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StokerVerse Roleplay Game A


StokerVerse

To Ian Livingstone & Steve Jackson, pioneers of popular gaming.


Without whom the creators of this series would never have experienced
gaming at a pivotal age.

B StokerVerse Roleplay Game


Lead Writer Rules Lead
Andrew Brown Benn Graybeaton

Additional Writing Based on the S5S System by


Benn Graybeaton, Chris McAuley, Mark Rapson Chris ‘Shep’ Shepperson

Art & Art Direction Proofreading


Clint Langley Jamie Cross & Craig Atkins

Layout Produced by
Jared Earle & Mark Rapson Mark Rapson

StokerVerse created by Nightfall Games are


Dacre Stoker & Chris McAuley Dave Allsop, Jared Earle, Mark Rapson

Nightfall Games would like to thank our playtesting teams

Produced on an iMac i9-9900K using Adobe InDesign with Garamond Premier Pro, IM FELL DW Pica and QWERTYpe.
StokerVerse

D StokerVerse Roleplay Game



Dracula is dead, of that we should be certain. The brave Texan, Quincey Morris, pierced his chest with a bowie
knife. Morris paid with his life when he severed the great vampire’s ties to the mortal world. I can see by the
puzzled look on your face that you may not be familiar with the full facts of this story. You may have read of a
mysterious Romanian Count’s disappearance in the Strand or perhaps heard of the case of the Demeter? Pour
yourself a stiff drink and I shall regale you with a tale which is as cold and dark as the crypt of Lord Blackwood in
Highgate Cemetery.
It began with a humble solicitor from London. He was engaged to be married. Going by the name of Jonathan
Harker, he traveled to Transylvania to secure a property deal. His client was Count Dracula, a noble man who
resided in an ancient castle. In truth the building was more like a mausoleum, which was fitting as the Count was
one of the undead. Yes, the undead, creatures who exist long after the reaper should have carried them to their
eventual end. Whether that be Heaven or Hell. The castle became Harker’s prison and Dracula his jailer. It
became revealed that Dracula sought to murder Harker, steal his soul and commit evil deeds in his name. Before
he escaped, Harker found other creatures in that forsaken place. Babylonian Goddesses who appeared beautiful but
demanded nightly tributes of blood and flesh. Hideous ape creatures and even demons straight from the pit. Did I
forget to mention that the castle was constructed over a hellmouth?
As Harker escaped, Dracula boarded a ship to London. Hiding in a wooden crate, he would evade detection even
as he snuck out each night and murdered one of the crew. When the ship crashed into Whitby harbor, the bodies
of the sailors lay on the deck. Their throats and limbs torn off; the body parts were placed in the symbol of an evil
sign. From that six-pointed star a great black dog leapt off the ship onto land. This was one of the vampire’s chosen
forms. He, like most of his kind can change shape, bats, rats, mist, everything that’s dark and scuttles across the
earth. The captain was found lashed to the wheel of the ship. The evil he beheld in his last moments evident on the
expression of his face. His body was a frozen memorial to the terror which this creature can inflict.
Then there was poor Lucy Westenra, a beautiful, innocent girl with strawberry blonde hair.
Her smile would light up a room. Just ask Dr. Seward of the Asylum, he was in love
with her! Dracula killed her mother and then took her as his own. Dr. Van Helsing,
whose acquaintance you will soon meet tried to save her. In the end he, Seward,
Morris and Lucy’s fiancée Lord Holmwood had to travel to her crypt and
drive a sharpened wooden shaft through her heart to puncture it. To ensure
she stayed dead, Lucy was decapitated and garlic shoved in her mouth.
Dracula had also been busy around London; he has his servants you see.
The most wretched was R.M. Renfield. A solicitor, like Harker, only
he never really escaped Dracula. His mind and will were controlled by
the monster. That’s another thing that they can do. Take your soul and
personality and twist it into a parody of itself.
Eventually Dracula was chased from London and back to Transylvania.
Harker’s fiancé had been violated by the creature and through the unholy
union which swam in her blood, the count could be tracked. The tables
had turned and now he was the hunted one! Eventually, after a battle with
more of Dracula’s servants from a Gypsy band. The beast’s existence was
put to an end.
But now queer things are afoot in London and rumors of undead risings
across the Empire and Europe are increasing. There’s a mystery here and no
mistake. Now you know the truth of things, go to Professor Van Helsing and he
will explain more.

StokerVerse Roleplay Game 1


Dracula’s Empire

DRACULA’S EMPIRE
The StokerVerse QuickStart
discussion and storytelling or with the use of dice. The
Introduction Author (often called the GM or gamesmaster in other
roleplay games) is a critical part of an RPG, as it is their
Welcome to the StokerVerse: a dark looking glass through responsibility to lead the story. In many respects they are
which we view a world similar to our own. It is, however, analogous to the director of a movie and the players are all
a place which is touched by the shadow of evil as was
the actors; between them, they develop and drive the story
envisioned in the works and notes of Bram Stoker.
and what happens.

This Quickstart follows the ethos of other Nightfall


Games Quickstarts, such as those for The Terminator What do I need to play?
RPG and SLA Industries, in introducing the players You will need access to a number of 10-sided dice (d10).
to the rules that have been designed specifically for the Ideally, each player should have 6 of these dice (6d10),
StokerVerse RPG, based on Nightfall Games’ very own though it is possible to pass a single set around. One die
S5S system. of the six should be a different colour to the others (we
The adventure has been broken down into eight scenes, suggest one black and the rest as you see fit). As well
partly to provide a natural rest point for gaming sessions as dice, some paper and pencils for making notes and a
and partly to make life easier for the Author (gamesmaster) copy of this document is all that is needed to enjoy this
in preparing and learning the plot and its details. However, introduction to the StokerVerse RPG.
a session can be as long or as short as your time allows and
several chapters of the adventure may be played in one Preparation for play
gaming session.
Some terms used in this Quickstart:
Each chapter has been subdivided into sections to further
assist the person running the game. The sections detail the ‘Author’ - the gamesmaster, keeper, dungeon master, there
overview of the events ‘synopsis’. The ‘supporting cast’ are are many names used. This is the person who is running
persons of interest in that portion of the story . There is the adventure for the players. Normally they are the person
also ‘For the Author’ - insights and information intended who bought the game. Theirs is the job of conveying
purely for the gamesmaster, hidden details, further the game world and its sights and sounds, managing the
information the players might uncover and to provide adventure, directing the action, policing the challenges and
them notes from which they can elaborate as they see fit to being the voice of all the persons the players will meet. In
the players. keeping with the literary legacy of Bram Stoker we call this
person the Author.
FOR THE AUTHOR: If its been a while since you or ‘Player Characters’, or PCs - every good story has its
your players last read Bram Stoker’s Dracula it is worth protagonists, and they perform many roles. Heroines and
another read. Alternatively, the text presented on page Heroes, Victims and Villains. Of course, unlike a novel,
1 gives a good overview of what happened in the novel. in a roleplaying game the story, directed by the Author,
stars the players as the leading ‘Characters’ who decide
their actions based on the Author’s interactions with
What is a roleplaying game? them. As previously said, the Author will play all other
At its most basic premise, a roleplaying game, or RPG, parts required. These other parts are NPCs – non-player
is a tabletop game in which players assume the roles of characters. PC are represented by ‘Character sheets’, which
different characters in a fictional setting. These characters present the stats (statistics), equipment, and weapons in an
are represented by a range of statistics unique to each. The easily accessable format. The character sheets are also used
game, and actions within it, are resolved either through by the player to keep track of the state of their PC.

2 StokerVerse Roleplaying Game


Dracula’s Empire
‘NPC’ - Non-player characters are persons or other entities
and creatures who are the cogs and gears that make the
Respect
story work. If the Author describes a street scene and This is the obligatory section where we advise that before
mentions a flower seller at the corner, they may shout out you start play, you get a feel for the hard lines of your
‘Who will buy my fresh roses?’ to highlight the NPC. players. Not everyone is going to enjoy the same themes.
Should the players accost a man running down the street Not everyone has the same life experiences. The fastest
to ask him why he is running, it is the Author who will way you can torpedo your own game is by not taking the
voice that person. But more importantly the Author is the feelings of others into account. We all play these games for
voice of important NPCs too, a Boss who hires the PCs for fun. If your players aren’t having fun, they will stop playing.
a job, an arch villain the PCs have been running down, an Before you start play, we recommend talking to each player
underworld contact, ripe with useful information. NPCs individually and then enmasse to get an understanding of
can be tools to help, blocks to impede or simply colour in anything or any situation they do not want to explore in a
the background to enrich a moment. game.
Ultimately Roleplaying games are works of fiction. While
they clothe themselves in our imaginings of genre and
history, they can never be entirely truthful to a period. Nor
do they have to be. Your players are real people with actual
experiences, positive and negative. Respect that, work with
them to understand their perspective. Chances are you
can work around the subjects they want you to avoid and
Before playing discover new exciting routes for the game. Don’t be afraid
to shake the potential players hand and agree that maybe
The Author should read through the full adventure to be
your game isn’t the right one for them, if you can’t work a
sure they understand the plot, the subtle aspects of the
way around the issues.
investigation and crossroads moments that really matter
to the story. They should perhaps make notes of key places There are a variety of game tools for managing consent
and people to keep track of in the progress of PCs, and not at the table. It’s worth looking for them via a quick
miss out on giving them a chance to learn crucial details Google search, but nothing beats openness and empathy.
that might help them. Communication is key. Have fun!
An RPG is a storytelling adventure, a living narrative
played out as elaborately as you like. Many enjoy hamming THE PRINTED ADVENTURE ISN’T THE LAW
up their games with props, accents and even dressing for It’s there to help you progress the story; players will
the part. The main thing is to have FUN. It is the STORY always have other ideas and ways of seeing things. We
that matters and spending time with friends old or new, have tried where we can, to offer Authors’ advice on
shaping and exploring that tale. Never let the rules or the alternate solutions or methods but we can’t legislate
plot get in the way of a good tale. However, it is vital that for it all. So…
the Author maintains control. Fun as it might be to have
Do Not Force It: If a fight is due in the adventure, for
free reign as PCs, things can swiftly get out of control and
example, and the players contrive a suitable method
the game might grind to a halt as you flounder wondering
to avoid the fight and still achieve the goal needed,
what to do.
let it go. You can always throw in another fight later if
Becoming familiar with the printed adventure and fully you need it. But it makes the PCs feel like the world
understanding the details will be vital to keep players on is alive if their actions are not railroaded.
track, even with a little flexibility and side tracking.
Equally do not fear narrative punishment. The world,
although fictional, has its rules of physics and law
FOR THE AUTHOR: If you find yourself lost at
and social order. A player who insists on resorting
any stage don’t be scared to call a break. Take a few
to violent solutions will eventually run into trouble
minutes, check the notes and carry on. The Author has
with the Law or a revenge seeking mob. The Author
to have fun too.
should exercise full logical control even in a fictitious
world, never be scared to send in the NPCs.

StokerVerse Roleplaying Game 3


Dracula’s Empire
TO WHOM IT MAY CONCERN,
I hear that you are planning on authoring a
second novel on my adventures, as such I have
listed some of the individuals I believe you
should become familiar with.
VAN HELSING: You know me, but I think it
prudent I update you some what. I’m getting
old now, an elderly scholar of sciences and
superstition if you like. I have tasked myself
with the utter obliteration of the undead.
My age means I need to leave the fieldwork
to the younger generation and I have been
mentoring Seagrove, Harker & Holmwood to
that avail. My greatest achievement to date
is the destruction of Dracula’s women and
aiding in his defeat.
COUNTESS DOLENGEN OF GRATZ: Less well
known than the iconic Dracula is Countess
Dolengen, his fourth bride. Only Harker has
previously encountered her, just before his
meeting with the vile Count. Rumored to
be the only woman that Dracula loved; this
vicious creature is a mockery of maternal
instinct. She uses her mesmeric powers to
manipulate those around her into mistaking
her for others they hold dear. At times her
description is reminiscent of Lucy Westenra
but Lucy is dead, staked and decapitated.
Those unlucky enough to see her without
this veil will see the face of a beautiful
woman over a monstrous frame. Her
emaciated stretched limbs end in terrible
claws and her stomach is bloated with a MINA HARKER: Mina suffered greatly at the
child that can never be born. The Countess hands of Dracula. The foul beast confronted
is a tortured soul, denied a child she can her as she was alone and in her bed. He
love, when transformed into a creature of tore his chest open and forced her to
the night while pregnant. The baby ‘lives’ drink of his foul blood. She was saved as
within her still, a twisted demon nestled Dr. Seward, Quincey Morris, her husband
inside the putrid womb. It communicates and I interrupted her conversion. Dracula
to her, assisting in her vile plans. She threw her across the room like a rag doll,
satisfies her need to bear children by means her lips smeared with his undead fluids and
of mutilation and transformative magic pus. Realising that Mina had a connection
which produces a monstrous brood. Every to the Count, I used mesmerism to track
experiment a success and tragedy at the the demon’s movement. She has now gone
same time. missing and it is possible that a malign force
still controls her.
LUCY WESTENRA: The late fiance of Arthur
Holmwood, Lucy was corrupted by the DRACULA: You know who Dracula is and the
vampire Dracula and eventually slain. In beast is dead.
life she was a vibrant person beloved by

i ng
many, with an effervescent and attractive
character that draw the attention and
desire of many.
Va n H el s
4 StokerVerse Roleplaying Game
Dracula’s Empire

StokerVerse Roleplaying Game 5


Scene One

SCENE ONE
The Knights of the Round Table
Describe the house and staff only lightly as they play little
Overview role in this current adventure serving only to suggest that
Mina has gone missing. Shortly after docking in London, a safe haven, secure from almost all threats to them, is to
her absence was noticed. Van Helsing is concerned that she be found within its walls. We include only a outline of the
still may be under the malign influence of Dracula, even house for now, its details and significance will come into
though he is dead. His concerns were raised by piecing play in further adventures.
together the aspects from the missing wooden stakes (from
the original Dracula novel) and her strange behaviour on The Helsing house
the ship home. He has called a meeting in London.
As the PCs approach they will find a grand three-story
As the act progresses bodies are discovered drained of dwelling standing in its own grounds with a modest garden
blood and badly mutilated. Initially this appears to be more to the front and sides. Through its many rooms and attics,
Ripper/Torso murders but the Ripper-esque mutilations servants and tradesmen swarm like bees as they repair
have been made to hide bite marks on the body. damaged cornices and clear the cobwebs that still adorned
it. Long grass and tall thick hawthorn hedges conspire
A mysterious woman has been seen in high society and
with old exotic trees to vex the newly hired groundskeeper,
there is talk of unusual parties and gatherings. Might these
who, with muttered curses, drags a rusted mower over the
be linked to the murders and disappearance of children in
grounds.
the area?
The stabling, such as still stands, is to the rear of the house
JACK THE RIPPER where it shares space with a walled kitchen garden, lush
with overgrown herbs and a long low storeroom freshly
In the late Victorian period London was the locale supplied with coal, fire wood and root vegetables.
of many gruesome murders. The most notorious
of these were the ‘Torso’ murders, where heavily As the PCs arrive they are met by a tall well dressed
mutilated body parts washed up on the shore of the gentleman, who is not the butler as would be expected. He
Thames. These were allocated to the infamous Jack shows them into the library where Van Helsing is already
the Ripper. awaiting them.

The identity of the Ripper has never been discerned, FOR THE AUTHOR: Unseen, the house occupies a
leading to fantastical ideas of who and even what he unique position geographically. It is located on the site
was. Although not a part of Bram Stoker’s writing, he of a former Roman shrine - a Temple of Mithras - and
fits perfectly in this adventure. its basement rests with its floor as the former building’s
roof. The house is also technically an island - five
Introduction underground streams now covered over with roads,
parks and houses still run in their courses, their paths
Gathered in a new London home, arranged for Van Helsing isolate the house fundamentally on all sides by running
by friends in the Brotherhood, the adventurers have had little water.
time to rest and recoup. Since landing, every waking moment
has been spent pursuing any clue as to the whereabouts of The house presently has 10 servants including a butler,
Mina and the Professor has drawn on local contacts for cook, and groundskeeper. These servants won’t bother the
further aid. He has summoned the group together as he feels PCs and the Author is free to describe them however they
time is drawing short on a favorable resolution to Mina’s fate. see fit.
Though other events that have filtered to him are pushing
Van Helsing has wasted no time in organising his effects.
him to consider darker forces at work.
His books and papers are stacked throughout the drawing

6 StokerVerse Roleplaying Game


Scene One
room with only the most relevant tomes on the table
before him. He has spent the last few days examining every
Professor Van Helsing
thread to aid his conclusions and even now is standing Van Helsing should be used as an NPC, allowing you to
surrounded by stacks of less worthy tomes left in crude drive the discussions and direct the players:
piles or indeed still in wooden cases. His Drive: Finding Mina might reveal information on
As the PCs arrive he will offer tea, coffee and brandy, Dracula or indeed Carmila, certainly some dark force is at
though it will be clear from the absence of small talk that work, it is your priority to uncover it.
he is keen to get moving. It is almost an afterthought that Van Helsing, your thoughts are plagued by fragments and
with a casual wave of his hand he introduces the man who fear, dear professor. A deep held concern that the shadow
greeted their arrival to the house. you so dearly cast into the light has not in fact been
In his thick Dutch accent and pausing periodically, as completely expunged. Firstly there are the stake fragments,
he tends to when forced to speak at any length, Helsing unknown to the others you have been able to reassemble
introduces his friend. almost completely the implement of final death. Can a
shard or two be enough to keep evil at rest? Then too the
READOUT OR OUTLINE TO THE PLAYERS: awareness that Dracula was not as you feared the only
‘This is Daniel Seagrove, a protege of mine with whom one cursed with the blood. Indeed your research suggests
I’ve been in correspondence these past years. He is an he may have been nothing more than a noble, perhaps
astute fellow and an academic like myself, but make some kind of king or governing voice in a society of such
no mistake, quite able to handle himself. For as much creatures. What occurs in any vacuum of leadership? A
as it matters, his area of expertise is archaeology and power struggle for the throne…. Mina was differently
anthropology. Time in Egypt and the Far East, where affected by Dracula, and while you thought about the
he learnt more than just their language and culture (he aftermath, the shock and then the journey, something
gives a small chuckle at some private joke). Suffice to say about her manner and distance troubled you on the return
he thinks rather like myself and has almost as broad a to England. In some respects you blame yourself, distracted
familiarity with the matters in hand. I’m not as young as I
by the dropped net of luggage and the discovery that some
once was and steps need to be taken to ensure threats such
as we have dealt with can be in the future. But that’s for boxes had not made the ship’s hold, the group was split and
another day, he’s here to help.’ in the mix Mina simply walked off and vanished. Some
other influence is at work upon her, of that you are sure.
Mina’s vanishing in the throngs of the docks has them all What that is, or who’s, you lack the information to discern.
on edge and Helsing has pulled in trusted aides intimately When the players observe Professor Van Helsing’s
familiar with London and sympathetic to his cause and demeanor, it is evident that he seems troubled. When
methods. questioned, he brings to light an event which occurred
Each person has employed subtly what resources they have as the band of heroes travelled by train to confront
at hand to try and establish any clue or lead as to where Dracula. Van Helsing suspects that Mina removed the
Mina might be, who may have taken her or why. There is stakes, essential to the Counts’ destruction, perhaps by
scant little to go on. casting them out the window, to the sea. Van Helsing also
ruminates about the possibility that Mina is still under the
The game begins with each player in possession of the Counts’ control. He describes his reasoning as follows:
notes of their character’s investigations to this moment, the
pooling of ideas intended by the Professor to cement and READOUT OR OUTLINE TO THE PLAYERS:
galvanise them into a course of the action most likely to
“In my mind, I am troubled. Conclusions which are
succeed.
linked to the continuation of the corruption of Madam
Mina plague me, even as I try to rest. I had assumed,
when I touched her noble brow with the sacred body of
Christ that she was healed. However, it may be that I was
mistaken. The missing stakes and the extent of Dracula’s
influence.. Mein Gott, it is imperative that we find her!”

