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Summary:
Dont Go Into the Woods is a combination of Cry Wolf and Monster Squad, with a heavy dose of The Crucible. Unlike most modules, the players are allied out of convenience, and arent encouraged to be buddy-buddy. In fact, a cohesive party will remove much of the challenge of the module. The characters are almost exclusively loners (or are among strangers). Though there should be a tricky weave of alliances, your job as the GM is to sow dissent. Provide each player with plenty of post-its or notecards, as well as a pen, so they can pass notes to you and their allies. It may get a bit wooly when theyre receiving half a dozen furiously scribbled notes during each combat round, so feel free to point at each player, request a single card, and react to that. Players, read no farther! The rest of the module is ahead, and its far too awesome for you to spoil for yourself.
2 3. The burnt down bridge: the players will have a chance to mess with each other. Bears will be foreshadowed. 4. The Mysterious Clearing: What are the bears after? What do the ruins mean? 5. The falling of darkness: Wholl stand watch? Who will be tired and suffer Disquiet? 6. The Sawmill itself: The villain faces off with the party. Who lives? Who dies? 7. The Aftermath: Did the heroes succeed? Or does a new era of darkness reign?
3 The Murder Scene Its hard to determine how the victims were slain; forensics is mostly handled with accusations and testimony. Ask the villain (privately) how they killed; make it difficult, but not impossible, for other players to investigate. A good killer will throw others off their tracks; for the time being, the town watch will refuse to convict on anything short of a confession. If the players hang around too long, the minister will come to deliver last rites. Hell politely but firmly ask for privacy, and a messenger will come from the mayors office. The Mayors Office: Mayor Whitcombs office in one of the only business-buildings in town. It has an external staircase and a shingle; downstairs is currently used as a warehouse due the towns expansion. Roy Portman is the clerk responsible for the mayor; theyll likely be drafting a memorandum when the players arrive. Read this: The Mayors Office is an entire floor, filled with clerks at their desks. The largest desk, set in the center, belongs to Mayor Whitcomb. Hes busy giving dictation on a letter to the governor, but stops when the players enter. Behind his desk are the colonial ones and the Union Jack. Above it stands the Sword of Salem, an artifact representing the Powers of England to protect her colonies. If Corwin or Darcie are with the party, hell greet the group warmly. If they arent, Portman will request the group return when they have an appointment; hopefully, on the 31st of February. Convincing him otherwise will be a medium difficult social check. The mayor is impressed with the duty of the mission: he knows only that the killer uses an out of town hideout. When forced to reveal how he knows it, he reveals a map hidden in a globe. The hideout is circled, in addition to an overland map of the woods. It was an old settlement, abandoned after accusations of dark forces. It takes a Quite Difficult [DC 20] social check for Darcie to take the Sword of Salem; its less difficult for Corwin, who must only make a DC 15 check. The sword grants +1 to attack and damage. The other citizens of Salem are largely useless or busy - when forced, some will admit to terrible dreams at the mill. The distance between modern RPG players and god-fearing proto-colonists is extreme, and the longer you dwell on it, the more likely the players are to believe someone in town is the killer. Have townsfolk react oddly to the less favored member of the party, and give players 10% disquiet if they cause a nuisance.
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Sarah Parris
Youre 24, unmarried and barren. So even if you didnt have a strong link to the other side, youd be accused of being a witch anyway. Perhaps you scare men away; perhaps its just bad luck in tiny, tiny village. That doesnt bother you too much though, because you have something they dont; a clarity, a deep wisdom, and a sense of calm. And an ability to cloud peoples minds with a few small words of an unwritable language. Rumor is that the mayor has a powerful book in his office, Historia Romana Ars. You can sense something wrong about Tom Brown. Youre friends with Titania. If youre the killer: Youre a mere four sacrifices from ultimate power. Darkness will descend on the New World, and therell be no more mockery of your power. You frightened the families to death. Bring your fellow investigators to the old mill. Superb (+5) Mysteries Great (+4) Alertness, Deceit Good (+3) Endurance, Investigation, Empathy Fair (+2) Academics, Sleight of Hand, Resolve, Athletics Average (+1) Survival, Fists, Art, Contacting, Weapons ASPECTS: Reader of arcane texts.Outsider Calypso the Cat. Reticent Strange luck. Calm, Cool, Collected I have my ways. Untiring. Girl of Salem Spiral of Lies Stunts: Mesmerist: When helping another character to remember things with hypnosis, the other characters skills are not
limited in any way, and in fact may be complemented by the hypnotists Mysteries skill.
