All posts by Winston

Bedroom Monsters

The dark is a place of deception and illusion. Tucked snugly in bed, with just enough light so that the shadows seem alive, things mundane in the day can be perceived as terrors in the night. Sometimes a mere flick of the light switch does not always dispel these apparitions, as they are not a mirage but a monster hungering for life.

There are many realms that exist at the fringe of perception, such as the world of dreams and the plane of shadow. These are home to a number of creatures trapped between existence and oblivion. They are not quite ghosts, but they are very dangerous nonetheless. In the moments in which nightmares or powerfully negative emotions can bridge the gap between their world and the mortal plane, they claw their way into the waking realm and begin the quest to become real.

At first they are but shadows, with little or no ability to affect the physical world. However, they carefully engage in a campaign of trickery to illicit terror from those who reside in their new domain, with the goal to alleviate the disability of being incorporeal. As they gain more power, they move objects around in the dark to confuse and further distress their victims. They feed on fear it makes them stronger until one day, they become real and can rw1 wild into the world. Until this rime, they cannot appear in the light, and they first resort to showing glimpses of themselves to their victims to slowly build the crusade of fright. The process may take several weeks, depending on the number of victims available and their strength of will.

Typically, the last act of the creature, before its metamorphosis from apparition to beast, is to emerge from its hiding place in all its shadowy glory, materialize, terrorize its victim, and complete its ascension into true existence. Then, with its belly empty of material sustenance, it consumes its victim whole and takes off into the night. No trace of the body is left behind.

These monsters cannot be battled conventionally when they are simply shadows. Weapons pass through chem and nor even magic attacks will have any effect. The shadow must be banished, by religious or magical ritual, back into its home realm.

0 nee real, the key to destroying one of these creatures is light. As monsters born of darkness and shadow, they have poor vision in brightly lit areas and direct twilight, making them vulnerable to attack. At this point, any blessed, magical, or similar special attack will do damage to the creature. AJI mundane wounds are instantly healed.

The manifested monster typically has the shape of its favorite form when it was a shadow, perhaps a devilish humanoid, dire wolf, or tentacled fiend. The form is nearly always jet black, with eyes that glow of red or yellow. Once free, it stalks the night and seeks to consume lost children, pets, or those it can easily frighten. It can only feed on those who are in fear of it, having failed a bravery check against the monster’s intimidation skill. As with its first victim, no body will be left behind after feeding. Some in the occult community have suggested that these monsters are a reason for some missing people.

Typical Bedroom Monster

Reflexes 4D: brawling 5D+2, contortion 8D, dodge 6D+l, sneak 6D+2

Coordination 2D

Physique 5D: running 5D+2

Knowledge 2D: scholar: occult 3D

Perception 4D: hide 6D, search 5D

Presence 2D+2: intimidation 4D, willpower 4D

Strength Damage: 30

Move: 14

Fate Points: 0

Character Points: 0

Body Points: 25

Wound levels: 3

Natural Abilities: resistant to non-enchanted/ non blessed weapons (+4D to damage resistance rolls against related attacks); claws, tentacles, or fangs (damage + 1D); fear (+4 to intimidation totals and combat totals against those affected by intimidation attempts; ineffective in bright light); shadow cloaking (may use shadows to become invisible); enhanced sight (can see in dim or dark conditions); vulnerability to bright light (takes 3D damage when exposed to bright light); feeds on fear; large size (scale value 1 or 2)

Note: Physical characteristics are only for the manifested creature

Bears

The encroachment of civilization has driven bears from much of their natural habitat. Today, these ursine creatures dwell in remote mountain ranges and unexploited lands. It’s here that they make their final stand for survival.

A bear’s head and neck conveys its mood because their torsos and shore tails are not suited for this purpose. Agitated bears walk with their heads below their shoulders, salivating or showing teeth. They may also growl, stare with their ears laid back, or turn sideways to display size. If these tactics fail, a bear might pop his jaws, swat, bluff a charge, or, in rare cases, attack. The bears may scoop up victims in their claws and crush them in a massive hug.

Black bears dwell in the northern Rockies, western Canada, and Alaska. These voracious omnivores usually lead solitary lives. Forests with prominent undergrowth are their ideal habitat. They hibernate for five to seven months in small caves or crevasses. Preferably, a deadfall hides their winter home.

The creature’s sense of smell and hearing are highly developed. Their fur color runs from black to chocolate brown bur on rare occasion, could be silver-grey or off-white. Black bears are more agile than their larger cousins and average 60 to 160 kilograms in weight with some specimens reaching 270 kilograms. Many beg from the roadsides of national parks because they have grown accustomed to humans and do not fear them.

Grizzly bears live in the same regions as black bears and run faster than Olympic sprinters for short distances. These intelligent, inquisitive creatures have phenomenal memories, excellent eyesight, and superb hearing. Males typically weigh 160 kilograms bur may reach 680 kilograms. Females average 12S kilograms in weight. Mature adults stand 1.3 meters tall at the shoulders when on all fours and 2.3 meters in height on their hind legs. Grizzlies rear up to better utilize their senses.

These omnivores can consume 40 kilograms of food in a day, which helps prepare them for their pseudo-hibernation period. Their name comes from the grizzled look of their outer guard hairs. Typically, they have blond, brown, or black fur, or a mixture of the three. They tend to Bee from people unless their cubs, food, or territory are threatened.

Polar bears are marine animals chat dwell near the Arctic Circle. The world’s largest land predators are not territorial and prefer to fill their stomachs with 70 kilograms of meat. An adult bear’s fore paws, which can measure 30 centimeters across, can pull a mature seal from beneath the ice. Polar bears can reach speeds of 40 kilometers per hour for short distances and have white to yellow fur. Their well-insulated bodies make them invisible to infravision. Males can weigh one metric con but typically fall between 500 to 600 kilograms. Females average 300 kilograms in weight. Males never hibernate, though pregnant females will hole up in a den until they give birth to their young.

Typical Black Bear

Reflexes 3D: brawling 5D, climbing 4D, dodge 4D

Coordination 1D+2

Physique 4D: lifting 5D, running 5D, swimming 4D+2

Knowledge 1D: navigation 2D

Perception 2D: search 3D, survival 3D

Presence 3D: intimidation 3D+2, willpower 3D+1

Strength Damage: 3D

Move: 15

Fate Points: 0

Character Points: 0

Body Points: 23

Wound levels: 3

Natural Abilities: bite (damage +1D; +5 to combat difficulty); claws (damage + 1D + 1); highly developed sense of hearing (+2 to related skills); highly developed sense of smell (+3 to related skills); thick fur (Armor Value +l); large size (scale value 1)

Typical Grizzly Bear

Reflexes 3D: brawling 6D, climbing 3D+2

Coordination lD+2

Physique 5D: lifting 6D, running 5D+2, swimming 5D+l

Knowledge lD: navigation 2D

Perception 2D: search 4D, survival 3D

Presence 3D+1: intimidation 5D, willpower 4D

Strength Damage: 3D

Move: 18

Fate Points: 0

Body Points: 25

Character Points: 0

Wound levels: 3

Natural Abilities: bite (damage + 1D; +5 to combat difficulry); claws (damage + 1D+1); highly developed sense of hearing (+2 to related skills); exceptional eyesight (+1 to related skills); thick fur(Armor Value +2); large size (scale value 3)

Typical Polar Bear

Reflexes 2D+2: brawling 7D, stealth 3D

Coordination 1D+2

Physique 6D: lifting6D+2, running 6D+2, swimming 5D

Knowledge 2D: navigation 4D

Perception 2D: search 4D, survival 4D

Presence 2D: intimidation 6D, willpower 5D

Strength Damage: 3D

Move: 19

Fate Points: 0

Body Points: 28

Character Points: 0

Wound levels: 3

Natural Abilities: bite (damage +1D; +5 to combat difficulty); claws (damage +1D+2); well insulated (+2D to Physique and stamina when resisting the ill effects of a cold environment); thick fur (Armor Value +1D); large size (scale value 3)

Atlanteans

Long before the birth of human civilization, the Utopian society of Atlantis existed in peace with their world. These people were masters of science, who ushered in a golden age of enlightenment that brought an end to poverty, war, and strife. As centuries passed, each new generation delved further into the secrets of creation, and their knowledge grew. Soon, nothing would be beyond their grasp. They would possess the power of the gods and bring peace to the universe!

