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Jack’s
LEVEL

4-6 PLAYERS

Bait & Boat Tours


Jack’s Bait & Boat Tours is a quick adventure for
Tephra: the Steampunk RPG using the Clock-
work System. It contains write-ups, maps, a
villain, and a suggested outline for playing this
adventure. You will need a Playing Guide (of which,
one Playing Guide per player is recommended for ease
of use at the table) and a Narrator’s Accom-
plice for additional NPCs.

Introduction
Ayodin have been disappearing in the re-
gion for the past several months and local
law enforcement has been unable to find any
leads. When a wealthy merchant’s adopted
ayodin daughter goes missing though, he puts
out a reward for anyone who can help locate her
and figure out what has been happening.
The adventurers will be led on a wild
adventure to a local bait shop to gather more infor-
mation about the area. But, in the course of quick boat
ride, they will quickly realize more is going on than meets
the eye. Get ready for mad science, boats, and genetically
altered sharks!
Writing and Design Alex Whisenhunt
and Jake Paul
Editing Daniel Burrow
Art Alex Whisenhunt
and Juancho Caruso
Layout Daniel Burrow

Copyright 2017 Parlor LLC

This supplement is designed for Tephra: the Steampunk RPG


using the Clockwork System. Permission is granted to repro-
duce any portion of this expansion for personal use.

1
Main Adversaries
Background
Jim Forner was a scientist during the Hurricane Wars who
Jack Altesin
was attempting to find ways for soldiers to better engage Jack is the owner of the bait shop and a friend of Jim
ayodin in their own environment. In particular, he was Forner’s from the war. He owns the boat shop and has
conducting research on harnessing the biological qualities been using it as a front to help Jim find a cure for himself.
of sharks to allow soldiers to breath underwater. His serum He is in his late forties, but he’s clearly a military man. Jack
was showing promising effects on rats and other mammals, is gruff, fast, and in shape.
but the government decided to not back the research for
human trials. When his wife and children were kidnapped
during an ayodin raid, he injected himself with the serum
in hopes of rescuing them. It went horribly wrong and
mutated him into an aggressive half-shark, half-human
Sharkmutts
Small Twisted Animal (pack of 3-4)
AP: 2
HP: 20 Wnds: 10 Pri: +2 Spd: 30 ft (land, swim)
monstrosity.
Thick wet hair sticks raggedly on the bodies of the four-legged creatures. The
He now spends all of his time holed away in the body’s canine-like with their furry tails ending in a tail fin. The head is that
bait shop, conducting experiments on captured ayodin and of a twisted shark with a gaping mouth filled with rows of sharp teeth.
sea creatures in an attempt to find a way to revert what he
has done to himself. The change has made him stronger Brute Cunning Dexterity Spirit Sciences
and more aggressive than ever. +5 +3 +4 +2 +0

Guard
Hide - organic
Adventure Outline Eva: +3 Def: +2
1. Introduction: They’re hired to investigate Soak: 1 | 2 | 3 | 4

2. Get Jack at the bait shop to take them around the area
Actions
Bite & Claws
3. Genetically altered animals attack the boats (sharkmutts) Acc: +1 Stk: +2
4. Jack turns on the party, revealing that he is protecting 2 AP Damage: 4 | 8 | 12 | 16
Note: The sharkmutts gain a +1 to strike for each other
something and doesn’t like their meddling. Releases sharkmutt engaged in combat.
sharkwolf on them and tries to kill them.
5. Return to bait shop - Encounter Charles the Deckhand
and crew. Crew tries to attack the party if Jack isn’t there Sharkmutts are were created during the experiments of
or try to save him if the party captured Jack instead. Jim Forner’s attempts at reversing his condition. The
stray dogs of the island made easy test subjects, though
6. Inside the Shop - they uncover the secret lab and discover the results left many of the earlier subjects in a perma-
the truth
nent state of transformation. These creatures swim in
7. Fight the Shark-man! the deepest parts of the water and attacks ships in small
8. Rescue and Conclusion packs.

Combat
Sharkmutts will attempt to attack any stragglers of a
party, biting and tearing at them with their rows of
teeth. If this fails, they will try to coordinate an attack
against a single target to break up the party.

