Quote:
The mission report gives you the location of a high school, a class schedule, and a profile. For those who look young enough, they get the opportunity to pose as a student. More mature hunters have to pose as substitute teachers. Instructions detail odd occurrences and at least one missing persons report. It's up to you to blend, investigate, and remove whatever is preying on the school.
Day 1 : Blending
The school is mostly empty, except for those who are attending summer school classes. There's a certain eeriness to the empty halls that make the one's filled with students all the more jarring.
Roll 1 d4:
1. You're cornered by an aggressively inquisitive student: they want to know who you are, why you're showing up out of the blue, where you're from. You can accept them as an ally of sorts, to use in investigating the school. If you don't, they will continue to appear the rest of the mission anyway.
2. The principal calls you into his office and gives you a speech about how recently there have problems at the school, but that there is no need to worry. It becomes clear he suspects you are an undercover reporter. You see him periodically throughout the rest of your mission, nervously checking on you.
3. A teacher grabs your arm as you pass them in the hallway, pulling you into an empty room. They give you a hushed ultimatum: if you're here to make things worse or are just indulging morbid curiosity, then you can just leave. You can either play innocent and they will be constantly nearby and watching you for the rest of the mission, or you can give them some variation of the truth that will have them helping you.
4. Within the first few hours, you find a love note in your pocket. You being to feel watched and followed the rest of your mission, and other small notes and even gifts appear. They may be simply cute and innocent, but they may also have a sinister quality. This presence may help or hinder you.
Day 2: Investigation
Roll 1 d4
1. Shady Deals
Select one or several or all from these prompts:
- You overhear mention of the stuff from several students who don't notice you.
- You find someone frightened and shaking in the bathroom, but they won't tell you what's wrong or what scared them.
- You see a group huddled together, and glimpse money changing hands. Later you recognize one of them, hiding in a janitor's closet.
2. Potential
Select one or several or all from these prompts:
- You notice a student covered in bruises that weren't there earlier in the day.
- There's a notice on the bulletin boards about reporting any bug nests, as summer infestations continue to be a problem.
- In the basement, you find several areas covered in rat traps.
- A student who's standoffish is pointed out to you. They're considered weird/spooky/crazy and most people give them a wide berth.
3. The Exchange Student
Select one or several or all from these prompts:
- You notice a student who's seems a bit "off."
- In the locker rooms you find the remnants of something likely not human, be it hair, scales, slime, or some other substance.
- Several students leave giggling during lunch. When you seem them in class later, they appear pale and spooked.
4. Wild Card
Select your choice of the above prompts.
Day 3: Removal
Shady Deals
Your investigations lead you to a student selling small candies you may recognize as similar to FEAR candies to students.
Encounter
Roll 1 d4
1. The Dealer is a normal human student. They can be convinced to lead you to the one who gave them the drugs to sell. The person you find is someone who looks similar to a hunter you used to see around in person or in photos. They disappeared in late summer of 2015, when the Life labs exploded.
Mob:
Renegade Hunter
HP: 60
Auto Damage: 6
Special: If their HP hits from 0-7 range, their eyes turn black and a pair of doors appear for them to escape through. Going through those doors to pursue feels like an incredibly bad idea.
Should you fail, the person you encountered on Day 1 will rescue you. Roll 1 d10 to determine if they survive. (6-10 means they live.)
2. The Dealer is a creature of Halloween in disguise. Upon seeing you they try to run. Roll 1d20 to keep them from escaping, 13-20 is success.
Mob:
Dealer Creature (species/race is your choice)
HP: 40
Auto Damage: 3
Special: If you bring their HP between 1-5 then you may capture them and bring them back to Deus. Otherwise they dissipate when they hit 0.
Should you fail, the person you encountered on Day 1 will rescue you. Roll 1 d10 to determine if they survive. (6-10 means they live.)
3. The Dealer is a human student. They seem a bit older than most, and when confronted, draw a knife bearing electric yellow runes.
Mob:
Human Dealer
HP: 25
Auto Damage: 8
Special: If you bring their HP between 1-5 then you may capture them and bring them back to Deus. Otherwise they die, but you will still be able to retrieve their weapon.
Should you fail, the person you encountered on Day 1 will rescue you. Roll 1 d10 to determine if they survive. (6-10 means they live.)
4. Wild Card
Select your choice of the above prompts.
Potential
Your investigations lead you to believe one of the students is a potential hunter who is attracting dangerous attention.
Encounter
Roll 1 d4
1. The student doesn't come to school today. After checking their records, you find out where they live and go to check on them. What you find is a very quiet house, filled only with the buzz of flies as they gather around the bodies of the family within. After several minutes, several of the bodies being to move, and then stagger to their feet. Beetles crawl out their mouths and wounds, and you see small shapes moving underneath their skin. They move toward you.
Mob
Bug Puppets
HP: 10 x 3 attackers
Auto Damage: 2 per remaining attacker.