Their zeal soon led co disaster when the planet rebelled against its former ally. In the blink of an eye, the climate changed and the very ground rolled beneath them as their home started to slip beneath the waves. Hastily, the elders of the realm marshaled their remaining power in an attempt to save their people from oblivion. It was decided that those who best represented their race would use the Atlantean’s limited interstellar capability to take to the stars. If all else failed, perhaps their seed would continue elsewhere. Those who remained behind would receive generic alteration in order to survive the coming doom by living underneath the sea.

Unfortunately, fate was not finished with the foolish people who dared co wield the divine energy. To the horror of those who were left behind, Atlantis fractured far faster than anticipated, and rioters captured the streets. Those who could, quickly completed transformation rituals and took to the surf. Their island home exploded and quickly sank to the bottom of the sea.

The Atlanteans would spend years wandering the ocean’s floor. The once-proud people became homeless nomads who fought for survival on a daily basis. Atlantis and their idyllic life on the surface was soon a fading memory. Some gave up the will to live when the misery of their situation became too much to bear. Others, who were stronger in spirit, pressed onward.

A haven of sorts finally presented itself when the great Lanara reef was discovered. Food was found here in abundance and the natural lay of the area was defensible. For the first time in what seemed to be ages, the Atlanteans dared to hope again, and they quickly adopted the reef as their home. The nightmarish exodus was over, and they vowed to wander no more. Atlantis had returned, and those who survived the cataclysm rejoiced! Lanara soon grew in splendor as undersea cowers rose from the reef. Larger fortifications soon followed. As time passed, the city thrived.

However, their flight had taken its coll on the refugee population. As the nomads adjusted to living in the reef, their leaders metro discuss ways of defending their new homeland. Ir was decided that magic would fill this void, and great arcane forces were once again set in motion Wizards toiled deep below the city as they worked to create courageous, formidable defenders. Their efforts brought forth the Knights of Lanara, who were fierce warriors char had been infused with the essence of sharks. The eldritch tampering made them immense! y strong and deadly.

The newfound champions defended the realm valiantly, but new generation grew more violent and started to resent their creators. They referred to the unaltered Atlanteans as “mere folk” because of their lesser size, and they felt they lacked true power. Unrest led to revolution, and several years later, the champions of Lanara turned on their weaker brethren. The undersea realm fell before their onslaught, and its defenders fled to safer water. Their once proud city lies in ruin and its conquerors, the descendants of the Knights of Lanara, refer co themselves as Lanarans. The “mere folk” they drove from the city are known today as merfolk. The fall of Lanara scattered the descendants of Atlantis across the globe. Some have attempted to settle on the ocean’s floor; others live the life of tribal nomads. A thankfully small number of them live as predators.

Lanarans are large, hulking, muscular creatures with powerful claws. These engines of destruction have pale white underbellies. The rest of their body is bluish-green with the areas from the forearms to the fingers and calves to the toes being darker in coloration. Lanarans see the world through emotionless, milky-white, saucer-like eyes. Their fingers, toes, and underarms have webbing that aids them in swimming.

These people live a barbaric, brutal lifestyle where weakness is not tolerated. Wounded and aged pack members are separated from their brethren and left to die. Typically, warriors are encountered in packs of four to seven members, and blue sharks often accompany them on the hunt. Trophies are important symbols of status to the Lanarans. They often proudly wear remnants of captured clothing or the hides of their victims. The fiercest warrior rules the tribe and carries a long, wicked spear into battle. Leadership can be contested at any time and is resolved by lethal combat.

Of all the merfolk subraces, the Mujiin best resemble their Atlantean ancestors. They have thin, wispy features and, at first glance, appear to be quite frail. This is hardly the case, however, as life in the sea has evolved them into a wiry, spirited people. The former masters of Lanara have pale skin, dark eyes, a11d visible gills on both sides of their neck below where their jaws are hinged. Their fingers and toes are lightly webbed, but they provide no enhancement to their swimming abilities. Small fins run from their calf muscles to their heels.

The Mujiin are well versed in the mystic arts and pass on their arcane lore to each new generation. Of all their brethren, they are the most likely to construct cities, as they wish to return to the glory of old. The seven eldest Mujiin govern the rest of their community and delegate tasks according to ability. This governing style is reminiscent of fallen Lanara’s ruling body. They prefer lightweight garments that often have shell motifs. As a rule, the Mujiin choose to parlay with those they are at odds with instead of resorting to violence to resolve problems. Typically, they travel in groups of 12 to 20, but powerful wizards have been known to walk alone.

These are only the two largest factions of Atlantean descendants. The ocean’s depths are vast enough to support many other tribes, cities, and nomadic schools. Espionage settings may see merfolk employed as undersea spies and saboteurs.

Heroes might also find themselves drawn into a conflict if plans to build a secret government installation on the ocean’s floor infringes upon the Mujiin territory or Lanaran hunting grounds. Pulp fiction campaigns could use the water breathers as a horror element when fantasy collides with known reality. Zealots may try to exterminate them while organized crime czars might have interesting uses for their unique talents. Merfolk could petition the United Nations to be recognized as a sovereign entity in real-world games.

This could have a significant impact on shipping, fishing, and travel. Players may find their characters trying to help the planet avoid a surface/undersea war if the situation is handled improperly. Super hero worlds could see merfolk as characters. They might be ambassadors from an oceanic l<kingdom, the sole survivors of their tribe, or Lanarans trying to overcome their bestial nature. Wild West settings can use the spawn of Atlantis as comic relief Such creatures would be unheard of to the locals. Those who claim to have seen one might be looked upon as being a bit daft. Add to the humor by having the players’ characters encounter the spawn of Atlantis when no one else is around.

