Tally Sheet | Scene 1 - The Cell | Scene 2 - The Building | Scene 2 - Name List | Scene 3 - The Outskirts | Scene 4 - The Club

Scene 1 - The Cell (top)

Purpose

In game: Introduce the PCs to one another. Escape the immediate captivity of the cell.

Out of Game: Gives opportunities for social interaction, athletics, contortionism, investigation, lock picking, and more. Can result in combat if the players want it to, but the first guaranteed combat scene is phase 2.

Setup

You wake up in what appears to be barracks or a cell, with no memory of who you are or why you're here. You look around the room and see ___ other people filling the cots in the room.

(have players describe themselves): This will help to determine some basic attributes. There's way too many possibilities to try to cover them all, but in general "big and burly" would give more strength and stamina, "lithe" or "wiry" would give dex, "handsome" gives appearance, and glasses give intelligence.

Describe the room: Flesh out the description of the room based on the questions the players ask, going around the table until the room has been fleshed out fully, making sure that everyone gets the same number of questions. Keep questions focused on the room and it's contents.

(have players write down their ideal escape plan. It cannot rely on assistance from outside the room): The plans themselves are used to award points as per the options below. After plans are turned in, have the players discuss their plans. The social interaction will award Charisma, Presence, etc., depending on who says what.

Options

Some actions are more difficult than others. For just trying the action the PC gets a boost in that area. When they try, describe the action as being very difficult, and then ask if they succeed. If they do, they get the larger boost to their skill.

Action In Game Results Character Changes
Interrogate other Players Depends on players +1 Investigation
Try to get others to follow your plan Depends on players +1 Command
Successfully get others to follow the plan Depends on players +1 Charisma, +2 command
Strongly resist someone else's plan Depends on players +1 Integrity
Steadfastly refuse to follow other plans Depends on players +2 Integrity
Get in a physical fight with other PCs Depends on players +1 melee, thrown, or brawl
Question guard Learn that the guards have orders not to kill anyone. They're being held by Braintec, which is a bunch of scientist types. Getting any Information: +1 Investigation
Getting all the information: +2 Investigation
Trick Guard The first trickery attempt will fail unless it's sheer genius. The second trickery attempt will succeed, unless it's clearly unworkable. Trying to fool the guard: +1 Manipulation, +1 Presence
Successfully fooling the guard: +2 Manipulation, +2 Presence
Knock down door Door is extremely sturdy, requiring a player who is truly dedicated to busting it down Try to knock it down: +1 Strength.
Try twice: +1 Strength, +1 Athletics
Succeed: +3 Strength, +3 Athletics
Try to pick lock Will need to fashion some sort of lock pick. After that, door can be picked by a determined character. Suggest a means for a pick: +1 Craft
Try to pick lock: +1 Larceny
Succeed: +2 Larceny
Check out air duct Can be pried open with much effort, and wriggled through by someone small. Wanting to use it to get out: +1 Stealth
Trying to pry it open: +1 Athletics, +1 Strength
Succeeding at prying it open: +2 Strength, +2 Athletics
Thinking to mask the noise somehow: +1 Stealth, +1 Intelligence
Being able to squeeze into: +1 Dexterity, +1 Athletics, -1 Strength or Stamina

Exits

However they manage it, the scene exits when they've overpowered or suborned the guard and everyone is out of the cell.

Scene 2 - The Building (top)

Purpose

In game: Escape the building and learn the name of Braintec.

Out of Game:  Offer a chance for combat. See who searches and who flees immediately.

Setup

The gaurdroom exits into a long corridor flanked with four pairs of doors. At the far end is a set of double swinging doors. You see the back of a head through a window in each door.

Required scenery elements: (have players write down their ideal plan. It can rely on assistance from outside forces, but those forces must be negotiated, tricked, etc.): The plans themselves are used to award points as per the options below. After plans are turned in, have the players discuss their plans. The social interaction will award Charisma, Presence, etc., depending on who says what.

