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AsmalladventurefortheroleplayinggameKult

writtenbyTorbenNegrdRygg
torb@kultrpg.com

ATimetoDie

Foreverythingthereisaseason,
Andatimeforeverymatterunderheaven:
Atimetobeborn,andatimetodie.

Ecclesiastes3:13

th
NOTE: The Kult trademark is owned by
ParadoxEntertainment.

7
Circle has the currentlicensed
rightstoproduceofficialKultmaterial.Thisisanunofficialresource.

Forewords
A Time to Die was written for The LastCycle's
ScenarioWriter's Competition2007
andwas onlyfinishedthankstotheextragrace period.It wasfirstquiteshort,thentoo
long,thenI cut itbackanddidmostofitallover.Itisstillnottoogood,butmightserve
as an interestingplotforanewgroup.ItisaimedatpeoplewhoarefairlynewtoKult,
but have tried roleplaying games some time in the past, or alternatively
game
masterswhofeelthattheirgroupneedsabreakintheircurrentcampaignwithasmall
singleevent adventure. As such, it is a quite simple and linear scenario. It is
considerably openended, and canbeintertwinedwithotherKult adventuresyou want
tofollowupwith.
PlayerGroupSize:
2to4players
PlayerExperience:
None/Novice
GameMasterExperience:
Novice
EstimatedPlayingTime:
4hours

GameMasterRequirements
This adventure is designed especially with inexperienced Kult game masters in mind.

Having this said, itwillcertainlyhelpifyouhavesomeexperience withroleplayingas


wellassomeofthegamesystem.Youwillneedtodosomepreparations,though:
1. Kultrulebook.
Anyeditionwilldo.
2. D20,notebookandapen.
3. Read the entire adventure before playing. You do not need to know this
adventure by heart, but you should definitely know the gist ofit,sothatyouare
nottooreliantonthisdocumentasascript.
4. Underline things you feel are especially significant. This will make it
easiertofindthingsthat
you
thinkaremostimportant.
5. Make sure you get a feel of the documentstructure.Ifyouknowwhereall
things are placed in the document, you are not found flickeringpageswhenina
gamingsession.
6. Read up on New York City.Checkout wikipediaorsomethingtofleshoutthe
outdoorsceneifyouarenottoofamiliarwithNewYorkCity.
7. Make some sketches. Have somereadymade sketches ofareas if youfeel it is
necessary.

PlayerCharacterRequirements
It is of importance that the player characters are naturally curious. This is indeed
important for all roleplaying games. If your players fail to follow your leads, you can
give themanadvantageandcallitAdventurousfor5points,oradisadvantagecalled
Unusually Inquisitive for 10 points. The latter one will of course have quitealotof
embarrassingsideeffects.

PlayercharacterswiththedisadvantageParanoiawillhaveatough timeif they
donotalreadyknowalltheotherplayercharacters.

TheplayercharactersshouldknowsomeEnglish.

AtleastoneoftheplayercharactersmustknowsomeFrench.

SynopsisandCosmologicalBackdrop
In terms of cosmology, all that happens is part of a struggle betweentheDeath Angel
Togarini and the Death Angel Golab. Both are quite weak in New York City, but the
obviouswinnershould beGolab.Thisisbynomeansanepicwar,butitmaybeanodal
battleinalargerwar.

Theplayerscharactersmeetup andspendanightintown,partying. Theyhitit
offanddecidetosharearide toanafterparty.Theafterpartytakesplace inatenement
wheresome Haitiandeathmagicianshavebeenworkingfor monthsthrougharitualto
bring someone back from an inferno. As Golab's inferno isindeedrobbedofonesoul,
and a dead body wakes to life in the same building the player charactersarehavinga
goodtime,Golabtakesactiontoretaliateanderadicateacellofdeathmagicians.

Astheplayercharactersarepartying,theygetinvolvedinabattlebetweenthese
twofronts,andsoonfind themselvesonGolab'speopletokilllist,andalsoprobably
endupasenemieswithTogariniforkillingoneormoreofhismagicians.

As a conclusion, Togarini has become a MortalEnemy,atitlethatisnottobe

heldlightly...

TheAdventureBegins...

Inthispart,theplayercharacters willbeintroducedto oneanother if theyhavenotyet


met.TheywillbeatapartyinNewYorkCity,sowewillworkituptohowtheygetthere.

