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Don’t Go Into The Woods:
An Adventure by Adam Ultraberg Copyright 2012. For information, Contact AdamUltraberg at Gmail.com.

Summary:
Don’t Go Into the Woods is a combination of Cry Wolf and Monster Squad, with a heavy dose of The Crucible. Unlike most modules, the players are allied out of convenience, and aren’t encouraged to be buddy-buddy. In fact, a cohesive party will remove much of the challenge of the module. The characters are almost exclusively loners (or are among strangers). Though there should be a tricky weave of alliances, your job as the GM is to sow dissent. Provide each player with plenty of post-its or notecards, as well as a pen, so they can pass notes to you and their allies. It may get a bit wooly when they’re receiving half a dozen furiously scribbled notes during each combat round, so feel free to point at each player, request a single card, and react to that. Players, read no farther! The rest of the module is ahead, and it’s far too awesome for you to spoil for yourself.

THIS IS YOUR LAST CHANCE NOT TO READ SPOILERS!
This module introduces a new mechanic called Disquiet. It measures, generally, the distance a character has between them and complete societal estrangement. Being bullied, banned from town, dredged through muddy quarries, and thrown in front of bears will raise Disquiet. Betraying others lowers it. As the module works for many settings, Disquiet is represented as a percentage. At 50%, mild penalties accumulate. At 75%, twice as many: At 100% Disquiet, the character should take severe penalties to ability checks to do anything but betray others. This module also has a Secret Antagonist. One player will be randomly selected (by you) to be the killer in the night; they plan to lead the others to their doom and cover all who could stop them. They’ll be empowered to do so by dark forces; the only chance the party has is to suss them out and give them large amounts of disquiet. LOCATIONS: 1. Salem Town: The players should be put on the course of the old mill, and experience some minor betrayals. They’ll also fight over leadership. 2. The field of Corbies: Going into the woods leads to the burnt out bridge. Going along the shoreline will take them to #4, but take much longer.

2 3. The burnt down bridge: the players will have a chance to mess with each other. Bears will be foreshadowed. 4. The Mysterious Clearing: What are the bears after? What do the ruins mean? 5. The falling of darkness: Who’ll stand watch? Who will be tired and suffer Disquiet? 6. The Sawmill itself: The villain faces off with the party. Who lives? Who dies? 7. The Aftermath: Did the heroes succeed? Or does a new era of darkness reign?

SALEM TOWN: [#1]
Read this: The town of Salem is quiet; a place to live penitently before God. And although it is no London, it's still a beautiful seaside town. And as the seasons change, this winter looks to be mild. That is of course excepting the murders. Two families, the Cordells and the Lawtons, were slain in their beds. Any travel begins with the requisitioning of supplies. If the players insist on leaving right away, there’s a chance Titania has a supply cache in the woods; of course, she’d pretty much have to reveal herself as a bandit queen, since the caches contain un-pawned gold and silver pieces. Assuming they stay, they’ll encounter the harsh reality of Salem in the pre-witch trial era; a seaside town built by those who avoid all temptation. No taverns, a general store, and a great deal of fishermen and house front businesses. The church currently doubles as a town hall. The quest is simple: find out who’s been killing Salem’s people in their beds, and bring them to justice. Under no circumstances should players be led to believe that one of the townsfolk is responsible; such investigation would bypass much of the module’s intent. (The module’s name is not a literal command; players are especially encouraged to go into the woods). During #1, the players have the following additional motivations: Titania will want to remain undetected (easy, as she’s dressed to fit in and few of the people who’ve seen her ever survive) she wants to catch someone else in the party up on a crime. If she does, that person’ll be expulsed from the village and lose quite a bit of social standing [equal to roughly 15% disquiet.] Tewamoset/Tom Brown will want negotiate a smaller price on the goods the party needs, and meet with the mayor for a diplomatic mission; Captain Darcie will want to impress Corwin, and grab a copy of “Historia Romana Ars” from the mayor’s office; James Corwin will want to make friends with at least one other adventurer besides Darcie, and show that he’s morally superior to the rest. He will tolerate no misbehavior from the rest of his assigned wards. Sarah Parris wants to steal a book from the mayor’s office, one that sounds like “Historia Romana Ars”.

