Tag Archives: urban encounter

Robots and Androids

A robot is a mechanical construct that’s created to do a specific job; it has little to no independent thought. An android takes this idea to the next level: It may be a mechanical construct, but it can think, learn, and adapt.

Robots refer to systems ranging from an autonomous mobile unit with manipulation capability to a simple arm controlled by an operator. They can be used for a variety of tasks, including assembly of mechanical items, remote repairs, medical operations, and structure maintenance.

Robots also vary in their level of autonomy. Some robots act independently, performing tasks with little to no supervision. This is not the same as intelligence. Such an autonomous robot still only performs an assigned set of tasks. Although the robot may have sensors and be capable of altering its activities to deal with variations in its environment, it does not independently choose to alter its basic function. On the more basic side, a manipulator arm may be directly controlled by an operator. This robot only does what the operator commands via user interface, such as a joystick. Such systems are known as teleoperated systems.

Though the concept of robots is old (some suggest that the ancient Greeks experimented with mechanical movable figures), the creation of “automations” or “automatons” (as they were termed before the movie R. U.R. introduced the world to “robot”) gained popularity in the late 1700s. Generally little more than elaborate puppets, the fuse truly working and commercially viable robots didn’t become available until the 1960s. The technology community is still working on artificial intelligence systems and mimicking humanoids movements more closely.

Nonetheless, it’s possible that there are rare android individuals, mechanical beings that have been given independent thought through magic, super-science, or supernatural means {such as being animated by ghosts).

Typical Android

Reflexes 3D: brawling 3D+2, dodge 4D
Coordination 3D: piloting 4D, throwing 4D
Physique 4D: lifting 6D, running 5D, stamina 6D
Knowledge 3D: scholar 4D, tech 5D
Perception 3D: investigation 4D+2, repair 5D+2, search 5D
Presence 2D
Strength Damage: 2D
Move: 10
Fate Points: 0
Body Points: 22
Character Points: 3
Wound levels: 3

Disadvantages: Achilles’ Heel: Metabolic Difference (R3), requires an energy source; Hindrance: Lack Social Graces (R2), +6 to streetwise difficulties; Hindrance: Android Appearance (R5), + 5 to command, con, and persuasion difficulties; Quirk (R3), cannot lie

Advantages: none

Special Abilities: Atmospheric Tolerance (R1), airless environments with Additional Effect (R3), need not breach; Immunity (R5), +5D to Strength or stamina checks against illness or poison; Iron Will (R4), +4D to all willpower rolls and +6 to standard interaction difficulties

Androids as Player Characters

Depending on the setting (Western or Victorian steampunk, super-hero, and post-apocalyptic being the most common), Game Masters may allow players to choose androids as characters. The character package presented here is one suggestion of the minimum combination of Disadvantages, Advantages, and Special Abilities needed to represent an android character. Gamemasters may impose other restrictions on or provide other benefits to android characters, to better represent them in their settings. Nonetheless, being an android can serve as a simple excuse to gain many Special Abilities. (Realize, though, that androids may nor take any mental- or psionic-related Special Abilities, such as Fear.)

A few notes about androids: By default, they don’t look human and they keep the same appearance for their entire existence, unless they makes changes to it. To ensure that components last more than 100 years, they need to get a full systems check done about once per year. Should the android be separated from the creator (for example, because the android ran away), this could pose a challenge as the android figures out how to get his annual maintenance done.

The repair skill is used by and for androids and robots in the same way as the medicine skill is used by and for organic beings.

To give this archetype to a character, the player pays the cost in points or skill dice and then creates the character as normal (though, in this case, with fewer starting dice). Disadvantages gained by taking the android package do not count toward the maximum allowed. To elimininate a Disadvantage or Special Ability that comes in the base package, the player must give his character the opposite Special Ability or Disadvantage.

Total creation point cost: 3 points

Total defined limit cost: 3 skill dice

Disadvantages: Achilles’ Heel: Metabolic Difference (R3), requires an energy source; Hindrance: Lack Social Graces (R2), +6 to streetwise difficulties; Hindrance: AndroidAppearance (R5), +5 to command, con, and persuasion difficulties; Quirk (R3), cannot lie

Advantages: none

Special Abilities: Atmospheric Tolerance (R1, total cost 5), airless environments with Additional Effect (R3), need not breath; Immunity (R5, cost 5), +5D to Strength or stamina checks against illness or poison; Iron Will (R4, cost 8), +4D to all willpower rolls and +6 to standard interaction difficulties

Reptilian Aliens

Man is not the sole sentient race to dwell among the stars. If one were to probe the cold depths of space and search for signs of life, they might find merciless, reptilian eyes peering back at them. The Ssargolothh mastered space travels long before the human race learned to stand — erect and conquer the minuscule mud ball known as Earth. Each new world the scaly, biotechnical wizards encounter feel the mark of their presence, and many new life forms emerge from their crucible of science. These cold-blooded, interstellar travelers discovered earth during the dark ages and began to modify life forms. Dragons were their most impressive creations, and the world recoiled in fear when these terrors took to the skies. Once their initial work was finished, the aliens buried a transmitting station 1,000 feet beneath the surface of modern-day Afghanistan to monitor Earth’s progress.

