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The Complete Canal Priests Of Mars is now available!The original publication of Canal Priests Of Mars cut slightly over a third of author Marcus L. Rowland's manuscript to fit GDW's adventure format. The Complete Canal Priests Of Mars restores the cut material, features all new artwork by Paul Daly, and adds many useful player handouts. Enjoy the "author's cut" of a classic Space 1889 adventure, or experience it for the first time!See our Buy It! page for more information! Old news is still available on the News Page. |
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Feng Shui is published by the fine folks at Atlas Games. Check out their latest Feng Shui releases, Elevator to the Netherworld and Four Bastards by Feng Shui creator Robin Laws!
One
Potato:
Where's the Box? |
Two
Potato:
Quan Castle |
Three
Potato:
The Welcome Pagoda |
Four
Potato:
The Green Dragon Wheel Dojo |
Five
Potato:
The Bay Queen |
Note: Map details and mook quantities have purposely been
left vague. These details are up to you, and should be based on the degree
to which your players are enjoying a combat scene (keep those mooks coming
only as long as your players attention spans can hold out), and the degree
to which the PCs are being kicked around (until the last scene, that is.
In the final shoot-out, all bets are off). In general, however, 2-3 mooks
per tough PC will probably work OK. 'Lieutenants' (named characters) for
each of the major factions involved are supplied at the end of this document.
These GMCs can be used to provide a more personal dimension to the mook
hordes, or as recurring enemies for the PCs in this and other Junctures.
Editor's Note: You may want to tweak these stats! Be sure to look
them over before throwing them at the PCs. An excellent guide is Jason Langlois' article, "How Many Mooks Is Enough" on Bryant Durrell's (also excellent) Feng Shui website.
If you are running this adventure for your regular group, you will need
a way to get them involved in the hunt for the Box without giving away
the contents. They might have been tracking the Buro SERU team, or they
might have traveled back to 1850 to prevent 'a powerful weapon' falling
into the hands of the wrong faction and being used to create a critical
shift. In this case, they might not know what exactly the 'artifact' they
are trying to get their hands on is a supernatural creature, just where
and from whom it was stolen.
Hong Kong in 1850 is a city of contrasts. One of the routine tasks performed
by the the British colonial police force is the detention and interrogation
of any Asians found in the 'Western' areas of the city; as a result, some
districts are entirely Western in character, where Russian is heard more
often than Cantonese; other areas are closer to the Eastern flavor of Hong
Kong in the contemporary Juncture. These patrols have access to a wide
range of 'inducements', including flogging with a whip soaked in kerosene,
to ensure that Asians obey the various pass and curfew laws. None of the
districts dealt with in this module are strictly policed in this manner;
however, if the PCs wander too far off the track, they are certain to run
into one or more of these patrols.
The night watchmen will be more than glad to explain what happened (liberally interspersed with heartfelt apologies and excuses) once the PCs identify themselves. From their point of view, things went like this:
The warehouse is mostly empty, apart from a number of oil spots, a rank coal smell, and broad wheel ruts in the road which seem to corroborate the guards' story of some kind of vehicle being used to pull the doors off their hinges (although no chains are in evidence). Several small crates are lying in a jumble around the warehouse floor, but four vacant pallets show that a single, large, container - perhaps ten meters long and three meters along each face - is missing. The small crates contain rocks carefully packed in straw. An Info/Science roll of 7 or more will be required to identify these as fossil-bearing rocks; most of the rocks contain fragments of fossilized eggs, although a few whole fossilized eggs can be found.
The broad wheel ruts head off towards the docks, but because of the rain, they become indistinct after a few hundred meters. If the PCs follow the track towards the docks (through some fairly hairy neighborhoods - how well did they treat those beggars?), they will soon become aware that someone is following them [Perception rolls of 5]. This person (or small group of people - it's hard to tell with the rain, darkness, and winding streets) is hanging about forty or fifty paces behind the PCs, and is moving very cautiously.
The shadowy figure is Matthew 'Matty' Williams, an opportunistic Welsh
pickpocket and laudanum addict who was thrown off a passing ship six years
ago and decided to stay. He happened, by chance, to stumble across the
warlord's soldiers as they disembarked at the Hong Kong docks; following
them discreetly, he saw them rob the warehouse, and has been hanging back
ever since, trying to figure out what exactly he saw and who might be most
interested in buying the information from him.
Matty Williams | Matty's a fairly skittish character, especially since he knows (or assumes) the PCs work for Tsien, and is worried they might mistake him for one of the robbers. For this reason, if it looks like they've spotted him, he will take off at full speed, trying to get back to the docks as fast as possible. | ||||
BOD 6 | CHI 0 | MND 7 | REF 6 | ||
Guns 9, Intrusion 12, Martial Arts 6, Info/Crime 10 | |||||
.40 Derringer (7/1/2), Clasp Knife (7), Laudanum |
If the heroes managed to trap Matty (perhaps by leaving someone behind
to jump him while the rest went ahead), they might get a chance to talk
to him on their own terms. Otherwise, it's going to come to a footrace!
