Sins of The Past
Sins of The Past
editing: Playtesting:
Chris Van Deelen Aidan Spangler, Bill
French, Chris McDonald,
Artwork: Dan Cathey, Darrell
Dominic Covey Dunning, and Todd Zupan
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Life has become a day-to-day struggle to find food,
drinkable water, and a safe place to rest for the
night. Wash, rinse, and repeat. You’ve learned
through your experiences of when to fight, and
As usual you scout out the area cautiously, making If there is a battle, or if the characters wait, a member
sure that no one else has staked out the area as of the Daughters of Slaughter emerges from a flooded
their own little hiding place. Luckily it proves to side tunnel. She wears a gas mask, making her hard
be empty, save for the rotted remains of a trustee to identify, but she is in fact a young woman named
or two who probably died here during Perdition. “Shel”. The PCs may have encountered Shel in the past
The communications center itself is pitch black, (in the adventure, The Right To Live); if this is the case,
its numerous computers completely without power. she will be astonished but eager for revenge when she
What’s more, the chamber features a sizeable recognizes the PCs.
raised area for its computers and consoles,
creating a reasonably dry place to bed down. Shel (convict 8113745) was involved in industrial
sabotage and a string of robberies to fund domestic
Just when you prepare to enter, there is a slight terrorism when she was just a youth, earning her a
electric crackling in the air - it’s enough to make sentence on the Gehenna. After Perdition she led a
you freeze in place. As you watch from hiding, the small group of desperate convicts in killing random
crackling grows louder and the two corpses sitting passersby for their equipment, smokes, and drugs. She
at the consoles seem to inflate like fleshy balloons. later fell in with the Daughters of Slaughter, who gave
Within moments each splits open in the fashion her new purpose serving the demons of the Nether.
of an overripe fruit. From inside slithers a pair
of pulsating, bloated beasts with six tentacles, six * SHEL (ANARCHIST/DAMNATION)
tails, and six baleful green eyes that appear to scan
the darkness with cold, alien intelligence. PROWESS 7 Social 7 Guilt 5
REFLEXES 7 Intimidation 8 Despair 2
The two demons that have manifested are Nexper WITS 9 Psy Potential 0 Insanity 2
Sexts. Call for Despair checks.
WILLPOWER 2 Psy Strength 0 Health 10
Unless the characters attack or otherwise make their
presence known, the two demons will not notice the TRAITS GEAR
party. If observed from hiding, the demons seem to Brawler Makeshift Armor
investigate the area, tearing apart the remnants of the Fifty-Two Breath Mask
dead bodies as if clumsily searching for any sign of life
to quench. After one minute, failing to find anyone Public Menace Brass Knuckles
alive in the room, the two demons dissolve into thin air. Quickness Basic Tools
Seducer 2 Light Rods
If the characters attack, however, the demons remain Sociopath Codebook (see below)
and fight; in addition, a female convict soon enters the
room to investigate the sounds of combat. Steely-Eyed
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* If Shel did not survive The Right To Live, simply The possible interrogation methods they can use are
replace her with a female NPC of similar skills and listed here for the Warden’s convenience:
fighting ability.
Interrogation Method Opp.Intimidate Guilt
WHAT’S GOING ON check check
SINS OF THE PAST
Shel is on a mission. The two demons were in fact Beatings +0 -0
summoned in a Flesh Sacrifice ritual and “sent” ahead Cigarette on cheek +1 -1
of her to scout out the computer center and clear the
room. Unless the characters made themselves known, Pull out teeth +2 -2
the demons will have found no one present and will Break arm +0 -0
have then vanished, making it a much easier fight to Tear off fingernails +1 -1
overcome Shel on her own.
Break fingers +0 -0
Shel was sent to reactivate the power here and access Cut off fingers one-by-one +2 -2
one of the room’s computers with a set of basic tools Threaten general abuse +0 -0
and a special computer codebook provided by the
Daughters. The codebook will give her access to a part Break leg +1 -1
of the ship-wide network, allowing her to do a trace Cut off toes one-by-one +2 -2
on a specific individual. This will basically allow her
to tap into the Warden computer’s prisoner tracking Each method of interrogation requires the character(s)
system, allowing her to pinpoint the exact location of to make an opposed Intimidate check with Shel. Each
that individual. The individual in question is Patton, interrogation method can only be used once against
current leader of the Protectors faction. Shel herself Shel, whether successful or not. In addition, each time
is unaware of the reason for this trace, and she is only a listed method is attempted: a Guilt check is required
following orders given to her by her superiors. to avoid accumulating Guilt for torturing her. More
brutal torture methods grant a bonus to the opposed
If the PCs do not emerge from hiding after the demons check, but also provide a penalty to the Guilt check.
leave, they may watch as Shel reactivates one of the
computers and begins her search. Note however, that Unless a player specifically refuses to have her
before she gets very far she will notice the party , and a character get involved, all of the party members must
fight is inevitable. make Guilt checks after each torture method is used.
Characters who fail this check accumulate +1D2 Guilt.
Shel will surrender if reduced to 5 Health or lower, On a more positive note, they may now purchase the
throwing away her weapon and cowering
before the characters.
BREAKING SHEL
Once the demons are either slain or
avoided, and Shel is defeated, the PCs
will have a captive - and one who is
apparently up to no good. Unfortunately,
Shel is not going to talk without some
persuasion. And the only thing that
impresses her kind is sheer ruthlessness.
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Torturer trait if they have sufficient BPs (and meet the A short while after leaving their now-compromised
normal pre-requisites); instead of having to wait for a campsite, the player characters are come upon by a
chapter break to do so. small group of Furies. They had been following Shel,
and are keen on finding out what she was carrying.
WHEN SHEL FINALLY CRACKS Read the following:
Shel has little else to relate to the party, and will 4x SWITCHBLADE SISTERS (VICE OFFENDER/
attempt to negotiate her release. She cannot be trusted SURVIVAL)
for long, however, and if spared will likely slip away
and try to reunite with the Daughters; if this is the case, PROWESS 8 Social 2 Guilt 2
they may encounter her again in the future, this time REFLEXES 9 Intimidation 8 Despair 4
with additional Daughters allies. Ultimately, what the WITS 7 Psy Potential 0 Insanity 0
party does with her is entirely up to them. 10
WILLPOWER 7 Psy Strength 0 Health
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If the PCs put away their weapons, or otherwise underway, giving them a glimpse not only of the
convince the ‘sisters they can be trusted, continue with numbers of Furies (close to fifty or more) here, but also
the following: the resources at their disposal.
Apparently satisfied, the woman who spoke earlier Patch will meet the characters in her headquarters, a
SINS OF THE PAST
continues. “You’re in Furies territory, and we shamble of a room taken up by periodic tables, posters
make the rules here. You encountered a little skank of the alphabet, and basic diagrams explaining the
earlier - one of the Daughters of Slaughter. What complex relationships between the PTM’s government
was your business with her?” branches. She keeps company with two high-ranking
Furies, though besides brandishing room-brooms
Give the players a chance to explain their characters’ and remaining vigilant, these latter refrain from
actions. The Furies are enemies of the Daughters, so conversation.
telling the truth wouldn’t be a bad option. Lace, the
’sister in charge of this small group, already knows The characters may have met “Patch” before, though
the characters took the codebook off of Shel, and is she’s not immediately recognizable. Formerly known
somewhat aware of her mission. She is simply giving as Katherine, Patch lost an eye during the fighting for
the PCs a chance to come clean; if they use deception, the prisoner-held stronghold at Sanctuary, necessitating
try to trick the ‘sisters, or conceal the fact that they took an eye patch - hence her new name. She’s also joined
the codebook, they will only look like liars when Lace the ranks of the Furies (previously she was unaffiliated
finally reveals she knows the characters have it. with any gangs), and her intelligence and ability to lead
have led to rise to a position of prominence among
Eventually it will come out that the Furies were them.
following Shel’s movements and are aware she had a
codebook. Lace insists that the party come with her to If the PCs have met Patch before (in her past
talk to the interim leader of the Furies, a woman she incarnation as “Katherine“), she will be surprised to
refers to as “Patch”. see them, and their meeting will be far more friendly
than it otherwise might have been.
CENTER FOR EDUCATION & BETTERMENT
Ever since Sanctuary fell, the surviving Furies in this MEETING WITH PATCH
part of the ship have set themselves up in a deserted Patch is interested in the characters because of the
Education & Betterment facility - better known as a information they bring. Whether or not she met them
“reform school”. E&B centers were located every few before, she knows they have in their possession the
levels aboard the ship, providing a place for convicts to codebook that the Daughters of Slaughter acquired
come to better themselves through literacy, education, to place a trace on a certain prisoner. Patch wants to
and social programs (attending an E&B center was one know who that prisoner is.
of the first steps a convict might make to show he was
willing to work towards gaining trustee status). All constructive conversations are two-way streets,
and Patch is ready to show her goodwill by answering
The Furies have been killing time here to allow the party’s questions as well. Unlike some of her
their members recuperate from wounds, the shock of subordinates, she has nothing against outsiders
Perdition, etc. In addition, the time spent here has (including males), and is willing to work together
allowed their current leader to begin coming up with for a common good. Psychopaths, sociopaths, and
plans for how to track down those Furies who’ve been mavericks among the party will be treated fairly and
lost, stranded, or otherwise separated from the rest of evenly - at least until they give her a reason to change
the gang. Part of this involves tracking the movements that attitude.
and activities of the Daughters of Slaughter.