StokerVerse Roleplaying Game 7


Scene One

The playable characters (PCs)


FOR THE AUTHOR: Hand the following out to each The movers and shakers of London society are at
player alongside the character sheets (to be found at sixes and sevens as several late in the season balls
the end of the book) before the game starts, so they
can read about their charatcers.
and galas have very recently come on the social
calendar. Very select, elusive hosts, very exotic
dining and if rumour is to be believed quite wild
Arthur Holmwood: nights that contravene good taste. The best you
can surmise is some mysterious lady of high or
noble birth has recently arrived from Europe,
Your Drive: Could the stories you while others say old money and families whose
hav e b een hearing really b e true: names had all but dropped from society have
suddenly emerged with a renewed vigour and
is Lucy aliv e? Ev ery l ead must interest in the nation. These dinners draw in
b e followed & to hell with the royalty, nobility and political figures both British
and European. Dances into the small hours with
sup erstitious clap trap. music the likes of which society hasn’t enjoyed in
years.
You have seen your fair share of the supernatural,
and your mind is resolute that such things are
done with, so will endeavour to rationalise and
explain away any such trappings in other means.
You have no truck with magic, and when talk
turns to the like will distance yourself politely.
While you tolerate De Villiers from civility to
Helsing, and see Langley’s dreams and drawings
as the results of a fevered mind, you will side,
much like Seward, with psychology as the answer
to many of the issues at play. What poses a much
stronger burden on you is that some fragments of
descriptions that have come your way regarding
this mysterious woman hosting the parties has
triggered you, as they strongly echo your dear lost
Lucy. You have mentioned this to Helsing, who
is dismissive of any such possibility, but you have
held off mentioning it to anyone else. Should you
discuss this with De Villers in case her insight and
sensitivities are genuine and she might indeed
have some sense if it is possible.

8 StokerVerse Roleplaying Game


Scene One
Jonathan Harker:
You have spent your days trawling the docks, its
taverns and wharfs, convinced some clue resides
Your Drive: there among the workers and sailors. Where is
Mina? The only shred of information you have
Find your d ear Mina, nothing, not garnered was one drunken sailor resolute that he
saw a woman ‘step up into a grand carriage with
ev en your own life matters so long heavy red drapes and painted all black and gold,
as she is safe. like the queen might have, with its coat of arms
of big birds and a crown over their heads’. The
drunk saw little of the passenger, but she was a
woman, a silken gloved hand helped the young
lady up, the maiden stepped ever so lightly as if
she was dreaming. Even less reliable bystanders
gave threads of recollection though vague, you
can’t help but feel their combined descriptions are
suggestive of the dead Lucy, but you know this
cannot be. You are quite distraught and will latch
on any even half valid plan of action. Your mind
is not what it once was. When you feel they have
a lead you will throw full focus and attention to
it. If you feel they are lost, floundering or hopeless
your manner will become more impassioned and
erratic.

FOR THE AUTHOR: Allow the players to roleplay


and get into their characters, talk and make
connections. Feel free to play with the lights, making
the room darker, play sounds of a crackling fire or
move the discussions to comfortable sofas and chairs,
serve finger food and drinks if you wish. Have the
staff appear, every so often with tea or to restock the
glasses and logs on the fire. There are lots of clues
and breadcrumbs to follow within their bios and the
discussion should bring them to the front of mind.
Your role will be to direct discussion using the servants
and appropriate use of dice rolls and critically Van
Helsing, so that each and every player gets a chance to
speak and interact.

StokerVerse Roleplaying Game 9


Scene One
Dr John Seward:

Your Drive:
Lucy? It can’t b e, but then mayb e
H elsing was wrong, Holmwood
seems interested enough. Admiration
for Lucy and the chanc e she might
b e aliv e after all, has rekindl ed
your heart. Cl early here is the b est
plac e to b e if there is ev en a slight
hop e to re-discov er her. But what
hav e you got yourself into? Chaos
seems to b e encircling London these
days.

Dear Doctor, your own work has increased Were it not for the entreaties of Van Helsing and
steadily of late, the Purfleet Asylum has been Art you would almost certainly not be here, at
seeing a steady increase of maladies from your least that’s what you tell yourself. From what the
own borough and yonder, mild afflictions and others are saying there’s a dangerous lunatic on
strangeness of mind and manners. Normally the loose and Mina’s gone missing. You wish you
nothing more of note to pique your interest than didn’t feel a sense of duty when it comes to such
the frequency and the fact people of all walks things but alas, you do and truth be told, your
of life seem to be inflicted. One of the central curiosity is piqued.
London hospitals (Whitechapel) has asked you For Helsing you have admiration, but you firmly
to attend at some point as they have had a spate think science and medicine account for much of
of amnesia victims. You have had some modest what is affecting the world today.
success with such cases in the past.

10 StokerVerse Roleplaying Game


Scene One
Police Sergeant Albert Enshaw:
Your Drive:
You hav e seen things that make no
sense and you want answers; the
normal channels don’t hav e them.
While you hav e allies of a sort among
some senior offic ers in the M et, that
is getting you nowhere, you are hungry
for some truth and hav e had enough
of the shadows. H elsing’s crew with
their tales are not as far fetched as
you might onc e hav e believ ed. So, for
now you are happy to lean in and
learn, and are prepared to bring your
authority and contacts to bear when
the situation requires.
The morgue is piling up too with these drained bodies,
so much so the graves of London must be three deep.
You have your work cut out for you Sergeant. The police But worse and not even the press has wind yet, there’s
are playing it down but there has been an awful increase bodies going missing from the cemeteries. Guards have
of trouble on the streets, mostly in the slums and dock been posted, but yet come first light graves of the recently
areas. Fights over nothing, family violence and animal interred are found robbed. The situation is so bad that the
mutilations in the stock yards. You have seen it all, seen it powers that be are secretly incinerating the bodies. Though
escalate and you want answers. you should not be privy to that information, as it is a close
Then the missing children, which your superiors are brotherhood of officers dealing with that. Even knowing of
keeping under wraps, but enough is enough and close the matter puts you and your job in danger, or at least you
to thirty is enough. Street urchins and even nobility, fear it does.
from babies to young toddlers, a few teens and too many You are not an imaginative man, but have seen things.
inbetween. No trace of them. Several senior officers and Things which cannot be explained away, by investigation,
what manpower is spare have been tasked to hunt out any evidence nor logic. You apply the learning your training,
clues on the missing. Indeed this is another reason you experience and superiors have taught, and pushed yourself
have sought out Van Helsing. Your more obscure contacts to be more investigative and deductive in your methods.
suggest the great man might be able to assist, or that your What your status and birth have denied you in education
own work may well lead you to paths close enough to help you garner yourself. Working with these people may
him. provide insight, or may prove a red herring.

StokerVerse Roleplaying Game 11


Scene One
Ms Primrose Hampden:
You are an artist often employed by the courts
and police, but earn a modest income under a
Your Drive: pseudonym with drawings for the papers. You
too know of the amnesia issues in the hospital
Answers and solutions, and indeed have been asked to do drawings
of several of the patients in the hope of aiding
explanation and clarity. What is their identification. An ally trusted in the
happ ening and what is happ ening Metropolitan police has been feeding you what
information they can gain, from some misguided
to you...your grasp is slipping and romantic notion. You are appalled that the
you are b eginning to realise you Police are covering up the disappearance of the
children, but you are fascinated by the frequently
need answers. discovered blood drained bodies. You have begun
mapping them out, but can see no pattern in their
discovery. You feel you and possibly Enshaw have
been distracted purposely to throw off any chance
of identifying the culprit.
You have also been talking deeply with De
Villiers, the medium, as her dreams have once
again been turning to images of the Ripper and
she is convinced he is still at his work. You are
suffering visions of a cloaked figure dripping
in blood painting a wall before vanishing as if
through it. A double headed eagle image keeps
recurring in your dreams and your sketchbook is
filled with it. It often appears as a coat of arms.
You keep hearing music, violins and the like, a
waltz playing in your head over and over till you
awaken and it haunts your daydreams to the point
you must always talk or seek out noise to keep it
in check. You are doing your best not to let your
own torment rule your rational mind and may
play down or suppress elements as you see fit.
There have been lucid dreams of late too, street
women with two faces, as if one is a mask. You are
bitterly aware this is a hallucination, but it causes
distress, you do not know what it all means. You
are beginning to fear for your own sanity.

12 StokerVerse Roleplaying Game


Scene One
Lady Lisa De Villiers

Your Drive:
You have consulted the cards, the runes and
You hav e known Van H elsing for meditated - walked the streets following the
energies and your spirit guides. Even without
many y ears, he did not summon word in the papers you have stunned Enshaw
you, but you knew you should by accounting locations where bodies have been
found. Street names where the missing children
come, for the spirits told you. Your were lost. The spirits are out of step. You share
visions sp eak of dark times ahead Primrose’s concern over the Ripper, yet do not
vocalise this as the cards tell you there are other
and for now you know your plac e players in this game.
is here. You have seen the blood stained man in visions
too, and feel he is in possession of a magic you
are not familiar with. An ancient magic not seen
in eons. Your dreams are a torment of writhing
serpents and a beautiful voluptuous woman of
pale skin, dark hair and eyes of crimson fire. A
woman that smiles at saving you from the pit of
vipers only to widen her maw as fang like teeth
opens from her belly to devour you screaming.
You have also seen on occasion the children
huddled and fearful, but this confuses you
because despite their fear she feels an air of love
about them.
Your reading frequently shows dancing & jesters
and death & war. The jester is nearly omnipresent,
yet you cannot reconcile their joviality and
gaiety with the blood soaked conclusion, the
tower always falls. Of late, for some reason, you
have developed a phobia of spiders and recoil
instinctively at their sight.

StokerVerse Roleplaying Game 13


Scene One
Mr Daniel Seagrove
Your travels have given you insight into the
Your Drive: darkness of our world and its history among
mankind. You have seen things in Egypt that
Entrusted by Van H elsing with his you could not explain and from that reached out
wealth of research and to establish to Van Helsing, whom you had heard of among
academic circles as having experiences and views
a school of like mind ed individuals on such matters that fell outside of accepted
to continue the research into and science and faith. Under his instruction you have
schooled yourself and been abroad learning all
d efend against the forc es of evil, you could, not only in research but also practical
darkness and the Devil as laid out matters of combat and magic (though Helsing
did not approve of the latter, he accepted your
by Van H elsing. argument to know the enemy you must know
their ways). In London, you’ve acted as his Agent
and prepared a residence with staff, suitable
as a stronghold, to begin development of his
envisioned Institute.
You have been able to ingratiate yourself with the
Brotherhood, who you now consider allies. Yours
and their steadfast nature and sense of duty and
faith is inline with Helsing’s plans. For now they
are useful contacts, eyes and ears, safe houses and
trusted bodyguards for the Professor, lest any
threat seek him out.
You’re aware of the discovery of bodies, your
contacts suggesting a likely place that seems
to be used by a select group of the Police near
Paddington.
Word also reaches you of hired staff (maids and
butlers, serving staff ) who work for agencies in
the city disowning friends and family, leaving
their agency without notice or word and have
only been seen about since, blank faced, not
recognising former friends or workmates. To your
mind, this too closely relates to the mysterious
parties for your own comfort.

14 StokerVerse Roleplaying Game


Scene One
Key clues
There are five key points that are worth calling out at this
juncture in the game. They are listed below:
☞ The coat of arms on the carriage (See the Coat of
Arms section)
☞ High society balls - especially the dark haired woman
(See Shall we dance)
dance)
☞ The empty graves
☞ The bloodless and mutilated bodies
☞ The missing children
Once the players have filled each other in with their
findings let them discuss avenues of investigation. If players
are truly stuck, have them make a KNOW resistance test.
PCs that roll 5 or better will recognise that tracking down
the coat of arms is a good avenue of investigation. PCs
that roll 8 or better will recognise that the Balls might be a
better line of enquiry.
There are a number of possible side questions and even
quests here. The empty graves, the missing children and
the bloodless bodies are all like rivers running towards the
same sea, if from different sources. The following chapters
outline the key locations and discoveries the players can
follow should they undertake a more elaborate route
though this adventure. Thus as the Author you need not
feel the necessity to railroad them. But impressing upon
them time: time is clearly an issue with the missing Mina.
If the players are dithering, have Helsing spur them on.
His own concerns should prompt urgent action if nothing
else.

StokerVerse Roleplaying Game 15


Scene Two

SCENE TWO
The Coat of Arms
There are two paths the investigation of the coat of arms family, request a letter of accommodation from the proper
may take. The PCs might check with the College of Arms authorities prior to beginning.
to learn who owns the coat of arms or they might seek out
Should the PCs roll a muddy success they will spend the
a carriage company, as they might add a coat of arms prior
better part of the day chasing down “Alternative vendors”
to a final varnishing.
before getting to Lawrence Tinker, though if Enshaw is
The College of Arms could, in theory, provide a lot of present he will be able to look at the list, recognise the
details about the coat of arms. Alas an interview with one name and suggest they start there.
of their librarians will soon reveal that there are lots of
coats of arms with the described birds of prey. Without
having more specific details, other than pointing vaguely
The Tinker gang
into the Austro-Hungarian Empire, they will be unable to If you stop a bone grubber and ask them the worst person
help. They will be exceedingly polite and offer vast libraries to deal with they’ll point you in the direction of Lawrence
of coats of arms but unless a player thinks to ask directly, Tinker and yet he thrives. With a small warehouse he
then only a character that takes the better part of a day hoards scraps and parts till he has enough of them to
perusing the books and makes a Difficulty 10 Education: pretend that he has a whole. A fence and thief when
Classical (KNOW) Skill Test will be able to place the opportunity arises, the only thing of actual value in his
poor descriptions of the coat of arms to Transylvania. warehouse is the expensive varnish that he uses to cover
Every additional success rolled will halve the time taken to up the dry rot and glue. His gang consists of his two adult
research. “sons” adopted long ago from the street children, and
whoever he throws a farthing at when he needs.
TRANSYLVANIA 1890 Tinker is simply the worst human being the PCs have ever
In 1890 Transylvania was firmly split between met. The Author should use whatever description they
Hungarian and Ottoman rule. Neither of the powers feel is suitable in describing this shabby corrupt miser.
is particularly sympathetic to local powers, and Don’t step over the line with your players but be utterly
displaying a Transylvanian coat of arms would be unpleasant in describing him.
considered a noteworthy political act. Tinker will speak with the character’s but he’ll place his
hand in front of him after every question the PCs make.
Buying a carriage is not a common activity. Few have the PCs can make a Difficulty 10 Diplomacy Skill Test using
money to do so and fewer still the space to house it. It the favour rules (see page 54) Note that Enshaw gains a +2
is much more convenient, even for the wealthy, to call a on this Test. Should the PCs fail the test Tinker will extort
hansom cab and motor vehicles are still very rare. That a guinea from the PCs in addition to those offered as part
said, a carriage is a definite status symbol, particularly for of the test.
the up and coming careerists of London.
Respectable carriage makers will not disclose their FOR THE AUTHOR: Knowing the date that the
clientele, but will be more than willing to assist both the carriage left the Tinkers enable the players to track it
police and aristocrats in their enquiries. A Difficulty 7, to both Kensal Green Cemetery (Scene 6) or William
Diplomacy (CHA) Skill Test (see page 46) will reveal that E. Mooreland and Sons or indeed all three of the
while there is a six month waiting list on new carriages, addresses should the players really try to follow it
there is a market on refurbished carriages. A list of around London. (Scene 3). Depending on how the
several “alternative vendors’’ can be easily procured at players proceed with this investigation, use this scene
this point. They will also confirm that while they would to springboard them to the next location.
almost certainly paint the carriage to meet any reasonable
request they would, unless for a well established London

16 StokerVerse Roleplaying Game


Scene Two

READOUT OR OUTLINE TO THE PLAYERS:


“A carriage you say, with a crest? I might have sold a
carriage. It was a beautiful Brougham with finest fittings
and the best horses in Aldgate. The lady fancied herself
proper nobility and was happy to pay the price. There
were three of them. The lady, her footman, and a lady in
waiting. Dressed nice! Fine garments but gormless, never
spoke a word nor looked in my direction, just did as she
bid ‘em, but weren’t no coat of arms when I sold her.
“She was an odd one, coming down here. She was all over
the place, funny thing is I looked right at her and couldn’t
tell you quite how she looked. She was pretty I think, but
not so pretty too. Left me with a right sore head.
“Anyways, about a fortnight later, late at night, they
comes back. The axle had cracked and they needed it
fixed there and then. She wasn’t happy and I thought the
big fellow would have me for saying they should leave it
and come back on the morrow.
“Well, since I sold it, some clumsy child had painted this
crest on it. Why a child I say? Well it was a bit simple.
The paint was thick, wasteful like a child would draw
and that wasn’t all, I swear I heard a child laughing as I
worked. Anyways they didn’t even try to haggle the price.
Soon as the job’s done, they’re off. Took hours to fit the
axle and it was nearly morning when they bolted. Headed
east, well there’s not much out that way but Kensel.
Dunno why they went out there. The roads are tosh and
nobody’s got the money to house horses out there. That’s
how I know she’s putting on airs.
“Real money can afford better.”

StokerVerse Roleplaying Game 17


Scene Three

SCENE THREE
Shall We Dance
If the players choose to follow the lead to high society in of past guests, gain psychic impressions offering warnings
their search for Mina the following will occur as will the about the ball.
discovery of New Mina. Below is some guidance on how to Enshaw: While Enshaw is not without his own senior
handle the investigation: connections, he will only really be able to confirm the
investigations of others. While there are no official records
PROFESSOR VAN HELSING of these balls, several officers have given guests verbal
Helsing is a natural introvert and will have some cautions for lewd activities after the events. Nobody wants
difficulty inquiring into the affairs of the English to arrest an aristocrat, but it’s an open secret that the
upper crust. At best he will hear rumours and stories goings on sometimes spill out into the street and need to
of excess and indulgence, but mention will be made be quietly contained.
of a notable beauty recently joining these parties, Holmwood & Steward: In addition to the same rumours
quite the eyecatcher and seems to be the latest that Van Helsing hears, Holmwood & Seward are perfectly
‘interest’ of the host or hostess. The description will placed to investigate these balls. With some small effort
carry some degree of similarity to both Mina and Holmwood can (see Club Tie on page 52) gain names of
the dead Lucy. This fact alone should prick their some regular attendees, these attendees are easily tracked
interests. Where possible this lead should not be down and under the cover of confidentiality will provide
used. It is better for the PCs to do the investigation, some details about the affairs. As the balls are quite
but if they hit a brick wall in their enquiries it can scandalous they will couch it in terms of “We’ve heard that…”
always be brought out later. or “We were warned that…” Seward can use his contact at the
Reform club to learn similar information, though it will be
harder for Seward and the Author should consider increasing
Player investigations: the difficulty of his Diplomacy tests by +1.
Harker: While not a part of the upper crust, Harker is
LUCY?
more than capable of investigating rumors in those social
circles. He straddles the Upper and Middle classes and this The significance of the description matching Lucy
places him in a somewhat unique place to unearth scandal. should not be wasted, this matter must be impressed
Should Holmwood or Seward not pick up the trail, this upon the Doctor and Holmwood who both dearly
could provide the party with another way forward. loved her and mourn her loss. It will be alarming
Ms Primrose: Possessing lesser occult talents than De and be a matter they cannot afford not to investigate
Villiers may also serve this function, but like Harker, despite an embitterment to anything of the
Hampden is somewhat an outsider amongst the supernatural. When these men realise that it is not
aristocracy. Servants might be more willing to speak with Lucy they will be equal parts hurt and relieved.
her and this could provide another way forward.
Seawood: In this context, Seawood is rather a fish out TO THE AUTHOR: Depending on your timescale
of water, not used to the aristocracy nor the service and preferences, the investigation into the society
underclass. His position of apprenticeship to Van Helsing events can just be rolled for - just note that it takes
may allow him to see things the others will not be looking hours or days of meeting and chats over sherry to
for. acquire the information. So the group can easily be
Lady Lisa De Villiers: With her occult secrets De Villiers led to pursue other lines of inquiry during this time.
can function in much the same way as Enshaw. In addition Alternatively you can role play out in set pieces several
to confirming what others uncover she may, in the presence encounters to establish how well they do and just what
they learn.