3 The Murder Scene It’s hard to determine how the victims were slain; forensics is mostly handled with accusations and testimony. Ask the villain (privately) how they killed; make it difficult, but not impossible, for other players to investigate. A good killer will throw others off their tracks; for the time being, the town watch will refuse to convict on anything short of a confession. If the players hang around too long, the minister will come to deliver last rites. He’ll politely but firmly ask for privacy, and a messenger will come from the mayor’s office. The Mayor’s Office: Mayor Whitcomb’s office in one of the only business-buildings in town. It has an external staircase and a shingle; downstairs is currently used as a warehouse due the town’s expansion. Roy Portman is the clerk responsible for the mayor; they’ll likely be drafting a memorandum when the players arrive. Read this: The Mayor’s Office is an entire floor, filled with clerks at their desks. The largest desk, set in the center, belongs to Mayor Whitcomb. He’s busy giving dictation on a letter to the governor, but stops when the players enter. Behind his desk are the colonial ones and the Union Jack. Above it stands the Sword of Salem, an artifact representing the Powers of England to protect her colonies. If Corwin or Darcie are with the party, he’ll greet the group warmly. If they aren’t, Portman will request the group return when they have an appointment; hopefully, on the 31st of February. Convincing him otherwise will be a medium difficult social check. The mayor is impressed with the duty of the mission: he knows only that the killer uses an out of town hideout. When forced to reveal how he knows it, he reveals a map hidden in a globe. The hideout is circled, in addition to an overland map of the woods. It was an old settlement, abandoned after accusations of dark forces. It takes a Quite Difficult [DC 20] social check for Darcie to take the Sword of Salem; it’s less difficult for Corwin, who must only make a DC 15 check. The sword grants +1 to attack and damage. The other citizens of Salem are largely useless or busy - when forced, some will admit to terrible dreams at the mill. The distance between modern RPG players and god-fearing proto-colonists is extreme, and the longer you dwell on it, the more likely the players are to believe someone in town is the killer. Have townsfolk react oddly to the less favored member of the party, and give players 10% disquiet if they cause a nuisance.

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THE FIELD OF CORBIES [#2]
In short: Evil birds are drawn to attack the players, driving them either into the woods or to the coast. Read this: A rotting deer carcass stands in the middle of an overlarge pumpkin patch. The pumpkins around the carcass look ill-shaped, grown backwards into their roots. Normally ripe for harvesting, the terror in the town has led the field to be mostly fallow. Or perhaps simple idleness is to blame? A flock of crows circles, swooping in and again to attack an already disfigured scarecrow. It has one arm and is leaking straw. If the players aren’t being particularly stealthy: The birds wheel around on your group and attack! Otherwise, the players have a chance to plan and possibly sneak by. The birds are sharp eyed and have a great [+4] perception. There are two exits from the area: one is past the patch and into the woods, and the other is down to the rocky coast. The map (or Tom Brown’s sense of direction) will point them into the woods as a much faster path. But then again, the module is called Don’t Go Into The Woods. If the players fight the crows, the birds should attack the weakest member. Their attacks, in addition to damage, do 5% additional disquiet once they bring a player below half health, and an additional 10% on downing a player. (For example, if crow took down Captain Darcie from 51% to 0%, it would deal 5%+10% disquiet). The birds will flee upon losing half their numbers, and don’t pursue beyond the field. They will feast on their own dead, which an average knowledge: nature or survival check will reveal as unearthly. Continue onto either #3 or skip ahead to #4 (making a note that the longer path will take more time and give the villain a larger edge in the final encounter).

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Location: Bridge in the Woods – #3
In short: The players get a chance to put their cards on the table, and/or toss each other into a fetid swamp. Read this, won’t you? The threat of the birds ended, you journey into the forest. For some of you, this is unpleasant; others of you make your living here. Perhaps you spent much of your youth here, avoiding the teasing words of other children. Perhaps it is the way of your people. As you travel through, you reach the Melchogg river crossing. Or rather, you reach the remains: what used to be a perfectly serviceable bridge is burnt to a crisp, ashes slowly moving downstream. The ashes mix with fishkill; the normally fast flowing river is nearly stagnant. The area reeks to high heaven, especially due to the fishkill. It’s far enough outside of town that it has to be deliberate; farming chemicals won’t be invented for hundreds of years. Attempting to taste the river is poisonous; give players an intelligence check if they suggest doing it. Doing so will poison them, with a -10% failure check to all physical checks until they recover (after medical care or a good night’s sleep). The bridge covered a good 25 feet of river. It’s narrower upstream, but a slightly difficult (DC 15 or “Good” quality) check is required to get across no matter where one goes. A few characters, notably Sarah Parris, will have trouble making it. Of course, the more bodied in the party would suggest it for that reason. Building a boat will take time (to the tune of an hour). Swimming requires fortitude checks to get through the brackish water; failing results in poisoning (as above). Pushing another character into the river requires a secret strength check. If a character is explicitly trying to avoid getting thrown in, they get a 30% bonus to that check. Titania knows a way around the river; but doing so will almost certainly require her to reveal herself as a bandit. This’ll anger Darcie and Corwin, but they don’t have to come along, do they? The secret path also contains a cache of supplies; anything the players missed in town (medical supplies, maps, weaponry) can be found here. Titania gets +1 to all combat skills if she’s wearing her Red Frog mask. Successfully navigating the river will lead to the next area, #4.

