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Dead CI
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"SINS"
Created By
Miquel Tankard
Rul es and Int rod uc t ion

Writing & Development Team Lead


Sam Sleney

Writing & Development by


Miquel Tankard russell Messer
Sam Sleney Gavin Jones

Illustrations By
Will Kirkby
Dead City is a complete adventure intended for Mature players only. Imagination is
a wonderful thing, but just remember not to let fantasy spill into real life.

For more Products and Information, join us on our website;


https://www.firstfallingleaf.co.uk/sins-rpg
or find us on Facebook or Twitter with @sinsrpg

Copyright © First Falling Leaf Limited 2017. Sins, Nemissary, Nemissaries, Brood, Hollow, Aerthir, Risen, Ravagers,
Metaforms, and Brood-Mothers are © First Falling Leaf Limited 2017. No part of this publication may be reproduced,
stored in a retrieval system, or transmitted in any form by any means, electronic, mechanical, photocopying, recording
or otherwise, without prior permission of First Falling Leaf Limited.

Welcome to Dead City, a 32-page introductory prequel Dice Pools


adventure to the post-apocalyptic roleplaying game, Sins.
This booklet and its contents are intended for mature At the heart of the system is the Dice Pool. These are used to
players aged 18 and up, and is designed to provide a overcome various challenges and are a way of representing the
complete 3 to 5 hour game session. characters’ attributes and skills. A dice pool is expressed as X/Y.
What this booklet is not, is an introduction to X stands for the number of dice in the dice pool, and this
roleplaying in general, and the content does assume a is equal to the Attribute used to form the pool, plus 1. Y is
basic familiarity with how games are run and played. the number needed for any given dice to score a success, and
is based on the character’s skill.
Things To Know
Sins is powered by the HOPE engine, which is a versa-
tile and robust game system. Due to size constraints, an
abridged version of the system is presented below.

The Basics
Below you will find the basic rules for running this adven- Also, you should note that dice which roll a 6 may be
ture with the exception of combat, which is covered a little rerolled to see if they generate an additional success.
later on in its own section. This can repeat so long as the dice continues to roll a 6.

2
Each section of the adventure will list various challenges What do I need to know?
the players may need to overcome, along with what combi- If you are picking up this booklet with the intention of
nation of Attribute and Skill the character will need to use. running this adventure, there are several things you should
If you are asked to round a fraction, or take the average of probably do in preparation. First of all, you should famil-
two attributes, always round up unless otherwise directed. iarise yourself with pages 1 to 5 as they provide a basic

Rul es and Int rod uc t ion


explanation of the game system involved, and give a very
Difficulty and Complexity brief overview of each encounter within the adventure.
Some challenges will be more difficult or complex than oth- Obviously it doesn’t hurt to have read the whole book-
let, but if you are pressed for time, the individual sections
ers, and this might modify either the number of dice rolled,
could be played through without reading them first.
or increase the number of successes needed. Beware however, as this is likely to significantly slow down
Most actions have a difficulty of 1. This means that if any the pace of the game.
dice comes up with a success, the character will succeed.
Harder tasks will have a difficulty noted at 2 or higher, and
characters must get at least that many successes to succeed.
Necessary Equipment
For example, picking a car lock is a difficulty 2 task,
meaning that at least 2 of the dice from the character’s pool To get going with this system, you will need a couple of
things in addition to this booklet. First of all, you will need
must be successes for the action to succeed.
something to write with and some scrap paper. You may
Other circumstantial factors can change how complicated also want to photocopy rather than remove the character
a given task is. These modifiers to a player’s dice pool are information from the back of this book.
expressed as either plus or minus, followed by a number Lastly, you will also need some 6-sided dice. 8 per player
and the word Pool. For example, a lock pick grants +1 Pool should be plenty for this adventure. If you are running low
when attempting to pick a lock. Alternatively, in a heavy however, you can always share one pool, or in a pinch you
rainstorm, characters might be at -1 Pool to all actions. can use 10-sided dice, rerolling results of a 7 to a 0.

Consequences of Success
The booklet will state what happens when a character succeeds
at the task. This is normally very straightforward. If the player
The HOPE Engine
needs to pick a lock and they succeed, the lock is opened.
Sometimes though, the number of successes will be impor- Dead City, as a consequence of its length, uses an abridged
tant, particularly when time is a factor, or in certain types version of the HOPE Engine. The core dice rolling mechan-ics
are the same, but various elements such as Health and Drama
of action such as Searching. In these cases, what happens for
use different systems in the full engine.
each success beyond the first, will be noted in the description.
Games Masters with access to SINS: The Roleplaying
Drama Points Game core book are perfectly free to use the full rules to
play out this scenario. An additional add-on PDF will later
To help the characters stay alive, they have access to a lim- be available which includes the starting characters for this
ited pool of Drama Points. These can be spent to increase adventure rebuilt using the full version of the rules, along
the odds of any given action in their favour. with amended stat-blocks for some of the enemies.
When a character is about to undertake an action, they Just be aware that the time required to complete the
can spend one of these drama points to make that action adventure will likely increase somewhat given that players
will have far more potential ways to interact with the
a Dramatic Action. Dramatic Actions gain several benefits
environment and this can add time and take the adventure in
over normal actions. unexpected directions.
You gain 1 additional dice to your pool for that roll, and
in addition, you need 1 less on each dice to get a success.
For example, if you need 5+ on your skill to get a success,
spending a drama point would mean you only needed 4+
for that roll instead.
Multiple Actions
Health A common question which may arise, is “Can my charac-
ter make multiple strikes against an opponent”. The answer
Over the course of the adventure, characters can get hurt,
is that the rules assume that you are always making multi-
both as the result of combat, the environment, and fail- ple strikes against an opponent. In any real fight, dozens of
ure at certain tasks. Each character and NPC have listed a blows could be traded, even in a few seconds, almost all of
­Vitality Pool which is split into 3 sections representing how which can be defended against. Fighting is a struggle where
wounded a character is. one combatant tries to overcome the other.
The first vitality section is Light. This represents minor Ranged combat functions a little differently however,
injuries and flesh wounds that have no specific effects upon and by default you are assumed to have taken a single
the character. shot, but as noted you can fire multiple rounds, but this
should never be confused with making multiple attack rolls
The next is Wounded, which represents a character that
against the same opponent.
is suffering serious but not immediately dangerous injuries.
It is worth knowing however, that the full HOPE engine
A character who has lost 1 or more Wounded health is at -1 does include rules for attacking multiple targets at once
pool to all actions attempted. and for more complex use of automatic fire in combat.

3
The last section is Mauled, which represents the character Actions in Combat
having taken grievous injuries, which are potentially deadly.
Whether a character instigates or responds, the most basic
A character who has lost 1 or more Mauled health has the
form of combat action is an Attack. This can take one of
difficulty of all actions increased by 1, in addition to the
two forms dependent upon the type of weapon the charac-
penalty above.
Rul es and Int rod uc t ion

ter chooses to use. If they are fighting barehanded or with a


Over the course of the adventure, players may regain
melee weapon, they use the Close Attack action. If they are
­Vitality and instances where this is appropriate will be noted
using a ranged weapon such as a gun, they use their Ranged
in the adventure.
Attack action.
A character can also attempt to use the Evade action,
Combat Rules which forgoes their opportunity to attack in reply, but
provides them with a greater chance of avoiding harm that
In most respects combat works just like any other sort of
round.
action, and success and failure are determined in much the
same way. To keep things balanced and interesting however, Close Attack
there are some additional elements to consider.
If your character uses a Close Attack, they roll
Combat Rounds either Body/Fight, or Prowess/Melee, and they are
normally opposed by their opponent. If a character
Combat is structured in a series of rounds, each of which succeeds in striking an opponent, they inflict a number
lasts between 3 and 6 seconds, depending on the needs of of damage equal to the average of their Body and Weapon
the story. During a combat round, all characters and NPCs damage, plus 1 additional damage for each success they
involved get to take either an Action or a Reaction. beat their opponent by. If both attack rolls are equal, the
Initiative combat is a stalemate that round and nobody takes
damage.
During a combat round, characters act in a specific order
In the unlikely event that your opponent chooses not
determined by using their Awareness action at the start of
to, or cannot respond to your attack, the difficulty of the
combat. The character or NPC which rolled the most suc-
Close Attack action is simply 1.
cesses acts first, with other characters acting in descending
order after this. Ranged Attack
In the case of a tie, the character with the highest Aware- Ranged Attacks function in the same manner as a close
ness Pool goes first. If this still results in a tie, roll a dice and attack, but if the target does not use a ranged weapon as
let chance determine. a response to the attack, you gain 1 automatic success on
The exception to these rules is if you become the target the roll. Conversely, if you are already in close combat and
of another character’s attack. You get to act out of sequence, attempt to use a ranged weapon, and your opponent does
but must respond in some way to the character which not, they gain 1 automatic success instead.
attacked you. Ranged weapons also have ammunition, noted in the spe-
cific weapon. These rules assume your character is firing a
Tagging single shot in the time period. You may however fire your
In the HOPE engine, when you take an action in combat, weapon more than once, and in this case, they get 1 bonus
it normally forces another character to act out of sequence dice per additional ammunition expended, to a maximum
as noted above. This is referred to as Tagging. When you of the gun’s Rate of Fire.
are Tagged by another character, your choice of response is One additional advantage that ranged weapons possess is
limited, to actions which can realistically be a response to that if you Tag an opponent with one, their responses are
that attack. limited. They can only respond with a Close Attack if they
For instance, if you attack someone with a knife, and are are not themselves involved in close combat with another
already fairly close to that person, they could respond to character. They are always free to respond with a ranged
being Tagged by fleeing, or attacking you in turn, but they attack or an Evade however.
could not choose to attack someone else as a response, as Also, if two opponents attack each other with a ranged
that doesn’t involve the person doing the tagging. weapon and draw, both are assumed to strike each other
A target can always choose to ignore the attack, but this with 1 success.
means their opponent’s attempt to hit them will be unopposed. Ranged weapons inflict a set damage based on the weapon
The advantage of this though is that the character is not then in question, and receive bonus damage from additional suc-
forced to act out of sequence and gets their action as normal. cesses just like in close combat.
Evade
Movement in Combat When targeted by either a Close or Ranged attack, the char-
Movement in combat in the HOPE engine is pretty acter may roll Prowess/Athletics against their opponents
abstract. Generally speaking, you can move anywhere you attack roll, and gets 1 automatic success on their result. In
want to in the area of engagement within the round, but the case of evading gunshots, the character does not get this
so can your opponents. In a couple of the scenarios it can automatic success, but neither does the attacker gain any
be important to know how far you can move however, and special benefits either.
this is covered as a form of Non-Combat action where it
is relevant.

4
Being Forced To Act Running the Infected
Because of how tagging works, it’s possible that a character In the course of the adventure, the players will encounter
numerous Infected. What we need to make clear is that
will be forced to act after they have already had an action.
these are not “zombies”; neither are they really “infected”
For instance, a character might be tagged once at the begin- in the traditional sense – rather, they are the result of the

Rul es and Int rod uc t ion


ning of a round of combat, and then tagged again later in rebirth of otherwise deceased individuals.
that same round. In this instance, you still get to respond When describing the Infected in game, they should be
with an action as normal, but doing so is difficult, and you portrayed as feral, but not stupid. They retain some human
lose 1 success after your dice have been rolled, to a mini- reasoning capacity, and are capable of opening doors,
mum of 0 successes. climbing, and avoiding obvious traps. More complex
reasoning like using guns or operating a car, is however
completely beyond them.
Running The Adventure Later in the adventure, the characters will also encounter
As noted above, you should preferably have a little bit of the next step in a perverse chain of evolution, and these
various Infected – or Broodspawn, from the perspective of
roleplaying experience to run Dead City, but the adventure
Sins – possess a more varied reasoning capacity. Although
itself isn’t particularly complicated, and running it is fairly still not capable of operating machinery, these creatures are
straightforward. The adventure is presented in a series of perfectly capable of thinking strategically, and are capable
individual scenarios which start with Scenario A, and end of manipulating the lesser Infected which the players have
with Scenario G, with the other sections, B through F, being already encountered, into using quite complex strategies.
playable in any order.
Problems
A Quick Overview Of Events
It is inevitable when dealing with a roleplaying game that
players will from time to time do entirely unexpected things. Just quickly, here’s an overview of how the adventure
Each section in the adventure gives some advice on how to unfolds. The adventure begins with Scenario A, where the
deal with these types of situations, but if the players throw characters, all friends who know one another, meet up in a
a real curveball, the games master may need to improvise. bar to celebrate surviving what was meant to be a meteor
In the event of this happening, the simplest solution by far shower of apocalyptic proportions, but which turned out to
is to have the characters attacked when they are in the open, be little more than an impressive lightshow with minimal
and try and use the encounter and the threat of being over- damage, known as “The Black Rain”.
whelmed to drive the players back onto the story paths. Try Things quickly heat up as rioting in the city centre grows
not to be too heavy handed though, as Scenarios B to F are out of proportion and the characters are thrown straight
very easy to slot in, and even if the players go off the rails com- into the action as a cop car crashes into the bar, and the
pletely, it should be fairly easy to slip them in to one of those characters meet their first Infected.
scenarios without needing to beat them with a Plot Stick. At this point the characters have several options, and the
game shifts to one of the intermediate scenarios B through
Character Death E, each representing different decisions the characters might
No matter how well you plan, and no matter how carefully make.
you structure the adventure, sometimes the dice just hate you. In Scenario B, the players attempt to reach a safe place,
Sometimes player characters die. This is a part and parcel where they can ride out the chaos around them.
of roleplaying. In a structured adventure like this however it Some groups may want to assist the police in maintaining
can be quite problematic. The bottom line is, the adventure order, and try and bring the situation under control, and
isn’t set up to kill the players. It’s certainly meant to convey this decision is represented by Scenario C.
the sensation of danger, but every truly lethal situation in Sometimes it’s best to just run. If the players attempt this,
the adventure can be avoided, run Scenario D, where they will quickly find this solution
Players however sometimes resolutely refuse to see the fraught with difficulties and ultimately the city under quar-
best option. For instance, many players are particularly antine.
prone to standing and fighting when retreat would be a bet- Finally, there are two scenarios which are designed to be
ter option. When running this adventure, be mindful of this set between, or after, any of the above. These scenarios are
problem, and try and use descriptions to help the players designed to allow you to be flexible with time. Scenario E
avoid this pitfall. is fairly long, and provides a tense situation in which the
A good way of dealing with all the above problems is to characters will be set upon by a large group of infected, and
have the infected kill notable NPCs. Whatever you do, don’t are forced to engage in a panicked flight through the streets
do this flippantly. Save the death of a key NPC to illustrate and into a subway station.
when the players are about to be overwhelmed, and use the Scenario F, is by far the shortest scenario and is useful
presence of other NPCs to try and convince the players of a if you are running out of time, or want to extend the game
course of action which won’t result in their deaths. length slightly. The characters find out that a police barri-
If a player persists in being reckless however, it’s sometimes cade against the rioting has been overrun by infected, and
best to just let the character die. After all, the adventure end- National Guard reinforcements en route wrongly identify
ing with the entire party eaten alive by infected is ironically the characters as infected/rioters and open fire, leading to
very fitting to the genre, and may possibly be just as enter- either a desperate escape, before leading the players directly
taining a finale as the one we’ve written. into Scenario G.