18 StokerVerse Roleplaying Game


Scene Three
Clues to be shared as the players investigate: and Steward are both members. A simple Difficulty 5
(KNOW) Resistance Test will be enough to remind
☞ Several low ranking government officials who
regularly gain invites & two families invited who’ve them of this. Arranging a meeting thusly is not hard.
never attended. A matter of sending a card via the club Secretary and a
telegram by return will confirm his willingness to meet.
☞ Three addresses typically associated with these parties. Kingsly is a modest Civil Servant attached to the Foreign
☞ A Masquerade ball, themed on the Venetian masked Office. His duties are not elaborate or hard. He provides
galas, is the next event due to be hosted. accommodations for visitors and staff for various meetings
☞ A vague account of a mysterious and attractive woman etc., but it is obvious that his eyes and ears fall prey to too
assumed to be the hostess. many details and facts. He is a nervous type with a slight
☞ The description of the hostess suggests to Helsing stammer, a keen mind with ambition. It is obvious his
that it is possibly the feared appearance of Camilla, a standing is due to his wife’s station. His own education
contender to the throne of Dracula. This could suggest does not fit the Whitehall career ladder. When pressed
some portion of the fabled Vampire Council is involved. he will give an embarrassed account from those who have
☞ For Holmwood and Steward the description of the attended the parties - a somewhat racy affair of laxity of
hostess resonates with the likeness of the beloved Lucy social decorum or proper behaviour. His wife is against
for whom both held a flame of love. their attendance of such engagements. Though he feels
☞ To De Villiers & Harker the description suggests Mina. increasing pressure to attend for career advancement
purposes. Why it’s quite so important is lost on him - it’s
almost like some sort of private club, he laughs. Kingsly
Avenues for proceeding is clearly disappointed to discover this luncheon was only
Investigating the prior occasions: The addresses of the to find out about the party, thinking it perhaps was work
last three events are all rented properties: larger old houses related. He will let slip that he has all the previous invites
previously of noble families fallen on hard times. They are (6 in total) and that all are simple white cards with gold
maintained and rented out on short term leases. trim, red writing and a little doodle. A PC willing to pay
for his lunch or offer future favours, will secure the invites
The renting agent, William E. Mooreland and Sons, an
via a courier later that day amd his silence on this meeting.
up market firm in Kensington, is tightlipped relying on a
reputation for discretion. While the manager, W. Edgar Cloak and Dagger: Should it amuse you to do so, you may
Mooreland, will not part with any information short of a prefer a more elaborate undertaking. Maybe you could
Solid Success on a Difficulty 13 Diplomacy (CHA) Skill direct the players to break into the home of a named
Test, the same can’t be said of the clerk, Oliver Topps. PCs invitee to steal invitations, perhaps having the invitee held
approaching Topps away from the offices will find him hostage while some of the players then attended the ball.
easily, if expensively, bought. A Difficulty 8 Education: This would add the potential for risk of discovery and
Criminal (KNOW) Skill Test and 5 Guineas will provide having the law on their tails for the rest of the proceedings.
the address. PCs wanting to negotiate a better deal must Dress to Impress: Oddly enough it will be no small matter
make an additional Difficulty 8 Diplomacy (CHA) Skill to obtain suitable fancy dress costumes, it seems a run on
Test. Every success rolled will reduce the price by a Guinea. London’s stock of such masquerade wear has left little in
Alternatively a bit of digging will reveal the agent is terms of choice or quality. As such the group can, at best,
relatively predictable in who they liaise with. A merchant obtain poorer fare than would be expected, low quality
close to the agent is routinely hired to provide food and and noticeable for being as such. The players might avail
drink for the parties. Several local families provide routine of any contacts in the theatres to hire, borrow, beg or
maintenance services. PCs that offer a cunning plan and steal suitable items. Even so it is likely that they will be ill
ask around may find a loose tongue can be bought with a fitting and that at least one may have to wear a costume of
Guinea. another sex due to the shortage and sizes.
The next party will be at 66 Mornington Crescent. The players can attempt a single Difficulty 10 Diplomacy
Investigating the Guests: Nigel Kingsly and his lady (CHA) Skill Test to find outfits. Every success will obtain
wife Eliza are the most easily approachable of the known 1 poor quality outfit. Alternatively 2 successes will find a
invitees, that have not attended. Kingsly is a member, single good quality outfit. Harker already has an outfit.
as it happens, of the gentleman’s club that Holmwood Every character without a costume after this test, must pay
2 Guineas or go to the party in regular clothes.

StokerVerse Roleplaying Game 19


Scene Four

SCENE FOUR
24hr Party People
DRUGGED DELICACIES
The house If any players consume any of the food and drink
The house on Mornington Crescent is bedecked in they will discover them enhanced by the hosts with
lanterns and lights. Coaches drop off anonymous guests any number of opiates, euphorics and hallucinogens.
who elegantly ascend a luxurious red carpet lined with There is a high chance of falling foul of these effects.
flaming torches.
PCs that imbibe must make a STR resistance check
Attending the guests’ whims are twenty servants wearing against a difficulty of 8. Failing this test will cause
powdered wigs and Venetian masks atop freshly pressed the character to suffer a -2 modifier on all Skill Tests
black suits. Every effort is made to create the illusion that till they can sleep off the effects or another character
the servants are one and the same, though small differences makes a Difficulty 8 Medicine (KNOW) Skill Test.
in their chins and mouths occasionally spoil the illusion. Succeeding on the Resistance Test means that while
The party begins as any such gathering might, the guests the character will be euphoric, they can keep their
mingle and drinks are served from trays freely, a sharp senses for the most part. PCs that fail this test and
bubbly champagne. Little Hors-d’œuvre are a mixture of have the First Impressions Effect will find it activating
mushrooms and caviar, salmon and spices. It soon becomes at random offering terrible premonitions and vivid
apparent that there are upwards of 60 guests in attendance, hallucinations. PCs that roll a 1 on the test will pass
as well as ten performers breathing fire, performing out, only to be collected by the servants and placed in
conjuring tricks or dancing in a beguiling and sultry manner. a private bed chamber out of harm’s way.

No one will fail to note the elaborate Egyptian themed


CAN I BRING MY SHOTGUN?
furnishings that populate every room and shelf. Close
There’s always one player who wants to sneak a gun inspection will reveal most are crude plaster imitations
into a party. Anything larger than a sidearm will be however several tablets and smaller artefacts appear quite
spotted by the staff and taken to the cloak room for genuine - one such tablet segment is being used by party
safety. This includes equipment outside of weapons goers to rest glasses on. Anyone able to translate the tablet
too. Anything like a doctor’s bag or camera will (whether by using Linguistics (Dead Languages) or a
be taken aside. Nobody wants anyone gathering Difficulty 13 Occultism (KNOW) skill test) will hazard
evidence. a portion of priestly writings from the ‘Priests of Set’ on
the correct burial method to ensure travel to the next life
rather than return.
The Magician will perform on a little stage in the main
ballroom hall, not a formal presentation, a mere side show
as the attendees gossip and mingle, a typical illusionist
whose style is flamboyant and over the top, but it raises
cheers and applause from those who gather to observe. As
Party time he ends his performance the dancers will take his place and
the tempo of the music takes a slower almost pulsing style.
The party will begin much as any other typical event and The dancing is slow and sensual in nature and it clearly has
the players will be hard pressed among the swirling throng an effect on those watching, the lighting has even dimmed
to stay together as a group. Music plays though no visible and around the room many are lightly kissing or embracing
quartet is in sight, they will be snatched at to dance, drinks as they continue to dance. Unless seemingly so engaged
thrust to their hands and a sea of food on platters will be a themselves, many will attempt to casually pull one or other
constant. of the party into an embrace, even if they are already with

20 StokerVerse Roleplaying Game


Scene Four
someone. It will be a Resistance Test to simply not fall in to inspect the gathering. As if unconsciously holding its
with the mood of the room. breath, the room breathes again and it is as if the festivities
had never been interrupted.
The hallway, wide and more airy than elsewhere, is the only
room still well illuminated and largely free from unwanted While at the party Mina will exude a sensual confidence
attention. Though several staff stand on the stairs as if on and demeanour quite unlike her natural habits. She is all
guard and at the doors. Egress is politely declined and smiles and affections. She will not recognise her former
anyone attempting such is offered wine or an attractive associates, and be mildly troubled at any persistence of
companion appears as if from nowhere to lead them back familiarity. This discomfort will elevate the more it is
into one of the main rooms. pressed, nor will she thus willingly go in their company
alone or as a group. Once she is removed from the house it
Midnight! will be as if strings have been cut and Mina will drop into
some form of coma or deep sleep. Her breathing, so slow
At midnight a hidden gong will sound throughout the and steady that one might think she is comatosed.
house. While many guests will be caught up in their
All PCs not intoxicated should want to get Mina away
passions and ignore it, a significant number will gather
from the party, how they do this is discussed in the Ending
towards the hall to witness the arrival of their hostess. As
the Scene section of this chapter, below.
the guests gather, a delegation of a dozen finely attired
figures in ornate golden masks will form an honour guard Upon reflection, it will dawn on Seawood (or Van Helsing
for their mistress. Their midnight blue robes and scarlet if Seawood is not used) that Mina’s companions at the
hoods accentuate the elegance of her gown, a clearly party, based on their ethnicity, attire, manner and actions
fine European dress that has scandalous slits to the hips. strongly suggest Vampiric natures, more over their cultural
The hostess wears a tiny domino mask, barely playing mix raises a fear they may be representatives of the fabled
lip-service to the idea of anonymity. She is immediately Vampire Council. Something Helsing and Seawood have
recognisable to the PCs. only heard scant rumour of. This alone might contribute to
the increased discussions of bloodless corpses and missing
LUCY? persons.
Should Holmwood, Steward or both be there it will
THE PREMONITION
be as if Lucy herself is descending the stairs flush
with the bloom of life. And it will take self restraint Should De Villiers be present when Mina appears,
not to call out or run to her. Both PCs must make a she will have a premonition. A flash of a moment of
Difficulty 8 Cool Resistance Test to do anything else. clamour, child-like hands and a wild laughing face of
Any such approach will be brushed off by one of the a fanged woman cloaked in darkness. The vision will
large masked staff smiling as they do so, showing no freeze as the woman throws her head back with fangs
malice or intent of harm. bared. As darkness slowly shrouds her face she turns
to look at De Villiers. “Get out of my head woman,
Other PCs will clearly see Mina, dressed as they have never my children are not for you, witch” and as soon as the
seen her before. They will be momentarily left speechless. vision begins, it will be gone.
Mina’s entourage is made up of handsome men and
beautiful women, whose style and form represent a broad
swathe of the empire’s peoples and more foreign lands.
Ending the scene
Though most are in the very latest London fashions, The clear object here is to steal away with Mina, of
several are dressed in anachronistic garb from the fallen which the choice of method the players might use is
dynasties of Europe. unpredictable. Below are a few suggested paths they might
choose.
The entourage is completely disinterested in the crowd, it
neither concerns, distracts, nor entertains them. As they FIRE!: nothing causes panic better than flame, by careful
make their way across the floor the crowd instinctively means a player might cause the start of some sort of
makes way and parts before them without word, gesture or blaze, perhaps in a side room or the casual flick of liquor
hesitation. When they finally reach their seats, they turn across a drape and then the accidental tip of a lamp or

StokerVerse Roleplaying Game 21


Scene Four
candle. The ensuing flames will swiftly take hold and A woman’s voice will sound from above and the music
spread with speed. Amid the confusion and efforts to cease to all but a drum beat, the assembled guests seem
fight the flames Mina could be snatched and the players to freeze before turning glassy eyed upon the team,
could flee - the party-goers will be loathed to approach advancing with slow steady pace as if puppets, arms
or be near the fire. The players will still be forced to raised. The masked assault in the flickering light will take
engage the door guards to secure egress and escape into on a most dark tone as shadows seem to dance and leap
the night. At least two of the guards will be tenacious across the walls, they too join the melee. All the while a
enough to continue the pursuit up to the point the PCs distant sound of children’s laughter will seem to haunt
escape in a hansom cab. the very air and cause significant disturbance to De
Villiers especially and so also the rest of the party.
For PCs to escape they will need to roll 6 on an Athletics
(STR) Skill Test. Until this point the guards will have a
chance to catch up. At any point where the guards roll The opposition
more progress than the PCs they will be able to attempt
a Fisticuffs Skill Test to grab ahold of the character. Vampires in Fancy Dress
Should a character wish they can, instead of evading the STR DEX KNOW CONC
guards try to hold them back using a solid right hook 3 2 1 2
and a Fisticuffs (STR) Skill Test.
CHA COOL LUCK Initiative
A SPIKE IN THE WINE: If prepared for such a course it 3 5 0 +6
might be possible to spike a bowl of punch - this could Hit Points Willpower PV Movement
have the effect of a massive bout of illness or somnolence
amongst the consuming guests. A deft hand might even 20 N/A 10 4
apply such a concoction to Mina’s glass, her passing out Defence
will significantly alarm her court, none of which will Melee Ranged Occult
seem in the slightest aware of a course of action. Thus
10 9 11
the play acting of a suitable Doctor in the house may see
her taken to a solitary room and a small chance of escape
Skills
from a window with effort and assistance outside.
Athletics: 2 Firearms: 1
PCs looking to sneak a sedative into Mina’s wine
Fisticuffs: 2 Intimidation: 2
will need to plan this ahead of time though generous
Authors might allow Seward to make a Difficulty 8 Occultism: 3 Tactics: 2
Profession (Physician) KNOW skill test to have thought
to bring a sedative along with him. Alternatively, should Equipment
Seward be able to sneak away with a selection of canapes Savage Teeth: Melee Damage 1
he might, with a similar test, be able to find enough Special Skills
narcotics to do the job.
On 3 or more successes, the
Sneaking the drug into Mina’s wine will require a SAVAGE BITE
Vampire's bite damage becomes 3
Difficulty 11 Stealth(CHA) Skill Test. If the PCs can
waylay a servant prior to the attempt, the uniform Vampires have a PV of 20 against
will grant a +3 modifier to the test. For the sake of VAMPIRE
bullets
convenience the drug will be effective if she drinks it.
AGGRESSIVE ROLLERBALL: The staple of many an TO THE AUTHOR: Use 1 Vampire per PC. For
RPG group, the players commence with stealth and simplicity, these vampires are not fully statted. Assume
cunning, but fall foul of the temptation to pull guns at 0 Hit Points they will transform into mist and
and swords. When that time comes, they will equally escape.
be challenged with steel and lead: A forceful and direct
assault to seize Mina and make for the door will elicit an
effort of forceful resistance.

22 StokerVerse Roleplaying Game


Scene Four
Servant Guards & Ghouls Haunting Shadows
STR DEX KNOW CONC STR DEX KNOW CONC
2 1 0 0 0 0 0 0
CHA COOL LUCK Initiative CHA COOL LUCK Initiative
0 2 0 +1 0 0 0 +0
Hit Points Willpower PV Movement Hit Points Willpower PV Movement
10 N/A 0 3 7 N/A 1 6
Defence Defence
Melee Ranged Occult Melee Ranged Occult
8 8 6 7 7 7

Skills Skills
Athletics: 1 Firearms: 1 Athletics: 4 Firearms: 1
Fisticuffs: 1 Intimidation: 1 Fisticuffs: 1 Intimidation: 1
Occultism: 3
Equipment
Clubs: Melee Damage 1 Equipment
Shadowdagger: Melee Damage 1
TO THE AUTHOR: Use 1 per PC. For simplicity,
at 0 Hit Points the Servant Guards & Ghouls will Special Skills
surrender or flee. Haunting Shadows that are forced
BANE to come into contact with a light
source disappear from the scene.
Drugged Guests & Bystanders
Characters struck by a
STR DEX KNOW CONC shadowdagger take damage to
1 0 0 0 GHASTLY Willpower instead of Hit Points.
CHA COOL LUCK Initiative PHANTOMS
For simplicity at 0 Hit Points the
1 4 0 0 shadows cease to attack.
Hit Points Willpower PV Movement
4 N/A 1 2 TO THE AUTHOR: Use 2 Hunting Shadows per PC.
For simplicity, at 0 Hit Points the Shadows cease to
Defence attack.
Melee Ranged Occult
7 6 6

Skills
Firearms: 1

Equipment
None

TO THE AUTHOR: Use as needed. For simplicity,


upon taking 4 Damage, Drugged Guests & Bystanders
will flee.

StokerVerse Roleplaying Game 23


Scene Four
WHAT TO DO WITH A PROBLEM LIKE MINA?

Assessing Mina’s state uncovers use of a dark and old magic, it confirms Helsing’s fears of the wider
vampiric society at work and that new tools and a new approach will be needed to ever combat their plans.
Once Mina has been returned to the house a deeper ease seems to come over her. (It is quite unknown
to the players at this stage, but the house itself is protected. Situated on an island, five streams, now
underground, segment it from London in ways and means long lost to most except practitioners of
particularly ancient craft. The Brotherhood painting the property and its staff are all members in one way
or another. The basement of the house rests itself upon foundations that are the walls and roof of a former
temple. Built in Roman times on ground sacred to the druids).
However a full recovery is not at all likely. The good doctor will compare her state to that of typical mental
disorders as understood at the time. On occasion she seems semi-lucid and sleeps peacefully. At other
times, she cries out as if some unseen spectre haunts her and babbles of spiders and children and some
accursed woman ‘Queen, queen of the damned keep your children away
from me...you fiend’
Really only when the players have obtained the fragments
from ‘a grave concern’ are they even able to begin to help
Mina. The children of the night will equally assist.
Knowing it is a crude bastardised blood magic spell
used on Mina, Seawood/Van Helsing and De
Villiers can ensure the ritual is broken in two ways.
Geographically removing Mina far from London
itself, as that is where it was cast, will over time
lessen, then break its hold. Scotland might
suffice, though America wouldn’t hurt.
If they have raided the crypt (see scene 6) of the
woman posing as Lucy, the players should be
allowed to rationalise one of her ritual circles
there is for the control of Mina. Ensuring all
such are destroyed will expedite Mina’s return.
Checking on Mina while she is ill, will show her
attempts to leave the house, being eventually tied
to the bed and the windows barred and locked
will be required.
She will mumble about children, spiders, not her
face, not her face, wicked witch. You’re not him,
pretender, oh you poor poor thing, aww poor baby, no
not down the pit please! Make them stop crying! among
other random and unsettling gibberish.

24 StokerVerse Roleplaying Game


Scene Five

StokerVerse Roleplaying Game 25


Scene Five

SCENE FIVE
A Grave Concern
Should the Players elect to commence with following recovered bodies and ample work space for the coroner to
the leads on the missing and rumours of blood drained examine them for information and clues as to their identities
bodies, Police cover ups and other macabre tales suggested and causes of death.
to Primrose, then the trail will lead them to the district of
Paddington. If this is undertaken before the Rescue of Mina
then you will need to alter slightly any discovery of the
The cover up
blood magic ritual fragments. While the Commissioner can ill afford the scandal, for once
the powers that be are in agreement with him. Nobody in
If the party has already rescued Mina, they will have the
power wants the extent of the murders to become common
quandary of her condition to attend to. Helsing will suggest
knowledge. Despite their machinations Fleet Street has
they continue to follow up these other concerning matters
gotten wind of several cases. As is the nature of such a gross
while he attempts to deal with Mina’s condition. If players
discovery in the nation’s capitol the press are making much
are reluctant, he will point out the condition, and the need
of what little they have. The truth is worse. Dozens of bodies
to have a cause related to this ‘woman’. He needs more
have already been discovered, truth be told many more have
information so that he might aid her plight and only the
been missed, lost to the Thames or in dark corners of the
players can gather it.
city, yet to be found.
TO THE AUTHOR: Players are inventive souls and A select team of police are aware of the site and the plan,
may decide to circle back to the next party and try to with money, promotions and threats used to ensure the
confront the vampires there. If they choose to do so silence of all involved. Even the Cemetery staff are unaware
the only change is that when midnight chimes there is as the police have called in retired attendees to assist them
no such procession. The vampires simply attend in the under the cover of darkness.
guise of regular guests. Security is more obvious with The Officers detailed to these macabre duties are hardy and
large doormen greeting guests and several discreetly simple men. Selected for their ability to break heads, keep
placed armed guards standing just outside the party. their mouths shut and follow orders. Indeed without the
But the gathering is noticeably reduced with only thirty uniform one might well take them for ruffians themselves.
attendees. Once the players have concluded their raid, A squad of fifteen and five support staff make up the detail
Helsing will be no further forward with Mina but will working in five man shifts with 2 extras sent for three hour
have heard her crying out for “the children’’ in her sleep. stints randomly. They have other tasks around the city but
act like resurrectionists when bodies are discovered, spiriting
Paddington Old Cemetery was chosen to store the glut of them away to the White Lion.
bodies recently plaguing the city. The Commissioner and his
superiors chose it for its close proximity to the city and ease The coroner is a well experienced older man called Doctor
of access. Furthermore it’s access to a crematorium was ideal Anders Brun; a foreign gentleman whose service and silence
for the disposal of the cadavers, in effect sweeping away the are assured due to incriminating material the police hold on
concerns of those walking the corridors of power. him. He currently sleeps in a cot in the attic of the ‘Lion’,
he keeps the doors and windows locked. An officer cooks
The location couldn’t be more ideal. It’s a good distance simple meals for everyone in the back kitchen and a plate is
from common haunts, and is less crowded than other more taken up to Brun when he is not working. Though in truth
populated areas. Recent evictions, orchestrated to aid the he has hardly touched his food in days. Once a week he
clandestine plan, have left a fully empty terrace row only takes some of the money paid to him to a second hand book
a short cart ride away. At the end corner of these disused shop a few streets away where he buys and requests books on
houses is a closed public house named `The White Lion’. blood disorders and diseases of the flesh. He has bought over
The area was already run down and plans afoot for its twenty such volumes, yet only five books sit on the small
redevelopment. In the meantime however, with no tenants table unit in his room.
or landlords to deal with the police have taken charge. The
pub’s cellar, which provides a temporary store room for the