These ruthless reptiles run from 1.6 to 2.3 meters in height and weigh from 74 w 142 kilograms when mature. Their species originally laid eggs, but reproduction is now handled by automated hatcheries on their homeworld. Newborn Ssargolothh children are immediately immersed into a nutrient acceleration bath after emerging from the incubation chamber in order to promote their growth. They are kept in a trancelike state until they mature physically and are fined with their initial implants. By the time a year has passed, the hatchlings have grown to their physical peak. The young techno-offspring then receive a specialized knowledge template and undergo mobility therapy to heighten their reflexes. By the end of the second year, the empire has fanatically loyal subjects who are at their physical peak. Final implants are installed after the life path has been chosen for the new citizen and before he or she is are sent out to greet the universe.

Ssargolothh have fully embraced the potential of their bioscience, and some have undergone drastic microsurgeries to adapt their own bodies to better suit a new mission. Thus, one might see these aliens with heat-generating implants to help them adapt to colder environments, atmospheric filters that attach directly to their bodies, and bioelectric devices that tap their life energy to fulfill the power needs of low-output equipment. The reptiles prefer to defend themselves with laser pistols and deadly energy weapons. On occasion, they may employ robotic devices.

The star-flung aliens can pose interesting challenges for heroes to face. One might find one of their labs in a remote and presumed uninhabited part of the world. Others might need to stop the plot of corrupt individuals who are supplying innocent people to the aliens to use as guinea pigs in horrible experiments. Occult settings might feature depraved souls who have begun to make sacrifices to the “space gods” after finding evidence of their presence on Earth. The aliens might also be the survivors of a crash landing and could try to enlist the characters’ aid to survive a world that wishes to exploit them.

Typical Ssargolothh

Reflexes 4D: brawling 4D+1, dodge 4D+2, jumping 4D+1, sneak 4D+1
Coordination 3D: marksmanship 4D+1, piloting 5D
Physique 3D: running 3D+2, swimming 3D+2
Knowledge 4D: medicine 5D, scholar 5D, tech 5D+2
Perception 2D: hide 3D, investigation 4D, search 2D+2
Presence 2D: command 3D, willpower 3D
Strength Damage: 2D
Move: 12
Fate Points: 1
Character Points: 3
Body Points: 19
Wound levels: 3

Disadvantages: Achilles’ Heel (R3), suffer a -4 modifier to damage resistance totals and a +1 per round cumulative difficulty modifier while in freezing environments

Advantages: Contacts (R2), sporadic access to homeworld resources to help them accomplish their mission; Equipment (R2), superior technological tools necessary for mission

Special Abilities: Attack Resistance: Energy (R2), +20 to damage resistance rolls against related anacks; Hypermovement (R1), bonus to Move; Natural Armor: Scales (R1), +1D to damage resistance

Equipment: laser pistol (damage +4D); power glaive (damage +3D), advanced equipment

Reanimated Killers

Many proponents of science and religion agree that death is the final exit from the mortal plane, though they disagree on what happens next. There are some phenomenon, however, that neither can explain and that flies utterly in the face of both their beliefs.

Murderers are a gruesome breed at best. What drives a person to murder another for pleasure or profit has never been quantified, and likely never will be. Although this is a heinous act, there are degrees even in murder. For many years, the most despicable creature was the serial killer, someone with so little regard for life that they deliberately crushed it whenever possible, ending dozens of lives during their rampage. Many religious pundits hold that such individuals must be punished for their actions and face judgment in the next world, while science minded individuals believe that such behaviors cannot be conditioned and must be ended. Often, the killing of murders is accepted as a necessary evil. Occasionally, however, it’s unsuccessful.

In the past 50 years, there have been several cases of murderers dying under various circumstances, then returning from beyond the grave to continue their killing sprees. In every case, the individual in question was killed through means that could not be disputed, and in every case, their death did not stop them. While this phenomenon cannot be explained, there have been several common traits between documented cases.

Reanimated killers seem to manifest only in the most vile and murderous individuals, those that can rightfully be labeled with descriptors such as evil or unholy. Indeed, in at least one case, a reanimated killer was a devout Satanist with experience in a number of dark rituals. Reanimated killers must suffer a gruesome, graphic demise, one chat typically mutilates the body in some specific, unique manner. Upon revivification, these individuals possess numerous supernatural abilities, not the least of which is extraordinary strength and stamina, and the ability to resist or heal virtually any kind of injury. Needless to say, killing these individuals is a difficult prospect at best, and subsequent reanimations have been documented.