5
Finally, in Scenario G, the group is rescued by personnel Infected wins by 1. This means the infected manages to hit Jes-
from the CDC (Centre for Disease Control) and taken to a sica, and inflicts a total of 3 damage (1 success, plus Infected’s
shelter where they can wait out the night, and be evacuated base damage of 2).
in the morning. Things don’t go smoothly however, and a Next up is Jack’s player, who also decides to tag the
disturbing new evolution of the infected causes a fight for Infected. Just like before the Infected has to respond, and
Rul es and Int rod uc t ion

the characters’ lives. Ultimately though, the dawn comes, does so with a Close Attack. Because it is being forced to act
and the CDC personnel along with the characters fight their again, however, it is at a disadvantage.
way to Times Square to await rescue, and the adventure They each roll, with Jack’s player getting 2 successes,
comes to its shocking conclusion. and the infected getting 2 successes. Ordinarily this would
be a draw, but because the infected is being forced to act
Putting It All Together again, it loses 1 success. This means that Jack manages to
beat it by 1 success. He has a baseball bat, which counts as
Assuming you’ve read all of the above, we’re just going to an Large Improvised Weapon has Damage 2, which is aver-
take a quick moment to run over how everything you have aged against his Body of 5, giving a final damage of 4. This
just read works in context. means he does a total of 4 damage to the Infected.Next up
Making An Action Check would be the infected, but since it has already acted, the
round is complete, and next round would start with Jessica
Borrowing from Scenario A, some of the characters want to once again, and the combat would continue until either the
pick the lock on a police cruiser’s trunk to gain access to the infected, or the characters are killed.
weapons inside. The scenario lists the ability check as Prow-
ess/Crafts, Difficulty 2.
Both Jessica and Lawrence decide they want to attempt
it. Lawrence’s player looks on their sheet and notes that they
have a Prowess pool of 5, and their skill is 4+, so they then
roll 5 dice, with each dice which scores a 4 or more resulting
in one success. The results come up as 5, 3, 3, 2, 1. This nets Timeline of Events
the player 1 success, but it is not enough to pick the lock. Just so everything’s clear just before we move onto the
Jessica’s player also decides to have a go, but only has a adventure, here’s a rough timeline of what occurs during
Pool of 4, and 6+ in Crafts. Realising her odds of success the day and into the evening.
are not so good, they decide to make the action dramatic, 11:20am – Protest begins in Central Park over the govern-
ment’s handling of the Black Rain crisis.
meaning their action is now effectively 5/5+. The results are
1:23pm – The police respond to an unusual incident in
an 6, 4, 4, 2, 1. This still isn’t enough to succeed, but the 6
one of the city morgues, which involves an individual
is rolled up, which comes up as a 5, meaning she now has mauling to death several morgue attendants.
enough to succeed and get the car trunk open.
2:43pm – Protests at Central Park turn ugly, riot police are
Combat Example called in, but are placed on standby as no serious violence
has yet occurred.
In this example, two of the characters, Jack Bramhall and 3:02pm – The bulk of the police forces are called to one of
Jessica Myers are facing off against one of the infected. First the city’s primary hospitals to deal with what they are told
of all, everyone involved in the combat rolls their Initiative, is an extremely violent gang looting the hospital.
which is Cunning/Perception. 3:32pm – An infected loose on the streets attacks several of
Jack’s player scored 1 Success and Jessica’s player scored an the protesters at Central Park, the situation quickly degen-
impressive 5 Successes, giving them an Initiative of 1 and 5 erates.
respectively. The GM rolls for the Infected, but they score no 3:40pm – The characters arrive at the bar.
Successes, meaning that Jessica is up first. 3:45pm – A protester in the crowd opens fire on one of the
infected, and shoots a police officer in the exchange. The
Jessica tags the infected and decides to use the Close Attack police open fire on the crowd in response.
action. Because the Infected has been Tagged, it takes its action 4:10pm – The police lose contact with the hospital, and
now, and has to respond to Jessica. The GM chooses to have the most of the units stationed in Central Park. Unsure of what
Infected react with a Close Attack of its own against her, and to do, they begin pulling back assets in the confusion.
both the GM and Jessica’s player roll their actions. 4:31pm – The CDC declares the city under quarantine,
Jessica’s player gets 1 Success. The GM rolls for the Infected, and mobilises units to secure the bridges into the city.
scoring 2 Successes. The final Successes are compared, and the 4:45pm – Radio stations in the city receive word that the
President has declared a renewed state of emergency, and
that an immediate curfew is in effect.
Reading Enemy Stat-blocks 5:06pm – The game begins.
Throughout this adventure, there are various enemies the
characters may need to overcome. These NPCs don’t use a “So how come we didn’t hear about this??”
full character sheet like the characters do. Frankly, that’s a good question. Practically, the characters
These enemies have a stat-block which includes Actions, should have heard about the quarantine at least on the TV
which tells you the basic pools they will use in combat, at the bar. In fact, they should certainly have realised the
Damage, which tells you how much base damage the chaos which was engulfing the city. The answers, we assure
enemy inflicts on a successful hit, and Vitality which func- you, are coming.
tions in the same way as the players’ Vitality. All will be explained in Scenario G.

6
Name Jack Bramhall
Player

attri bute s
Body Conv i ction Cunni ng Passion Re ason Prowess
Rati ng:

Fate
Drama Points

Ski lls Appearance: Jack Bramhall


is a mountain of a man; broad
Name Rati ng shouldered and impressive, but
6+ 5+ 4+ 3+ not overly attractive. He wears
Athletics
loose fitting clothing, with a
Natural

Authority
heavy emphasis on sports brand-
Logic
ing, and has a particular love for
Panache
an old, faded denim baseball
Perception
cap, which hides his receding
Resolve
hairline.
6+ 5+ 4+ 3+
Roleplaying: Jack is a gentle
Crafts
Keening giant. He’s not especially intel-
Learnt

Knowledge
ligent, but he has a genuinely
Medicine
good nature. He doesn’t enjoy
Stealth
hurting people, but is perfectly
Survival
willing to end a fight someone
6+ 5+ 4+ 3+
else starts. He’s fiercely loyal
Archery
and a good friend, and relies
Combat

Fight very much on the judgements of


Marksmanship those close to him.
Melee Starting Drama: 3

Skill Jack Bramhall


Target NO.
on the Dice
6+ 5+ 4+ 3+ Ex-Football Player
Jack comes from out of the city, and was born into an upper-middleclass
family in New England. He was always a precocious and athletic child, and
Vitality did well in school, but was also something of a bully. His mother divorced,
and this brought an improvement to his home life, banishing his abusive
Light Vitality Points father.
The two of them moved to the city where he started school anew, and
Base current
quickly became a close friend of Lawrence Farrow, and the two of them
4 becoming quite a pair; Lawrence providing the wits, and Jack the brawn.
He pursued and achieved an athletics scholarship, but never went far in
college, and his failing grades led him to a friendship with Jessica. He tried
Wounded Vitality Points
out for the police force, but was ultimately rejected, settling for a job as an
Base current inner city firefighter.
5 The Group: Jack, in many ways, is the cornerstone of the friendship
which binds everyone. He knows each of the characters, but has a particu-
larly deep friendship with Lawrence and Jessica, and often plays peacemaker
Mauled Vitality Points between the two.
Base current Notes:
3

Permission is given to copy this page for personal use.


Name Lawrence Farrow
Player

attri bute s
Body Convi ction Cunni ng Passion Re ason Prowess
Rati ng:

Fate
Drama Points

Ski lls Appearance: Lawrence is short


for a young man, handsome in a
Name Rati ng cute, roguish sort of way, with dis-
6+ 5+ 4+ 3+ tinctive blue eyes and dyed black
Athletics
hair. He dresses in loose and casual
Natural

Authority
clothing, and always seems to have
Logic
an air of fun about him.
Panache
Perception
Roleplaying: Lawrence is
friendly and talkative, but also arro-
Resolve
gant and short-sighted in his goals.
6+ 5+ 4+ 3+
He’s generally a good natured per-
Crafts
Keening son, but doesn’t really care about
Learnt

Knowledge
the law. He tends to attract friends
Medicine
because of his demeanour and his
Stealth
ability to be the life of the party,
Survival
but events earlier in his life have
6+ 5+ 4+ 3+
made it difficult for him to form
Archery
any deep relationships, and this has
Combat

Fight earned him something of a reputa-


Marksmanship tion.
Melee Starting Drama: 4

Skill Lawrence Farrow


Target NO.
on the Dice
6+ 5+ 4+ 3+ Roguish Bartender
Lawrence has always been spoilt. The second child of his family, and his
parents only child by blood, he’s lead something of a charmed life. Learning
Vitality from a young age to use his cheeky and handsome demeanour to get what
he wants, he’s found himself being drawn slowly into a dangerous spiral.
Light Vitality Points Despite the warnings of his half-brother, Lawrence has gotten himself
involved with crime more than once in his life, and has only escaped by the
Base current
narrowest of margins.
2 The Group: Lawrence is friends with everyone, but has a closest connec-
tion with Jack Bramhall, who served as a close friend and protector of his all
the way through high school, helping him avoid much of the bullying that
Wounded Vitality Points
his slight build would have normally attracted. Regarding the others, he gets
Base current along well with everyone, but tends to find his half-brother a spoilsport.
2 Notes:

Mauled Vitality Points


Base current
2

Permission is given to copy this page for personal use.


Name Thomas Farrow
Player

attri bute s
Body Conv i ction Cunni ng Passion Re ason Prowess
Rati ng:

Fate
Drama Points

Ski lls Appearance: Thomas is a


ruggedly handsome, power-
Name Rati ng fully built individual, usually
6+ 5+ 4+ 3+ dressing in a simple and
Athletics
efficient manner, favouring
Natural

Authority
jeans and t-shirts, and rug-
Logic
ged boots when off-duty.
Panache
Perception
Roleplaying: Thomas is
dedicated, honest and a little
Resolve
severe. He has little patience
6+ 5+ 4+ 3+
for tricks or shenanigans, but
Crafts
Keening enjoys good honest competi-
Learnt

Knowledge
tion, such as football, darts
Medicine
and so on. He had a hard
Stealth
time with the rioting centred
Survival
around the Black Rain, and
6+ 5+ 4+ 3+
is honestly just glad it’s all
Archery
over.
Combat

Fight Starting Drama: 3


Marksmanship
Melee

Skill Thomas Farrow


Target NO.
on the Dice
6+ 5+ 4+ 3+ Junior Police Officer
A hard man, Thomas has never had an easy life. Given up for adoption at an
early age he was shifted through multiple foster homes, until he eventually
Vitality found himself in the hands of a caring, if poor family. Always struggling,
and always feeling at odds with his half-brother, Thomas made a name for
Light Vitality Points himself, and an honest one at that, and in the end felt the police force was
his calling. Two years of dedicated service had put him well in line for a
Base current promotion and the future looked good for him.
4 The Group: Thomas has a deep friendship with Catherine Yale, as he
was one of the officers around when she was informed of her parents’
death, and a quick conversation then has evolved into something of a
Wounded Vitality Points
brother-sister relationship. For the most part he tolerates his half-brother
Base current Thomas, but has a deep seated disdain for his brother’s lack of discipline.
4 Notes:

Mauled Vitality Points


Base current
3

Permission is given to copy this page for personal use.


Name Jessica Myers
Player

attri bute s
Body Convi ction Cunni ng Passion Re ason Prowess
Rati ng:

Fate
Drama Points

Ski lls Appearance: Jessica is a


stunningly attractive young
Name Rati ng woman, with dark skin and
6+ 5+ 4+ 3+ an impressive physique. She
Athletics
deliberately tries to play down
Natural

Authority
these features however, wear-
Logic
ing glasses and keeping her
Panache
hair short, attempting to
Perception
make herself seem more pro-
Resolve
fessional.
6+ 5+ 4+ 3+
Roleplaying: Jessica hates
Crafts
Keening criminals with a passion, and
Learnt

Knowledge
still despises herself for her
Medicine
early life. Part of why she
Stealth
dresses the way she does is that
Survival
she considers her stunning
6+ 5+ 4+ 3+
appearance a curse, and hates
Archery
the idea that she’s judged so
Combat

Fight often purely on looks.