2
Sharkwolf
Small Twisted Animal
AP: 2 Jack Altesin
Human
AP: 3
HP: 47 Wnds: 12 Pri: +4 Spd: 35 ft (land, swim) HP: 28 Wnds: 14 Pri: +4 Spd: 25 ft (land)
A large canine body with the head of a hammerhead shark and the tail to A fiercely loyal military man, he protects his friend Jim from all who would
match. The creature’s head sways side to side as if it is always swimming try to stop him, putting his own life on the line for a friend in need alongside
through the water. The cold black eyes stare at the prey as its mouth opens his trusty mutated companion.
and closes, revealing rows of teeth.
Brute Cunning Dexterity Spirit Sciences
Brute Cunning Dexterity Spirit Sciences +2 +4 +6 +3 +0
+8 +3 +5 +8 +0
Guard
Guard Thick Clothes - light textile armor
Hide - organic Eva: +4 Def: +2
Eva: +3 Def: +4 Soak: 2 | 4 | 6 | 8
Soak: 2 | 4 | 6 | 8 Actions
Actions Fishing Spear
Bite & Claws 2 AP Acc: +4 Stk: +3 Reach: 10 ft
2 AP Acc: +2 Stk: +3
Damage: 6 | 12 | 18 | 24
Damage: 6 | 12 | 18 | 24

Pistol
2 AP Acc: +4 Range: 100 ft
Damage: 4 | 8 | 12 | 16
Jack Altesin earned the trust and affection of a wolf
cub during the Hurricane Wars that traveled with him
wherever he went. As payment for keeping his secret
Combat
and protecting him, Jim Forner injected the old wolf
with a tweaked version of the shark serum, giving the Jack will turn on the party when they defeat the shark-
old wolf a new lease on life. The sharkwolf is fiercely mutts, releasing his sharkwolf companion on them and
loyal to Jack and will attack anyone who attempts to attempting to stab at the closest party member with his
hurt him. fishing spear. He will try to keep his distance and allow
the sharkwolf to deal with the closer range attacks.

Combat
The sharkwolf will immediately attack the closest party
member when Jack releases him. It will then attack any
party members that get closer to Jack.

3
Charles the Deckhand Charles
Jack’s second in command, Charles watches out for the the Deckhand AP: 3
store and is in charge of the other crew members that run Human
the shop and take visitors on boat tours. He is missing one HP: 22 Wnds: 12 Pri: +4 Spd: 25 ft (land)
of his eyes and likes to carry around a well-used fishing With a missing eye and his handy harpoon gun on his belt, Charles is an
spear. excellent second-in-command. The crew members listen to him without
question and he will defend the shop under the orders of Jack.

Crew Member
Human (2 crew members)
AP: 3
Brute
+4
Cunning
+3
Dexterity
+5
Spirit
+1
Sciences
+0

HP: 15 Wnds: 10 Pri: +4 Spd: 25 ft (land) Guard


Thick Clothes - light textile armor
A couple of sailors dressed in clothing to match their jobs. These rough look-
Eva: +2 Def: +3
ing crew members will follow orders from their boss without question.
Soak: 2 | 4 | 6 | 8
Brute Cunning Dexterity Spirit Sciences Actions
+3 +3 +3 +1 +0 Harpoon Gun
Acc: +2 Range: 50 ft
Guard 2 AP Damage: 8 | 16 | 24 | 32
Thick Clothes - light textile armor Note: Anyone struck by the harpoon must make a Tier
Eva: +2 Def: +2 2 Brute check to break free or spend 3 AP to rip it out
Soak: 2 | 4 | 6 | 8 (taking 8 points of unsoakable damage in the process).
Actions Punch & Kick

2 AP
Sword
Acc: +1 Stk: +2
1 AP Acc: +2 Stk: +3
Damage: 2 | 4 | 6 | 8
Damage: 6 | 12 | 18 | 24

Pistol
Combat
2 AP Acc: +4 Range: 100 ft
Damage: 4 | 8 | 12 | 16 As soon as Charles sees that Jack is missing or under
duress, he will attack. Charles will attempt to pin down
party members with his harpoon gun while the crew
Combat members charge in for an attack. Charles will try to keep
When the party reaches the dock and Charles sees that his distance as best he can and throw punches out when
Jack is in distress (or simply not there) he will immedi- anyone gets close.
ately order the crew to attack. The crew members will
charge into anyone that is pinned by the harpoon spears
and attack them.