Typical Reanimated Killer

Reflexes 3D: brawling 4D+2, dodge 4D, melee combat 6D
Coordination 2D: marksmanship 4D
Physique 4D(+3)
Knowledge 2D
Perception 3D: search 4D+2, tracking 5D
Presence 2D: intimidation 5D
Strength Damage: 2D(+3)
Move: 10
Fate Points: l
Character Points: 3
Body Points: 22
Wound levels: 3

Disadvantages: Infamy (R3), feared and reviled; Quirk (R3). compulsive, lethal violence

Advantages: Trademark Specialization (R1), +2D bonus to melee combat when using favorite weapon

Special Abilities: Accelerated Healing (R3), +1D to Physique rolls for all healing attempts; immortality 1 (R1), cannot die until have had his fill of vengeance; Increased Attribute: Physique (R3), +3 to related rolls

Equipment: tattered clothing; weapon of choice (unpowered – such as bladed gloves or baseball bat with spikes – with damage +1D to +2D or powered – such as a chainsaw – with damage 4D)

Publicity Seekers

Andy Warhol said that, in the future, everyone will be famous for 15 minutes. Although most people live in quiet anonymity, that doesn’t prevent others from trying for their 900 seconds in the spotlight. Publicity seekers are those who try to set themselves apart from the teeming millions by drawing attention to themselves. These folks can be broken down into two types – general and limited – and three broad methodologies: knowers, doers, and hoaxers.

General glory hounds are those who want to be known to the world at large, while limited publicity seekers are those who are content to fame within their own field of interest. Thus someone who climbs a building using suction cups might be a general publicity seeker, while a lifelong mathematician who claims to solve the Riemann Hypothesis might be a limited publicity seeker (since few people outside of the math and science fields would care).

Knowers are those publicity seekers who know something the general populous doesn’t. They can include researchers, scientists, explorers, scholars, and the like. These are the least common type of publicity seekers, since it’s the hardest path to take and generally the least successful; while there are many people who become famous by discovering the unknown, most people only interested in fame don’t take this uncertain route.

Doers are those who can do things other people can’t, either as a one-time deed (such as going over Niagara Falls in a barrel) or as a continuous occurrence (such as an intrepid animal handler with a penchant for picking up venomous creatures). Although “doers” covers those who accomplish trivial things such as world-record attempts, it also includes more useful acts, such as a doctor who is a world-renowned expert in a particular operation.

Hoaxers shortchange both of these routes by only pretending to know or do something others don’t. Hoaxers either fake their knowledge, such as someone who purports co find a previously unknown notebook from Leonardo da Vinci, or their abilities, such as someone who claims to be able to transform water into gasoline. Ironically, very often the more outrageous the claims, the more likely they are to find an audience.

Hoaxe.rs are experts at misrepresentation, either about who they are (such as someone who dresses like a monster to terrorize a town) or what they know. If they suspect they are in danger of being revealed as a fraud, they will go to great lengths to avoid discovery, including remaining out of sight, filtering all calls through unhelpful receptionists, or turning the cables by accusing their accusers of being fraudulent or untrustworthy. In extreme cases, they might even resort to violence or worse to keep others quiet about the truth.

Regardless of their methodology, publicity seekers often come into contact with adventurers, explorers, and others of a heroic bent. This can either be because the glory hounds are exploring the same mysteries as the investigators (in order to become famous, of course}, or else because the investigators are led on a wild goose chase from unmasking a hoaxer’s trick. And heroes are usually quite unhappy at being distracted from worthier causes in order to uncover the yeti costume in a publicity seeker’s closet.

Typical Knower/Doer

Coordination 2D
Physique 2D+1
Knowledge 3D+2: scholar 6D+2
Perception 3D: investigation 4D+2, repair 3D+2, search 4D
Presence 3D+1: charm 4D+1, willpower 4D+1
Strength Damage: 1D
Move: 10
Fate Points: 0
Body Points: 17
Character Points: 1
Wound levels: 3

Disadvantages: Devotion (R2) to becoming famous

Advantages: Contacts (R1), friends in the field of expertise; Trademark Specialization (R1) with an aspect of the field of expertise/fame

Special Abilities: none

Typical Hoaxer

Reflexes 2D: sneak 3D
Coordination 2D+2: sleight of hand 3D+2
Physique 2D
Knowledge 3D: forgery 3D+2
Perception 3D+1: hide 3D+2
Presence 4D: charm 5D, con 7D, disguise 5D, persuasion 5D, willpower 5D
Strength Damage: 1D
Move: 10
Fate Points: 0
Body Points: 16
Character Points: 1
Wound levels: 3

Disadvantages: Devotion (R2) to becoming famous

Advantages: Contacts (R2), friends in the media

Special Abilities: none

Note

Either type of publicity seeker may have some ranks of the Fame or Wealth Advantage … however, they will almost always desire more.

