Whooops, filled up the first page. More adventures will go below:
Meanwhile the pcs happen to be passing nearby when their vehicle
breaks down.
It is a dark and stormy night outside…and the players have just stumbled
across a den of demons.
Also, all telecommunications are out thanks to some side effects of Dread’s machinery. The PCs won’t be able to call for help.
With the storm raging as bad as it is, all flying attempts require Difficult (15) skill rolls to stay airborne. Also anyone flying has a 5% chance every round of getting hit by lightning, 25% if they’re in a power suit or other metal. The lightning does 6d6 damage and easily knocks them from the sky. (if you don’t have percentile dice ~for shame!~ then have it be 1 in 6 or 3 in 6 on a six sider…)
Master Darkness (the actual fearmonger)
Werewolf (Beast from Steve Crow’s page)
The Creature (Goliath, covered in scars..looks vaguely like
Frankenstein’s monster)
Slasher (Phaser, dressed in a Scream type of mask, wielding
a knife)
Dr. Dread (Gadgeteer)
Vamp (Vampire)
Master Darkness:
Smarts: 2d6
Speed: 3d6
Spirit: 3d6
Strength: 2d6
Size: 5
Powers:
Fear blast: Any time someone fails a bravery check within three
hundred feet of him he gains a level of that psychic fear. He can
let lose one level in a blast that looks like green fire. It is actually
psychic energy, and can damage deltas immune to heat or fire. (such as
Hot Shots or Thermals)
Weapon type | Ammo | Shots | Quickness | Rate of Fire | Range Increment | Damage | Cost |
Fear Blast | Energy levels | Unlimited | 4 | 1 | 5 | 5d6+10 | - |
Immune to Fear: Master Darkness cannot fail bravery checks and literally does not know how to fear.
Tricks
Knockback
First Move
SuperBlast: Darkness can use two levels to fire an even larger
blast that does 8d6+10
Quirks:
Beautiful:
Impulsive
Crazy (5)
Tough
Arrogant
Who he used to be:
Darkness was the leader of the group, and was the one who brought them
all together. He used to be very charming, attractive and a master
at manipulating people. His goals of money and power were almost
completely fulfilled.
Who he is now:
Darkness now thinks that he is the Devil incarnate. His minions
fill the house below and anyone who comes near is to be killed and destroyed.
Unfortunately that’s as far as his thoughts can go. He has no concept
of the future or the past. He knows that he is to make deals with
people, but can’t remember longer then a few days at a time.
WereWolf
Smarts: 1d6
Speed: 5d6
Spirit: 2d6
Strength: 4d6 +3
Size: 6
Powers:
Animal Sense
Armor 3/-
+3 Pace
+3 Stealth
Claws +2 damage
Tricks
First Move
Fast Healer
Track Scent
Quirks:
Obvious
Savage
Crazy (5)
Who he was:
Werewolf was never a likable man. He was a known murderer before
his awakening. And afterwards he became even worse. He had
a huge temper and always held grudges. He excelled at causing the
fear that Darkness needed.
Who he is now:
Now, he is little more then a large animal. He thinks only of
killing and hunting. He can’t even speak anymore. He is still
very cunning, and can figure out traps. He also still has an instinctive
ability to use machines. He prefers to use his claws however.
He looks like a seven foot tall man, covered in fur with large wolfen
ears and pointed teeth.
The Creature
Smarts: 1d6
Speed: 3d6
Spirit: 2d6
Strength: 5d6 +5
Size: 7
Powers:
Armor 10/-
Tricks
Rock Your World
Knockback
Grapple
Quirks:
Ugly
Obvious
Crazy
Who he was: The Creature was once the brains behind some of the more financial of the schemes. He was a master at setting up blackmail and extortion schemes to their best benefit. He was also a trained boxer and incredibly powerful in combat.
Who he is: Now he only knows his role as a variation of Frankenstein’s Monster. His skin is covered in scars and lesions (actually make-up..but he thinks they’re real). He acts like a small child, lashing out at everything. He has already been attacked by two of his former team-mates. Now he is paranoid as well as having the mind of a child. He will attack any movement he sees.
Slasher
Smarts: 1d6
Speed: 4d6
Spirit: 2d6
Strength: 3d6
Size: 5
Powers:
Phasing
Tricks
Phase Friend
Phase Foe
First Move
Quirks:
Bloodthirsty
Crazy (5)
Who she was:
Slasher was a pretty young girl who had seen a few too many horror
films. She especially enjoyed the Stab movie and it’s sequel.
So when she awakened she began to imitate the murderer in those films.
She was the youngest member of the gang and was often used to bait people
into the ambush points. She uses a large knife and truly enjoyed
phasing up, slashing and then phasing away.
Who she is now:
Slasher is now a pure homicidal killer. All she can think about
is slicing and killing. She’s attacked Creature already, but he survived.
She can’t think beyond just killing as many as people as she can.
Dr. Dread
Smarts: 2d6
Speed: 2d6
Spirit: 2d6
Strength: 1d6
Size: 5
Powers:
Gadgeteering
Tricks
On a roll
Smack It
Fine Tuning
Quirks:
Crazy (5)
Who he was:
Dread was a cruel and evil man. He maintained Deaders to help
cause fear in his victims and enjoyed the power that the gang was giving
him. He was a bit of a megalomaniac, and truly thought that they
would soon control all of the land around what used to be Atlanta.
He played the role of the Mad Scientist, and wore the lab coat, head
piece and other items you’d see in bad movies.