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…You’re Sure of a Big Surprise. [#4]
In Short: A bear attack is not as it seems. The party is left weary and bleeding as the sun sets. If the players went to the shoreline, say this: The Atlantic Ocean is beautiful and warm at this time of year. Things pass as peacefully as possible; the echo of the waves sooths your troubled souls, at least for now. All players receive -5% disquiet. Once the players get to #4: Ask who’s leading the party at this point. Not who’s in front (although that matters too). Ask and try to get a consensus on who everyone believes is the most essential to the expedition; do this secretly. Then poll them on who’s the least useful. Whatever the result, say “very interesting.” Ask if there’s anything they want to do with their suspicions. After that, reveal that they’ve made it to a moderate clearing. A few trees have fallen here, and there are a few tall, jagged stones, remnants of glacier movements eons ago. A brown bear cub claws at the inside of a log, trying to get something.. The players might think they can avoid the bear cub, just like they dodged the crows. No way; this is an adventure module, not a T-ride to Stop and Shop. The bear charges the first person to approach it, unless they succeed on a pretty darn difficult (DC 22) nature check. In that case, it’ll attack the person they voted least popular. Bears can pick up on that sort of thing! The bear charges [UNPOPULAR OR BRAVE CHARACTER]. It’s scraggly and oozing from facial sores, too fast and too jerky for what it ought to be. Roll initiative! There should be two combat rounds before the bear’s mother shows up. If the players are able to kill it (and decide to hide the body), the mother will pass nearby without incident. If the bear is still fighting, they’re going to have to fight a giant diseased bear. [The bear’s stats are at the end of the adventure.] The stones themselves are interesting: Captain Darcie and Sarah in particular will be fascinated by them. If either possesses “Historia Romana Ars” from the mayor’s office, they’ll be able to interpret the writing. It foretells of a haunted killer that roams this continent. Secretly tell them three people who AREN’T the killer. If Darcie or Sarah IS the killer, they gain +1 to their relevant attack attributes for the rest of the campaign. The cub was trying to get at a beehive. Discovering this has a 1 in 4 chance of coming with some disquieting bee stings (10% disquiet). Assuming they don’t all die or feed each other to the bear, the players proceed to the next scene.

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TIME TO MAKE CAMP. [#5]
In short: The players have to rest. Who stands guard is the question. Read this: The day has been long, and filled with angry wildlife. Though the Old Mill isn’t too far off, it is best to sleep; such a place is dangerous at night. Perhaps your dreams will be safer than the reality you face. The only question: who takes first watch? DURING EACH PLAYER’S WATCH: THE KILLER will be made aware of their final duties, perhaps by an apparition or ghost out of hell, and told to draw the rest of the party to the Old Mill. Awakening the other characters will give them 25% disquiet; he or she should impress on them that he knows the villain’s weakness. ATTEMPTING TO KILL ANOTHER PLAYER will always fail, but grant the victim a full 50% disquiet. They wake up screaming, a pillow in their bedroll. Assuming someone stays on watch with Tom Brown, or he’s up alone and is not the killer, he will be approached by a pair of his tribesmen, Konuset and Toruamek. They ignore whites completely, and bequeath on him an ancestral weapon: a vial of weapon poison. This gives +1 to all damage and gives a 50% chance of poisoning all struck with it. They remind him of his final duty; to strike at the enemies of The Pequod. Killing them will grant Tom full disquiet.