Private Investigators

Consulting detectives have existed since the 1830s but were only available to the rich, soon to be rich, corporations, and governments. They are brilliant people who can and do solve the most baffling crimes, sometimes without even leaving their homes.

With their brilliance comes many quirks, such as a great love of fine food, a condescending nature, or being very shy around the opposite sex. They tend to spend most of their days shut away in their studies, libraries, workshops, and laboratories. They are always well dressed, even at home, unless for some reason they have to personally undertake an active investigation. They are very moody as a rule and can become manic without warning when their mind has latched onto a key fact of the case.

Sleuths are a combination of investigator, intimidator, and problem solver. They made private investigations affordable to the masses. They are generally loners, sometimes working in an office with another sleuth but rarely working with anyone else, including the police. Most are ex-police officers and have a love-hate relationship with the police, having both friends and enemies on the force. They are not above taking on an active police case, and they will do anything in their power – whether it means following the law or bending it until it breaks – to solve their clients’ problems.

Sleuths tend to dress nondescriptly but conservative to fit into most situations. They are never without a suit coat, jacket, or overcoat, to conceal their weapon, lockpicks, and other tools of the trade.

The sleuth flourished from the 1920s to the 1960s, but by the beginning of the 1970s, they had fallen out of favor and were replaced almost entirely by the private investigator.

The private investigators gained popularity in the 1970s and still are widespread today. In addition to former civil and military police offices, ex-cons, housewives, and college students have all joined the ranks of investigators. They can and often do operate alone but also can just as easily work in pairs or groups, or with a snoop, when the job is big enough.

Investigators tend to use deception, fast talking, and general razzle-dazzle to get information from unsuspecting persons. They refrain from using fists or a gun unless absolutely necessary, as getting out of an assault charge can be hazardous to the investigator’s career.

The investigator tends to dress so that they can easily blend into the current situation. They are not above donning disguises and clothes to attempt to slip into areas they could nor get into normally.

With the advent of modern electronics and the Internet comes the introduction of a new kind of private investigator: the snoop. Rather than gaining information via direct confrontation, they use electronic means. They are as comfortable with bugs, cameras, and Internet hacking as an investigator is with pulling a scam to gain information. The snoop comes in all shapes and sizes, but they tend robe on the quiet side. They have patience honed by long periods of solo surveillance. Even when working as a team with one or more investigators, they rend ro be off by themselves doing their job and supplying the rest with the information gained.

The one potentially dangerous part of the snoops’ job is when they have to go into a location and plant surveillance equipment. Most snoops don’t like this part of their job, but they do it themselves rather than letting some amateur (usually another investigator) handle their equipment.

Typical Private Investigator

Reflexes 2D+2: brawling 3D, climbing 3D+l, dodge 3D+1, melee combat 3D,sneak 4D
Coordination 2D+1: marksmanship 3D+1, lockpicking 4D
Physique 3D: lifting 3D+1, running 4D, swimming 3D+1
Knowledge 3D: business 3D+2, forgery
4D,scholar: criminology 3D+1, security 4D, tech 3D+1
Perception 3D: hide 4D, investigation 4D+2, search 4D, streetwise 4D, tracking 4D
Presence 3D: charm 4D, con 4D, disguise 4D, intimidation 4D, persuasion 4D, willpower 3D+2
Strength Damage: 2D
Move: 10
Fate Points: 0
Character Points: 2
Body Points: 19
Wound levels: 3

Disadvantages: Quirk (R2), some obsession or shyness

Advantages: Authority: Law Enforcement (R1)

Special Abilities: none

Equipment: long coat (+2 to hide totals when attempting to conceal something in the coat); lockpicking tools (+1D to lockpicking rolls with skill); handgun (damage 3D; range 10/20/30; ammo 6)

Possessed Artifacts

Consciousness is not a property reserved only to flesh-and-blood creatures; it can be found trapped within seemingly mundane objects. Once a person or beast, misplaced souls can give life to inanimate vessels of stone, metal, or even plastic. Potentially, any harmless-looking toy, statuette, or tool could become a lethal predator of its own master, or perhaps the master of its owner.

The most effective way to destroy these possessed items is to banish the spirit within, though this may take a lot of research on the object’s background to find the precise method. It’s possible the spell to neutralize the cursed talisman may be lost to the sands of time. Barring this route, it’s best to destroy the object with excessive force. A possessed object will take double the amount of damage that a similar mundane item could before it becomes physically useless and the spirit residing within is made dormant. Even if destroyed, should the object be reassembled, the supernatural force within awakens from its slumber to wreak havoc once again.

