Professional Documents
Culture Documents
SCE Millennium Knights Screen
SCE Millennium Knights Screen
SCE Millennium Knights Screen
P R E S E N T S
JENNIFER BROZEK, CURTIS AND SARAH LYON ADDITIONALLY: STUART BOON, BRYAN HITCHCOCK, HEIDI LEVIN, DARREN PEARCE
WORDS:
RULES: ALAN BUNDOCK, HEIDI LEVIN, CURTIS AND SARAH LYON EDITS: AARON ACEVEDO, JASON ALLARD, TOMMY BROWNELL,
GENEVRA “SKYDIVE BEHIND ENEMY LINES IN HIGH HEELS” HARKER, MILES M KANTIR, CURTIS AND SARAH LYON ILLUSTRATIONS: AARON ACEVEDO,
CHRIS BIVINS, JASON ENGLE, BIEN FLORES, CHAZ KEMP, JOHAN LINDROOS, ALIDA SAXON, MATTHEW SCHEUERMAN & CARLY SORGE
DESIGN: ALIDA SAXON ADDITIONAL DESIGN: AARON ACEVEDO, MIKE CHANEY LAYOUT: MIKE CHANEY ADDITIONAL LAYOUT: ALIDA SAXON
This document is copyright Savage Mojo Ltd 2014. All rights reserved. It is for personal use only, and may be printed for personal use. It may not be modified, distributed or sold without written permission.
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group.
Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.
version 1.savage140813
Contents
Player’s Section 3 TOP SECRET Mission 005:
Global Briefing 4 Security Clearance Paris, France 80
Required 44 Mission 006:
The Special Projects
Administration 5 The Truth About Hohenschwangau, Germany
The SPA 44 84
Character Archetypes 14
Gazetteer 48 Mission 007:
Character Options 19 Barcelona, Spain 90
Africa 48
Skills In Mission 008:
Millennium Knights 19 Asia 50
Arlesheim, Switzerland 94
New Hindrances 22 Western Europe 53
Mission 009:
New Edges 23 Northern Europe 55 London, England 98
Spyware 27 Central And Mission 010:
Eastern Europe 56 Vatican City 102
Gear Up 28
Southern Europe 57 Mission 011:
Protective Gear (Armor) 30
The Middle East 58 London, England 106
Melee Weapons (Worn) 30
North America 59 Mission 012:
Poison Costs 32 Walenstadt, Switzerland 111
Central America 60
Melee Weapons (Special) 32 Endgame 115
South America 61
Ranged Weapons 33 Ordo Octostium Bestiary 115
Plot Point Campaign 62
Explosives 35 Savage Tales 117
Plot Point Summary 62
Ranged Weapon Brain Food 117
Modifications… Mission 001:
Melrose, Scotland 65 Fist Of Vengeance 122
And Accessories 37
Mission 002: Forever Young 126
Surveillance Gear 37
London, England 69 Fox And Hounds 130
Breaking And Entering
(B&E) Tools 38 Mission 003: Siren’s Song 134
Salon-de-Provence,
Miscellaneous Gear 39 France 73 Stormy Relations 138
Vehicles 41 Mission 004: Vipers’ Nest 145
Game Master’s Section 43 Cefalù, Italy 76 Wings Of War 149
Disclaimer
Our legal department requires we add this: Repeat after us, “I am not my character. I cannot do the things
that my character can do because he is a fictional character in a fictional universe.” In other words, do not do
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is meant to be fun.
We’d also like to explain that Suzerain is our take on reality
with mythological and magical elements. It depicts religions and
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believer might see them. We mean no disrespect if you are such a
We bring Worlds To Life
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believer but ask you to respect our right to our own interpretation.
2
P layer ’ s S ection
MILLENNIUM KNIGHTS
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Global Briefing
5
MILLENNIUM KNIGHTS
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Global Briefing
to Noir Knights? Noir Knights predates revelation: rather than being separate threats, it
MillenniumKnights by more than sixty years. seems there is some sort of organization behind
Some of the situations in Millennium Knights them, a coalition of paranormal beings who seem
are set up in Noir Knights. But in Millennium intent on getting their own agents into all walks of
Knights the threat faced by the agents is life. No one knows why… but they’re turning up
Novice Rank agents to tackle. Noir Knights, on Now it’s 1999, and the guys in charge are certain
the other hand, deals with something altogether something’s brewing for the new millennium.
tougher and requiring appropriately Heroic Your mission, should you choose to accept it, is
Rank agents to deal with it. to assemble your team, requisition some gear, and
To that end, it’s logical for an experienced group save the world.