ReasonstobeinNewYorkCity
If theplayercharactersarefromNewYork City,youcanskipmostofthissection.Ifthe
playercharactersdonotalreadylivethere,herearesomereasonstogothere:
visitarelative/friend/lover
workrelatedtrip(seminar,expo)
familyholiday
Either way, make sure all the players have legitimate reasons to be in New YorkCity,
and try to force them all to stay at the same place. If this is not possible due to class
differences, you can always say that the less fortunate player characters have won
expensivetripstothebigapple,suitesincluded.
Game Mastering Tip: Try to act out certain parts of the trip to New York City with the player
characters,suchas:
Packing(dotheybringanythingillegal?Anyweapons?)
Flight.Lettheplayerrollad20 andseeifanyofthe below occurs,butactitalloutnomatterwhatso
thatyougettheplayersusedtotheircharacters.

If1onad20,checkinbecomesproblematic,thecreditcarddoesnotwork

If 2on ad20,theplayercharactergetsdrunk whileairborne.2modificationtoallskillsfor
threehours.

If3onad20,bagsaremissingonarrival

If20onad20,selecttwooftheabove.
Taxiridetohotel.
Hotelcheckin.

Once the player characters are all settled in, you can let them act out some of their
intendedreasonsforstay.

Keops
Somewhere along the line,theplayercharactersendupataratherfinerestaurantand
barcalled
Keops
.TherestaurantisthemedwithgoldenEgyptianfiguresandpatterns.If
the player characters have come to New YorkCity alone,getting themtherewillbeno
problem you just tell them that theyseea decentlookingbarjustastheyarethirsty
foradrinkortwo,youdon'tneedanymoreincentivethanthat.

If theplayercharactersarewiththeirimmediatefamily,youshouldgivethema
reason to splitupforamoment.Thiscanbethattheyhaveanidioticargumentofsome
sort,andtheyneedspaceforanight.Itdoes nothavetobetoodramatic. Afterall,you

donotwanttodestroytheplayercharacter'slife.Yet.

Itis nighttime,andtheplayercharactersstumbleintothebaroneafteranother.Some
mightordersomethingtoeat,flirtwiththewaitressesorbartenders.
Game Masteringtip: F

orcethe playerstosaywhat they aredoingat thispoint, and force themto


act it out. That way, the otherplayerswillwant to get involvedtoo.For example,if one player says
thathis/hercharacteris going tothebathroom, itislikelythatanotherplayercharacterwillfollow, just
togetsomegame time. To helpthemalongtheway,takeinitiativeactoutthewaitress andflirt with
theplayers.Remindthemthattheycanseeoneanotheracrossthesittingarea.
While doing this, lettheplayersgettousethedicefrequentlyforskill and ability checkssotheyget
usedtothesimplerpointsoftheKultmechanics.Herearesomerollsyoucanuse:
FirstImpressions(rollforCharismaability)
Charm/flirt(rollforComeliness+Charismadividedbytwo)
Intoxicationwhendrinking(rollforConstitution,usemodifiersforheavydrinkers)

At around midnight, the players should know one another to the point where theyall
know where one another works, lives and if they have families and so on. This helps
buildtrustforwhentheplayercharactersneedtorelyononeanotherlateron.

The player characters soon meet up with William van der Stock, a charming
photographer.Heflips uphiscamera andtakesapictureoftheplayercharacterswhere
they are chatting before introducing himself. He orders them a round of drinks, and
explainshisenthusiasm bytellingthemhehasjustbeeninformedthattherewillbean
exhibition ofsomeofhispiecesina galleryonManhattanin two months.He hasbeen
publishedseveraltimeslately,sincehetookapictureofasuspectedterroristonUSsoil.

Later on, as they get a little more intoxicated and are having a good time, he
invites them to his apartment around the block. Give the player characters enough
reasons fitting to their character why they would accept. They should go on and join
him. If the player characters are looking for female company, William calls up his
neighbor Joanna who ishaving a smallpartyand invites herandher friendsover.The
playercharactersandWilliamleaveKeopsandgooutonthestreets.

Incident:Thugs
The player characters should know the mechanics ofcombataswell,sowewillhavea
small scene for them. You can let this happeneitherastheytrytogetacaborasthey
walktowardsWilliam'sapartment.

The thugs largely match the player group. Theywillmeetthe samenumberof
thugs in a group as is the size of their group (including William). If the players are
unarmed,soare thethugs.Andiftheyhaveguns,thethugswillonlyhaveknives.Wedo
notwanttheplayercharacterstobeabloodiedmess,thisisjustapracticerun.