In reality, Patch suspects the characters have stumbled
The party will be taken here to meet with the gang’s upon only a small part of a larger and more terrifying
new commander, Patch. Patch is currently using puzzle, and that she may need their help (and the help
the old administrative office as her temporary of others) if they are to survive.
“headquarters”. She and her followers have amassed
a considerable stockpile of improvised weapons, The following lists the major points of information
and even begun constructing handmade firearms and Patch can share with the party. Don’t read these off
bombs. The characters will likely pass through parts point-by-point, but rather try to work them into the
of the reform school where this activity is currently conversation of the meeting:
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The Furies managed to survive the disaster at
Sanctuary, but in their flight lost contact with their
temporary allies, the Jailhouse Giants, who headed
east.
The surviving Furies have turned to Patch for
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KATHERINE “PATCH” LAUGHLIN
“Patch” is the courageous young leader of the Furies, a gang of women that has long fought against the odds to
stay alive. Many of her compatriots were hardened criminals before Perdition, yet Patch herself was anything
but; a former union organizer and protest leader, she was sentenced to Gehenna for non-violent dissident
SINS OF THE PAST
crimes. Still, her willpower and stubbornness have proved indefatigable, allowing her to maintain a steady
moral compass despite the horrors that have turned stronger men into unprincipled killers.
Patch has grown considerably tougher (and in prison terms, more respectable) from her experiences since
Perdition. Injuries suffered in the battle for Sanctuary left her battle-hardened, and a strong survival sense (and
willingness to kill to defend the innocent) has turned her into a considerable fighter. When words will not work
to keep the peace, Patch is ready to use violence to force it down everyone‘s throats.
‘Giants dead - will take both negotiating expertise… THE TUNNELS EAST…
and a lot of guts! A map of the tunnels leading from the current hideout
of the Furies to the new headquarters of the Jailhouse
Patch only knows that the ‘Giants continued east. She Giants is reproduced nearby. For the characters,
has some sketchy maps of the tunnels leading there, but exploration of these tunnels will be the only way to find
the exploration will basically be up to the characters. where the ‘Giants have settled. As such, the potential
Before they leave, Patch will allow each character to encounters along the way are detailed here.
select one pick from the following list of useful items
(though there are limited quantities of each item, so
1. SUBMERGED PITFALLS
multiple picks of the same item may not always be
This low square tunnel is flooded up to your knees.
possible). It’s the best she can do considering the
The water is ice cold, murky and brown.
circumstances:
Item Qty Avail Virtually all of the tunnels on this level are flooded
with water from ruptured reservoirs or sewage pipes.
Battery (full) 3 Wading through such cold and filthy water is not a
First Aid Pack 6 pleasant experience, but is not normally dangerous.
Hand Torch 2 Sometimes, however, the water can hide potential
hazards.
Light Rod 2
Tools, Basic 1 At those areas marked with “1” on the adventure map,
Riot Shield 1 the water in the tunnels conceals hidden pitfalls. These
pitfalls could be open stairwells, drainage pits (lacking
Rubber Slugs (10) 1 a cover), access shafts connecting to tunnels underfoot,
Component (any) 2 etc.
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When the party encounters a location marked “1”, the At the end of ten turns, the room is completely flooded.
first character in line plunges into the flooded pit. This Any character still inside the room has one turn per
causes no damage, but the character will begin sinking point of Willpower to hold her breath. If she runs out,
if she fails a Reflexes check, and may drown. she drowns. After five more turns the doors open,
expelling the floodwater (and any PCs, alive or dead)
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If the characters refrain from killing the man and Once the characters spring its trap, the Engorged
somehow disarm him, he has a breakdown before their Horror will pursue them (even out of the tunnels and
eyes. Assuming they treat him with dignity he can into the Hospital; see below) until either they are killed
be made to join the group, and can lead them to the or it is destroyed.
Hospital (see later) where the Jailhouse Giants are
SINS OF THE PAST
based. He knows little of what’s going on recently, If the Horror is killed, any Death Slithers created from
however, as he’s been scrounging the tunnels for days. its Stomach Burst ability will be expelled from its obese
corpse into the surrounding water. Subtract -1 from the
5. SUDDEN FLOOD number of slithers generated, as one of these swims
You’re navigating the flooded tunnels when you down a nearby drain (the PCs may meet the missing
hear the sudden groan of metal and a crash, creature later, at area 10).
followed by a surge of sewer water. Before you can
find safety, a wall of roiling brown sewage comes The remaining Slithers will swim underwater,
thundering down the tunnel in your direction. essentially allowing them to move invisibly, though
they must surface (and become visible again) to attack.
The creature living at area 6 has preyed upon countless
lost souls and explorers, consuming most of their flesh ENGORGED HORROR
but leaving limbs and other bones to fill the flooded
PROWESS 10 Social 1
tunnels. At some point a massive amount of rotting
human limbs choked one of the passageways, creating REFLEXES 2 Intimidation 8
a “dam”. The dam has since broken, and a flood of WITS 4 Psy Potential 6
sewage as well as the ghastly remains are headed for WILLPOWER 4 Psy Strength 50
the party.
SPECIAL RULES
Each character in the tunnel takes 1D2 points of Large Size, Frightening, Hopelessness, Fist, Stomp,
damage from the flood. Anyone who is hit must Grasp, Bite, Aura of Filth, Feast, Tough Hide, Stomach
also make a Reflexes check or be knocked over (and Burst, Waste Not.
underwater).
Once the flood has passed the water level will have THE HOSPITAL
risen by a foot. In addition, pale, rotting limbs bob Lying at the end of a maze of flooded halls and tunnels,
up and down in the filthy water, along with other this former hospital block was a major medical center
indigestible matter (bones, teeth, clumps of hair, etc.). servicing over fifty cell blocks on this level. The
Those who are still conscious must succeed at a Despair Hospital was designed not only as an infirmary for the
check or gain +1 Despair. Those who fell over and treatment of common everyday sicknesses, but also for
were submerged in the charnel filth make this check major trauma, recovery, and long-term care.
with a +1 penalty.
RECENT EVENTS
6. ENGORGED HORROR After the Fall of Sanctuary the Jailhouse Giants were
If the raving convict found at area 4 was recruited by a gang without a home. Without their leader Johnson
the party he will lead them away from this area, as he is to guide them, it seemed like they would disband,
aware of the creature’s presence here. their members splitting up to face their fates alone
in the dark. That might well have been the destiny
The all-too familiar odor of death and decay rises of the ‘Giants, if not for a particularly cunning and
from these tunnels, causing you to proceed with manipulative individual who found himself in the
caution. In the darkness your lights pick out the unlikely position of leading them from their most recent
glossy glow of bare skulls and bones on nearby defeat.
ledges, seemingly picked clean and polished. At
that moment, a swarm of bubbles begins to rise at Dr. Needles, a former plastic surgeon (and, as it
the center of the flooded waterway. happens, a convicted serial killer), brought the Jailhouse
Giants here and to a place of relative safety. Under the
Check for Despair as a grotesque monstrosity, an auspices of getting his hands on medicines to treat the
Engorged Horror, rises to challenge the party. The injuries of those who survived the fall of Sanctuary,
enormous beast will immediately attack, hoping to in reality the doctor, still clinging to his theories
overwhelm a PC, devour her, and then move to the next concerning how demons are manifested, was looking
character in line. for something else: an enormous supply of cardiolax
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with which to keep the growing fear of the ’Giants in Occupants: There’s a 10% chance of bumping into
check. a lone, unarmed gang member here, disposing of a
bucket of waste or otherwise relieving himself. He will
Needles has since managed to convince the ‘Giants to be surprised (but, oddly, not overly concerned) by the
stay at the Hospital for the long-term by building up party’s sudden appearance.
LIGHTS
Where the characters go in the Hospital they will find lamps, bare bulbs, strings of Christmas lights, emergency
floodlights, etc. lighting the halls. The ‘Giants have scavenged numerous gas-powered generators to power
this ad hoc electrical grid, which provides decent illumination everywhere throughout the facility. Wherever
lighting is scarce, the gang members have resorted to hanging light rods (like medieval torches) from the walls,
replacing these every few hours when they grow dim.
All in all, the characters should get the sense that the gang as a whole seems to exhibit a phobia against what
they perceive to be an “encroaching darkness“. In fact, PCs won’t have to look far to find a ‘Giant hurrying to
replace a fading light rod, or a gang member nervously twitching or reaching for his weapon every time there is
a momentary power fluctuation in the Hospital’s makeshift power grid.
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with cigarette butts, empty ration pack containers with times, with orders to prevent looting.
rotting food, communal latrine buckets, etc.), and each Occupants: 2-3 gang members armed with scatter
room can be remotely locked shut from the nearest guns and five rubber rounds apiece, with orders to
orderly station. As such, most inhabitants - wary of prevent anyone from entering the pharmacy. They have
getting locked in - jar their doors with some heavy a battery-powered floodlight with them at all times.
SINS OF THE PAST
object, or completely remove the door altogether! These men are well-paid by Needles and are effectively
Occupants: 1-4 gang members, with various “loyal” to him. They cannot be bribed, though their
armaments. addiction to cardiolax makes them too indifferent to
Loot: Since the ‘Giants are more or less afraid of the consider reporting the attempt.
dark, each room is likely to be lit with at least a single Loot: The pharmacy still contains a large supply of
light rod, though working lamps/ceiling lights are not restricted medicine amounting to 40 doses of cardiolax
entirely unknown. Beyond this, the only loot to be and two doses of tranq.
found would be personal belongings.
