The event notes for 'Prince of Fools' detail character generation and the backstory of a murder involving Dickie Downing, a Weryl comedian found dead under suspicious circumstances. The players are tasked by Golgotha to protect Billy Bottoms, Dickie's son, as powerful Mock factions converge on New York with unknown intentions. The document also includes updated stats for characters and descriptions of key locations and figures involved in the unfolding conflict.
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Mocks 2
The event notes for 'Prince of Fools' detail character generation and the backstory of a murder involving Dickie Downing, a Weryl comedian found dead under suspicious circumstances. The players are tasked by Golgotha to protect Billy Bottoms, Dickie's son, as powerful Mock factions converge on New York with unknown intentions. The document also includes updated stats for characters and descriptions of key locations and figures involved in the unfolding conflict.
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PRINCE OF FOOLS (event notes for Marcon)
Character Generation: quick form 1: select race 2:roll
stats and apply modifiers 3:choose Edges, Beginning Edges
for Race plus 4 additional Edges. All Edges are at 60. If a
higher Edge Score is desired, each additional “slot” assigned
to the same Edge adds to base 60 1st additional slot adds 2
2nd adds 10 and any further slots add 5. 4: choose Skills. 6
Skill slots, all at 60. Additional slots add to starting
level as per Edges
The PC’s are called together by Golgotha, whom they all
owe Big Favors. They receive the following briefing:
Not too long ago Dickie Downing, a British tv comedian
and former vaudeville star, was found dead in his posh London
flat. He was surrounded by empty gin bottles and had a fat
Cuban cigar (cheap) still smouldering in his mouth. The
authorities ruled the cause of death “heart-failure
aggravated by advanced lung disease”. (The report shows that
his lungs appeared to have “rotted”, showing signs of
deterioration far in advance of the relatively fresh
appearance of the body. ) Kin experts suspect some type of
foul-play since Dickie was actually a Weryl, one of the first
generation Weryls from Vector Frankenstein’s experimental
breeding program, and had a Substance Vulnerability Lo
Tobacco. There were no signs of forceable restraint on the
wrists or ankles and no indications that Dickie was forced to
smoke the lethal cigar, except the look of helpless horror on
his face. (The evidence does indicate that Dickie died the
True Death from Tobacco poisoning, information that Vector
Frankenstein has carefully noted since the exact means of
permanently killing Weryls have not been thoroughly
documented yet. )
Since the time of Dickie Downing’s death, two important
facts have come to light. The first is that Dickie was
considered to be the heir of the Mock-Tudor bloodline by
members of the shunned Mock race and that he infrequently
filled the hereditary Mock-Tudor seat at meetings of the
Mock-Court in Europe, though the exact nature of his duties
or activities there are unknown (since the few surviving
Mocks are extremely secretive about their affairs). It is
generally known among those Kin circles which are aware of
the existence of the Mocks that they despise Weryls on basic
principle. The second important fact is that Dickie had one
known son, and apparent heir, and he is currently residing in
Brooklyn. His name is Billy Bottoms and he works regularly at
a Brownsville comedy club and “burlesque-house” called the
Bottom’s Up. He has been uninvolved in Kin activities in
general in the New York area up until this time and has been
essentially ignored by the various Kin Factions and their
enemies
Golgotha has recently learned that a number of powerful,
centuries-old Mocks have emerged from hiding and are headed
into New York with their underlings and minions, all with the
apparent goal of reaching Billy Bottoms first. Their exac
intentions are unknown, but the fact that they are coming
armed and in numbers suggests that they plan some kind of
major conflict or power struggle. Golgotha is not very
pleased by the notion of several gangs of Mocks tearing up
Manhattan in some kind of secret war without even notifying
the Elder Kin of the city of their int ons or plansGolgotha has a meeting scheduled with the leaders of the
various Kin Factions with the hope of organizing an allied
front which will drive the Mocks out of the city and preserve
the peace. Even Red Moonrise is hostile to the presence of
Mocks in the city and is likely to join in if cooperation
with the other Factions can be arranged. It will take a
couple of nights to hammer out the particulars of any
agreement between the Factions, and the favor that he now
asks from the PC's is that they find this Billy Rottoms and
keep him out of trouble for one weekend. After that time the
Klders should be able to attend to the matter
UPDATED MOCK STATS
STR:+10 DEX:no modifier INT:+5 WIL
Humanity: -10
Mask added to Racial Edges.