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THE ABANDONED MILL. [#6]
In short: The players confront the murderer, and either succumb to their evilness or band together to save the day. The challenge of this section is easy to define: How do you take a balanced PC and make them a threat for four others? The problem usually relies on movement inequity; one character needs to be 4 times as powerful, but only gets one turn. This inspired the concept of multiplicity: The Killer should roll two initiatives, and act as normal on both counts. This halves time duration effects on the killer; otherwise, the killer’s speed would make them weaker to poison and introduce a slew of issues. So how does each character level up? Depending on system and character, they should gain: Demonic swordfighting potential (+2 to hit and damage for Titania, Corwin and Darcie) Enhanced Spellcasting (+1 for Darcie due to his infernal pact, +3 for Sarah with multi-attack at -1 for each additional target beyond the first.) Enhanced Stealth (Tom and Titania gain +3, allowing them to hide and emerge 10 feet away if all areas are in cover) A contigent of five Hidden Archers (Corwin; treat as average mooks with cover) A savage, feral form (Tom gets +2 to physical stats, -1 to all mental stats.) If at all possible, encourage the players to burn down the mill. Whatever happens, whoever survives goes to the Aftermath.

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THE AFTERMATH. [#7]
If the Killer wins, they gain an aspect of narrative control. First, read them this: You’ve slaughtered everyone in your way. It had to be like this, you tell yourself, and maybe you’re right; maybe this is the story where you control fate. What do you bring to Salem? How does it spread to Lowell? And what becomes of the New World? Let the players work together to figure out what happens here. Have them pitch you stuff, as you plan a truly grim future for New England. If the Killer teams up with others, this happens: You’re smarter than you seem. Sure, you may have spilled some blood, but by and by large, you’re a reasonable person. You have the teammates to prove it. What new evils will your unholy alliance bring? How does it spread to Lowell? And what becomes of the New World? If the killer is defeated: The people of the book have a saying: to save one life is to save the entire world. You’ve saved Salem Village, at a high cost paid in blood. You’ve also slain the true monster. Though the years to come may be bleak, at least they’ll exist. Tales of your underappreciated alliance will guide many a mother as she tells her children: DON’T GO INTO THE WOODS! If Everyone Dies: The Wages of sin are death, and the devil collects his due. Many have fallen this way, in disputes with other supernatural forces. Who else could banish them? As you journey to the gates of hell, you pass into legend, victim to defilers and profiteers. Can you be called back from beyond the pale? Or perhaps you should’ve headed those prophetic words… DON’T GO INTO THE WOODS!

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Sarah Parris
You’re 24, unmarried and barren. So even if you didn’t have a strong link to the other side, you’d be accused of being a witch anyway. Perhaps you scare men away; perhaps it’s just bad luck in tiny, tiny village. That doesn’t bother you too much though, because you have something they don’t; a clarity, a deep wisdom, and a sense of calm. And an ability to cloud peoples minds with a few small words of an unwritable language. Rumor is that the mayor has a powerful book in his office, Historia Romana Ars. You can sense something wrong about Tom Brown. You’re friends with Titania. If you’re the killer: You’re a mere four sacrifices from ultimate power. Darkness will descend on the New World, and there’ll be no more mockery of your power. You frightened the families to death. Bring your fellow investigators to the old mill. Superb (+5) Mysteries Great (+4) Alertness, Deceit Good (+3) Endurance, Investigation, Empathy Fair (+2) Academics, Sleight of Hand, Resolve, Athletics Average (+1) Survival, Fists, Art, Contacting, Weapons ASPECTS: Reader of arcane texts.Outsider Calypso the Cat. Reticent Strange luck. Calm, Cool, Collected “I have my ways.” Untiring. Girl of Salem Spiral of Lies Stunts: Mesmerist: When helping another character to remember things with hypnosis, the other character’s skills are not
limited in any way, and in fact may be complemented by the hypnotist’s Mysteries skill.

Hypnotic Speech: Whenever you have someone in a full trance, you may plant false memories, or remove
existing memories. The partial trance resulting from the Hypnotic Speech stunt does not count – this must be a full trance, which is usually only possible with a willing target. Unwilling trances resulting from the Enthrall stunt do, however, count. To use this ability, for each memory to be planted or removed, roll your Mysteries skill. The result indicates the difficulty for someone to recognize the memories as missing or false, as well as the difficulty – for the subject or another mesmerist – to penetrate the shadow you have lain over their mind.