Typical Lanaran

Reflexes 3D: brawling 4D, dodge 3D+2, melee combat 5D+ l

Coordination 30

Physique 5 D ( + 3): swimming 6D, stamina 6D+2

Knowledge 2D

Perception 1 D

Presence 2D: animal handling 20+2, intimidate 3D

Strength Damage: 30 (+3)

Move: 10

Fate Points: 1

Character Points: 3

Body Points: 25

Wound levels: 3

Disadvantages: Illiterate (R1); Quirk (R3), always attack non-Lanarans when given the opportunity

Advantages: Size: Large (R1), scale value 3

Special Abilities: Combat Sense (RI), surprise penalties reduced by 2; Increased Attribute: Physique (R3), +3 to related totals, including damage resistance; Ultravision (R1), negates up to 2 points of modifiers for dim or dark conditions; Water Breathing (RI)

Equipment: spear (damage +2D)

Typical Mujiin

Reffexes2D

Coordination 2D

Physique 2D: swimming 2D+ 1

Knowledge 4D: scholar 5D

Perception 3D: search 4D

Presence 3D: willpower 4D

Magic 30: alteration 40, conjuration 5D

Strength Damage: 10

Move: 10

Fate Points: 1

Character Points: 3

Body Points: 16

Wound levels: 3

Disadvantages: Bad Luck (R2); Devotion (R3), pacifism; Quirk (R3) dire fear of the Lanarans

Advantages: none

Special Abilities: Attack Resistance: Extranormal (R1), +1D to damage resistance rolls against related attacks; Ultravision (R1), negates up to 2 points of modifiers for dim or dark conditions; Immunity (R1), +1D to related rolls to resist illnesses and ingested poisons; Water Breathing (RI)

Equipment: spell components

Advanced Humans

Sometimes, one encounters a person who is at the peak of their physical and mental capabilities. They are stronger, faster, and smarter than all chose around them. Such individuals are rare and can often have a tremendous impact on people and situations around chem. History certainly takes note of such men and women, and in the modern era, the media showers them with attention and affection. Some attain this peak status through physical conditioning, whereas others are simply blessed with natural gifts beyond those of their peers.

There are others, however, who possess abilities beyond what could be considered normal, and their gifts are rarely gained through such benign means. Some are created in a laboratory, born and bred through cold, unfeeling science to attain something out of reach of others. These genetically engineered men and women are physically perfect in every regard, with preprogrammed knowledge banks that shame many computers. Still, such creations rarely have any sense of context or socialization, and they are best suited for combat or mundane tasks that require little independent thought.

Other advanced humans are born among normal folk, hidden away like changeling legends of a previous age. Some believe that these rare individuals represent the next step in human evolution and that they will eventually replace homo sapiens just as the CroMagnons superseded the Neanderthals thousands of years ago.

There are other means of attaining abilities that would qualify an individual as an advanced human. Alien experimentation has been documented to create such phenomenon, as have progressive eugenics programs dating back to the twilight days of World War II. There have even been instances of normal humans transformed into an advanced state through the use of unusual stimuli, most often chemical or radioactive in nature. While a far cry from the ludicrous power levels found in the pages of comic books or in television and film, these circumstances nevertheless elevate the subject to a noticeably higher level of physical or mental ability.

Advanced humans may often have highly specialized skills or abilities, which vary wildly from individual to individual. The information contained here details the baseline abilities that can reasonably be expected in an encounter with such a being, though certainly not all.

Typical Advanced Human

Reflexes 3D: brawling 3D+2, dodge 4D

Coordination 3D: marksmanship 4D

Physique 4D: lifting 4D+2, running 5D, stamina 6D

Knowledge 2D: medicine 2D+2, navigation 3D, scholar 4D, tech 3D+1

Perception 3D: hide 3D+2, investigation 4D+ 1, know-how 4D, search 3D+2, survival 6D

Presence 2D: intimidation 3D, willpower 5D

Strength Damage: 2D

Move: 12

Fate Points: 1

Character Points: 3

Body Points: 22

Wound levels: 3

Disadvantages: Cultural Unfamiliarity (R1), having difficulty interacting with normal humans

Advantages: none

Special Abilities: Combat Sense (R1), surprise penalties reduced by 2; Immunity (R1), +1D to Physique or stamina to resist disease and poisons

Equipment: appropriate clothing; heavy jacket or coat (Armor Value +1); handgun (damage 4D); ammunition; basic first aid kit (+2 to medicine rolls; 3 uses)

Zoo

Zoos became popular in the late nineteenth century as public attractions, even though they have been around in one form or another for centuries. Historically, a number of monarchs have kept private zoos, especially in Rome and the Far East. However, these zoos, as well as most nineteenth- century zoos, were not much more than rows of cages. Mortality rate of the animals, and handlers, was fairly high.

Modern zoos use open habitats to house most of the animals. These habitats are separated from the public by guardrails and sometimes deep trenches or moats. Vegetation and rocks give a natural look and feel, though the animals can usually retreat to a den, which is far more stark, inside the exhibit. If the zoo is large, the den might have a viewing area that allows the public to see the animals in their retreat as well. Less aggressive animals may have a simple fence or short wall dividing them and their camera-wielding predators. Goats, sheep, and easily domesticated animals are often housed in fenced “petting zoos,” where children might get to touch and feed them.

Exceptions to this kind of animal display exist for creatures that can more easily escape or need a special climate. Birds are normally kept in a sanctuary covered by a massive cage or net, which might have a lagoon for water birds. Reptiles are kept in a structure with glass-walled rooms, monkeys in large areas or cages with trees or tree-like structures, and bats in an enclosed building with an observation section at one end. Additionally, some zoos have penguins, otters, seals, and walruses, which require an aquatic habitat with islands and ponds. In rare cases, zoos may have dolphins, whales, and displays of exotic fish.

Wide, concrete or asphalt walkways twist and turn between and around hubs of habitats in the modern zoo. Exhibits are usually grouped together by species, such as big cats, bears, elephants, small mammals, aquatics, and similar categories, or by region, such as Africa and Asia. There is generally a snack bar or restaurant, gated ticket center, and administrative building with educational facilities, security, and first aid. Unseen by the public is typically a veterinary clinic where most any kind of medical procedure can be performed. These facilities are either in areas obscured by foliage or living plant walls, encircled by habitats, or occasionally underground, linked by tunnels.

Zoos are a locale that is packed with scores of innocent bystanders; to make situations even more interesting, there are hundreds, even thousands, of wild and exotic animals in the mix as well. With the proliferation of daft Australian wildlife show hosts, numerous exotic creatures have been snatched, tranquilized, boxed up, and placed in sleepy suburban zoos. The idea of an encounter with a rare Amazonian snake so poisonously lethal that organs shrivel at the mere mention of the name now become a lot more believable On a daily basis, the ingredients for sheer disaster such as a church group and a lion, two natural enemies, are kept apart and safe while maintaining an educational, family experience. Most common problems such as medical emergencies, extreme weather, power outages, and so are usually contained. It generally takes a very clever animal, a miscreant presence, or an inept zoo employee to release an animal into the general populace. Nonetheless, animal escapes into the keeper areas behind the exhibits do happen fairly frequently.

Adventures surrounding zoos in a non-supernatural setting often involve animal theft, by greedy individuals meeting a black market request or by animal activists seeking to “free” the creatures from their captivity. In mystical or science fiction settings, circumstances in the zoo can be far more unusual. For instance, masters of mind control may seek animal familiars to aid them in their goals. Similarly, what appears to be a mundane bear might actually be a shapeshifter. For an espionage twist, the creatures could have been taken from dozens of countries, which opens the possibility for the involvement of many cultures and governments. Discovering the existence of a stolen panda in the local zoo may enrage a Chinese ambassador, and it becomes the character’s responsibility to resolve the incident.

There are a number of environmental and political issues that can be blended into zoo encounters. Zoos in modern day are often educational platforms for wildlife protection, repopulation of endangered species, and conservation of habitats such as the rain forest. Thus, studious scientists, opportunistic corporate interests, and the lunatic fringe of activism all frequent this location and could possibly cause trouble because of their enthusiasm for their cause.