26 StokerVerse Roleplaying Game


Scene Five
DUFFY
The White Lion
A keen observer might with a Difficulty 8
Observation (CONC) Skill Test notice a faint light Once upon a time the White lion was scheduled for repairs
in the high attic of one defunct tenement house. PCs that never happened. All measures of hospitality save for
that roll an exceptional success will also spot several the meanest of benches and tables have been removed. In
police hiding at the church tower. (see Watching the the main bar, a small makeshift curtain separates where
Watchmen) the police wait out their watch from a hideous makeshift
morgue. Scattered across the benches and tables lie a
At the corner of the opposite row is the loft dwelling number of savaged women stacked like firewood. Stacked
of the beggar Duffy and his dog Roger. This rank immodestly in undergarments, only the occasional
street survivor is no fool in spite of his demeanour. cadaver has any sort of adornment. While they vary in age,
Duffy is a slick and swift mover when the need arises, most are older and clearly working class. All bear savage
while a few coins will loosen his tongue, he feels the puncture wounds on their necks, though some are also
information is of better value than some coppers, covered in smaller wounds across their bodies.Gripped by
Luckily he can be negotiated with. A character rigour mortis their pale faces are testimony to having been
looking to elicit information from him can make a drained dry of blood.
Difficulty 8 Diplomacy Skill Test to bargain with
him. Duffy will command 2 Guineas with each In a room that might once have served as a dining room
success reducing the price by 1 Guinea. for patrons, a large marble topped table sits. Incongruous
compared to the bare wood of the other rooms and
Any attempt at violence or threats and he will make his wedged to a slight angle, it is clearly a new addition.
escape, aided by Roger whose sharp barks and sharper Standing next to the slab is a long narrow table festooned
teeth are to be contented with and almost certainly with surgical tools and lamps at either end. At the bottom
draw attention from passers by or nearby windows. of the slope a poorly maintained bent copper trough runs.
Duffy has three important observations. Firstly, he Stained with filth and dried blood on its very base.
has observed the carts and the bodies under wrap Upon the slab lies a middle aged woman. Though a cloth
carried in. Over a dozen bodies have gone into the covers her face, her chest has been opened and many
pub but only half as many barrows have taken bodies organs removed. On a side table surrounded by human off
to the graveyard. Secondly, he’s also seen Brun at cuts, her heart sits on a butcher’s scale. Mere inches from
the book shop. While begging he’s heard Brun’s the offal sits an open journal detailing the autopsies and
increasingly fevered requests for books on blood and observations of the mortician.
sickness. Finally, he has seen figures in the moonlight
scamper about the rooftops opposite only for the The journal is written in a delicate hand that gets heavier
doctor to admit them through his window. as it progresses. There is little of significant note among
the findings, bar the note confirming that the puncture
wounds are bites and sketches of bites cataloguing the
TO THE AUTHOR: How you choose to engage twenty different teeth sets involved and the patient
with this scene is left open. With proper influence numbers that they were found upon. Some of the notes are
from the police, the team may well gain permission to particularly small and the note “Apes? Children?” It won’t
attend the morgue, especially if they offer some light take much study to realise that bite pattern 1 is universal
as to solutions or causes. Spiriting away Brun might and found on all the bodies.
allow them to engineer a likely replacement for him
among their number, suitably presented as potentially
indebted to the police. Holmwood and Stewart are
Watching the watchmen
best positioned to aid in this. No matter how the players gain entry, their movements
have been observed by a pair of lookouts situated in a
A more secretive entry is more than possible. The
nearby church tower. These are officers loyal to Inspectors
police numbers are low, and more concerned with
Aberline and Cotford. These two have suspicions that the
obvious threats. Gaining entry to another property
force is hiding something which is hindering their own
from across the rooftops, is fairly easy.
investigations. Having had word of the rooftop visits to

StokerVerse Roleplaying Game 27


Scene Five
Brun and now finding that the players are snooping about, In the coal room, two figures are forcing a battered corpse
they will quickly arrive on scene for a quiet word. into a rough cut hole. With light in hand, a figure is
hunched over the hole feeding the corpse’s bulk down to
The Inspectors are archetypical detectives, a bit less savvy
gnarly hands pulling the corpse into the shaft.
than Sherlock Holmes, gruffer than Poirot, and more than
willing to wait out in the rain. This conversation might Two further figures stand watch over the affair. Tattered
occur, before, after or during the investigation at the White trousers and blackened shirts, ripped and stained. One
Lion. They have a bit less information than the PCs and sports a battered bowler hat while the other clings to a
while they can’t add information, are an excellent sounding rusted old pistol. It levels the dilapidated weapon in their
board for the players to bounce ideas off of. If the players direction before discharging it. The device explodes taking
stumble around in the White Lion this is an ideal moment, much of the pistoler’s hand, but sending shrapnel out in all
though you might want to run this encounter after the directions. Make a Difficulty 5 Dexterity Resistance Test
Basement Morgue. or suffer 3 damage.
Inspectors Aberline and Cotford are all too familiar with
the darker side of London. The Torso murders and Ripper
have exposed them to sights they shall never forget. They
are resolved to see justice done and are level headed and
decent men. Enshaw is known to them and they like him.
They are rational men and not given to superstition nor
fancy thinking. To this end they are less moved by horrific
sights rationalising much to the mundane. For them true Violence ensues?
horror is committed by ordinary men and women. While violence is not the only path forward and the
The investigators are not hostile to the PCs, indeed injured ghoul will, if offered medical treatment, be more
Enshaw is a contact of thiers, but they are suspicious than happy to speak with the PCs, violence is quite likely
and worry that they might be involved in the murders to occur. When the players come under gunfire they are
and disappearances. It will take some smooth talking very likely to react poorly and it may be that they respond
(a Difficulty 8 Diplomacy Skill Test) to convince them in kind. PCs that approach into melee will get a close first
otherwise. Players foolish enough to say the ‘V’ word will hand view of the ghouls’ mutilated faces. The ghouls are
need 1 extra success for each time Vampires are mentioned. a horrific sight (Difficulty 8 Cool Resistance Test or lose
1d5 Willpower) with pulled back lips, blackened gums
The basement morgue and swollen eyes. Every round roll 1d10 for the ghoul in
the tunnel. On a 10 the body shifts (see The Aftermath).
As the players investigate they might start to wonder If a character holds onto the body it will tear in half on a
“where are the police?” As they give voice to this concern 10. All those watching must make a Difficulty 10 Cool
they’ll hear a scream from the basement. It was an old Resistance Test or lose 2d5 Willpower.
coal bunker and cellar, now little more than a hole in the
For the ghouls use the Servant Guards & Ghouls on page
ground. As the PCs move down the stairs they’ll find the
23, though the injured ghoul will have a -1 modifier on
pendant light swinging and, between the adjoining rooms,
all actions. If offered any opportunity to surrender they
Dr. Brun lays sprawled and bleeding from his head. “The,
almost certainly will. The Author might want to allow a
Gro... bodies…”. He points towards the bunker where
Difficulty 8 Intimidation Skill Test to let the players feel
muffled grunting in the darkness.
they’ve earned it. Once any initial conflict ends the PCs
can attempt to question the ghouls. When a Ghoul hits
AMBUSH! zero hit points it will be reduced to cowering for mercy.
Bursting in without a light source will result in a If the players didn’t make an Intimidation check before,
hail of coal being flung at those in the doorway. PCs have them make one now at Difficulty 5 and let them ask
being attacked will have a -2 modifier to their Ranged 1 question for every success rolled. Every ghoul reduced
defence scores, as the ghouls within attack. to 0 hit points will add 1 success to the roll. (Once these
questions elapse go to the aftermath)

28 StokerVerse Roleplaying Game


Scene Five
WHO ARE THEY & WHAT DO THEY KNOW? Interrogating Brun
The ghouls are the unfortunate subterranean Brun will obviously be confronted by the party. Unlike
dwellers of London, evicted from their homes by the ghouls, he knows little. He has become aware of the
the gentrification of London. Though they may look subterranean creatures of which he thinks there are several
horrific, much of their appearance, the shrunken genus. The ones he has had most dealings with are much
eyes and shrivelled skin has nothing to do with the more articulate and civilised, but a plague is decimating
Occult. They simply lead hard lives, living in places them. He has been trying to assist by looking for a cure,
none should endure, while the world dances above hence the books and the visits as he takes bloods and runs
them. tests. He knows they would like him to join their number,
Recently they have been consumed by some but at his age, eternal life, as they call it has no appeal. He
unknown illness. They worry the Countess is the is adamant they are not vampires however, they are carrion
cause of it and they hope that by watching her magics eaters. There has been another breed of late, much more
they can learn some way to protect themselves. Alas sickly, possibly under some form of magic, they fear a ‘river
they have grown impatient and even now seek aid witch’, who seems to control the sickly ones - they attack
from the police and Doctor Brun, trading books their own kind and seek blood. In addition to many books
they’ve taken from the Libraries basement store for on blood illnesses, the doctors’ friends have given him
his advice and research. some leathery pages of notes. The doctor doesn’t know
from whence they came. He thinks they’re religious texts.
What they know is up to you, but this should serve
to be a useful place to hand out any missed clues, and Any PC with Occultism can attempt a Difficulty 11
put the PCs on the track for finding Mina. Perhaps Occultism Skill test to read these notes with PCs fluent in
the Ghouls might have seen the coach (See Tinker Dead Languages gaining +3 on this test. Success will reveal
Gang on page 16) or might provide warnings of them to be an excerpt from a book called the Mortis Libre
the dangers to be found at Kensal Green (See the - a fabled tome said to be written on the skin of heretics
Children of the Night chapter on page 30). Just with the blood of a saint. It was one of the blood magic
remember that horror relies on surprise. Make sure books found in Dracula’s library. Giving these to Van
that the answers confirm existing knowledge or point Helsing may give him enough of a clue to heal Mina’s curse.
PCs towards discovery. Don’t spoil the ending!
The Tunnel
The aftermath The tunnel is impossible to traverse, but it’s direction is
Suddenly the body (such as remains) in the tunnel will easy to fathom - it runs North West. A simple consolation
finally shift and slide away to a shout from below. The of map with ruler and pencil will draw a line almost
surviving creatures will make a dive for the shaft, with the directly to Kensal Green. It is connected to a larger ghoul
injured one clutching its mangled hand as it backs towards tunnel network called the Serpentine path, but only the
it. ‘Not us, not us, her, her, lady’ it says as it gestures with a ghouls know this. An examination of the timbers used to
nod towards the other room (where the bodies are). shore up the crawl space suggests several of the boards were
derived from coffins.
Unless stopped, it will back step all the way to the hole and
flee down it, it is gone. If the creatures are apprehended, TO THE AUTHOR: If Scene six was played before
the PCs have a witness to deliver to Scotland Yard (or this chapter and concluded with the vampire woman
Van Helsing) and Doctor Brun, now back on his feet, will escaping via this tunnel, she will have collapsed it
insist that he be allowed to help the creature. Should a behind her. What’s more, she will quickly clean house
player wish to take the lead he will acquiesce, knowing he’s when she arrives - Dr Brun and the ghouls are found
on thin ice, and provide +1 to the test. Unless the PCs roll on the brink of death in the basement. The officer
an exceptional Difficulty 13 Medicine test, it will not be on duty is dead, his throat ripped open. If Duffy
enough. ‘Brun, Good Ductor’ it will say, and will expire is interviewed afterwards he hears the whole thing
shortly after. and sees her leave, and just like everyone else gives a
description that could be Lucy or Mina. He didn’t see
where she went, he was hiding and only got a glimpse.

StokerVerse Roleplaying Game 29


Scene Six

SCENE SIX
Children Of The Night
Perhaps it was interrogating the ghouls, perhaps it was IS IT DAY OR NIGHT?
following the carriage, perhaps Mina muttered something It matters not to this adventure if the players over
in her fevered state. However the PCs got here, this leads confidently investigate at night, or wait till morning.
to a chilling encounter with the possible Ripper, revelation The guard can be renamed or shifted to whatever
of darker forces as yet unknown and the discovery of the shift is needed, and the fog makes everything dark
4th brides macabre secret. anyway. Just reply to the player’s decision with “ok, if
As with many of her kind, the grave is a home to the bride - you’re sure” and let their own paranoia do the heavy
she has made hers deep within a magnificent but neglected lifting.
family crypt in the labyrinthine Kensal Green Cemetery.

The graveyard
Elaborate tombstones almost randomly rank between
winding paths and twisted trees and within a few metres
the ground begins to swirl with a chill mist. The PCs will
feel a growing unease and it will increase as they press on.
Within a few yards, the mist is to eye level and indeed
almost like smoke, it does not shift even in the breeze
The watchman McAuley that seems to constantly blow. Once the PCs are within
As you approach the cemetery, the gates are closed and the mist they will need to succeed in a Difficulty 6 Cool
a watchman rests in a small guard hut akin to a poor Resistance Test or suffer the loss of 1d5 Willpower.
man’s sentry box at the palace. Arthur McAuley, his Irish The Atmosphere is intense and the deeper into the area
accent thick and slow, will doff his cap, but otherwise the PCs press the more oppressive it will become. The
seems unmoved by your arrival. He is strongly opposed Author should feel free to call for a second test should
to permitting entry, and PCs demanding deference due the PCs cease moving for any reason. Progress through
to class and entitlement will find this expressed in uncivil the graveyard is slow, and if PCs keep to the path they
terms. He has no fear for his low job, as no one else will will find it dips in and out of the worst of the mist. Clever
take on the nightwatch hereabouts. A letter from Scotland players will realise that this indicates a central point which
Yard or indeed a request from an officer will cause him to they can reach if they go off the road. Alternatively a
change his tune. He has no desire to run afoul of the law. Difficulty 8 Observation Skill Test will provide the same
McAuley, if handled correctly, is a very useful person to information, with extra successes allowing character to
talk to. A Difficulty 8 Diplomacy check will be adequate hear faint whispers in the trees, the soft grunting of a horse
to gain his co-operation, though even failing this will at or tracks of a carriage driven uncaringly over the graves.
worst cost a guinea. If questioned on the cemetery or why PCs that go off road will eventually find themselves at the
no one else works here, or indeed, why it’s locked up at chapel, though the way is paved with broken headstone
night, he will light a pipe and gleefully relate the tales of slabs. Players should make a Difficulty 5 (DEX) Resistance
shifting figures, crying in the dead of night and of missing Test to avoid coming a cropper on a loose stone suffering
children in the neighbourhood. So too will he speak of the 1d5 damage if they fail. Once they have journeyed through
never lifting fog that now plagues the south eastern most the graveyard they will come to the chapel.
quarter of the property. Once securing his co-operation,
if the PCs ask to enter he will look around, open the gate
and lock it as soon as the PCs are inside. If asked to come
inside the cemetery he will flatly refuse regardless of threats
or inducements.

30 StokerVerse Roleplaying Game


Scene Six
HAUNTED?
The carriage
For the purposes of this quickstart we have assumed
that the graveyard isn’t haunted but this could be a During the day an old black carriage is hidden in the
theme that the Author might wish to expand upon. chapel. Spotting it is difficult from the path but as PCs
Whether the ghosts of children, spectral hounds approach the chapel it becomes inevitable. The carriage
such as a church grim or barghest, or indeed one of has seen better days. While it has been thinly painted with
De Villier’s spirit allies. Graveyards and ghosts go a cheap glossy black paint and from a distance might look
together like steak and ale and spirits can be allies, eminently fashionable, upon close inspection it is far from
enemies or simply sad reminders of loss. it. Inspection reveals that damage to the fittings has been
crudely repaired under thicker gold leaf paint, the inside is
worn and threadbare with the rank smell of neglect. Only
The chapel the tack is new, but already it has lost the smell of new
leather suggesting frequent road use. What should be most
The centre of the fog is dominated by a massive family apparent is the crudely painted coat of arms dubbed on the
mausoleum. Built in the Roman-Greek style with columns doors, as if painted by a child. The elements are all present,
and frescos it is almost as large as a country cottage, and a shield and some attempt at a blue fleur de lis, a crown and
stands looming over the modest crypts it would call laurels. Any who have seen Dracula’s carriage will, with a
neighbours. Unlike the other mausoleums, several burning Difficulty 5 KNOW Resistance Test, recognise the coat of
torches are mounted along the front of the entrance. While arms as a crude attempt at reproducing it.
the brackets are corroded firmly in place, PCs that attempt
Stabled with the carriage is a lone mare. Food and water
to liberate them can work them free, with a Difficulty 11
for the animal is abundant but the bales of hay are rodent
Athletics (STR) Skill test loosening 1 torch with every
infested and it is only a matter of time before they turn on
success rolled.
their equine host. Evidence of the horse and tracks from
Time and weather have been unkind to this structure. the carriage are visible even at night. Any who investigate
Above ground was once a private chapel built to resemble the carriage itself will find a heavy box filled with dirt. This
some imagining of a Grecian temple. Its windowless is kept in case the countess needs to rest and is unable to
walls are cracked and broken. Decades old repairs show return to the crypt.
that the site ceased to be weatherproof a long time ago.
Where once grandiose statues dominated the doorway,
now there are broken and smoothed formless blobs with
only the occasional roll of a tunic or cape left to identify
them. Lichen, Ivy and weeds climb its walls embracing
it in a sickly green lace blanket. The entrance way door
is abnormally large, however it is a faux doorway in four
panels, only two of which, finger worn & with ivy torn
away are actual doors. Pushing it open reveals the full
extent of its desecration with rotting benches stacked up
along the walls, a cracked Altar visited by all manner of
wildlife, and holes in the wall reveal the ramp used to bring
the dead to the crypt below.
But the most obvious sight is visible even before entering
the chapel. An old black carriage.

StokerVerse Roleplaying Game 31


Scene Seven

SCENE SEVEN
The Crypt
Nestled between the stone walls and the Chapel’s interior
fresco is a ramped corridor. It bends around the chapel The chapel
turning at the corners in exaggerated coffin sized arcs until The Crypt is a large stone room adorned with grand
it descends below the soft earth and opens into the crypt. carvings that hark of Grecian and Egyptian design. To any
serious academic, while majestic in its own way, it seems
to be a haphazard merging of misremembered concepts
aesthetically thrown together and left to the mercies
of neglect. In the centre of the room is a magnificent
tomb carved and decorated as befitting a pyramid and
surrounding it are niches waiting for relatives of the
READOUT OR OUTLINE TO THE PLAYERS: founder to be added over time. Peering into the darkness
beyond the tomb are beast headed statues in carved robes
As you round the passage’s first corner, the light dances
holding aloft a stone and brass sun.
sending shadows like pirouetting stick figures along the
smooth featureless stone. Faint sobbing echoes in the Alas all this is mired by misuse. The niches are torn open
darkness, the shallow cries of a child. Though the ghostly with stone seals smashed and reduced to debris on the
sound grows close upon you there is no sign of a child, nor floor. Occult symbols are painted in blood across the crypt,
any alcove where one might hide. Water drips from above and the magnificent tomb is reduced to little more than a
and as you turn another blasted corner you raise your eyes
table covered with alchemical contrivances and discarded
as torch light illuminates a pink bloated form stuck to the
roof with some sort of obscene webbing. books. Even the gods themselves are pressed into rude
service standing watch over a simple clerks desk kept level
At first it seems to be an infant, though its balding with the judicious use of an old tome on geography with ill
forehead is blistered with a dozen weeping eyes dripping
matching lamps hung from their robed arms.
a watery yellow puss upon the stone. As you stand before
it, its body bloats and tears as raw lesions burst to reveal The room, as the PCs delve deeper, is awash with sound,
eight albino limbs. The limbs catch on the stone with light and shadows. A peculiar musty odour fills the sooty
spider-like claws though the short coarse hairs of these air. A wet oppressiveness and sense of guilt and failure
claws cease midway to reveal emaciated paper thin flesh assail all who press onwards and it will take significant
covering bones and protruding veins. resolve to push through what appears to be a veil of misery
Its pink face gazes down at you with its pure black pupils and despair about the entranceway. PCs proceeding suffer
and it emits an ear piercing wail and skitters down the the loss of 1d5 Willpower, 2d5 if they fail to succeed on a
corridor. As it drops to the ground it quickly picks up Difficulty 4 COOL Resistance Test.
speed, turns the third corner into the darkness and is gone.