Hand over what money you've got, or get creamed,istheinitial threat. The
thugs sneer and will pretty soon turn to brute force. They do not have time for
intellectualdiscussions.

If theplayercharactersgettheupperhand,thethugsrunaway(orjuststayand
die, depending on what damage the player characters have made). If the player
charactersendupkillingsomeone,remindthemthatifthisisreportedtothepolicethe
wholenightwillbe spoiled,possiblytheirlivesandcareers,seeingastheyaredrunkand
all.


Soon they hear sirens closing in. If they do not move out within a couple of
minutes,they willbechasedbythepolice,andawholedifferentadventuremayensue
one entailing violence against police leading to short nights in hotels, fleeing across
borders,changingidentitiesandthedisadvantage
Wanted
fortenpointsormore.

TheAfterparty
Williamlivesina hugeapartmentbuilding.Itlookslikeitismiddleofrestoring.There
are scaffoldings erected on the facade facingthestreet,andsomeofthebrickworkhas
beenreplacedrecently.William keysaseven digitcode onthekeypadnext tothedoor,
apologizesthestateofthingsandletsthemin.

The hall isalsobeingrestored. Itisbeingreplastered,and moldingsare being
replaced. Sheets of matted seethrough plastic stapled to the ceiling cover some areas
(includinghallsleadingtothecellars).

William leads the player characters to the elevator and they go up to thefifth
floor. As they exit the elevator, they can hear the muffled sound of an old Juliana
Hatfield track. They follow the sound to the door where the sound comes from, it is
opposedtoadoormarkedVanderStock.Joannaopensthedoor.

Joannaandherfriends
Joanna is a gorgeous woman slightlyyoungerthantheWilliam.Herapartmentis very
largeandcontemporarystyled.Brushedsteel,earthtonetiles,organicledspotlights and
birchseemstogothroughthewholeapartment.

There are about twenty people here, and a few of Joanna's closest friends are
introduced.Mostof themare artists(Joannapaintsasahobby),someofthemarefrom
an accounting firm (she is now a key accountant) and some work at Joanna's old
workplace, the Department of Motor Vehicles (DMV). It is a weird mixture ofpeople,
somethingforeveryone.

If the player characters are up for it, some of the friends of Joanna might be
interested in hooking up. This is of course very much up to the game master. As the
playercharactersmingle,theywillmakesomenewfriends.Rollforcharismaforplayer
charactersagainstgueststoseehowwelltheycomealong.Iftheydowell,theycanadda
skillcalled
NetofContacts:DMV5points
or
NetofContacts:Artists5points
or
Netof
Contacts:Accountants5 points
asbusinesscards(orinthecaseoftheartists:napkins)
are exchanged.A maximumof fivepoints totalshouldbegiventoanycharacterinsuch
ashortspanoftime.

Theritualbelow
In the basement of the building, five Haitians areperformingaritualwhichthey have
been working on for over a month. They are bringing back someone frominfernoa
Tortugan tobacco plantation owner named Jrme Emmanuel Guinard. Guinard
discoveredanewtobaccoplantwhichhelpedinduceatrancelikestate,andtheHaitians
believe this can be a higher state of enlightenment andconsciousness.Theproblemis
that Guinarddiedin1957afteramachete fightwithaneighboroverland.Hehastobe

broughtbackfromthedead,broughtbackfromInferno.

TheHaitianshavebeenlivinginthecellarwhilereparationsofthebuildinghave
been undertaken. Behind plastic sheets they have been sacrificing chickens on a
makeshift altar made of old bricks taken from the walls themselves. They have been
working in shifts to continually keep theritual going,chantingdayand nightformore
than a month. While at least one of them have been chanting, the others have been
sleeping on wornout mattresses strewn about thedampconcretecellarfloor. Burning
incensesticks,tobaccoandganjasmokemakestheaireventoughertobreathe.

Aftertheplayercharacters havebeen atthepartyfortwentyminutesorso,the
ritual is finished. The five Haitians all stand in their own corner of their protective
pentagram and circle, chanting. Finally, a shivering shape in fetal position appears in
the middle of the circle. Guinard has been tortured for an eternity in Inferno, and is
insane by degrees. He is also full of cuts, lacerations and scar tissue. Om rotted flesh
hangsoffsomeofhiswounds,andhesmellsrank.

Guinard has beenlocatedinapurgatorybelongingtoGolab.Golab'snepharite
servant, August Pelagie who has been running the purgatory, is more than a little
annoyed.In allhismadness,theonethingthatiscleartoGuinardasheis lyingonthe
floor, shivering like he is in shock, is that August Pelagie will not lethisabductiongo
unnoticed.Heisnotsafewhereheisnow.

