Mr Elm is in great danger. Even if the PCs are more traditional "evil" vampires they should know that their Master will be very angry if Mr Elm dies. If they contact the Master, he'll tell them that they should be able to handle it themselves.

Avalon

Avalon is a theme park that caters to fans of King Arthur and the Kights of the Round table. It was built with no real attention to what is actually in the myths, instead it is designed solely as a tourist trap. The knights walk around in tacky armour and carry weapons (such as the two bladed sword) that could never have existed in Arthur's time. The ladies wear dresses that appear to have come out of some shlock fantasy novel. There are also coloured lights and flashing advertisements everywhere.

The reason why Mr Elm is here is because he wanted to be. He had woken up as his transport was headed for Strake Island. When he saw the lights of Avalon he was completely taken away. Never in all of his unlife had he ever seen something like what was there. He ordered the transport to dock at Avalon instead. After a little "persuasion" the captain was happy to oblige.

Action

The hunters arrived after Mr Elm had managed to vanish into the crowd. While it should normally have been easy to locate him (seeing as he stepped out of a large transport and not a ferry) Joshua has a power that makes him very forgettable. The hunters split up in order to find him. They put five hunters at the docks and each Lead (except for one) has a squad of five under his or her command. The hunters are going to try to find Mr Elm and quietly take him out. However, if the PCs break cover then they won't mind doing the same to them. At least until the police arrive, in which case they'll scrap the mission.

At this point the PC's may have a very limited amount of time to find Mr Elm (depending on how they travel it could take anywhere from 5-20 minutes to get to Avalon). GMs should remind them what time it is in game and warn them that Joshua's unlife may be on the clock. Depending on how much in a rush they are in the characters may want to split up.

If the PC's move in quietly they might be able to take the hunters by surprise. If they make a disturbance then their enemies will try to co-ordinate to eliminate them as quickly as possible. Three lead hunters will go after the characters (whether they do it quietly or not depends on how stealthy the PCs have been) while the two remaining squads will look for Mr Elm. No matter how big of a disturbance the PCs or the hunters cause, Mr Elm won't show himself until found.

Of course if the characters fail to find Mr Elm by midnight, but get rid of all the hunters before then, then Joshua will eventually show up and ask them what's going on.

For the hunter goons use the same stats that have already been given except that their Melee and Ranged combat skills are Fair. Obviously they won't be wearing their armour. They will be using silenced pistols.

The following is a list of places the characters can search and who's there when they do so.

The Grounds

Between the main attractions Avalon is peppered with carnival games, small rides, street theatre, and concession stands. There is also a massive "Pendragon" roller coaster. Here families mingle with Kights, Lords and Ladies in a safe "family oriented" environment. Family oriented that is except for the sniper who is crouched on one of the towers of the roller coaster. His name is Frank Drummand. He's one of the head honchos of the Red Dawn. His squad is comprised of hand picked professionals who are combing the grounds for Mr Elm and any other vampires. He's staying in his perch because he knows that if things get messy he'll be able to see any vampire who runs out into the open and put some "holy lead" into his skull.

The hunters in Frank's squad will be walking around looking for trouble. They are expert at spotting vampires and will try to quietly take out any they detect.

Frank's Squad

  • Attributes
    • Agility: Good (+1)
    • Brawn: Good (+1)
    • Perception: Good (+1)
    • Intelligence: Fair (0)
    • Stamina: Good (+1)
    • Will: Fair (0)
  • Skills
    • Break and Enter: Fair (0)
    • Con Artist: Fair (0)
    • Computer: Mediocre (-1)
    • Drive: Fair (0)
    • Intimidation: Good (+1)
    • Melee Combat: Good (+1)
    • Medicine: Mediocre (-1)
    • Ranged Combat: Good (+1)
    • Sneak: Good (+1)
    • Unarmed Combat: Good (+1)
  • Equipment
    • Hi-tech Light Armor +2 DF
    • Blessed Knife +2 (+5 against vampires)
    • Silenced Pistol with Blessed Rounds +3 (+6 against vampires)
  • Combat Summary
    • Fist Damage: 0
    • Knife Damage: +3/+5
    • Total Defense Factor: +2
Scratch Hurt Killed
O O O O

Cinematics

Unless the characters want to hit Frank with a ranged weapon they'll have to climb the roller coaster to get to him. They can go up the stairs though Frank will take several shots at them as they run. If they want to climb the coaster, it'll take two or three Good Brawn checks (unless said character has super speed). If there is a coaster coming by, the character will also have to dodge it. Great Agility check or take 9 damage. Of course, if the PCs move into a position that Frank can't shoot them at, then he will be forced to climb down and try to engage.