The laboratory
TO THE AUTHOR: PCs witnessing this sight must
The centre of the room is dominated by a large plinth
make a Difficulty 8 (COOL) Resistance Test or suffer
which is clearly also a tomb. It is rather like an altar table,
the loss of 2d5 Willpower. PCs that succeed the test
but anyone with KNOW 3 or Occultism 2 will recognise
still lose 1d5 Willpower.
it as an enlarged representation of a pyramid’s outer
sarcophagus box. This remains sealed though the surface
As PCs approach the crypt with their eyes now sharpened is lined with an eccentric mix of scientific paraphernalia.
by the fright they will find an ornate tomb now remade Anyone with the Education: Science skill can plainly
into an alchemist’s nightmare. assess it as a jumbled collection of beakers, vases, dishes
and tubes from various sources opportunistically cobbled
together. Makeshift efforts have been made to combine
its constituent parts giving it a ramshackle appearance.

32 StokerVerse Roleplaying Game


Scene Seven
Books, stones, odd pieces of string and even a toeless shoe as she once was. Van Helsing will proclaim such a
all play a part in keeping together whatever the bubbling thing ‘impossible’ but his otherwise stoic demeanour
mess is. And yet even amid the chaos, someone is keeping suggests it has troubled him.
clear notes and following a prescribed list of measures and
☞ PCs that score an exceptional success will recognise
processes. Neatly arrayed within arms reach are stacks of
that several of the concoctions have the names of
books, sheets and parchments. While several piles of books
government figures and noted families of London
are incorporated into the contraption, there is a journal, a
listed against them.
ledger of materials used, kept in a well ordered hand.
It’s hard to tell just what concoctions are being dreamed up
on this table and a cursory examination will yield little.
The library
While the majority of the books can be found on the
The available ingredients and empty bottles are a wide mix
sarcophagus there are piles of books scattered throughout
of common and esoteric chemicals, herbs and tinctures.
the chamber. These scattered piles seem to be discarded
Several prepared vials sit in a holder - swirling misty
and partly read. These separate stacks aren’t ordered in
liqueurs that seem to sparkle with unknown qualities.
any particular way, not even to have their spines facing a
To one side of the sarcophagus an iron stove sits. Above it, readable direction. Occasionally, scrappy pieces of paper
a ramshackle flue runs up through a crack in the wall. Coal serve as bookmarks though it looks like vermin have been
and broken planks are roughly piled up within arms reach gnawing the stacks. Rather than being valued for their
and within its iron walls a dim fire blazes. Atop the stove particular insights, it seems as though these books are
a large pot sits boiling and bubbling. Every so often, with serving to keep pests away from the other tomes.
a soft pop, a bubble breaks and more of the omnipresent
Many are old books, and a casual look will find most are
mist billows up the flue.
occult tomes of varying legitimacy while others are reports
on medical practice or manuals on midwifery. Most of the
Investigating the laboratory books are written in English, German and French, though
☞ PCs attempting to discern what the laboratory is a few obscure volumes seem to be in languages from
being used for can attempt a Difficulty 11 Education: further afield.
Science (KNOW) or Profession: Physician
A Difficulty 8 Observation (CONC) Skill Test will
(KNOW) Skill Test to recognise some of the
reveal that most of the books are the property of the
possible concoctions. These include; sleeping drafts,
British Library, stamped as “removed from collection”
hallucinogens, poisons and euphorics. PCs that
or “restricted not for loan”. Such works are generally
have also investigated the drugs used in Scene 3 will
being stored in the deep sealed basement rooms of that
recognise them quite quickly and gain a +3 bonus to
institution, far from prying eyes.
the test.
☞ PCs daring enough to investigate the stove pot will The writing on the walls
find it is filled with stewing necrotic flesh. Shrivelled
On the walls sigils have been painted. It is difficult to tell
organs, brain matter, and unpleasant tubes of meat
what exactly these strange sigils are supposed to achieve
bob about amid strange herbs and roots. Said PCs
but easy to tell it’s nothing good. An Occultist can attempt
will also have to make a Difficulty 8 Cool Resistance
a Difficulty 8 Occultism (KNOW) Skill test to recognise
Test or suffer the loss of 1d5 Willpower. PCs without
that the bloody insignias on the wall are blood magic. PCs
the Medicine Skill will suffer the loss of an additional
rolling a muddy success will be horrified by this revelation
1d5 Willpower. A subsequent Difficulty 5 Occultism
and lose 1d5 Willpower as they realise what that entails.
(CONC) Skill Test will reveal that the pot is causing
Otherwise consult the table below to see what is learnt.
the mist outside.
☞ PCs who knew Lucy can make a Difficulty 8
Observation (CONC) Skill Test which will confirm
the writing to be hers, A disconcerting discovery as
it potentially provides physical evidence suggesting
somehow that she is still alive! Though perhaps not

StokerVerse Roleplaying Game 33


Scene Seven
occult symbols carved into them. The symbols are carved
in meticulous fashion repeating across the boards in
Successes Discovery patterns that vary and suggest experimentation. Under
The sigils have been painted by an the desk is an old journal with patterns drawn across its
3
amateur. pages and notes written in Latin. To read the journal, PCs
The sigils are similar to those will need to succeed on a Difficulty 8 Education: Classical
4 (KNOW) Skill Test or possess either Linguist: Dead
used to bind restless spirits
The symbols are in fact binding Languages or Linguist: Romance Languages. In the dark,
spells to hold the 'children' to under stress, at best they will only be able to get the gist of
'her' will and to this place. her plan and her unholy experimentations.
5 They temper their vengeful UNHOLY EXPERIMENTATIONS
nature and allow rudimentary
dominance over them now they are The spider babies are the stolen and missing children
transformed. of London. Perhaps under the misguided influence of
Dracula, the Countess has been experimenting and
The sigils are the Countess’s means of control over the manipulating them using her growing understanding
mutated infants. Defacing the sigils will free them from of blood magic. Her skills are prodigious but far
her control changing them from Minions or Ferals to from perfected or fully understood. She is unstable,
Bystanders (page 23). Defacing a sigil requires a Difficulty Denied the very thing she always wanted, a baby. She
5 Occultism (KNOW) Skill test with each success works tirelessly with the goal of one day birthing her
liberating 1d5 spider babies. Any creatures liberated via perfect child. Perhaps one day an experiment will
the sigils being damaged will cease their attack and flee if yield results that aren’t so monstrous but for now that
harmed. If the Occultism check above is an exceptional day is far away and she remains as Echidna, a mother
Success, in addition to those released, 1d5 spider babies of monsters.
will slink off only to hide and attack their ‘mother’ seeking
revenge. Her control broken, they have only childlike
rage, fear and hate left with a thin residue of having been The ghouls tunnel
wronged.
To the rear of the desk an open hole is ripped in the wall
leaving bare soil poured across the floor tiles. Parted and
VISIONS pulled roots show a frequently used tunnel that curves
If De Villiers or Primrose attempts to investigate downward in a south easterly direction linking up with the
the sigils they will have visions of chains, screams in Serpentine path (See Scene 5). It hides the true lair of the
the darkness and a person, perhaps a woman, face countess, the inner chamber.
melting away to reveal some hideous amalgam of
serpent, spider and centipede. The crates
On the opposite side of the desk, two crates of
transylvanian dirt are stacked. While the Countess is
Regardless of success any character investigating will see not so foolish to place all her eggs in one basket this is
that in the niches more of those hideous spider babies lie the majority of her supply. An additional half box is in
dormant. So long as the PCs avoid making loud noises the carriage and a further half box has been placed in a
they won’t wake the children just yet. warehouse just in case. In addition to these stashes there is
a scattering of soil found in the inner chamber.
The desk
Standing beneath the arms of the statues is a humble desk. The inner chamber
Where there is clutter across the rest of the tomb, here Concealed within the ghoul tunnel is the Inner chamber.
it is all too clear. While the desk is scratched and more The inner chamber is actually a separate family tomb
than a little abused, it is clean, a touch too clean. Around marked above ground with a less grand memorial. As far
its base, boards of offcut wood are stained in blood with as anyone can see from above ground it is untouched,

34 StokerVerse Roleplaying Game


Scene Seven
and those investigating the ghoul’s tunnel will have a hard and detris as they perambulate across the floor, or jet out
time spotting the hidden entrance. PCs must first descend ropes of sticky black resin like webbing dropping them
into the tunnel, which will require making a Difficulty 7 from ceiling to floor or across the room’s breath. The
(COOL) Resistance Test to do so long enough to look. If wailing and crying is as if some nightmare nursery room
successful then a Difficulty 13 Observation Skill Test will has just awoken for feeding time. A siren-like wail of
spot that there is a tunnel behind the planks being used to ‘MAAAAAAAA’ emanates while others coo and gurgle in
hold up the ceiling. sickly bubbling tones.
Getting to the chamber is difficult unless you’re a vampire
or are willing to risk collapsing the roof. A Difficulty TO THE AUTHOR: This encounter can be pitched at
8 Profession: Engineer (KNOW) Skill test will ensure several degrees of difficulty. Simply choose the Desired
this doesn’t immediately happen and will allow further Encounter Strength and use the stats assigned to it.
investigation. Every success rolled will afford the PCs 1 Remember, in the worst case scenario the spider babies
round to investigate the chamber, but after that, a support can have reinforcements cocooned in the tunnel later
beam will break with a loud crack and wake the children. If in the adventure.
a failure was rolled the beam will break after one round.
SPIDER BABIES
The Countess uses this chamber as a sanctuary both from
the world above and from the prospect of her children STR DEX KNOW CONC
turning on her. In addition to the tunnel access point there 1 1 0 0
are two other tunnels that can provide her egress. One is CHA COOL LUCK Initiative
open, albeit only a few inches in diameter and connects
0 1 0 0
to the ghoul caverns through a longer path. The second is
even smaller, looking for all the world like a crack in the Hit Points & PV Willpower Movement
floor. Only a character with Occultism and Tactics of 2 or See Table Below n/a 2
higher would have a chance of spotting it and even then Equipment
with a Difficulty 16 Observation Skill Test. This is the
emergency route. It goes deep underground and does not Savage Teeth: Melee Damage 1
connect to the ghoul tunnels, instead joining some of the Special Skills
smaller sewer pipes outside the cemetery. Spider babies will fight
RELENTLESS unflinchingly till reduced to 0
Encounters in the crypt Hit Points at which point they die.
All PCs attacked by the spider
Waking the children HIDEOUS babies must make a Difficulty 8
There are a couple of ways that PCs might wake the VISAGE COOL Resistance Test or lose 2d5
children from their Niches. Obviously poking one with Willpower.
a stick will rouse it in short order, but so will any Serious
failure when engaging with any of the elements in the
crypt, or causing a collapse in the ghoul tunnel. Whether
from wafted chemicals, loud noises or a culmination of
smaller things, at first one or two of the spider babies
will leave their nests and then upon seeing the PCs they
will shriek and the walls will explode with movement as
dozens of the child-like creatures erupt from the empty
coffin niches that make up the wall space. All manner of
shambling and crawling, undulating and slithering bloated
bags of flesh. Mouths of lamprey like teeth are lapped by
blistering tongues in perpetual motion. Chubby hands in
pink skin reach out grabbing on spider like appendages
of short stiff hairs. Bulbous bodies secrete a trail of slime

StokerVerse Roleplaying Game 35


Scene Seven
Strength Numbers Hit Points Fisticuffs PV Melee Def Ranged Def
Weak Party x1 7 0 2 7 8
Average Party x2 10 0 2 7 8
Dangerous Party x2 10 1 3 8 8
Lethal Party x4 10 1 3 8 8

OPTIONAL During the day (from sunrise to sunset) The 4th Bride
The oldest children are the first caught and most sleeps in the inner chamber. She rests on dry earth taken
badly altered, with pincers, claws and snapping jaws. from one of several opened crates kept inside. At night she
The most recent are all more infant and baby-like. usually roams the land either attending grand balls, adding
They are less fully altered, but they attack to smother more victims to her steadily increasing body count or
or try to force limbs down throats and suck at eyes or engaging in vile experiments.
mouths to suffocate prey. To simulate different and Consequently the adventure works well enough during
distinct spider babies, use the following table. If you the day as her slumber allows the PCs to investigate and
wish you could go as far as personalising the attack to confront her. Should they investigate at night, she will
mirror the description. not be present when the PCs arrive. Once the players
have investigated the tomb she will return with her two
Roll Description servants. The servants will stow the horse and carriage and
disappear into the night as she descends the ramp with a
Its spider leg-like fingers are perfect
1 victim for her children to feast on. Short of turning off the
for piercing and burrowing under skin.
stove or slaughtering all her children, she will not notice
It has a mouth filled with teeth on all any intrusion. This will allow the PCs to ambush her,
2
sides like a Lamprey. should they hang around.
3 Its throat is filled with venomous fangs.
4 It has a spiked tongue like a hagfish. CLEANING UP & SETTING A WATCHFor some
It has two exaggerated fangs that distend reason, when exploring a tomb some parties may
5
the jaw and permanently sit above the lip. elect to leave a member behind to keep a lookout.
It has a gummy smile that hides needle- The mist doesn’t make this particularly easy but
6 it’s not like there are a lot of horse drawn carriages
like spikes hidden under the gum.
Its tongue is bone hard and flicks out driving through the graveyard. Have the character
7 on watch roll a Difficulty 5 Observation (CONC)
like a flick knife.
test. Each success will grant the PCs below 1 round
It's melted lips & gummy mouth are of preparation. PCs that want to hide spider baby
8
dripping with acidic fluids. corpses can make a Difficulty 5 Athletics (STR) Skill
Rows and rows of emerging human teeth Test with each success moving one of the bodies.
9
cover the whole body.
10 It shrieks so loudly ears bleed.
The arrival
Confronting the Countess When the Countess arrives her first instinct will be to put a
glamour upon herself. PCs must make a Difficulty 8 Cool
Resistance test or be deceived.
READOUT OR OUTLINE TO THE PLAYERS:
☞ If deceived, PCs that know Lucy will see her stride
‘Within the similarities to Lucy, the natural elegance and
stature. Holmwood remarked to Seward that the form into the chamber. At her breast a ragged looking child
seemed different. There was a greater cruelty suggested on that suckles upon her feeding happily. Held in her
her lips, even more than was present at the awful moment wrist is a poor battered wretch that is barely conscious.
at the crypt. The stomach appears bloated and her arms ☞ PCs who resist will see holes in the glamour. This
and hands seemed elongated as if stretched unnaturally.’
might be a realisation that something is wrong about

36 StokerVerse Roleplaying Game


Scene Seven
her pose and demeanor. They might see the baby as a ADD SPIDER BABIES TO TASTE
dog or see it drawing blood as it feeds.
Remember just because the PCs have slain all the
☞ PCs with the Shadow Sight effect will see Lucy for spider babies doesn’t mean that you can’t add a few
a moment before her face melts away and the baby more. The Countess is a serious threat, who fights to
is revealed to be a festering sack of flesh gnawing kill in a direct and brutal fashion, but if the whole
bloodily at her breast. party has got by unscathed they’ll be an issue for her.
Instead to bolster her defences, in addition to the
☞ PCs with Shadow Sight can make a Difficulty 8
suckling screamer on her chest, consider adding a
Observation (COOL) Skill Test. If successful, they
small swarm of 1-2 spider babies per character.
will recognise the form of what can only be a vampiric
creature, its eyes dark and sunken, a beauty in life but Alternatively, if the players played well, had a good
the unmistakable veil of death hangs about its aura. plan and really deserve the win against the spider
Her eyes lock on the PCs as she snarls recognition that babies, use the Servant Guards & Ghouls on page 23
her obfuscation and glamour have no affect on them. though they should be considered fanatics with with
clubs (page 57).
The child turns its head fully like an owl to observe, seeing
the character it cries out ‘BLOOFER’! The Countess stands
raising a finger to the party as she screams ‘break them’
awakening and sending forth the remaing spider babies.

The Countess
STR DEX KNOW CONC
2 2 1 2
CHA COOL LUCK Initiative
3 5 0 +3
Hit Points Willpower PV Movement
20 15 10 4 Victory conditions
Defence When the Countess is decidedly losing the fight, she will
Melee Ranged Occult attempt to escape. As she is an NPC demoralising her is as
10 8 9 good as shooting her and may in fact be an easier option.
Of course, attacking a vampire is not a good idea and the
Skills PC who’s antics inflict the greatest loss of Hit Points will
certainly be the target of her next attack.
Athletics: 2 Firearms:1
Fisticuffs: 2 Intimidation: 2 ☞ Every spider baby disabled causes her to lose 1 Hit Point.
Occultism: 3 Tactics: 2 ☞ Destroying the stove, alchemical apparatus or
scattering her library will cost her 1d5 hit points each.
Equipment
☞ Collapsing the ghoul tunnel will cost her 1d5 Willpower.
Savage Teeth: Melee Damage 1
☞ The loss of the last spider baby will cost her 1d5 Hit
Special Skills Points.
On 3 or more successes the Once the countess is reduced to 0 Hit Points she will
SAVAGE BITE
Countess's bite damage becomes 3. turn to mist and escape. If a barrier has been set up in the
chamber she will collapse it, showing an incredible force of
Once the Countess is reduced to 10
SUCKLING will and escape into the night. PCs that pursue her will see
Hit Points the child is killed, this
CHILD her carriage, pulled by gray phantom steeds, drive into the
will reduce her Willpower by 1d5.
night.
Vampires have a PV of 20 against
VAMPIRE
bullets.

StokerVerse Roleplaying Game 37


Scene Eight

SCENE EIGHT
Aftermath
Once the war is raged and the battle won, the PCs can
retire to the Van Helsing house. While the spider babies
& ghouls rapidly decay, samples can be taken from the
shattered remnants of the alchemical lab. Alas the various
spills both alchemical and bodily have rendered any tomes
not secured completely illegible.
In the days that pass it will be discovered that all of the
ghoul tunnels have been sealed from within. Police
investigators that venture below the streets to investigate
them are quietly retired on the back of sealed letters from
Whitehall.
For the parents of the stolen children, little trinkets and
toys are found in a chest. While these can be used to give
some parents closure, some sit awaiting any clue as to
who to deliver them to. Sadly for many of the dead their
families are no more, with parents killed or robbed of any
memory that they had of a little one at all.
The unknown woman is known to be linked to Dracula
at this stage. Worse is the unsettling aspect of her necrotic
pregnancy and worst yet the prospect that she is an avid
experimenter and practitioner of blood magic. Looking
into the darkening London sky he muses “What other
horrors might we yet find”.

EPILOGUE
The Red Death
Just as the adventurers are set to celebrate the saving of Follow Nightfall Games and Stoker & McAuley
Mina and putting largely the immediate fears and threats Productions on Facebook to keep abreast of future
to bed, word arrives of a sickness breaking out in London, StokerVerse Roleplaying game projects:
the docks are in riot and the army is being called in to
contain it. As the curtain closes it is over an uncertain
future. one danger has been passed perhaps it was a
distraction. A call for aid must go out. Perhaps muses
Helsing now is the time to seek out the Priests of Set.

38 StokerVerse Roleplaying Game


Epilogue

The adventure continues soon…

StokerVerse Roleplaying Game 39


Rules

RULES
Part 1: Character Components
and ability to retain vital information. A character’s
Stats Knowledge stat is an indication of their overall
Stats represent the core capabilities of a character - how intelligence.
smart, strong, fast or lucky they are. The different stats CONCENTRATION (CONC): A character’s
that characters possess are Strength (STR), Dexterity Concentration stat is considered for complex tasks
(DEX), Knowledge (KNOW), Concentration (CONC), that require both dedication and study, as well as their
Charisma (CHA), Cool (COOL), Luck (LUCK). ability to hone their senses to spot and detect threats or
Each stat has a range from 0 to 6, with 0 representing an clues. Concentration is used for a range of technical and
underdeveloped capability in that area and 6 representing professional skills as well as identifying threats.
an utterly unholy capability. Each step is referred to as a CHARISMA (CHA): Charisma is a measure of a character’s
rank, e.g., rank 2 in Strength represents that a character likability, communication skills and persuasive nature.
has above average capability in that area. The ranks are as The Charisma stat is used when diplomacy is needed or
follows: when haggling, seducing, or leading others.
Rank Description Bonus Damage COOL (COOL): Cool represents a character’s willpower
and ability to resist the effects of fear. It is used when
0 Underwhelming 0
interrogating and torturing subjects or when survival
1 Average 0 instincts take over.
2 Above Average 0
LUCK (LUCK): A character’s Luck stat is a measure of just
3 Noteworthy 1 how lucky they are in the line of duty. Sometimes a little
4 Regional Champion 2 blind luck makes all the difference to the outcome.
5-6 National Champion 3
USING LUCK
Assigning Starting Stats
Luck is not normally used for Skill Tests in a direct
All stats begin at 0 and are improved through character fashion but can instead be used in much more
creation. interesting ways. All the following Luck spends can
STRENGTH (STR): A measure of how physically strong be activated at any point.
and fit the character is, as well as their capabilities in ☞ A wee bump – Characters can spend a point of
close combat. Strength can be considered a measure Luck to increase a Stat by 1 for 1 Test.
of overall fitness and is used when running, climbing,
throwing, or fighting in hand-to-hand combat. ☞ Another day at the office – A character can
substitute the values of a skill dice for the value
DEXTERITY (DEX): Dexterity represents a character’s of the success die.
speed, agility, and hand-eye coordination. Dexterity
comes into play when considering the use of ranged ☞ Duck! – Characters can spend a point of Luck
weapons like pistols or rifles, as well as when hiding, before damage is rolled to transfer the damage
sneaking, or performing an acrobatic manoeuvre. of a successful attack to themselves. If this would
impair the intervening character they are instead
KNOWLEDGE (KNOW): Knowledge is the core thinking reduced to 1 Hit Point.
power of a character, representing not only their level
of education in academic subjects, but also their wit ☞ First off the mark – Characters can, after rolling
initiative, spend a point of Luck to set their
initiative to 20.