Marksmanship Starting Drama: 4
Melee

Skill Jessica Myers


Target NO.
on the Dice
6+ 5+ 4+ 3+ Athletic Designer
A girl certainly not born to privilege, Jessica has always been a hard worker,
and grew up in some of the worst areas in the city. Her single mother was
Vitality forced to move constantly to keep out of the reach of debt collectors, and
worse, and Jessica had a troubled early life. She took to crime in her teenage
Light Vitality Points years, and fell in with the worst group of people.
The death of a friend, though brought her sharply out of the cycle she
Base current
was stuck in. She tried to mend her ways and reconcile with her mother,
4 but in the end resolved to go it alone. It was only the patient friendship of
an old school friend which saw her through, and she’s currently taking night
classes and working towards the idea of becoming a graphic designer, finally
Wounded Vitality Points
putting the past behind her. She pays for this by working in the bar where
Base current the game begins.
4 The Group: Jessica has a deep friendship with with Jack Bramhall, due to
Jack’s support when she was trying to extradite herself from her old life, and
partially because of this also maintains an uneasy friendship with Lawrence,
Mauled Vitality Points simply because she knows that Jack and he are close. Being at odds with
Base current work partners makes life complicated anyway.
3 Notes:

Permission is given to copy this page for personal use.


Name Catherine Yale
Player

attri bute s
Body Conv i ction Cunni ng Passion Re ason Prowess
Rati ng:

Fate
Drama Points

Ski lls Appearance: Catherine is a


striking young woman of mixed
Name Rati ng American and Bangladeshi
6+ 5+ 4+ 3+ heritage. She has dark hair and
Athletics
eyes, and wears her hair short,
Natural

Authority
preferring comfortable, practical
Logic
clothes for her busy schedule.
Panache
Perception
Roleplaying: Catherine is
proud of her achievements and
Resolve
hard-working. She takes little
6+ 5+ 4+ 3+
for granted and tries to judge
Crafts
Keening
others on their actions rather
Learnt

Knowledge
than making snap judgements.
Medicine
She makes a particular exception
Stealth
towards bigotry however, and
Survival
will respond sternly to any
injustice or slight upon her
6+ 5+ 4+ 3+
Archery
background.
Combat

Fight Starting Drama: 4


Marksmanship
Melee

Skill Catherine Yale


Target NO.
on the Dice
6+ 5+ 4+ 3+ Medical Specialist
Catherine Yale moved to the city as a young girl with her parents, and soon
found her niche in the world. Confident and attractive, but never vain, she
Vitality was well liked by her friends and found her calling in medicine, and had a
promising career ahead of her.
Light Vitality Points The death of her father and mother in a plane crash some five years ago
shattered many of Catherine’s hopes and dreams, but through perseverance
Base current
she has managed to scrape together enough to pay for her own way through
3 medical school, aiming for a particular speciality in oncology (dealing with
tumors).
The Group: Catherine has known most of the group for some time, and
Wounded Vitality Points
is closest to Thomas Farrow, who helped to council her after the death of her
Base current parents, and became a life-long friend.
2 Notes:

Mauled Vitality Points


Base current
3

Permission is given to copy this page for personal use.


Scenario A Reading Text
In the adventure there are various blocks of text for you
This story begins a little time from now, and in a world to read, which are highlighted in grey and are set in quote
which in almost every way resembles our own. It opens in marks. These are intended for you to provide information
New York City, after one of the greatest panics ever to sweep to your players. In general, it’s better to paraphrase these,
than to read them verbatim.
the globe.

“Several months ago, various governments across the globe


leave the characters alone unless pursued, since she’s quite
revealed that a great number of highly unusual meteors
embarrassed.
S c ena rio A

were likely to impact with the world. Many believed that


these strange objects were in fact pieces of dark matter. Whether or not the characters take up her request, a lit-
Regardless, the end result was the same; panic, riot- tle time will pass, and the owner of the bar, Mr Symons,
ing and looting swept the globe. You, like everyone else, will come over and ask if Lawrence and Jessica are willing
feared for your lives, and waited with anxious hearts for the to work an extra shift tonight, due to the disturbances in
world’s governments to find a solution. In the end, tech- town, and on the same note he also offers to clear Jack’s tab
nology and innovation failed, and the shards began their if he’s willing to stay and help keep patrons’ heads level for
descent in what has become known as the Black Rain.
the evening.
The apocalypse never materialised however. All the
Before he can fully explain himself however, all hell breaks
chaos, all the attempts at survival, were irrelevant in the
end. The shards fell relatively harmlessly to earth, becom- loose. Each player should roll Cunning/Perception, Dif-
ing little more than a curiosity and an object of media ficulty 1. If they succeed, they will react in time for what
speculation. comes next. If they don’t, they’re in for one hell of a shock.
It is in light of these events that you and your friends
have gathered at the Blue Phoenix bar in Manhattan, to
From Bad...
have a drink to celebrate surviving the End of the World.” Moments later, a police cruiser crashes through the front
window of the bar, ruining the front entrance, and hurl-
Give the players some time to get into character. Suggest ing a police officer from the passenger seat through the
that they describe their characters, and encourage them to windscreen. Players who succeeded on the Awareness check
describe what kind of conversations they’re entering into manage to dive out the way or otherwise take cover. Char-
and what they’re drinking. Whilst this going on, you might acters who fail however take 1 damage due to flying shards
want to cut in with a couple of small events and pieces of of glass and debris.
information, such as the following; As the dust settles, it should be immediately apparent that
several people are injured, that the bar is an absolute mess,
◊ A news reporter on the TV cuts over the normal news to and the players have several options.
report renewed instances of rioting in several cities along
If the players rush to the aid of the injured, they should
the east coast. She’s about to conclude that the rioting
roll Reason/Medicine, Difficulty 1. Success will earn them
centres around the actions of the President when she
a great deal of good will from the patrons, and that should
is abruptly cut off by the television being changed to a
be noted by the GM for later.
sports channel.
Some players might elect to wait where they are and see
◊ Have a waitress come over and offer the characters a drink
what happens, or tend to the injuries of the group. If they
(This doesn’t convey any information but it does help set
do this, roll a Medicine check as above and each success will
the mood).
let them heal 1 damage on any player who stayed where
◊ Have a taxi driver come in off the street, having just fin- they are.
ished his shift, complaining bitterly and loudly about yet
Some of the players might rush to help the occupants of
more chaos, further asking “can’t people just be happy the
the car, and will find a horrific scene.
world didn’t end?”
A barmaid, and friend of the characters, called Rose “The scene which greets you is horrific. A police officer
Elwood, comes over to speak to the characters. She gives a lies on the floor of the bar, covered in blood, his body pos-
character of your choosing a shy sort of smile and proceeds sessing several deep lacerations, and from the looks of it
to ask if one or more of the characters could walk her home. broken bones. At a glance, he appears quite dead.
If pressed for further explanation, she’ll happily divulge any The driver is in no better condition, and appears to have
what looks to have sustained horrific injuries to his face,
of the following information;
shoulders, and arms.”
◊ Her shift ends in about an hour.
◊ Her home is about a 20 minute walk away.
At this point, ask all the players involved to roll
◊ The reason she wants company is because of the rioting ­ onviction/Resolve, Difficulty 2. If they succeed, they are
C
going on in town. shaken by the situation, but they are otherwise fine. If they
If for some reason this isn’t good enough for the players, fail however, the scene is simply too horrific for them to
a social action with a difficulty of 1 can get her to reveal approach and they will hang back for at least a few minutes
that she has something of a crush on one of the characters, while they compose themselves. The characters who have
and she was hoping to invite them over for a coffee. If this passed this check will likely now see the third occupant of
information comes up however, she’ll drop her request and the car.

12
“As you step through the mess left of the destroyed bar At this point, everyone needs to roll for Initiative. As the
front, you see the back seat of the police cruiser, and its GM, you should walk everybody through how the combat
other occupant. In the back seat is a man handcuffed, and system will function, before proceeding with the first action.
his front quite literally covered in blood. His jaw seems to
The players, for their part, have several options other than
be broken, and he has suffered repeated gunshots to the
torso and head.” simply attacking the Infected, but bear in mind that if the
Infected Tags them, they’ll have to respond to it.
It’s obvious at this point that the occupants of the car ◊ Characters could attempt to hide, by rolling Cunning/
are beyond help. Various NPCs will cry for help, and Mr Stealth, Difficulty 1. If they fail, they draw the Infected’s
Symons will try and calm everyone down. It’s at this point attention. If they succeed, they are safe for the duration of

S c ena rio A
that things go from bad to worse. the combat.
◊ Characters can attempt to get a weapon from the police
“Amongst the din and confusion, Mr Symons shouts for car. Have them roll Cunning/Perception, Difficulty 2.
people to calm themselves down, and that the ambulance If they succeed, they find a Handgun (See page 30.) with
and the police have been notified. Just as the bar 3 rounds remaining. If they get a total of 3 successes or
seems to be settling down, your attention is drawn to the more, they find the car keys and can use them to unlock
officer who was thrown clear of the car. With a sickening
the trunk of the car, as their next action.
tearing sound, he begins to move, twitching and
convulsing on the floor. ◊ Characters can attempt to pry open or pick the lock of the
A moment later, he lets out a sharp, almost distorted trunk of the police cruiser. Forcing the lock open requires
cry of pain, and then rises to his feet, his arms still broken, a roll of Body/Athletics, Difficulty 3. Alternatively, pick-
and his body still lacerated in multiple places. Despite his ing the lock is a roll of Prowess/Crafts, Difficulty 2. If the
injuries however, he is quite clearly breathing.” character’s possess the keys to the trunk however, they can
simply open it without a skill check. Regardless of how
Someone, either a player character or NPC, will approach the trunk is opened, it contains a Shotgun and 12 shells
the officer to offer assistance. (see page 30.).
◊ Characters could also attempt to gather improvised weap-
“The officer ceases to twi tch and convulse, and turns to ons, which requires a Cunning/Perception, Difficulty 1
face abruptly. You note immediately that his eyes seem dif- roll. Success grants the character an Improvised Weapon
ferent; his pupils seem to have grown to eclipse the rest (see page 30.).
of his eyes, turning them like pools of inky black. It
reminds you on some primal level of a shark, and Each of these actions functions just like a normal combat
every instinct screams of imminent danger. action, but doesn’t tag the Infected, nor is it an appropriate
response to being attacked by the Infected. The same is also
Assuming a player approached the officer, skip straight to true of any combats which follow this one.
“To Worse”. If no player does so, have a young man from Once the infected runs out of vitality, it will collapse to
the crowd approach the officer instead. the ground in a bloody mess, and the characters will have a
little time to consider their next move. Most of the bar will
“A heartbeat later, the officer shrieks and lunges forward, have fled or be hiding at this point, and the few people who
tackling the young man and biting into his throat. The remain, including Rose and Mr Symons, will come over to
young man falls, and the officer begins to strike him with check if the characters are alright.
his fists, screaming, ripping and tearing in a frenzy. By the The players will not be lauded as heroes however. Whilst
time you get over the shock, the young man is clearly dead. it’s true the situation was horrific, it should still be noted
The officer stops, snapping his attention to you, hisses, that the players have likely just beaten a cop to death. Mr
and readies to lunge again. Symons should point out to the players that he’s perfectly
willing to stand as a witness to the fact that the players had
no choice but to do what they did, particularly if an NPC
...To Worse
was killed by the officer. Most of the bar will likewise offer
The crowd panics, and the room is filled with running, to vouch for the characters.
screaming people. The officer, quite obviously no longer Rose on the other hand will begin freaking out about the
entirely human, turns to face the group, and the players are situation. The players have an opportunity if they like to roll
thrust into their first confrontation with one of the Infected. Passion/Panache, Difficulty 2, to calm Rose down. Otherwise,
The officer is not in the best shape after his accident, and Mr Symons will attempt to do so with little success. If Rose isn’t
has the following traits; calmed down, things will quickly get a little out of hand, as she
begins levelling accusations and generally panicking.
Another possibility open to the players is to examine the
The First Infected officer’s body, or search the police car more thoroughly. A
Actions: (Initiative 3/5+) (Close Combat 4/5+) Reason/Medicine, Difficulty 1 roll, aimed at either the
Damage: (Close combat 2) police officers or the prisoner’s body – but not any other
Vitality: 2/2/3 people who have died since that point – will reveal that
something is very, very wrong. Their muscles are particu-
larly distorted, and their eyes are now almost entirely orbs
of black. More disturbing still, the bodies are still bleeding,
albeit slowly.