G. Biohazard Incinerator: This chamber features a
E. Pharmacy: The pharmacy was hit hard when the full-size incineration unit previously used to destroy
‘Giants took over the complex. Against Dr. Needles’ potentially contaminated lab specimens and clothing.
strong dissent the vast supply of basic drugs was The ‘Giants now power it up only to cremate their
partitioned out among senior gang members to be used dead, at Needles’ insistence (not only for the sake of
to keep power and control the junior members of the the community’s general health, but also to remove the
gang. The pharmacy is now mostly empty, though danger of devourers animating the cadavers).
1-2 gangers may be encountered here sifting through
the looted wreckage (though usually only finding H. Dental Theatres: Each of these rooms was fitted
such mundane drugs as laxatives, over-the-counter with a dental chair (with restraints) and equipment/tools
painkillers - and perhaps a few dirty, used sharps). for basic oral care. A few are occupied.
Occupants: 1-2 gang members, with various Occupants: Since Johnson got separated from the
armaments and a light rod apiece. The men are eager gang, his right-hand, Big E-Z (C.I.N. 2361179), has
for a fix and will try to strike a generous deal with the risen to a position of prominence. Big E-Z currently
PCs to acquire any drugs they may be carrying. resides in one of the dental theatres (indicated with
an “*”), along with 2-4 personal henchmen. Though
F. Pharmacy (Restricted Drugs): After the ‘Giants Needles has effective control over the ‘Giants, Big E-Z
began looting the Hospital against his direction, Dr. leads a small faction of the gang that have been itching
Needles brought a handful of loyal men here and to confront/depose of the doctor. Big E-Z has grown
secured this restricted pharmacy. Inside, Needles found tired of Needles’ airs of self-importance and general
the large supply of cardiolax he needed to put his plan unwillingness to explain his actions to the rank-and-file.
into motion. Needles still has guards posted here at all He only needs evidence to remove him, or enough men
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on his side to stage a coup. Either will suit him just
fine. The powerful gangster could be a potential ally
of the characters if/when they seek to remove Needles
from power, but he could just as easily be an enemy if
they cross him.
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M. Orderly Station: Orderlies were routinely used to gang members may or may not be armed, but they will
monitor and help in the treatment of prisoner-patients. ask the PCs leave (else raise the alarm) if the characters
Orderlies were similar to trustees, requiring trustee are discovered.
status and given special privileges for working for the Loot: The room contains a significant supply
Warden. The orderlies of this Hospital deserted during of usable Volatile components (40 in total). The
SINS OF THE PAST
Perdition; the room was vandalized by the ‘Giants generators themselves could also be scavenged, given
when they occupied the facility. time.
Occupants: Two gang members armed with beat
sticks will be here at any given time. Each man has Q. Physical Therapy: This large center was used
a light rod to see by - and to keep back the darkness. before Perdition for the rehabilitation of prisoners
They have a jury-rigged intercom connected to the suffering from physical injury, including broken bones,
Intensive Care Unit and Quarantine Unit, with which spinal injuries, paralysis, etc. The room contains a
they keep in contact with Needles. The men are variety of weight lifting, exercise, and physical therapy
reasonably loyal to Needles (he secretly pays them machines and equipment. The ‘Giants currently use the
in Smokes), but due to cardiolax addiction are a bit room for daily exercise and to kill time lifting weights;
lethargic; they will only respond to calls of distress after as such, numerous gang members are likely to be found
a 1D3 turn delay. here at almost any hour. The room is kept well-lit by
the facility’s emergency generators.
N. Breakroom: Reserved for orderlies during off- Occupants: 6-24 gang members, with various
hours, this room had pinball machines, pool tables, armaments. Characters looking for rumors, news,
television, and vending machines stocked with luxury someone skilled to do their ink, companionship, or even
items (hot coffee, soft drinks, snack foods, etc.). The a fight can find any (and all) of these here given time
‘Giants vandalized the walls, smashed open the vending and patience.
machines, and looted almost everything. At any given
time a large number of gang members are likely to be R. Emergency Unit: This unit is situated near
found here, playing pool, pinball, or otherwise just the entrance to the Hospital and is badly flooded.
lounging around here. Originally the rooms here were used for emergency
Occupants: 4-16 gang members, with various patients being brought in for immediate care and
armaments, clustered under the safety of bright diagnosis; typical patients included knifing victims
fluorescent ceiling bulbs (powered by the emergency and other victims of convict-on-convict violence. The
generators). The PCs may find someone here who’s unit was well-stocked with equipment and supplies but
interested in exchanging information, or looking to most of this was ruined during the flooding. The unit is
barter, though they are just as likely to find a bored currently abandoned.
gang member eager for a fight!
Loot: Unless the characters are bold enough to steal, S. Intensive Care Unit: Patients not ready to
most “loot” found here will be owned by someone be released after treatment, or requiring constant
in the room. Typical items might include weapons, supervision, were taken here. This area is currently
ammunition, smokes, and recreational drugs. where Needles tends to the needs of the injured, though
being the sole doctor around he rarely spends more
O. Morgue: This refrigerated unit is not used by the than a few minutes with each patient - unless their
’Giants; Needles is wary of letting dead bodies lie injuries/sickness interest him beyond routine treatment.
around (only to risk rising again as devourers), so he There are likely to be a handful of patients in the ICU
has all bodies incinerated as soon as possible. Thus, the at any given time. Light rods illuminate the halls and
morgue is just a cold, empty bunker. individual rooms.
Occupants: 4-8 gang members in various states of
P. Emergency Generators: This small “vault” health. Three of these are victims in recovery from
contains heavy machinery used for emergency power accidental cardiolax overdose (before Needles got the
generation in the event that the Hospital was severed proportions of water-to-chems right). Needles is aware
from the ship-wide power network (which it currently of their condition and keeps these men in seclusion, but
is). The room contains a considerable supply of they are otherwise unguarded. Only a character with
chemical fuel used to power the generators, which in Medical Knowledge is likely to recognize the signs
turn supply the facility with what little electricity it that these men are suffering from cardiolax overdose
currently uses. (and not “fatigue“, as Needles has diagnosed them).
Occupants: There’s a 25% chance that the Questioning them may lead the characters to discover
characters encounter 1-2 gang members here, refueling how the men got sick - all three started exhibiting low
a generator that has begun to run low on juice. The heart rate, dizziness, and euphoria soon after drinking
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water from the Food/Water Supplies - and by extension, the food-dispensing machinery has been over-taxed
what Needles has been up to. by the sheer numbers of gang members now using the
Loot: The ICU is stocked with rudimentary medical facility. Plastic-sealed crates of looted ration packs and
supplies, the equivalent of three doses of tranq, 20 bottled water line two of the four walls, though these
syringes, and fifteen first aid packs. supplies are also dwindling.
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Loot: The pruno stills are hidden in two fifty-gallon from the end of this dead-end corridor. A shattered
soup vats somewhere in the bowels of the kitchens. toilet and sink lie in a heap on the floor of the
The pruno supply itself would command 100-400 tunnel, having fallen through the hole overhead.
Smokes if somehow bottled and sold. Through the hole you see a man peering down at
you.
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W. Food/Water Supplies: These bulk pantries contain
packaged and preserved foods, as well as water and Explaining themselves right away will prevent a fight.
other potable liquids. Much of this was looted by the The man is a member of the Jailhouse Giants, and
‘Giants when they took over, at least before Needles the PCs soon realize have found their way under the
cracked down and put the remainder under guard (there Hospital’s restrooms (area A on the Hospital map).
are always a few guards here, with orders to shoot
anyone attempting to steal food). Needles visits these Play out the meeting however you like, but assuming
areas each day, ostensibly to “inventory” the food/water the PCs make no trouble they will ultimately be
levels - in reality he comes to administer cardiolax to allowed entry to the complex. The man is surprised to
the food and water supplies to keep the population in encounter other convicts so long after Perdition and the
control. fall of Sanctuary, and their sudden appearance from the
Occupants: 2-3 gang members armed with scatter dark tunnels is even more unexpected.
guns and five rubber rounds apiece. They have orders
to prevent anyone from stealing, and are authorized The characters will be granted permission to enter the
to use lethal force to do so. The men are not entirely Hospital once they state their business and intentions.
vigilant, however, and a bribe in the neighborhood of Any men they first meet are just grunts, however, and
200 Smokes will convince them to look the other way if the affairs of the Furies, Daughters of Slaughter, etc.
the PCs want to gain entrance to the supply room(s). are beyond them. They do sense the urgency of the
Loot: Characters managing to get past the guards party’s purpose here, however, and agree to share some
will find significant food and water supplies here, in the information. The basic points they relate are:
range of 300 ration packs (and/or similar food items).
In addition, a successful Wits check - simulating a The Hospital is now the refuge of the Jailhouse
search - will uncover a few empty bottles of cardiolax Giants. The halls are kept lit at all times to “hold
Needles forgot to dispose of properly in the vicinity of back the darkness”.
the water supplies. Furthermore, a character sampling The lights, they explain, keep back the demons. If
the water here will experience a calming effect and asked, the men eagerly state that there have been
mild euphoria, as her Despair is reduced by -1 over the no manifestations of demons in the Hospital since
course of the next hour. their leader came up with the plan to “light up” the
complex.
ARRIVAL If asked, the men identify their leader as “Dr.
When the characters arrive at the Hospital from the Needles“, a “creepy son-of-a-bitch” but also a man
tunnels, read the following: of ideas. Those “ideas” have kept them alive so
far.