40 StokerVerse Roleplaying Game


Rules
☞ I’m fine really – Characters who are reduced The player then rolls a success die, a chance die and 1
to 0 Hit Points or Willpower can spend 1 Luck additional die for every skill rank they possess. Each
to instead be knocked down, and reduced to 2 dice is considered separately with the called skill
Hit Points. If the character spends 2 luck, then and stat added to it to get a result. Each result that
they gain 5 Hit Points instead. Should the player beats the Difficulty counts as a success IF and only
wish, they can split the points gained between IF the success die rolled a success. There are some
Hit Points and Willpower. complications to this, but you don’t need to know
these just yet. See Skill Tests on page 46 for details.
☞ Sheer Luck – Characters can spend a point of
Luck to reduce the Difficulty of an unskilled Test
to 8 or 2 points to reduce the Difficulty to 5. IMPORTANT: When using a skill players should be
☞ Unholy power – Characters can choose to spend clear in the approach that they wish to take so that the
1 or 2 Luck before rolling an Occultism Test to Author can fairly adjudicate which stat that would be
reduce the progress needed to activate an Occult used for that test.
secret by 2 or 4.
EXAMPLE: Dan wants to climb a sheer cliff face and
Bonus damage is asked by his Author to make an Athletics (STR) Skill
Test against a difficulty of 12. He has An Athletics skill
When making an attack using an attribute, your attribute of 2 and a STR stat of 3 meaning that he rolls 4 dice: the
will increase the damage of that attack so long as the success die, the chance dice, and 2 skill dice. To each of
damage is 1 or more. For fisticuffs this is usually Strength, these dice, he adds the skill plus stat (a total of 5)
for firearms this is usually Concentration. His success die rolls a 7(+5=12) and the other 3 dice roll
6’s(+5=11s) a success, just.

Skill ranks
Each skill has a maximum of four ranks. If a character
does not possess a certain skill, then they are ‘unskilled’ in
that area. Being unskilled does not mean that a character
Skills is incapable of performing a task, but that they will find
themselves unable to complete tasks quickly and will be
Skills represent the capabilities gifted to a character
more likely to make mistakes along the way. Unskilled
through their life experience and formal training.
characters roll the success die and the Chance Dice.
Where stats represent the intrinsic strength and mental
capabilities of a character, skills show the technical For example, being unskilled in Athletics does not mean
capabilities and specialist knowledge gained from an that a character can’t swim, rather that they will quickly be
education or hands on experience with a particular task. outpaced by those that are skilled.

Skill Rank
MAKING AN ACTIVE SKILL TEST
1 Skilled
The most important thing to know about the S5S
2 Experienced
system is how to take a basic skill test. Once you
understand this you understand 80% of the game. 3 Expert
The process for a skill test is at its core very simple. 4 Specialist
The player declares an action. The Author calls the
skill and stat combo to be rolled to adjudicate its
success, along with a Difficulty.

StokerVerse Roleplaying Game 41


Rules
Skills List Common types of Education is often class-based and
includes the apprenticeships of the lower and middle
The below list is a list of the skills needed for the classes (Trade & Profession), the University, Grammar,
Quickstart characters. Other skills exist in the core Boarding, Public and Preparatory schools of the wealthy
rulebook. (Classical), the workhouses, slums and rough living
ATHLETICS: Athletics is a measure of sporting fitness of the underclass (Criminal). These categories are
and covers all manner of physical activities including not definitive, nor are they exclusive. The Victorians
activities as varied as acrobatics, jumping, running, embraced the concept of self-improvement, and many
swimming, and throwing. Thrown attacks can use the characters could conceivably possess several educations.
Athletics skill, though unless the weapon has Thrown Players are invited to come up with alternative
damage there will be penalties to hit. Other attacks must educations so long as the coverage is understood and
use either Fisticuffs or Firearms. agreed upon with the Author.
DIPLOMACY: Diplomacy is not the art of making a FISTICUFFS: The art of fighting in proximity, both
request, it is the art of being inoffensive. It runs the unarmed and with weapons. Fisticuffs does not care
gamut of understanding criminal power dynamics to the whether a weapon is a masterwork or is improvisation
sharp manners of the elite. Diplomacy is very important at its finest. It covers broken bottles and cavalry sabres
when making purchases (legal and not) or interacting equally.
with people with whom the character has not formed a FIREARMS: The Firearms skill covers all manner of
lasting relationship. weapon used at range so long as it isn’t thrown or
DRIVING (BY TYPE): Driving skills are linked to specific mounted on a carriage. It covers Bows, Crossbows,
vehicles, the most common of which are the Barge, Pistols, Rifles & Shotguns irrespective of whether they
Carriage, and Sea vessel. This skill is not required for are breech or muzzle loading, single shot, or repeaters,
pleasure cruises on a nice summer’s day, it comes into commonplace or archaic.
play when there is risk. This risk might be a risk of FOLKLORE (BY REGION): Not dissimilar from
being slowest, of not catching up to an escaping foe or Education in its scope, Folklore is the understanding of
of capsizing in a storm. The skill governs not only the the cultural practices of a particular population. This
characters’ chance of success but also what constitutes a might be based on a geographic population or a diaspora
risk. across several regions. It does not include religion, except
Rank What constitutes normal so far as there are significant specific distinctions. Where
folklore is valuable is in that it provides some knowledge
1 Slow speed in inclement weather about the Occult though often only that used to protect
2 At pace in inclement weather yourself.
At pace around common obstacles or INTIMIDATION: Akin to Diplomacy, Intimidation is the
3
through crowded streets not so gentle art of forcing acquiescence, obedience, and
loquaciousness through demonstrations of consequence.
Maintaining side by side proximity with
As a skill it can be summed up in two words “or else”.
4 another craft at pace, providing a semi-
Intimidation is usually used to gain information from
stable footing for standing passengers.
unwilling parties or scare opponents into walking away
EDUCATION (BY TYPE): Education covers the
from a conflict. It can be verbose or laconic in delivery,
knowledge gained throughout the character’s schooling just as it can rely on physical menace, a clear expression
and early years. It is incredibly broad but only covers of logical consequences, or even a wry grin.
intellectual skills and trade applications. Where MEDICINE: While many innovations of modern
there is another skill that covers a topic Education medicine are still decades away, the efforts of the
automatically bows to it and that skill should be used findings of Semmelweis, Snow and of course Pasteur
instead. Education often makes good use of libraries and bring germ theory to the fore. Medicine in the Victorian
workshops, See page 55 for the appropriate rules. era darts between the outright quackery of bleedings and
seeking a change of air, to the eminently practical use
of surgery and bone saws in the case of serious wounds.

42 StokerVerse Roleplaying Game


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Medicine is, thanks to the General Medical Council, are in no way required to do so. Most of such labourers
taught in schools, but most practical physicians require do not possess any specific degree of training and simply
apprenticeships before they are useful in any real sense. learn on the job, while they survive.
The Medicine Skill allows the use of Medical Bags and is
STEALTH: The art of the surreptitious, Stealth is used to
crucial in restoring Hit Points to PCs.
hide and sneak. It affords no technical skills in dealing
OBSERVATION: Observation is the skill of recognising with windows or door locks for which Thievery is
irregularities in recognisable patterns. This might be needed. Stealth includes not just sneaking and hiding
through sight, sound or indeed any of the senses. A but smuggling both on your person and in a vehicle.
character with a high observation is harder to surprise
SURVIVAL: Survival is the skill used to stay alive in
and harder still to hide things from. PCs looking to
adverse conditions. While individuals are seldom
investigate the strange and unusual will find it a double-
trained in every environment, the basic requirements
edged sword as they might see things they wish they
remain the same. Food, Water, and Shelter must be
hadn’t.
obtained somehow, and the Survival skill is the art of
OCCULTISM: Where folklore is the half-remembered finding all these things. Trade skills such as carpentry, or
truths of the lay practitioner, occultism is a practical game hunter can occasionally substitute. Survival is an
metaphysical science. It is only known to those with expression of a PC’s will to overcome adverse conditions.
legitimate exposure to the occult and is used to
TACTICS: Tactics is the skill of understanding how fights
both influence the Occult Secrets and to resist their
tend to progress. It is an intellectual skill that is very
influence. Outside the occult sphere it holds little useful
useful in several practical ways. Tactics determine at least
information as it doesn’t care to ruminate on the vagaries
part of every type of every mundane defense. Tactics also
of cultural interpretation. Occultism tends to be initially
helps determine a character’s initiative and is used in
biased by local cultural trappings, but as the occultist
bottleneck tests with Observation to detect characters
learns more, they usually widen the scope of their
using Stealth.
teachings. Often this is in ways that might label them as
heretics or apostates by every-day society so displaying THIEVERY: Thievery is the skill of getting into things
such knowledge is rarely wise. that you’re not meant to get into and taking things out.
Thievery is used to open complicated locks, pilfer objects
PROFESSION (BY TYPE): Professionals make up a new
from another’s pocket or open doors when there is no
and interesting social class in the Victorian age. A type of
handle to grasp. Though often used with the Stealth
specialised Education, the Profession skill provides you
skill, thievery itself doesn’t offer any ability to hide
with all the knowledge expected to engage in a particular
yourself. Thieves all have their own techniques and as
profession, though talent in that profession may vary.
many pickpockets work with Diplomacy or Intimidation
Common professions are things such as Solicitor, Clerk,
as they do Stealth.
Teacher, and Civil engineer. Professions are not usually
roles that engage in manual labour though PCs looking
to engage in a trade such as skilled labourers, artisans, A MATTER OF CLASS
blacksmiths and the like can certainly take the Trade In the UK, especially in Victorian times, one’s social
skill. Which functions in the same manner as Profession. standing and level of aristocracy very much affect
Players wishing to play characters engaged in more semi the access an individual has to things like education,
or unskilled roles, can choose to take a Trade skill but opportunity and expectation. This is considered
in depth in the full version of the StokerVerse
Roleplaying Game.

StokerVerse Roleplaying Game 43


Rules
Part 2: Skill Tests
Once the player announces their action the Author has the Author is the ultimate arbiter here and even if they have
responsibility of determining whether a test is warranted, used a combination in the past, this is not binding on them
what skill and stat are most appropriate and what the to continue using that combination in the future.
difficulty of the test is. In publications, a skill test is simply
noted as a Difficulty X Skill (Stat) Skill Test. Answering Determining difficulty
these three questions is something the Author will do
Difficulty can be determined in a variety of ways. The
multiple times every session and while this might look like
simplest way to do this is to consider how hard the task
a lot to do, it will quickly become old hat. Once the Author
would be for the average person and assign a number
has determined how hard the test is the player will roll dice
based on the table below. In cases where a character is
so that the Author can adjudicate the Skills outcome.
being opposed by another character directly, the difficulty
becomes based on that character’s capabilities.
How hard is the test? Most Difficulties when opposing a character are calculated
by taking 6 and adding one or two of that character’s skills.
Is a test needed? The Author can use any combination of skills but some
If the Author believes that the outcome is in doubt, this common examples are below.
is when a test should be rolled. This might be doubt as to
whether the task is achievable or doubt as to how quickly Skill Opposed by
the task can be undertaken. But if there is no drama in a Athletics Athletics + Tactics
situation, if the only question is whether the character will Diplomacy Diplomacy
complete a task before their tea is cold, chances are a test Driving Driving + Tactics
isn’t needed.
Fisticuffs Fisticuffs + Tactics
As guidance, a character will usually pass any Skill Test Firearms Firearms + Tactics
where the Difficulty is equal to 3+Skill(Stat) but even
Intimidation Diplomacy
higher Difficulties are achievable in the presence of a warm
quiet room and a hot cup of tea. It is more important to Observation Observation + Stealth
avoid lots of boring unnecessary dice rolls than it is to be Occultism Folklore + Occultism
ironclad on the exact numbers. Stealth Observation + Stealth
The lack of a skill test doesn’t mean that the character is Thievery Observation + Thievery
doing nothing, indeed some easy tasks can take the longest If one of the characters is a PC, the Author can invert
to achieve so the Author should not just blow the player this norm and have the character roll an Active Skill Test
off in describing their efforts. Remember you can always instead and as always, should the Author feel it appropriate
use such activities to add flavour to your game or to insert the Difficulty can be reduced.
an NPC for the PCs to interact with.
Boring tasks
Determining which Skills and Stats to use A boring task is one that is performed easily, even under
When the player announces their planned action the duress. This might include opening doors, hopping
Author should listen to what they are seeking to achieve over a low wall, climbing over a table etc. These events
and choose the skill and stat combination that best aligns should only ever require a Skill Test when the character
with the player’s approach. Examples of proposed skill performing it is badly afflicted.
tests can be found throughout this book though some
tests are fairly common. A melee attack uses Strength Simple tasks
and Fisticuffs. A ranged attack uses Concentration and Simple tasks including completing paperwork correctly,
Firearms, researching the occult uses Knowledge and light lifting and carrying, and communicating with a
Occultism. Ultimately so long as the combination makes stranger. These tasks should be considered second nature
sense to the Author any combination can be used. The to anyone not under any level of duress.

44 StokerVerse Roleplaying Game


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Challenging tasks The other die is the success die. The success die must
be immediately distinguishable because it is the most
Such tasks require thought and while specific training is
important die rolled in every test. We recommend using
not always needed, those without the required skills may
a die of a different colour for this. The reason the success
find themselves struggling. Challenging Skill Tests include
die is so important is that a test is only ever considered
negotiating entry into a club, interrogating people or
successful if the success die, when added to the designated
spotting someone lurking in a dark alley.
stat and skill, rolls equal to or greater than the Difficulty. If
Complex tasks the success die fails, the test fails.

A complex task is one that requires specific training or an DICE+SKILL+STAT=RESULT


awful lot of sheer luck. Medical treatment, Occult rituals,
or communicating at the highest levels in a foreign language
should all be considered Complex tasks. If the success die passes, the degree of success depends on
the overall number of successes rolled. Each additional dice
Strenuous tasks is compared to the difficulty in the same way as the success
Strenuous tasks require advanced training and experience, die. The more successes the better.
including asking favours of the crown, piloting a ship in a
storm, or performing life saving surgery. Outcomes
Insane tasks There are several outcomes possible from a skill test. These
range from Calamity to Extraordinary with the Author
Generally the most difficult tests receive Insane difficulty. adjudicating the specifics based on the test and the locale
Sometimes a Complex or Strenuous test is increased to this in which the test takes place.
level due to the amount of pressure or stress a character is
CALAMITY: A calamity is where not only the success die
under, or maybe the task at hand puts the character’s life in
the balance. Many characters may find that their stats and fails to roll a success, but none of the dice roll a success.
skills make achieving an Insane Skill Test a matter of luck Calamities are a step above mere failure. Often the direct
alone. opposite of the desired goal will occur and usually there
will be an immediate direct consequence for failing the
Task Difficulty attempt this badly.
Boring 4 or less
EXAMPLES: A hiding character is found, a shot is
Simple 5 fired and hits a friend, an occult tome is dangerously
Challenging 8 misunderstood. It is up to the Author whether a character
Complex 11 understands that a failure has occurred and all too often
they will not!
Strenuous 14
Insane 16 FAILURE: A failure is where one of the skill dice passes
the test’s difficulty but alas it is not the Success Die.
Performing the Skill Test While there usually isn’t an immediate consequence
Once the Author determines the Tests variables, it comes to this failure, often consequences are just a matter of
time for the player to roll dice. The number of dice rolled time. Whatever situation the PC was aiming to alleviate,
is based on the Skill nominated by the Author. The player endures and must still be addressed.
rolls dice equal to the number of ranks in this skill that
their character possesses. In addition to this the character EXAMPLES: A hiding character fails to throw off
adds two other dice. searchers, A shot misses its target, A text proves to be
confusing and inconsistent.
One of the dice is a chance die, all characters get this
and for all intents and purposes, it is just another Skill
die. There are no special requirements of this die. Even
unskilled characters get this die.

StokerVerse Roleplaying Game 45


Rules
CLOSE CALLS: A Close Call is any skill test where the CAN I?
Success die passes the test by itself. When a character A player that rolls an Extraordinary success might
succeeds with a close call, there is almost always a have ideas about what they would like to occur. As
consequence. This might be as simple as a lost point Author you should listen to them.
of Willpower, or perhaps evidence of the character’s
passage is left behind. It is up to the Author to narrate Every idea a player has is one less you need to come
close calls with the horror genre in mind. Remember up with and even if you don’t like the idea try and
these are successes but tense ones that occur just in time, meet them part way. It’s much better to say “No,
with little flair. but” rather than simply “No.” You might even find
that some requests are quite unambitious and even
EXAMPLES: A hiding character momentarily throws venture towards saying “Yes, and”
off pursuers so that they gain a 1 round head start, A shot
wings its target doing little damage, a rite is found after
long tiring hours of searching. Progress tests
Progress tests are sometimes known as Extended or
SOLID SUCCESSES: A Solid Success is rolled when a
Teamwork Tests, This quickstart shouldn’t require any
character rolls exactly 2 successes. This is true success,
such tests and this will be covered in the corebook.
without unplanned consequence. While the character
might accept some fallout in their design the test
otherwise goes to plan. EXPLODING 10S (OPTIONAL RULE).
If a success die rolls a 10 and is insufficient to pass
EXAMPLES: The hiding character throws off their the test’s difficulty the Author has two optional rules
pursuers and escapes. A shot hits the target in the torso they might decide to employ. These are completely
dealing a potentially serious wound. The ritual is found
optional and the Author can also decide to charge
after an hour’s reading.
luck for these effects.
EXTRAORDINARY SUCCESSES: More than 2 successes ☞ The Author can choose to allow the character to
is considered an Extraordinary Success. When an reroll the Success die and add 10 to it.
Extraordinary success is rolled the character achieves ☞ The Author can choose to count the result as a
more than they might have hoped. They gain more Close Call.
information, or gain it faster than expected. They
achieve more and do it with flair. The Author should While this might imply some special rule for rolls of
narrate this in accordance with the genre, but there a 1, there is no need for one. A character that would
should be a distinct reward for the result. succeed on a Skill test despite rolling a 1 should never
have picked up the dice. Certainties like this should
EXAMPLES: The hiding character overhears their be treated as such.
pursuers talking, A shot hits the target in the chest.
The ritual is annotated with several suggested tombs to
continue researching. Tools & workshops
Some characters have access to advanced tools. These
might be a dedicated workshop or perhaps some new
invention of theirs that drastically improves on a basic
toolkit. While toolkits don’t provide any bonus to
performing their skill they do avoid the penalty for not
having the necessary skills.

TO THE AUTHOR: For the purposes of the


Quickstart only the Medical Kit is required and only
for first aid.

46 StokerVerse Roleplaying Game


Rules
Medical kit or fail. A pass means that the outcome is positive for the
character. This might mean that a character avoids damage
Rule Details from poison, just as it might mean that a character fails
Ad-hoc -3 penalty to the test. (all dice) to remember a horrifying detail of a case or can maintain
Basic No modifier to the test. (all dice) focus when there are a lot of distractions in an area.
The kit is suitable for one Attribute Types of activity
particular task counting as a STR Resisting poisons
Dedicated
Basic kit for that task and Adhoc KNOW Remembering facts
for other tasks.
CONC Avoiding distractions
Surreptitious -1 penalty to the test (all dice)
COOL Fear tests
Character can reroll the Success
Advanced LUCK Resisting witchcraft
Die
Character can reroll all dice In the Where these are included in the Quickstart they are noted
Exquisite as resistance checks for the listed Stat.
dice pool

Resistance Tests DON’T SCREW IT UP


Often a test is so likely that failure is going to be
Sometimes a character faces a risk where they must rare but the test is so important you don’t want to
immediately resist or suffer the consequences. This is handwave success. A Resistance Test is ideal for
where Resistance Tests come in. A Resistance Test is a adding a bit of dice fueled drama. Generally a test
simple matter of rolling the Success die and adding the with difficulty 4 is the way to do this. But remember,
applicable attribute. This is compared to the Difficulty of you can always rule a test successful without touching
the test which is usually an 8. It is a simple matter of pass the dice.