13
But I know what’s going to happen next!” Welcome to Hell
It’s entirely possible that Rose isn’t the only one freaking In the middle of the combat, the characters will begin to
out at this stage. It’s entirely possible, and probable, that hear other screams and sounds of combat. More infected
the players have jumped to the conclusion that they are are entering the bar. You should make it quite apparent to
dealing with some kind of zombie. It’s possible that the
the players that they are about to be overwhelmed. To make
characters will begin levelling accusations at anybody who’s
been bitten or otherwise harmed by the Infected. It’s also matters even worse, the bystander killed earlier has also
possible that the characters might immediately begin try- begun to get back up.
ing to hack up or destroy the remaining bodies. Further adding to the chaos is the fact that the fire escape
If they want to do this, you should point out to the from the bar will not open, and once it becomes apparent
S c ena rio A

players that their characters are highly unlikely to react in that more Infected are coming, Mr Symons locks himself in
such an extreme manner. After all, despite what they’ve just the storeroom, closing that means of escape.
seen, there is no proof whatsoever that the cop was dead
when he got back up again. Frankly, he didn’t look all that
“Chaos surrounds you. All concept of order is failing.
dead when he was trying to kill them either.
Friend and Foe are becoming impossible to distinguish in
Regarding infection, the players should be flatly
the massive push of bodies. Everywhere, you feel clawing
reminded that they have nothing to base that assumption
hands, screams of help mingling with the shrieks of the
on. The Infected they just encountered didn’t have a single
infected. Just as the situation seems hopeless, you hear the
bite wound on them.
piercing ring of the fire alarm, and feel the spray of the
If the players absolutely insist on destroying the bod- sprinklers.
ies, let them begin to do so. It won’t change the adventure
For a desperate moment, you manage to free yourselves
whatsoever, but the players should probably lose a drama
from press of bodies. You see a youth by the fire door. He
point due to this self-inflicted horror.
beckons desperately to you, having opened the single vis-
The players accusing one another of being infected how- ible means of escape.”
ever, is a little more grave, and if logic fails, you should
probably point out to them that doing so will likely derail
the adventure. Keep an open mind though, because a lit- Assuming your players have a shred of common sense,
tle bit of tension can be a good thing in an adventure like they will make a quick escape while the combat has been
this. Just don’t let things get out of hand before moving the interrupted. If you need to further reinforce the point, or
adventure on. the players are particularly determined to fight on, describe
various NPCs they’ve met so far being torn apart and the
sheer horror of what is happening around them.
Searching the police car on the other hand requires a roll The hard truth is, that if the players stand and fight now,
of Cunning/Perception, Difficulty 1. 1 su ccess re veals all they will ultimately fall. If however the players do choose to
the equipment noted above. 2 successes reveals an addi- fight on, and you don’t want to wipe out the whole party, let
tional full clip for the handgun and a medical kit (See page them fight three or four infected before having the few sur-
30.), along with several sets of handcuffs. vivors manage to secure the bar. At this point, describe to the
Assuming Rose has been calmed down, one of the patrons players that even more infected are coming from the street;
will shout a warning as two people stained with blood and dozens, perhaps even hundreds. If this still doesn’t make the
the same black eyes as the police officer will climb in characters seek escape, feel free to play through their final
through the smashed window of the bar. If the argument moments, draw the fight out as long as you can, but ulti-
with Rose is still going on, the first anybody will know mately don’t let them walk away from this one. Fighting to
about this, is a second combat beginning. save lives might be commendable, but stubbornly holding
If the players hear the warning, they have at least one on to a lost cause is not.
action to decide what to do. They can use this to either ready
weapons, get to cover, or flee. They shouldn’t have much real Ray of Light
world time to make a decision however.
Instead of one heavily wounded police officer, the charac- “As you make it out into the light of the street, the
ters are now facing two, much more formidable opponents. youth waits for just a moment, then slams the fire door
A combat should begin just like before, and the players will shut. Almost immediately you hear the pounding of the
have to fight for their lives. infected. He gives you a weak smile, and then begins to run
down the alleyway, away from the street.”
The two infected will have the following traits;

At this point, the simplest option available to the players


Infected is to follow the youth, who seems to know where he’s going.
Their only other choice would be to try and climb a fire
Actions: (Initiative 4/5+) (Close Combat 5/5+)
escape or head out into the main street to face certain death
Damage: (Close combat 2)
at the hands of the infected.
Vitality: 3/3/3
Whether the players run or attempt to climb a fire escape,
get them to roll Body/Athletics, Difficulty 1. If any of the
If either the players look like they’re going to be killed, or players fail, describe them running out of breath, and the
the combat’s gone on for more than two rounds, move on sounds of the infected hot on their heels, but don’t actually
to the next event. have the characters be overrun at this point.

14
If the players follow the youth, they will eventually lose Most of the options the players might consider can prob-
him in the maze of alleyways. After a few descriptions of ably be summed up in one of three decisions. First of all, if
the players moving through alleyways or getting onto the the players decide to hold up somewhere, either in one of
rooftops. their own apartments, or a nearby structure, move things on
to Scenario B.
Empty Streets
On the other hand, it’s possible the players will want to
The players are not safe yet. The players will likely offer reach the authorities, to either help out with the imminent
several suggestions of what they can do now, and what hap- disaster, or simply to seek protection with the police. In
pens over the course of this adventure depends very much either case, you should move on to Scenario C.
on the decisions the players make.

S c ena rio A
If the players don’t feel like holding up or making it to the
It’s impossible to predict exactly what your players might police, and just want to get the hell out of there, move on
suggest, but to help them along there are several points to Scenario D.
worth noting; It’s possible that the players might have thought of some-
thing which doesn’t fit well with any of the above. In this
◊ Most of the characters’ apartments are fairly close by, and
case, let the players go on with whatever plan they might
could probably make good places to hold up until things
have concocted, but stop them in their tracks with Scenario
get back to normal.
E.
◊ Cell-phones are not helpful, as the network is jammed
All being well, you just completed Scenario A, and the
with calls, and the best the characters get is an automated
players should be rewarded. If the players were particularly
voicemail delivery system.
heroic during this section, reward them each with a drama
◊ All the characters know this area of town fairly well and point. Whether or not they were heroic though, each player
can find their way about without problems. Most would should regain 1 Vitality before moving on with the adven-
also come to the conclusion that if they want to get any- ture.
where in a hurry, going on foot is probably better than
attempting to get a car.

15
Scenario B ◊ Tend to wounds: A character can roll Reason/Medicine,
Difficulty 1, to heal a number of points of damage equal
So your players decided that holing up somewhere was the to their successes. They may split this healing how they
best plan – In this case, this scenario covers what’s likely to choose amongst the group.
happen. ◊ Reinforce the shelter: Players can roll Body/­Athletics,
You should bear in mind that the scenario works on the Difficulty 1, or Difficulty 2 if they chose Thomas’s
idea of a generic location. That is, when describing the apartment. If any player succeeds, note it, as it will be
events which take place, this scenario will make only vague important later.
references to layout and positioning. You should add what ◊ Search the area for supplies: If the players are in Thom-
S c ena rio B

description and details are appropriate to where the players as’s apartment, they should automatically find a hunting
want to hold out. rifle with 12 rounds. Also, players partaking in the search
may roll Cunning/Perception, Difficulty 1. Each success
Getting There reveals any one of the following:
The first hurdle to cross is actually getting to a safe location. √ A medical kit
If the players don’t have a distinct idea where they should go √ A 9mm pistol with one full clip
to be safe, they can roll Reason/Perception, Difficulty 1, to √ Two clips of ammunition for a 9mm pistol
work out an appropriate nearby location. Some examples √ A baseball bat
include;
√ A hunting knife
◊ Thomas Farrow has an apartment nearby which also √ An improvised weapon
includes several guns which might be of use. √ One dose of painkillers
◊ Jessica Myers also has an apartment nearby, and whilst
there’s little in the way of equipment there, the building Whilst the characters are doing their actions, try to con-
has a concierge service and shutters on the ground floor. vey the idea that time is moving along. If this is the second
scenario you are running, describe the beginnings of twi-
◊ A nearby subway station and a little bit of lock-picking
light. On the other hand, if this is the third scenario, you
would net them somewhere very secure, assuming of
might want to describe night setting in.
course that nobody else had already jumped to this con-
clusion as well. Once the characters have had both chances to act, one
of the players of your choosing receives a mysterious text
◊ Lawrence Farrow knows of an abandoned sub-basement
message.
nearby used by local drug dealers, which should be empty
at present and would be particularly defensible.
“For the first time you begin to feel safe and secure. You
It’s quite likely that at least one player will also suggest take a moment to piece together the nightmare which sur-
heading to a police or fire-station, or somewhere similar. rounds you, and the odd silence that had overtaken the
It should be pointed out that all of the above options are apartment is dispelled with the sound of your cell-phone
ringing.
closer, and the nearest police station is in the direction of
Not quite daring to hope for a message from friends or
the horde.
family, you look at the phone, only to see a single cryptic
Once the players set off, one player, chosen by the group, text message from an unrecognised number:
should roll Cunning/Perception, Difficulty 2, to get Time is against you.”
where the players are going without incident. If they fail
this roll, the group walks into a dead-end alleyway, and are
Doubtless, the text message brings some confusion. Its
confronted by a lone infected (See Scenario A). Once the
sender is unrecognised, and attempts to use the cell-phone
combat is resolved, they can make another attempt, this
to call out will be met with the same problems from earlier.
time at Difficulty 1. Once someone succeeds on this Street-
Give the characters a moment to discuss the strange mes-
wise test, they will arrive at their destination.
sage, before moving on.
Regardless of whether this is one of the characters’ homes
or not, they will find their point of entry barred. This can
“You hear a piercing shriek. Somewhere nearby are
either be a roller shutter, locked doors, or some other obsta-
infected, and from the sounds of the panicked screaming
cle of your choosing. The players can take either a Body/ which follows, there are survivors as well.
Athletics, Prowess/Crafts or Cunning/Perception action Repeated gunshots ring out, and it’s obvious that some-
at Difficulty 2 or 1, to overcome the obstacle, depending on one is fighting for their lives close by.”
how clever the character’s ideas for entering are.
The players need to decide whether they want to attempt
“The place is empty. Everything around you seems eerily to help the survivors, and there may very well be some dis-
still and silent. A feeling of unease grips you, but after a
cussion over it. If the players didn’t barricade the area, it’s
few moments of searching, you find that the area is indeed
secure, and although abandoned, it is ready to be made safe.” possible for one or more players to rush out immediately to
help. If the players did barricade the area, they will have to
take a moment to unsecure one of the entrances, but will
The characters now have several options, and will have
only lose a few seconds. If the players choose not to help,
time to do any two of the following, before the next event
skip the next section, describe the horrible screams of the
happens. Don’t tell the characters this, though. Let them
survivors outside dying, and move straight on to “Misery
each take one action, and then another, before moving on.
Loves Company”.

16
A Cry for Help The characters at this point may want to check the barri-
cades. They should be reasonably sure they should hold. The
Assuming the players chose to help, they open the door to
infected might be numerous but they are still only human.
a grisly scene. You should describe the following details to
If the characters saved either the girl or the man, they
the players.
should be rewarded with a Drama point, and if one of the
◊ A young woman lies dead on the floor. players offers to roll Reason/Medicine, Difficulty 2, to stop
◊ A heavily wounded man is firing round after round into a the girl’s bleeding, and succeeds, Tom will offer to hand over
group of infected (If your players are relatively uninjured his Revolver, and his 7 remaining rounds to the characters.
and well supplied with equipment, make it 4 infected. If Misery Loves Company

S c ena rio B
not, make it 2).
◊ From what the characters can hear, more infected are com-
ing, drawn by the gunfire. “Outside, you can hear them moving – hisses and
scratches, bangs from time to time on the makeshift barri-
◊ If the players didn’t build a barricade, there will also be a
cades. Things are tense, but you are certain the barrier will
badly injured teenage girl near to the man. On the other hold. Eventually the infected grow quiet, and an uneasy
hand, if they had to take time to remove the barricade, calm settles.
the girl will be lying dead and one of the infected will be Minutes later, the storm breaks once again. Outside, you
distracted, feasting upon her. hear the sounds of a car coming to an abrupt stop, and a
crash. Gunfire and screams echo everywhere. The sound is
The characters don’t have much time to act. If they hold almost deafening. A moment passes, and you hear an awful
the door, and call for the survivors, they will run for the sound – a rushing and then a crack like thunder. The shel-
door and the players will have to face a desperate struggle to ter shakes, and worse still, you all begin to smell smoke.”
close it again in time, before the infected overwhelm them.
Alternatively the players may choose to fight. If they do It should become obvious very quickly that a fire has
so, run a combat with the Infected, but make sure the char- begun outside. Even if the characters chose a location
acters are aware more are on their way. which is relatively fireproof, they should realise that if they
If the characters slam the door shut, whether the NPCs don’t move, the smoke will eventually kill them. Their only
are inside or not, have two of the characters, but no more chance to live is to flee in the confusion.
than that, roll Body/Athletics, Difficulty 1. When they The characters have two primary options in this
accumulate a total number of successes equal to the number regard. They can open the main door and attempt to
of infected on the far side of the door, they manage to re-seal fight their way back out onto the street, or they can
it. Every time they attempt this test however, they suffer 1 attempt some more creative escape plan. If the players use
damage. the front door, have them fight 3 infected, and if they
When either the infected are dealt with, or the door is survive, describe them stumbling through the smoke out
secured, the survivors, if they have made it inside, will thank into relative safety beyond.
the characters profusely for their rescue, and offer to help in Alternatively, let the players make any reasonable Action
any way they can. checks which seem appropriate, and then let them escape
The man’s name is Tom Holmsworth, a banker who was through whatever means seems most appropriate.
coming home late, and the girl, if she survived, is Pamela Now the characters are on the streets again, and are facing
Smith. The two of them will warn the group that more the same hard choices they were before. Depending upon
infected are on their way. what they choose, run with Scenarios C or D, or if they still
want to hold up, or are unsure what they should do, jump
in to Scenario E or F.

17
Scenario C ◊ The worst hit area seems to be Central Park, which was the
site of what police believe to be rioting in the early part
Your players went for authority – Guess how well this will of the afternoon.
turn out? Obviously the first challenge your players will face ◊ The CDC has placed the city under quarantine, and have
is where to go specifically to get help. Which emergency given the police orders to gather as many survivors as
service the players try to reach isn’t especially relevant. As possible for emergency evacuation to begin at first light
noted before, the characters know the way to the nearest tomorrow. From what the officer understands, the mili-
major police or fire services, and this adventure assumes they tary are going to attempt a break through into the city
set off in that direction. tomorrow.
S c ena rio C

◊ Regarding what’s going on outside the city, the officer


Barricade
essentially has no idea.