Consider the race as a series of cumulative rolls against the Move
characteristic, with Matty getting a 15-point head start. First to 50 wins!
In Matty's case, this means reaching the docks and the safety of four or five of his dissolute colleagues. By the time the PCs reach him, they should be good and spread out, and Matty's nasty chums could pose quite a problem. They're not skilled assassins, just burly loudmouths with a taste for trouble. | Matty's Mook Buddies | ||||
BOD 7 | CHI 0 | MND 4 | REF 5 | ||
Intimidation 8, Martial Arts 7, Info/The Docks 8 | |||||
Knife, Club, or Broken Bottle (8) | |||||
|
If a fight breaks out, Matty is more likely to cower behind a packing crate than join in the melee; the PCs will only get a chance to pay him back for the little obstacle course he has led them along once the whole mess is over. Matty will explain that he didn't want to risk following the soldiers back over the bay, but will describe them in sufficient detail that use of an appropriate Info skill (or brief inquiries on the docks) will identify the men as the troops of Supreme Elevated General Hsa of the Nine Striding Banners. The General has a reputation for being a fervent modernist whose troopers are well-armed and highly competent. In an age where many of China's soldiers are still armed with medieval weapons, General Hsa's legions are outfitted with modern small arms and field artillery, and wear uniforms rather than traditional gear. | |
Several barrels of brine lie nearby, just waiting for someone to get dunked, head-down, into their salty contents. | ||
A martial artist could grab a kerosene lantern in each hand, using them as flaming clubs to great effect. | ||
A dice game was in progress before he PCs arrived. Someone could slip on the dice and knock themselves out, after which the dice would show 'snake-eyes'. |
General Hsa's fortress lies outside Hong Kong proper (Hong Kong being, after all, a British possession), a few miles north of Kowloon. It's a fifteen-minute ride from downtown Kowloon to the castle, or an hour's walk.
When the PCs are halfway to the castle, they will begin to hear the
rattle of musket fire and the occasional boom of explosions (cannons, perhaps,
or grenades) from up ahead. A little while later, they will begin to encounter
villagers fleeing towards Kowloon; these terrified folk will tell them
that there is some kind of big fight up at the castle, with soldiers shooting
anything that moves, and will advise the PCs to flee for their lives.
The castle itself is a mixture of ancient and modern architecture; the slanted outer walls are built from white stone, and vary in thickness from three meters at ground level to one meter at battlement level. They are five meters high. Several roofed watchtowers are spaced around the castle's walls; these towers are ten meters high, consisting of two internal levels. Each tower holds four guards, a single six-pounder cannon, a signal bugle, and enough powder and ammunition for ten shots. Colorful pennants fly from the nine flagpoles spaced around the castle's courtyard. | ||
The castle's buildings are wooden and consist of five barracks (housing the Legionnaires detailed alongside), an administrative block near the main gate, and a large stone building (built around the original castle's inner fortress), which holds the armory, stores, workshop, and mess hall. | Striding Banner Legionnaires | ||||
BOD 5 | CHI 0 | MND 4 | REF 5 | ||
Guns 8, Martial Arts 7, Artillery 8 | |||||
Musket (8/5/1), Saber (9), Uniform |
The Castle is currently the center of an alarming fire-fight, and if
the PCs are not circumspect in their approach they will be taken for attackers
and fired on; first with muskets, and then with the cannon (DV 25;
near misses have a DV
of 5).