Things to See

+ Stone benches

+ Metal or plastic signs with information about the animals or directions to other areas of the zoo

+ Sturdy, green metal garbage barrels

+ Walkie-talkies

+ Ring of keys for animal cages

+ Plastic buckets of food (grain, fruit, fish, etc.)

+ Wooden brooms and mops and plastic or metal pails

+ Golf carts (for the animal handlers)

+ Strollers

+ Green trash barrels mostly filled with crushed cups and half-eaten food

+ For additional food ideas, see the “Amusement Park” entry

People to Meet

In modern zoos, zoologists make up most – if not all – of the staff. They have 2D in all characteristics except Knowledge at 3D and have brawling: grabs, dodge, and survival skills of +1D to + 2D as a result of working with the animals. Their medicine and scholar: biology/zoology is typically +3D. Zoo security has 2D for all attributes with brawling, dodge, marksmanship, medicine, and security skills of 3D. They often use transports like golf carts, light trucks, and Jeeps that carry first aid kits, tranquilizer guns, and restraints (such as nets, bags, cages, and rope).

Generic Adventure Characters contains a few zoo- appropriate animals. For other creatures, use these quick guidelines: Set a scale based on an animal of similar build with a Physique of ID to 2D for small animals, 2D to 3D for Human sized, and 4D to 5D for larger creatures. Assign a brawling skill of 3D to 4D for herbivores and 5D to 6D for carnivores, plus include a damage bonus of +1D to +2D for bite, claws, hooves, tusks, or similar natural weapons. Special natural abilities, such as poison, can be adapted from other creatures or Special Abilities.

Zookeeper: Reflexes 2D, brawling 3D, Coordination 2D, Physique 2D, lifting 3D, running 2D+1, swimming 2D+1, Knowledge 2D, business 2D+1, medicine 2D+1: animals +1D, scholar 2D+1: animals +2D, tech: computers 2D+1, Perception 2D, investigation 2D+I , search 2D+1, Presence 2D, animal handling 3D, willpower 2D+1. Move: 10. Strength Damage: 2D. Body Points: 9. Wound levels: 2.

Black Bear: Reflexes 2D+2, brawling 4D, climbing 4D+2, sneak 3D+2, Coordination 1D, Physique 4D, running 4D+2, Knowledge 1D, Perception 2D+2, search 4D+2, Presence 1D, intimidation 4D, willpower 3D. Move: 15. Strength Damage: 2D. Body Points: 13. Wound levels: 2. Natural Abilities: claws (damage +1D; +5 to climbing totals); bite (damage +1D); thick fur (Armor Value +1); large size (scale value 1).

Things to Do

+ The local to calls in the players’ character to investigate the theft of several animals. Fearing the detectives may be onto him, a security guard in on the heist baits the heroes into the surgical clinic. The door locking behind them, the characters face a tiger past due for his check-up and morning feeding …

Wrestling Ring

The squared circle, as it’s affectionately called, is the center of all (well, most) of professional wrestling’s action. What may seem to be just three sets of ropes tied to a few steel posts is actually a carefully designed structure built to enhance the wrestling experience.

To describe a generic wrestling ring, let’s do a top down, inside out approach. First, there are the steel corner posts. These are the ring’s anchors and keep it steady with all the action going on inside and out.

Next are the turnbuckles. Each rope is connected to the ring posts via a turnbuckle. Ropes are hooked up to the posts slack and are tightened by inserting a metal bar through the center of the turnbuckle and twisting the bar. Turnbuckles are very solid and can be quite dangerous if exposed. For this reason a large pad covers each one – most of the time.

Then there are the ropes. Every wrestling ring has three ropes on each side. Ropes have gone from being mainly adornments used to keep the action in the ring area to integral parts of a wrestler’s repertoire. Ropes are usually made up of steel cable covered with a thick padding. The tightening of the ropes with the turnbuckles gives them their spring (+2 to acrobatics rolls when using the skill) and lets the wrestler bounce on, off, and over them.

The mat is the canvas floor of the ring, but it is much more than that. Underneath the ring itself are springs designed to give some bounce to the mat. Through the combined use of turnbuckles, ropes, and a spring-loaded mat, professional wrestlers manage to pull off their eye-popping stunts. Around the base of the ring is a cover sometimes decorated with a wrestling logo that hides the ring’s underneath portion. It also acts as a good place to hide things participants are not allowed to have in the ring (at least according to the official rules).

Outside of the ring itself is what’s called the “ring area.” This area is separated from the crowd by a steel barrier. Inside the ring area are often the announcer’s table, the ring bell, timekeeper, announcers, ring steps, and various camera crews (if the event is televised).

Wrestling Ring Variations

Since most wrestling rings are pretty generic, this section describes a variety of variations on the standard wrestling ring. This does not include events like “tables” or “tables, ladders, and chairs” matches that revolve around bring things “into” a standard ring.

Barbed Wire

A particularly vicious type of wrestling match is the barbed wire match. In this match, the ring ropes are actually replaced with lengths of barbed wire stretched berween the turnbuckles. Other than the obvious effect of curring anyone coming into contact with the wire, it also grounds high-flying wrestlers, as the barbed wire doesn’t give them the same footing or support a standard ring rope would.

In a cage match, the ring is surrounded by a cage usually made of chain-link material (like a fence) with a steel support ring at the top and a door in one corner, but a few shows have had elaborate steel crossbar cages, which are easier to climb. The idea behind a cage match is to be the first person to escape to the outside via the door or by going up and over the cage itself.

Cell

A cell match has the same basic principle as a cage match, except there is a roof on top of the cage preventing anyone from leaving – at least in theory. Cell matches are known for their ferocity and for wrestlers escaping to the outside of the ring and climbing the cell itself. The cell’s top then becomes a makeshift ring area where a wrestler could end up plummeting five meters to the floor below.

Exploding Death Match

The king of all hardcore matches, the Exploding Death Match combines the barbed wire match with explosions. The exploding portions of the ring are sometimes placed in the corners on the turnbuckles, or outside the ring itself on the floor around it in the ring area. Coming into contact with any of these areas cause them to explodes, doing serious harm (damage 3D) to the wrestler.

Multiple Rings

While not a variation in itself, some events have two or more rings are placed side by side, and the wrestling action flows between them. Sometimes multiple rings have been paired with cages or cells to create truly different wrestling experiences.

Pole

In this match, a pole is placed in one or more corners of the ring and the first person to reach the item on the pole wins the match. A variation of this theme has a weapon of some sort hanging from the pole, and the first person to grab it is allowed to use it on his opponent.

Scaffold

One of the most dangerous of all matches, a scaffold match consists of a regular wrestling ring with a scaffold built up and over it. Two or more combatants climb opposite sides of the scaffold, and the participant standing on it is the winner.

Things to See

+ Metal folding chairs

+ Thin particleboard folding tables

+ Handheld microphone

+ Baseball bat

+ Wooden or aluminum stepladder

+ Glasses or plastic bottles of water

+ Glass bottles of beer

+ Thin metal garbage can with lid

+ Stop or street sign

+ Length of metal chain, a meter or more long

+ Brass ring bell attached to a small plywood stand, with a metal bell hammer

+ Whistle on lanyard (usually around the referee’s neck)

+ Ice-filled towel or gel-filled cold pack

+ Championship belt made of gold-plated metal and leather

People to Meet

Wrestlers have at least 2D in every attribute, with 3D or 4D in Physique and Reflexes. Some wrestlers have a higher Intelligence as well. All have at least + 2 (often more) in acrobatics, brawling, melee combat, lifting, con, and persuasion. Other common skills include business, charm, climbing, dodge, jumping, scholar, sneak, stamina, and throwing.