The flooded tunnels have so far been entirely Questions about the lights are met with open
lightless, but now you catch sight of a dim glow answers. The men explain that the lights are
CARDIOLAX ADDICTION
During their visit to the Hospital the characters will encounter convicts who, if one looks hard enough, are
showing signs of cardiolax addiction. Individual ’Giants seem unusually relaxed, calm, and even happy. Their
only concern seems to be in keeping the darkness “at bay” - a false worry implanted in them by Needles to keep
them from suspecting they’re really being drugged.
A character with the Medical Knowledge trait can examine any of the ‘Giants she encounters (requiring a
basic checkup, including monitoring heart rate, the dilation of eyes, lack of sweat, etc.); it soon becomes clear
that all evidence seems to indicate the inhabitants of the Hospital are, to varying degrees, under the influence of
a calming substance. That substance is, of course, cardiolax.
Cardiolax is not normally harmful even in large doses; a user does not risk injury or permanent damage
from over-use. However, the fact that it instills a false sense of calm can lead to a lowering of one’s defenses,
a passiveness in taking any form of action, and a deadening of the survival instinct that helps a person react to
danger.
Page 16
powered by the emergency generators here. They
insist that the lights are responsible for keeping any
and all demons from their refuge.
TRAITS GEAR
Corpse-Handler Convict Basic Gear
Looter 1 Light Rod
Made Man Improvised Weapon (1D6)
Scrounger NEEDLES
Tortured
Tunnel Rat Needles is not entirely unappreciative of the party’s
presence here, but he has a lot of work to do and must
MEETING WITH NEEDLES prioritize his time. He will be polite but not gracious,
Eventually the characters will be brought to Needles, though he will answer the party’s questions if they
who is working in the Intensive Care Unit when they insist on engaging him:
arrive:
If asked about the battle for Sanctuary, Needles
“I have no time for visitors,” says a familiar voice will describe how he assumed control of the
from behind the curtain that screens half of this Jailhouse Giants after the stronghold fell, as there
hospital room from the other. Your escort seems was “no one better at the time” . He managed to
stunned, and ready to take you back the way you keep the gang together and led them here, where he
came, when a tall man steps out from behind the has created a relatively safe “hideout” for them.
screen, hastily dressed in a blood-stained surgeon’s This statement may strike the PCs as being in
smock. You instantly recognize convict 3586661, direct contrast to Needles’ previous belief that
“Dr. Needles”, by his handsome face and calm, “large gatherings” of convicts are a bad idea (see
stony gaze. The Right To Live). If the characters bring this up,
Needles seems unable to come up with a retort,
Needles neither smiles nor even nods in greeting but moments later he explains that the presence
on seeing you. Instead he turns to your escort and of “so many lights” has served as a deterrent to
speaks again. “I have a lot to do. But these men the demons, protecting the gang from marauding
are to be trusted. Give them food and any medical creatures.
care they need.” Then, to you, he says rather If and when the characters mention they were
curtly, “You’re welcome to stay as long as you sent here by Patch of the Furies, Needles seems
need.” uninterested. He tells the party that the ‘Giants are
too diminished from the fall of Sanctuary to join
THE VOTE
In The Right To Live the characters had a chance to become the leader(s) of Sanctuary and, by extension,
greatly improve their standing with the Jailhouse Giants. If one of the player characters managed to win the
vote in that adventure, barring total incompetence he or she will be seen in a much more positive light by the
‘Giants in this adventure.
Though Dr. Needles will still be regarded as their defacto leader, any PC who won the vote in The Right to Live
will generally be treated with respect and deference. In addition, he/she receives a -1 bonus to all Social and
Intimidate checks when dealing with the Jailhouse Giants.
Page 17
NEEDLES
Whether or not they befriended him before, Needles is arguably one of the most magnetic personalities the
characters have ever met. Handsome and flawlessly well-mannered, yet haunted by a horrific past of savage
slaughter, he somehow manages to project an image of sophistication despite being a remorseless killer. His
SINS OF THE PAST
level-headedness has an intoxicating effect on others, luring them into trusting him, yet despite his outward
pleasantness he puts the welfare of none above his own. A doctor of medicine and amateur scientist possessed
with rare gifts of brilliance, he has managed to flourish since Perdition, channeling his obsessive genius
towards discovering more about the entities native to “Hell”, putting this knowledge to practical use benefiting
himself and those who follow him - whether they like it or not.
Needles cares little for those who don’t see things his way, and cares even less for those who would get in the
way of his research and/or plans. Yet he is not openly homicidal; he is no fool, and knows he must behave if he
wants to live. Still, he can be arrogant, and considers himself to be better by degrees than the “common rank
and file” of the prison.
any “alliance”. They will certainly not risk leaving very survival of everyone concerned. PCs who worked
the lighted wards of the hospital for any reason. with Needles before probably realize that’s not his
He will not listen to the party‘s arguments beyond intention, so finding a means of making it clear to him
a vague promise to “take it under consideration” that he needs to let someone else take charge should be
, no matter how insistent the characters are, a top priority.
ultimately telling them that “the Jailhouse Giants
aren’t taking any risks as long as I am in charge” . Getting Needles to voluntarily step down won’t be easy,
Needles ends the conversation with an effort to at but unless the characters are cold-blooded killers, it’s
least sound hospitable, inviting the characters to likely to be their best option. They can, of course, do
stay as long as they need. what most people expect (namely, kill him to get rid
of him), but characters with any conscience - or sense
of gratitude for Needles’ lifesaving actions in previous
NEEDLES (MURDERER/POWER) adventures - may find this a difficult option to settle on
(and one that should run the risk of accumulating Guilt
PROWESS 5 Social 8 Guilt 5 for all those who participate).
REFLEXES 7 Intimidation 8 Despair 0
WITS 10 Psy Potential 5 Insanity 2 There are other avenues, however, but it’s up to the
20 players to discover them and use them to get Needles
WILLPOWER 8 Psy Strength 1 Health
to relinquish command of the Jailhouse Giants. These
avenues can be discovered by exploring around the
TRAITS GEAR Hospital and speaking with the inhabitants, etc.; these
Calculated Fighter Surgical Smock are briefly summarized below:
Combat Medic First Aid Pack
Prove that “lights” have no real effect on
Educated Syringe
keeping demons at bay. Needles has been using
Extra Health One dose of cardiolax this lie to mask what he’s really been doing,
Isolation Five doses of tranq drugging the ‘Giants. If the characters sense
Medical Knowledge Key to Specimen Lab Needles has been lying and prove to the population
Obsession (Women) that the doctor has been leading them on, Needles
will have no recourse but to step down (the ruse is
Quickness up). The easiest way the party can do this would
Sociable be to provoke a manifestation within the Hospital
or, even better, if they haven’t killed it already,
GETTING NEEDLES TO STEP DOWN lure the Engorged Horror from area 6 (in the
The object of this chapter is for the characters to find a tunnels outside) into the Hospital and into the light.
way to remove Needles from his position as “leader” of The characters must be ready to kill the creature
the ‘Giants. He is, after all, an obstruction to forging an once it’s inside and quickly explain their actions,
alliance with the Furies, and his obstinacy threatens the however, or else face the wrath of the gang for
having endangered their refuge!
Page 18
Lead dissenting ‘Giants against Needles in a so getting information from them wasn’t easy. But I
coup. Needles isn’t exactly popular, and forcing have my methods…”
him from his position of self-imposed power will
put him in his place. The characters will find “According to the captives, the Psychos, the
an eager ally in Big E-Z, who wants to depose Skinheads, the Daughters of Slaughter, and
Page 19
CHAPTER THREE - DANGERS THE JOURNEY
Things have changed since the fall of Sanctuary;
IN THE DARK Gehenna itself has slowly transformed since Perdition,
Needles, Jelly Dawg, and even Big E-Z can hook the and evidence of the massive alterations to the ship
SINS OF THE PAST
PCs up with directions to the ruined part of the ship continue to exhibit themselves, as the characters will
that used to be Sanctuary. It’s far enough away that the soon discover.
characters will likely spend a day or so trying to reach
it (more like 2-3, due to unexpected damage to the ship; A map of the tunnels and chambers lying between the
see below). Hospital and Sanctuary is provided nearby (the PCs
exit via the Hospital’s front entrance, area B). The
If the PCs managed to replace Needles with Jelly Dawg, journey itself will not be an easy one. As Warden, use
the latter (having access to all sorts of scrounging this chapter as an opportunity to portray how the ship
resources) will outfit the party with a few basic supplies itself is slowly becoming an alien landscape due to the
to help their chances of success. Big E-Z has no such changes of Perdition. This section should feel like an
scrounging talent (nor does Needles), so if either are exploration, one which is teeming with danger.
still in control this assistance will not be offered. In any
event, the assistance mentioned will be limited to: There are a few things to keep in mind about the region
between the Hospital and Sanctuary:
Three light rods (barely enough to cover a 24 hour
period) This part of the ship is without power, so the
A few rudimentary digging implements (can be characters will need to bring lights of their own.
used as improvised weapons) Traveling in dark, heavily-damaged sections of
A single 50 ft. length of “rope” (made of braided the ship, even with lights, requires characters to
bed sheets) be cautious - and to take things slowly. As such,
A single first aid pack for the party the party is limited to traveling three squares per
hour, and a maximum of eight hours at a time.