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MILLENNIUM KNIGHTS
person’s hidden desires or repressed resentments. by an agency of some sort. Perhaps he was a field
The last thing any SPA agent wants is to discover a agent, traveling abroad and secretly working on
turncoat in their midst. ‘national interests’. Perhaps he was an analyst,
Secondly, no practitioner of the paranormal processing data from satellite images or audio
is allowed membership. Back in the day, the transmissions and watching for emerging
SPA regularly recruited people with paranormal patterns or unusual activity. But then something
abilities, but after the Administration was placed happened… he was caught up in a fight with a
under the control of the FBI, things changed. monster, or maybe stumbled across a conspiracy
J. Edgar Hoover noted many of the same already under SPA jurisdiction. By the end of the
organizations who had been allies of the SPA were ordeal, the SPA offered your agent a transfer from
also responsible for events that nearly destroyed his current agency to theirs, and he took it.
the United States. Mystics and other Expert: Your agent knows
‘magical’ types found themselves more and about something – he knows
more marginalized in the organization. everything about it, and he knows
As of 1980, when the SPA was parceled it very well. His area of expertise
into the CIA, the charter was officially might be
changed to ban ‘supernatural entities’ anything:
from their ranks as they were deemed
too dangerous and unpredictable as
agents. swordsmanship,
So, how’s about some examples data gathering…
of what the Special Projects even occult lore.
Administration views Sure, he might
as ‘acceptable’ have other talents, but
backgrounds? most of them relate to his
chosen area of expertise.
Spook:
Your agent Things took an
was already odd turn for your
employed agent, though, when
he took a job. Perhaps it
was for a covert operative, perhaps
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Global Briefing
he found himself working for a monster. Literally. the case, calling it an ‘unfortunate accident’. As
Either way, he found out there were more things your agent was going through his loved one’s
on Earth than he really wanted to know about. things, he discovered she had been chasing after
Now he works for the SPA, acting as the top dog a monster – a monster of myth and legend. But
in his area of expertise since the Administration she had seemed to think it was real enough, and
knows he’s the best at what he does. such a creature could explain her death. This
thought was only confirmed when a Man in Black
Survivor: Your agent was dragged into some
showed up on her doorstep while you were there
sort of dealing with the paranormal. Maybe he was
with a court order and a ‘request’ for all of her
attacked by a werewolf or enchanted by the fey;
belongings. Your agent complied, but took up
maybe he was born under the right configuration
the hunt where she left off. Eventually he become
of stars to be the perfect sacrifice to summon a
such a nuisance that the SPA finally contacted
demon or open a portal; maybe he simply became
him directly and offered him membership. He
the thrall of some sort of creature or wizard.
accepted, and is determined to honor his lover’s
Regardless of the circumstances, your agent was
memory with payback in blood.
saved from whatever horrible fate awaited him
by the timely intervention of the SPA. Afterward, Caught in the Crossfire: Your agent stumbled
instead of going back to his mundane life, he into the middle of a battle between a monster
decided to join the SPA and learn how to fight and an SPA agent. Perhaps he helped the agent;
against the paranormal – to try and save those perhaps the agent had to keep your agent alive.
who may be in the same predicament as he was… Regardless of the circumstances, the cat was out
or avenge those who weren’t as lucky as he’d been. of the bag, and it wasn’t long before your agent
was contacted by a Man in Black with an offer
Child of the SPA: Your agent’s mother and/
of employment. No one twisted his arm, but he
or father was an SPA agent. One or both parents
knew there was a deeper truth out there, and he
were often gone on ‘business trips’ – a sore spot
wanted to know more. He’s been an agent in the
with your agent until he was finally made aware
SPA and saving lives ever since.
of what was really going on. Then he wanted in.
With or without permission, he even helped on
The SPA Lifestyle
a couple of cases and by the time he was an adult
the SPA was well aware of who your agent was and Being a member of the SPA doesn’t determine
what he was capable of doing. He was accepted how your agent lives his day-to-day life for the
into the SPA to carry on his family’s fight. most part. He could be the professional agent
who lives alone and eschews deep emotional
Agent of Vengeance: Your agent had a lover
commitments, or he could have ‘another life’ – a
who died under mysterious circumstances. He
job, a lover, a family, a house. What your agent
knew it was murder, but the authorities closed
does between missions is up to him, but there are
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MILLENNIUM KNIGHTS
Top Secret!
If you haven’t caught on yet, no one
outside of the SPA is supposed to know
about its existence, as most things an
agent will be called to do are actually illegal.
If nothing else, as a subsidiary of the CIA,
undertaking law enforcement activities within the
borders of the United Sates is banned, and those same
activities in any other country will brand a person as a
spy or terrorist.
It also just won’t do to declare an agent is simply
“trying to protect innocent people from the paranormal
threats lurking in the shadows”. The paranormal doesn’t
exist, and neither does the SPA.
In fact, if an agent is caught, his parent government will
disavow any knowledge of him or his mission – he’s on his own.
So… No flashing badges; no running to local officials, and
absolutely NO telling loved ones what’s going on. Welcome to
the business.
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Global Briefing
figure (in a sport that requires world travel – like and friends don’t know the truth about his
tennis or golf)… essentially any job will do as long employment – he’s called a Covert Operative for a
as it’s relatively mundane, vaguely interesting, and reason. When your agent is figuring out his escape
includes travel. plans, he’ll need to decide if they will include his
The SPA provide documentation for your family or lover: sometimes it’s safer to leave them
agent’s cover story if needed, as well as making behind; sometimes it’s better to hide them in the
sure any necessary records are located in the most secure bunker he can find… so he’ll need
appropriate databases. to decide how best to deal with those situations
should they come up.