“The city seems almost empty – eerie even. As you turn the
During this brief interlude, the characters can talk to
first corner, looking out onto a main street, you see no-one other police officers or a handful of other survivors if they
– at least not at first. It soon becomes clear why, however, wish, but will only manage to find out information covered
and the sight ahead is something none of you were ever above. If the characters had any NPCs with them when they
prepared to see. reached the barricade, they will begin to mingle with the
A scene of carnage is ahead of you. More than two dozen other survivors, and are essentially out of the players’ hands.
bodies litter the street on the approach to what appears to A few minutes will pass, and the officer will return to the
be a police checkpoint. Before you can cry out, gunshots players, and tell them that in a little under 10 minutes,
ricochet off the stone walls around you, before a distant
rein-forcements are due, and at that point the characters,
voice bellows ‘Hold fire!’.”
along with the other survivors are going to be escorted to the
nearest police station to await the morning.
Obviously the characters have a chance to react here. If The wait should be a tense one, but don’t draw it out too
they don’t immediately do so, they should be reminded that much, and give the players time to discuss events a little.
the logical thing to do is lower their weapons, and shout a The players should also have an opportunity to roll Reason/
greeting back to the barricade. Regardless of what the players Medicine, Difficulty 1 du ring this time, and due to the
decide, their choices will suddenly become severely limited, police’s willingness to offer support, a character should be able
when more infected begin to arrive from behind them. to restore 2 vitality for every success on a Medicine action.
During this period, a character can also attempt to talk
“One of the officers in the distance waves you forward, and
the police into giving them equipment. They should roll Pas-
not a moment too soon, as you hear screams and howling
coming from behind.”
sion/Socialise, Difficulty 1. 1 success will net them a first aid
kit. 2 successes will also give them a police baton. 3 successes,
will add a handgun or 2 clips of 9mm pistol ammunition.
Now is the time to run. If the characters linger at all,
describe more than a dozen infected coming from behind Finally, Some Wheels
the players. Assuming they don’t settle on an amusing form Once time is up, the police begin to grow nervous, as rein-
of suicide, have them each roll Body/Athletics, Difficulty 2. forcements are late, but despite a general feeling of dread, a
If they succeed, they reach the barricade without incident. If pair of police cruisers and a SWAT van do round the corner
any of the players fail however, they will be grappled by one and come to a stop at the barricade.
of the infected, taking 3 damage before a lucky shot from
Describe to the players the police quickly and efficiently
one of the police officers takes that infected down and they
shifting over personnel and escorting the characters to the
manage to stumble behind the barricade. As they reach the
SWAT van. Once inside, the van sets off and the characters
barricade, move on to the following;
begin their ill-fated ride.
“Welcoming arms reach out and grab you, pulling you
“The journey is a tense one, but for the first time tonight,
behind the line of cars and riot shields. The gunfire begins
you seem to get a moment’s rest. A part of you expects the
in earnest now, and you see a police officer trying desper-
worst, and it seems tonight at least, you are never disap-
ately to keep you calm over the thunderous sound of a half
pointed.
dozen submachine guns opening fire on the approaching
tide of infected.” From outside, you hear a screeching sound, followed by
the sound of the SWAT van locking on its brakes, and you
realise, a fraction too late, that a crash is imminent.”
The officer’s name is Finn Mercer. You should run a brief
conversation with him as the gunfire begins to die down,
Have all the players roll Body/Athletics, Difficulty 1, and
and he can relay any of the following pieces of information
have each player receive 4 minus their successes in damage
to the characters;
from the crash.
◊ The infection seems to have no origin point. Any dead
body seems to just be getting back up again. “Just as you manage to get your head back together, you
◊ As far as the police know, bites or scratches don’t seem hear the sounds of claws and shrieks, and the back door
to spread the infection, but things haven’t been going on of the SWAT van is thrown open violently. One of the
infected grapples one of the survivors, and the young
long enough to be certain.
woman is pulled out of the van, her screams echoing in
your ears.”

18
The players are in for one hell of a fight. Outside the van It’s round the next corner though that the players’ luck
are 2 infected, and the players have little choice but to fight. turns. The police officer should start screaming out various
Assuming the characters survive, you should tell them that curses, as it becomes apparent that the way ahead is barred
the SWAT van has crashed into what appears to have been by a locked gate. The players can attempt to deal with this
an oncoming car. They can hear the sounds of gunfire and in one of two ways.
shrieks in the distance. They can roll Body/Athletics, Difficulty 3, to break
It also becomes apparent that the other police cruiser has through the gate, or Prowess/Crafts, Difficulty 2 to pick
also crashed, but not nearly so severely, and a dazed but oth- the lock. If either roll succeeds, the characters get through
erwise unharmed officer will get out of the car to head over the gate and can move on. If neither succeeds, an infected

S c ena rio D
to the characters. rounds the corner, and the players have one final chance to
The characters don’t have very long to decide what to do succeed at picking or breaking the lock before they will be
before the next event happens. Both drivers of the van will forced to face a combat.
have been killed in the crash, but a character who succeeds If a combat begins, 1 infected should arrive per round,
at a Cunning/Perception check, Difficulty 2, can get their but the moment the characters manage to get past the lock,
hands on a fully loaded Submachine gun from one of the give them the opportunity to retreat and bar the gate behind
drivers. For convenience’s sake, there should be no other them without any further fuss.
survivors in the van, having either been killed in the crash, As the characters turn the next corner, they should realise
or during the battle. they’re about to come into the parking lot of the police sta-
After the characters have had a chance to make the check, tion.
but before the officer reaches them, the officer is interrupted.
“You round the corner, to see the police station in the near
“The officer, staggering a little as he walks, calls out to distance. Hope changes swiftly to despair however, as you
check if the characters are okay. At that moment though, realise the station is on fire. The officer takes a step back,
he turns, and lets out a cry of horror, and begins firing shaking his head in dismay, unsure of what to do, and at
madly up the street at something just out of sight. that moment, something grips him. A sinuous, all too pale
It takes only moments for the horde to come into view. arm, reaches out of the alleyway above. Dagger-like talons
The number of infected which now begins to spill into the sink into the flesh of his face and neck, and you catch a
street seems impossible. Perhaps a hundred infected are glimpse of a face with a shark-like maw, and glossy black
charging towards you.” pits for eyes.
It twitches and scuttles back up the wall, dragging the
half-dead, screaming officer with it. Caught between fear
The officer begins to run for his life, and so should the and the certainty of death if you stay, all you can do is run.”
players. He calls for them to follow, and quite likely the
players will. If for some reason the players decide to go it
alone, proceed with the adventure as written anyway, ignor- Congratulations, your players just survived Scenario C,
ing any references to the police officer. and it’s time to move on. If you want to keep the tension
high, Scenario E follows very well after this one. Alterna-
Dead End tively, if you want to step the action back a little, Scenarios
B is also quite appropriate. It’s also possible to link this sce-
Either by following the officer, or dumb luck, the charac-
nario to Scenario F, although this might be a little harsh
ters will make it into an alleyway leading off the main road.
after what the players have just been through.
They should manage to put a little distance between them-
selves and the infected, but you should describe the sounds Regardless of what is chosen next, each player should be
of unearthly screams and running feet behind them. rewarded with a drama point and 1 vitality back for surviv-
ing.

Scenario D proceed. The players can choose to travel along the main
streets heading in as direct a line as possible towards one of
So your players decided it was time to get out of the city – the bridges, or the tunnel. This carries a high likelihood of
and thus we come to Scenario D. This scenario covers the encountering more infected however.
characters’ flight through the dying city, but ultimately ends Alternatively, the players can attempt to travel off the
with the characters forced back into the nightmare after they main streets, cutting through alleyways and generally being
realise the city is under quarantine. stealthy. This is obviously far slower, but is a much safer
proposition.
Highway to Hell
Given the state of panic now ensuing in the city, the players “The city has come alive with activity. No matter where
should be reminded that it’s highly ill advised to attempt to you go now it seems panic is spreading. You see buildings
leave using a vehicle, so a journey by foot is by far the most on fire, people screaming and running across streets, gun-
practical. fire is ever in the distance, and as you take the first steps of
your journey, it seems that the dead must now outnumber
The players have two primary choices in this regard, the living.”
and you should make both quite clear to them before they

19
One of the characters needs to lead the way and try The man introduces himself as Rob Irving. He’s tall, dark
and keep the group out of trouble. The leader should roll skinned, and your characters should be left with the impres-
­Cunning/Perception, Difficulty 3, if the characters chose sion they’ve met him before, though they don’t remember
the direct route, or Difficulty 1 if they chose to use the side him by name. He tells the characters that things are getting
streets. bad in the inner city – that whatever these creatures are,
If the players fail this first check, proceed with the they’re spreading like wildfire.
encounter below. If they succeed however, skip straight to Like the characters, he thinks that the best thing to do
“A Nightmare on Main Street”. is get out of the inner city via a bridge, and he has some
information which could be helpful to the players. A quick
S c ena rio D

“You catch your breath for a moment, screams still echoing conversation can get him to reveal any of the following;
in the distance. You see the occasional survivor fleeing this
way and that, but you feel you are making good time. Your ◊ He has just come from a police barricade which was over-
journey comes to an end however, when ahead of you is run, and was actually part of one of the demonstrations
a frightened looking man with ragged clothes, holding a where the infection began.
police issue sub-machinegun. ◊ He was demonstrating in Central Park over the govern-
He screams at you, ‘Drop your fucking guns!’ and raises ment’s refusal to de-classify certain information about the
his weapon.” Black Rain, and their slow action over restoration of dam-
ages caused by the rioting and looting.
The homeless man is quite mad with terror, and insists ◊ As best he can tell, the infection began somewhere in the
on the characters putting down their weapons. The charac- crowd, and things very quickly got out of hand. Some
ters have two practical options. One of the characters can police got killed, then others opened fire in the panic, and
attempt to talk the man down by rolling Passion/­Panache, the people who died seemed to get straight back up again.
Difficulty 2. Alternatively, the characters can open fire
themselves and start a combat. Apart from these gems of information, having just come
from a police blockade, Rob managed to note the location
Homeless Man of the other blockades, and thinks he’s worked out where the
largest concentrations of infected are. He’ll try to convince
Actions: (Initiative 3/5+) (Close Combat 4/5+) (Ranged
Combat 4/5+) (Evade 4/5+) the characters to let him go with them, and won’t divulge
Damage: (SMG 4) (Close combat 2) what he knows unless the players offer to help.
Vitality: 3/3/3 If the players are determined not to take him, they can
either attempt to intimidate the information out of him
with Body/Authority, Difficulty 2, or Passion/Panache,
If the characters kill the individual, they can take the gun
Difficulty 2.
from him. Alternatively, if they talk him down, he’ll realise
what he’s doing and will offer them the gun anyway as an If the players get the information from him this way, he’ll
apology. In either case, the gun will be empty when he gives leave them and plays no further part in this scenario. Just
it to them, and the homeless man will wander away if he’s ignore any references to him in the next section.
still alive. If the characters attempt to persuade him to stay A Clear Road
with them, he’ll make his excuses and leave, though he will
mention to the characters that he’s seen too many people Armed with this new information, the players can make
die, and he just wants to watch the end come now. good progress. It seems that the information is sound, and
they will quickly begin to make their way through the city.
A Nightmare on Main Street
A little while into their journey, the characters will come “It seems that the infected aren’t the only problem sweep-
across a scene out of a nightmare. On one of the city’s main ing the city. Even as you push towards the outskirts, others
seem determined to stay, looting and burning, caught up
streets, a desperate battle is taking place.
in the chaos which surrounds them. You make good pro-
gress until you come to a serious obstacle.
“Ahead of you, you see a scene straight out of a nightmare. Ahead of you, the road is blocked. A burning pile-up of
A crowd of hundreds is running all throughout the street, cars prevents you moving forward. Looking around for an
pursued relentlessly by hundreds more of the infected. alternate route, one presents itself, but not before a group
If this wasn’t bad enough, gunshots are ringing out eve- of infected break from the cover of a nearby shop, and
rywhere. A military blockade ahead is opening fire on screaming, begin to charge.”
everything which moves towards them, infected and sur-
vivors alike.”
The characters have no option other than to fight the three
infected. They stand between the characters and the only
The characters will have no option other than to retreat
easy means of escape. Retreat is a possibility, but if the play-
and try a different route, as moving out of cover will likely
ers choose this route, you should cut straight to Scenario F.
draw the attention of dozens of infected, and even if they
If the characters run, Rob will actually stay and fight.
manage to reach the barricade, they’ll just get gunned down
Assuming the characters fight, and are victorious, they
by the military.
will have lost track of Rob during the fighting, and he’s
nowhere to be seen. Regardless, the characters are tantalis-
“Round the next corner, a man appears, brandishing a
ingly close to their goal, and you should describe the sight
shotgun. For a moment it looks like he might fire, before
he lowers it and cries out ‘Wait! Don’t shoot!’.” of the bridge in the distance.