Unfortunately, some possessed items, such as magical weapons, are virtually indestructible. The only way to deal with these things is to find a good vault, tomb, or deep sea and cast it in. While the item is not destroyed, it cakes some time before it becomes a nuisance again. Some items are so cursed that they return to an owner by miraculous circumstances.

In addition to special abilities and increased toughness, the spirit trapped in an inanimate vessel gives it a distinct personality based on the nature of that resident soul. For instance, a demon may be destructive and violent, while an alien might be logical and patient. Mage souls are often obsessed with returning to the mortal coil in order to feel the ecstasy of using magic once again.

The object gains mechanical functions appropriate to the form. For example a possessed car can drive around without need of a pilot, and a doll can walk and manipulate tools. Other objects (like jewelry, idols, weapons and so on) have magical powers to augment their lack of physical usefulness. Typically, these abilities are mind control, alteration of alignment, soul stealing, soul switching, blinding, memory erasure, and telepathy. A rare few can levitate and fly around.

Typical Possessed Doll

Reflexes 4D: brawling 5D, dodge 7D, melee combat 5D+2, sneak 6D+1
Coordination 2D
Physique 1D: lifting 3D
Knowledge 3D: scholar 4D
Perception 3D: hide 3D+2, search 4D, tracking 3D+2
Presence 2D: charm 4D, con 30+1, intimidation 3D, willpower 5D+2
Strength Damage: 2D
Move: 6
Fate Points: 0
Character Points: 2
Body Points: 15
Wound levels: 3

Natural Abilities: mind control (with a successful opposed willpower attempt, can control one opponent’s actions); nerveless body (+2D to damage resistance rolls); feign harmlessness (can appear dormant or dead; +2D to relevant con rolls); small size (scale value 4)

Equipment: toy weapon (knife, sword, or gun; damage +1D close combat or damage 3D if ranged)

Typical Possessed Car

Reflexes 2D: brawling 4D, sneak 3D+2
Coordination 4D: driving: self only 7D+1
Physique 4D+2
Knowledge 2D: navigation: city streets 3D+2
Perception 2D+1: repair: autos 5D+1, search 3D+2
Presence 1D: incimidacion 5D, willpower 6D+1
Strength Damage: 2D
Move: 70
Fate Points: 0
Character Points: 2
Body Points: 28
Wound levels: 3

Natural Abilities: doors, hood, and trunk (damage +20; may attack once with each swinging part); enhanced metal exterior (+40 to damage resistance rorals); tires vulnerable (-20 to damage resistance totals for attacks on wheels; +3 or more to combat difficulty co target wheels); nitrous injectors (use driving skill as running skill); large size (scale value 6)

Equipment: headlights (negates up to 10 points of darkness modifiers or 5 points of smoke/fog modifier for a limited area); radio (can use what sounds on the radio it finds to communicate)

Typical Possessed Lawnmower

Reflexes 2D+1: brawling 3D+1, dodge 3D+1, sneak 2D+2
Coordination 1D
Physique 3D+2: running 4D
Knowledge 1D
Perception 2D+1: hide: self 2D+2, search 3D+1, cracking 3D+1
Presence 2D+2: con 6D, intimidation 4D+1
Strength Damage: 2D
Move: 4
Fate Points: 0
Character Points: 2
Body Points: 22
Wound levels: 3

Natural Abilities: blades (damage +1D+2); enhanced metal exterior (+2D to damage resistance totals); feign harmlessness (can appear harmless; +2D to relevant con rolls); small size (scale value 1)

Example: Evil Stuffed Toy

Sure they look soft and cuddly, but do you trust them with your kids? If the stuffed animal you’re speaking of is possessed, the answer had better be “No!”

With the lights on and Mommy in the room, they are nothing more than ordinary toys found in the bedrooms of children around the world. But, turn out the lights and kiss your baby good night and let the little tikes’ nightmares begin! The plush toys, usually teddy bears, animate when observable only by children and usually only at night, though some more powerful ones can “come alive” even in the daylight.

The creatures usually wait until the child is asleep, climb on top of them, and start to say their name while gently shaking them awake. Then, when the child rouses, the cute little plaything’s eyes glow red, teeth appear in a previously toothless mouth, and an unmistakably evil snarl replaces the warm smile that greeted the child earlier that day.

The toy generally covers the child’s mouth so that it cannot speak or cry our for help. It tells the child that it will kill him and his parents, brothers, sisters, and friends, as well as destroy their house and everything else the child holds dear. Occasionally striking the child, it becomes more and more violent and aggressive as the night goes on.

Finally, as dawn approaches, the plaything lets the child go. When the child yells for help, the parents believe that it’s just another “monster under the bed” story.

Sometimes the creatures tell the children ro do something, like steal an object from their parents, destroy a document, or even try to murder a sibling. If the child does as ordered, the toy promises to leave – of course, it is lying.