4
Jim Forner: “Sharkadon”
Jim Forner was a scientist during the Hurricane Wars who
Jim Forner
Medium Bio-Corrupted Person
AP: 4
was attempting to find ways for soldiers to better engage HP: 64 Wnds: 14 Pri: +0 Spd: 35 ft (land), 45 ft (swim)
Ayodin in their own environment. In particular, he was A man of the sciences whose own research changed him into a terrifying
conducting research on harnessing the biological qualities beast of the seas. A combination of man and shark, Jim Forner strikes fear
of sharks to allow soldiers to breath underwater. His serum into ayodin communities as he struggles to undo his work.
was showing promising effects on rats and other mammals, Brute Cunning Dexterity Spirit Sciences
but the government decided to not back the research for +12 +1 +0 +0 +7
human trials. However, when his wife and children were
kidnapped during an Ayodin raid, he injected himself with Guard
Shark-Refined Skin - organic
the serum in hopes of rescuing them.
Eva: +1 (+6 with potion) Def: +0 (+5 with potion)
He awoke four days later on a small island sur- Soak: 4 | 8 | 12 | 16
rounded by 12 dead ayodin, their bodies torn apart, and Actions
his own features, horribly contorted into the appearance of Harnessing Prosthetic - grab
shark. Horrified at what he had become, he now strives to Acc: +1 (+6 with potion) Stk: -
revert his body to it’s original form by any means neces- 1 AP Note: Once grabbed with his prosthetic, Jim gains a
sary, and normally at the expenses of ayodin lives. He later +3 to accuracy rolls and grab resists made against the
found out that his actions did save his family, but they were grabbed target
so terrified by what they saw, that they moved to central Shark’s Bite - organic heavy melee
Evangless and pronounced him dead. Acc: +1 (+6 with potion) Stk: +6 (+11 with potion)

Combat: Jim Forner is a straight-on attacker. He


2 AP Damage: 8 | 16 | 24 | 32
Note: This attack deals 2 bleeding damage for each tier of
jumps straight into the fight and attacks recklessly, not damage dealt.
caring to retreat or spare lives. He will first try to jump
into the crowd, hitting as many people as possible with
Special Actions
Feeding Frenzy
his Fray Fighter. Then, he will mercilessly attack anybody
Jim Forner can make a single attack against 3 adjacent
that attacks him, using his fear to weaken them and then opponents. The attack is equal to the tier 1 damage of
bleeding them dry. If he uses his Predatory Response, he
will attempt to grab the targeted opponent during his next
3 AP his Shark Bite, dealing 8 damage plus 2 bleeding. Each
opponent can soak this damage. (Feeding Frenzy deals
turn, focusing on killing them before anyone else. tier 2 damage - 16 damage plus 4 bleeding - if Jim Forner
takes his Frenzy Potion.)
Winnings: Tattered clothing, 122 shark teeth
Predatory Response (reflexive)
If an opponent attacks Jim Forner, he can spend 1 ac-
PAR 3: The Frenzy Potion tion point to roar at that target. They must make a tier 2
To raise Jim Forner to a PAR 3, Jim will have a secret potion
1 AP Spirit resist or suffer tier 2 fear (suffering a -2 to all rolls
and a -4 against Jim Forner). His bite attacks against a
located in his prosthetic that drives him to greater strength. target suffering from this fear now take 6 bleeding dam-
He will activate this for 0 AP reflexively once he reaches 10 age per tier (rather than the normal 2).
or less hit points, or upon taking his first wound. The potion
immediately does the following:
• Restores Jim back to 64 hit points
• All enemies within 25 feet of Jim are immediately subject
to his Predatory Response (forcing them to make a tier 2
Spirit resist or suffer tier 2 fear)
• Grants Jim Forner an additional +5 to his combat rolls
(accuracy, evade, strike, defense)
• Feeding Frenzy now hits all adjacent opponents for 16
damage plus 4 bleeding

5
Loot
Shark Serum
Jim actually perfected his formula
several years after the hurricane
wars. 4 bottles of it are stored in one
of the lab’s lockers. When taken, it
causes the user’s face and shoulders
to contort into something resem-
bling a shark and confers the fol-
lowing abilities. The effects of the
formula last for around 5 minutes
(during low-stress scenes), or three
rounds if in combat.
Bite: Melee Attack DC 10
Electrosense: Capable of
knowing where every living
creature that is larger than a
mouse is within 25 feet, wheth-
er they are visible or not.
Swim Speed: 45 feet

Harpoon Gun
This worn, but clearly well cared for
harpoon gun is equipped with three
spears designed for hunting large
deep sea fish or predators. Each spear
is attached to a 50-foot line of rope
and any object hit by it must make
a Tier 2 Brute check to break free,
or spend 3 AP to rip it out (taking 8
points of unsoakable damage in the
process).
Harpoon: Damage Class 8

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