| Action | In Game Results | Character Changes |
| Interrogate other Players | Depends on players | +1 Investigation |
| Try to get others to follow your plan | Depends on players | +1 Command |
| Successfully get others to follow the plan | Depends on players | +1 Charisma, +2 command |
| Strongly resist someone else's plan | Depends on players | +1 Integrity |
| Steadfastly refuse to follow other plans | Depends on players | +2 Integrity |
| Get in a physical fight with other PCs | Depends on players | +1 melee, thrown, or brawl |
| Question guard | Learn that the guards have orders not to kill anyone. They're being held by Braintec, which is a bunch of scientist types. | Getting any Information: +1 Investigation Getting all the information: +2 Investigation |
| Trick Guard | The first trickery attempt will fail unless it's sheer genius. The second trickery attempt will succeed, unless it's clearly unworkable. | Trying to fool the guard: +1 Manipulation, +1 Presence Successfully fooling the guard: +2 Manipulation, +2 Presence |
| Knock down door | Door is extremely sturdy, requiring a player who is truly dedicated to busting it down | Try to knock it down: +1 Strength. Try twice: +1 Strength, +1 Athletics Succeed: +3 Strength, +3 Athletics |
| Try to pick lock | Will need to fashion some sort of lock pick. After that, door can be picked by a determined character. | Suggest a means for a pick: +1 Craft Try to pick lock: +1 Larceny Succeed: +2 Larceny |
| Check out air duct | Can be pried open with much effort, and wriggled through by someone small. | Wanting to use it to get out: +1 Stealth Trying to pry it open: +1 Athletics, +1 Strength Succeeding at prying it open: +2 Strength, +2 Athletics Thinking to mask the noise somehow: +1 Stealth, +1 Intelligence Being able to squeeze into: +1 Dexterity, +1 Athletics, -1 Strength or Stamina |
| Action | In Game Results | Character Changes |
| Fight gaurds | Get some gear and a pass towards freedom | Depends on method used to attack |
| Trick gaurds | Depends on trick | +1 Manipulation, +1 Presence |
| Want to take taser | might get it | +2 Marksmanship |
| Want to take baton | might get it | +2 Melee |
| Question gaurds | Gaurds have orders not to hurt anyone, and are trained paramedics | +1 Investigation |
| Don't want any weapons | +2 Brawl | |
| Search rooms | +1 Investigation | |
| Pick locked office | +1 Larceny | |
| Investigate computer | Find it's secured | +1 Investigation, +1 Science |
| Break security on computer | Find files | Trying to get into the computer: +1 Intelligence, +1 Science (Computers) Making it past the first layer of Security: +1 Intelligence, +1 Science (Computers) and Intelligence + Science (Computers) must total at least 6 Stopping the files from being auto-deleted: +1 Wits, +1 Science (Computers) and Science (Computers) + Wits must total at least 6 |
| Recognize Abbreviations for Dr. Garcia | Learn about parts of his focus | Recognize some (M.D., D.A.S., D.D., D.M.S., Ph.D., S.T.D): +1 Academics Recognize All: +2 Academics |
| Recognize World Memory Championships | +1 Academics | |
| Recognize Loftus Treatments | Learn more about memory | +1 Academics, +1 Science (Psychology) |
| Recognize Baruchi Scans | Learn about memory as it applies to biological computers | +2 Science (Computers) |
| Recognize Braintec name | Recognize their field: +1 Academics Know some of their work: +1 Science (Psychology), +1 Science (Computers), +1 Academics |
|
| Fight desk gaurd | Kick his booty | Depends on methods used. Should have at least a couple chances to dodge bullets. |
| Question Gaurd | He knows they're dangerous, and would rather be alive than have a job, so he opened with deadly force. The gunfire will alert perimeter gaurds, who will come in. Their attack dogs will be heard in the distance. |
+1 Investigation |
| Flee the perimeter gaurds | escape outside (scene ends) | +1 Dexterity, +1 Stealth |
| Fight the perimeter gaurds | kick their booty | Depends on the fight. Animal Ken +2 for each dog handled without combat. |
| Investigate Library | Find notebooks with various occult symbols on a shelf next to neurological textbooks | +1 Investigation |
| Partially understand occult books | get a list of names | +1 Occult |
| Recognize names | some demons and the entire Loa pantheon | +1 Occult |
| Know their similarity | learn the company is interested in possession | +2 Occult |
| Show strong interest in surgical theater | +1 Medicine | |
| Recognize that it's meant for emergency services | +1 Intelligence, +1 Medicine | |
| Recognize that it has facilities for brain surgery | +1 Intelligence, +1 Medicine | |
| Look for components for an emergency medical kit | get a basic medkit | +1 Wits, +1 Medicine |
Adramelech
Apollyon
Asmodai
Aunt Nancy / Anansi
Azazel
Baron Samedi
Belial
Erzulie
Gu
Kalfu
Moses
Papa Legba
Pazuzu
Xango
| Action | In Game Results | Character Changes |
