Civility must be rewarded. If it isn’t rewarded, there’s no use for it. There’s just no use for it at all. — Dr. Logan, Day of the Dead An adventure for the World of Darkness using the Storytelling Adventure System Sample file STORYTELLING ADVENTURE SYSTEM SCENES MENTAL OOOOO XP LEVEL PHYSICAL OOOOO 10 SOCIAL OOOOO 0-34 Civility must be rewarded. If it isn’t rewarded, there’s no use for it. There’s just no use for it at all. — Dr. Logan, Day of the Dead An adventure for the World of Darkness using the Storytelling Adventure System Sample file Written by Matt McFarland Developed by Chuck Wendig Edited by Michelle Lyons Layout by Mike Chaney Art: Brian Leblanc and Eric Kolbek © 2012 CCP hf. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden, except for the purposes of reviews, and one printed copy which may be reproduced for personal use only. White Wolf, Vampire and World of Darkness are registered trademarks of CCP hf. All rights reserved. Vampire the Requiem, Werewolf the Forsaken, Mage the Awakening, Promethean the Created, Changeling the Lost, Hunter the Vigil, Geist the Sin-Eaters, Storytelling System and Parlor Games are trademarks of CCP hf. All rights reserved. All characters, names, places and text herein are copyrighted by CCP hf. CCP North America Inc. is a wholly owned subsidiary of CCP hf. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements are fi ction and intended for entertainment purposes only. This book contains mature content. Reader discretion is advised. Introduction The World of Darkness is terrifying, broken place. It has all of the problems and tragedies of our own, familiar world, but monsters also lurk in the shadows. Their presence makes the world more dangerous in a plethora of ways. Some of the supernatural beings prey on people in a literal sense — vampires drink the blood of the unwary, for instance, and crazed beasts hunt down people for their fl esh. But other such beings simply make the world unsafe. They wage their secret wars and claim their territories and they all seek to keep the unknowing masses out. Knowledge is like water. It seeks to escape. It fi nds its own level. It seeps into everything, and no matter how well-maintained the secret, someone eventually learns it. In the soul of every living being in the world is the potential to know, to become part of this secret. And now, one brilliant woman has decided that the world can no longer afford to be ignorant. Falling Scales is the fi rst installment in a four-part chronicle. While these stories are meant to build on one another, they are also written so as to be useful and playable on their own. The only book necessary to run Falling Scales is the World of Darkness Rulebook. If your troupe wishes to play through this Introduction story using characters from one of the other World of Darkness games (or even a mix of several!), information for doing so is provided. Treatment The characters in Falling Scales become aware of the Unmasked, a cult whose members believe that secret-keeping is always destructive. The cult investigates paranormal occurrences and catalogues them, searching for as Samplemuch file information as it can. At the lowest levels of membership, though, the cult behaves very much like a predatory self-help group. It engages in love- bombing and low-level brainwashing to get people on board, and then freely uses their time, money and other resources to further its agenda. The leader of the cult is a woman named Anna Christopher. She exemplifi es the idea that the ends justify the means. She knows more about the truth of the supernatural than most people ever could without actually becoming something more than human, and that knowledge has cost her more than just sleep. She feels that the world is in a state of emergency—the truth needs to come out, and if that Falling Scales Falling means she has to bankrupt or burn out a few people, so be it. The characters become involved with the cult after seeing the supernatural up close. A member of the cult witnesses the same thing they do, but does not become involved in the grisly scene. Instead, he merely takes pictures and fl ees. The next day, a representative of the cult contacts the characters, explaining that because they have already seen the otherworldly at work, they can join the Unmasked and bypass the “self-help” front that the group puts on. During this meeting, though, the cultist (a young man named Nick Holcomb), receives a call from his higher-ups in the cult and abruptly breaks off the conversation. He has, it seems, said too much. 1 and connections and can arrange for the characters to be harassed, evicted and even arrested. Eventually some kind of confrontation will be necessary, and the About the characters can dismantle the Unmasked entirely. Even then, the characters aren’t free. As they work with the Unmasked, Storytelling Adventure System they fi nd themselves changing. The cult has infected them with a kind of mental If this is your fi rst Storytelling Adventure System virus, an affl iction that changes their souls. This affl iction has its benefi ts — but (SAS) product, you’ve chosen a fi ne place to start. as the characters will see in future chapters of this story, it is also progressive. To keep this story kit lean and focused, though, we haven’t included a lot of the core premises and Storyteller suggestions that are at the heart of the Themes: Courage and Will SAS. Whether you’re a new Storyteller or an old The citizens of the World of Darkness are not unaware of the supernatural, hand, be sure to read the free SAS Guide, found at least not entirely. On some level, people know that the shadows are dangerous at the SAS website: and they avoid them. As in our world, most people have a ghost story to tell. It’s just that in the World of Darkness these stories are true more often than not. www.white-wolf.com/sas Despite this widespread suspicion that the stories and legends have more Here are some of the features available in than just a kernel of truth, people don’t generally dedicate time and effort to Falling Scales: learning that truth. Why? It isn’t just fear and it’s not just self-preservation. Most people simply do not have the will to pursue this dangerous vocation. • Interactive links. Clicking on anything in blue will Those who do usually have lost loved ones or otherwise been directly victim- Introduction take you directly to the section referenced, or to an ized by the supernatural, but people like that form the base of Hunter: The appropriate character sheet or prop. It may also take Vigil. Some people don’t have anything personal in the matter. Like any good you to an external website that could be useful. detective, they simply hate mysteries. Throughout Falling Scales, try to reward players who take direct, un- • Scenes. Clicking on a scene name in the scene fl owchart or the page number in the scene card prompted and decisive action. Maybe that comes in the form of extra experience will take you to the full write-up of the scene. points, a small dice pool bonus or just a greater likelihood that their plans will work. The more the characters act without overthinking or having to be led • Bookmarks. This PDF is fully bookmarked, so around, the more they are embracing the theme of this story. you can jump to major sections at any time when Sample file the fi le is open. Mood: Down the Rabbit Hole Once learned, the truth can’t be unlearned. Once the characters know, for a fact, that inhuman beings exist, they can’t go back to ignorance. This kind of Shortly thereafter, Maricel Lazaro fi nds the characters and attempts to irrevocable discovery should permeate Falling Scales. As Storyteller, you should kill them (she may even bring friends along, if you think the characters would underline it when possible. A good way to do that is to occasionally run scenes appreciate a tougher fi ght). Once the characters have defeated her—or before with the characters in otherwise mundane situations and mention how their the fi ght ends, if they need assistance—several members of the cult arrive. They new knowledge makes them fi lter other innocuous information. Falling Scales Falling take the characters to meet Anna Christopher, the cult leader. She informs For example: A character, after playing through A Glimpse of the Un- them in no uncertain terms that they have seen too much of the supernatural known, goes to a bar to get a drink. A woman approaches him fl irtatiously. not to be members and offers them positions in the cult’s upper echelons (re- Under normal circumstances, the character might think himself lucky and be served for those with direct experience). Of course, from this perspective, the anticipating what the rest of the evening might bring. But after seeing Maricel characters can see the harm that the cult does to its lower-level members and Lazaro murder a man in that opening scene, can he really afford to be so trusting? they can (and should) take exception.
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