If the child insists on getting rid of the toy, it will find a way into someone else’s house and the cycle starts anew. Several unexplained deaths can be attributed to the playthings – it has literally scared the child to death. These types of possessed objects are unable to animate in the presence of anyone over 12 years of age.

Typical Evil Stuffed Toy

Reflexes 1D+2: brawling 3D+1,dodge 2D, melee combat 2D, sneak 3D+1
Coordination 1D+2
Physique 3D+1: lifting 3D+2, running 3D+2
Knowledge 2D
Perception 2D+2: hide 4D
Presence 5D: charm 6D, con 8D+1; intimidation 3D
Strength Damage: 2D
Move: 3
Fate Points: 0
Character Points: 2
Body Points: 20
Wound levels: 3

Natural Abilities: bite (damage +2; +5 to combat difficulty); nerveless body (+2D to damage resistance rolls); limited animation (cannot animate in the presence of anyone over 12 years old); small size (scale value 5)

Poltergeist

The poltergeist (German for “noisy spirit”) is one of the more advanced types of ghost; spirit-hunters theorize that they are often the result of mass accumulations of psychokinetic energy, brought about by great mental or physical trauma in this world or the next. As such, they can spontaneously generate from this energy and aren’t necessarily linked to departed souls, although they can be, if an individual has died in a particularly horrific or violent way.

Although an oversimplification, it’s generally true that, while most ghosts are seen and not heard, poltergeists are heard but not seen. Almost always invisible, poltergeists are able to channel their ghostly energy into powerful telekinetic effects, moving objects around with great precision and control. These manifestations can be as subtle as a slamming bedroom door or as dramatic as a tempest of plates, cutlery, and furniture in a dining room.

Poltergeists generally attach themselves to a location, although it can be a rather large one (such as “anywhere on Baron Jobe’s 20-acre estate”). They are similar to messenger ghosts in chat they are usually tied to their home by a traumatic event or for a specific purpose. However, poltergeists do not use their powers to deliver messages, instead existing solely to cause havoc and mayhem.

Some poltergeists are relatively harmless, using their powers for pranks; they often have an impish sense of humor, tossing eggs, snapping posteriors with towels, or creating elaborately balanced arrangements of books, playing cards, or coins. There are even reports of benevolent poltergeists, who use their telekinetic abilities to ward off intruders who would do the location (or its inhabitants) harm. People in such houses often learn to live with their co-inhabitant; the peace of mind such a guardian provides makes up for the midnight rattlings in the attic.

However, since poltergeists are born of extreme negative energy, many of them are hostile. These spirits are cruelly creative in the use of their powers to cause harm, by pulling rugs on stairways, leaving wet soap bars in dangerous places, and pushing over shelves in domino-like fashion. Often, though, they choose to remain out of sight, content to cause noise by rattling chains, fluttering shutters, or sending bursts of air through the ductwork of the house.

Poltergeists generally begin their unlife fairly weak and grow in energy by causing extreme reactions from their victims – typically fear. As such, it’s usually against their interests to kill their victims … at least immediately. Poltergeists have enormous patience, and they can toy with victims for weeks or months. There are tales of some individuals and families held as virtual prisoners in their homes, not knowing what horrors the night might bring.

Although the most powerful poltergeists have the energy to pick up and toss victims directly, they usually refrain for doing so; ghost-chasers theorize that the spirits realize they can generate stronger reactions by acting more discreetly. Regardless of how poltergeists react, however, they always do so noisily. They are those things that go bump in the night … and they can do much, much worse.

Typical Poltergeist

Reflexes 2D: brawling 3D+1, sneak 3D
Coordination 3D: sleight of hand 3D+2
Physique 20: lifting 3D
Knowledge 2D
Perception 3D: hide 3D+2, search 3D+1, tracking 3D+2
Presence 3D: intimidation 5D,
willpower 5D+2
Psionics 1D: telekinesis 9D
Strength Damage: 2D
Move: 5 (because of Intangibility)
Fate Points: 0
Character Points: 2
Body Points: 23
Wound levels: 3

Disadvantages: Advantage Flaw(R2), all Psionics have a range no greater than its domain; Quirk (R3), compelled to stay in its domain with no chance to overcome

Advantages: none

Special Abilities: Intangibility (R3), +9D to damage resistance score against physical and energy attacks with Additional Effect (R3), intangible state is the default, and can thus become tangible for one minute per rank, with Restricted (R2) requires Very Difficult willpower roll to become tangible; Invisibility (Rl4), +14 to dodge, sneak, and hide totals, with Additional Effect (R1), always on, and Restricted (R2), requires Very Difficult willpower roll to become visible; Longevity (R1); Uncanny Aptitude (R15), +3 to telekinesis totals per additional similar object moved when manipulating more than 10 objects (maximum bonus of +60)

People in the Park

City parks, those bastions of natural tranquility nestled within chaotic concrete jungles attract all manner of people. While it would be impossible to provide a comprehensive view of all those who might be at a park – since, indeed, anyone who is a resident of the city could logically wander its parks – it’s possible to mention some types of people who might be there … especially those with a penchant for getting entangled in events of excitement.