Whoever the leader of the ‘Giants ends up being The party will need to rest after eight hours of
(Needles, Big E-Z, or Jelly Dawg) will warn the exploring (rest takes at least one hour).
characters that the tunnels leading back to Sanctuary In some areas, the lack of functioning life support
were already structurally hazardous to begin with, and systems means the temperature has dropped to
there could now be unexpected dangers lying in wait. almost freezing levels. The PCs will traverse
He reminds them to stay cautious and keep up their corridors that are slippery with ice, or are hung
guard. He also informs them that should they lose their with ice crystals. Universally the air is cold, and
way, or lose sight of other landmarks, that Sanctuary human breath turns into billowing steam upon
lays past “three cataracts”. He has no other advice leaving one’s mouth.
for them; for now, they will simply have to brave the Certain areas are flooded, requiring the PCs to
darkness on their own. wade or even swim through the dark and bone-
numbingly cold tunnels.
Page 20
OPERATING IN THE DARK
During this chapter the characters run the risk of being plunged into darkness. The ‘Giants have been hoarding
their light sources and their supply is running low. Unless they have brought their own light sources from
previous adventures, the characters may find themselves alone and in the dark before they know it.
SINS OF THE PAST
Exploring in the dark is risky. Consider using the following rules:
When playing out an encounter, limit the vision of the characters to three squares around them. Keep track
of enemy movements secretly if they‘re out of this range. Unless an enemy comes within three squares,
only describe “nearby sounds” and a vague indication of the direction they’re coming from.
Ranged combat is almost impossible. Firing at a target who can’t be seen should be next to impossible,
though the PCs may use the sudden explosion of light (assuming they use guns) to momentarily see/
pinpoint enemies lurking in the darkness.
When the lights do go out, call for Despair checks (failure means a character gains +1 Despair). Finding
oneself stranded in the dark without a light is certainly cause for fear!
Page 22
character it is attached to. As Warden, now would be a Second Offer The demon will grant the host a
good time to take aside the player in question and get supernatural healing ability; she
her to explain her characters crimes and how she came regains 1 Health every hour.
to have such a high Guilt gauge. Use elements from the
background, origins, and general story that your player Third Offer The demon will bestow the host
Over the course of the adventure the sorrow leech Note that the sorrow leech can only actually grant one
will attempt to wear its chosen prey down. First and benefit; it cannot grant them all.
foremost its Insanity Aura ability causes an increase in
Insanity by +1 per day. Use this as a chance to creep If at any time the character agrees, she gains the benefit
the player out; don’t just say “you wake up and realize as promised but also the symbiosis cost. In the case of
you’re at +1 Insanity”. Instead, have that character this particular sorrow leech, the demon takes control
experience nauseating dreams, dark phantasms, and of its host on a failed opposed Willpower check, rolled
mind-bending delusions. The accumulation of Insanity at the start of every combat turn. Thus, any time the
is a slow, psychological effect; play it up for effect. characters enter combat during the adventure, the host
runs the risk of being taken over by the sorrow leech.
For example, using information from the character’s If this occurs, it will have the possessed character
background, describe the horrifying dreams that vividly attempt to kill whichever companion least expects it
relive her past crimes. Describe in detail the faces of (usually a loved one, best friend, etc.). After combat
her former victims in puddles of water, in shards of this compulsion ends, leaving the confused host to
broken glass, etc. Whenever she is left alone, she may answer for her actions!
hear the familiar voice of a victim calling to her from
a dark passage, or might be tormented by the cries for 9. EMPTY CELL BLOCKS
help of those same victims in her sleep. Though the damage is extensive, this looks to have
once been a cell block, not unlike the one you used
Each day the sorrow leech will also try to make contact to live in - at least before things went downhill, that
with its victim. Though it is perfectly content with is. Icicles hang from the ceiling, bars, etc.
psychologically torturing its prey, it also desires to turn
its prey against her companions - what would be better If combat takes place here, use the Nightstalker Hideout
than to trick its prey into killing her companions, then map for the layout of these areas. Note that most will
feeding off of her grief after the fact? be deserted, empty except for random debris from
collapsed ceilings and various patches of ice.
To the character in question, these attempts at contact
come in the form of whispers from the dark that no one Loot: Assume it takes an hour to search each cell block
else hears, voices in her head that nag at the back of her for useful items. Characters who take them time to
mind when she‘s in conversation with someone else, or search can make a Wits check; if successful, they find
unsettling, vague dreams if/when the party camps for what amounts to one roll on the Random Finds table.
the night. Each time the sorrow leech makes contact
with its prey, it offers a symbiosis benefit, starting with 10. MAGLEV TUNNELS
the benefit listed at the top of the table. If the character The sound of rushing waters echoes through
refuses (either out loud, or simply by thinking it in her these tunnels. Sewage, plus water from ruptured
head), the voices/dreams cease. It attempts to make ship-board reservoirs elsewhere, appear to have
contact again later, but this time it will increase its offer gravitated to the low-lying maglev tunnels, turning
to the next symbiosis benefit on the table, as shown these former “highways” into rivers. Not that you
below: would, but you have no idea where the current
would take you if you jumped in.
Attempt BENEFIT OFFERED
First Offer The demon will hereafter offer As with elsewhere on the ship, many maglev tunnels
advice and guidance, allowing the are now flooded on this level. These swift-moving
character to modify any roll she “rivers” are dangerous to travel, as the water is ice cold
makes by +/-1 once per day. and the murkiness of the water hides all manner of
submerged dangers.
Page 23
THE THING IN THE WATER
If the characters somehow manage to build a raft and choose to use it to navigate the tunnels, consider
introducing a minor encounter sometime during their voyage.
SINS OF THE PAST
Attracted by the lights/sounds of their passage, a death slither living in the lightless waters of the river
detaches itself from a wall and swims, underwater, after the party’s raft. Approaching from behind, it attempts
to slither aboard and strangle whichever PC is in the rear.
Allow opposed Wits checks for the characters to notice the creature as it approaches. If they fail, the creature
gains a surprise attack against the PC of its choice. Note that because of the deafening sound of the raging
waters, the other party members on the raft may not even notice their comrade is in distress until it’s too late!
Page 24
Loot: The glass shards can be taken as weapons. In 14. DYING MAN
addition to dozens of smaller shards, there are 1D4 that You’ve entered a small chamber that glows from
could be used as improvised weapons. the luminous fungus on its ceiling, walls, and floor.
Virtually every surface is covered with the stuff.
You sense movement and turn to see, in one corner
Page 25
familiar wildlife. After a harrowing encounter with might be allowed to take Killer as a replacement.
a brown bear that had somehow escaped, he found a Finally, the party might consider taking Killer as a
puppy and took it with him. “party mascot”, and he will prove himself up to the
challenge by diligently following the group, alerting
When SOB realized he was dying he put the puppy them to danger, and fighting bravely alongside them in
SINS OF THE PAST
(his sole companion, whom he named “Killer“) in the combat.
box, leaving just enough of a crack in the top for it to
breathe. He hoped that by putting it there it would not Loot: SOB had managed to gather some things useful
be consumed by the same fungus that was consuming to a survivor before he succumbed. These items include
him. three ration packs, two light rods, 2D20 Smokes, a
box of 1D10 matches, two bottles of Scotch (worth 200
Killer is a pit bull puppy, though he is large for his Smokes apiece), and an Ignition component.
age and would be more than a match for most dogs
(or smaller-sized demons). As a puppy he is naturally 15. PIT OF TRASH
curious and playful, though he is also quite bright - (This is a trustee-specific encounter. If there are no
and fiercely loyal. When the PCs find him, he growls trustees in the group, this area proves empty).
and yaps at them, thinking them a danger, but with the
passing of his former master (SOB), the whimpering You’ve discovered a large shaft bisecting the
pup soon takes a liking to them and attempts to follow passage here. Luckily you’re at the bottom and not
them. the top, as it looks to be a sheer drop.
What the characters do with Killer is up to them. The bottom of the shaft appears to be filled with
A character who is looking to pick up the Trusty all sorts of rubble, from heaps of organic trash to
Companion trait might consider taking Killer as her smashed security monitors and the crumpled metal
companion; similarly, a character that already had the plate of what may have once been a custodian.
trait but lost her companion during her adventures Much of everything is covered in a layer of frost,
KILLER (DOG/SURVIVAL)
PROWESS 3 Social 1
REFLEXES 3 Intimidation 5
WITS 5 Psy Potential 8
WILLPOWER 5 Psy Strength 10
SPECIAL RULES
Small Size, Bite, Keen Senses, Limited Sentience,
Menacing.
Limited Sentience: Dogs are immune to Guilt and Insanity effects, and make all Despair checks with a -1
bonus. Despair otherwise affects them normally (subject to the Warden’s judgment).
Menacing: By growling, barking, and baring its teeth a dog may attempt an opposed Intimidate check against
an opponent as an attack action. If the opponent fails she cannot come within 10 ft. of the animal, though she
may attempt to negate this effect on her turn by attempting another opposed Intimidate check.
Page 26
A MORAL QUANDRY
The Warden computer’s request to the trustee(s) offers a chance at inserting a moral dilemma the PCs must
contend with. The Warden’s orders are to “apprehend” Loco, but he will certainly do his best to prevent
being taken alive. Even if they do manage to capture Loco, what are they to do with him? The characters
no doubt from the winding down of the ship’s life The convict mentioned in the mission briefing is
support systems on this level. Loco (see area 17), whom the Warden computer has
determined is a threat to its continued operations due
If there are any trustees in the group, read the to his senseless killing of trustees. This continued
following: destruction of useful “assets” cannot be allowed. The
Warden is essentially giving the PCs authorization to
As your companions explore the rubble, you notice eradicate Loco and his men; if they comply, a reward of
something odd - one of the dozens of computer some sort is promised.
monitors lying in the heap flickers on, and a phrase
briefly appears on the screen beneath a layer of Whether the PCs agree or not is up to them, but a
frost. violent conflict with Loco and the Nightstalkers is
already quite likely. See area 17 for details.