Special: If you miss twice in a row, you feel something enter your body, either through your eyes, ears, nose, mouth, or an open wound. Add 1 to your modifier every time this happens. (-7 instead of -6 and so on.) This does not affect charge attacks.
2. The student doesn't come to school today. After checking their records, you find out where they live and go to check on them. The house looks normal at first, but when you pass through the gate, you're faced with a family under attack. They have barricaded themselves within the house as a massive swarm of beetles tries to break in. You hear the warning sound of glass windows beginning to crack.
Mob
Bug Swarm
HP: 30
Auto Damage: 5
Special: If you miss twice in a row, a window breaks open and they begin to attack the family. For every three rolls you make after this, a family member dies.
Should your HP drop to 0, the person you encountered on Day 1 will rescue you. Roll 1 d10 to determine if they survive. (6-10 means they live.)
Should the potential hunter survive, you have the option of recruiting them. If they refuse you need to call for a memory blank for all surviving members of the family. A security watch will placed on the family, and their records will be sifted through for bloodline information, but your job there is done.
3. The student shows up at school, and with some encouragements, begins to talk about the things they see that other people don't. You have the option to either recruit them then and there, or leave if for another hunter to do later. If they refuse the offer, you need to call in to have the memory of this day erased. A security watch will placed on the family, and their records will be sifted through for bloodline information, but your job there is done.
4. Wild Card
Select your choice of the above prompts.
The Exchange Student
Your investigations lead you to believe one of the students is not human at all.
Encounter
Roll 1 d4
1. The student is actually human, with an intense interest in costuming, makeup, and special effects. You find out that most of the odd occurrences were in fact, a small theatre group of students, trying to create their own "found footage" movie within the school. The case has been debunked.
2. The student is a creature of Halloween. They are friendly toward you and mention that they are a member of DETH and ask many questions, some of them possibly of a moral nature. You can choose to try to fight them, but they will not fight back, instead either running away, or taking your attacks until they dissipate. If you want to convince them to be voluntarily weaponized, roll 1d20. 10 and higher means they come to Deus with you.
3. The student is a creature of Halloween and they ******** hate you. They attack as soon as they realize what you are.
Mob:
Creature Student (your choice of species/race)
HP: 40
Auto Damage: 3
Special: If you bring their HP between 1-5 then you may capture them and bring them back to Deus. Otherwise they dissipate when they hit 0.
Should you fail, the person you encountered on Day 1 will rescue you. Roll 1 d10 to determine if they survive. (6-10 means they live.)
Day 3: Resolution
The person who you encountered or Day 1 (should they still be alive) has witnessed you do some possibly questionable, illegal, or logically impossible things. It's up to you how you explain things and part ways with them.
Quote:
Day 1 : Blending
The school is mostly empty, except for those who are attending summer school classes. There's a certain eeriness to the empty halls that make the one's filled with students all the more jarring.
Roll 1 d4:
1. You're cornered by an aggressively inquisitive student: they want to know who you are, why you're showing up out of the blue, where you're from. You can accept them as an ally of sorts, to use in investigating the school. If you don't, they will continue to appear the rest of the mission anyway.
2. The principal calls you into his office and gives you a speech about how recently there have problems at the school, but that there is no need to worry. It becomes clear he suspects you are an undercover reporter. You see him periodically throughout the rest of your mission, nervously checking on you.
3. A teacher grabs your arm as you pass them in the hallway, pulling you into an empty room. They give you a hushed ultimatum: if you're here to make things worse or are just indulging morbid curiosity, then you can just leave. You can either play innocent and they will be constantly nearby and watching you for the rest of the mission, or you can give them some variation of the truth that will have them helping you.
4. Within the first few hours, you find a love note in your pocket. You being to feel watched and followed the rest of your mission, and other small notes and even gifts appear. They may be simply cute and innocent, but they may also have a sinister quality. This presence may help or hinder you.
Quote:
Day 2: Investigation
Roll 1 d4
1. Shady Deals
Select one or several or all from these prompts:
- You overhear mention of the stuff from several students who don't notice you.
- You find someone frightened and shaking in the bathroom, but they won't tell you what's wrong or what scared them.
- You see a group huddled together, and glimpse money changing hands. Later you recognize one of them, hiding in a janitor's closet.
2. Potential
Select one or several or all from these prompts:
- You notice a student covered in bruises that weren't there earlier in the day.
- There's a notice on the bulletin boards about reporting any bug nests, as summer infestations continue to be a problem.
- In the basement, you find several areas covered in rat traps.
- A student who's standoffish is pointed out to you. They're considered weird/spooky/crazy and most people give them a wide berth.
3. The Exchange Student
Select one or several or all from these prompts:
- You notice a student who's seems a bit "off."
- In the locker rooms you find the remnants of something likely not human, be it hair, scales, slime, or some other substance.
- Several students leave giggling during lunch. When you seem them in class later, they appear pale and spooked.
4. Wild Card
Select your choice of the above prompts.
Quote:
Day 3: Removal
Shady Deals
Your investigations lead you to a student selling small candies you may recognize as similar to FEAR candies to students.
