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Hankolijo

Out For Blood

Jul 14th, 2015
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  1. NAME OF RUN: Out for blood
  2.  
  3. CONTENT: The run begins with the team reporting to the briefing room. They are met by police chief Ciccotelli, several guards and Antonio Velucci, the owner of the restaurant targeted by the 'Vampire Syndicate'. Ciccotelli introduces the team to the situation: The criminal organization previously lead by one Vito Marzello has recently become active again, and are much more violent than before. Bodies are found scattered along the countryside, completely drained of their blood. Various other criminal groups are dispersing out of fear of the vampiric threat. The police are essentially powerless against the anomalous criminals. The Foundation takes interest in finding the anomaly granting the mobsters these abilities.
  4.  
  5. But chef Velucci, being an ex member of the mob, knows the location of their hideout, and has been able to recreate a sort of very basic map. An abandoned factory in Canarsie, NYC. The factory has a well-guarded main entrance, and two side entrances, almost just as well guarded. There are also ventilation ducts connecting several nearby factories to this one, though they have collapsed in several places, and an agility roll with a DC of 4 has to be passed to use them without causing the whole thing to fall down. Just how risky it is will be reminded to the characters several times, but it can be done.
  6.  
  7. Velucci instead suggests they use the basements to get inside. Also connecting a couple of nearby factories together. These areas are also guarded, but provide plenty of cover and hiding spots for the characters to go by unnoticed. If noticed, they will be faced with a group of four mobsters. The fight shouldn't be that challenging.
  8.  
  9. Up the stairs in the factory, they would be met with a dimly lit hall. A perception check to see whether or not the PCs notice the two vampire mobsters in the shadows. If they do, a fight most likely commences. If they do not, the mobsters will follow them down the hall and into the following room.
  10.  
  11. Said room would be the large manufacturing area, filled with mobsters, both of the generic and vampiric kind. If the PCs succeeded the perc roll and fought the vampires before, they will be able to sneak over to the staircase leading up to the office in which the boss resides.
  12.  
  13. If they failed the perc roll, they will be attacked from behind, and will be given one chance to deal with the creatures quietly before the other mobsters and vampires are alarmed. If they succeed, they can sneak upstairs.
  14.  
  15. Failing do defeat the vampires or failing the sneak roll will result in the mobsters getting alerted and unleashing a hail of bullets at the PCs. Luckily, they will be provided with cover. At that point, they can either defeat the mobsters, which would not be an easy fight (10 mobsters, 5 vampires), give up or try and sneak away.
  16.  
  17. If the players kill off the mobsters, they will hear slow, sarcastic clapping from upstairs. There would stand the new organization boss. And it would be none other than Antonio 'Excellence' Velucci. If they were to sneak upstairs, he'd await them sitting at a desk, with four men wielding tommyguns by him, aiming at the group. Said guards otherwise file up atop of the stairs, taking aim. If the PCs give up (As if), Velucci descends downstairs to them.
  18.  
  19. In all three scenarios, Velucci would give to them a speech about how he had been a part of the organization before, how he was kicked out when his Russian heritage was found out and how the Russian mob tried to forcefully take over his estate. The speech would be accompanied by a thumping sound, getting closer and closer. Eventually, it stops. Throughout his speech, Velucci can be killed, though the guards next to him will make sure there are consequences.
  20.  
  21. When the thuds stop, there is a short pause. Then the front doors burst open, the mobsters that had been guarding the doors crawling through on all fours, their bodies twitching. A moments later, their chests burst open, figures arising from the holes, completely red. They take shape as of tall, red, twitchy humanoids with sharp claws. Their only distinguishable facial feature are their eyes, dead and lifeless. If Velucci is still alive, he will noticeably tremble in fear and step back. Any living mobsters and vampires will turn to the creatures with terror in their eyes. And MDef roll with a DC of 6 must be passed not to get terrified yourself, a 4 being the minimum to have enough courage to fight.
  22.  
  23. The beings proceed to tear apart any living mobsters/vampires, as a cloaked figure steps in the doorway. The final bossfight begins.
  24.  
  25. If the cloaked figure dies before the beings, they will shudder and collapse into piles of internal organs. The figure itself only leaves behind the cloak upon getting killed. Soon after, the police and Foundation agents arrive to the scene. Depending on whether or not Velucci survived, he may be taken in Foundation custody.
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  30. **Name:** Mobster Vampire
  31. **Purpose:** A generic mobster vampire, multiple can be found patrolling around the factory area. Not usually necessary to kill them.
  32. **Nature:** Arrogant and certain of their abilities. Devoted.
  33. **Description/History:** Vampiric creatures that got sucked into the mob at some point in their lives. Generally seem like your average mobsters, some in suits, some dressed more casually, and mostly Italian, though since the introduction of vampirism to the organization, several non-Italians have been exposed to the anomaly.