The Haitians are extremely surprised when they see the withering shape of
Guinardsuddenlyriseupandfleetheroomatbreakneckspeed.Herunsthroughsheets
of plastic, trips over brickswithhisbare feetand keeps running likecrazythroughthe
building.Heescapesthroughupthestairs,Haitianmagicianschasinghim.

Interruptions
Astheplayercharacters aredrinking upinthefifthfloorandlisteningtomusic,flirting
withladies orwhatever,thedoorburstsopenandsomebodyyells.Veuillezm'aider!Le
tourment!Letourment!

The player character(s) whoknowFrenchwillunderstandthatheisaskingfor
help and isobviously afraidofsomethingrelatedtotorment.Otherswill ofcoursealso
see that he is afraid and also in shock andinverybadhealth(heisvery nearlyanapt
candidateforthetitle'dead').Someguest willpanic.Some willstarttogiggleandpoint
at this freak who has just entered. If none of the player charactersreact, Guinardwill
walk up to the player character with the highest charisma and grip his arm roughly,
shoutingforhelp.Panicandfearisinhiseyes.

If theplayercharacterdoesnot respond,havetheplayerrollforEgo.Itwill be
hardnottohelpGuinard.TheplayercharacterwillprobablytrytocalmGuinarddown,
although this is an impossibility Guinard is too insane. Somewhere along the way,
Guinardslipssomethingintoapocketbelongingtotheplayercharacter.

Player character(s)withtheadvantageS
ixthSense
willsensethat somethingis
about to go completely pearshaped. They feel threatened like someone is about to
attack.Iftheyarearmed,theywillprobablydrawgunsatthismoment.

Combat
The first threeof thefiveHaitianmagiciansarriveatthedoorto theapartment. Ifitis
closed,theykickit up.If theplayercharactershavegoneintothecorridor,theywillsee
the Haitians legging it likecrazy.Theothertwo Haitiansarequite stoned,andassuch
theyarenotvery agileatthemoment.Guinardseemstodrawawayorhide assoonashe
seestheHaitians.

Oneofthemhasalongknife(forsacrificialuse),anditlookslikeallofthemare
armed with handguns in shoulderholsters. Theywilllookquite frantictogetahold of
Guinarditwilllookliketheymaybewantingtoattackwhiletheyaretryingtogethim
as he hides behind the playercharacters.Iftheplayercharacters lookarmed,theywill
attackatonce.TheyhaveworkedtoolongtogetaholdofGuinardtolethimslipnow.

It is also at this moment that the nepharite August Pelagie decides to strike.
Pelagiewants tomaximizehisoddsbystriking in theconfusion ofa battleensuing.He
suddenly appears in the corridor, nobody sees him coming. He looks like an ordinary
man in nineteenthirties south state leisure wear with a certain mean streak (see
description).HehastwoMP5submachineguns,oneineachhand. Youhavesomeone
whobelongstome,hesaysand raises theguns.Itisapparentatthistimethat thisisa
battletothedeath.

Atthistime,
oneof theplayercharactersseethenepharitein it'strueform.For
him/heronlydoestheillusion shatter, andonlyforabriefperiod.Itisunlikelythatthe
otherplayercharacterswillbelievethecharacterlater,whenhe/shetellsthemwhatwas
seen...TheplayermustrollforEgo10atthisterrifyingsite.

A lot of the guests are alreadyfleeingin panic,andget shotinthe back bythe
nepharite. Some lock themselves in the bathroom, or hide under the bed in Joanna's
bedroom. Some just become apathetic and and will be shot dead in the crossfire that
ensues.Highlyprobably,theplayer charactersarestuckinJoanna'sapartmentandend
up somewhereclosetotheHaitians.Thenepharitesisouttokillanyonewhohashelped
aid his torture victim and he considers the party crew to be included under that
description.

KillingtheNepharite
Duringthebattle,theHaitiansturntokillPelagiewhile stillsometimesshootingatthe
player characters, and Guinard tries to throw himself out of a fifth story window. He
endsuponthescaffoldingoutsidethewindowandfleesdownwardinaclumsygait.

If the player characters are unarmed, Joanna willthrowafullyloaded Beretta
M92handguntothe playercharacters.Itisagunshekeepsinherbedsidetabletofeel
safe at night. Let the player characters kill a few death magicians in the confusion,
missed shots accidentally hit them (the players themselves may think this is a good
thing).