The difficulty to spot Frank in the first place will be Superb. To do so after he starts shooting will be Great.

Frank Drummand

Frank was taken in by the church when his family was killed by vampires. He was raised to be a hunter. However, Frank found the Vatican's take on the matter to be far too soft. He felt that nothing else mattered as long as the job was done. Soon after he left he was taken in by the Red Dawn and hasn't looked back since.

Frank is a rough looking man who dresses in a paramilitary style. He hates vampires with a passion and this overrides everything else that could be in his life. Frank is a very violent, nasty man whose only redeeming quality is that he's very good at what he does.

  • Attributes
    • Agility: Great (+2)
    • Brawn: Great (+2)
    • Perception: Superb (+3)
    • Intelligence: Fair (0)
    • Stamina: Superb (+3)
    • Will: Great (+2)
  • Skills
    • Break and Enter: Good (+1)
    • Con Artist: Good (+1)
    • Computer: Fair (0)
    • Drive: Great (+2)
    • Intimidation: Superb (+3)
    • Melee Combat: Great (+2)
    • Medicine: Fair (0)
    • Mechanic: Good (+1)
    • Ranged Combat: Legendary (+4)
    • Sneak: Great (+2)
    • Streetwise: Good (+1)
    • Technician: Fair (0)
    • Unarmed Combat: Great (+2)
  • Gifts
    • Tough (+1 DF)
    • Can not be commanded by Vampires
  • Faults
    • Extremely Violent
  • Equipment
    • Hi-tech Light Armor +2 DF
    • Sniper Rifle with Holy Rounds +5 (+8 against vampires)
    • Pistol with Holy Rounds +4 (+7 against vampires)
    • Blessed Knife +3 (+6 against vampires)
  • Combat Summary
    • Fist Damage: +1
    • Knife Damage: +5/+8
    • Total Defense Factor: +3
Scratch Hurt Very Hurt Incap Near Death
O O O O O O O O O O
High Stamina gives Frank extra Hurt and Very Hurt wound levels.

The Castle: Camelot

There is nothing authentic about this place. Its moulded out of concrete and looks just different enough from another theme park's castle so as not to get the owners sued. There is a large theatre here. Most of the time it hosts kids shows or rock concerts, though once every year it also holds a Shakespeare festival. In Camelot there is also King Arthur's Court where the "knights" gather around with all the "Lords and Ladies of the Land" (all the folks who shelled out good money for this) to have a "medieval feast" complete with magic tricks, fencing, theatrics, and stand up comedy. Other than the theatre and Arthur's court there's also some very expensive suites for guests who have paid for the "Knight's Week" package. The rooms are very nice, though a little gaudy. Each has their own "mystic" sauna, all channel cable "orb," dancing (vibrating) bed, and a full array of console games for the kids.

There is also a troll at the castle but he's real.. Stephan Uther is searching the Camelot for Mr Elm. He'll start in he basement and then work his way to the top. He won't find him and will spend most of the night grumbling murderously, unless one of the other hunter groups calls for help. He's very bored and may do something drastic to amuse himself.

Stephan's squad will just try to stay out of his way. They'll only step in if a fight breaks out.

Cinematics

Have Stephan play the Green Knight in Arthur's court. At one point he decides to join in the fun and stomp in through the front door to pester the poor actors. The audience will love it, thinking its part of the act. If one of the knights decides to challenge him though, things could get real messy. The PC's may want to figure out a way to intervene before chaos ensues. (Optionally the Shakespeare festival could also be going on. In which case, Stephen will try his hand at McBeth.)

Stephan Gunther

Stephan Gunther doesn't remember where he came from or who he really is, all he really knows is that he's a troll. For the past five years he's worked for the Red Dawn. This is all he remembers. He likes the work though because he finds killing things amusing.

Stephan looks like a huge man with overly pale skin and a blue beard. He wears any clothes he can find that will fit him, they are usually unkept and messy. The troll carries a massive axe on his back.