  34. **Other:** While most are, in fact, devoted, just like in any mob an occasional rat can be found. If characters decide to look around the factory area before moving in, they just might find one.
  35.  
  36. **Physical Health:** 7
  37. **Mental Health:** 7
  38.  
  39. **Physical Defense:** 5
  40. **Mental Defense:** 2
  41. **Perception:** 3
  42. **Agility:** 5
  43. **Strength:** 4
  44.  
  45. **Melee:** 4+2
  46. **Ranged:** 4
  47.  
  48. **Sneak:** 6
  49.  
  50. **Skills:**
  51. * Bite: In close-quarters combat, the vampires can roll a 4df+3 bite against their opponent. Upon success, the target becomes incapacitated and begins to bleed heavily. (Event takes place in medical, and they should get treatment almost immediately.)
  52.  
  53. **Engagement Style:** Lots of pouncing on folks and trying to take hits on directly to prove they can take a beating.
  54.  
  55. **Name:** Generic Mobster
  56. **Purpose:** A regular mobster, a bunch found guarding the basement areas and doors.
  57. **Nature:** Shoot first, ask questions later. These guys will do their best to kill those damn trespassing PCs.
  58. **Description/History:** Whether it's in their blood, a result of hanging with a bad crowd or just the urge to commit crime and a need for cash, these guys are now a part of the mob. These guys are all Italian.
  59. **Other:** Don't drink blood. Nerds.
  60.  
  61. **Physical Health:** 4
  62. **Mental Health:** 3
  63.  
  64. **Physical Defense:** 4
  65. **Mental Defense:** 2
  66. **Perception:** 2
  67. **Agility:** 3
  68. **Strength:** 3
  69.  
  70. **Melee:** 2
  71. **Ranged:** 4
  72.  
  73. **Sneak:** 2
  74.  
  75. **Skills:**
  76. * Spray 'n' pray: Every other one of these guys carries a tommygun on them. If characters are behind cover or occupied with something, the mobster can roll a 4df+4 to release a hail of bullets on them. Failing an agility roll, the opponent gets pinned and is unable to fire for a short period of time. Failing a following PDef roll, of course, hurts like hell. The tommygunner will find themselves in quite the pickle if they fail to pin their target, since they'll find themselves holding an empty gun.
  77.  
  78. **Engagement Style:** Lots of emptying their clips a their target. Useless alone, dangerous in a group.
  79.  
  80. **Name:** Red Being
  81. **Purpose:** Beings summoned by the cloaked figure using willing sacrifices who didn't know any better.
  82. **Nature:** There to clean up the mess the mobsters left, and destroy the factory once they are done.
  83. **Description/History:** Tall, red, twitchy. Large, red eyes, no other facial features. The claws are scary looking.
  84. **Other:** Transform into piles of internal organs when killed.
  85.  
  86. **Physical Health:** 8
  87. **Mental Health:** 8
  88.  
  89. **Physical Defense:** 5
  90. **Mental Defense:** 4
  91. **Perception:** 5
  92. **Agility:** 2
  93. **Strength:** 5
  94.  
  95. **Melee:** 5+2
  96.  
  97. **Engagement Style:** They swing their claws wide, often catching groups of opponents together.
  98.  
  99. **Name:** Cloaked figure
  100. **Purpose:** Final boss. The reason why
  101. **Nature:** Shoot first, ask questions later. These guys will do their best to kill those damn trespassing PCs.
  102. **Description/History:** Whether it's in their blood, a result of hanging with a bad crowd or just the urge to commit crime and a need for cash, these guys are now a part of the mob. These guys are all Italian.
  103. **Other:** Don't drink blood. Nerds.
  104.  
  105. **Physical Health:** 12
  106. **Mental Health:** 12
  107.  
  108. **Physical Defense:** 2
  109. **Mental Defense:** 6
  110. **Perception:** 6
  111. **Agility:** 2
  112. **Strength:** 2
  113.  
  114. **Melee:** 2
  115. **Ranged:** 2
  116.  
  117. **Sneak:** 6
  118.  
  119. **Skills:**
  120. * The Dark Cloak: The cloak the being wears protects it from harm in a peculiar way. It makes the attacker believe they haven't attacked in the first place, effectively stopping any damage from happening. To get by this, the attacker must roll mdef against the cloak's 4df+6. On top of this, the cloak ravages the minds of all attackers periodically, rolling a 4df+6 mental attack.
  121. * The Dagger behind the cloak: If the hood is, for some reason, removed, all PC's must roll MDef against a 4df+6 mental attack. If a character manages to beat the roll, they must face the creature in a battle of minds, in which MDef is rolled on both sides as both defense and an attack.
  122.  
  123. **Engagement Style:** Mental attacks. Doesn't approach opponents much, if at all.
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