Professional Documents
Culture Documents
Background
The Characters
The player characters are people who have managed to escape
the attention of patrols of Federal Marshals as well as defend
themselves against the undead and vigilantes. Recent events,
however, have forced them to require a migration past checkpoints
(which will vary based on your scenario). This is almost impossible
considering free passage is only for those who have passed
numerous medical screenings and are granted certain levels
of clearance by the government. For whatever reason (that will
vary based on your scenario), that kind of clearance is nearly
impossible to obtain.
Risk Factor(s) Bite: + + & & – [n nn Sl] Inflicts 1 Viral to the target.
Starting Pool: W 20
Templates
nn Noise: W 1 Wretch Upgrades
nn Travel at Night: W 1 per 6 1
nn Derail: W d5! Strength: W 1 – Add +5 to Strength (which, with a starting Strength of 25 will
increase to 30, which will increase Damage Threshold by 1)
Skill Check(s)
{Navigation%, Search%} Sleepers: W 2 – Deploy closer to opponents. Characters that fail {Spot/
Listen%} will allow a GM to resolve - as if the character had failed a {Grap-
Special ple%} against the Wretch.
Timeline of Events Unique/OBM
The Timeline for this Scenario is rather short, since USAMRIID Marshal
it only takes place during about 6 20. The start Soldier
Time should be during periods of Night, 6 17 or
Strength: 35
so. So this timeline corresponds to the length of
Perception: 35
Time of the scenario itself, and not the time of day.
Empathy: 20
nn 6 1 - Meeting with Rob. Start of the scenario. Willpower: 40
nn 6 4 - Staying in the Junkyard this long will have
Vitality:
another Encounter with Wretches.
Health Points: (5)
nn 6 10 - A helicopter flies overhead. See “USAM-
Damage Threshold: + 7
RIID Helicopter” Note no. 1
{Skill Check(s)%}: {Firearms - Pistol 50%, Firearms - Long Gun 55%,
Note that these do not need to happen, only that they
Diplomacy - Command 60%, Brawl 48%, Spot/Listen 55%}
certainly could happen.
Success NPCS
Reward: l100
Rob
Upon reaching the Workshop, up to 3 characters Friend of PCs
can comfortably “Rest” in the underground shelter.
ene ric NPC
Strength: 28 a g ced
Characters can now purchase “Forged Paperwork” Perception: 30 Rob is an be replaPC you
with a reduced price of G 50. Empathy: 33 that c y notable Noduced
Getting the Inventory as per the optional objective
Willpower: 25
with analready intrign.
will allow characters to earn G 100 worth of Vitality: have your campa
chemicals for Francisco. Health Points: (5) in
Damage Threshold: + 5
Failure
Characters can purchase “Forged Paperwork” at the Training Values:
standard price of G 75.
3 4
Free Content Friday – 002
Francisco Aguilera Special
Artist/Forger Forged Med. Passports
Strength: 15 Command Apparatus: 3x
Perception: 23
Empathy: 39 {Expression (Lie)%, Diplomacy (Command)%}
Willpower: 44
Special
Vitality:
Health Points: (5) USAMRIID Checkpoints – These papers are only able to provide their
Damage Threshold: + 5 gear bonus to people at USAMRIID Checkpoints and personnel.
Training Values: Personalized – Due to the nature of the documentation, the passports
Artist
5 need to be individualized to each person. So one character can’t
transfer theirs to another.
Industry Sectors
BARTER RESOURCE CATALOG - FRANCISCO
ITEM COST CAPACITY Apply the following multipliers to the G value of characters selling
such categories of goods.
Forged Med. G 100
Passports 8
Survivors can also engage the Wretches and use the environment
The party has been waiting at a burning out road flare for several minutes. as a weapon.
Rob has never been late in the past and his choice of using a burning road flare
is less than wise. At night, this flare draws all kinds of unwanted attention. See “Topple”, Note no.3
The Junkyard Encounter Upon defeating or sneaking past the Wretches, read the following:
The undead, drawn in by the light of the flare, will attack the
characters. Run the encounter normally, but characters that have Upon entering the office, you see a secret passage opened into the
the sense to extinguish the flare will require a GM to make an floor. Looking down, you can see Rob waiting there with a very old
Encounter% to see if the undead can pursue the characters as they man. Rob flags you to come down and introduces you all. The man
flee in darkness. is Francisco, the infamous forger… and he needs help.
Characters that stay and fight will discover a discarded object that is Francisco is in dire need of having his pacemaker battery replaced.
distinct to Rob. The party see a very clear path to where Rob must In explaining this, Francisco points to a circled date on the calendar
have fled to… The warehouse across the field from where they stand. that is long since passed. He is on borrowed time.
Upon entering the warehouse grounds, a few undead can be seen shambling Finding this will allow the characters to actually locate something
about. useful in the endless rows of boxes. This will effectively ignore the
immense “Size” of the warehouse to perform a thorough search when
The goal is to reach the door that is clearly ajar across the parking determining the Labor Value of such an undertaking
lot, which is likely where Rob has fled to. Characters can attempt
to sneak past them which is a task that has a Labor Value of @5
per character using {Stealth%}. Failing to do this will trigger an
in The
ed
ntinurt 2...
encounter d3 Wretches per character.
co
Inside the Warehouse To beage - Pa
Inside the warehouse, rows of boxes on shelves plunge into darkness.The only Pass
source of faint illumination is that of the office space.The area is surrounded
by severalWretches.The lighted windows clearly indicate that people are (or
were) inside.
4. Have a Heart
It is here that the characters are reunited with Rob and (apparently)
his close contact with Francisco, the famed forger.This provides the
characters a fortuitous opportunity to escape the safe zone. Rob
had apparently been trying to beseech Francisco for aid by forging
a medical clearance paper. Rob wished to bring in the party for a
very special task in order to get what he needs.
This can be a story hook into the next session or you can just
add 6 100 until the battery gives out, which you can note in the
Timeline.
THANK YOU!