  • Attributes
    • Agility: Mediocre (-1)
    • Brawn: Superb (+3)
    • Perception: Fair (+0)
    • Intelligence: Fair (0)
    • Stamina: Great (+2)
    • Will: Fair (0)
  • Skills
    • Con Artist: Fair (0)
    • Intimidation: Legendary (+4)
    • Melee Combat: Superb (+3)
    • Perform: Mediocre (-1)
    • Ranged Combat: Fair (0)
    • Sneak: Great (+2)
    • Unarmed Combat: Good (+1)
  • Gifts
    • Very Tough: +2 DF (Costs Two Gifts)
  • Faults
    • Odd Appearance
    • Gets Bored Easily
  • Supernatural Powers
    • Superstrength: Stephan is 5 times as strong and tough as your average mortal. He has a strength/mass scale of +4.
  • Equipment
    • Massive Axe +4 damage
  • Combat Summary
    • Fist Damage: +6
    • *Axe Damage: +11
    • *Total Defense Factor: +6
Scratch Hurt Very Hurt Incap Near Death
O O O O O O O O O
High Stamina gives Stephan extra Hurt and Very Hurt wound levels.

The Fun House: The Crystal Cave

The Crystal Cave is a fun house that sits just off of the dock. Inside there is a large underground maze that features many attractions such as: A hall of mirrors, numerous concession stands, a haunted house, a mini-rollercoster, a laser tag arena and a magic show done by "Merlin." There are plenty of phone booths where guests can call the staff who will lead them to each area if they get lost. Without help it takes a Mediocre Intelligence roll to get around.

Lucas Kent is here looking for Mr Elm. He doesn't mind the slow pace and will amuse himself by poking fun at this "attraction" with his fellow hunters. If the PC's arrive, he'll sense them and decide to play a little game. He'll try to lure the PCs somewhere and then hit them from behind. His squad will provide expert backup.

Cinematics

There aren't that many people in the hall of mirrors. Lucas will see if he can get lure PCs in there. If they fall for his trap, he'll use his powers to shatter the hallway and then create a storm of broken glass with the characters at the centre. This will take a Superb Intelligence roll on Lucas' part. Everyone in the hallway must make an Agility roll vs Lucas' result or take +5 damage.

Lucas Kar

Lucas is an independent hired out by the Red Dawn. He is a powerful psychic who has long gotten over any awkward feelings of of being "different" from normal people. In fact, he no longer believes he's human at all, but some higher being. Lucas sees no real value in sentient life except when its useful to him.

Lucas is very attractive and dresses to kill. He specializes in breaking hearts, both figuratively and literally.

  • Attributes
    • Agility: Fair (0)
    • Brawn: Fair (0)
    • Perception: Great (+2)
    • Intelligence: Superb (+3)
    • Stamina: Fair (0)
    • Will: Great (+2)
  • Skills
    • Con Artist: Great (+2)
    • Computer: Good (+1)
    • Drive: Fair (0)
    • Intimidation: Fair (0)
    • Legerdemain: Fair (0)
    • Persuasion: Great (+2)
    • Sneak: Fair (0)
    • Streetwise: Good (+1)
    • Unarmed Combat: Mediocre (-1)
  • Gifts
    • Attractive
    • Wealthy
  • Faults
    • Psychopath
  • Supernatural Powers
    • Great Telekinesis: Mr Kar can move things with his mind. Anything within 50 metres is fair game. His Brawn for lifting things is his Will at Scale value +2. He uses his Intelligence for grabbing/attack rolls. He can pick up more than one object by taking a -1 penalty on his Intelligence roll for every extra object he picks up. He can hit people with invisible force for +4 damage. He can deflect attacks with his Telekinesis by using his Intelligence as his deflect roll. He can only stop attacks that do +8 damage or less. He can also instantly kill someone by making an opposed Will roll vs his victim's Stamina. If he wins by 3 or more his victim gets a vital organ crushed, if he fails Lucas can not try this stunt again on that person for a full 24 hours.
    • Limited ESP: Mr Kent can set his mind to detect something in his immediate vicinity. He has to name the object before hand (IE vampire). Whenever said object gets within 5 metres he make a Perception roll. If Lucas gets over a Fair result he instantly knows where the object he is looking for is located.
  • Equipment
    • Light Body Armor +1 DF
    • Pistol with garlic rounds +2 (+5 vs vampires)
  • Combat Summary
    • Fist Damage: -1
    • Force Attack: +4
    • Smashing Someone With a Massive Object: +7
    • The Shattered Glass Storm: +5 (to everyone in it)
    • Total Defense Factor: +1
Scratch Hurt Very Hurt Incap Near Death
O O O O O O O