INCOMING MESSAGE…
Warden’s Note: The “reward” promised by the
If the character(s) in question notify the other (non- Warden computer for the eradication of Loco and
trustee) characters, when they turn to look, the monitor his Nightstalkers is, ironically, not to be found in
immediately goes off - they see nothing. The message this adventure. This may lead the players to assume
will re-appear only when no one else is looking. the Warden lied to them, but in reality they will be
rewarded eventually in the final adventure of this
The message is apparently from the Warden computer. campaign, Oblivion.
It will only reappear if/when a trustee (or trustees) is
the sole occupant of the room. If the trustee(s) refuse 16. NIGHTSTALKER SENTRY
to remain alone in the room, the message does not re- At each of the locations marked “16“, read the
appear. Assuming the trustees among the party find a following:
way to return here alone, the computer screen comes
back on and displays a message: The suffocating darkness is unbroken ahead, but
the silence is disturbed by the slight sound of
ATTN ASSET: stealthy footsteps...
YOUR COOPERATION IS REQUIRED IN A A convict clad in all-black clothing patrols each of these
MATTER OF IMMEDIATE CONCERN. CONVICT areas. These sentries are equipped with special night
5990127 IS NO LONGER IN HIS CELL AND HAS vision goggles (only the sentries, not the other members
BEEN INCITING OTHER ESCAPED INMATES of the gang) which allow them to see near perfectly in
ON THIS LEVEL. TOGETHER THEY HAVE the dark. Members of a small but motivated “gang”
BEEN RESPONSIBLE FOR VIOLENT ATTACKS calling themselves the “Nightstalkers“, they have orders
TARGETING ASSETS OF THE PRISON. DUE to retreat (unseen if possible) on encountering outsiders,
TO CIRCUMSTANCES ELSEWHERE NO and report their findings to their boss (see area 17).
CUSTODIANS ARE AVAILABLE FOR THIS TASK. They are to avoid a fight if possible.
AS SUCH, YOU ARE INSTRUCTED TO LOCATE
5990127 AND PERSONALLY APPREHEND Unless the characters hide (in which case they may only
HIM. DO AS INSTRUCTED AND YOU WILL BE be seen if they fail an opposed Wits check), the PCs
REWARDED. will be noticed and the Nightstalker will withdraw. He
will return ten minutes later with the rest of the gang,
THANK YOU, ASSET. including their leader, Loco. What they do when they
confront the party is detailed under area 17.
Page 27
NIGHTSTALKER (MURDERER/SURVIVAL)
TRAITS GEAR
PROWESS 7 Social 4 Guilt 5 Backstabber Riot Armor
REFLEXES 5 Intimidation 7 Despair 3 Cold-Blooded Riot Shield
6 0 Insanity 1
SINS OF THE PAST
WITS Psy Potential Extra-Health Cattle Prod
WILLPOWER 2 Psy Strength 0 Health 10 Isolation 3 batteries
Obsession (revenge) 1D20 Smokes
TRAITS GEAR Public Menace Lighter
Backstabber Riot Helmet Tortured
Obsession (revenge) Night Vision Goggles (see
sidebar) The Nightstalkers (of which there are nine in total,
Scrounger 1 Hydrogen Cell including the two sentries and Loco) are based in an old
Tortured 1 Light Rod cell block, reproduced as a battle map nearby. The cell
doors no longer close, and the men sleep haphazardly
Shiv
about the place in various cells under heaps of
scrounged blankets. A few fires are kept burning for
17. NIGHTSTALKER CAMP light and warmth, but ice patches still cover the floor in
The glow of a burning fire down the tunnel ahead places. These patches make combat inside the hideout
stands out in stark contrast to the darkness difficult (anyone entering an area indicated as “ICE”
everywhere else. must make a Reflexes check immediately or fall prone).
A group of convicts calling themselves the Loco makes his abode from the old shower area of
“Nightstalkers” (due to the perpetual darkness of this the cell block; it is now decorated with furnishings
level) have made this area their home, taking over from a looted recreation center including couches,
a ruined cell block and using it as their “base“. The recliner, lamps, nightstands, bookcases, etc. A fire
Nightstalkers are led by a former stick-up artist who is kept burning at all hours to keep the room warm.
calls himself “El Loco”; he’s not a wannabe luchadore, A chandelier, hanging crooked from the ceiling and
but rather a man who nurtures a burning hatred for adorned with a quartet of light rods instead of candles,
trustees. Before Perdition he (and others like him, keeps it well lit.
including those who now follow him) were victimized
by trustees on a number of occasions, and he long Warden’s Note: Relations with the Nightstalkers will
vowed that if the “tables were ever turned” he would vary depending on the personal history of each PC.
“make them pay”. Assume that Loco starts somewhat wary of the party
(though not overtly hostile), but he can be convinced to
Loco (Convict 5990127) has made good on his deal with them under certain circumstances. Characters
promise; when Perdition occurred he killed his cell
block’s resident trustee through strangulation, then
armed himself and began hunting down others who’d
wronged him. He takes particular delight in using
stun-weaponry to paralyze his prey before brutalizing
them and only eventually “executing” them in a flashy
display (see area 18). He’s killed at least a dozen
former trustees so far, but they’re getting scarcer these
days and so he’s finding new targets for his homicidal
aggression.
LOCO (ANARCHIST/SURVIVAL)
Page 28
living in the waters, but
what exactly he cannot
say.
Loco can give
directions to the “three
who openly brag of killing trustees, or are wearing In combat Loco may
obviously stolen trustee equipment will earn his good prove to be a difficult foe, as he wears full riot armor
graces quickly. Those who frown on that kind of and wields a riot shield as well. He will use his cattle
thing, or take a “higher” moral ground, are quick to prod on his chosen enemy, who will always be the
make him lose his temper - and earn his disfavor. closest thing to a trustee (if there is no recognized
trustee present, he will go after someone with the Stool
Loco saves his worst reactions for actual trustees. Pigeon or Mole trait instead; failing this, a character
Any character who has the Trustee trait (of any level) with Orderly trait; and if there are none of these, any
and is discovered will inspire in him a burning and “goody-two-shoes“ will do). His men will engage the
unforgiving hatred. There will be no negotiating, and other characters in groups of two, hoping to use their
Loco will immediately bend all of his efforts to capture Backstabber trait to full advantage. Anyone who is
that PC and/or kill her. If the characters came looking subdued will be taken to the Pit of Fire (area 18) to be
to parlay or trade, they now have a full-blown attack on “executed”.
their hands!
Loot: In addition to stolen furnishings, the
Unless they’re obvious about it, however, characters Nightstalkers do have some loot taken from executed
don’t usually go around with “Trustee” emblazoned trustees, as well as from scrounging. These include
on their foreheads. Thus Loco will only be aware of a two riot helmets, a suit of riot armor (this is damaged,
character’s Trustee status if either he or one of his men but can be fixed with basic tools and the use of a Rigid
succeeds at a Sociability check (if the players gripe, component), a mace canister, a riot baton, a slug gun,
explain to them that the same sort of check that allows nine ration packs, nine light rods, a 50 ft. length of
PCs to learn the secrets of NPCs they’ve met, also rope, a can of flammable oil (used for starting fires),
applies to them). If he detects a trustee in their midst, 500 lbs. of scavenged wood and paper products (used
he warns his men and orders the party’s capture. for maintaining fires), five cartons of cigarettes (1,000
Smokes), six hydrogen cells, 1 Chemical component, 3
If the characters manage to secure his cooperation, Precision components, and 1 Torsion component - but
however, what Loco knows is sketched out below. no tools. They also have a small supply of breaching
Feel free to fill in the details as suit’s the tone of the rounds (see sidebar) which they’ve used to gain access
conversation: to locked cells and other restricted areas; there are eight
of these special shots remaining.
There are some unusual places in the area where
the laws of reality seem to operate under a 18. PIT OF FIRE
terrifying distortion (he’s referring to areas 12 and This enormous chamber is essentially a broad,
23). deep shaft descending to unknown depths of the
He warns the characters to stay away from the ship. A metal walkway skirts the walls of the shaft;
fungus found throughout this level. He claims that this walkway appears to be scorched black and is
no one knows if it’s dangerous, but it’s better to be melted in places.
safe than sorry.
He warns the PCs against trying to navigate the This shaft is pitch black and filled with the same cold
flooded maglev tunnels. He says there are “things” air that pervades this level, but every hour or so a
gusher of blinding plasma ascends from the deep in
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NIGHTVISION GOGGLES
Each Nightstalker sentry makes good use of a scavenged
gizmo known as “night vision goggles”, which allows him
to see in the dark - a handy tool in these lightless environs.