Artists cover all manner of creative folk within the park, ranging from painters and writers looking for a secluded spot to musicians and mimes who look to park-goers for money.

Con artists prey on the gullible, taking their victims with elaborate scams or by rigged games of “chance,” such as Three Card Monte or the shell game.

Food vendors sell a variety of nourishment, ranging from mundane hot dogs and pretzels to more exotic fare such as vegetarian meals. Being at the park all the time, they know a lot about the city and make excellent witnesses to trouble. Of course, being witnesses to trouble often means they’re near trouble …

Homeless people are a sad reality of most parks. These people, by misfortune, malady, or choice have dropped out of society and make their semi-permanent home at the park. They very often have mental health problems, explaining their condition. Although most are harmless, some do have the potential for violence.

Other people described in this book that might commonly be found in a park include law enforcement, gang members, private investigators, and, especially at night, reanimated killers, serial killers, vampires, and zombies. Additionally, Adventure Locations offers information on what to see and do in parks.

Typical Artist

Reflexes 2D
Coordination 2D
Physique 2D
Knowledge 3D: scholar 4D
Perception 3D: artist 4D+2
Presence 3D: charm 4D+1, con 4D, persuasion 4D
Strength Damage: lD
Move: 10
Fate Points: 0
Character Points: 2
Body Points: 16
Wound levels: 3

Disadvantages: Debt (R1), student loans; Devotion (R1) to art; Poverty (R1)

Advantages: Contacts (Rl), art community

Equipment: artist tools (sketchpad, mime outfit, musical instrument, etc.)

Typical Con Artist

Reflexes 2D+2: brawling 3D+2, dodge 3D+1
Coordination 2D: lockpicking 30, sleight of hand 5D
Physique 2D
Knowledge 2D
Perception 3D+1: gambling 3D+2, hide 4D+1, investigation 4D+1, search 4D+1, streerwise 4D, tracking 3D+2
Presence 3D+2: charm 4D+2, con 5D+2, intimidation 4D, persuasion 4D+ 1, willpower 4D
Strength Damage: 1D
Move: 10
Fate Points: 0
Character Points: 2
Body Points: 16
Wound levels: 3

Disadvantages: Enemy (R1), law enforcement

Advantages: Contacts (R1), underworld

Typical Food Vendor

Reflexes 2D: dodge 2D+2
Coordination 2D: throwing 2D+1
Physique 2D+2: stamina 3D+2
Knowledge 2D+1: business 3D, languages 3D, scholar: city lore 4D+1
Perception 3D: know-how 4D, streetwise 3D+1
Presence 3D: charm 3D+2, con: resist con 4D, persuasion 3D+2, willpower 3D+1
Strength Damage: 1D
Move: 10
Fate Points: 0
Character Points: 1
Body Points: 18
Wound levels: 3

Disadvantages: Employed (R1), food vendor

Advantages: Contacts (R1), people in the park

Equipment: hidden knife (damage +2)

Typical Troubled Homeless Person

Reflexes 2D: brawling 20+2, dodge 2D+1, sneak: remain unseen 3D
Coordination 2D
Physique 2D+1
Knowledge 2D: scholar: strange happenings on the street 3D
Perception 2D+1: hide 2D+2, search 2D+2: scrounging +1D, streetwise 3D+1, survival: parks 3D+1, tracking 3D+1
Presence 2D+1: intimidation 3D+1, willpower 3D+1
Strength Damage: 10
Move: 10
Fate Points: 0
Body Points: 17
Character Points: 2
Wound levels: 3

Disadvantages: Bad Luck (R2), bad things happen on Critical Failures; Poverty (R1); Quirk (R1), mentally unstable, can overcome with a Moderate willpower to overcome

Advantages: none

Equipment: personal item of sentimental value (+2 to willpower checks to overcome Quirk)

Parasitic Beings

The term “parasitic beings” is really an umbrella under which many different creatures and entities can be grouped. Leeches are certainly parasitic beings, as are vampires and, to a certain extent, some demons. The word “parasite” is defined as a creature that feeds off of a host while contributing nothing to the host’s ongoing survival. Most such abilities are highly specialized, much like the leech’s ability to secrete a substance that prevents blood clotting. Most mundane parasites that have been cataloged by conventional science are primitive creatures, such as leeches, ticks, various other insects, and a number of plant species. There are other kinds, however, although most have not been catalogued by mainstream science.