The Jousting Ring

Every four hours or so Camelot hosts a jousting tournament in a massive arena. This is actually rather authentic, though some modern advancements have been added, but only with the safety of the knights in mind. The combat looks realistic and is very exciting. This is all done in a style where different knights have different rivalries and fight for the attention of certain ladies. Sometimes the ladies are members on the audience. This is perhaps Avalon's biggest attraction and usually the stadium is packed.

Father Joseph Stadiler is here looking for Mr Elm. He's left his squad behind, finding their methods distasteful. Despite his lack of back up, the PCs should approach him cautiously, for he is perhaps the most dangerous of the hunters.

Note: If the characters steal some of the jousting armour, they could walk around in it and no one would raise an eyebrow. The armour provides +2 DF.

Cinematics

Joseph will drop his defenses and call any vampires he meets out back to fight (in the empty lot behind the arena). He doesn't want to endanger the crowd. The PCs could just kill him at this point. If they take him up on the offer he'll be difficult to defeat (of course they don't know this). It is possible that they could convince him to back off. This would take a Great Persuasion roll and they only get one shot. If one of the PCs is endangering someone in the crowd, Joseph will spring into action, throwing caution to the wind.

Father Joseph Stadiler

Father Joseph was blessed with the sight to see the unnatural. When he was a child some of these forces (the Fae to be precise) invited him to join in their secret world. Joseph refused and the results were devastating for his family (they were driven mad). Later Mr. Stadiler would join the Catholic Church where the Vatican took note of his talents and trained him in being a hunter of the undead. He has been put on temporary assignment to the Red Dawn by his superiors. Truth be told, he despises the Red Dawn's methods and thinks they should all be locked up. But Joseph keeps reminding himself that they are both fighting a greater evil.

Father Joseph is a young man in a priest's collar. Normally he's very bright and cheerful but on this occasion he seems upset and brooding.

  • Attributes
    • Agility: Good (+1)
    • Brawn: Fair (0)
    • Perception: Good (+1)
    • Intelligence: Good (+1)
    • Stamina: Fair (0)
    • Will: Superb (+3)
  • Skills
    • Computer: Mediocre (-1)
    • Drive: Mediocre (-1)
    • Medicine: Fair (0)
    • Mechanic: Fair (0)
    • Perform: Good (+1)
    • Persuade: Great (+2)
    • Sneak: Fair (0)
  • Gifts
    • Contacts in the Vatican
    • Charismatic (Joseph gets +1 to rolls in getting people to trust him)
  • Faults
    • Uncertain about his place in being a hunter. He just wants to be a priest.
  • Supernatural Powers
    • The Sight: Joseph will automatically sense any unnatural creature that comes within 10 metres of him. Not only that he'll immediately sense where they are and spot them even if they are invisible.
    • Potent Faith: When Joseph holds the cross out against any vampire, said monster will take at least one level of damage. Also any vampires seeing the cross he's holding must make contested Will roll with him (Don't penalise Joseph for multiple targets). Every level Joseph beats his targets by they take 1 more level of damage. A vampire must win the contest by 2 or more to break his compulsion to flee and approach the priest (and even then Joseph can make another will roll next round to try to force him back again). Any vampire that touches Joseph will take one level of damage.
  • Equipment
    • Light armour +1 DF
    • Cross
  • Combat Summary
    • Fist Damage: -1
    • Total Defense Factor: +1
Scratch Hurt Very Hurt Incap Near Death
O O O O O O O

The Arcade: Shimmering

This is perhaps one of the classiest places on the island but also the most overlooked. It is tucked quietly behind the Castle in a building that has been designed to resemble a giant stone cairn. Beyond the attractive "elf" gate keepers is a dark world filled with strobe lights, loud music and video games. There is a maze of people in here, so much so that the "nymphs" have a hard time walking around selling drinks and snack food. Tucked in a far corner somewhere is Mr Elm.