Part 3: Combat
out of fairness, decide this stat openly prior to the Initiative
Determining Initiative roll though Knowledge is often a good tiebreaker to use.
At the start of a combat, all player characters roll initiative.
Roll 1d10 and add your Initiative bonus. Actions in a Initiative and NPCs.
combat are resolved in order from highest to lowest with Occasionally the player characters will face a gang of
players being able to voluntarily decrease their character’s near-identical NPCs. While the Author can choose to roll
initiative at the start of their turn should they wish to do initiative for every single scarab crawling out of a tomb this
so. PCs always trump NPCs in the case of a draw. is usually over kill, instead the Author may choose to roll
Should a character wish to delay their action they can for each type of NPC involved in combat and have them
reduce their initiative to any number they see fit. This act all at the same time.
becomes the character’s new initiative. If this new initiative
score has not been called yet, the character can act What can I do on my turn?
normally when it is called. A character can also opt to skip All characters can move and take an action. Characters
their turn and take an Initiative of 20 on the next turn. are always assumed to be moving tactically, moving metres
Should two player characters share initiative then the equal to their movement in metres. Should the character
players should come to an agreement about the order of wish, they can opt to sprint (See Below). In addition to
actions. If this isn’t possible, they can compare a stat of the moving, all characters gain an action. The character can
Authors choosing and decide that way. The Author should, propose any activity as something they wish to achieve,
most of which will come down to rolling an Active Skill
Test.

StokerVerse Roleplaying Game 47


Rules
EXAMPLES: Actions might include making an attack, Overwhelming odds (General modifier): Every 2 allies
performing a skill, sprinting, or commanding staff. more than the opponents fighting you, gives a +1 bonus to
Fisticuffs and Melee Defence.

Making an attack. Weapon Range (Attack modifier): If the weapon is fired


at a range where it has a damage bonus of 0 or less, it
To make an attack an Active Skill Test is made to increases the difficulty of attacks by 3. For the purposes
determine whether the attack hits. Each success increases of simplicity, short range is considered anything up to
the overall effectiveness of the attack. For most attacks 10 meters, medium range anything up to 50 meters and
every success inflicts 1 damage dice of damage, with anything up to 100 meters is Long range.
weapons adding a bonus to this (See Equipment).
The Difficulty of an attack is determined by the target’s Damage dice & weapons
Defences and any situational modifiers determined by the A Damage dice is a d5 or five sided dice. For this a d10 is
Author. For the purposes of this Quickstart, Defences are all rolled and results of 1-5 are read as normal with values of
calculated ahead of time. Melee is the Difficulty of attacks 6-10 are read as if they were 5 lower than the face shows.
made by the fisticuffs skill, Ranged covers attacks made by
firearms and Occult defends against supernatural powers. Most weapons have a bonus to the damage inflicted when
they are used. Damage is always noted as a simple number
Modifiers and this number often varies based on the range of the
attack. This number, along with bonus damage from Stats
There are three types of modifiers that affect combat. (page 42), is added to each Damage die.
Attack modifiers, Defence modifiers and General
modifiers. Attack modifiers only affect Attacks, Defence
NOTE TO THE AUTHOR: Once you work out the
modifiers, Defences and General modifiers affect both.
total damage modifier, take a dice (or two) and set it
Common combat modifiers (them) to this value. This way you can simply add up
all the dice in one fell swoop.
Ambush (Attack modifier): While all shooters aim their
weapons, it is only when they can aim for significant time
that they gain an advantage. We call this an Ambush. EXAMPLE: A character rolls 2 successes to hit a target
When an Ambush is successful (Which requires an action with their damage 1 pistol. They roll 4&5 for a total
to make a Stealth vs Observation + Tactics Test) the of 9 damage. Because there were 2 successes rolled an
additional 2 damage is added to the 9 rolled for a total of
attacker gains a +1 bonus for every success made on the
11 damage. If they had a CONC Stat of 3 the pistol would
test. Ambushes only work on the round after the Ambush count as a damage 2 weapon and deal 13 damage.
test and can’t be used twice in a combat.
Cover (General modifier): If a character spends an
action to seek cover, they gain a bonus equal to half their Armour
Tactics skill to athletics attacks, firearms attacks, and
Armour is a specialised set of clothing that can absorb
ranged defence. All characters with Tactics are assumed
some of the impact of an attack. Usually only one suit of
to seek some sort of cover, hence the skills inclusion in
armour or armour effect can be applied. But some armours,
determining defences. Characters who are in cover will
usually gain some protection from their location (see such as cover, have the Supplemental Armour rule. In
Armour). these cases the stats are added temporarily to that of the
main suit, if any. Supplemental Armour is always impacted
Firing One Handed (Attack modifier): Most firearms are before regular armour.
designed to be fired as a two-handed weapon. Characters
can, in a pitch, fire them one handed though this is at a While Armour is detailed in the corebook it is sufficient
significant penalty. Unless a sidearm, firearms fired one to know for the quickstart that its PV is subtracted from
handed do so with a -3 penalty. damage before being applied to Hit Points.

48 StokerVerse Roleplaying Game


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Part 4: Hit Points and Impairments
Hit Points and Willpower are temporary measures of a
character’s well-being. Hit Points show the characters First aid
endurance and serve to indicate where minor injuries and When a character has suffered damage but is not in
near-misses have occurred. When a character is reduced Critical Condition they can be aided with immediate
to 0 Hit Points, they are physically impaired. Willpower medical care. This is called First Aid. As this is emergency
shows the ability of the character to keep their wits about treatment it is limited in efficacy and quite wasteful. Each
them in the face of hardship. use of First Aid will use 1 Ammo from a medical kit (page
While the nature of the impairment should be narrated 51) regardless of success.
in a flavourful way by the Author the short-term effects Once this Ammo is spent the injured character can
are simple. Impaired characters tick an Impairment box take a Standard Action to make a Difficulty 8 Medicine
on their character sheets and all skill tests suffer a penalty (CONC) Skill Test. If this is successful, the character heals
equal to the number of boxes filled in. 1d5 damage for every success rolled. If the test rolls an
Once a character has suffered 3 physical impairments, the exceptional success, it also heals 1 Impairment.
character is in Critical condition and can no longer take
standard actions nor heal Hit Points/Willpower. Their Hit HEAL THYSELF PHYSICIAN
Points are set to 1 and should they take any further damage
Using First Aid, or indeed any form of medical care
they are killed.
on another is much easier and gains +3 to the roll.
Every time a character ticks an Impairment box they Characters in critical condition can’t look after
have a chance to regain some Hit Points. This should not themselves as they can’t make Skill Tests.
be imagined as the closing of wounds, but instead the
remaining buffer left over from after the character was
impaired. NOTE TO THE AUTHOR: Medical Care is covered
in greater detail in the Core Rulebook.
If the character suffers a physical impairment (i.e., has 0
Hit Points), they make a Survival (STR) Skill Test against
a Difficulty of 5. Remember to add the penalty from the
number of all impairments the character is suffering. If the
NPCs & Hit Points
test is successful, the number of successes is added to the Nobody likes taking a punch. Well there are the occasional
Hit Points of the character. few, but it’s a rare event at best. NPCs aren’t going to hang
out fighting a foe that is overwhelming them without
If the character suffers a mental impairment (i.e., has 0 very compelling evidence that they have no other options.
Willpower), they make a Survival (COOL) Skill Test While this is covered in detail in the corebook, each NPC
against a Difficulty of 5. Remember to add the penalty will fight to 0 Hit Points and then seek to flee as detailed
from the number of all impairments the character is in the adventure.
suffering. If the test is successful, the number of successes is
added to the Willpower of the character.
If a character fails the test, on their next turn, prior to
acting they mark another impairment of the same type and
make the test again. Should a Serious failure be rolled on
this test, the character immediately marks 2 impairments
of the same type and rolls again on their next turn. Once a
character is in Critical condition they are, for the purposes
of this Quickstart, removed from play.

StokerVerse Roleplaying Game 49


Rules
Part 5: Traits
Traits round a character off, adding to the roleplaying Accommodation and Wardrobe, though you also suffer a
element of their personality. They also give the Author -1 modifier to all dice on CHA-related Skill Tests when
some juicy bits to play with. Each trait grants or costs dealing with non Aristocratic characters. The player is
a number of points. Some traits have multiple ranks also expected to roleplay this trait accordingly, potentially
available, with the higher ranks representing a more leading to unfavourable opinions from those they meet.
significant advantage or severe disadvantage. Further rules For the purposes of the Quickstart only 1 of the 3 ranks
will be presented in the corebook. are presented here.

Accommodation Rank Title


1 Knight or Baron
Whether the character is from an old family fallen on
hard times or an up and comer buying their way into
respectability, not every character has a home equal to their
Club Tie
class and characters can have Accommodation Traits to The character is a member of an exclusive club held in
represent this. Accommodation can be purchased multiple good standing. This can be any sort of organisation but
times with each rank indicating a separate publicly known is just as likely to simply be an extension of the old boys
home equal to that suggested by your class. Each rank network. Characters with this Trait are able to call on club
costs 1 point and can accommodate the owner and 1 guest. members for aid and expect them to act if not in the best
Characters wanting a more specialised accommodation can interests of the character, in their own best interests, which
pay points to have one of the following: usually includes the best interests of the Club. Characters
Grand Country Estate (2 points): Even your betters with Club Tie can call upon an array of contacts who are
remark on the impeccably furnished rooms and manicured members of the organisation, though the cost of using
lawns of this locale. While its size is such that monitoring Club Tie instead of a contact is 2 Guineas and not 1.
all the comings and goings is essentially impossible, this
affords a great deal of privacy for strange activities so long Contacts
as your servants are loyal. While there are no neighbours A contact is a character that can be called upon to perform
within screaming distance, the accommodations are favours, often at a cost. (See Gifts & Favours) For the
luxurious enough that guests, visitors and rogue family purposes of this Quickstart, Contacts have access to a
members are a constant feature. single skill of the player’s choice.
A Flop House (0 points, -1 if the character has no
other Accommodation): Well it has a roof, and a bed. Expanded Wardrobe
Downstairs has company if you want it, but show too Some characters maintain a vast wardrobe of clothing but
much wealth and they’ll stab you for it. A great place for most confine these wardrobes to garments befitting their
tall tales and gossip, none of which can be trusted. Truely a social class. A character with an expanded wardrobe has a
home only for the desperate. variety of outfits suitable for all social occasions regardless
of whether you’re visiting a dockside tavern or a royal gala.
Ambidextrous Characters with the Expanded Wardrobe Trait gain the
The character is able to perform equally well with both Advanced Tools rule on Diplomacy Skill Tests
left and right hands. As such the character may ignore any
negative modifiers or increases in difficulty to any Skill Extra Equipment
Tests due to having to use their off hand. There is only a Some characters are poor but have custodianship, or
single rank in this trait, which costs 1 point. ownership of useful property. A character can spend
1 point to gain 2 Guineas worth of equipment which
Aristocrat will count as Normal Equipment. For the purposes of
Your character has class and breeding, at least you think this Quickstart it is only used to provide an Office for
so, and your money agrees. A child of inherited wealth you characters to work from.
count as having the Wealth trait 2 higher for purposes of

50 StokerVerse Roleplaying Game


Rules
Legal Authority one additional Skill Die success to any CHA-related Skill
Test that would be influenced by others being attracted to
You are a member of the establishment and the good them, most commonly when using the Diplomacy skill.
people of Britain will tend to heed your words and obey.
When revealing your credentials, you can reroll any Natural Aptitude: Skill
Diplomacy Test when interacting with the public. As a
part of your Authority there is a chain of command that The character presents a level of exceptional ability in a
you must obey, and who can provide aid or assets in the particular field. Once per game session this trait allows a
course of your investigations. Repeated disobedience, or reroll on a failed Skill Test where the skill is covered by the
embarrassment can lead to the loss of this trait. Natural Aptitude. This reroll is in addition to any other
rerolls or effects. Any skill can be chosen for the Natural
Linguist Aptitude: Skill except for weapon or combat skills.

Linguists are characters with an understanding of multiple Natural Aptitude: Stat


languages. While most characters will understand the
occasional snippet of the languages spoken in or near their The character is phenomenally capable when using this
home, Linguists have conversational knowledge and full particular Stat. When making a Resistance Test using this
literacy in a selection of languages. The Linguist Trait can Stat the character can roll two dice and take the best value
be purchased multiple times with each level costing 1 point. from either. In addition, the character can use the Natural
Aptitude: Skill Trait, once per game session, for a Skill Test
☞ Dead Languages (Ancient Greek, Latin, Egyptian etc.) linked to the chosen Stat. There is only a single rank in this
☞ Romance Languages (Spanish, French Italian etc.) trait, which costs 3 points. A character may only have at
most, a single Natural Aptitude: Stat trait.
Looks (attractive)
Looks is a measure of a character’s physical appearance,
suggesting that they are either noticeably attractive or
considerably unattractive. Each rank in attractive adds

Part 6: Equipment
All characters will have some equipment. It’s important
to note that while equipment gained from character Guineas
generation can be occasionally lost, it is usually a simple The Stokerverse RPG tends to ignore cash payments in
matter to retrieve or replace it. Unless there is a good favour of abstracted wealth. Most people in Victorian
reason for it not to be the case, characters are assumed to England have nothing in the way of bank accounts and
begin each adventure with all the equipment gained from while the rich can rely on social contracts to accept
their character archetypes along with any special items payment on credit, the poor must deal with the assurance
they might have obtained from past adventures. that the fierce debtor laws will ensure prompt payment. In
Characters can ask an Author to add equipment, paid a system where the value of a shilling depends largely on
for with Guineas to the characters normal equipment list your customer’s social class, keeping tally of such things
though the Author may require the character to pay for becomes an exercise in frustration.
this with the Extra Equipment Trait. It should be noted The Guinea in this publication is a simplified measure of
that Guineas are never normal equipment. wealth. While an Actual Guinea was 21 shillings, for our
purposes it relates to the number of equipment purchases
a character can make. Characters seeking to use money for
social influence should look at the section on Gifts.

StokerVerse Roleplaying Game 51


Rules
WHAT NOW? pretty, is roughly half of the sale price, rounding up to the
The guinea was equivalent to 21 shillings, each nearest Guinea.
shilling was 12 pence. A pound was 20 shillings and
that’s before we get into ha’pennies and thrupenny Ammo
bits. Authors looking to learn more about Victorian Some toolkits are of limited use and can only be used a
currency can find a ‘wealth’ of information online number of times. These items will have the Ammo special
but for the sake of sanity, characters are assumed to rule. If an item uses ammo, before it can be used it must
purchase expendable everyday items such as a glass of expend 1 ammo. Once out of ammo it can no longer be
brandy or pint of beer without needing to track every used to its full capacity. This may mean that the Author
farthing (¼ penny). assigns a penalty for being without proper tools, or it
might mean that the Author forbids the action altogether.

Buying items Many characters carry extra ammunition. This is usually


a bulky affair and may cause a character to become
Most items are considered commonplace, and a successful encumbered.
Difficulty 8 Diplomacy (CHA) test will be adequate for
finding the item at the standard price of a Guinea if that.
Firearms, Mounts, Vehicles and Military equipment are
Gifts & favours
less common requiring a Difficulty of 11 to acquire for A character might often need some sort of social leverage.
characters that do not hold military rank. Occult items, Whether to grease the palm of a sleazy magistrate with
outside of common religious paraphernalia are far more shares, buy off a bar of ruffians with a round of drinks or
difficult to acquire, requiring a Difficulty 13 Diplomacy or woo a lover with a lavish dinner. In general, it is assumed
Occultism Test to acquire. that momentary expressions of largess fall into the social
expectations of the interaction.
Note that Authors should avoid allowing characters to use
their Guineas on end of adventure shopping trips. While Gifts: In extreme cases, where a player character is
Guineas can and should be used mid-game, and characters attempting to sway another with unusual displays, then it is
should start the next game with whatever oddities they called a Gift. Gifts cost Guineas as detailed below and can
may have acquired, characters should not be encouraged to be purchased accordingly.
spend unused Guineas to load up on an arsenal. It is assumed that the NPC being swayed will recognise the
cash value of the gift and behave accordingly but if a player
NOTE TO THE AUTHOR: In the main game takes the effort to discover a gift that the NPC would truly
characters have the option of going into debt should like then the bonus afforded by the cost may be increased.
they find they need an item they can’t actually afford. Deciding on the nature of this bonus is left to the Author,
though a +1 to +3 is a good guide.
Discounts & freebies Either way the benefit of the gift is a one-off modifier on
one social test. (usually Diplomacy) for the purposes of
As this game is not designed to mirror the minutiae of
gaining a favour.
commerce it is generally assumed that characters haggle
a real price and that discounts are all folded into the 1 Gift Cost Bonus
Guinea cost of most items.
A lavish gift 1 +1

Making items An all but unacceptable gift


Slightly short of an invitation
2 +2

Characters with a Trade skill can indeed attempt to make 4 +3


to marriage
an object, but usually this is a time-consuming effort
Favours can be very general “Look after my friend.”, weirdly
outside the timeframe of an adventure. Most of the time
specific “Bring my friend to the crossroads at midnight.” or
such actions will be Difficulty 5 Profession (KNOW) Skill
quite simple “Can I borrow your boat for the day?”.
Tests requiring an amount of progress equal to the number
of hours needed to make the object. It is assumed that the The difficulty of extracting a Favour depends on Class,
cost of making the object, which is functional but hardly common experience and the risks involved in the Favour.

52 StokerVerse Roleplaying Game


Rules
Class is simple enough. Common experience relies on Characters of higher status can generally maintain 1
some background element being similar. If the characters guest without additional cost to themselves, though
involved share the same education skill, then they are doing so for over a month will also incur a 1 Guinea
fellows, though they might also have deeper ties. cost per month.
Risk is not an unipolar variable, just as obeying a Wardrobe: While characters will own several
diplomatic request might cost time and risk a scandal, individual outfits for a variety of occasions these will
disobeying an Intimidation request might cost a beating. all be indicative of the characters wealth and won’t
It is also cumulative; if there are risks to obeying and be particularly specialized. PCs looking to have
declining the request, this increases the difficulty of a variety of outfits from all manner of classes will
obtaining acquiescence without some sort of fee or need the Expanded Wardrobe Trait (see page 52)
assurance. or be prepared to pay 1 Guinea for a middle-class
appropriate outfit or 3 Guineas for the upper-class
The below serves as a general guidance on the difficulty of
outfit.
making a request. Requests can be for short term activity
or loans of property (a few hours), overnight (a day or Starting Funds: All Characters begin with their
two), extended (up to a week). Services over a week in Wealth x5 in Guineas. Characters without a Wealth
length are out of scope for this Quickstart and Property rating start with 2 Guineas. Wealth is often tied to
used over a week must be purchased using Guineas. social class which will be detailed in the corebook.
Characters that routinely use Favours to evade these limits
may find that the Author requires them to purchase the
requisite Trait anyway. Libraries
Base difficulties Private library: Private libraries cost 1 Guinea for a basic
library which will offer no mechanical benefit but will
The request is Short Overnight Extended allow the character to later expand the library with more
term specialised works. It is recommended that characters seeking
Reasonable 8 11 13 to preserve their library buy the Extra Equipment Trait (see
page 52). Libraries don’t provide any bonus to Knowledge
Irritating 11 13 16 Skills but do provide a warm safe location where such skill
Dangerous 13 16 19 tests can be undertaken without the issues that a less private
location might entail. A library can be and frequently is,
The request is Bonus used as an office for white collar businesses.
Made by a fellow +1 Specialised collection: A specialised collection has a
Made by a contact +2 lot more works that can aid in Knowledge based Skill
Made by a friend +3 Tests using any one academic skill. Characters using a
Made by a family member +3 library with a specialised collection gain the benefit of
Advanced Tools (see page 48) on any use by the skill
Compensated for As Gift
serviced by the library. If the skill is separated by type,
each type will need its own specialised collection. Skills
THE BASICS that entail some type of physical activity or labour (most
Accommodations: Characters are assumed to have sciences, trades, or medicine) a library won’t serve. While
accommodations equal to that of their wealth and specialised collections don’t require additional rooms,
the capacity to support themselves in some sort of true bibliophiles with massive collections of multiple
housing during their adventures. specialised collections may do so (at the Author’s
discretion).
Characters wishing to stay at places of a higher status
can do so though staying longer than a day will incur
a cost of 1 Guinea per week.