Henchmen of the Eaters of the Lotus | Soldiers are spread out in small, desperate knots across the courtyard, fighting hand-to-hand against ragged figures (Lotus henchmen; see alongside), while a living, pulsing, glistening pipeline of mucus extends from a slimy pit in the middle of the courtyard into the bottom floor of the inner fortress. | ||||
BOD 6 | CHI 1 | MND 4 | REF 6 | ||
Intrusion 8, Martial Arts 8, Guns 6 | |||||
Black-powder pistol (6/3/1), Wavy Knife (8), Robes |
This 'pipeline' is actually a Moleworm summoned from the Underworld
by the Eaters of the Lotus:
Shthtndwnhu, The Moleworm | ||
Bod 18 (Mov 9), Chi 2 (Mag 10), Mind 2, Ref 3 | Creature Powers 15 | |
Creature Powers: Burrower, Armor (2), Damage Immunity (Gunpowder Weapons), Inevitable Comeback, Regeneration (4) | ||
Description: A 30-meter long, semi-transparent worm covered in whorls of foamy green slime. 2-3 meters thick. Attacks by envelopment and subsequent digestion (Acid DV: 15/sequence). Tunnels through the earth by a combination of this acid and its slimy natural secretions. Carries passengers and cargo in a sled-like contraption towed behind it by a harness and bit attached to its row of breathing holes. |
It will be obvious to the PCs that the soldiers are in trouble. Although
better armed and trained than their assailants, they have been caught completely
unawares and their weapons have proved completely ineffective against the
Moleworm. They will be wiped out in moments unless something happens to
change the balance of the battle. Despite this, several options lie open
to the PCs. Most of the Henchmen are fully engaged with cutting down the
Legionnaires; the PCs path is thus open to the Moleworm and the source
of its apparent interest, the storage areas of the inner fortress. However,
if they don't help the soldiers in the courtyard, the beleaguered
tower guards will almost certainly take them for Henchmen - important ones
at that - and maintain a withering hail of fire against them. The fact
that the tower cannons have been having no effect against the Moleworm
has in no way limited the zeal with which they are being used against knots
of the enemy in the courtyard.
If the PCs manage to wound the Moleworm (which causes it to rear alarmingly), or enter the inner fortress, they will encounter the Acolytes who are supervising the loading of the Box onto the Moleworm's sled harness; and will have to face these sorcerous mooks in combat. | Eunuch Acolytes of the Lotus | ||||
BOD 5 | CHI 0 (Mag 6) | MND 6 | REF 5 | ||
(Sorcery 8; Schticks: Blast, Movement) Martial Arts 6 | |||||
Wavy Knife (8), Exquisite robes | |||||
|
The inner fortress, while currently a bit of a mess, is also a treasure trove of useful toys for the PCs - a crate of incendiary rockets (which work fine against the Moleworm, and do 10 damage to everyone within 10 meters of impact), rack upon rack of muskets, the steam tractor used to perform the warehouse raid, and other military artifacts of this nature. However, between the Acolytes, Henchmen, and if-it-moves-shoot-it Legionnaires, the heroes will be unable to stop the Moleworm disappearing back down the tunnel with the Box slung behind it. There is no safe way to follow the Moleworm into the tunnel either; without the beast's bulk to hold the tunnel roof up, it quickly subsides into a muddy cave-in a few seconds after the creature passes on. The heroes will have to rely on means other than simple pursuit to track the Box's new owners. | |
Spilt powder in the fortress armory could ignite, leading to rockets and grenades igniting at random times. | ||
A mook could become entangled in a bunch of rockets, and be fired over the castle walls. | ||
PCs and GMCs alike could use magical Schticks to run up the flagpoles to avoid or launch attacks. |
It goes without saying that the various Lotus mooks would rather die by torture than consciously betray their masters. Unless some cunning deception can be rigged to wheedle this secret from a prisoner, the heroes will need a clue from a different source. To the heroes' possible amazement, however, such a clue drops into their very laps when one of them [highest Fortune score] recognizes one of the Acolytes or Henchmen from earlier this very evening! They saw this person less than two hours ago, standing outside a restaurant on the route the PCs took to get to the docks from Tsien's warehouse, taking coats from diners at the door. They might not remember exactly where the restaurant is, but are fairly sure of the general area.
Backtracking along this trail leads the PCs to the Welcome Pagoda
- esoteric eatery, haven of alternative performance art, and front organization
for the Eaters of the Lotus.
The Pagoda is closed to the public during the daytime hours, opening
its doors only after the sun has set and closing them just after dawn.
A discreet signpost set beside the door advertises 'Tonight Only: M.
Salieut and the Dragon' (this is a degenerate floor show involving
a French contortionist and a Burmese Python, about which the less said
the better).
The eating-house itself consists of two floors; the bottom floor holds Han's office, the kitchen, and the lobby; an elegant staircase leads up to the dining area while a dense screen of potted plants conceals the kitchen entrance. The second floor also sports a small central stage, suitable for the esoteric theatrical pieces, obscure musical performances, and other less-than-savory entertainments preferred by the Pagoda's regular clientele. The booths are separated from one another by folding screens of lacquered black wood to preserve the privacy of the diners. |
The dining room's decor - which tends towards heavy red and black drapes, satin cushions on the floor, and lots of dangling incense burners - also includes ten large glass tanks containing visually striking (and thus, in most cases, horrendously poisonous) species of spiders, snakes, and reptiles. The tanks are securely closed by means of bolted lids, but are not tough enough to withstand heavy impacts [DV > 7].