Wrestler: Reflexes 3D, acrobatics 4D, brawling 5D, jumping 3D+1, Coordination 2D, Physique 3D, lifting 4D+2, running 3D+2, Knowledge 2D, business 2D+2, scholar: wrestling 4D, Perception 2D, Presence 3D, intimidation 4D, persuasion 3D+2, willpower 3D+1. Move: 10. Strength Damage: 2D. Body Points: 14. Wound levels: 2.

Things to Do

+ Ever since White Dragon cheated the Hype out of his tide, the former champ has been seeking revenge. White Dragon has done his best to dodge Hype by making him go through a slew of intermediaries or using match stipulations against him. Now the Hype has his chance. In a straight up, mano a mano contest with no disqualifications and no interference from the back, the Hype gets his title shot at White Dragon. But is there something else going on at the show, something more than the public story about two wrestlers feuding, something that could turn deadly?

Weapon Trial Area

Almost every cop movie or secret agent film has a scene on the firing range. Why? Because it’s a chance to show off new weapons, to highlight the character’s skill with firearms – or to show the skill of the bad guys. Weapons trial areas are important for anyone who works with firearms or experimental weapons, and any good cop, field agent, or soldier puts in regular hours at such a place. This gives them the chance to try different weapons, to perfect their aim and ease with their preferred weapon, and to get their weapons repaired if necessary. It’s also a good opportunity to see what other locals use, and how their aim is, which can give people an edge if they ever wind up trading bullets with each other.

The weapons trial area can serve as the place examine and try out new weapons. This is where a gun manufacturer will take its newest automatic pistol to see if it’s good enough to mass-produce. It’s also where an evil genius will test his wrist-mounted flamethrower to be sure he can fry anyone who attacks him. Because of this, the local weapons trial area is the best place to ask for information about the latest unusual weapons. Even if that weapon wasn’t fired at that location, the people are weapons experts, and if anyone heard of such a unique weapon they’d remember it and want to talk about it. Most weapons trial areas are part of an organization. In a few cases, weapons trial areas are independently owned, particularly if they specialize in more exotic weapons. (These might even be hidden from the local law enforcement community.) Otherwise they belong to a large group and are only used by members of that group. For example, a police force generally has its own firing range and its own gunsmiths. A federal agency or a private security firm similarly would have its own. Likewise, gun clubs, by their nature, have their own weapons trial area, and these are open to anyone who pays for membership. This makes them better places to meet other locals interested in guns but worse places to bring specialized weapons or test out new gadgets.

Every weapons trial area is built around its firing range. Every area has at least one, and larger areas may have several ranges, typically one for pistols and another for rifles, plus perhaps another for exotics. The setup is always the same: a long room with a row of booths across one end and a row of targets at the other. Whether the targets are clipped on or computer-generated, and the weapons are lasers, crossbows and stake-launchers, or Wild West pistols, this layout remains the same for all ranges. Most weapons trial areas also have an examination room, where weapons can be disassembled and checked for damage. Those areas that supply guns also have an armory, with unloaded weapons hanging on racks against the wall. (These place even require that visitors use the supplied weapons in- stead of bringing their own.) Places that create new weapons have weapons labs, where weaponsmiths design and then craft new destructive devices.

Weapons trial areas operate under certain rules for the protection of the users. For example, the men and women here have all come to shoot guns, and all have guns with live ammunition, but the first rule of the range is never point a weapon at another person. That makes confrontations very tense, because there’s the potential for a deadly firefight.

Weapons trial areas can be located just about anywhere – in a city, on the outskirts of a town, or in some secluded location. They might be housed within a larger structure, like a building or a com- pound, or off on its own. Some openly state their business, with a sign above the door, while others are the type of place only certain people know about, and even fewer are allowed to enter.

Reloading a case requires the repair: firearms skill, and it cannot be done untrained; the character must have at least one additional pip in the skill. With proper equipment, a character can reload about 50 rounds every hour. When a character attempts to reload a bullet, he generates one total per clip (Character Points may be spent). The standard difficulty number is 13.

Reloading has both benefits and drawbacks. It is possible, by adding an extra measure of propellant or two, to improve damage value or accuracy of a bullet. Bonuses to accuracy are added to the firearms skill total when in combat. The process can also increase the likelihood of misfires. When generating the total for improved ammunition, consult the following chart to determine the effects, which relate to all bullets reloaded in the same clip.

Reloading Success Chart

Skill Roll>DifficultyBonusDrawback
by 0-4NoneMisfire on l , 2, or 3 on the Wild Die
by 5-10+2 accuracy OR +2 damageMisfire on 1 or 2 on the Wild Die
by 11-15+1D accuracy OR +1D damageMisfire on Critical Failure
by 16++1D+1 accuracy OR +1D+1 damageNone

Characters who only wish to reload the bullets and not improve them in anyway should ignore the chart. Any amount over the base difficulty could indicate a reduction in the amount of time taken to reload the lot (at the Game Master’s option).

Don’t Miss …

The Civic Gun Club is a cover for the Covert Action Squad (CAS; see their headquarters in the “Secret Headquarters” entry). Every member of the club is a CAS agent, though many fictitious members have been created to prevent suspicion. The gun club owns a building outside the city limits, where its members can fire their guns without violating any civic ordinances. The largest section of the building is devoted to its three firing ranges – one for handguns, one for rifles, and one for exotic weapons. Beside the ranges is the weapons room, which holds the club’s latest acquisitions (new weapons the CAS is examining for possible use) on racks against the wall. Past that is the examination room, and behind that are the weapons labs. The surveillance room, near the front entrance, holds the club’s security equipment, and between that room and the front door is the security checkpoint. The weapons lab has a concealed escape exit, which leads out to a parking lot behind the building.

Things to See

+ Protective gear (helmets, bulletproof vests, arm and leg guards, etc.)

+ Weapons (handguns, rifles, knives, bows and arrows, etc.)

+ Cardboard targets attached to or images projected in front of an absorbing wall or wood

+ Weapon cleaning and repair material (rods, rags, clothes, brushes, swabs, sharpening stone, metal files, screwdrivers, scissors, solvents, oils, etc.)

+ Cartridge reloading material (bullets, cases, propellant, primer, cups, wads, etc.)

People to Meet

A standard weapons trial area has security guards, weaponsmiths, and weapons trainers on staff. Depending upon its size and budget, it may also have scientists and clerks. Soldiers and field agents are the most likely to frequent the weapons trial area. Security guards have at least 2D in Reflexes, Coordination, and Perception and +2D in brawling, marksmanship, and security. Scientists have 30 or higher in Knowledge and 1D or 2D in physical attributes, with some pips in repair, scholar, and tech. Field agents have at least 30 in each attribute, with pips in brawling, demolitions, investigation, marksmanship, search, security, sneak, and willpower. Weaponsmiths have at least +lD in marksmanship and demolitions and +2D in repair and scholar: weapons. Weapons trainers have at least +3D in marksmanship and +1D in repair.

Firearms Instructor: Reflexes 2D, Coordination 2D, marksmanship 5D, Physique 2D, Knowledge 2D, business 2D+1, scholar: firearms 5D, tech: computers 2D+1, Perception 2D, repair: firearms 30, Presence 2D, command 2D+2, willpower 3D. Move: 10. Strength Damage: 1D. Body Points: 10. Wound levels: 2.