If the player characters manage to kill the nepharite before everyone else is
dead, Guinard will have managed to escape hell. He ismadasahatteronblotteracid
and escapes into the allengulfing underworld of New York City. Whether or not you
wanttolettheplayercharactersseehimagainiscompletelyuptoyouasagamemaster.


Oneofthe Haitianswillmanagetoescapefromthebloodybattle,leavingatrail
of blood towards the basement down the winding stairs, through sheets of plastic,
around knockeddown doors andoverdirtymattresses.Thisshouldleadtheplayersto
trytofindoutwhathasbeengoingondownthere.

TheBasement&theHaitianEscapee
TheHaitian whoescapedfromthebattleistrying his besttohideinthebasement,and
conjure up new spells. He will bleed to death in a matter of minutes. As the player
character arrives down there, he finds a bearded Haitian man bleeding from several
gunshotwounds,crumpledupintheprotectivecircle.

If theplayercharactertriestocheckfor vitalsigns,hewillseethatheisdying,
andiftheytrytokeephimalive,theywillgetalotofbloodtransfers.

Inthebasementtheplayercharacters (orthepolice)findashortlogwherethe
accounts of how the ritual has been performed. They also find what can be best be
described as chicken and goat leftovers, incense, ritual knives, ashes, blood in brass
canisters and other occult items. When the makeshiftbrickaltaris disassembled,goat
skullspourout...

Police,Ambulance,Media
Four minutes after the nepharite started his attack, the police arrive, and set up a
barricade outside.Thenanewshelicopterstartshoveringoutside.ASWATteamanda
couple of ambulances arrive a couple of minutes later. If the player characters do not
escape, they will at the very least be questioned. The playercharacters alsoendup on
themorningnews.
Aftermath

There is a high likelihood that the player characters are seen as suspects in a killing
spree. Apparently, no body of the nepharite has been found. The only people whodid
notfitinthepartywheretheplayer'scharacters.Howdotheplayerstrytopresenttheir
unlikelystory?

Thismightleadtotheplayercharactersactuallygoingthroughthe wholecourt
system and ending up on death row unless they successfully bribe the police into
messingupthecasewithatechnicality,orhavinggoodlegalrepresentation.

If theplayercharacterskilledanyoftheHaitians,includingGuinard,theywillbeunder
thethreatofTogariniforeternity.Thenexttimetheystumbleontoapersoninfluenced
byTogarini,thepersonwillbeveryhostiletowardstheplayercharacters.Atthis point,
have the players put up
Wantedbyhigherpowerfortenpointsasadisadvantage(the
reason whyitisonlyten pointsisthatTogariniisthathehasnoknowncitadelandvery
fewrazides).Youcanletthishappenquitesoon,soyoudonotforget.

Togarini'sPayback

Forthispart,Iwillleaveabitmoreupto thegamemaster,somefreegamingmightbe
necessary,anditiscrucialthat youlearn thistobecome agoodgamemaster.Thisfinal
partwillnever enditwillkeeponuntiltheplayercharactersdieorTogarinihimselfis
completely eradicated. Togarini will keep trying to kill the player characters until he
succeedsatprettyrandomtimesintheirlives.

Let the player characters recuperate. Some of them are undoubtedly seriously
injured aftertheir encounterwithneparitesandmagiciansoftheloreofdeath.Letthem
getbacktotheirfamilies.Youmayevenletthemgototheirrespectivehometowns.

If you want to do this while running your next adventure,thisisprobablythe
best way to do it that way your adventures turn more into a larger campaign than
smallmodularblocks.

Togarinisend thesameHaitiansheusedearliertotheplayercharacter'shomes,
one by one, and try to kill them as a vendetta. They havebeenbroughtbackfromthe
deadbyotherdeathmagicianstoavengetheirdeaths.Theyhavedistortedmemoriesof
what happened in New York. You can usethestatsfor theHaitians usedearlier inthe
adventure forthispart,and sendthem ontheir doorsatdawn.Perhapstheywilltarget
relativesrather thantheplayercharactersthemselves?Eitherway,theplayercharacters
will easily recognizethe Haitiansasthe onesthey foughtbothagainstand alongsidein
Joanna'sapartment inNewYorkCity.Remindtheplayersthathecancalltheothersup,
andtheycantakethem downtogether.Theymaykeepintouchfor alongtimeinorder
tohelponeanotherfendofftheHaitiandeathmagicians.