Options

Action In Game Results Character Changes
Fight gaurds Get some gear and a pass towards freedom Depends on method used to attack
Trick gaurds Depends on trick +1 Manipulation, +1 Presence
Want to take taser might get it +2 Marksmanship
Want to take baton might get it +2 Melee
Question gaurds Gaurds have orders not to hurt anyone, and are trained paramedics +1 Investigation
Don't want any weapons +2 Brawl
Search rooms +1 Investigation
Pick locked office +1 Larceny
Investigate computer Find it's secured +1 Investigation, +1 Science
Break security on computer Find files Trying to get into the computer: +1 Intelligence, +1 Science (Computers)
Making it past the first layer of Security: +1 Intelligence, +1 Science (Computers) and Intelligence + Science (Computers) must total at least 6
Stopping the files from being auto-deleted: +1 Wits, +1 Science (Computers) and Science (Computers) + Wits must total at least 6
Recognize Abbreviations for Dr. Garcia Learn about parts of his focus Recognize some (M.D., D.A.S., D.D., D.M.S., Ph.D., S.T.D): +1 Academics
Recognize All: +2 Academics
Recognize World Memory Championships +1 Academics
Recognize Loftus Treatments Learn more about memory +1 Academics, +1 Science (Psychology)
Recognize Baruchi Scans Learn about memory as it applies to biological computers +2 Science (Computers)
Recognize Braintec name Recognize their field: +1 Academics
Know some of their work: +1 Science (Psychology), +1 Science (Computers), +1 Academics
Fight desk gaurd Kick his booty Depends on methods used. Should have at least a couple chances to dodge bullets.
Question Gaurd He knows they're dangerous, and would rather be alive than have a job, so he opened with deadly force.

The gunfire will alert perimeter gaurds, who will come in. Their attack dogs will be heard in the distance.
+1 Investigation
Flee the perimeter gaurds escape outside (scene ends) +1 Dexterity, +1 Stealth
Fight the perimeter gaurds kick their booty Depends on the fight. Animal Ken +2 for each dog handled without combat.
Investigate Library Find notebooks with various occult symbols on a shelf next to neurological textbooks +1 Investigation
Partially understand occult books get a list of names +1 Occult
Recognize names some demons and the entire Loa pantheon +1 Occult
Know their similarity learn the company is interested in possession +2 Occult
Show strong interest in surgical theater +1 Medicine
Recognize that it's meant for emergency services +1 Intelligence, +1 Medicine
Recognize that it has facilities for brain surgery +1 Intelligence, +1 Medicine
Look for components for an emergency medical kit get a basic medkit +1 Wits, +1 Medicine

Exits

The scene ends when the players escape the building. Due to the window in Garcia's office, it is possible for characters to be in multiple scenes, if the smaller framed individuals break off from the rest.

Names from the Library (top)

Adramelech
Apollyon
Asmodai
Aunt Nancy / Anansi
Azazel
Baron Samedi
Belial
Erzulie
Gu
Kalfu
Moses
Papa Legba
Pazuzu
Xango

Scene 3 - The Outskirts (top)

Purpose

In game: Get away from Braintec and back near civilization.

Out of Game:  Give a choice betwen urban and wilderness escape. Give opportunities for Animal Ken and Survival.

Setup

The outside of the building bears the Braintec logo and a cheerful "We make your dreams come true!" The empty parking lot nudges against a treeline seperated by a small fence. The other end exits onto a road, blocked by a lowered gate and a gaurd booth. From the far side of the building you hear the sound or barking dogs getting closer.

Required scenery elements: (have players write down their ideal plan. It can rely on assistance from outside forces, but those forces must be negotiated, tricked, etc.): The plans themselves are used to award points as per the options below. After plans are turned in, have the players discuss their plans. The social interaction will award Charisma, Presence, etc., depending on who says what.