20
Rats in a Cage “As the crowd parts, it soon becomes apparent what’s
happening. There are infected amongst the crowd, but
The characters will arrive in short order at the means right now that isn’t the greatest threat. The fire it seems
of escape they were hoping for, but are about to be disap- originated from an individual now brandishing a second
pointed. Molotov cocktail. Before you can react, he hurls it into the
face of an oncoming infected, catching the creature full on,
“Ahead of you is chaos. Around the base of the bridge you but also scattering the flames all over a young man to the
have reached are hundreds of people; a crowd growing ever infected’s left.
denser by the second. Ahead of them, you can see military Seeing you, and still looking quite mad, he draws a pistol
personnel silhouetted against floodlights, and someone and prepares to fire. Before he can do so, his chest explodes

S c ena rio E
with a loudspeaker repeats warnings to stay back, or they in a shower of gore, as heavy machinegun fire begins rip-
will open fire.” ping through the remains of the crowd.”

Give the characters a few minutes to digest this informa- Have the characters all make another Cunning/­
tion, and make Reason/Medicine checks with a difficulty of Perception or Body/Athletics check, difficulty 1. If they
1, healing 1 damage per success, split amongst the charac- fail, they take 4 damage from a stray gunshot. The characters
ters, before moving on. now have an opportunity to retreat, and you should impress
upon them that any attempt to get out of the city is now
“As you wonder what to do, there is a crack from some- likely to be met with lethal force.
where deeper in the crowd, and a curtain of flames envelops And that’s that. The players survived Scenario D. If you
a section of the crowd. Confusion reigns for a moment, want the characters to be pursued by the growing num-
and torch lights flash in every direction as soldiers try to ber of infected, Scenario E works well. Alternatively, the
ascertain what just happened. The crowd begins to scream characters could try and rendezvous with one of the police
and run in every direction.” blockades, or seek shelter, leading into Scenarios B and C.
For surviving this scenario, each player should regain 1
Have the characters all make Cunning/Perception or Body/ vitality before moving on with the adventure.
Athletics checks, Difficulty 1, and suffer a number of points of
damage equal to 3 minus their successes, due to being crushed
or trampled by the crowd.

Scenario E “The screams draw closer, and worse still, something seems
different now. Far from being random, the sounds seem
to be converging on you. You can hear the horde growing
So you think it’s time for a little action – that’s what Sce-
closer, and you are left with the distinct impression they
nario E is all about. The players will spend the bulk of this know where you are.”
scenario running for their lives from the oncoming horde,
and will have to fight their way through a subway station,
and out onto the other side to escape and continue their Describe to the players several Infected emerging from a
journey through the Dead City. street or alleyway behind them, and let the players choose
whether to flee or to fight. If they choose to fight, point out
The Chase to them that the Infected are 1 combat round away from
them, giving the players a round in which to fire weapons
This scenario begins after you have finished one of the core
while the Infected are incapable of responding.
scenarios. Give the players a chance to rest and take Medical
actions to heal their wounds, before moving on. After the players have had their free round, describe close
to a dozen Broodspawn following behind these, and another
group of six approaching from a different direction, which
“Your brief respite is interrupted by a piercing shriek, as
one of the infected rounds a corner. Just as you ready your-
will be here within a minute or so.
selves, you notice this one seems different somehow. Its Hopefully at this point the players should flee. If they
skin is pale, and its limbs seem just a bit too long. Its eyes don’t, the gloves are off. Feel free to overwhelm them, and
now resemble pools of glossy black, and as it snarls you end the adventure here. In this instance, the numbers of
notice most of its teeth have fallen out, replaced by some- Infected are limitless, and anybody foolish enough to stand
thing akin to a shark’s maw. and fight is doomed.
You ready yourselves, expecting an attack, but the crea- Assuming the players run, begin a chase sequence.
ture shifts its weight and jumps, grappling onto the edge of
Describe the characters’ muscles aching, sweat pouring off
a nearby building, and scuttling out of sight.”
their bodies, and running out of breath, and have all the
characters make a Body/Athletics roll, Difficulty 1.
Give the characters a moment to adjust their plans, and If the characters succeed on this initial roll, they make a
keep in mind for further descriptions where the players are little distance from the horde. If any of them fail however,
hoping to go, then describe renewed shrieks and calls in the they’ll still manage to escape, but not without some harm,
distance. suffering 3 damage.

21
The characters need to think quickly. They need a means Body/Athletics, Difficulty 2. If they succeed, they make it
of escape, and there are three options available; past with no damage. If they fail, they suffer 2 damage in the
scramble to get past the Infected.
◊ The characters can attempt to dash into a nearby build-
Once in the subway, the players can attempt to close the
ing, locking doors and shutters behind them. This is a
shutters with another Body/Athletics roll, difficulty 1. If
Body/Athletics roll, Difficulty 2.
the characters fail this roll, have them manage to close the
◊ Alternatively they can attempt to dart back into the maze shutters anyway, but have a lone Infected make it through,
of alleyways, hoping to lose the horde. This is a Cunning/ which they now need to fight before they can continue.
Perception roll, Difficulty 3
◊ Finally, the characters can attempt to hide. This is a
S c ena rio E

“You’re safe for now, but the horde’s behaviour seems


­Cunning/Stealth roll, Difficulty 1. strange. They come to the sealed gates, and wait for a
moment. Then, one and all, they begin to push on the bar-
Again the players should be given an opportunity to suggest
ricade. It quickly becomes apparent that some are being
these routes on their own, but each player should be given a crushed under the collective weight of the others, but you
chance to try only one of the actions. In the unlikely event come to the sickening realisation that the barricade will
that all the characters fail, have two infected catch up with soon fail.”
them, and run a quick combat before giving the characters
another chance at the rolls, continuing on when they succeed. Once again, the players don’t have much time. They
have at most a minute before the horde break through the
“For a little time, the plan works. You can still hear the gate, and you should give them ample opportunity to run
horde moving. You can still hear the shrieks, and they through the subway station.
remind you of hunting dogs now; all around and baying
for blood.” After a little time passes, describe other Infected enter-
ing through different entrances, and the sounds of running
feet above. Regardless of what route they choose, the players
Have the characters make a Cunning/Perception roll,
should round a corner and walk straight into an ambush.
difficulty 2. If any of them succeed, continue onwards. If
The combat which follows will be pretty brutal, and you
not, skip straight to “Hopeless”.
should adjust the numbers of Infected based on how well
equipped and how much health the group has remaining.
“You notice it out of the corner of your eye; that same crea-
If the players are in fairly good shape, have as many as 4
ture again, with those shark-like eyes staring back at you,
before it again moves out of sight. An odd silence follows,
Infected turn up, but if they are in bad shape have them
and then you hear the sounds of the swarm and once again confront 2 Infected.
you know they have found you.” Once the infected are dealt with, describe the long spindly
shape of the Watcher the characters have previously encoun-
The characters are cornered, and you should run a combat tered entering the combat from an open air vent above.
with 3 infected before the characters have an opportunity to
escape. Once the initial 3 infected are dealt with, the char-
acters can make a break for it. Their options are not looking The Watcher
good however, and you should describe a panicked flight Actions: (Initiative 5/5+) (Close Combat 6/5+) (Evade
throughout the city, where everywhere they turn there are 5/5+)
yet more infected bearing down on them. Damage: (Close combat 3)
You should try to convey the impression that the charac- Vitality: 3/4/3
ters are being hunted. Just when things are looking grim,
give the characters a way out. As the Watcher appears, grant the characters an additional
Drama point, and proceed with the combat. If the charac-
“In the desperate flight, you are finding it difficult to differ- ters succeed, all is well. If not, and the characters fall, that’s
entiate the odd survivor from the horde closing in around fine; just skip to Scenario G and consult the sidebar “So the
you. The sounds of screams and gunfire fill the night air, dice hate me”, to help you with how to carry the adventure
and the infected seem to be coming from everywhere, clos- on. Suffice to say, the players will get rescued.
ing off your escapes one by one.
Assuming they succeed though, describe them being filled
Ahead though, you see one single route, where a small with a sense of accomplishment, and an almost primal satis-
group of infected are attempting to interpose themselves
faction at the strange creature’s death. They will also notice
between you and escape; a subway tunnel, with its gate still
open – a way out.” that the screams and rushing of the horde above fading. You
should also describe that an infected which was about to
round the corner and rush to the Watcher’s defence clutch-
The characters have precious little time. They might not
ing its head as if in pain.
like the idea of going into a subway tunnel, but you should
The players are still not out of danger, and they need to
point out to them that they have little or no choice, as the
escape the situation they’re currently in. Offer the players an
Infected have already closed off every other exit.
opportunity to use any of the following rolls to escape;
Fighting the 3 Infected would be ill advised. Assuming
they win they would be overwhelmed by the rest of the ◊ Cunning/Stealth, Difficulty 1: The players can attempt
Horde. Instead, give the players the opportunity to simply to hide from the Horde and make their way back out to
dart past, and into the subway station. Let the players roll the surface.

22
◊ Cunning/Perception, Difficulty 2: The characters can “Your temporary reprieve doesn’t last long. Fire is tear-
rush through the maze of tunnels, outmanoeuvring the ing through the city. The streets are beginning to fill with
infected and reaching the surface. smoke, and you realise you don’t have much time to find
better shelter.”
◊ Prowess/Crafts, Difficulty 3: The characters can attempt
to reinforce the door to buy time for personnel inside the
station to get out. The extra time given by this option will The characters need to make a Cunning/Perception
allow one of the characters to find a first aid kit. check, difficulty 2 to navigate in the smoke. If they succeed,
let them regain an additional vitality as they buy extra time
Once the characters reach the surface, let them find some- to rest.
where relatively safe, such as a deserted alleyway or the back This completes Scenario E. If you’re running things in

S c ena rio F
of a truck, in which to heal and rest a moment. Let the play- the normal sequence, you should move onto Scenario G,
ers make Reason/Medicine rolls, to patch their wounds up. the finale. If not, you could still run any one of the core
scenarios from here.

Scenario F information on to the players. They will also warn the group
that a fire is raging through the east side of the city and they
Scenario F is designed to take place after one of the other are of the opinion that the best chance of survival is to stay
core scenarios, and works particularly well if you are finding mobile until first light when, as far as they know, the CDC
yourself ahead of schedule, and looking to insert an extra are going to attempt to extract survivors.
Scenario before the finale. What happens next is largely in the hands of the players.
In this scenario, the players will feel the full brunt of Run a few conversations with the survivors, and if the play-
the quarantine, and have to survive an encounter with the ers are willing to come, the survivors will happily let them
National Guard, who have mistakenly identified the group join them. Before the two groups can leave however, they
as the Infected. are interrupted.

Fallen Heroes “A gunshot cuts through the night, and you realise that at
Give the players a few moments to get their bearings and the far end of the street is another group of survivors, heav-
make Reason/Medicine, Difficulty 1 rolls before beginning ily armed and far less peaceable.”
this scenario.
One of the survivors amongst Aaron’s group will shout
“Ahead of you lies the remnants of a battleground. Police out, calling the new arrivals idiots for firing the weapon.
cruisers and cars form an emergency barricade, but no-one You should describe this escalating rapidly as profanities and
remains now to man it. A handful of dead bodies litter the insults are hurled back and forth between the two groups.
scene, but no Infected are present.” Feel free to let the players get involved, and if they want
to try and calm things down, they should make a Passion/
Give the players ample opportunities to explore the Socialise roll, Difficulty 2.
barricade, and let them make Cunning/Awareness rolls, Either way, have the players who have not attempted a
Difficulty 1, with each success revealing one of the follow- Social action make a Cunning/Perception Check, Dif-
ing; ficulty 1, which will reveal that the person who originally
cried out is looking very panicked. If they ask her, she’ll
◊ A sub-machinegun with a full clip. reply that the others aren’t listening. They think she’s shout-
◊ Two 9mm handguns with full clips. ing at them for being shot at.
◊ A rifle with 6 rounds. Too late, she tries to explain to the players that the gunfire
◊ A shotgun with 12 shells. will draw more infected, and it does.
◊ A medical kit.
“The arguments are cut short as shrieks echo through the
night air. They seem to be coming from everywhere, and
“As the shadows lengthen, and night sets in, you catch the hunched shapes of the Infected begin spilling into the
glimpse of another group of survivors. They approach war- street from all sides... There is nowhere to run.”
ily, all heavily armed, but their manner isn’t aggressive.”

What follows is a pitched battle. All the survivors fight


The leader of the survivors is a cop, named Aaron Rich- for their lives, and the players between them should have to
mond. The group have come from the inner city, and are face an initial group of 3 infected, followed 1 round later by
looking for supplies to help them last the night. The group a further 3 infected. If the characters defeat the infected, or
are aware that the city is quarantined, and will pass that the combat reaches its sixth round, read the following;

23
“Suddenly, amongst the blood and the screams, the dark- the oncoming Infected, and to then hide. At this point, let
ness is dispelled by a floodlight, and the thunderous sound them use the medical supplies they might have acquired,
of a helicopter above. Far from being your saviour though, and make Reason/Medicine rolls.
the helicopter opens fire into the melee indiscriminately.
During this period, the characters should hear the sounds
Survivors and infected begin to fall all around you.”
of at least one helicopter circling overhead, and gunfire
nearby. Have the players make Cunning/Perception rolls,
Each player needs to succeed on one of the following rolls, Difficulty 1 to notice an object hurled around the corner. If
or take enough damage to reduce them to exactly 1 Vitality. any player succeeds, the party will be warned in time, and
◊ Cunning/Stealth, Difficulty 1: The character can attempt can get away from the flash grenade which has just gone off.
S c ena rio G

to dive for cover and hide in the shadows to avoid the In the unlikely event that all the players failed their
gunfire. Awareness check, consult the sidebar “So the dice hate me”
◊ Body/Athletics, Difficulty 2: The character can attempt in Scenario G, to help you with how to carry the adventure
to outrun the gunfire, putting distance between them- on. If not, read the following;
selves and the helicopter so they can hide in an alleyway.
◊ Cunning/Perception, Difficulty 2: The character can “From the darkness you see two shapes, obviously military.
In an instant, they open fire. Once again the night is cut
attempt to reach a nearby wall, dumpster or other safe
with the sound of gunfire.”
place.