He wandered into this chaos in a complete awestruck daze, and found his way to a Tommy Pinball machine. After asking the kid playing on it how it worked, he gave it a try and quickly found himself addicted. There is no logical reason why an ancient creature of the night would fall for a game that involves knocking silver balls around, but nonetheless, it happened.

He's good at it, too. A small group of teens have clustered around him and are watching the game. They've even supplied the quarters. If anyone tries to disturb Mr Elm he'll be very cross and shoo the offender away (this could involve violence if the persuader fails his Persuasion check badly enough. The difficulty will be Legendary) . However, if someone were to sneak up quietly while Joshua was so occupied, he wouldn't be able to defend himself (Fair attack roll needed to deal him a fatal blow).

Cinematics

If there is very little time left and a few hunters are still alive the PCs could end up weaving through the crowd with the hunters. Both sides should make Perception rolls until one of them gets a Superb result. The hunters will try to remain covert, but once they find Mr. Elm they'll strike before he has a chance to defend himself. If there is a disturbance here, a fight could get "interesting" with a wave of young people running for the only exit.

Joshua Elm

Joshua is a mystery even to other vampires. All that is known about him is that he is very old and powerful. The rumours surrounding him are of no help. Some say Mr Elm was responsible for entire villages disappearing during the dark ages. Other's say that he used to walk around doing good deeds and performing "miracles" as some sort of sick joke. Whatever the real truth is, only Joshua would know.

Joshua looks like someone's grandfather. He's dressed in very simple attire that could be from any time period. He is soft spoken and has a kind smile, that is, unless he is angry. When in a rage, his personalty becomes twisted and black, and he reveals him to be a true full-blooded monster.

The PCs do have a picture of Mr Elm. So do the hunters. If he's spotted leaving the building, all of them will converge on him.

  • Attributes
    • Agility: Good (+1) (Vampire Fair)
    • Brawn: Good (+1) (Vampire Fair )
    • Perception: Legendary + 1 (+5) (Vampire Superb )
    • Intelligence: Superb (+3)
    • Stamina: Great (+2) (Vampire Good)
    • Will: Superb (+3)
  • Skills
    • Break and Enter: Good (+1)
    • Con Artist: Superb (+3)
    • Intimidation: Legendary (+4)
    • Legerdemain: Good (+1)
    • Melee Combat: Good (+1)
    • Perform: Fair (0)
    • Persuasion: Superb (+3)
    • Ranged Combat: Good (+1)
    • Sneak: Superb (+3)
    • Streetwise: Mediocre (-1)
    • Unarmed Combat: Legendary (+4) (Vampire Superb)
  • Gifts
    • Charisma (Mr Elm gets +1 on any attempt to convince someone to trust him).
    • Unassuming (Mr Elm gets +1 on all rolls involving getting people to underestimate him).
  • Faults
    • Fear of Flying
    • Out of touch with modern times
    • Newly discovered obsession with pinball
  • Supernatural Powers
    • Vampire
    • Master Command: When Joshua commands someone to do something they'll do it. He could even tell a man to drop dead and he'd actually die. When Mr Elm does this have him make a Persuasion roll vs his opponent's Will. If he succeeds his target will do whatever he wants. If Joshua fails, he can not attempt to control that person again for the rest of the night. Mr Elm can control as many people as he can see with one roll. They must be able to hear him. (When he arrived in a private transport on the dock he simply commanded everyone to forget he was there.)
    • Beast Form: See PC chapter.
    • Superspeed: See PC Chapter.
  • Combat Summary
    • Fist and Fang Damage: +1
    • With Claws and Beast Strength: +5
    • Total Defense Factor (With Beast Hide): +2
Scratch Hurt Very Hurt Incap Near Death
O O O O O O O O O
High Stamina gives MrElm extra Hurt and Very Hurt wound levels.

The Repair Shop

Tucked off to the side behind a clump of tall trees there is a small warehouse. Inside are mannequins, old "dragon cars," a broken tilt-a-whirl, old suits of "armour," and a large supply of tools. With the sound of the amusement park muted in the back ground, and a wispy light sifting through its windows, this place could seem rather creepy. This is where the staff do all their maintenance. Its also where they put attractions that no longer work

Rene Ildwell stalks here with her group of hunters. She knows Mr. Elm is not here but does not mind waiting. She knows the best chance to find the elder is to stay spread out and wait for him to come to them. Her squad isn't too keen on this but they'll follow her orders. If the PCs stumble in here they'll have quite an ambush on their hands.