Enthrall: Attack with Mysteries. Targets who are not restrained or forced to be a captive audience defend with their
Resolve at +2.

On Top Of It: You may spend a fate point to go first in an exchange, regardless of your initiative. If you haven’t
gone yet, spend a fate point to go next.

The Honest Lie: The best lies are the ones that contain a healthy dose of truth. Whenever the character
incorporates a hefty portion of the truth into a lie, he gains a +2 bonus. The truth must be relevant, not unimportant, and significant, not trivial – it must be on par with (or bigger than) the lie, or at least in the ballpark.

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Tewamoset aka Tom Brown
An ambassador from the Pequod, you’re not well appreciated, but may enjoy some of the amenities of white man’s culture. Though a skilled diplomat, you were sent into Salem because it’s believed you’re cursed… in the hopes you’ll destroy the white man forever. You’re friends with Corwin, and distrusts Miss Parris. If You’re the Killer: Then it’s for the best. Your “curse” of lycanthropy will be a great thing for your people; the spirits have granted you a hungry boon. And only four could possibly stand up to you… Bring them to the old mill. Superb (+5) Survival Great (+4) Weapons, Stealth Good (+3) Might, Rapport, Athletics Fair (+2) Empathy, Alertness, Resolve, Contacting, Engineering Average (+1) Guns, Science, Gambling, Sleight of Hand, Mysteries ASPECTS Born Diplomat At Home in the Woods Reclusive Instructor Nose of a Bloodhound Dead-eyed “You wouldn’t understand.” Rumormonger The spirits are restless Seek and Ye Shall Find Stunts: In Plain Sight Your character suffers no environment-based difficulty increases when using Stealth. This means
that even when he’s out in the open and wouldn’t normally be able to justify using Stealth, he may. This also means that, once hidden, even people actively searching for him do not get a +2 to their Alertness or Investigation rolls. This ability only functions so long as your character does not move, and does not do anything other than hide. The moment he does something else, he breaks cover and is immediately visible.

Master of Shadows Your character is one with the shadows, and lives in every darkened corner, unheard and
unseen. You gain the full benefit of In Plain Sight, but may also move one zone per exchange without automatically breaking stealth, allowing you to remain hidden while moving, even when you shouldn’t be able to hide in the first place. If your character is in an environment that could give a bonus to stealth (like one with a Dark or Smokey aspect) or even one that would normally justify the use of Stealth to hide, you may pay a fate point to make a full sprint action without automatically breaking stealth. The upshot of this stunt is as follows: Whenever the character moves while hidden, discovery penalties may still apply, but are cut in half. Outside of conflict, this leaves observers at +1 for a cautious creep, +2 for walking pace, +3 for a jog (short sprint) and +4 for an out-and-out run (long sprint); inside conflict, observers only get a +1 to detect the character for every zone moved in an exchange.

Due North Your character’s natural talent for navigation is such that he rarely gets lost. He always knows which
direction north is, flawlessly, even underground, without a compass or stars to guide him. He gets a +2 knowledge bonus whenever trying to find his way out of a place (using Survival), and faces no familiarity penalties to his efforts to navigate.

13 Tracker: Your character is skilled at tracking, and can infer a great deal of information from a trail. When
studying tracks, the character may roll Survival. Each shift from this roll spent thereafter gives the character one piece of information about the person or creature being tracked (such as weight, how they were moving, and so on). Normally, Survival can’t be used to track something, leaving such attempts at a Mediocre default.

Weapons of the World: Every kind of proper (not improvised) hand-held melee weapon in the world has been in
your hands at one point or another. Your experience is extensive and profound; you never face a familiarity penalty regardless of how strange the weapon you’re using is. Further, if you tell a quick (two or three sentence) story about how you came to use such a weapon in times past, you may get a +1 bonus for a scene, once per “new” weapon, per session, at no cost. This story may either be out loud or as an internal monologue shared with the other players at the table.

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James Corwin
A former mayor, his greatest pleasure in life is enforcing a strict hierarchy. Him on top, then his friends, then undesirables. (Of course, undesirables includes slaves, women, and the indigenous). He is overseeing this mission and is in all things the leader, even when it would be more advantageous to follow. After all, if one followed a deviant, even a righteous man could walk into hell. He admires Darcie and doesn’t much trust any of the undesirables.