SINS OF THE PAST
NIGHTVISION GOGGLES
Control Level: 2 Complexity: N/A
Cost: 5,000 Smokes Time Required: N/A
BP Cost: N/A Components: N/A
a plume of white-hot fire. The origin of this fire is often melts and falls into the depths of the pit.
actually the emergency venting of radiated atmosphere
from the ship’s engines, which becomes electrically If the characters come here, roll 1D12. On a roll
charged as it travels up the shaft at high speeds, turning of either 1 or 12 their arrival coincides with the
into a plasma-like state. phenomenon. The appearance of the plasma will be
heralded by a brilliant scarlet glow from below, which
Loco (see area 17) uses this area for executing trustees seems to gradually grow in intensity, as if rising to their
who’ve fallen into his hands. Hateful of all who once level. The characters have ample time to leave, but if
served the Warden computer, he and his followers they do not, in 1D3 turns a plume of plasma fills the pit
capture, torture, and ultimately bring all trustees they chamber on its way up to levels above. Those present
find here to die. That these executions occur in a flash in the chamber take 3D10 damage to Health from heat
of brilliant fire also serves as “entertainment” for the and radiation.
gang.
19. SPOOR
The apparatus for these “executions” is simple; a wire Select a random character, and then read the following:
bed frame is suspended from the edge of the pit over
the gulf. They then wait, from a safe distance, for the You suddenly feel a warm sticky substance
plasma storm to claim its next victim. Victims are underfoot. You stop, but not in time to prevent
incinerated quite quickly, as is the bed frame, which stepping in what appears to be spoor.
BREACHING ROUNDS
The Nightstalkers discovered a cache of special ammunition, which could easily fall into the party’s hands.
This new item is detailed here.
BREACHING ROUNDS
Control Level: - Complexity: N/A
Cost: 25 Smokes Time Required: N/A
BP Cost: N/A Components: N/A
Breaching rounds are a special form of pistol ammunition used to breach locked doors. A breaching round is
essentially a small shotgun shell fired from a conventional pistol, packing enough power to blow out a locking
mechanism at point-blank range. A breaching round does the damage of a barricade buster at a range of one
square. Beyond this range the breaching round loses force and has no effect.
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The character has stepped in the spoor of some On reaching the tunnel, characters will have to brace
unknown demon. Luckily the creature that left the themselves against the current, but exploration is
spoor has moved on, and will not be encountered. possible. Unfortunately, the water flooding this latter
tunnel comes from numerous smaller pipes, so there’s
Loot: Examination proves it contains one or more no way past.
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This encounter not only gives the party a chance to
aid a stranger (and strike a blow at the ‘Psychos), but
Roll Item Found
also take steps towards redemption - by performing a 1-5 Nothing
selfless act. The act also has additional repercussions 6 Dirty but usable clothing
that will not be immediately felt, but which may lead
SINS OF THE PAST
7 Broken furniture (may be turned into an
to future encounters with the Fittest in the future
improvised weapon)
(specifically, in the next adventure in this series,
Oblivion). 8 Wiring from ceiling panels (salvageable as 1
Conductor component)
23. LIQUID MADNESS 9 Ration pack
You swear you can hear soft giggles somewhere 10 Hydrogen cell (random charge remaining)
nearby.
11 Lost flashlight (25% chance of having a
As with area 12, this place marks the point where working hydrogen cell inside)
Nether energies have a strong influence. As such, all 12 First aid pack
manner of unpredictable phenomenon is possible here.
As the characters navigate this tunnel, a strange silvery 25. THE GULCH
liquid seems to pool above the characters. The pond Perdition seems to have altered the very structure
is perfectly reflective, like a pool of mercury. The of Gehenna, nowhere more visible than here.
liquid soon begins to drip from the ceiling, each drop Besides the appearance of strange fungus and
sounding like breaking glass as they hit the ground. plant life elsewhere, the sheer physical damage to
the ship from the catastrophe has devastated areas,
The liquid poses no danger unless touched. A character collapsed tunnels, and sealed off entire sections.
who touches the liquid feels agonizing pain and must But here the claustrophobia of the tunnels is
make an immediate Insanity check or gain +1D4 challenged by an enormous black “void”, some
Insanity. Note, however, that this insanity gain is not sort of cavity created by the sudden collapse of
permanent, but will diminish at a rate of 1 Insanity numerous ship levels. The tunnel you are traveling
per day. A character whose Insanity gauge increases along gives way abruptly; you cannot see the limits
enough to incur Madness only suffers from the Madness upwards, or down.
effect until her Insanity decreases again.
This gigantic “cavern” was created by the structural
The fluid cannot be potted, and loses potency the collapse of several of the ship’s levels during Perdition.
moment it touches the ground. Its dimensions are not readily ascertainable, and would
require exploration to accurately measure.
24. RUBBLE HEAP
These halls are a maze; collapsed side passages Warden’s Note: More than likely the party will
and rubble-choked corridors branch off of the main turn back when presented with this obstacle, but be
tunnel all the time, but most seem impassable. prepared if they insist on exploring this unusual place.
Descending to the floor of the cavern should require a
Characters can attempt to excavate these areas, but treacherous climb, and the bottom, littered with jagged
loose debris and unstable structural supports mean debris, will make for a lethal landing should anyone
that they collapse as soon as they are cleared. The slip and fall. Once attained, the rugged floor of the
characters can usually avoid danger with a successful cavern can be populated by anything you like. Amidst
Reflexes check; otherwise they may be hurt for 1D3 tons of sifting debris the characters are likely to find
damage. the contents of dozens of cell blocks all compacted and
devastated, including destroyed custodians as well as
Instead of excavating, careful characters can search the dozens (if not hundreds) of dead bodies.
rubble at any of these locations. A search requires a
light source plus 1D3 hours of time, and will glean the Whatever is ultimately to be found here is up to you;
searcher(s) a random find: the cavern could simply be an uninhabited cavity in the
depths of the ship, or it could be the drainage point for
flood waters elsewhere, or even the habitat of a demon/
group of demons.
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26. TRIPLE CATARACTS whereabouts of Johnson and an understanding of his
Tired and sore from your explorations you come to ultimate fate - information vital to sustaining the hope
the base of an almost cliff-like obstruction where of the fledgling “gang alliance“.
the floors above collapsed to this level. Debris
from the collapse lies everywhere, while a roaring
Nibble played a very minor role in Seeds of Rage, and it is quite possible he escaped notice, his murderous
nature going undiscovered. This is the assumption in Sins of the Past. But what if the characters killed Nibble
in Seeds of Rage? This can be fixed relatively easily; you can either replace Nibble with some other NPC of
your own design, or instead simply assume Nibble somehow survived that earlier confrontation. Like PCs,
Nibble could have been allowed a roll on the Recovery Table, recovering hours or even days later after the
characters left him for dead. Such a twist of fate will only give him more fuel for his rage when he finally
comes face-to-face with the party, as he realizes they’re the same people who tried to kill him before!
Page 33
SINS OF THE PAST
that the ‘Psychos had moved on, the ‘Giants had One night the King overheard these same survivors
been pushed out, and they were safe. They were also conspiring to fix the lottery and serve up the King
surrounded by dozens of slowly decaying bodies which, as their next meal. Feeling betrayed, seeing his little
if they acted quickly enough, could be saved from kingdom dissolve before his eyes, the King moved
corruption and made into a lasting food source... swiftly, poisoning the night’s meat. By morning he
was the only one left, and surrounded by heaps of the
Following his lead, the refugees descended into recently dead to sustain him in his lonely reign.
savagery. But soon they began to run out of “meat”
- fresh or otherwise. With his people facing desperation A Demon of Guilt, attracted by the murder of so
once again, the King came up with a solution, a lottery many, came to Sanctuary to torment the King in his
in which a random member of their “tribe” would be self-imposed solitude, but he eventually drove it away
selected and made to fill the bellies of the others in a through the use of a potent weapon (which he continues
cannibal feast. Over the following days their numbers to keep at his side in case it - or any other outsider -
dwindled as one by one the inhabitants were killed by returns to threaten his secure little hideaway).
their comrades to serve as fresh fare, until at last just
the King and a few murderous others - the strongest KEY TO THE RUINS
- remained. The King believes he’s been forgotten, living in
contented squalor far from the prying eyes of others. A
During this time the King - long overlooked as brief overview of his “domain” is provided below, with
insignificant - knew real power and was shown real entries keyed “1” through “17“.
respect. It was euphoric, a sense of authority he’d
never known. But it didn’t last.
EXPLOSIVE TRAPS
The King has prepared for the return of the sorrow leech (or other intruders) by putting flammable fuel in
containers and leaving these containers throughout the complex. The idea is that, when fighting an intruder,
he will try to corral her near one of these containers then, using his scorcher, burn both the intruder and the
container. The container will explode, doing additional damage to the intruder.
These explosive traps are indicated with a dark circle on the map. Each container contains the equivalent
of 1 Volatile component, and can be scavenged. In game terms, if a container is ignited (for example, if the
scorcher’s area of effect covers a square inhabited by a container) it will detonate, inflicting 1D6 damage to
anyone in an adjacent square.
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1. FLOODED TUNNELS What appears to be a lone survivor is, in fact,
The patter of dripping water echoes off the rusted something quite different. The “woman” (actually an
metal walls of these labyrinthine passages. apparition) resembles one of the convicts killed by the
King and his minions, and now haunts these tunnels.
These tunnels are flooded to shoulder-depth, leaving However, unless a character possesses the Sixth Sense
5. BELLS
You curse when you realize you’ve accidentally
triggered a tripwire. Bells and noisemakers jingle
noisily, their chimes echoing through the darkness.
Though you ready yourselves for a fight, nothing
comes to investigate the alarm.
Page 35
The King set up strings of metal bells and noisemakers temperatures, the syringe and its contents are frozen,
(made from spoons, forks, empty ration tins, etc.) however. It must be thawed (at room temperature) for
at these areas, so that intruders would trigger them. the drug inside to be usable.