10 ATT:-10 MA:-10
BILLY BOTTOMS (Weryl/Mock-Tudor Heir)
STR:15 DEX:23 FIT:27 INT:22 WILL:22 PER:29 ATT:11
LUCK: 28 HTH:3 SP:55 Humanity: 55
Edges: Drain-Laughter (51), Locate Human (54), Photogenics
(62), Sense Acuity (54), Telepathy (32).
Skills: Acting (24), Alertness (41), Lying (32), Mimic
(45), Parking (40), Psychology (38), Seduction (13), Stage
Presence (25), Streetfighting (34), Streetwise (37)
Description: Billy is a short, somewhat pudgy man wilh
unkempt black hair and one beetling eyebrow across his
forehead. His perpetual expression is a lewd smirk and his
manner is that of an abrasive con artist. He wears faded
striped, button-down shirts, loose brown slacks with a brown
jacket (rumpled) and @ hideous brown with yellow stripes tie
(of which he is inordinantly fond, especially since he knows
that everyone else hates it). He drives a battered, puttied
Hundai with an anemic engine. (There is a cardboard sign in
the dusty windshield which says “Go on, TAKE IT!" in large,
friendly letters. Car thieves end chop-shoppers who thrive in
the neighborhood won’t come near the piece of junk.)
Billy lives in a trash-strewn apartment over a Korean
grocery and videos store. The apartment is dominated by an
ancient but servicible projection screen tv, a pile of hail
Hong Kong horror/martial arts flicks and porn tapes, and a
fold out couch. A large black rat whom Billy calls “Sidney”
end chats with regularly (treated as a kind of roommate)
lives in the trash choked bottom of the kitchen closet
Sidney is actually a Wererat with nothing better to do than
slip down to Billy's apartment from upstairs and watch his
tapes while he’s out
(SIDNEY in Wererat form
STR:1 DEX:35 FIT:23 INT:13 WILL:18 PER:45 ATT:0
LUCK:15 HTH:1 SP:38
Edges: Drain-Pain (23), Ratform (60), Sense Acuity (80)
i way & Stealth both at (80)]
lis: Break
AT THE BOTTOMS UP
The Bottoms Up is a seedy little brick building at the
triangular corner intersection of three streets. It has lewd
neon silhouettes and badly faded painted signs out front
There is a dusty old marquee with “Held Over! Billy
Bottoms !!" and a B&W picture of Billy which looks muchbetter, and more reputable than Billy does himself. (He uses
Photogenics to not only photograph, but to “photograph
well-~Da’ camera luvs me!") All three streets are narrow end
potholed, deep in the middle of Scientists’ turf. There are
dingy little shops scattered between apartment buildings all
around. The tiny alley which runs between the “theatre” and
the warehouse behind it is choked with trashcans and
dumpsters and frequented by winos (several of whom have
crushes on the girls and live to see a dancer come and go by
the backdoor. )
The club is owned by Freddy Barnes, a balding paunchy man
who always wears disgusting loud-colored polyesters and a
gold chain. Perpetually trapped in the ‘70's, Freddy is
addicted to Billy’s tickle Drain and will laugh helplessly at
anything he says, coughing out "“Ain’t he a riot? A goddamn
RIOT!" Freddy will do anything Billy asks him to, within
reason, after wheedling and shaking his head until Billy
snorts and gives him a quick tickle
Inside, the club is a ratty little dive with dim lights,
cracked dark linoleum. There is a prominently displayed "No
Smoking" sign which Billy insisted on and Freddy eventually
agreed to, thinking that he had just decided to go on a
health kick. There is a main stage with a short runway and
footlights, numerous creaky old tables, a bar along the back
wall and two small side stages with topless dancers
perpetually bumping and grinding to subdued music. The main
show is the stand-up comedy acts Freddy books nightly, with
several “open mike" nights a week to keep costs down. The
theatre-club draws mostly a local working class crowd with a
smattering of Yuppies on nights with particularly noteworthy
comedians.