Things to Do

+ The players’ characters have been sent down to get tested on the newest concealable pistol. But when they enter the weapons trial area, the place is deserted – which is strange, since there’s always someone on duty here. Then they notice that the armory’s been cleaned out. Somebody has robbed the place! Worse, not all of those weapons are public knowledge – nor are they all strictly legal. The characters have to figure out who took them, and then find the culprit and get everything back. And soon.

+ This area’s criminal organization has its own building where its men can go and practice with their weapons. It’s the perfect place to identify gang members and find out what they’re up to – assuming the characters can get inside the structure. The security is very tight, and there’s no way they’d let a cop or a fed into the building.

+ The player’s characters have heard rumors that a new handheld laser is being tested soon. The weapon, if it works, could be worth a fortune – including to the characters. The only problem is, it’s being held in the Feds’ own weapons trial area. That means breaking in through federal security, finding the laser, and getting back out unseen.

Warehouse

As long as people have had stuff, they have also struggled to house it all. Warehouses are the most utilitarian manifestation of this desire – a building dedicated solely to storing things. The standard warehouse of 100 years ago looked remarkably similar to today’s version, and the warehouse of the future will probably also be very familiar.

The standard warehouse is, at its core, a large box-like building, designed to get objects in and out as efficiently as possible. Warehouses traditionally also have utilitarian offices for their workers, usually sectioned off to one side; outside of being traditionally less ornate than their more dedicated cousins, these are otherwise very similar (see the “Office” entry in this book). Unlike retail locations, warehouses discourage visitors; they are situated away from standard traffic (often in a “warehouse district” of town), have bare metal walls with no decoration inside or out, and favor protecting their merchandise over making people comfortable. As such, the typical storage area has no climate control unless the stored product demands it, resulting in extremely uncomfortable winters and summers, if the area has such temperature extremes. This seclusion makes the warehouse easier to load and unload in quiet, but it can also make it a tempting target for thieves.

The standard small warehouse has one roll-up garage-like door by the storage area, and traditional doors into the office. Larger warehouses may have multiple or larger entrances to either area, as might those designed for a specific purpose, such as one intended to store large airplane parts. There are almost always entryways from the office onto the warehouse floor, since those workers are primarily in charge of buying and selling the merchandise, inventory control, or security.

The layout of the warehouse floor primarily depends on what is being stored. In general, warehouses have arrangements that ensure every product is accessible, although slow-selling material may be relegated to an out-of-the-way corner. Thus a heavy machinery warehouse would be arranged into wide aisles so that a forklift could transport any particular piece, while a book redistribution warehouse would keep its books sorted by company and ISBN.

What a warehouse lacks in beauty, it usually makes up for in security. Warehouses typically depend on three different types of protection: structural integrity, alarms, and guards. All warehouses rely on a secure construction (usually solid metal walls and doors – 30 to 40 Toughness, depending on importance). Medium-sized warehouses generally have an alarm system; thwarting this requires an Easy security check for poor or ill-kept warehouses, Moderate for standard important buildings, and Difficult for those storing the most valuable and expensive equipment. Finally, larger warehouses often have at least one security guard on hand at all hours, and multiple guards might watch exceptionally large or valuable sites. To move palettes of product or equipment, large warehouses utilize forklifts.

Warehouses can be customized fairly easily to suit different needs; the only general requirements are storage areas and office space. Thus to mimic a smaller warehouse with the map, simply use the Secondary Storage area as the whole warehouse; the doors connecting the Primary and Secondary Storage areas would instead open to the street or parking lot.

Riding Forklift

Basically a heavy-duty motor on wheels, with a seat directly over the engine and two movable prongs (forks) in the front, the forklift makes multiple tiers of shelving in a warehouse possible, as well as enabling workers to move much more than they could on their own or with a simple, pushed pallet jack.

Move: 5 (3.6 kph)

Passengers: 1

Toughness: 6D (does not protect those in an open cab)

Maneuverability: -1D

Scale Value: 4

Price: Heroic

Don’t Miss …

The Peachtree Road Business Facility, built in 1978, dwarfs many other warehouses in the city. Its primary storage area provides over 6,000 square meters of space, not counting the offices and other rooms, while secondary storage gives another 1,000 square meters. The warehouse’s current client is KitchiBath Pros, a major chain kitchen and bath fixtures retailer. They use the warehouse to store the region’s supply of bathtubs, countertops, toilets, and the like. (The buff foreman, 34-year-old Al Marshall, jokes that if a fight broke out here, it would literally involve the kitchen sink.)

The Peachtree Facility usually loads product into itself via the primary storage area garage door off the main room, while the loading dock is typically used as a staging area to prepare items for shipping to individual stores. Because the loading dock is so close to the offices and other eyes, sneaking into the warehouse would be much easier via the primary or secondary storage entrances (Easy sneak check), rather than the loading dock (Difficult).

The warehouse’s records are computerized and accessible via any terminal, though they are password protected (Moderate tech to hack in). The warehouse is also about 50% larger than it needs to be, so while it would be difficult to sneak merchandise out, it would be relatively trivial to get objects in … especially if the computer record could be modified to account for the mystery parcels.

Things to See

+ Cardboard boxes, wooden crates, or metal barrels

+ Flat pallets constructed of wooden slats or molded from plastic, about one to 1.2 meters on each side, sometimes stacked with containers and sometimes stacked on each other

+ Hand truck

+ Flatbed pushcart

+ Pallet jack

+ Tools and supplies in a toolbox (hammer, screwdrivers, pliers, wire cutters, nails, screws, clamps, etc.)

+ Packing tape on a dispenser gun

+ Metal bands and crimper

+ Yellow or white safety caps

+ Black safety earmuffs

+ Wide rolls of plastic stretch wrap on metal rod dispensers

+ For office suggestions, see the “Office” entry

People to Meet

Standard warehouse employees, managers, and guards should have 2D in most attributes. Those working on the warehouse floor have at least a pip or two more in Physique or lifting, and a skill die of piloting: forklift if that device is used. The manager should have +2 to +1D in business. A guard would have at least two skill dice divided among brawling, marksmanship, search, and security.

Warehouse Worker: Reflexes 3D, brawling 3D+1, melee combat 3D+1, Coordination 2D, piloting: forklift 2D+1, throwing 2D+1, Physique 3D, lifting 3D+2, running 3D+1, stamina 3D+1, Knowledge 2D, business 2D+1, Perception 2D, repair 3D, Presence 2D, intimidation 2D+2, willpower 2D+1. Move: 10. Strength Damage: 2D. Body Points: 11. Wound levels: 2.

Things to Do

+ The players’ characters require an essential, rare machine part that has been obsolete for a decade. They find paper evidence indicating that one particular warehouse might contain the item, but the foreperson refuses to search for it since the computer has no record of the item. Can they fig- ure out a way to sneak or bluff their way in, find the dusty part amid the huge warehouse, and escape unnoticed?

+ An unsavory villain is hiding in a warehouse at night, and it’s vital he be stopped … quickly! Can the players’ characters thwart him amid the dangers of darkness, blind alleys, teetering boxes, and the unfettered forklift? And if it’s true the warehouse was once used by the government to store arcane artifacts, what happens if the villain finds one?

Temple

Few places are as evocative as a temple, particularly an ancient one. Whether large or small, ornate or spartan, these timeworn edifices are monuments to religion, faith, and dedication. Temples can be a refuge for the hunted and the lost, and a bastion against tyranny. Bur tl1ey can also be the source of tyranny, d1e headquarters of a religion determined to conquer and rule.

