|Technically the target is the carriage.|
Precis: Apartment crawl as a fallen angel, fighting satanists along the way.
Conspectus: In the time before, the Fallen were angels who were the 'watchers' - the observers of the mortal realm who were charged to remain hidden from the world. These watchers broke their vows by clothing themselves in mortal form and taking on the vice the prime material had to offer. For their acts, they were not cast into perdition as their brethren-turned-demon, instead, they were exiled to the Prime Material. Their powers now diminished, their shells tough, but able to be destroyed. Where their spirit goes after death? None can say- perhaps they can go to heaven as a mortal, perhaps they must wander limbo for eternity. For a group of the banished this means their only paradise shall be found on Earth... and a group of satanists have decided to mess that up.
Note (Fallen Angel): Character creation follows standard stats for a Human. Fallen Angels can try to regenerate wounds they have taken as long as they haven't been killed. By spending a full round without taking any other action and spending a Bennie, the Fallen are able to roll a Vigor check. Each success heals the Fallen 1 wound point with a success and they heal 1 extra wound per raise until either they fail or are no longer wounded.
The Adventure in Brief
Scene I - The Introduction
|Guy Woodhouse: Human Sellout|
Our character's are gathered to meet the oldest of the fallen, a man called Ebon. He relates that he has seen the signs and portents that the satanists have summoned the Anti-Christ to the world to signal the coming of the end times. As long as the Satanists plan is not disrupted, the Anti-Christ shall rise to a position of power due to his father, Guy Woodhouse, slowly going from wanna-be actor to a powerful Hollywood star and able to mold his 'son' into a man of power.
Ebon believes that the only way to continue their lives on Earth will have to be to confront and secure the Anti-Christ now, while he is but an infant and can pulled away from his true father's intentions. It is viewed as difficult, but not impossible, for that is the nature of the Prime Material. The players are given the address to the Bramford Apartment building and are wished the best of luck.
Scene II - The Bramford
The Bramford itself is a large, sprawling apartment with the only advantage that the party plans to confront the cult at the Witching Hour, where any civilian is going to be in their room in bed while the cult is active in the halls. This should minimize casualties. As the party makes their way upstairs they encounter the following based on the table below. Also listed below are enemy stats.
Turned cultists – these satanists have embraced demonic
energy within them and have become monstrous figures. They eschew
ranged and stealth tactics for pure brute force with teeth and
Civilians - Encounter civilians in the hallway who are trying
to flee. They may provide help, but will more than likely run
Guards or Civilians - Encounter normal cultists who are
guarding something the party can used (a cache of weapons, medical
supplies, an object of power depending on how much fantastical is
injected) or a civilian who will help them by providing these
Cultists – Encounter a group of cultists who have yet to be
turned. They are armed and ready, but they are also not quite as
tough as turned half-demons. Easy pickings.
Bramford Cultist (Normal)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Shooting d6, Stealth d6, Taunt d6, Throwing d6,
Traits: Pace: 6; Parry: 5; Toughness: 5
Weapons Include: Knives (Thrown 3/6/12; Dmg: d4+d6); Pistol (12/24/48; Dmg: 2d6; AP: 1; S: SA); Shotgun (12/24/48; Dmg: 1-3d6; S: Shot)
-In normal form, the cultists are just people who use knives and guns to attack the party. Probably easily dispatched with a bullet.
-May use Stealth and secret passages throughout the apartment complex to ambush the party.
Bramford Cultist (Turned)
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d8, Intimidation d8, Notice d6, Stealth d6, Taunt d6, Throwing d6
Traits: Pace: 6; Parry: 6; Toughness: 8 (2 - Leathery Skin)
-Given one full-round cultists sacrifice themselves to turn into these monsters. They gain a measure of strength and armor at the cost of their humanity. They are not full demons and do not require alchemical material such as cold iron to slay them - instead, they just need a few rounds put into them.
Minnie Castevet (Old Lady turned Harpy WC)
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Intimidation d6, Notice d6, Stealth d6, Taunt d8
Traits: Pace: 8; Parry: 6; Toughness: 9 (2 - Leathery Skin); Charisma: -2
Edges: Brawny, Fleet-Footed
-Minnie might appear first as a Human. Treat her as the same stats but without armor or claw. Once your introduce that old bag to a baseball bat or 'slay her' she transmogrifies to her true harpy form and attacks.
Roman Castevet (Old Man Warlock)
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d8, Shooting d6, Spellcasting d8, Stealth d8, Taunt d6
Traits: Pace: 5; Parry: 5; Toughness: 5
Edges: AB: Spellcasting, Power Points, New Power
Power Points: 15; Powers: Bolt, Armor, Boost/Lower Trait, Light/Obscure.
Revolver (12/24/48): Dmg: 2d6+1; AP: 1; S: Revolver
-Roman is a servant of the devil and a sorcerer who keeps Minnie as his wife/demon concubine. He likes to armor himself, boost Minnie's stats, and bolt the players. He will plead if he runs out of power points and has no weapon near him. He also yells real loud if something like... getting tossed out of a window happens to him.
Scene III - The Master
At the top of the floor the player's find a hellish sight, as hellish as it gets. Eldritch energy flows into Guy, turning him from a man into a half-demon sorcerer. Rosemary huddles in the corner with her baby who is the son of jackals and flies- that's the Devil. Accompanying Demon-Guy are a pair of hellhounds.
Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d10, Vigor d10
Skills: Fighting d8, Notice d10, Stealth d6
Traits: Pace: 8; Parry: 6; Toughness: 7
Edges: Fleet Footed
Bite: d10+d6; S: Go for the Throat: On a raise the hound ignores armor as it hits a weak point on the body.
Immunity (Fire): Takes no damage nor is shaken by fire.
Terrible Wounds: On a Raise the target is terribly wounded by the corruptive bite of the Hellhound. Healing such a wound is at a -2 that is cumulative with standard wound penalties. The wound can be cleansed by immersing it in blessed holy water.
Fear: Most humans must make a Spirit save vs. fear when viewing a Hellhound. Good thing your guys are not mere humans.
Guy Woodhouse (Human Sell-out now turned into a part demon.)
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Intimidation d6, Notice d6+2, Spellcasting d8, Stealth d6, Taunt d8
Traits: Pace: 6; Parry: 5; Toughness: 8 (2 - Leathery Skin)
Edges: AB: Magic, New Power, Power Points
Power Points: 15; Powers: Bolt, Blind, Armor, Jet
-Guy at this point is part demon showing by his leathery flesh. He will cast Armor as soon as he can and will blind a party member. His version of Jet is a battering ram of telekinetic force. If he strikes a target with a Raise, not only does the force deal 2d10, but the target is knocked away d6 and possibly collides with something.
Scene IV - Conclusion
The party now has a frightened mother and child. While the child has the possibility to turn into a fiend, like Merlin, there are ways to combat such evil through prayer, blessings, and work towards salvation. The Fallen may be able to convince the woman to take her child and flee, or they may order her to come along with them and stay safe from the clutches of darkness. The party better be quick, as sirens ring off in the distance.