Upstairs is a closed off balcony, sometimes used for
secret dealings with the girls, clients, and agents; Freddy’s
office which contains an old battered desk and mounds of
dirty magazines and pictures; a cramped little light booth
run by “Morty” an old Jewish midget with a mustache; a fairly
reputable dance-room for choreography and rehearsals (left
over from the theatre-club’s heyday in the ’20’s); a wardrobe
room and a couple of dressing rooms. Billy maintains bis own
Green Room with a battered fridge full of imported beer and
autographed pictures of most of the dancers (past and
present), all of whom have been Addicted to Billy’s touch
Drain at some point. (Every time a dancing girl walks past
him, she will giggle and say “Hi Billy!” Billy just shrugs
and says “Hey! She’s just ticklish, what can I say?") There
are rickety old stairs which lead down to the alley and to
one of the sidestreets. Both exits are favorite hangouts for
Scientists gang members, seeking a little after show action,
or just picking up their sisters
The basement is a tangled urban nightmare of old seats,
boxes of soggy, half-rotted flyers, drums of trash and a pile
of antique mannequins from the 50’s. (no animates, for this
event anyway). It leaks and is infested with rats. There is
an old exit into the alley (chained up and blacked in ages
ago) and a broken freight elevator onto one of the sidestreet
sidewalks. The one modern section is the storage area for the
bar, which is separated off from the main basement, has its
own staircase & dumbwaiter and is much more brightly lit
The top level of the building contains two or three
apartments which Freddy rents out to some of the gi
> orlets visiting comedians crash in. Freddy used to live in the
front apartment, but it is now closed off and vacant since
his wife died in ’78. He currently lives in a posh if
somewhat seedy suite in a building across the street.
MOCK LEADERS/ENEMIES
The first group to be encountered will be servants of
KoKo, the Clown Prince of Hoboken, the only American Mock to
be involved in the search
KOKO (Mock leader 200-300yrs old)
STR:46 DEX:32 FIT:32 INT:28 WILL:41 PER:26 ATT:10
LUCK:240 MA:18 HTH:9 (+12) SP:272 Max Humanity: 45
Edges (all at 60): Armor (15), Claws, Domination,
Drain-Laughter, Infection, Psycho, Sense Acuity, Telepathy
Skills (also at 60): Submachinegun, Wrestiling. Acting,
Court Etiquette, City Knowledge (Hoboken, NJ &
Sarasota/Clearwater FL~-site of the Winter Circus gatherings
of the American Clown Mocks), Intimidation, Leadership,
Mimic, Stealth
Spells: Bloat (10sp focus is balloon which he blows up
while the target inflates damage equals 3D10 unless FIT roll
is made), Fireworks (2SP 15p/BT damage for MA number of BT
WILL save to do anything except try to escape, Limo (2SP)
summons a rickety “Clown Car” or Ice Cream Wagon which he
will use to escape in, Crack Up (x4) which will cause target
to laugh uncontrollably for 3BT unless WILL save is made. No
other action is possible.