Aftersometime,thepolicemaytrytocontactthem,thepolice cantellthemthat
otherpeopleattheafterpartyhavebeenkilledinmysteriousmurders.

Eitherway,theyhavenowendedupin aneternalbattle.Their solutionmaylie
intryingtofindsomeotherenemyofTogarini,butthatis
not
easyatall.

So,goodlucktothemall!Maytheydieofothercauses...

Breakaleg,anarmandaneck!

NonPlayerCharacters

TheFiveHaitianMagicians
Thefive magicianshaverootsfromtheoutskirtsofPortauPrinceinHaiti.Theyarein
their midthirties, specialists in the lore of death. They appear as quite distant and
slightlyaloof.Theyalldovariousdrugs,someofthemquiteunknown.Theyareallblack
andbearded(hygienehas beenquite laxthelastmonthorso)andallspeakFrenchand
someEnglish.
AGL
11
PER
14
EGO
16
CON
11
COM
10
STR
10
EDU
8
CHA
9

Height:
175190cm.
Weight:
7585kg
Movement:
13m/CR
Actions:
2
InitiativeBonus:
none
DamageBonus:
none
DamageCapacity:
Endurance:
90
A
dvantages:
MagicalIntuition
Disadvantages:
Wanted
Skills:
English7
French14
LoreofDeath20
Handguns14
Machete/Sword7
Unarmedcombat18
Equipment:
$40incash,marijuana,zippo,datedcellularphone
Home:
NewYorkCity

AugustPelagie
AugustPelagieledasadistsectoutsideNewOrleansinthemidthirties. Hewastakenin
by Golab the Torturer after a dying in his own sadist ritual and has since been
completelyreconditioned.

For most people, in our illusion, he looks like a person trying to look like a
southerner in the prohibition period or something like that. His loosefitting, tailored
clothes look dated. He looks well groomed, has short hair and wears shoes that look
altogethertooconservative.

For someone who can see through the illusion, his appearance is entirely
differenthelookstired,hehasopensoresacrosshisface, andhisjawhasbeenreplaced
bysomekindofofrustylumpofmetal.Hisclothesaredirtyandtattered.Atranslucent
yellowliquidpoursoutofopenwoundsinhisface.
AGL
40
PER
18
EGO
23
CON
45
COM
3
STR
35
EDU
14
CHA
11
Height:
190cm.
Weight:
97kg
Movement:
20m/CR
Actions:
5

InitiativeBonus:
+14
DamageBonus:
+9
DamageCapacity:
Endurance:
255
Senses:
Haskilledoneofhissonsinaquarrelovermoney.
Powers:
Livesinperpetualfear.
Skills:
Allweaponskills16
Torture70
LoreofDeath50,allspells
Sneak25
Search20
Unarmedcombat25
Equipment:
Noequipment.
Home:
Purgatory

JrmeEmmanuelGuinard
Tobaccoplantationownerfrom Tortuga.These arethestatsforGuinard in thestatehe
is when he is brought back from Purgatory. His brain has been completely disturbed,
andhisphysiquehasbeenbrokendowntoo.

AGL
9
PER
7
EGO
5
CON
10
COM
6
STR
7
EDU
6
CHA
5
Height:
180cm.
Weight:
85kg
Movement:
13m/CR
Actions:
4
InitiativeBonus:
none
DamageBonus:
none
DamageCapacity:
Endurance:
80
DarkSecret:
Haskilledoneofhissonsinaquarrelovermoney.
Disadvantages:
Livesinperpetualfear.
Skills:
English3
French8
UnarmedCombat7
Drugs&Poisons8

Machete/Sword7
Unarmedcombat18
Equipment:
Noequipment.
Home:
Purgatory

WilliamVanDerStock
WilliamvanderStockisknowntosomeofhisfriendsasBillyStock.
AGL
11
PER
14
EGO
15
CON
11
COM
14
STR
11
EDU
16
CHA
16
Height:
185cm.
Weight:
80kg
Movement:
5m/CR
Actions:
2
InitiativeBonus:
none
DamageBonus:
none
DamageCapacity:
Endurance:
90
A
dvantages:
Giftforlanguages
Disadvantages:
Wanted
Skills:
English17
German10
Spanish10
French5
Italian5
Handguns8
DriveCar10
DriveMotorcycle10
Unarmedcombat10
Seduction11
WrittenPresentation12
Cooking10
Dancing10
Rhetoric12
Swim12
Equipment:
$200inmoneyclip,PDA,
Home:
NewYorkCity

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