The sound of the alarm can be heard throughout the
complex. If/when triggered, the King becomes aware
SINS OF THE PAST
8. DUMPING SPOT
of the party’s presence and arms himself. This small room, once part of the maintenance
tunnels running behind these old cell blocks, is
6. RUBBLE AND CLUES filled with what appears to be a carpet of human
This cavern is at least dry, but it is as dark and bones!
cold as everywhere else in this complex of man-
made caves. Icy rubble covers the floor, making it Call for Despair checks; those who fail gain +1 Despair.
an uneven surface at best.
Over the course of several weeks the King and his
Characters investigating this chamber find signs that it followers dumped the remains of their meals here after
was inhabited after the fall of Sanctuary (in the form of one of their number vanished near the Pit (their former
dirty bedding made from old blankets, evidence of old dumping spot; see area 9). Examination of the bones
campfires, etc.). shows they were all gnawed on extensively, as if to
make sure nothing was wasted.
In addition, those searching will find an abnormal
number of small slips of paper scattered about. Most 9. DEEP, DARK PIT
of these are completely blank, but two or three have a This huge chamber is dominated by a gargantuan
black dot on one side. Their purpose is unclear. pit leading into the deep. Dozens of dramatically-
pointed icicles dangle from the edge. As you enter,
Warden’s Note: The slips of paper were used in the one of these icicles - the size of a man - breaks off
lotteries to see who would be killed to feed the rest. and falls without a sound into the darkness below.
Anyone drawing a blank slip was safe, while a convict
who drew a slip with a black dot became the next meal. Characters can circumvent the Pit by sticking to its
edges, where an icy, narrow ledge permits one to skirt
Loot: In one corner of the room is an unexploded around it. The Pit itself groans with the passage of
flashbang round (for a scatter gun) that failed to frigid air, but is otherwise dark and empty. Floodwaters
detonate when fired during the ‘Psychos’ assault on fill the Pit at a certain depth, but far enough down that a
Sanctuary. fall would almost certainly be fatal.
Well after the battle, a small party of UltraMax Psychos The King turned this area into a “workshop” of sorts
was sent back to Sanctuary to make sure no Jailhouse to repair the scorcher he recovered, as well as to create
Giants returned. Encountering frigid temperatures, the fuel for it. Using only the most basic tools he was
group expected to find the ruins empty and were taken able to fix the weapon and produce a limited supply of
by surprise when the King ambushed them. After he flammable fuel for it.
murdered them he dragged them here and took their
legs as “meat”. Loot: All told there is a set of basic tools, 1 Precision
component, 2 Rigid components, and the equivalent of
A character making a Sociability check, or who has met 5 Volatile components still in this room.
UltraMax Psychos before, recognizes the tattoos on
their arms as the ‘Psycho symbol. 11. KITCHEN AREA
Your lights sweep over crude cooking apparatus
Loot: One of the dead men still has a syringe filled made from salvaged sheet metal and a primitive
with a dose of redline on his person. Due to the icy campfire. The campfire is dead and cold.
Page 36
The cannibals used this area to cook their “meals”. The SPECIAL RULES
central feature is a large pot, in which meat was thrown Small Size, Frightening, Mocking Laughter, Symbiosis,
to be boiled into a gruel unrecognizable to the more Bite, Vile Venom.
weaker-stomached members of the “tribe“.
Warden’s Note: The cannibal “tribe” lived primarily
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ending her screams. The lifeless trunk that remains 16. BETRAYERS
falls to the floor but - as if you’d been experiencing A steady downpour of water drips from the distant
an apparition - it vanishes, revealing just a skeletal ceiling of this cylindrical chamber, which you’ve
ribcage succumbing to rot. entered from the bottom. Your lights reveal what
looks like a frost-covered “table” made out of
The event is just an apparition, the reliving of an event When the King began the “lottery” he and his top
that occurred weeks ago when one of the lottery losers, associates came here for their meals, devouring their
facing imminent death (and consumption) tried to portion of murdered victims at the table. One night the
flee. She was chased to this dead-end where the entire King overheard the last six survivors contemplating
community set upon her and tore her limb from limb. fixing the lottery to ensure that he, the King, became
the next meal. The King acted quickly, and poisoned
Once the apparition plays out, the room is found to the meat. By a stroke of uncanny luck, all six men
otherwise be empty except for a few small slips of consumed the poison and died horrific deaths.
paper (identical to the “lottery tickets” found at area 6).
The corpses are still reasonably intact, despite the onset
15. WET TUNNEL of decay. An examination shows that all six men died
A torrent of water drips from the ceiling of this the same: a powerful corrosive ate away their cheeks,
tunnel in a steady downpour, most likely due to teeth, and tongues, leaving their mouths a hollow,
fractured pipes in the workings overhead. bloody opening. The same corrosive substance ate
holes in their necks and, if their shirts are removed, left
The leaking pipes on the levels above create a sort of gaping cavities in their stomachs. Seeing these terrible
“rain” that washes this tunnel in a considerable volume injuries requires those present to succeed at a Despair
of water day and night; most of this water is channeled check or gain +1 Despair.
into drains, but icy puddles have begun to form here
and there where these drains have become clogged with Loot: The only items of interest are of a morbid bent,
detritus. including six flagons made from hollowed human
skulls, a pair of dice made from human teeth, and a
This tunnel is unexceptional except for the fact that, if human shoulder blade filed down to create a hatchet-
the sorrow leech from the earlier chapter is still with like implement (treat as improvised weapon, 1D6).
the PCs, its invisibility can be countered here. Though
it remains invisible to most eyes, the falling rainwater 17. KING’S LAIR
will still strike the invisible creature, and in doing Wherever it isn’t submerged under murky brown
so vaguely outline its contours (and thus reveal its water, the floor of this place appears to be a sea
location) if it is present in the tunnel. of rubble. This place may have once had multiple
levels, but these have all collapsed leaving just this
Players may or may not think to do this, but it is the small flooded cave. It is slightly warmer here than
only sure way (short of going insane) to negate the elsewhere in the ruins, leaving the water and walls
creature’s invisibility. It is even possible the characters free of ice and frost.
have no idea the creature is with them until they come
here and see the strange phenomenon first-hand… From the darkness a voice speaks out:
UNEXPECTED HELP?
If the sorrow leech from Chapter 3 is still pursing the characters invisibly, or has entered into a symbiosis with
one of the PCs, the party may have an unexpected ally. Though it never planned on returning to Sanctuary, now
that the player characters have inadvertently dragged it here the creature will seek out revenge. Because the
King of the Cannibals drove it out previously before it could have the pleasure of killing him, it will now turn
its attentions on the King, focusing all of its attentions on him in an effort to destroy him.
Because the sorrow leech effectively “relinquishes” its former prey to turn its attention to the King, a PC who
regrets entering the symbiosis with it may be allowed a chance to escape the pact - if you‘re feeling merciful.
Page 39
“I never thought I’d see you again, I thought you
would have died. I bet you don’t even remember NIBBLE
me. That’s the way it is with me. That’s the way
it’s always been. So forgettable. But look who’s
the last one standing now? They came here and
SINS OF THE PAST
needed my help, and I gave it to them. And what
did they do? They tried to kill me. But I had the
last laugh, didn’t I?
“KING” NIBBLE (MURDERER - UNALIGNED) The camcorder found in Chapter 4 (at area 12) will
be of immediate interest to the Jailhouse Giants, but
PROWESS 7 Social 5 Guilt 9 it also contains alarming information that will be of
REFLEXES 7 Intimidation 5 Despair 0 vital importance to the Furies as well. Getting that
WITS 5 Psy Potential 10 Insanity 6 information from the camcorder’s digital memory into
20 the interested parties’ hands will be easy, if and when
WILLPOWER 4 Psy Strength 2 Health
the video recorder is brought back to the Hospital.
TRAITS GEAR Needles (or whoever is in charge) will be able to
Extra Health Scorcher jury-rig a means of reviewing the movie files. This is
Insane (Rage/Moderate) 10 “shots” for scorcher accomplished by hooking the damaged camcorder to
an old television scavenged from the hospital’s storage
Improvisation Shiv
room (a process taking 1-2 hours). When it finally
Isolation comes on for an audience of Needles, Patch, Jelly
Lobotomy Dawg, and the PCs, the footage proves to be shocking:
Obsession (Human Flesh)
Psychobaric - Lvl 1 Through a haze of periodic static come images of
the battle for Sanctuary unfolding; the cameraman
Psychopath was obviously an amateur because the film shifts,
Seen Beyond The Veil is frequently out of focus, etc. But eventually the
hectic, fragmented clips of various gunfights and loud
Page 40
explosions come to an end. The final clip, apparently
recorded for posterity on orders from Blade, shows the
FINAL REWARDS
For surviving Sins of The Past, the player characters
capture of Johnson.
each receive a reward of 200 Build Points, which
they can spend to improve themselves now that the
Surrounded by heavily-armed UltraMax thugs, a
Page 41
ESCAPE Typical Manifestation: Creeping Confidantes come
For discovering clues as to the location of onboard into being whenever a murder or other deed causes a
escape pods (at area 21): +100 Build Points. manifestation of guilt. When it appears, it seems to
For exceptional role-playing (i.e. acting in character, or skitter out from the darkness (from overhead ceiling
pipes, out of a ventilation shaft, a hole in the floor, a
SINS OF THE PAST
otherwise pursuing a Personal Goal through actions not
covered above): 10-100 Build Points. sink/toilet, etc.), ready to consume the bloody remains
of its summoner‘s crime.
Page 42