Hypnotic Speech: Whenever you have someone in a full trance, you may plant false memories, or remove
existing memories. The partial trance resulting from the Hypnotic Speech stunt does not count this must be a full trance, which is usually only possible with a willing target. Unwilling trances resulting from the Enthrall stunt do, however, count. To use this ability, for each memory to be planted or removed, roll your Mysteries skill. The result indicates the difficulty for someone to recognize the memories as missing or false, as well as the difficulty for the subject or another mesmerist to penetrate the shadow you have lain over their mind.
Enthrall: Attack with Mysteries. Targets who are not restrained or forced to be a captive audience defend with their
Resolve at +2.
On Top Of It: You may spend a fate point to go first in an exchange, regardless of your initiative. If you havent
gone yet, spend a fate point to go next.
The Honest Lie: The best lies are the ones that contain a healthy dose of truth. Whenever the character
incorporates a hefty portion of the truth into a lie, he gains a +2 bonus. The truth must be relevant, not unimportant, and significant, not trivial it must be on par with (or bigger than) the lie, or at least in the ballpark.
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Master of Shadows Your character is one with the shadows, and lives in every darkened corner, unheard and
unseen. You gain the full benefit of In Plain Sight, but may also move one zone per exchange without automatically breaking stealth, allowing you to remain hidden while moving, even when you shouldnt be able to hide in the first place. If your character is in an environment that could give a bonus to stealth (like one with a Dark or Smokey aspect) or even one that would normally justify the use of Stealth to hide, you may pay a fate point to make a full sprint action without automatically breaking stealth. The upshot of this stunt is as follows: Whenever the character moves while hidden, discovery penalties may still apply, but are cut in half. Outside of conflict, this leaves observers at +1 for a cautious creep, +2 for walking pace, +3 for a jog (short sprint) and +4 for an out-and-out run (long sprint); inside conflict, observers only get a +1 to detect the character for every zone moved in an exchange.
Due North Your characters natural talent for navigation is such that he rarely gets lost. He always knows which
direction north is, flawlessly, even underground, without a compass or stars to guide him. He gets a +2 knowledge bonus whenever trying to find his way out of a place (using Survival), and faces no familiarity penalties to his efforts to navigate.
13 Tracker: Your character is skilled at tracking, and can infer a great deal of information from a trail. When
studying tracks, the character may roll Survival. Each shift from this roll spent thereafter gives the character one piece of information about the person or creature being tracked (such as weight, how they were moving, and so on). Normally, Survival cant be used to track something, leaving such attempts at a Mediocre default.
Weapons of the World: Every kind of proper (not improvised) hand-held melee weapon in the world has been in
your hands at one point or another. Your experience is extensive and profound; you never face a familiarity penalty regardless of how strange the weapon youre using is. Further, if you tell a quick (two or three sentence) story about how you came to use such a weapon in times past, you may get a +1 bonus for a scene, once per new weapon, per session, at no cost. This story may either be out loud or as an internal monologue shared with the other players at the table.
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James Corwin
A former mayor, his greatest pleasure in life is enforcing a strict hierarchy. Him on top, then his friends, then undesirables. (Of course, undesirables includes slaves, women, and the indigenous). He is overseeing this mission and is in all things the leader, even when it would be more advantageous to follow. After all, if one followed a deviant, even a righteous man could walk into hell. He admires Darcie and doesnt much trust any of the undesirables.
If Youre the Killer: Then youre doing Gods Work. These freaks and malcontents are a threat to the continued existence of Salem. Sure, you had to fake a few deaths, but itll be Gods Will that brings them back to life. Your confederates are hiding in the old mill. Superb (+5) Guns Great (+4) Academics, Weapons Good (+3) Investigation, Endurance, Art Fair (+2) Athletics, Engineering, Alertness, Resolve Average (+1) Survival, Empathy, Fists, Intimidate, Stealth ASPECTS Visible Elect Always a Magistrate Studied at Oxford I have your best interests in mind I wont bear this! STUNTS: Ebb and flow The character is so aware of the social currents in a situation that he is able to see something of
whats coming before it arrives. At the beginning of any social exchange, before proceeding with the usual initiative order, the character may spend a fate point and attempt a quick read looking for surface moods and other social cues on any one target of his choosing, as a free action. He may t hen act normally on his turn as usual
My aim is true Town is the heart of society Man is better than beast Middle aged A taste for the finer things
Long Shot For whatever reason, youre always able to take shots at a greater distance than you should be. You
can use pistols up to three zones away (instead of two); furthermore, rifles and other such weaponry reach an additional zone (or two, if the GM feels generous).