Encounter
Roll 1 d4
1. The Dealer is a normal human student. They can be convinced to lead you to the one who gave them the drugs to sell. The person you find is someone who looks similar to a hunter you used to see around in person or in photos. They disappeared in late summer of 2015, when the Life labs exploded.
Mob:
Renegade Hunter
HP: 60
Auto Damage: 6
Special: If their HP hits from 0-7 range, their eyes turn black and a pair of doors appear for them to escape through. Going through those doors to pursue feels like an incredibly bad idea.
Should you fail, the person you encountered on Day 1 will rescue you. Roll 1 d10 to determine if they survive. (6-10 means they live.)
2. The Dealer is a creature of Halloween in disguise. Upon seeing you they try to run. Roll 1d20 to keep them from escaping, 13-20 is success.
Mob:
Dealer Creature (species/race is your choice)
HP: 40
Auto Damage: 3
Special: If you bring their HP between 1-5 then you may capture them and bring them back to Deus. Otherwise they dissipate when they hit 0.
Should you fail, the person you encountered on Day 1 will rescue you. Roll 1 d10 to determine if they survive. (6-10 means they live.)
3. The Dealer is a human student. They seem a bit older than most, and when confronted, draw a knife bearing electric yellow runes.
Mob:
Human Dealer
HP: 25
Auto Damage: 8
Special: If you bring their HP between 1-5 then you may capture them and bring them back to Deus. Otherwise they die, but you will still be able to retrieve their weapon.
Should you fail, the person you encountered on Day 1 will rescue you. Roll 1 d10 to determine if they survive. (6-10 means they live.)
4. Wild Card
Select your choice of the above prompts.
Potential
Your investigations lead you to believe one of the students is a potential hunter who is attracting dangerous attention.
Encounter
Roll 1 d4
1. The student doesn't come to school today. After checking their records, you find out where they live and go to check on them. What you find is a very quiet house, filled only with the buzz of flies as they gather around the bodies of the family within. After several minutes, several of the bodies being to move, and then stagger to their feet. Beetles crawl out their mouths and wounds, and you see small shapes moving underneath their skin. They move toward you.
Mob
Bug Puppets
HP: 10 x 3 attackers
Auto Damage: 2 per remaining attacker.
Special: If you miss twice in a row, you feel something enter your body, either through your eyes, ears, nose, mouth, or an open wound. Add 1 to your modifier every time this happens. (-7 instead of -6 and so on.) This does not affect charge attacks.
2. The student doesn't come to school today. After checking their records, you find out where they live and go to check on them. The house looks normal at first, but when you pass through the gate, you're faced with a family under attack. They have barricaded themselves within the house as a massive swarm of beetles tries to break in. You hear the warning sound of glass windows beginning to crack.
Mob
Bug Swarm
HP: 30
Auto Damage: 5
Special: If you miss twice in a row, a window breaks open and they begin to attack the family. For every three rolls you make after this, a family member dies.
Should your HP drop to 0, the person you encountered on Day 1 will rescue you. Roll 1 d10 to determine if they survive. (6-10 means they live.)
Should the potential hunter survive, you have the option of recruiting them. If they refuse you need to call for a memory blank for all surviving members of the family. A security watch will placed on the family, and their records will be sifted through for bloodline information, but your job there is done.
3. The student shows up at school, and with some encouragements, begins to talk about the things they see that other people don't. You have the option to either recruit them then and there, or leave if for another hunter to do later. If they refuse the offer, you need to call in to have the memory of this day erased. A security watch will placed on the family, and their records will be sifted through for bloodline information, but your job there is done.
4. Wild Card
Select your choice of the above prompts.
The Exchange Student
Your investigations lead you to believe one of the students is not human at all.
Encounter
Roll 1 d4
1. The student is actually human, with an intense interest in costuming, makeup, and special effects. You find out that most of the odd occurrences were in fact, a small theatre group of students, trying to create their own "found footage" movie within the school. The case has been debunked.
2. The student is a creature of Halloween. They are friendly toward you and mention that they are a member of DETH and ask many questions, some of them possibly of a moral nature. You can choose to try to fight them, but they will not fight back, instead either running away, or taking your attacks until they dissipate. If you want to convince them to be voluntarily weaponized, roll 1d20. 10 and higher means they come to Deus with you.
3. The student is a creature of Halloween and they ******** hate you. They attack as soon as they realize what you are.
Mob:
Creature Student (your choice of species/race)
HP: 40
Auto Damage: 3
Special: If you bring their HP between 1-5 then you may capture them and bring them back to Deus. Otherwise they dissipate when they hit 0.
Should you fail, the person you encountered on Day 1 will rescue you. Roll 1 d10 to determine if they survive. (6-10 means they live.)
Quote:
Day 3: Resolution
The person who you encountered or Day 1 (should they still be alive) has witnessed you do some possibly questionable, illegal, or logically impossible things. It's up to you how you explain things and part ways with them.