Adventurers and scholars often seek out ancient temples, for a variety of reasons. First, these temples can reveal a great deal about their former (and current) occupants. When dealing with a lost religion, that faith’s last temple might be the only source of real knowledge about their beliefs and practices.

Second, ancient temples were often the warehouse for knowledge in their area, either because the priests actively gathered information or because it was the only place people could safely store such knowledge. If an ancient sickness is sweeping a continent, and the last known outbreak occurred in an area dominated by a particular religion, the temples of that religion might have information about the illness, including possible cures – or how to produce the illness upon command. Finally, temples were the center of faith and religious devotion, and in many cultures that meant that worshippers lavished money upon the temple to demonstrate their piety. Some ancient temples are filled with treasures, including holy artifacts. These could be worth a fortune in the modern world, as much for their history as for their materials.

Temples vary widely in size and shape, but each shares certain features. The most important and largest area in the temple is the worship chamber, and it is dedicated to worship of the faith’s major deity or deities. This layout of the room focuses on an idol, image, or some representation of the deity. The representation could be an abstract one, like a simple stretch of white sand, but there is always something the worshiper can use as a focal point. Most often these rooms contain benches, pews, mats, or cushions, somewhere for worshipers to sit or kneel while praying, and an area set aside for the actual priests, like a raised platform or a screened corner. Since priests tend to live and work at the temple all the time, most temples also contain dormitories of some sort, whether a single large room with bunkbeds along the walls or a series of small bedchambers. Kitchens and dining halls are also common, as are lecture or meditation rooms where the priests can study and offices for those in charge.

Depending upon the age of the temple, and whether it is still actively in use, you are most likely to encounter priests, worshippers, or scholars while wandering the site. Even if the temple is no longer active, priests may still keep watch to prevent looting, and worshippers may visit the ruins to pay their respects. Scholars, particularly archaeologists and anthropologists, cluster around ruins and other former temples.

Ancient temples represent not only faith but also mystery, particularly if their religion is no longer active or well-known. The temple can provide clues to some ancient riddle, or treasures from a lost world, or an entry into a long-forgotten civilization. They can be the goal in a long quest, or the stepping-off point for a new adventure.

Temples can have almost as many variables as there ways of worshiping. The temple can be still in use, no longer active, long since abandoned, or in ruins. It can be very visible, largely hidden, or completely lost. Its architecture can match a known culture, like the Aztecs, or it can be completely unique and even a bit alien. It might be large and solid, almost a fortress, or small and humble, or open and designed to blend with its surroundings. Inside, the trappings can be rich and heavily ornamented, extremely plain, or well-crafted bur simple. It may be the temple to a major religion, or to an ancient and forgotten god. 1he priests can be kindly old men, arrogant young fanatics, or sensuous women. The temple can be set almost anywhere, from the middle of the desert to deep in a jungle to the heart of a large city.

Introducing Temples

When introducing an ancient temple, the trick is to know its history. What religion created this temple, and when? Who was it dedicated to? What were the goals of the priests? How did they relate to the people nearby – did everyone worship at this temple, did the priests dominate the locals, or did they hide their presence and refuse visitors? What treasures were here, and which ones still remain? If the temple is no longer in active use, when did the priests leave and why? And was it only the priests who left, or did the temple’s gods abandon it as well? Knowing all of these derails can help the Game Master decide which clues to leave for the players, and make the temple an interesting location that firs well in the campaign.

Don’t Miss …

The House of Lucan is hidden deep within the jungle and dedicated to a local warrior god. Most of the locals have long since forgotten Lucan’s name, though rumors of a strange temple remain. The temple itself is still intact, and still active, though its priests rarely leave the temple’s confines, and do not discuss their home or their calling when they encounter strangers.

The House of Lucan is a single long, low building carved from local limestone and covered in vines that help it blend into its jungle surroundings. The massive wooden doors lead into a single large antechamber, where people can prepare themselves for prayer by dipping their hands into the shallow wooden bowls against the wall and splashing the water (or, during certain rites, blood) onto their face and chest. Past that, the long, wide nave has rough wooden benches on either side. At the far end is a low wooden dais, with the altar of Lucan at the center. To one side of that, a small door leads into the head priest’s private chamber. On the other side of the dais is the room that holds Lucan’s armor, helm, and sword, which are brought our for each service. These are the temple’s greatest treasures and are said to still contain the touch of the god. The temple also has bedrooms for the priests, plus a refectory and a kitchen and a small library. Behind the building is a large clearing, where the priests practice their fighting skills, with each victory dedicated to Lucan himself

Things to See

+ Religious symbols, statues, and icons made of wood, ordinary or precious metal, marble, stone, or another substance important to the deity, possibly encrusted with jewels

+ Metal oil lamps or lanterns on metal poles

+ Heavy tapestries, colorful if new or faded with age, depicting abstract designs or significant religious scenes

+ Wooden benches, fabric cushions or mars, or other means of designating places for the faithful to seat or kneel

+ Ornate seating for the priests and religious ministers, which may be similar to or different from the seating for the faithful

+ Large candles on heavy candlesticks, created from the same material as or from complementary material to that of the religious symbols

+ Books, scrolls, or tables inscribed with information about the religion, its deity or deities, its rituals, and the like

+ Temples still in use would have furniture and other appropriate accouterments in the priests’ personal quarters (cots, dressers, tables, chairs or benches, lights, eating and cooking utensils, etc.)

People to Meet

Active temples have priests, supplicants, temple guards, and humble workers. Priests have 3D or higher in Knowledge and Presence and at least +2D in willpower and scholar: (religion). Warrior- priests also have 2D+2 to 3D in either Reflexes or Coordination, and up to +2D in brawling, acrobatics, melee combat, or missile weapons. Temple guards have the same as warrior-priests, plus +1D in throwing and running. Humble workers have at least 20 in Physique and an extra pip or two in lifting and other necessary skills. Supplicants have no particular skills or attribute levels.

Inactive temples may host scholars and treasure seekers. Scholars should have at least 30 in Knowledge and +20 in a scholar specialization for their particular field and pips in languages, while treasure seekers need at least 20 in Knowledge and Perception, plus pips in investigation, languages, scholar, search, melee combat, and marksmanship.

Warrior-priest: Reflexes 2D+2, brawling 3D+1, melee combat 3D, Coordination 2D, missile weapons 2D+2, throwing 2D+1, Physique 2D, lifting 3D, running 2D+1, Knowledge 3D, scholar 3D+1: (own religion) +1D, Perception 2D, investigation 2D+1, Presence 2D, command 2D+2, persuasion 2D+2, willpower 2D+2. Move: 10. Strength Damage: 2D. Body Points: 12. Wound levels: 2.

+ The lost temple has been found at last! Which means its greatest treasure might soon be recovered – but by whom? Whoever gets to the treasure first will be famous. The players’ character might be the ones to find it – or they might be hired to protect its location.

+ A man staggers into town, strange purple welts covering his body. He gasps out “the … temple … awakens” and collapses, dead. What did he mean? And what temple? There are no religious houses anywhere nearby. At least, none that anyone can remember.

+ The priests of the temple have declared that their time of waiting is over, and the time of celebration is at hand. They throw open the doors of the temple and invite everyone to enter and rejoice with them. This is the first time in recorded history that this has happened – always before this, the priests have kept to themselves. But now they are enthusiastically meeting people and showing them around the temple. It’s a wonderful opportunity to see the inside of this ancient and holy place. But what are the priests celebrating, exactly?