One curtained corner of the dining room contains a complex moving platform from which prepared dishes are served after being prepared and sent up from the kitchen below. This 'dumb waiter' has two controls; a brake lever which prevents the winch cable from slipping backwards, and a crank handle for controlling the movement of the platform (which is about a meter and a half along each side). The crank in the kitchen can be used to raise or lower the lift; the crank in the service area can only be used to return it to the kitchen. Both areas have brake levers. The actual cables and cogs are concealed in the walls.
Lowering the lift using the crank in the kitchen opens a trapdoor to a short tunnel which connects the Pagoda to the cellar of the vegetable store on the opposite side of the block. This cellar is the real venue for the Lotus' activities in the area. The old merchant who owns the premises is blissfully unaware that his single-story shop even has a cellar - the nefarious rituals conducted in the cellar only happen at night, after the store is closed and he has gone home, and the cellar entrance has been cunningly disguised so that it is impossible to detect from above. Lotus agents who wish to come and go unseen do so through this trapdoor, after night has fallen, thereby avoiding the attention of anyone who might be observing the Pagoda's main entrance. The trapdoor is large enough to permit the passage of fairly large creatures, although the Lotus sorcerers who need to transport large cargoes or creatures of such size typically do so by summoning supernatural creatures like the Moleworms to tunnel into the cellar from below. The Fire Lizard, of course, is dozing contentedly in its box in this very cellar - but, of course, no one but the Lotus honchos know that, and they're not telling!
The alley between the Pagoda and the vegetable store is filthy, full of feral cats, and piled high with decomposing scraps and refuse. The section which runs along the back wall of the Pagoda is blocked off by a sturdy iron gate with an intricate padlock.
No matter when the PCs arrive at the Welcome Pagoda, a courteous attendant is on hand at the front door to take their coats and bid them welcome. The attendant will not bat an eyelid at PCs with scruffy or otherwise unusual appearances, unlikely ages, or strange appendages, when this fellow says he's seen weirder, it's wisest to believe him! However, the presence of large weapons or firearms is not welcomed, and these will have to be sneaked in or left with the attendant.
Should the PCs be discovered sneaking around the premises rather than simply marching up to the front door, a squad of bouncers (use the stats for Henchmen printed above, but give them blackjacks and a Martial Arts score of 12) will be sent after them to determine whether they are scandalmongers or thieves, or just normal thrill-seekers. If the latter is the case, they will be ushered in with patient smiles (lots of first-timers want to check the place out before going inside, after all); if not, the bouncers will take them inside anyway, sit them down at a corner booth, discreetly manacle them to their table, and stand nearby while Clubfooted Han decides whether he should use them as raw material for the floor show, sacrifices, or (based on their reactions to the show) just add them to the VIP list.
Midway through their meal, however, and just as M. Salieut and the 'dragon'
are winding down, a riot-gas grenade comes in through each of the windows,
closely followed by a black-suited Buro commando in full assault gear.
The Buro have been doing their own detective work, based on the strong
arcane energies radiating from this area, and have come looking for their
lost Supernatural Entity.
Buro Commandos | The Commandos have a simple enough agenda. Get in, whack anyone who resists, and do a quick scout-around for the Fire Lizard, grab it if it's there, otherwise make a clean getaway while giving these Lotus lackeys as bloody a nose as possible at the same time. | ||||
BOD 7 | CHI 0 | MND 5 | REF 7 | ||
Guns 9, Martial Arts 7, Sabotage 9 | |||||
Buro Blue Flag (13*/4/30), Grenades, Light Shell Armor |
Their temporary Gate is on the roof of one of the tenements overlooking
the Pagoda; this is the point the Commandos will try and execute a fighting
retreat towards, taking their wounded with them (no exceptions), if things
start to go badly. And, of course, they do start to go badly. Hey - this
is Feng Shui. What did you expect? The Eaters of the Lotus are low
on mooks after the assault on Castle Quan, and the Commandos wipe the floor
with them in short order, but just as things are starting to look really
bleak, the doors crash open and suddenly the restaurant is full of shouting
kung-fu warriors, who begin to put a first-class hurting on Commandos and
Henchmen alike.