In the past few decades, psionic phenomenon has only begun to receive proper documentation. Even as science has begun to understand psionics and its development in humanity, they have also come to realize that there exist certain creatures that live by feeding on unidentified energies generated by psychic phenomena. It’s unknown how these creatures have existed given the extremely limited number of people manifesting these abilities, though some believe the parasites may have developed in response to the increasing number of psychics.

Physical parasites are more common and far better understood than their psionic counterparts. Again, most are insects and plant species. There have been cases of far more advanced parasitic creatures, however, though these creatures have defied all attempts at ready classification. A recorded instance in Europe identified a creature that appeared to be human by all outward appearances. This creature was responsible for a rash of murders that went on for nearly six months. When apprehended, the creature was in the process of claiming another victim, feeding on certain chemicals in the brain through a retractable proboscis sheathed in the wrist. The creature was killed while being apprehended, and subsequent examinations revealed organ systems that were in no way human. Its origins and whether more like it exist remain a mystery.

Public perception, limited though it may be in some cases, holds parasites in a unique way. Natural, unthinking parasites such as leeches and ticks, while considered disgusting, are looked upon as a part of the natural order. Parasites that posses innate intelligence, however, such as the European creature described above, are almost universally reviled despite having no control over their unique dietary needs.

Typical Intelligent Physical Parasite

Reflexes 3D: brawling 5D, dodge 5D
Coordination 2D
Physique 3D: stamina 3D+2
Knowledge 2D: scholar: local haunts 5D
Perception 3D: streetwise 4D+2, survival 5D, tracking 3D+2
Presence 4D: charm 6D, con 5D+l, persuasion 4D+2
Strength Damage: 2D
Move: 6
Fate Points: 0
Character Points: 3
Body Points: 19
Wound levels: 3

Disadvantages: Achilles’ Heel (R3), cannot live for more than a few hours outside of a host or host-like environment; Hindrance: Reduced Move (R2), reduced running, jumping, and climbing Move

Advantages: Size: Small (R2), scale value 6

Special Abilities: Life Drain: Damage (R2), drains 6 Body Points/1 Wound for every 4 points over brawling attack with Restricted (R1), may only use through organ grown in host; Possession: Full (R1) with Additional Effect (R1), may cause additional organs to grow in host and provide access to other Special Abilities and Restricted (R2), must latch onto victim to take control; Skill Minimum (R1), for con, charm and persuasion

Typical Nonintelligent Psionic Parasite

Reflexes 3D: brawling 4D, contortion 4D, dodge 3D+1
Coordination 1D
Physique 2D: running 3D, stamina 3D
Knowledge 1D: navigation 3D+2
Perception 4D: hide: self-only 6D+2, search 5D, survival 5D
Presence 2D: willpower 5D
Strength Damage: 1D
Move: 2
Fate Points: 0
Character Points: 0
Body Points: 19
Wound levels: 3

Natural Abilities: camouflage (can change color to match that of host, gaining +2D to all hide: self only rolls); psionic drain (host loses 1D from Knowledge or Perception for each week parasite is attached; when either falls to zero, the victim falls into a coma; when both fall to zero, the victim dies); feeding period (after leaves host, can survive for 1 day per 1D drained from host before needing to feed again); small size (scale value 15)

Odiumus

The odiumus are the flaming angels of vengeance in an obscure religion. They appear as huge wheels of divine flame, with seven golden eyes set into a wheel. They are the holy spirits that destroy those who do not serve the interests of the religion.

They may be summoned for the purpose of destroying a heathen artifact or stronghold. In the guise of a holy avenger, they spread their religion’s gospel of violence, aggression, hatred, and war.

The odiumus are spiteful entities that delight in causing misery. In their vengeful “missions,” they tend to destroy more then they were petitioned to do.

The creatures may only be summoned by the religion’s priests (the planar distance has a value of 33 for miracles and spells), who regard them as divine tools from God, though other summoning spells may mistakenly draw the entities to their casters.

Typical Odiumus

Reflexes 3D+2: brawling 5D+1, dodge 4D+2, flying 5D+1, sneak 4D+l
Coordination 2D
Physique 3D+2
Knowledge 20+1: languages 40+2
Perception 3D+1: investigation 4D+2, search 5D, tracking 5D
Presence 3D: con 4D+2, intimidation 4D+2, willpower 4D+2
Strength Damage: 2D
Move: 60 (flying)
Fate Points: 1
Body Points: 21
Character Points: 3
Wound levels: 3

Disadvantages: Devotion (R3), spreading violence; Hindrance: Atypical Movement (R1), flying only

Advantages: none

Special Abilities: Attack Resistance: Energy Attack, Non-enchanted Weapons (R5 each), +5D to damage resistance rolls against relevant attacks; Flight (R3), base flying Move 6D; Immortality (R1), driving out its eyes with silvered weapons will kill it permanently; Natural Hand-to-Hand Weapon: Divine Touch (R4), damage +4D