Options

Action In Game Results Character Changes
Fighting the dogs  beat them depends on methods
Pacifying or scaring away the dogs  get away from them +2 Animal Ken
Befriending the dogs  have a couple allies +4 Animal Ken
Outrunning the gaurds  might get away Trying: +1 Athletics, +1 Dexterity
Putting on extra speed when they get close: +1 Athletics, +1 Stamina
Hiding From the Gaurds  stay hidden +1 Stealth
Fighting the Gaurds  beat them depends on methods
Tricking Gaurds  succeed depends on methods
Using navigational skills  find the next encounter sooner (fluff only) +1 Wits, +1 Survival
Investigating horses  they look healthy and calm +1 Animal Ken
Stealing horses can follow fence to locked gate +1 Animal Ken
Picking locked fence it opens +1 Larceny
Looking for horses' owner depends on if they want to find one +1 Perception, +1 Larceny
Talking with Mr. Nancy depends on conversation +1 Charisma
Not interrupting a story: +1 Empathy
Getting useful information: +1 Investigation
Having reference to Tiger's Balls seem familiar: +1 Occult
Catching reference to Tiger's Balls: +3 Occult
Giving book to Mr. Nancy Anansi is thankful, but quite wroth, and leaves to "talk to dat rattley ol' rock skull." +1 Empathy
Ask the retreating Nancy for directions sent to the club. "Gowan up dat way dere. Ya can't miss da music." +1 Wits, +1 Investigation
Fixing the car thanks from the person Trying: +1 Intelligence, +1 Craft (Automotives)
Getting it barely running: +1 Craft (Automotives)
Making it purr again: +1 Craft (Automotives)
Requesting a ride Taken to the club. After that they're going straight home +1 Charisma, +1 Empathy
Conning them out of the car Get the car, or at least a ride Trying: +1 Manipulation, +1 Presence
Conning or Seducing them into a ride: +1 Manipulation, +1 Presence
Succeeding: +1 Manipulation, +1 Presence, Manipulation + Presence must be at least 6
Taking the car breaks down again at the bar Ordering driver to give it over: +2 Charisma or Manipulation, +3 Command. Command + ability used must total at least 7
Scaring driver into giving over the car: +1 Charisma or Manipulation, +1 Intimidation
Attacking: +1 dexterity, +1 appropriate ability

Exits

Whether they get dropped off, the car break down eight hours down the road, or they stumble out of the woods to the sound of music, the scene ends when they reach the club.

Scene 4 - The Club (top)

Purpose

In game: Meet Mr. Wednesday and get a job offering. Have a little fun in a bar and maybe earn some duckets.

Out of Game: Chances for fighting or commanding new followers, thrown weapons skill, some pool playing. Furthering the overall plot with the job offer and a chance to recover memories.

Setup

You come up on a squat rectangular concrete building with a brown-shingled roof. A sign lit by neon proclaims "Live Music Wednesday, Friday, and Saturday. Karaoke Sundays. The Grill is Open." At the edge of the parking lot you see a group of youths surrounding a suited businessman by the dumpster."

Required scenery elements:

(have players write down their ideal plan. It can rely on assistance from outside forces, but those forces must be negotiated, tricked, etc.): The plans themselves are used to award points as per the options below. After plans are turned in, have the players discuss their plans. The social interaction will award Charisma, Presence, etc., depending on who says what.

Options

Action In Game Results Character Changes
Fight the gang beat them, maybe get wounded, one of them has a knife but the rest will use random detritus (sticks and a pipe) depends on tactics
Smooth talk the gang they leave trying: +1 Charisma or Manipulation, +1 Empathy
succeeding: +1 Charisma or Manipulation, +1 Empathy
befriend them: +1 Charisma or Manipulation, +1 Empathy
Bossing the gang they may do it trying: +1 Charisma, +1 Command
succeeding: +1 Charisma, +1 Command
gaining their loyalty: +1 Charisma, +1 Command
Interacting with the businessman depends on interaction. He has $75 depends on interaction
Participating in Dart Tournament might win some money entering: +1 Dexteriry, +1 Thrown
placing second or third: +1 Dexteriry, +1 Thrown, $15
winning: +1 Dexteriry, +1 Thrown, $50
winning by a landslide: +1 Thrown
Playing pool might win some money Attribute can be science (mathematics related), marksmanship, academics, or anything else the player can explain adequately
trying: +1 Dexterity, +1 Attribute
winning: +1 Dexterity, +1 Attribute
winning $30: +1 Dexterity, +1 Attribute
winning $100: +1 Dexterity, +1 Attribute, +1 Larceny
winning $100 without pissing anyone off: +1 Empathy

Exits

The session ends when the players have met Mr. Wednesday.

Tally Sheet (top)

  Sam Brian Rush Jonathon
Attributes        
Strength        
Dexterity        
Stamina        
Charisma        
Manipulation        
Appearance        
Perception        
Intelligence        
Wits        
Abilities        
Academics        
Animal Ken        
Art        
         
Athletics        
Awareness        
Brawl        
Command        
Control        
         
Craft        
         
         
Empathy        
Fortitude        
Integrity        
Ivestigation        
Larceny        
Marksmanship        
Medicine        
Melee        
Occult        
Politics        
Presence        
Science        
         
         
Stealth        
Survival        
Thrown