These lethal (and numerous) warriors are students of the Green Dragon Wheel Dojo, and loyal servants of the Guiding Hand. They already know the real location of the Fire Lizard; their attack on the restaurant is purely a distraction intended to give their Lizard snatch team space to work. | Green Dragon Wheel Warriors | ||||
BOD 7 | CHI 0 (Fu 6) | MND 5 | REF 7 | ||
(Martial Arts 9; Schticks: Hands Without Shadow, Dim Mak) |
How committed the PCs get to this berserk melee is up to them; if they
have been manacled to the table, they will probably opt for discretion
rather than obvious heroics. While this melee has more than enough opportunity
for danger, it might also be a good point to introduce some comedy to keep
interest levels high and prepare the PCs for the Grand Finale.
|
Whatever the case, they will certainly hear the subterranean explosions as the Lotus acolytes in the vegetable store's cellar fight their own battle against the Green Dragons; it is even possible that they might be able to catch a glimpse of the Box disappearing into the night, drawn by a heavily guarded ox-train. It is unlikely that the PCs will be able to chase after the cart immediately; if they do, however, they are almost certain to fall foul of several Green Dragon stay-behind squads who have hidden themselves along the route taken by the oxcart. Luckily, these particular Box thieves aren't as hard to track down as the previous two sets. Each member of the school wears a large badge proclaiming their allegiance to the Green Dragons, and it is a fairly elementary task [Detective 5, or relevant Info 7] to find the street location of the school. | |
A tough mook might get tossed into one of the snake tanks. | ||
PCs who have been manacled to the table might be forced to use the manacles, with table legs still attached, to defend themselves! | ||
A flaming drinks trolley could be kicked towards an enemy, exploding on impact and coating them with burning booze. |
Needless to say, the Commandos will leave a demolition charge big enough
to level the whole block behind them when they go; this will no doubt provide
a uniquely persuasive argument for getting out after the Warriors rather
than hanging around at the Pagoda and sifting through the piles of unconscious
bodies. Alternately, the blast may be used to slow the PCs down if they
are all fired up to chase the Warriors down right away.
The dojo is an ancient, two-level monastery built in the traditional style. The outer walls are made of clean gray stone, and the inner courtyard is covered in a neatly raked pebble garden with a central feature representing the Seven Principles. Ringing the courtyard are the training rooms, assembly halls, and other large areas of the dojo. A wide set of stone stairs leads up from the courtyard to a corridor running along the outer edge of the the second floor, which provides access to the library, masters' rooms, study chambers, and dormitories. Ladders at each corner of the corridor lead to the roof. |
As soon as the PCs arrive, they will see that the Green Dragons definitely
ran out of luck tonight. The courtyard is littered with bodies; most knifed
from behind and stashed out of the way, but several bearing distinct wounds
inflicted by shotguns and pistols. Blood-puddles indicate that they took
several of their attackers with them, but no trace of these bodies remained
- the surviving attackers must have taken their fallen with them. Wagon
tracks in the pebbles show that the attackers, whoever they were, used
the Dragons' own oxcart to transport the box away. However, these tracks
end abruptly in the spotless cobbled streets outside the monastery.
Dostoyevsky Brown | Any exploration of the monastery, even just as far as the courtyard, is bound to bring the PCs into contact with Dostoyevsky Brown. 'DB' is a young Eurasian man in his middle twenties, wearing a brown leather jacket, matching pants, sturdy boots, and a white cotton shirt. | ||||
BOD 5 | CHI 0 | MND 8 | REF 8 | ||
Guns 13, Info/Secret War 15, Martial Arts 12 | |||||
Buro 9 (10/1/17+1), Black Powder Pistol (7/3/6) |
DB is a Secret Warrior who does a lot of freelance work for the Jammers, the faction whose attitudes towards chi in general (if not their savage implementation of these attitudes) appeal most to his idea of a 'fair' world. DB is in 1850 trying to prevent the critical shift which may occur if Hurley Watson - also known as 'The Collector' - gets his hands on the Box. This may put him on the same side as the players, if they are also Secret Warriors; even if they are not, he is still inclined to help them, simply because he doesn't have the resources to stop Hurley on his own.
When they encounter DB, he has his head stooped to catch the dying words of a Green Dragon master. Several bodies lying nearby indicate that he has been here a while already, administering some relief to the dying and medical aid to those who are still clinging to life. DB has a vague idea who the PCs are already - he knows they're looking for the Box, anyway - and he's about to give them a big hand. Very briefly, the story that DB will tell (assuming the PCs give him a chance to do so, of course) is as follows:
Hurley Watson is a well-known collector of fossils, rare artifacts, and esoteric antiquities. He is notorious among 'pure' scientists and museum patrons for outbidding even the best-funded institutions at auctions featuring such items, and for resorting to various underhand methods when his money can't get him what he wants. This time, thanks to the fact that Miss Ffoulkes' personal interpreter is on his payroll, he has hatched a plan to steal her latest find. Now, DB isn't sure what's in the Box, but he'd rather that skinny, hand-rubbing bastard didn't get away with it after what his men did here. And that's why he's going to tell the PCs exactly where to find the Box - on a steamship in Victoria Harbor ...
Whether or not DB entrusts this information to the PCs is up to you.