Last Shot The last bullet has a kind of magic to it. A character with this stunt may declare that he is on his last shot, and may make any single Guns attack at +3. This is the characters last shot its use means that theres no more ammo, no holdout guns or the like. The only way the character is going to be able to use his Guns skill in the scene is if he takes an action acquiring a new weapon or ammunition. Cold Read Normally, to use empathy to get a read on someone it requires at least a few minutes of conversation,
if not more. Characters with this stunt may do so after much less time two or three steps faster on the time table.
Razor Tongue The artist has a way with words, and knows how to craft the most exquisite insults. Whenever
making a social roll that uses such words, he may automatically complement the effort with his Art skill this is particularly potent when complementing Intimidation to get a rise out of someone, and in such a case, grants an additional +1 regardless of the level of skill.
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STUNTS: Acrobat: Difficulties assigned for complex maneuvers while acting (e .g walking on a tightrope, doing brain
surgery while hanging from a trapeze) are reduced by two. Falling rolls gain a +2 bonus. When used acrobatically, your Athletics skill can never be used to restrict another skill, only complement it.
Human Spider: The character can climb surfaces he oughtnt be able to. He receives a +2 bonus on any climb,
and by spending a fate point, he may eliminate the effects of all difficulty modifiers resulting from the environment or the characteristics of the thing hes climbing (so he can climb a slick, mostly flat surface in a rainstorm at much less difficulty).
Clever Disguise: Normally, a character cannot create a disguise that will stand up to intense scrutiny. With this
stunt, he may defend against intense scrutiny (anything short of physically trying to remove the disguise) with his full Deceit skill. Furthermore, he may assemble disguises of this quality in a matter of minutes, provided he has a well-equipped disguise kit on hand.
Ricochet: You can throw a weapon such that it bounces off one or more surfaces, allowing it to come at an
opponent from an unexpected direction. By bouncing your weapon off a surface before hitting, you make the shot more difficult, but also more likely to hit from an unexpected angle. Describe the shot and take a -1 penalty to the attack; if is the attack is successful, the stress of the hit is increased by 2. In addition, you may use this stunt to get a thrown weapon to hit a target that is around a corner, provided you can work out some way to see him (such as with a mirror).
Anything Goes: Your character should never need to spend a fate point in order to declare that an improvised
weapon is close at hand, unless his surroundings have been deliberately prepared against this (such as a prison cell). When using the Weapons skill to throw objects at a target, this stunt means he often has an easy supply of ammunition at hand. These weapons have a tendency to break.
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I love my trophies Troubling Memories Fencing Expert Used to dealing with less Im on a vacation of sorts
Danger Sense The character maintains a quick and easy awareness of ambushes and other nasty surprises
perhaps preternaturally, perhaps simply due to finely tuned mundane senses. Whenever ambushed,the character is able to take a full defensive action, gaining a +2 on his defense roll, regardless of whether or not hes surprised (if he is surprised, dropping his base defense to Mediocre, this stunt takes his base defense up to Fair).
Saw it coming The character is never surprised; he may always take a full defensive action when ambushed, and his base defense is never reduced to Mediocre by surprise. Shot On The Run: This character may use Guns as a defense skill against physical attacks; normally, Guns
cannot be used defensively.
Fast Reload: Out of ammunition can often show up as a minor consequence for someone with a gun. With this
stunt, the character may spend a fate point in order to remove this consequence immediately, at the end of any exchange. The character is still considered to have taken a minor consequence for purposes of determining whether his next consequence is moderate the minor consequence simply wont be there. Second, out of ammunition can show up as a temporary aspect resulting from a maneuver (to try to get someone to use up his shots). Whenever this character is the target of such a maneuver, he may defend at +2.
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18 MONSTER STATISTICS: Birds: +4 to Fists, +3 to defense (flight), Aspects SWARM, HATRED OF THE FLESH, and CLEAR AGAINST THE SKY. BABY BEAR STATS 50% of all momma stats, as well as 10% disease chance on all successful attacks. It has +5 to fists and +5 to toughness, with the aspects SMALL TARGET, VICIOUS, NONE TOO BRIGHT and DISEASED. DISEASED MOMMA BEAR STATS: Regular stats, +25% chance of illness to everyone damaged by it; Ablative skin, giving it -1 to toughness checks for already hit it has; Furious Swipe, an area attack against anyone directly in melee with it. In PDQ, Its a +8 vicious bear; in FATE, It has +7 to Fists and +7 to toughness, +3 to social perception against feinting and the aspects GIANT, DISEASED, FIGHTING FOR ITS FAMILY, and FERAL INTELLIGENCE .