Description: KoKo is a standard American Clown Mock, a
"New Age Mock” by his own description, with lime green hair
and matching polka-dots on his white silk clothes. His eyes
glitter insanely and glow green whenever he uses an Edge or
Spell. Actually he is the closest to a neutral, possibly
friendly power in the three way struggle. KoKo represents the
American “Circus Bizarre" which is trying to dump most of the
old feudal trappings of the Mock-Court and move into a newer,
modern style. He even seeks a limited detente with the other
races of Kin. Ideally, KoKo wants to “resoue" Billy from the
others and preserve his vote as an independent voice in the
Court, which presumably could be swayed to support the Circus
Bizarre’s cause. He will not try to harm Billy in any way and
will go to great lengthes to rescue him if he is captured by
one of the other factions. His followers have been instructed
not to cause too much injury to other Kin who get in the way,
but to secure Billy as soon as possible
Followers: Use standard Mocks. Armed with SMG’s and
bowling-pin clubs. Spells: 10SP of Bloat, or Crack-up with
Flight escape spells (Clown Paratroopers!). another spell
focussed through a flaming hoop summons a small horde of
chibuahues and poodles (with punk-style dyed furcuts) which
will be sent to attack the targets (Micro-sized devil-demon
lap dog stats SP:5 Damage:2 Bite:40)
GIACCOMO THE MIME-KING
STR:0 (10 for bite damage) DEX:0 FIT:15 INT:
WILL:45 PER:38 ATT:5 LUCK:135 MA:22 HTH:2 (+12) bite
ouly SP:150 Max Humanity: 10
Edges: Armor (20), Claws (60), Crowd Control (80),
Domination (80), Drain~Laughter (60), Infection (60), Send
Dream (80), Sense Acuity (60), Telepathy (60)
Spells: Blackout (1SP causes 22’ sphere ofdarkness),Deflection (x2 5SP provides protection equivalent
to Armor~10) Shadowpathes (x3 1SP allows movement between
places in shadow), Toxic Cloud (1SP causes pt damage/BT for
up to 10BT from poisonous gas), Wall Walk (2 SP variant on
Skywalk which allows target to walk and climb on vertical
surfaces, or even ceilings), Kiss of Death (1SP covers lips
with poison which does 20 FIT damage, half with successful
Fit Escape Roll), Secret (5SP causes FIT damage if target
attempts to talk about the caster)
Skills (all at 60): Court Etiquette, Torture, Acting,
City Knowledge (Venice, Rome, & Naples), Intimidation,
leadership, Occult Knowledge, Library Research (Library of
the Venetian “Catacombs” half-flooded vaulted sewers lined
with books tended by zombie monks)
Description: Giaccomo was once the powerful and
influential Mock attached to a Venetian Merhant Prince’s
family. He delighted in inflicting petty cruelties on his
Drain-addicted nobles until his atrocities pushed one young
Prince too far. That noble youth overcame his addiction aad
denounced Giaccomo to the Inquisition as an inhuman monster.
Ater failing to elicite anything other than laughter from the
Mock with their torturous interrogations, Giaccomo was
beheaded by an axe blessed by the Pope himself. He went to
the block laughing at the futility of the sentence.
Unfortunately, though he did Resurrect the next night,
Giaccomo has been unable to regenerate a full body ever
since. He exists as nothing more than a bleached white head
with red lips, fangs, and a Jester’s cap mounted on a stout
pole carried by one of his minions. Giaccomo was banished
from his previous seat on the Mock-Court’s ruling councils
and has been shunned even by his own kind ever since his
fall from power” (into the headman’s basket).
Since that time, Giaccomo has studied the ocoult arts and
recruited an army of Mime servitors who interpret his
commands through lip reading or by Telepathy. He backs his
Mime agents with his own sorcery, making them a formidable
and dangerous force. Giaccomo plans to abduct Billy and
indoctrinate him so that he may use the Mock-Tudor place at
the Court to re-establish his influence. He plans to one day
become the Silent King of the Mock’s displacing both Emperor
Bobo and Tristam Punch who actually controls the court from
behind the scenes. He will not hesitate to kill Bottoms if he
cannot capture him and will gladly destroy any who get in his
way. If one of the other Mock lords capture Bottoms, he will
attack them in hopes of either recapturing the Weryl, or
simply destroying his enemies. He is insane and monsterous
and cannot be reasoned or negotiated with
Followers:
MARCEL LeMORT (Mime Renfield)
STR:16 DEX:30 FIT:17 INT:13 WILL:13 PER:22
PT:18 LUCK:17 HTH:3 SP:34
Spells: He will have l0pts of Deflection “Armor” when
encountered, cast upon him by his mast
Skills: Breakaway & Club at (60), Hard Martial arts
(40); Acting, Alertness, Mime & Stealth at (60)
Description: A handsome if gaunt Frenchman,
has served the master under his stage name for several years
He is mute, having had his tongue bitten out by Giaccome as
punishment for once speaking while in Mime persona. In combat
he carries Giaccomo’s head on a pole which he will swing atopponents as a club. If he hits, no damage is determined, but
rather Giaccomo can roll against Claws in an attempt to bite
the target
MIME AGENTS
SYR:12 DEX:15 FIT:14 INT:i0 WILL:12 PER:15
ATT:12 LUCK:16 MA:15 HTH:2 SP:30
Spells: Giaccomo’s followers share a spellcasting SP
pool which allows them to cast a specialized form of Magic
which creates solid effects for Mimed objects. Use MA as STR
or SP of these objects and Mime as the appropriat skill for
any combat uses of these abilities.
