|Apparently it's Ki Ki Ki Ma Ma Ma|
In honor of the Friday the 13th game release and because I'm going on vacation to a lake, I figured it was a good time as any to write a post about terrors that emerge from lakes. To really help set the mood.
Precis: The Player's are hired by the nearby city of Forest Green to finally make Crystal Lake a viable tourist destination and to get rid of the the one impediment: the seemingly unstoppable killer: Jason Voorhees.
Conspectus: It is the world of 'Monsters Must Die!'. A world where monsters of myth, movie, and of the GM's own twisted creation are very real and are often combated. Not by some elite organization or a clandestine order. These creatures are battled by 'Paranormal Liquidators' - monsters hunters, hired by individuals and organizations to combat monstrous forces. The party has been hired to deal with Forest Green's 'Crystal Lake' problem.
The party faces the following objectives:
-Jason Voorhees: The killer of Camp Blood, the cursed child of Pamela Voorhees. At first thought slain in 1984, it appears that certain conditions were met to resurrect him again from the grave. Namely someone put a spike through, just in time for lightning to strike the spike and reanimate Jason into a member of the undead. Prospective hunter, your primary objective is to slay Jason, dismember the body, and then scatter the parts around Crystal Lake as our researchers have suggested Jason can be pacified by being 'returned' to home soil. In this case, return him in pieces.
-Deal with zombie outbreak: It appears a necrotic outbreak has emerged in the area. This happens from time-to-time when negative energy, specifically that of an undead creature emerging to cause havoc, is prevalent. The zombies appear to be a number of Jason's victims for the past several years of his reign of terror. Please deal with these creatures responsible and with tact: put them down and burn them.
-Deal with teens: Despite our constant warnings, prohibitions, and notices, those damn teens continue to sneak into the Crystal Lake area to engage in sexual activity, smoking of leafy substances, and substantial drinking. If agents encounter any civilians they are advised to warn subjects to leave the area.
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d12, Vigor d12
Skills: Climbing d8, Fighting d10, Notice d8, Stealth d10, Throwing d8
Traits: Pace: 5; Parry: 7; Toughness: 12; Size: +1
Hindrances: Bloodthirsty, Vengeful (Major), Slow (Pace 5)
Edges: Beserk, Brawny, First Strike, Frenzy, Hard to Kill, Nerves of Steel, Improved Nerves of Steel
Other Notes: Undead (+2 Toughness; +2 Recovery); Invulnerable (When slain, Jason will arise in 2d6 minutes); Regenerate (Every round Jason is able to function he can make a Vigor check to shake off-wounds. Jason cannot regenerate if he is slain until 2d6 minutes have passed); Teleport (Can move to various locations when dramatically appropriate; Must not be Shaken, chain bound, or 'dead'); Weakness: Home Soil (If Jason is slain in the waters of Crystal Lake he is considered dead and cannot be revived unless an outside force summons him - magic, psionics, a car battery underneath the waters of Crystal Lake.)
Spear: Dmg: Str+d6; Reach: 1; S: Thrown (3/6/12)
Machete: Dmg: Str+d6
Throwing Knife/Dart: Dmg: Str+d4; S: Thrown (3/6/12)
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d4, Stealth d6
Traits: Pace: 4; Parry: 5; Toughness: 7
Edges & Special: Undead (+2 Toughness; +2 Recovery); Fearless; Weakness (Head): Takes a bonus +2 damage to head shots.
Bite & Claws: Str+d6
Encounters and Card Draws
-Encounters at the GM discretion might be based on card draws and player plans. Encounter draws are based on the face cards of the suit. The suit provides the following results:
Clubs (Complication): Includes such events as: storms, animal attacks, power loss, and other factors might hinder the hunter group's operation in the area.
Diamonds (Fortunes): Party comes across a cabin with a defensible position; a friendly local who wishes to help the group as an NPC; a supply drop if they radio a request for an object that they can either afford or gifted by a benefactor (such as the town of Forrest Green).
Hearts (NPC's): The party runs into blasted teens. Cards such as the Jack or Queen are small group of campers who are friends or a couple that may or may not be engaged in amorous activity / consuming alcoholic beverages. King, Queen, & Ace can include large gatherings. Like for a party, concert, or religious gathering. The party may or may not have a complication depending on how much help they wish to give protecting so many soft targets.
Spades (Enemy): The Jack and Queen of Spades are packs of Jasons many, many, many victims- as well as zombies from the local graveyard having risen to stalk the living. The King of Spades finds the party definitely facing Jason. The Ace of Spades is either facing Jason or finding his cabin where he keeps a shrine to his dead mother, her sweater, her head, and the body of the woman who slew his mother.
Pamela Voorhees' Head
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d10, Vigor d6
Skills: Fighting d8, Stealth d12
Traits: Pace: -; Parry: 6; Toughness: 5; Size: -2 (Attacks made again Mrs. Voorhees head are at -2)
-Mrs. Voorhees' head has a +2 to Stealth to look like a normal head. She also can silently communicate to Jason that people have entered his cabin.
-She gains a +2 to Strength for the purposes of propelling her head towards a party member. With a successful Fighting roll she gets a free grapple check as her teeth latch onto a part of the body. If she grapples a character she rolls her Strength vs. the character's Agility or Strength check to pry her head from his body. If she wins, she does her bite damage.
-Destroying the head automatically sends Jason into Berserk mode.
-This item of power is found at the same shrine as her head. The sweater is the one she wore on the night she died and was probably her favorite.
-A female character wearing this sweater can pretend to be Jason's mother. She gains a Persuasion roll (+2) vs. Jason's spirit. If she is successful Jason is distracted and player's gain +2 on their Attack rolls for the round. The sweater can only be used either once per day. Or, the sweater has Power Points (10) and each use consumes 5 power points. The points recharge at a rate of 1 per hour.