The characters can take one of two actions at this point,


“The sounds of bullets ricocheting off the road echoes both of which must be made very quickly. First of all they
around you. The whole street is being torn up by the can attempt to reason with the soldiers, making a Passion/
onslaught. To one side, you see something; an Infected, Panache check, Difficulty 2, or they can run, making Body/
different somehow, and much larger. It’s limbs are elon-
Athletics rolls, Difficulty 1. In either case, the soldiers are
gated and its face is horribly twisted. Its human eyes are
gone, replaced by a monstrous four eyed facade, and a
distracted before they can respond.
huge, horrifying maw.
It roars, leaps and reaches the base of the helicopter “The two soldiers are stunned for a moment, but not
in one bound. The helicopter careens out of control, the by you. The huge creature from before – twisted, bloody
rotor-blades smashing into the street, and debris and body but still very much alive – slides down the wall from
parts are sent flying in every direction. It seems a miracle above, in a shower of splintered masonry and bricks, and
that you are still alive.” impales the first soldier on its long clawed fingers.
The second fires madly, but is far too slow to avoid the
creature, as with horrifying precision it bites his head and
Describe to the characters the wreckage which remains, torso clean off. You have barely a moment to digest this,
but also reinforce that while the commotion will draw the when the first soldier, still barely alive, pulls the pin on a
infected, it also provides an opportunity to escape. Of their grenade. The area is consumed in fire and shrapnel, and the
temporary companions, there should be little or no sur- darkness takes you.”
vivors – just dozens of dead bodies littering the street. If
the players linger at all, describe some of the bodies already Just like above, skip to “So the dice hate me” in Scenario
beginning to shift and change. G, but because in this instance it’s entirely intentional,
For the moment at least, the characters are safe. It reward the players with a drama point for surviving up to
shouldn’t be too difficult for them to make their way past this point.

Scenario G These men introduce themselves as being from the CDC,


and are in the process of trying to gather survivors in the
Welcome to the End. This is the finale of the adventure, and immediate vicinity. They will tell the players that there is a
has a few twists and turns before the end, but all being well well armed and equipped safe-house nearby, and if they will
it should leave your players satisfied, and raring for more. stay with them a little while longer the soldiers will gladly
escort them to safety.
Rescue Assuming the players go with the CDC personnel, all is
Fresh out of whatever horror the characters are facing, well. If the players feel like being stubborn, point out that
give them a few minutes, describing their flight through the this is likely the last opportunity for rescue that they will get.
city, screams and gunfire in the distance, and describe night It’s vital for the purpose of the story that the players do go.
setting in fully. The city still has power, and lamps illumi- If all else fails, let the players go about whatever their plans
nate the streets, but despite this describe an almost crushing are, and then ambush them with a large enough group of
feeling of darkness. The whole situation should taken on an infected to kill them, and skip to “So The Dice Hate Me”.
almost surreal tone. The soldiers move confidently but quietly through the city
streets. If the players ask questions, they’ll be told calmly but
“Out of the darkness, six figures move forward. For a firmly to be quiet and that answers are coming. Eventually,
moment, you half expect a repeat of the night’s horrors, you should describe the small group arriving at a Parts shop.
but they don’t open fire, nor are they infected. The leader The soldiers look worried however, as the shutters seem
beckons for you to come forward.”

24
badly damaged. Before any more questions can be asked, A quick note for running this combat; do not have the
three of the soldiers disappear under the damaged shutter, creature attack any player more than once, otherwise you
and the other three beckon for the players to do the same. are quite likely to kill off the characters and this is not the
Once inside, describe the players hearing gunshots, and intention here. Once two rounds of combat have elapsed,
they should see that the CDC personnel on the inside have read out the following;
opened fire, killing an infected in the corner. One of
them shouts back that the room is clear, and the group now “The soldiers, hesitant to open fire, for fear of hitting you,
advances. seem lost for what to do. One of them however, takes up
a rusted machete from a table nearby, and whilst the crea-
ture is distracted, brings the weapon down and manages to

S c ena rio G
“It’s clear that this building served as an emergency shelter,
cleave deeply into the creature’s arm.
and that something powerful and dangerous forced its way
in. Here and there bodies litter the floor, all mutilated well He’s cast aside, badly wounded, but not before it
beyond the chance of resurrection. Seeing this, the soldiers becomes apparent that the weapon is still in the creature,
grow ever more tense. It’s painfully obvious they are search- and it begins clawing at its arm trying to remove the blade.”
ing for something, almost desperately.”
This is a clue. If the players are quick off the mark, they’ll
If the characters ask what the soldiers are looking for, immediately catch on to trying to impale the creature on
they’ll reply in hushed tones that they are looking for sur- solid objects. If not, let them take a Cunning/Perception
vivors. If the characters choose to help the CDC in their action, Difficulty 2, to come to that conclusion. Either
search, have them make Cunning/Perception checks, Dif- way, the combat should break and the characters have a few
ficulty 2. If successful, they’ll find what the soldiers are moments to gather new weapons. There are more than a few
looking for, and earn their good will, which should be noted scattered around as well;
for later. If they don’t participate or fail in the roll, one of the
◊ There are several spiked metal poles off to one side, clearly
soldiers will stumble across the survivors instead.
made earlier this evening as a defensive measure.
◊ Two more makeshift machetes.
“In the darkness are two trembling shapes, hidden under-
neath a table – a pair of teenage boys, the older of whom ◊ A tire iron
you immediately recognise as being the boy who saved you ◊ circular saw jury-rigged to work
in the bar.” off a car battery (Good for three
rounds of combat)
Before anybody has a chance to react, the younger of the Once the characters have
two boys shouts “The Brood is com-!” but is cut off before grabbed a weapon a piece,
he can finish, as a horrifically mutated infected drops down resume the combat. This
off the ceiling amongst the characters. time, they have two of
the soldiers to help
“The creature is hideously mutated, and unlike the other them. The soldiers
infected bears little resemblance to a human being. It operate off the
stands, although hunched, in excess of seven feet tall. Its
following stat-
human face has melted away, replaced by two pairs of
glossy black eyes, and a maw closer to what you would find blocks;
on a shark than a man. It lets out a bellowing roar, and
lashes out at you.”

The characters have little choice but to fight. Begin a


combat with the following stat-block for the infected, but
note that this Infected is incredibly difficult to harm. No
weapon the characters currently possess can actually cause
any lasting damage. You should describe its wounds closing
moments after it takes any damage. To make matters worse,
the creature seems to feel no pain, and is intent on the char-
acters’ deaths.

The First Broodspawn


Actions: (Initiative 4/5+) (Close Combat 6/5+)
Damage: (Close combat 3)
Vitality: 4/5/4 *See above.

25
CDC Soldiers say that awful things happened, and they’re just glad to be
Actions: (Initiative 5/4+) (Close Combat 5/4+) (Ranged safe. You should probably convey the feeling that the play-
Combat 6/3+) (Evade 4/5+) ers have the nagging feeling they’ve seen Faith somewhere
Damage: (Close combat [Combat Knife] 2) (Assault Rifle 5) before. Have the characters make Reason/Perception rolls,
Vitality: 3/4/3 Difficulty 3. If they are successful, they’ll remember that
Faith is actually the son of a prominent Senator, and the
soldiers’ desperation to recover him will make more sense.
Remember that firearms won’t harm the Broodspawn. The
characters’ only option is to attempt to impale the creature, Once the characters have dealt with James and Faith, they
and leave the weapons in its flesh. Doing this lowers the should also have a chance potentially to run into one of two
S c ena rio G

characters’ combat pools by 1 dice, but allows appropriate familiar faces, and depending upon how they handled the
close combat weapons to inflict lasting harm on the crea- earlier scenarios could provide some interesting roleplay.
ture. Once the creature suffers 4 or more damage, it retreats. One of these, is Officer Finn Mercer from Scenario C.
Alternatively, they’ll encounter Rob Irving from Scenario
“The creature lets out a hideous shriek, tearing one of the D. Give the characters a chance to socialise, and if they
improvised weapons from its own flesh, then it grabs the do have them make a Passion/Panache roll, Difficulty 1
ceiling, and pulls itself up, retreating into the darkness. to find out within reason any information that could have
Out of frustration more than anything else, one of the sol- been given by Officer Mercer or Rob Irving, in addition to
dier empties most of a clip into the ceiling with a scream, the following points of interest;
before one of his companions manages to get him to stop.”
◊ Either one of the two NPCs were rescued earlier this
evening by a CDC patrol, and are pretty damn glad to be
At this stage, one of the soldiers will check over the two
alive given the circumstances.
teenagers, and then make ready to leave. The older of the
two will smile at the characters, but will have time to convey ◊ The CDC are planning an evacuation in the morning and
very little else, and detailed questioning is impossible for the the doctors are here to confirm that no one in the build-
moment, as the soldiers insist on a quick retreat. ing is currently infected.
All being well, describe a 15 minute journey to the players, ◊ The CDC hasn’t said much about what this outbreak is,
taking a different route to the one the soldiers approached or what’s causing it, but most people feel the Black Rain
on, at the end of which they arrive at a subway station. You is in some way involved.
should describe the place looking deceptively empty, until ◊ As far as anybody can tell, the infection is not spread
the characters are at the base of the stairs. through contact, but just seems to animate any dead
corpse, regardless of how they died.
Safe Haven ◊ The boy Faith is actually the son of a US Senator, and one
Describe the characters a fairly busy encampment in the of several high profile individuals to be rescued.
subway station. It’s well secured and certainly the safest place
Allow a little time to pass in game, and give the players
the characters have been during the course of this adven-
plenty of time to seek medical attention on their own. If
ture. You should point out that even a significant number of
they do so, a few hours of care will restore up to 4 vitality
infected would likely fail to penetrate its defences.
to each character. After the characters have had a chance to
There are several important NPCs to introduce at this rest, have one of the CDC soldiers ask the players if they’re
stage, and it is likely the characters will have a great many willing to undergo a check-up. Likely the characters will
questions. The first NPC likely to draw their attention is the agree, but if for some reason they argue, it’s pointed out
youth who rescued them from the bar. He gives his name by the CDC personnel that the players will be left behind
simply as James, and will explain that he knows very little if they don’t comply. If the players get violent, they’ve got
of the whole mess. He goes on to explain that he was in the about 20 well armed CDC soldiers to deal with. Good luck
bar with his sister, and was waiting whilst she spoke to the with that.
manager about a job opportunity. He sheepishly admits that
The test should proceed without incident, and the doc-
he didn’t expressly mean to save the players, and was hoping
tors give the characters a temporary all-clear, though they do
that his sister would reach the door in time. If they thank
point out that the tests are only preliminary, and the char-
him regardless, he’ll accept their praise warmly, but remind
acters will be remanded to quarantine once they are safe. If
them that he probably doesn’t deserve it in the end.
the players inquire further, they will be told that everyone
The boy next to him introduces himself as Faith. He’s a – the soldiers included – will be going into quarantine at a
fairly attractive young man, and quite talkative. If the char- secure facility about 40 miles inland whilst the government
acters were involved in the fight with the Broodspawn, he’ll attempts to contain the crisis.
look upon them as heroes, and will talk quite a bit about
Characters can also press for more information by making
how impressive they were. On the other hand if they did not
a Passion/Panache action with Difficulty 2. If they are
fight the Broodspawn, he’ll still talk about how impressive
successful, the doctor will reveal all the following points;
it is that they survived, and noting that most of the people
here were rescued very early on in the evening, and were
actually survivors from an incident at a hospital. ◊ The infection itself has been codenamed “Echidna” by the
If for some reason pressed on what happened between the CDC, and it appears to infect human beings but doesn’t
bar and being rescued, James and Faith will both state flatly in of itself harm them in any way. The virus only seems to
they don’t particularly want to talk about it. They’ll go on to activate after the infected person dies.