StokerVerse Roleplaying Game 53


Rules
Equipment & weapons Walking stick: Walking sticks are as much functional
as they are ornamental. While the height of walking
Medicine Bag: For practitioners who either can’t afford stick fashion is over by the 1890s, walking sticks are
their own premises or must travel to their patients, the still a part of military uniform for officers and used by
Medicine Bag is employed. Unlike a surgery, where boxes conservative gentlemen about town. Some sticks have
of bandages, ointments and medicines might be available small compartments for storing snuff, liquor or other such
a doctor’s bag is limited in what it contains. Consequently things with the largest compartments containing narrow
Doctor’s Bags are subject to Ammo and have 6 uses. blades or even pistols.
Once these uses have been expended all further tests to use Firearms: By the time of the 1890s, the cartridge held
the Medicine skill are at -3 (see First aid on page 51) bullet had become the normal ammunition of the firearm.
Black powder is a thing of the distant past and box
Melee and Thrown Weapons: While most people would
magazine rifles have become the norm across the British
not have carried a weapon other than a walking stick, there
army. There are numerous makes and models of firearm,
were a wide array of knives and other weapons available to
all of which require a yearly license in England should the
the public. Carrying them in public might not be illegal,
character wish to carry their weapon outside of their home.
but they are certainly noteworthy and liable to draw the
attention of the authorities. All Firearms expend 1 Ammo for every attack made. This
Folding Knife: Carried by many people in their day to day, may or may not indicate the use of a single bullet and may
whether as a handy tool or for protection, folding knives indicate the expenditure of multiple such rounds.
are poor weapons at the best of times. Their ubiquity ☞ Pistols: A pistol is a small firearm that is generally
makes them easy to hide and ultimately sometimes all you usable one handed. In 1890 the main type of pistol
need is a sharp edge. was the six-shot revolver. Semi Automatic pistols
Axes, Hooks and Picks: Many times, a tool can be found to were just appearing (the Dormus model 23 would be
aid in a struggle. Often these are improvised weapons, but patented in 1891) Pistols (and indeed firearms of all
this doesn’t stop them from being dangerous. True these sorts) with much greater magazines exist though these
cumbersome weapons must land solid blows to be used to are considerably rarer and for the purposes of this
best effect, but many indeed favour their dangerous edges quickstart are ignored.
and sharpened points because when they do land they do ☞ Shotguns: By 1890 there are several types of shotgun.
so dramatically. Break action shotguns have been in use for centuries
Club: While often improvised from all manner of heavy and are common weapons for both hunting and sport.
cylindrical objects, clubs are most commonly seen in the Pump actions have just been invented and have yet
form of the policeman’s truncheon. Unlike a kosh, a club to become popular, but Lever-action shotguns are
is often designed to be noticed, hit hard and deter through the most up to date in Shotgun technology. Some
threat of violence. “Bootleg” designs trade the usefulness of a stock
and barrel for added portability and utility in a close
environment.

54 StokerVerse Roleplaying Game


Rules
Melee weapon Damage Rules Ammo Cost
Melee Thrown
Punch/Kick 0 n/a
Folding Knife 0 0 Concealable 1 0
Club 1 0 1 0
Axe, Hook or Pick 3 0 Cumbersome 1 0
Walking stick 1 0 1 0

Firearms Damage Rules Ammo Cost


Close Medium Long
Pistols 1 0 0 Cavalry, Sidearm 6 1
Break action 2 1 0 Armour Piercing 1, 2 2
Shotguns Buckshot
Lever/Pump action 2 1 0 Armour Piercing 1, 4 3
Shotgun Buckshot
Bootleg Shotgun 2 0 -1 Cavalry, Sidearm (3) 2 2

SPECIAL WEAPON RULES Sidearm: This weapon can be used single handed.
Armour Piercing X: This weapon ignores PV equal to When used as a pair of weapons it allows the
its rating. character to make an attack with one of the weapons
and add both of the weapon’s damage modifier to the
Buckshot: This weapon can reroll the success die damage roll. In melee this also counts as an Ally for
should the dice fail to initially succeed. the purposes of Overwhelming force. Alternatively,
Cavalry: This weapon can be used when mounted, or and perhaps foolishly, the character can try to shoot
on a carriage without penalty. Characters using other a second target. If the character does this, they must
weapons when mounted must use the firing one- make 2 separate attacks with a -3 penalty on both.
handed rule and cannot benefit from Braced. Some sidearms are heavy and only particularly strong
Concealed: This item is small and easily hidden. characters can use them as such. If the Sidearm rule
Only active searches will find this weapon if hidden. has a number in brackets this indicates the minimum
It is down to the Author to decide whether NPCs strength that a character must have to use it as a
have motivation to perform such a search, though sidearm. Characters with less than this must use the
characters with 3 ranks in Observation, Stealth, or firing one-handed rule.
Thievery will likely be paranoid enough to do so if
the social setting allows.
Cumbersome: This weapon must be used with some
accuracy to have full effect. Attacks made with a
cumbersome weapon have a damage rating equal to
the number of successes rolled up to the maximum
shown in Damage.

StokerVerse Roleplaying Game 55


Rules
Part 7: The Nature of the Occult World & its Secrets
The Stokerverse is a place of horror and mystery. Demonic Shadow sight
entities abound as do curses and all manner of occultism.
While the Abrahamic religions are held to be somewhat Shadow Sight is an intuition on meeting a person that
accurate representations of the occult world, they are not something about them is off. Maybe they feel dangerous,
pre supposed to be the whole story. Their dominance in perhaps their shadow casts in momentarily strange angles
European occultism is more a feature of hegemonic power or worse their smile feels less like a friendly gesture and
than metaphysical truth. Creatures from a variety of more that of a tiger that has just found a gazelle.
traditions can feature in the Stokerverse just as Arcanists First impressions
might come from any tradition from any corner of the
globe. When these forces come into conflict it is the Skill Test Observation (COOL)
strength of the parties involved that matter and not Difficulty 6+ Targets Occultism (COOL)
accidents of geography, history, or birth. Time required 1 Combat Round
Progress needed 0
NOTE TO THE AUTHOR: The occult and its role
in this game are expanded significantly in the core Arcana 1
rulebook. Tools None
When a character with First Impressions makes their
Using Occult Secrets can be quite taxing, once an Effect Secrets Test while observing a character for the first time
has been used a character must immediately spend 1 Luck they can learn, through a cryptic vision, the following
Point or risk some occult side effect. This is commonly information depending on the successes rolled. Note that
a vision of something horrific, some sort of minor but details are seldom forthcoming and are usually Yes/No.
obvious stigmata or an omen that appears in some Once used on a character it will always report the same,
dramatic fashion. These Occult calamities are either even if the danger has passed.
obvious to all present with each character in sight losing
1d5 Willpower or specific to the Arcanist causing the Information
Arcanist to lose 2d5 Willpower and the highest value of
these two dice in Hit Points. Note the Arcanist does not Result Effect
have to be the one that spends the Luck Point, any of their The character gains a vision of the
confederates may choose to do so. most horrible crime a character within
Serious
100 yards has committed, though they
Failure
will be unsure if the person they've met
is to blame, the victim or unrelated.
Whether the person is dangerous
1 (more than 2 ranks in Fisticuffs,
intimidation or ranged combat).
Whether the person is guilty of a crime
Making a secret test 2 or at risk of harm/death in the next few
days.
Using an Occult Secret requires a Skill Test with an
attribute and a difficulty set by the Secret. It is subject to Whether the person has an Occult Secret
3
a special modifier based on its Arcana. Arcana is a penalty or is a murderer.
that applies to the Skill Test unless a character either has 4 Whether the person is undead or cursed.
ranks equal to it in Folklore or ranks greater than half Whether the person has witnessed the
its value in Occultism. Characters that fail to meet this 5
occult before.
requirement suffer a -3 penalty on the Skill Test. As most 6 Whether the person has a guilty secret.
secrets have a few powers it is quite common for a secret to
have a low, medium and high Arcana power.

56 StokerVerse Roleplaying Game


Rules
Wards ignoring PV. In addition, the undead find it difficult to use
their powers through barriers. The difficulty of all power
Wards are rituals used to ensure that the forces of evil are Skill Tests is increased by the PV of the barrier.
contained and restrained. They can be placed on objects,
around rooms or on the shelf. They can be used to keep Type of barrier Degrades
creatures out of a place or contained within, though Fenced off area Every 15 minutes
containing a creature can be very difficult and require a Walled off area Hourly
great deal of cunning. In the corebook Wards have other Wooden room Daily
effects in addition to Barriers.
Stone room Every 4 days
Barriers Stone cellar Weekly
Skill Test Occultism(CONC) Constructing a barrier involves 2 steps. Firstly the
Difficulty 8 character must make a preliminary barrier. This requires
a Difficulty 8 Occultism (CONC) Secret Test costing 1
Time required Multiple Combat Rounds Ammo from a spiritualist’s kit. If this test is successful the
Progress needed 5/metre number of successes rolled will become the PV and the
Arcana 2 Integrity of the barrier. Barriers cannot be constructed
Tools Spiritualist's kit and Ammo inside another barrier.
From here the barrier can continue to be shored up. At
SPIRITUALIST’S KIT this point the task is treated as a Progress Test. Every meter
A small bag containing the requirements needed for being warded will require 5 progress to raise the Integrity
a particular Occult Secret. Not every secret needs a of the barrier by 1.
kit, and characters of the same tradition can try and Creating a barrier is emotionally exhausting and a
make do with another’s bag. A Doctor’s Bag is more character can continue shoring up the barrier until they are
than sufficient to carry a dozen such kits and most exhausted, or voluntarily stop. Once the character either
practitioners simply carry their kit in their pockets. rolls a Calamity or rolls a number of failures equal to the
Each kit has an Ammo rating of 10. lowest of their STR or CONC they are exhausted and can
no longer shore up the barrier. Until this limit is reached
By the burning of sacred herbs and the placement of lines the character can continue to make Difficulty 8 Occultism
of iron and salt you can create a barrier in a single room or (CONC) Secret Tests, spending 1 ammo after every
enclosed space. This space must be a part of, or adjoin a home, failure, to add progress to the barrier.
hospital or church and cannot be an open space. At minimum Clearing a barrier is an achievable task by any character
there must be some sort of a fence. The less constrained the inside the barrier. This requires a Difficulty 8 Occultism
area, the quicker that the Barrier will degrade. (KNOW) Progress Test with progress equal to twice the
Barriers will prevent the undead from entering an area, current PV of the barrier. This test does not require any
forcing them to break through as if they were smashing particular knowledge or equipment, though a failure will
through a wall. Barriers are painful for the undead to touch force the character to spend a round engaged in ineffectual
and contact of any sort will inflict 1d5 damage on them cleansing before they can make another test.

StokerVerse Roleplaying Game 57


Rules

Lord Godalming Arthur ‘Art’ Holmwood


STR DEX KNOW CONC CHA COOL LUCK
1 1 1 2 2 1 2
DEFENCES ENDURANCE COMBAT
Melee Ranged Occult Hit Points Willpower Initiative Movement
8 9 8 17 17 +3 3
SKILLS* TRAITS
Athletics STR 1 Accommodations (Grand Country Estate)
Diplomacy CHA 4 Ambidextrous
Driving (Riding) DEX 1 Aristocrat (1)
Education (Classical) KNOW 2 Attractive
Education (Criminal) KNOW 1 Club Tie (Polite Society)
Firearms DEX 1 Contact (Lord Newton)
Observation CONC 2 Contact (Marquess of Lansdowne)
Profession (Administrator) KNOW 2 Expanded Wardrobe
Stealth DEX 1 Wealth 2
Survival KNOW 1
*NOTE: Other Stats may be useable (see page 46)

WEAPON DAMAGE RULES AMMO


Melee Close Medium Long
Folding Knife 1 0 0 0 Concealable 1
Pistol 0 1 0 0 Sidearm 6
Shotgun 0 2 1 0 Armour Piercing 1 (PV -1) 2
Buckshot (reroll success die)

EQUIPMENT
10 Guineas

HIT POINTS WILLPOWER IMPAIRMENTS


PHYSICAL

MENTAL

58 StokerVerse Roleplaying Game


Rules

Mister Johnathan Harker


STR DEX KNOW CONC CHA COOL LUCK
1 1 2 3 1 1 1
DEFENCES ENDURANCE COMBAT
Melee Ranged Occult Hit Points Willpower Initiative Movement
9 9 8 16 16 +4 2
SKILLS* TRAITS
Diplomacy CHA 3 Contact (Inspector Cotford - Police)
Education (Classical) KNOW 2 Contact (Lawrence Tinker - Criminal)
Education (Criminal) KNOW 1 Contact (Mr Hawkins - Lawyer/Employer)
Firearms DEX 1 Extended Wardrobe
Fisticuffs STR 1 Extra Equipment (Office)
Intimidation CHA 3 Natural Aptitude (Profession: Solicitor)
Observation CONC 3 Wealth x1
Profession (Administrator) KNOW 1
Profession (Detective) KNOW 1
Profession (Solicitor) KNOW 2
Stealth DEX 1
*NOTE: Other Stats may be useable (see page 46)

WEAPON DAMAGE RULES AMMO


Melee Close Medium Long
Folding Knife 0 0 0 0 Concealable 1
Pistol 0 1 (2) 0 0 Sidearm 6

EQUIPMENT
Library, Pistol, 5 Guineas
(NOTE: Extended wardrobe includes 1 fancy dress costume of poor quality)

HIT POINTS WILLPOWER IMPAIRMENTS


PHYSICAL

MENTAL

StokerVerse Roleplaying Game 59


Rules

Dr John Seward
STR DEX KNOW CONC CHA COOL LUCK
0 0 3 2 2 2 1
DEFENCES ENDURANCE COMBAT
Melee Ranged Occult Hit Points Willpower Initiative Movement
8 8 8 16 17 +0 3
SKILLS* TRAITS
Athletics STR 1 Contact (Inspector Cotford - Police)
Contact (Dr Phillips - Director Purfleet
Diplomacy CHA 3 Asylum)
Driving (Riding) DEX 1 Contact (Dr J. Watson - Colleague)
Education (Classical) KNOW 2 Contact (Lady F. Nightingale RRC - Colleague)
EducatIon (Science) KNOW 1 Extra Equipment (Office)
Intimidation CHA 1 Natural Aptitude (Medicine)
Medicine CONC 2 Natural Aptitude (Physician)
Observation CONC 2 Wealth x2
Profession
(Administrator)
KNOW 1
Profession (Physician) KNOW 3
*NOTE: Other Stats may be useable (see page 46)

WEAPON DAMAGE RULES AMMO


Melee Close Medium Long
Folding Knife 0 0 0 0 Concealable 1

EQUIPMENT
Library, Medicine Bag (6 Ammo), 10 Guineas

HIT POINTS WILLPOWER IMPAIRMENTS


PHYSICAL

MENTAL

60 StokerVerse Roleplaying Game


Rules

Police Sergeant Albert Enshaw


STR DEX KNOW CONC CHA COOL LUCK
2 1 1 2 1 1 2

DEFENCES ENDURANCE COMBAT


Melee Ranged Occult Hit Points Willpower Initiative Movement
12 11 8 19 16 +4 4
SKILLS* TRAITS
Athletics STR 2 Contact (Cuddy - Dove Row Gang Member)
Driving (Carriage) DEX 1 Contact (Finch - Whitechapel Pickpocket)
Driving (Riding) DEX 1 Contact (Inspector Aberline - Police)
Education (Classical) KNOW 1 Contact (Inspector Cotford - Police)
Education (Criminal) KNOW 2 Contact (Lawrence Tinker - Fence)
Firearms DEX 2 Legal Authority
Fisticuffs STR 3 Natural Aptitude (Intimidation)
Intimidation CHA 2 Poor Accommodation (A Flop house)
Observation CONC 2
Profession (Detective) KNOW 1
Stealth DEX 2
Tactics KNOW 1
*NOTE: Other Stats may be useable (see page 46)

WEAPON DAMAGE RULES AMMO


Melee Close Medium Long
Folding Knife 0 0 0 0 Concealable 1
Pistol 0 1 0 0 Sidearm 6
Truncheon 1 0 0 0 Concealable 1

EQUIPMENT
Handcuffs, Whistle, 2 Guineas, 1 spare Pistol

HIT POINTS WILLPOWER IMPAIRMENTS


PHYSICAL

MENTAL

StokerVerse Roleplaying Game 61


Rules

Miss Primrose Hampden


STR DEX KNOW CONC CHA COOL LUCK
1 0 1 3 2 2 1
DEFENCES ENDURANCE COMBAT
Melee Ranged Occult Hit Points Willpower Initiative Movement
9 8 10 16 18 +3 2
SKILLS* TRAITS
Contact (Alice 'Peter' Roe - Court sketch
Diplomacy CHA 4 artist )
Education (Classical) KNOW 2 Contact (Inspector Cotford - Police)
Fisticuffs STR 1 Contact (Sir Ashton Shelby - Patron)
Folklore KNOW 2 Extra Equipment (Office)
Natural aptitude Profession (Sketch
Intimidation CHA 1 Artist)
Unconscious talent (Shadow Sight: First
Observation CONC 3 Impressions)
Profession (Administrator) KNOW 1 Wealth 1
Profession (Sketch Artist) KNOW 4
Survival KNOW 1
Thievery CONC 1
*NOTE: Other Stats may be useable (see page 46)

WEAPON DAMAGE RULES AMMO


Melee Close Medium Long
Folding Knife 0 0 0 0 Concealable 1

EQUIPMENT
Art supplies (pencils, paper, paints, etc.), 5 Guineas

HIT POINTS WILLPOWER IMPAIRMENTS


PHYSICAL

MENTAL

62 StokerVerse Roleplaying Game


Rules

Madame Lisa De Villiers


STR DEX KNOW CONC CHA COOL LUCK
2 1 1 1 1 3 1
DEFENCES ENDURANCE COMBAT
Melee Ranged Occult Hit Points Willpower Initiative Movement
8 9 10 17 18 +2 2
SKILLS* TRAITS
Diplomacy CHA 4 Accommodations (Grand Country Estate)
Driving (Riding) DEX 2 Club Tie (Occult practitioners)
Education (Classical) KNOW 1 Contact (Inspector Cotford - Police)
Firearms DEX 1 Contact (Lord Newton)
Intimidation CHA 1 Contact (Mr Hawkins - Lawyer)
Observation CONC 2 Contact (Mary Anne Shelby - Ghost)
Occultism KNOW 2 Linguist (Romance Languages)
Profession (Administrator) KNOW 1 Occult Secret (Shadow Sight)
Occult Secret (Wards)
Wealth 2
*NOTE: Other Stats may be useable (see page 46)

WEAPON DAMAGE RULES AMMO


Melee Close Medium Long
Pistol 0 1 0 0 Sidearm 6
Shotgun 0 2 1 0 Armour Piercing 1 (PV -1) 2
Buckshot (reroll success die)

EQUIPMENT
Spiritualists Kit (10 Ammo), 10 Guineas

HIT POINTS WILLPOWER IMPAIRMENTS


PHYSICAL

MENTAL

StokerVerse Roleplaying Game 63


Rules

Mister Daniel Seagrove


STR DEX KNOW CONC CHA COOL LUCK
2 1 2 1 2 1 1
DEFENCES ENDURANCE COMBAT
Melee Ranged Occult Hit Points Willpower Initiative Movement
9 8 10 17 16 +2 2
SKILLS* TRAITS
Diplomacy CHA 2 Contact (Police)
Contact (Dr Samuels, Fellow of the
Education (Classical) KNOW 2 Society of Antiquaries of London)
Education (Religion) KNOW 1 Contact (Van Helsing)
Fisticuffs STR 1 Extra Equipment (Office)
Intimidation CHA 2 Linguist (Dead Languages)
Observation CONC 2 Natural Aptitude (Profession)
Occultism KNOW 2 Occult Studies (Shadow sight)
Profession (Administrator) KNOW 2 Occult Studies (Wards)
Profession (Archaeologist) KNOW 2 Wealth x2
*NOTE: Other Stats may be useable (see page 46)

WEAPON DAMAGE RULES AMMO


Melee Close Medium Long
Folding Knife 0 0 0 0 Concealable 1
Pistol 0 1 0 0 Sidearm 6

EQUIPMENT
Library, Occult Library

HIT POINTS WILLPOWER IMPAIRMENTS


PHYSICAL

MENTAL

64 StokerVerse Roleplaying Game


Rules

StokerVerse Roleplaying Game Quickstart


© 2022, Nightfall Games
SKU: WFG-STO-QS1
https://nightfall.games

Made in Scotland

StokerVerse Roleplaying Game C


Rules

D StokerVerse Roleplaying Game

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