Skills: Breakaway & Soft Martial arts (40), Mime
(40), Stealth (40)
Description: These are all outwardly normal, albeit
sinister, Mimes who have devoted themselves to their master.
All are Addicted to Giaccomo’s touch Drain (tongue-tickling,
not a pretty sight) and are absolutely loyal.
TRISTAM PUNCH (Elder Mock Lord/Grand Puppet:
and secret master of the Mock-Court)
STR:50 DEX:35 FIT:38 INT:40 WILL:50 PER:32 ATT:0
LUCK:342 MA:30 HTH:10 (+20) SP:380 Max Humanity: 15
Edges: Armor (20), Claws (100), Crowd Control (100),
Domination (100), Drain-Laughter (80), Infection (60), Mask
(60), Psycho (60), Sense Acuity (60), Speed (60), Telepathy
(60)
rv of Britain
Spells: Breakdance (1SP 3BT effect 1st:+10 Skill Mod.
2nd:1d10 damage 3rd:2d10 damage, Escapes vs DEX, STR, & FIT),
Compel (x2 5SP control for 30 minutes), Goodbye (x2 1SP),
Grabber (2SP DEX Escape to avoid STR to break free, takes 30
damage/turn of resistance. Spelleffect is of strings attached
to limbs with control stick above), Meathooks (1SP 30BT
effect takes 1SP/BT and is held by 30 STR DEX Escape to
avoid), Paralysis (2SP up to 30 people/all within 30’ radius
with DEX under 30 are paralyzed, Escape vs DEX for 1/2 DEX),
Puppet (7SP takes over target's body unless Escape vs WILL),
Secret (SSP). Additionally, will use Zombie (as will
Giaccomo) if able to do so from distance/not actively
involved
Skills (all at 60 unless otherwise noted): Court
Etiquette, Kin Lore, Occult Knowledge, Torture. Acting,
Administration, City Knowledge (all major British cities),
Intimidation, Lying, Persuasion, Puppetry (80)
Description: (see Mock notes) If he must retreat from a
situation, he will drop to all fours and use the Speed Edge
to lope away, Tristam is seeking Billy to establish the kind
of control over him that he used to have over Dickie Downing
(whom he did not kill--that murder was apparently committed
by agents of some other Mock Lord in order to weaken Punch’ s
power in the Court). If Bottoms is captured by the Mimes,
Punch will reluctantly form alliance with PC’s and/or Koko
("I would rather lose him altogether than let the Mimes have
him." shudder}. Punch is old and powerful and wiley and will
not waste energy in a pointless battle, or risk starting a
major vendetta with the NYC Kin. He is confident enough of
his powers to believe that he does not need Bottoms to
control the Court, it would just be convenient if he could
obtain him. Punch will be based in or around Coney Island.