DB is happy to see the Buro wiped off the surface of 2056 Earth, but not
if it means replacing their overt (and thus combatable) control over humanity
with the invisible, pervasive control enforced by the Ascended, and is
most likely to 'clue in' parties who he feels see eye to eye with him on
this issue.
The Bay Queen is a side-wheel paddle steamer which usually does the Hong Kong-'Frisco run carrying opium and a few finished goods. Her single powerful boiler is located at the stern of the vessel, with her cargo hold taking up the rest of the length of the ship. The hold is divided into a main compartment, which is currently packed with crates of trade goods, and a forward hold for more delicate cargoes, such as the Fire Lizard. The crew are a mixed bag of Americans, Australians, and Filipinos. There are no cannons or heavy weaponry on board. |
The Queen is one of the Collector's many shady business ventures,
and is well-known to the Western navies in the region as a smuggler and
sometime blockade runner. In fact, a British gunboat is discreetly moored
within observation distance of the Queen whenever she docks in Victoria
Harbor to keep an eye on what goes in and out of her cargo holds (they're
most concerned about immigrants going in and muskets going out, as it happens).
The ship is fairly heavily guarded, although even the most alert guard
can't see in pitch darkness and the ship's lanterns can't illuminate the
whole structure.
The crew of the Queen, hardened killers to a man, will shoot trespassers on sight. Gunfire in the harbor is fairly common (what with bored sailors shooting at wharf rats), so a few shots here and there shouldn't draw too much attention, although a prolonged fire-fight certainly will. | Crew of the Bay Queen | ||||
BOD 5 | CHI 0 | MND 4 | REF 5 | ||
Guns 8, Martial Arts 8, Gambling 4 | |||||
Shotgun (10/4/2) or Musket (8/5/1), Cutlass (8) |
If the PCs still have DB in tow, he will take this opportunity to make himself scarce. He hasn't got to where he has by participating in this kind of operation. In fact, the PCs are almost certain to be on their own in this one; Thierry Tsien has no mooks to lend them (hey, if you're using the pre-generated characters, they are his mooks. Think about it), and its unlikely any of their friends or contacts will want in on a high-profile raid against a ship full of proven murderers. As far as Miss Ffoulkes is concerned (if they can even get to see her, which is an achievement in itself), the characters are nothing but shady partners of 'that thief', so neither her help nor the help of the British forces in Hong Kong can be counted on.
The main complicating factor in an attempt to sneak on board the boat will not be the guards, however; it's more likely to be the other factions, who (by various means) have also found out about the Box's new location and are hot on the heroes heels! Their arrival should be timed to coincide with the PCs stealthy arrival in the hold. Within a few seconds, the decks will be ablaze with occult energies, rocked by automatic weapons fire, and split by fu-powered fists and feet. At some point, some stray attacks will spill over in the British gunboat's direction, and that's when the fun really begins. Having been itching for a reason to send the Queen to Davy Jones' locker for several years now, and finally having an excuse to do so, the gunboat steams closer, draws alongside, and puts a few large holes in her side with a deck gun. This has three effects:
|
A useful device for running this combat would be a prominent
countdown, such as a stopwatch. If possible, pre-mark it to show benchmarks
like 'Main hold now hip-deep', 'Main hold now neck-deep', and so on, with
the last five minutes marked 'Ship sinks?'. Then, run the combat in real
time. That should get people reaching for their dice!
Character motivations in this scene should reflect a dilemma facing the heroes, whether they are Secret Warriors or just Thierry Tsien's associates: should they try to capture the Fire Lizard or just scrag it? With any luck, they won't need to make the decision either way, and will be forced to flee the ship ahead of a watery grave before managing to conclusively achieve either goal. The Lizard goes free; what eventually becomes of it will have to wait for another adventure. |
|
There's a rail-mounted block and tackle which runs the length of the hold. Perfect for stylish water avoidance and acrobatic swings across the hold. | ||
A one-on-one duel fought on a bobbing container. Anyone who ends up in the water is Lizard food. | ||
A PC could drop an important item or weapon into the black waters. Time to take a deep breath and go diving... | ||
Klisk, the Fire Lizard | ||
Bod 15, Chi 2 (Mag 10), Mind 4, Ref 7 | Creature Powers 17, Intrusion 10 | |