26
◊ How the Echidna strain itself spreads is unknown, but “So the dice hate me?”
since the virus is essentially harmless to a normal living Your players got killed? Well, it happens. Fortunately, this
human being, policy is now containment, particularly isn’t actually a big problem to deal with in this scenario.
considering that the CDC suspects that up to 70% of the Assume that if the players are defeated or otherwise inca-
living population is already carrying the virus. pacitated, a group of CDC soldiers – specifically the group
we have just mentioned – rescue the characters whilst they
If asked about the mutated infected which the players were incapacitated. Have them wake up in the CDC tem-
might have encountered, the doctors will be puzzled, and porary shelter we describe below, and have them meet a
have little to no information on the subject, but are aware doctor who checks them over, but assures them they’ll be
that as the Infected consume flesh, they seem to take on okay, and that they are in a safe place, awaiting evacuation

S c ena rio G
distinctly inhuman features, and begin to regenerate at a ter- in the morning. Change a few appropriate details in the
rifying rate. section “Safe Haven” below, but otherwise proceed with
the adventure from that point.
In the event that the characters press the soldiers for
answers, the military personnel will be far less inclined to
talk and will only curtly tell the characters that the situa-
tion is under control, and all reasonable measures have been The Broodspawn, Second Encounter
taken. If a character attempts to push the issue further, they Actions: (Initiative 4/5+) (Close Combat 6/5+)
can make a Passion/Panache check, Difficulty 3, and a suc- Damage: (Close combat 3)
cess will reveal that the reason for the evacuation is part of Vitality: 5/7/5 [Only impaling attacks or fire cause damage]
a larger plan to destroy as many of the Infected as possible.
The idea is to evacuate any survivors, and drop noise genera-
tors into strategic locations, then to bomb those areas of the
It’s possible but unlikely that the characters will win in
city when the Infected gather. They then expect to be able to
a stand up fight. Mention to them that there might be
begin a cleanup operation and reclaim the city.
nothing to help them in this room, but the base is full of
Let some time pass, and possibly have the characters get supplies. Tell the players that if they want to put some dis-
a little sleep, and give them all a drama point. If the char- tance between them and the creature, they need to run now.
acters previously helped fight off the Broodspawn, they will If they stand and fight, so be it, but in that case the Brood-
be invited to a poker game with a handful of the CDC sur- spawn will keep pace with them, and they will have to fight
vivors and can gain any of the information above without a a running battle.
need to roll any skill checks.
Give each player a chance to make a Reason/Perception
They Said There Were No Monsters... roll, Difficulty 1, to remember information which might be
helpful. With a success, they should remember that on a
Whatever happens, the characters will eventually be taken floor below them, is a quantity of gasoline. In addition, in
to a temporary shelter in the subway where they can get a separate hallway are a collection of iron bars which have
some sleep. been readied to form part of a barricade, and would make
At this point, describe to the characters a sense of déjà good makeshift spears.
vu, or missing time. Try to be subtle about this feeling, and It takes 2 combat rounds worth of movement to reach the
don’t overplay it. It’s better to have it as a throwaway com- spears, and a further 2 rounds of combat time to reach the gas-
ment rather than emphasise it. Once several hours have oline. Assuming the characters ran instead of fought, this is not
elapsed, the characters should be roused in the early hours of applicable. However, once the characters stop to gather sup-
the morning by the sounds of gunfire. If the players have not plies at either location, the creature will catch up with them.
previously encountered the Broodspawn, give a description
A good idea that you may wish to note to the players if
of it where noted by the text below. For a full description,
they are stuck, will be to reach the spears, then make a fight-
see page 25.
ing withdrawal to the gasoline to finish it off. If they attempt
to go straight to the gasoline, they’ll encounter a problem.
“The metal door twists and is forced from its hinges. The Ahead of them, they’ll find one of the soldiers waiting at
wall gives way slightly, as the maw of the Broodspawn
an internal door. Seeing the characters and what’s chasing
forces its way into the room. It shrieks one last time, forces
its way into the room with you, and fixes you all in its gaze, them, he’ll slam the door shut. It’ll only take the characters
before it charges.” moments to get the door open, but that will be enough for
the creature to catch up and begin battle again. If the play-
ers encounter this obstacle, it will only take 1 round to get
The Broodspawn is back, and pissed, and the characters
to the gasoline.
are going to have to fight. If the characters haven’t fought
this creature already, one round after the combat begins, Using the spears is self-explanatory. The gasoline however
have a soldier stumble into the room and shout out a warn- requires a little more explanation. Once the characters are
ing that guns don’t work, and that it has to be burned or in the area with the gasoline, they can each pick up or use
impaled. The horrible part is that there’s nothing in the immediately one canister of gas. Dousing the Broodspawn
room with the players that can help remotely. with it, is a Close Combat attack, difficulty 2, and does not
Tag the creature. Once it has been doused, any character can
use a lighter on their person to set the gasoline on fire, and
the round after the creature will automatically take 1 dam-
age at the beginning of every round for each canister worth
of gasoline poured upon it, which it cannot heal.

27
One way or another, once the creature is dealt with, order As the characters are moving through the crowd, pick one
will be restored. The characters will be lauded as heroes in of the players (whichever one hasn’t had much attention
the compound for the time being, and given medical atten- lately), and have them receive yet another mysterious text
tion immediately. The soldiers will go on to high alert, and message...
nobody gets much sleep during the night. This is further
compounded about an hour later when a massive group of “Again, you feel a strange sort of déjà vu. You reach into
Infected begin an assault on the compound. your pocket, pre-empting what’s to come. You hear the tell
You should describe the tension over those hours, but in tale ring of an incoming text message, and on some level
the end the CDC personnel will prevail, and the characters you are certain you know what it will be.
The contents shock you though. No longer sure what
S c ena rio G

don’t need to take any part in the siege. If they do want to


get involved, let them, but ultimately the siege is not you thought the message should have said, it reads ‘Even
Death may die’.
much more than a shooting gallery and you can describe
Before you have a chance to think this over, the phone
the characters’ participation, but it has no mechanical
emits a short burst of static, which is echoed in all the loud-
effect.
The Dead City speakers present. The phone then shuts down immediately,
with a spark. Moments later, the lights, and then to your
As morning comes, describe the rising hope and tension as horror, the helicopters follow suit. They fall like stones out
the soldiers, personnel and survivors get ready to make their of the air, their rotor blades slamming into trees and scyth-
push. At 6:15am, the soldiers begin the break-out. They will ing through dozens of people in a horrific display.
happily allow the characters to help out with this, and will In the distance, you hear the familiar shrieks of the
have no objection to the players being fully armed, and they Infected. On some level, you know their name now. You
will each be given an assault rifle with a full clip, as long as feel it deep down. You remember what the message was
meant to say... ‘Mother is coming’.””
they agree to follow orders.

“The break-out begins with the soldiers unveiling massive Give the players a moment, before describing the press of
firepower. An initial group, armed to the teeth with auto- the crowds, explaining that they are being forced along with
matic shotguns, clear a path out onto the street through the crowd, and that if they don’t run, they will be trampled
the hordes of Infected, and moments later you find your- underfoot.
selves moving forward with the push of bodies. Above you,
the first light of dawn shines on what now seems to be a “People are dying, screaming; some crushed underfoot, oth-
dead city.” ers dragged to their death by the Infected. You run madly,
but it feels now like a dream, almost surreal. A small desper-
Describe the soldiers fighting as above, and if you have ate part of yourself hopes that you are about to wake up, but
time remaining, let the players enjoy themselves in this one you know it isn’t true. You know what’s coming, and all too
sided exchange, running a few minor combats. Given that quickly, you find yourselves at the place where it all ended...
the players are likely armed to the teeth at this stage, a cou- Times Square stands there, half empty, just like you
remember it, hundreds of people herded here, some
ple of infected thrown at them should present no problem
praying, some screaming, others even begging as the
whatsoever.
Broodspawn come, and just like before – just like the last
Describe the hurried pace through the city full of burnt time, and the time before that – the Broodspawn stop. Like
out building fronts and dead bodies. Eventually, you should hounds at the heel of a master, they come to rest.
describe the telltale sounds of helicopters overhead, and a A few fire guns, others fight with whatever they have.
soldier turns on a radio and hears that that “Extraction is Like puppets with their strings cut, the Broodspawn do
a go”. nothing though, just waiting. Ahead of you, with a sicken-
ing feeling, you see the boy - the one who saved you in the
bar - calm amongst the chaos, with Broodspawn at his feet
“Your view opens to the burned remnants of Central Park,
like beloved pets. He climbs onto the broken remnants of
and a problem. You see other groups, both CDC and their
a car, and with each step he changes.
charges, waiting for evacuation, but also large numbers
of other survivors, edging ever closer to the temporary His skin breaks and peels, dark shards of crystal emerg-
defensive line which the military have put in place. Shouts ing from under the surface, amongst the blood and the
and screams are thrown back and forth, and the people bone. Soon his human form is gone entirely. Six great
here seem almost on the verge of charging the checkpoint. wings shift and writhe against the rising sun. He stands
Obviously the horrors of the night are still very much fresh now near nine feet tall, surrounded in a flickering nim-
in their minds.” bus of blue flame. He turns, slowly, and an odd silence
descends upon the crowd. Two deep blue eyes stare back
from the black armoured figure that once was James.
The characters will be escorted by the CDC through the Someone, a man, asks the same question he’s asked a
crowds and beyond the checkpoint. In the distance, they hundred times before. You almost mouth the word your-
should catch a glimpse of one of the notorious Shards... self; ‘Why?’
The creature fixes the man with his gaze, and replies;
“Some distance from the evacuation site, you catch a ‘Because I have the right to judge, by the only standard
glimpse for the first time in the flesh of one of the noto- that matters – That of God. Not the faded memories of
rious Shards – the strange giant crystals which fell from your kind’s past, nor the broken corpse of Yahweh. Mother
space in the Black Rain. It lies still impaled in a roadway has judged you, and she finds you wanting.’
adjacent to Central Park, right where the protests, and all The creature raises a hand, the blue fire gathers, and the
this horror began.” world is washed away in searing light.

28
You feel yourselves falling now, you remember the drink connection to one another and the memories of that
in your hand, the laughter at the bar... But this time is dif- final night to keep them tenuously holding on to life.
ferent. This time, you feel like you have a choice. Death
The idea is that every time they relive their lives
doesn’t have to be the end; only a new beginning – and you
and deaths, they’ve grown a little closer to waking each
have slept too long...”
time, and now the characters have collectively grown
strong enough to wake out of their madness. Forcing
Epilogue their Broodspawn shapes back into a human form, the
characters can now be reborn as Nemissaries in the post-
Doubtless you and your players are a little confused. What apocalyptic future.
is going on is that the players actually did die in the incident

S c ena rio G
This whole adventure is designed so that you can
at Times Square. They have been wandering the world as
easily transform the characters into fully fledged
Broodspawn for over 70 years. In all this time, a spark of
Nemissaries, and allow them to continue their adventures
their personality and memories has remained, using their
in the full game of Sins.

29
Equipment Reading the Entries:
Damage: This tells you how much damage the weapon
does. In the case of close combat weapons it will show
Small Improvised Weapon X/B. This means you use the average of your Body and the
This represents small objects such as chair legs, broken bottles weapon damage (X).
planks of wood and the like. Traits: These are unique effects that the weapon has, and a
Damage: 1/B list of the traits used follows:
Traits: Fragile ◊ Fragile: This weapon will break at the end of any combat
Pool: Body/Fight they are used in.
E q uip m ent

◊ Thrown: This weapon may be counted as a Ranged


Large Improvised Weapon weapon for one attack, but must be retrieved after the
combat to keep it.
This represents entire chairs, metal poles, barrels, crates and
◊ Reach: This weapon grants +1 pool if the opponent
similar. doesn’t also have a weapon with this trait.
Damage: 2/B ◊ Ranged: The weapon is considered a ranged weapon.
Traits: Fragile ◊ Ammo: This weapon can only be used a number of times
Pool: Body - 1/Fight equal to its remaining Ammo, before it must be reloaded,
which takes 1 full round.
Knives ◊ Rate of Fire: This is how many times the weapon can
This can represent a variety of common knives, from kitchen be fired to generate additional dice on the attack roll. In
knives to combat or survival knives. addition, some weapons are also noted as Auto. In this case,
instead of expending 1 ammo for +1 dice, they may instead
Damage: 1/B spend 5 ammo to get +1 success.
Traits: Thrown
Pool: This notes what attribute and skill combination is
Pool: Prowess/Athletics
required to use the item, along with any modifiers to pool.
Machete
This represents any large bladed, one-handed weapons, such as
machetes or meat cleavers.
Damage: 2/B Unarmed Fighting
Traits: None Effect: A character can fight with no weapons, using either
Pool: Prowess/Fight or Athletics Body/Fight or Prowess/Athletics. In either case, a character
inflicts half their Body, rounding down, in base damage for
Spear successful attacks.

This represents a makeshift spear such as a knife tied to the end


of a pole, a harpoon, or sharpened metal poles.
Damage: 1/B
Traits: Fragile, Reach
Shotgun
Pool: Prowess/Fight
What would a survival horror game be without a shotgun, after
Handgun all?
This represents all the small sidearms the characters are likely Damage: 5
to encounter during the adventure, such as revolvers, or pistols. Traits: Ranged, Ammo(7), Rate of Fire(2)
Damage: 3 Pool: Prowess/Marksmanship
Traits: Ranged, Ammo(6 or 12), Rate of Fire (1 or 3)
Sub-machine Gun
Pool: Prowess/Marksmanship
Standard 9mm police or CDC Issue sub-machinegun, such as
MP5Ks.
Damage: 3
Traits: Ranged, Ammo(32), Rate of Fire(3, Auto)
First Aid Kit Pool: Prowess + 1/Marksmanship
Generic first aid kits the characters might come across in Rifle
their adventure.
Effect: Each first aid kit may be used once to enhance High powered bolt-action rifle. This will seriously ruin some-
one Medicine check, to give 1 automatic success, in addi- one’s day.
tion to any successes rolled. Damage: 6
Traits: Ranged, Ammo(5), Rate of Fire(1)
Pool: Prowess/Marksmanship

30
You open your eyes, and find the whole world broken;
the past you knew washed away in blood and fire,
and the world all but consumed by the Sins of our Fathers.
The Song of the Mother denies the dead their rest,
and they howl for the communion of all flesh; the end of mankind.

Slavers scour the wastelands looking for the unfortunate and unwanted,
wars of faith consume what remains of humanity's precious resources,
and the cults of long forgotten gods rise to prominence
to proclaim their eldritch dominance once more.

By all rights, you should close your eyes again,


and let the comforting darkness of Mother's Song consume you.

However, you, and those like you, are different.


Against all odds, you fight back against the dying of the light.
You hold on to what it is that makes you human.

Against the onslaught of the coming darkness,


you refuse to yield, refuse to die,
and choose to live.

The path ahead isn't easy,


but your rebirth grants you the strength that few beings can match.
You hold the power to drive back mankind's enemies, and the power to rule;
To be a saviour, or a destroyer.

Will you redeem mankind's Sins,


or draw us forever into the Darkness?
Only one thing is certain;

Your story is just beginning.

For more Products and Information, join us on our website;


http://www.sinsrpg.uk
or find us on Facebook or Twitter with
@sinsrpg.

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