Who he is now:
Dread thinks he is the Mad Scientist now. He’s spending all of
his time creating Deaders. He’s taken over the garage to be his lab,
and now only thinks about “creating new life”. (ie Deaders)
The bodies of three Primers have been converted to Deaders already,
and those are currently patrolling the forest near the garage) He’s
working on the fourth body now.
Vamp
(Vamp has the same stats as the Vampire template in the main rulebook)
Who She was and still is:
Vamp joined up for the pleasure of the fight and the wealth and acceptance
she was gaining from the gang. Also, being undead she was immune
to the permanent side effects of the Primers fear wave.
Vamp always played herself in the fear-creating.
She’s tall and has long black hair. Unfortunately she was also
the first person that the Creature saw after his brain was fried.
He broke both of her legs by the time he stopped pummeling her. Now
she just sits and prays that somehow she’ll be able to get out of this.
If the Creature leaves she’s planning on changing to bat form and flying
as far away as she possibly can. (since her arms are unhurt she would
still be able to fly..landing might be tough..but she can get airborne)
Stay on the Road
Go to the Barn
Go into the House
The PC’s could be chicken and try to stay around the road.
Unfortunately that is were Werewolf is hunting. He’ll strike from
surprise two rounds after the pcs have stopped there. He’ll run by,
swipe at the biggest PC and then dodge back into the woods. He’ll
try to whittle the group down to two members before he’ll stand and fight.
The first time he strikes out of the woods it causes a Challenging (10)
bravery roll from everyone.
Three turns after the pcs stop then the Deaders arrive. Three
of them, wearing the tattered Delta Prime uniforms they had in life. They’re
pretty brain-dead, and they come up waiving their arms like Night of the
Living Dead. The first time they show up it’s a Challenging (10)
bravery roll as well.
Once all the bad guys are down then the PCs will see a fourth Deader
come shambling out of the barn after them. This should get
them to investigate after dropping the last delta prime body.
The barn is pretty badly torn up with plasma and bullet holes.
Any PC looking inside (Guides…make one of the players volunteer
for this. Make it very creepy with the strange sounds and the lightning
and thunder..)
Inside Dr. Dread is working on a body. (it’s either the last
Delta Primer, or if he’s already animated then it’s the poor farmer who
lived here) He’s dissecting it to make room for the deader implants.
The PC who peaked has to make an Amazing (20) bravery roll after seeing
his looks of madness. He’s still in his mad scientist get-up..only
covered in gore and laughing crazily to himself.
If the PCs burst in he’ll pull a strange looking gun from his belt and
attempt to fire. It’s a sonic blaster and if he successfully fires
it then any surviving Deaders will immediately come to his aid. Also
Werewolf might come as well.
Weapon type | Ammo | Shots | Quickness | Rate of Fire | Range Increment | Damage | Cost |
Sonic Blaster | Energy clip | 5 | 1 | 1 | 5 | 3d6 | - |
The house used to be very pretty. White washed wooden walls
with beautiful picture windows. Unfortunately the fight completely
destroyed all of that. The windows are all broken, and most of the
inside walls have been trashed.
In the main room there is the body of the psychic Primer lying in the
middle of the floor, her face still frozen in fear. Nearby is the
battered body of Vamp, who is pretending to be dead.
Pacing back and forth is Creature. He will immediately attack
and destroy any movement he sees. (so far four mice have felt his
wrath). He is constantly weeping and muttering angry things to himself.
Seeing this scene for the first time is a Challenging (10) Bravery
roll.
Also the commotion caused by the battle will call Slasher, who is hiding
in the basement. She’ll come running up the stairs and then phase
through the wall to slash at anyone she sees.
Keep in mind that this is a Difficult (15) bravery roll to see someone
in the “Stab” movie costume come charging through the wall with a very
real knife in her hand.
Slasher and Creature will concentrate on whoever is closest to them.
Eventually they will fight each other again as well. Slasher will
retreat if wounded in any way. She will phase through the floor,
obviously trying to hide in the basement.
If Creature is defeated then Vamp will instantly turn to bat mode and
try to fly out of there. ~giving a good scare at the end of the fight~
However, the wounds she has don’t help her and she falls just outside on
the lawn, in woman form again. If the PCs come near, she’ll beg for
help. At this point she is desperate to get out of there.
There is also a kitchen on this floor, plus stairs up and stairs down.
The Basement is full of cobwebs and dust. Boxes full of old National
Geographics, Christmas Lights and various other odds and ends are scattered
about. The stairs are wooden, with no backs to them.
Slasher hides under the stairs..and will attempt to hamstring anyone
walking down these stairs. (We’re talking an Amazing Bravery roll
(20) after having someone grab your foot and attempt to slash it while
walking down the stairs into a dark basement)
Slasher will fight to the death down here. Hacking away as long as she can.
The Second floor is completely deserted. Just a library, two bedrooms
and a deck. The ladder to the attic is up however.
If the PCs let him, he’ll greet them warmly and point to a book he has
nearby. He comments about how they have defeated his demons..and
how annoying it will be to summon more of them.
But he is gracious..and offers to let them live if they’ll sign his
book. In blood of course…
The book is actually nothing. In his crazed delusion Darkness
think’s he’s buying their souls. If the pcs attack or in any way
insult him then he’ll attack. He will have one level of power for
every time a PC has failed his or her Bravery roll during the previous
encounters.
If they didn’t fail any then assume he still has three levels left
from the Primer fight.
Give one experience point for each gang member that is slain and two for Master Darkness. You should also give one additional point to whoever role-played the best.