Creature Powers: Abysmal Teeth (2), Amphibian, Armor (2), Damage Immunity (Bullets), Blast (Gout of white flame), Regeneration (2) | ||
Description: 5m high when standing erect, but usually half that height when prowling on four legs. Smooth-scaled like a snake, with a broad, flat, leathery tail like an eel. Gills concealed in the folds of the jaw. Nasty, thin, semi-translucent barbed teeth like fishhooks (DV: 14). Currently a juvenile, and thus mute, but gains the power of speech eventually, and is able to impart many sorcerous secrets when it does. |
Harry Killigan |
|||
Bod 5 | Chi 0 (For 1) | Mnd 6 (Cha = 7) | Ref 8 |
Skills: | Martial Arts 10, Riding (Horse) 11, Guns 15, Info/Assassination Techniques 8 | ||
Gun Schticks: | Carnival of Carnage 2, Both Guns Blazing 2, Fast Draw | ||
Quote: | "Hard man, are ye? Well, tell me this then: kin yer ma stitch?" | ||
Gear: | Pair of Black Powder Pistols (7/3/6), Caplock Musket (8/5/1), Sawed-off Shotgun (10/4/2) | ||
Mickey Killigan |
|||
Bod 5 | Chi 1 | Mnd 8 | Ref 7 |
Skills: | Driving (Cart & Horses) 13, Riding (Horse) 8, Fix-It 15, Guns 10, Sabotage 11 | ||
Unique Schtick: | Master Blaster: Mickey can make explosives out of almost anything, given a little time. | ||
Quote: | "A loaf o' bread, a flask o' wine, and thou in little bits all o'er the wilderness" | ||
Gear: | Pepperbox Pistol (6/2/5), Pockets full of Derringers (6/1/1), Explosives |
Harry and Mickey are a two-man Fenian wrecking team wanted all over
the British Empire for acts of sabotage and train-wrecking. They're at
the end of a little 'sabbatical' in Hong Kong, and are hoping to get enough
cash together by freelancing for Thierry Tsien's operation to move over
to the US, and from there back to Ireland. They both send whatever money
they can spare back to their dear old white-haired mother back home in
Limerick.
Sasha Zharov |
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Bod 6 | Chi 1 (Fu 8) | Mnd 5 | Ref 8 |
Skills: | Deceit 10, Guns 11, Info/Martial Arts Schools 7, Intrusion 15, Fix-It 10, Martial Arts 14 | ||
Fu Schtick: | Friend of Darkness | ||
Quote: | "Let me show you how we used to handle this kind of thing in St. Petersburg..." | ||
Gear: | Adams Pistol (7/3/6), Cable Knife (9), Billy-club (9) |
Sasha was an assassin for a Russian aristocrat until he whacked the
wrong troika of bluebloods and had to leave in a hurry. His flight eventually
brought him to Hong Kong, where he picked up some martial arts and went
to work as an enforcer for Thierry Tsien. This is his last job; agents
of the Ivanoff family have recently been seen in Hong Kong, and Sasha has
better things to do than wake up with a Cossack saber at his neck.
Little Sal |
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Bod 4 (Mov 8) | Chi 7 | Mnd 7 | Ref 10 |
Skills: | Deceit 14, Info/Who's who in Hong Kong 13, Medicine 13, Intrusion 12, Martial Arts 11 | ||
Unique Schticks: | 1. May spend a Fortune point for
an intuition about the 'best' route to a specific place
2. Dodge Action Value is always 2 more than Martial Arts Action Value. |
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Fu Schticks: | Clothed in Life, Gathering of the Clouds | ||
Quote: | "Quickly! This way!" | ||
Gear: | Knife (5), Small terrier dog, small cloth bag filled with junk |
Little Sal is an orphan who Thierry Tsien discovered sleeping under
his desk one morning. Since then, Sal has become something of an unofficial
employee of his, bringing him information about goings-on in the streets
of Hong Kong in exchange for food, shelter, clothing, and a few lessons
from whichever schoolteacher owes Tsien money at the time. Among the contents
of Sal's cloth bag are several rolls of bandages, needles, thread, and
various poultices; enough to earn Sal the occasional nickname of 'Little
Doctor'.
Borgo Schmidt |
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Bod 11 (Tgh 12) | Chi 0 | Mnd 7 | Ref 5 |
Skills: | Guns 8, Info/Games of Skill 12, Intimidation 9, Martial Arts 12, Intrusion 7, Fix-It 8 | ||
Unique Schtick: | Only makes Death checks at 50 WP; -1 Impairment at 40 WP and -2 at 45 WP. | ||
Quote: | "You make ze big mistake, mein freund. Checkmate!" | ||
Gear: | Huge Wrench (15), Heavy Musket (9/5/1), Overall pockets crammed with machine parts |
Borgo is an itinerant mechanic and draughts player who has lived in
almost every port in the world at some time in his life. He earns a living
working on everything from looms to boilers by day, and playing board games
for small stakes in bars and eating-houses by night. It is this practice
which brought him into contact with Thierry Tsien; he made Tsien quite
a wad of gambling money by beating a Frenchman in high-stakes chess, and
now Tsien throws the occasional job his way in gratitude.