If You’re the Killer: Then you’re doing God’s Work. These freaks and malcontents are a threat to the continued existence of Salem. Sure, you had to fake a few deaths, but it’ll be Gods Will that brings “them back to life”. Your confederates are hiding in the old mill. Superb (+5) Guns Great (+4) Academics, Weapons Good (+3) Investigation, Endurance, Art Fair (+2) Athletics, Engineering, Alertness, Resolve Average (+1) Survival, Empathy, Fists, Intimidate, Stealth ASPECTS Visible Elect Always a Magistrate Studied at Oxford I have your best interests in mind I won’t bear this! STUNTS: Ebb and flow The character is so aware of the social currents in a situation that he is able to see something of
what’s coming before it arrives. At the beginning of any social exchange, before proceeding with the usual initiative order, the character may spend a fate point and attempt a quick read – looking for surface moods and other social cues – on any one target of his choosing, as a free action. He may t hen act normally on his turn as usual

“My aim is true” “Town is the heart of society” Man is better than beast Middle aged A taste for the finer things

Long Shot For whatever reason, you’re always able to take shots at a greater distance than you should be. You
can use pistols up to three zones away (instead of two); furthermore, rifles and other such weaponry reach an additional zone (or two, if the GM feels generous).

Last Shot The last bullet has a kind of magic to it. A character with this stunt may declare that he is on his last shot, and may make any single Guns attack at +3. This is the character’s last shot – its use means that there’s no more ammo, no holdout guns or the like. The only way the character is going to be able to use his Guns skill in the scene is if he takes an action acquiring a new weapon or ammunition. Cold Read Normally, to use empathy to get a read on someone it requires at least a few minutes of conversation,
if not more. Characters with this stunt may do so after much less time – two or three steps faster on the time table.

Razor Tongue The artist has a way with words, and knows how to craft the most exquisite insults. Whenever
making a social roll that uses such words, he may automatically complement the effort with his Art skill – this is particularly potent when complementing Intimidation to get a rise out of someone, and in such a case, grants an additional +1 regardless of the level of skill.

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The Red Frog Titania Fowl
Four hundred years old, and a cursed woman, you look around 30. A merry prankster, you gets enjoyment from robbing the ordinary. Of course, you does it under mask, as to enjoy the simple freedoms of their simple towns. She’s friends with Sarah Parris, enemies with Captain Darcie (as any professional thief might be). If You’re the Killer: Then it’s the will of the fae. Mankind has made a true mess of England, and they won’t despoil this content as well. Bring them to the old mill. Superb (+5) Athletics Great (+4), Deceit, Weapons Good (+3) Burglary, Survival, Stealth Fair (+2) Endurance, Might, Alertness, Intimidation Average (+1) Guns, Empathy, Sleight of Hand, Resolve, Fists ASPECTS: Independent Woman Justice is at the end of my sword I’ll take the lead Magic in the blood My father taught me well “I’m no spring chicken” “We’ve got to get out of here!” Prankster I don’t like interlopers Nature answers to me.

STUNTS: Acrobat: Difficulties assigned for complex maneuvers while acting (e .g walking on a tightrope, doing brain
surgery while hanging from a trapeze) are reduced by two. Falling rolls gain a +2 bonus. When used acrobatically, your Athletics skill can never be used to restrict another skill, only complement it.

Human Spider: The character can climb surfaces he oughtn’t be able to. He receives a +2 bonus on any climb,
and by spending a fate point, he may eliminate the effects of all difficulty modifiers resulting from the environment or the characteristics of the thing he’s climbing (so he can climb a slick, mostly flat surface in a rainstorm at much less difficulty).

Clever Disguise: Normally, a character cannot create a disguise that will stand up to intense scrutiny. With this
stunt, he may defend against intense scrutiny (anything short of physically trying to remove the disguise) with his full Deceit skill. Furthermore, he may assemble disguises of this quality in a matter of minutes, provided he has a well-equipped disguise kit on hand.

Ricochet: You can throw a weapon such that it bounces off one or more surfaces, allowing it to come at an
opponent from an unexpected direction. By bouncing your weapon off a surface before hitting, you make the shot more difficult, but also more likely to hit from an unexpected angle. Describe the shot and take a -1 penalty to the attack; if is the attack is successful, the stress of the hit is increased by 2. In addition, you may use this stunt to get a thrown weapon to hit a target that is around a corner, provided you can work out some way to see him (such as with a mirror).