Stadium

Stadiums are fascinating places, particularly for people-watching. Often people go to a sporting event less to watch the event itself than to watch the other spectators. Young and old, rich and barely scraping by, families and loners: all sorts go to stadiums. Of course, the groups do segregate themselves, which is also interesting to watch-the rich buy box seats or front-row season tickets, while the working- class get seats up in the nosebleed section. Groups of college students or other young adults cluster together, usually in the cheap seats, while more elderly attendees huddle together in the back where they don’t have to walk far to their seats. Families often go with other families, creating a single Large mass, while loners find seats by themselves and sit curled up to avoid attracting attention.

Stadiums are also interesting because they showcase athletic ability. People pay to watch baseball, basketball, football, or any other sport, to see the athletes handling themselves with speed, strength, and grace. Most sports are competitive, and some attendees get in to that aspect, rooting for their teams and shouting insults at their rivals. Others use the event as a chance to get out of the house, either alone or with others, and to distract themselves from regular concerns. Likewise some people bet on sporting events and watch each game tensely, hoping to make money off a particular team’s success or failure.

Stadiums follow the same basic shape, regardless of their size or the spore (or sports) they feature. Every stadium has a rounded rectangular or squashed oval floor plan, with the arena at the center. The arena is easily tl1e largest space in the stadium, and around it on all sides are the seats, which recede as they rise, so that the highest seats are also the farthest away. In many stadiums some of the lower seats are boxed off for special groups – often a set of small rooms sits just below the highest group of seats, and these rooms have fancier accommodations, including comfortable couches, private restrooms, and fully stocked bars.

Most stadiums have several gates or doors at ground level, each one leading to elevators, escalators, ramps, or a combination of the three. Since stadiums are designed to hold large numbers of people, they have to handle large numbers entering and exiting all at once, and having so many different access points helps distribute the people more evenly.

Another feature of every stadium is the players areas. In most cases, these are rooms containing rows of lockers, divided by benches, plus showers and lavatory facilities, but sometimes they contain only a bench and a small restroom, particularly in smaller stadiums. Nonetheless, every stadium has some place for the participants to go before and after the event, and these places are close to the arena and have direct access to it.

There are an open-air stadiums (primarily for football, soccer, and baseball) and covered ones (for any kind of sport). If it has a field, it might real grass or artificial. If it’s more suited for indoor sports, often basketball, indoor soccer, and hockey can use the same arena simply by covering the court with appropriate material.

Lights flooding the field with illumination are expensive additions to the stadium, but they can extend the time in which the structure can be used by several hours.

Stadiums are excellent places to hold a clandestine deal or meeting, since with that many people around, it’s easy to conduct business unnoticed, and it’s easy to disappear into the crowd. At the same time, stadiums are also ideal targets because so many people are gathered in one place for several hours at a time.

Sports and Their Skills

The following is a selection of sporting activities and the suggested skills used by their players. Game Masters should require that the character has scholar: (specialty sport) in order to properly use the skills required by that sport.

Otherwise, the character either rakes a difficulty modifier or must use know-how (if she has it) as a complimentary multi-action attempt with a Moderate to Difficult know-how difficulty to figure out what to do next.

+ Baseball: acrobatics (sliding), running, melee combat (batting), throwing (throwing, catching)

+ Basketball: jumping, running, throwing (passing, shooting or dunking a basket); also useful: dodge

+ Bowling: throwing

+ Boxing: brawling, dodge

+ Football: brawling (tackling, blocking), running, throwing (passing, kicking, catching); also useful: acrobatics, dodge, jumping, lifting

+ Golf: melee combat

+ Hockey: acrobatics (skating), brawling, melee combat (catching and passing the puck)

+ Lacrosse: running, missile weapons (for catching and throwing the ball); also usefal: dodge

+ Polo: melee combat, riding

+ Soccer: running, throwing (kicking, headbutting; goalie – for catching the ball)

+ Tennis: running, melee combat

+ Volleyball: throwing; also useful: acrobatics

Don’t Miss …

The Sunburst Stadium is a typical large minor-league open-air stadium and focuses on the Sunbirds football team. The stadium is a large oval structure, with the field dominating at the center. Around that are the seats, with various stairs and elevators providing access to them. Beyond the seats are the hallways, which include several rooms and spaces for concession stands and souvenir shops. Information desks are spaced out around the stadium, as are security checkpoints. On the first floor are the ticket counters (near each entrance), the manager’s office, and the main security office. Locker rooms are situated under the seats, just off of the field itself

Things to See

+ Sports equipment (as appropriate for the sport being played – baseballs, baseball bats, basketballs, soccer balls, footballs, protective gear, etc.)

+ Waxed paper cups bearing the logo of the main soda pop being served

+ Red hot dogs, topped with ketchup and mustard, in lightly browned buns on white paper holders

+ Red plastic baskets lined with paper and filled with crispy fried potato strips or rings

+ Clear plastic bags of lightly colored cotton candy

+ Souvenirs bearing rhe logo (and/or the mascot) of the teams playing, as well as the other teams in the league (stiff cloth-like pennants on wooden or plastic sticks; small helmets; shirts; mugs; pencils; postcards; event books; sear cushions; plastic water bottles; etc.)

+ Handheld radios used by spectators to better understand what’s happening on the field

+ Black binoculars

People to Meet

Most stadiums have ticket-takers, booth attendants, concessions, grounds crew, maintenance workers, security, and the manager – in addition to the athletes and their team assistants and managers. Everyone should have average attributes of 2D, with at lease one pip in scholar: sports, and everyone except security has +1 in business. The concession workers have +2 or more in charm or persuasion, and the manager has 3D in business. Security has +1D in melee combat, marksmanship, search, and tracking.

Athlete: Reflexes 2D, acrobatics 2D+1, brawling 2D+2, dodge 2D+2, jumping 2D+2, melee combat 2D+2, Coordination 2D, throwing 2D+2, Physique 2D, lifting 2D+2, running 2D+2, swimming 2D+2, Knowledge 1D+2, scholar: baseball 3D , scholar: basketball 3D , scholar: football 3D, Perception 2D, search 2D+1, Presence 2D, charm 2D+1, willpower 2D+1. Move: 10. Strength Damage: 1D. Body Points: 12. Wound levels: 2.

Things to Do

+ The big game is chis weekend, and the players’ character have great seats. But then they hear a rumor that the game might be canceled, because the stadium might be shut down. What’s going on? The stadium’s been doing great business – every game has been packed – so why would it be closing? 1he characters can’t let this happen – nothing can stand in the way of chis weekend’s game!

+ A major drug deal is going down this week- end. 1he players’ characters know where and when it’ll take place. The problem is, you don’t know who’s involved – both sides have large organizations and could send almost anyone. The meet is caking place at the stadium, during a game. Ir’s perfect cover. With so many people around, how can the characters possibly keep an eye on everything, much less figure out who the dealer is and get there in rime to stop the deal from taking place?

+ A madman has taken control of the stadium. He has a bomb scrapped to his chest, and threatens to detonate it if anyone interferes – and it looks like the bomb may be powerful enough to level the entire stadium and kill everyone inside! But the players’ character can’t just lee him get away with this, especially since there’s no guarantee he won’t snap and detonate it anyway. The characters have to get in there and rescue all chose people.