JUDY (Hafgryr female follower)STR:40 DEX:33 FIT:35 INT:20 WILL:20 PER:25
ATT:15 LUCK:140 HTH:8 SP:175 Max Humanity: 15
Edges: Armor (20), Drain-Raw Flesh (60), Fear
Projection (60)
Skills: Wrestling (80), Acting (60), Disguise (60),
Stealth (60), Swimming (60)
Description: Judy is a 7’ tall, unusually svelte and
shapely Hafgryr. When not disguised in public, she wears
white face with clown make-up, goes topless with rouged
nipples and wears a red polka-dotted white mini-skirt,
fishnet stockings over her hairy legs and stiletto heels. She
is a combination of bestial sensuality and cannibalistic lust
whom Punch finds “charming”
BAM & SLAM (Ogre guards)
STR:60 DEX:10 FIT:15 INT:5 WILL:10 PER:25 ATT:5
LUCK:25 HTH:12 (+12) SP:40 Max Humanity:5
Edges: Armor (20), Claws (60), Drain-Raw Flesh (80)
Skills: Wrestling (60)
Description: Twin Ogres who once opposed Punch and
whom he ripped literally in half, Bam & Slam are now serving
as bis HQ guards. The upper halves of their bodies are
attached to strong steel springs secreted in large, brightly
painted boxes, from which they will "spring", Jack-in-the-Box
style to attack intruders. They have hairless pinheads, wear
clown make-up and clothes, and have broad yellow teeth with
prominent tusks. They will attempt to use Wrestling to grab
any intruders and pull them off of the ground, attempting to
Drain while they tear at their prey with their tusk-Claws and
crush them simultaneously
MINIONS (1? tall mini-Mocks)
STR:11 DEX:25 FIT:ii INT:10 WILL:20 PER:20 ATT:0
LUCK:20 ATH:2 (+8) SP:31
Edges: Claws (40), Drain-Laughter (40), Sense Acuity
(60)
Skills: Breakaway (60), Scavenge (60), Stealth (60)
Description: These creatures are puppet-sized monsters
created by Punch. It is unknown whether they are a result of
Infection, Breeding, or Magic. They are viscious in the
extreme and extremely agile. If captured they will squirm and
twist constently, making them hard to hold onto. They delight
in tickling helpless human victims to death and then
devouring the remains. Punch often disguises them as real
puppets and toys and uses them to launch suprise wave attacks
against intruders.le Hany Menhen
Meas ret 10
‘ arr
is iA puck; 10
Our! ° ATH,
wrt $0133
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Ai sain he Pw) 2F
LOOSE OUTLINE FOR EVENT
I. Intro characters; Briefing by Golgotha
II. Characters travel to Brownsville to find Bottoms at
club. Establish character and surroundings
III. First opposition, Scientists gang members, (not
connected to other events, merely a nuisance encounter)
IV. Clown Ambush Attack. KoKo’s followers first to
Bottoms. Preferable locale is in an alley (REAL MEN homage
scene). Serious attack with straight forward combat
V. Mimes attack. Insidious infiltration. crawl up
walls, lurk on ceilings or set up ambush along travel route
Possible appearance of Giaccomo.
VI. Punch sends Zombies in clowa get up (eyelids and
lips cut off, whiteface but original clothes), preferably
choses Scientists members killed in earlier fight
VII. PC’s track Punch’s agents to park, brief
scuffle/encounter ensues.
VIII Serious effort by Punch to acquire Bottoms, will
succeed unless extraordinary efforts by PC’s prevail. Tarce
way battle with all three sides showing up, fighting each
other and the PC’s. Punch is designated winner unless
something extraordinary happens.
IX. Rescue effort by PC’s and possible allies
(hopefully successful)
x. Wrap up and Epilog. (IE: the Elder Kin show up and
close the show. )
(Notes: Scientists gang are skinheads who wear as their
colors white lab coats--with or without graffiti--and working
class overalls with DM boots
Punch’s base is in a closed Funhouse in Coney Island
KoKo’s is @ Clown-O-Gram shop in nearby Park Slope or other
Brooklyn business district. Giaccomo’s base is a Mime studio
next to a small park in Greenwich Villege. Any group
capturing Bottoms will hold him in their base for at least
24hrs while transportation out of town is arranged
Scientists’ leaders or prominent members include “Dr.
Brooklyn" and “Dr. Wank" Favorite group is a hardcore local
band called “Weird Science
Incidental Withered Men who live under park in which
Punch is encountered Amos and Poke. Amos is a snarly, gruff,
wild-eyed type and Poke is a dedicated alcoholic (even after
death) who always carries a paper bag wrapped bottle arc
)
Btn Age Pirve) 2S