Of course, if a large disturbance is caused in the park then Rene and her squad will move out to aid the others. If Rene believes that she can't win against the PC's she will call for backup.

Cinimatics

If it comes down to a brawl, during one point someone may accidentally activate the tilt-a-whirl. If this happens an unexpected noise fills the air, "You are My Sunshine" combined with the horrible screeching of stressed metal. If the tilt-a-whirl is not stopped within three rounds it will send its chariot shaped pods flying everywhere and cause a huge ruckus. Everyone close by will need to make a Good Agility check or get hit for +9 damage.

This will of course cause the staff's security to check out the disturbance. (The have all Mediocre stats and no equipment other than a radio to call the police).

Rene Ildwell

Rene comes form a family with deep roots in mystic England. Throughout the ages each eldest son was passed down a long sword which was said to be the symbol of their birthright. However, on the day her older brother was to receive the blade, strange men attacked their family retreat. Everyone was killed, except for Rene who had somehow managed to hide. The men however, could not take the sword for it had yet to be presented and there was only person left alive with knowledge of its hiding place, Rene. After they had left she found the blade and when she grasped its hilt it shone with an eerie blue light, a sign that it had accepted her as its owner. From that point on Rene has trained to become the true wielder of her family sword. Rene is an athletic woman who is much stronger than she looks. She has a slight English accent. She usually dresses in a plain unassuming manner. Rene believes she is some sort of hidden royalty and acts as such. She likes taking command and can sometimes be overbearing. She is currently with the Red Dawn because she believes that it may have been vampires that destroyed her family.

  • Attributes
    • Agility: Great (+2)
    • Brawn: Good (+1)
    • Perception: Good (+1)
    • Intelligence: Good (+1)
    • Stamina: Good (+1)
    • Will: Great (+2) Skills
    • Drive: Mediocre (-1)
    • Intimidation: Good (+1)
    • Melee Combat: Great (+2)
    • Persuasion: Good (+1)
    • Ranged Combat: Good (+1)
    • Sneak: Great (+2)
    • Streetwise: Fair (0)
    • Unarmed Combat: Good (+1)
  • Gifts
    • Wealthy
    • Language Talent
  • Faults
    • Arrogant
  • Supernatural Powers
    • Mystic Sword: First of all this blade does +7 damage. Its also magic, so if it kills a vampire, it does so for good. Rene gets a +2 bonus when wielding this weapon (This brings her skill with it up to Legendary). While she bears it she also gets a sense for when people are "unnatural." All she has to do is see them and she'll know what they truly are.
  • Equipment
    • Light Body Armor +1 DF
    • Pistol with Garlic Rounds +3 damage (+5 against vampires)
  • Combat Summary
    • Fist Damage: 0
    • Sword Damage: +8
    • Total Defense Factor: +1
Scratch Hurt Very Hurt Incap Near Death
O O O O O O O O
High Stamina gives Rene an extra Hurt wound level.

Aftermath

If the characters manage to evade/kill the hunters and find Mr Elm, he will thank them and they can go and visit their Master. The Master will congratulate the PCs on an excellent job and then ask them if they're available to pick up another elder next week.

If Mr Elm died, the characters may want to find another city to live in.

Either way, this will be the end of the adventure. What will the back drop be? A group of peaceful families unaware of the secret battle that just took place, or an amusement park in flames -- it's really up to how the characters handled this.

Experience (Or Fudge Points if using the Fudge Point Advancement Method)

  • 3 Points: If the characters were ultimate stealth ninjas. Not only did they defeat the hunters but they managed to do so without creating a scene. They also managed to find Mr Elm before midnight.
  • 2 Points: The characters managed to find Mr Elm and ward off the hunters but they made a lot or ruckus in public. Their Master won't be happy, but at least they got the job done. Also award this much XP if they defeated the hunters but failed to find Mr Elm before midnight.
  • 1 Point: Mr Elm died but the PCs survived. Also if Mr Elm was killed and the characters caused a commotion they might not want to contact their Master after all.

Give the players 1 extra point if they showed exceptional roleplaying or cleverness during the game.

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