Chinese Striding
Banner Army:
First Assistant Li Ding-bang |
Chinese Striding
Banner Army:
Banner Sergeant Chin Anguo |
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BOD 7 | CHI 0 | MND 6 | REF 7 | BOD 8 | CHI 0 | MND 4 | REF 7 | |
Guns 9, Martial Arts 10, Artillery 6, Leadership 9 | Guns 8, Martial Arts 10, Artillery 10, Fix-It 4 | |||||||
Pistol (7/3/1), Derringer (6/1/1), Saber (9) | Musket (8/5/1), Spear (10), Black-powder grenades | |||||||
A keen and resourceful soldier, popular with his men and keen to make a name for himself in battle. | A grizzled veteran who has kept firmly abreast of technological advances in warcraft. Full of surprises. |
Henchman
of the Eaters of the Lotus:
Tang Kuan-tai |
Henchman
of the Eaters of the Lotus:
Lam Mei |
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BOD 9 | CHI 1 | MND 4 | REF 6 | BOD 5 | CHI 2 | MND 8 | REF 8 | |
Guns 8, Martial Arts 11, Sabotage 6 | Martial Arts 11, Seduction 9, Deceit 9 | |||||||
Matchlock Blunderbuss (10/4/1), Broken Cutlass (8) | Crossbow (7/4/1), Jagged Knife (8) | |||||||
A mad old hermit with a mouthful of jagged teeth (Dv: 4) and prodigious girth. Snarls, foams at the mouth, and gibbers. | Once a favored courtesan, Lam Mei is now an unstable killing machine with several distinct personalities. |
Eunuch Acolyte
of the Lotus:
Shou 'the Phoenix' |
Lotus Honcho:
Club-Footed Han |
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BOD 5 | CHI 0 (Mag 8) | MND 8 | REF 5 | BOD 5 | CHI 0 (Mag 5) | MND 9 | REF 6 | |
Sorcery 10, Martial Arts 7 | Sorcery 5, Guns 9, Influence 10, Deceit 12 | |||||||
Schticks: Blast, Movement, Influence | Schtick: Summoning | Caplock Revolver (7/3/1) | ||||||
Shou is fascinated by fire. All his magical effects involve heat or flame. His own skin is shiny and bubbled with burn scars. | A slow learner in his magical studies, Han fell back on his natural guile to serve his masters. A sniveling backshooter. |
Buro Commando
Leader:
Major C.C. Kou |
Buro Commando
Heavy Weapons Specialist:
Zhou 613 |
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BOD 5 | CHI 0 | MND 6 | REF 5 | BOD 11 | CHI 0 | MND 4 | REF 5 | |
Guns 10, Leadership 8, Arcanowave Device 10 | Martial Arts 7, Intimidation 12, Creature Powers 12, Arcanowave Device 12 | |||||||
Buro Godhammer (12/4/5), Wave Scanner, Heavy Armor | Helix Ripper (15**/7), Machete (14), Heavy Armor | |||||||
Major Kou graduated top of his class, and is loyal to the Buro mainly out of vanity (he likes the uniform). | Zhou 613 is a refitted abomination soldier; a ghastly, tusked, blood-drinking demon with a big snarl and a bigger gun. |
Green Dragon
Wheel Leader:
Zhou Lung |
Green Dragon
Wheel Top Student:
Leung Ming-hua |
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BOD 7 | CHI 1 (Fu 8) | MND 5 | REF 7 | BOD 7 | CHI 0 (Fu 8) | MND 4 | REF 5 | |
Martial Arts 15, Leadership 8 | Martial Arts 15, Intimidation (Taunts) 6 | |||||||
Schticks: Hands Without Shadow, Dim Mak, Fire Strike | Schticks: Hands Without Shadow, Dim Mak, Crane Stance | |||||||
Zhou Lung is an archetypal Guiding Hand devotee; loyal, bigoted, and completely single-minded. | Leung Ming-ha is a perfectly crafted instrument of force, whose search for martial perfection consumes her. |
Captain of
the Bay Queen:
Robert Hartock |
The Collector's
Right-hand Man:
Carl Carpenter |
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BOD 6 | CHI 0 | MND 7 | REF 6 | BOD 6 | CHI 0 | MND 6 | REF 7 | |
Guns 9, Martial Arts 7, Gambling 4, Operate Ship 10 | Guns 11, Martial Arts 11, Intrusion 9, Sabotage 9 | |||||||
Revolving Cylinder Rifle (8/6/5), Cutlass (9) | Caplock Pistol (7/3/6), Musket (8/5/1), Bolo Knife (8) | |||||||
Hartock, a heavy drinker, has a bloodstained past and cares less for human life than he does about his next swig of rum. | Silent, enigmatic, Carl strikes from the shadows and then fades away, taking no unnecessary risks. |