| Fighting the dogs | beat them | depends on methods |
| Pacifying or scaring away the dogs | get away from them | +2 Animal Ken |
| Befriending the dogs | have a couple allies | +4 Animal Ken |
| Outrunning the gaurds | might get away | Trying: +1 Athletics, +1 Dexterity Putting on extra speed when they get close: +1 Athletics, +1 Stamina |
| Hiding From the Gaurds | stay hidden | +1 Stealth |
| Fighting the Gaurds | beat them | depends on methods |
| Tricking Gaurds | succeed | depends on methods |
| Using navigational skills | find the next encounter sooner (fluff only) | +1 Wits, +1 Survival |
| Investigating horses | they look healthy and calm | +1 Animal Ken |
| Stealing horses | can follow fence to locked gate | +1 Animal Ken |
| Picking locked fence | it opens | +1 Larceny |
| Looking for horses' owner | depends on if they want to find one | +1 Perception, +1 Larceny |
| Talking with Mr. Nancy | depends on conversation | +1 Charisma Not interrupting a story: +1 Empathy Getting useful information: +1 Investigation Having reference to Tiger's Balls seem familiar: +1 Occult Catching reference to Tiger's Balls: +3 Occult |
| Giving book to Mr. Nancy | Anansi is thankful, but quite wroth, and leaves to "talk to dat rattley ol' rock skull." | +1 Empathy |
| Ask the retreating Nancy for directions | sent to the club. "Gowan up dat way dere. Ya can't miss da music." | +1 Wits, +1 Investigation |
| Fixing the car | thanks from the person | Trying: +1 Intelligence, +1 Craft (Automotives) Getting it barely running: +1 Craft (Automotives) Making it purr again: +1 Craft (Automotives) |
| Requesting a ride | Taken to the club. After that they're going straight home | +1 Charisma, +1 Empathy |
| Conning them out of the car | Get the car, or at least a ride | Trying: +1 Manipulation, +1 Presence Conning or Seducing them into a ride: +1 Manipulation, +1 Presence Succeeding: +1 Manipulation, +1 Presence, Manipulation + Presence must be at least 6 |
| Taking the car | breaks down again at the bar | Ordering driver to give it over: +2 Charisma or Manipulation, +3 Command. Command + ability used must total at least 7 Scaring driver into giving over the car: +1 Charisma or Manipulation, +1 Intimidation Attacking: +1 dexterity, +1 appropriate ability |
In game: Meet Mr. Wednesday and get a job offering. Have a little fun in a bar and maybe earn some duckets.
Out of Game:Â Chances for fighting or commanding new followers, thrown weapons skill, some pool playing. Furthering the overall plot with the job offer and a chance to recover memories.
Required scenery elements:
(have players write down their ideal plan. It can rely on assistance from outside forces, but those forces must be negotiated, tricked, etc.): The plans themselves are used to award points as per the options below. After plans are turned in, have the players discuss their plans. The social interaction will award Charisma, Presence, etc., depending on who says what.
| Action | In Game Results | Character Changes |
| Fight the gang | beat them, maybe get wounded, one of them has a knife but the rest will use random detritus (sticks and a pipe) | depends on tactics |
| Smooth talk the gang | they leave | trying: +1 Charisma or Manipulation, +1 Empathy succeeding: +1 Charisma or Manipulation, +1 Empathy befriend them: +1 Charisma or Manipulation, +1 Empathy |
| Bossing the gang | they may do it | trying: +1 Charisma, +1 Command succeeding: +1 Charisma, +1 Command gaining their loyalty: +1 Charisma, +1 Command |
| Interacting with the businessman | depends on interaction. He has $75 | depends on interaction |
| Participating in Dart Tournament | might win some money | entering: +1 Dexteriry, +1 Thrown placing second or third: +1 Dexteriry, +1 Thrown, $15 winning: +1 Dexteriry, +1 Thrown, $50 winning by a landslide: +1 Thrown |
| Playing pool | might win some money | Attribute can be science (mathematics related), marksmanship, academics, or anything else the player can explain adequately trying: +1 Dexterity, +1 Attribute winning: +1 Dexterity, +1 Attribute winning $30: +1 Dexterity, +1 Attribute winning $100: +1 Dexterity, +1 Attribute, +1 Larceny winning $100 without pissing anyone off: +1 Empathy |
| Sam | Brian | Rush | Jonathon | |
|---|---|---|---|---|
| Attributes | ||||
| Strength | ||||
| Dexterity | ||||
| Stamina | ||||
| Charisma | ||||
| Manipulation | ||||
| Appearance | ||||
| Perception | ||||
| Intelligence | ||||
| Wits | ||||
| Abilities | ||||
| Academics | ||||
| Animal Ken | ||||
| Art | ||||
| Athletics | ||||
| Awareness | ||||
| Brawl | ||||
| Command | ||||
| Control | ||||
| Craft | ||||
| Empathy | ||||
| Fortitude | ||||
| Integrity | ||||
| Ivestigation | ||||
| Larceny | ||||
| Marksmanship | ||||
| Medicine | ||||
| Melee | ||||
| Occult | ||||
| Politics | ||||
| Presence | ||||
| Science | ||||
| Stealth | ||||
| Survival | ||||
| Thrown |