Supernatural Adventures.pdf

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TRA NS MUT AT ION S: P AG E 2 3
Act I: Solv e et C oagu la ....... .......... ........... .......... .......... ...25
Act III: Ru bedo ........... .......... .......... ........... .......... .......... ...35
HELL HOUND ON MY TRAIL: PAGE 40
Adventure Summary .......................................................40
Act I: Me and the Devil Blues .......................................41
Act II: They’re Red Hot ..................................................46
Act III: I Believe I’ll Dust My Broom ................................52
New Assets.........................................................................56
Ordinary People ................................................................57
S YNCHR ONICIT Y: PAG E 77
A dventure S ummary ..... .................... ..................... .........77
A ct I: The H uman Abstr act ............. ..................... .........80
A ct II: Augur ies of Innoc ence ........... ..................... .........86
Act III: The Divine Imag e .................. ..................... .........91
C ha ra ct er Ind ex p 95
Act II: Rei neme nt ..... .......... .......... ........... .......... .......... ...31
2 Table of Contents
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L et’s get this straight up front. The Supernatural
down in conversation or obsessive planning,
throw a surprise at them to keep them on their
toes, but don’t punish them for not acting
on your timeline. Give ‘em a reason to move
forward that’s going to make things more fun
for them.
Don’t be stingy with Plot Points! In addition
RPG’s not a dificult game to run. Grab a
monster, grab a location, throw in some weird,
and drop the hunters right in the middle of the mess.
If you’ve got a little while before you start the game,
and a favorite urban legend or ghost story in mind,
have at it, buster. You don’t need much more than
that.
But, things being what they are, you probably
don’t always have the stuff together to do that. It’s
been a long week, your kids or your dog are keeping
you up at night, midterms are a bitch. It’s okay. We’ve
got you covered.
Supernatural Adventures is a collection of ive
scenarios to challenge any group of hunters. Any one
of these can keep your players busy for one or two
nights of demon-killing, ghost-hunting, monster-
slaying thrills and chills. All you have to do is read
them in advance and insert them into your ongoing
Supernatural campaign. Heck, you might even use
these to kick a campaign off. Works for us.
to the suggestions provided in each scene’s
Rewards, keep an eye on the Complications
for each hunter and be sure to throw one or
more their way when that Trait comes into
the story. Hand ‘em out for doing well on
story-important actions, creative solutions to
problems, or anything that causes everyone to
smile, laugh, or high-ive each other.
A Quick Guide to Format
Each of the adventures in this book is structured
in more or less the same way. There are three or
four Acts, divided up into individual Scenes. For the
most part, you’re going to ind that the Acts follow a
linear sequence, with one or two Scenes that can be
dropped in anywhere or played in any order. We give
you a heads up in each adventure’s introduction, so
you can know what to expect.
Each Scene’s got sections in common, as follows:
The Setup This lays out the scene and where
the hunters are when it starts. There’s often some
exposition here.
The Problems This is where the action
happens. The Problems are opportunities for the
hunters to make choices and act appropriately. Or,
you know, to screw up. That leads to . . .
The Results This is where things stand at the
end of the Scene, more than likely.
The Rewards This covers suggested Plot Point
rewards for the hunters. Don’t feel limited to these,
though. Plot Points should be going back and forth
between you and the players at a pretty good clip.
It’s also worth noting that throughout the text,
Dificulties are all provided in upper case: HARD,
FORMIDABLE, and so on. Often, we don’t specify
the Attribute + Skill pairing, so that you or the
player can suggest an appropriate combo. Keep the
Dificulty in mind and roll with it!
follow every word and detail written in these
scenarios. It’s your game. You can and should
mix things up a little bit by adding your own
ideas and improvising when inspiration strikes.
If you’re having fun, odds are the players will
be, too.
The players should make the choices. You
set up the obstacles and problems and watch
them igure out how to knock ‘em down. We
have no doubt your group is gonna react in
unexpected ways, sometimes in ways that we
haven’t anticipated. Don’t panic . Just igure
out where the story’s going and, if you have
to, guide ‘em back without letting them know
they surprised you. Or ‘fess up, let ‘em know
they’re clever, and then soldier on.
Keep the pace lowing. You don’t have to
So crank up the classic rock soundtrack, grab
those dice, and call your buddies over. You’ve got
work to do!
describe every friggin’ tree to let the players
know it’s a forest. If you don’t know an exact
rule, wing it using the basics and deal with it
later. If the players get distracted or bogged
Introduction
3
Introduction: Raise
a Little Hell
A Few Words of Advice
Before you dive in, here’s a few helpful hints. It
would also pay to read over Chapters 6 and 7 of the
Supernatural RPG , too.
This isn’t a script and you shouldn’t slavishly
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