Anything Goes: Your character should never need to spend a fate point in order to declare that an improvised
weapon is close at hand, unless his surroundings have been deliberately prepared against this (such as a prison cell). When using the Weapons skill to throw objects at a target, this stunt means he often has an easy supply of ammunition at hand. These weapons have a tendency to break.

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Captain Duriel Darcie
Hail the conquering hero on shore leave. You’ve been assigned to report on the fighting readiness of the colonies and, having inspected the militias, are spoiling for a good fight. You enjoy the company of former mayor James Corwin, but wish you were stationed in Boston. During your travels, you found an artifact of whispering power. It promised you grandeur in exchange for militancy. Whether or not you’ll obey those voices is up to you, Captain. If You’re the Killer: Then it’s not your fault. The voices in your head have grown meaner, and the mill is the secret of anything. You heal one box of health every round in active combat, starting with your lowest box. Superb (+5) Weapons Great (+4) Guns, Endurance Good (+3) Athletics, Leadership, Resolve Fair (+2) Deceit, Academics, Might, Investigation Average (+1) Survival, Mysteries, Rapport, Engineering, Alertness Aspects: Sneer of Cold Command “Let’s get to the bottom of this” A woman’s place is in the home Son of England Keep Your Powder Clean Stunts: On Top Of It You may spend a fate point to go first in an exchange, regardless of your initiative. If multiple
people with this stunt exercise this ability, they go in turn of their normal initiative, before those who don’t have the stunt get a chance to act. If the exchange has already started, and you have not yet acted, you may instead spend a fate point to act next, out of the usual turn order.

“I love my trophies” Troubling Memories Fencing Expert Used to dealing with less I’m on a vacation of sorts

Danger Sense The character maintains a quick and easy awareness of ambushes and other nasty surprises –
perhaps preternaturally, perhaps simply due to finely tuned mundane senses. Whenever ambushed,the character is able to take a full defensive action, gaining a +2 on his defense roll, regardless of whether or not he’s surprised (if he is surprised, dropping his base defense to Mediocre, this stunt takes his base defense up to Fair).

Saw it coming –The character is never surprised; he may always take a full defensive action when ambushed, and his base defense is never reduced to Mediocre by surprise. Shot On The Run: This character may use Guns as a defense skill against physical attacks; normally, Guns
cannot be used defensively.

Fast Reload: “Out of ammunition” can often show up as a minor consequence for someone with a gun. With this
stunt, the character may spend a fate point in order to remove this consequence immediately, at the end of any exchange. The character is still considered to have taken a minor consequence for purposes of determining whether his next consequence is moderate – the minor consequence simply won’t be there. Second, “out of ammunition” can show up as a temporary aspect resulting from a maneuver (to try to get someone to use up his shots). Whenever this character is the target of such a maneuver, he may defend at +2.

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Characters in other systems:
Captain Darcie: Level 5 fighter OR [+4] War Weary Soldier, [+2] Survivalist, [+2] True Englishman, [-2] Shell shocked. James Corwin: Level 6 Aristocrat, OR [+4] Lord Protector [+4] Older and Wiser [-2] Tired Sarah Parris: Level 5 Wizard, cat familar OR [+4] Carrie-style spellcaster, [+4 ] Observant, [-2] Outsider Tewamoset: Level 5 Druid OR [+2] Pequod Ambassador, [+6] Woodsman, [-2] Bad Vibes Titania Fowl: Level 4 Rogue/Level 1 Fighter, OR [+6] Woman of Adventure, [+2] Swashbuckler, [-2] Greedy

18 MONSTER STATISTICS: Birds: +4 to Fists, +3 to defense (flight), Aspects SWARM, HATRED OF THE FLESH, and CLEAR AGAINST THE SKY. BABY BEAR STATS 50% of all momma stats, as well as 10% disease chance on all successful attacks. It has +5 to fists and +5 to toughness, with the aspects SMALL TARGET, VICIOUS, NONE TOO BRIGHT and DISEASED. DISEASED MOMMA BEAR STATS: Regular stats, +25% chance of illness to everyone damaged by it; Ablative skin, giving it -1 to toughness checks for already hit it has; Furious Swipe, an area attack against anyone directly in melee with it. In PDQ, It’s a +8 vicious bear; in FATE, It has +7 to Fists and +7 to toughness, +3 to social perception against feinting and the aspects GIANT, DISEASED, FIGHTING FOR ITS FAMILY, and FERAL INTELLIGENCE .