Constant Vigilance: Your agent must always
be on the alert. He must be aware of who his Secondly, while the SPA will permit your
neighbors are, what their habits are, and who agent to have a second job other than being an
their friends are. He must be aware of what is agent, he must have a job that allows him to drop
going on around him at all times, whether he’s at everything at a moment’s notice and disappear
home, at work, or just outside walking about. He for weeks at a time. Most such jobs are essentially
must be aware that an adversary may be engaging research, freelance or consulting in nature as they
in counter-intelligence against him at any time, allow an agent to work on a specific project away
or that a monster is lurking and about to make from a standard office environment and to decline
a snack out of the homeless man in the alley. The various projects when he’s ‘overbooked’.
price of freedom is eternal vigilance.
SPA Resources And Organization
Escape Plans: Sooner or later, no matter how
vigilant your agent is, someone or something The SPA receives its resources from its parent
is going to get The Drop on him and he’ll need organizations – most notably the CIA in the
to escape, go to ground and lay low for a while. United States, with others contributing where they
He should plan ahead by making arrangements can. However SPA agents are counted as ‘deniable
with the SPA. And a smart agent will set up a assets’… None of those parent organizations,
couple of contingency plans that don’t involve the nor any of their controlling governments, will
Administration or SPA resources. These should acknowledge an agent’s existence. This means
include easily accessible cash, alternate IDs, and the CIA, for example, doesn’t want an SPA
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MILLENNIUM KNIGHTS
over time), and the Supervisor only has contact is left to the individual – SPA teams are given carte
with the parent agency through a ‘Handler’. The blanche to do whatever is necessary to get the job
Handler (for the United States) answers directly to done with the only caveat being they mustn’t be
the Director of Central Intelligence, although he caught. If they are, the team is hung out to dry,
must occasionally report to the Secretary of State and has to face the legal (or illegal) repercussions
or the National Security Advisor. There is also a of their actions on their own.
Deputy Supervisor who assists the Supervisor, This isn’t to say SPA teams have no resources.
and who serves as Acting Supervisor in the The CIA has a major research and development
event the current SPA Supervisor is unavailable. lab underneath the Guantanamo airbase in Cuba
The structure is similar in the other supporting dedicated solely to the purpose of dissecting
nations. The current SPA Supervisor for the and understanding the nature of all things
United States is Roberta Gordon-Yancy, and the paranormal. Information learned there, as well
Deputy Supervisor is Larry Carlyle. as anything deemed useful for a team to conduct
Each team has a Team Leader, who is the only a mission (in terms of knowledge or resources)
person allowed direct contact with the Supervisor is funneled to the SPA through the Handler, and
under most circumstances. How each Team those things are in turn allocated to SPA teams by
Leader decides to conduct his team and its affairs the Supervisor, however she deems it appropriate.
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Global Briefing
Additionally, individual teams occasionally North America and Europe. However, the farther
get some unofficial funding or assistance – usually south and east a team goes, the less likely they are
from some grateful individual saved from being to find such a location.
eaten by a dragon (yes… dragons do exist as well). Temporary Safe House: A temporary safe
This assistance may be transitory or meager, but house usually serves as the base of operations for
once in a while someone who’s rich enough will a given mission. For the most part, the location of
hand over a very large check with lots of zeros on a temporary safe house is left up to the team that’s
it. using it, although the Supervisor will typically
Another occasional source of providence divert enough funds to make sure rent or other
comes from particularly long-lived monsters fees can be taken care of. These locations can be
that have accumulated vast fortunes in the form houses, hotels, apartments… essentially any place
of land, artwork, stockpiles of precious gems and a few people can comfortably live for a time.
metals, and the occasional long-term investment However, the SPA prefers these locations to be
yield. If those resources should ‘disappear’ once relatively innocuous – a group of agents running
the monster is dealt with, in most cases no one around le Castille in Paris is likely to draw
asks any questions. unwanted attention. The safe house must be a
place where the team can store equipment for the
Safe Houses
job at hand, and will usually act as a rendezvous
‘Safe House’ is a generic term for any location point during missions. Occasionally, a temporary
where an SPA team can go to lay low, regroup or safe house may become semi-permanent if the
recuperate. They usually go under the guise of team needs to perform a series of missions in a
vacation homes, self-storage lockers and other single location or a set of nearby locations.
unobtrusive locations where disguises, money, Emergency Safe House: An emergency safe
false IDs, medical supplies and other survival house is the sort of setup we were talking about
tools can safely be stored. earlier. Bear in mind that, while your agent is
Very few of these places are permanent in a deniable asset, he’s still an asset the SPA has
status… the nature of their work means a team invested time and money into training. No one
can’t usually stay in a single location for any will lift a finger to help him if he gets in over his
length of time. The few that are permanent are head, but these emergency safe houses have been
usually unmanned locations such as a summer put in place to give him a fighting chance if things
home in the mountains, which raise no questions end up going wrong.
if left unused for long periods of time or occupied Ideally, an agent can fall back on one of these
for short periods. places and try to cover his butt – that way the
These sorts of safe houses are dotted around SPA doesn’t lose a valuable resource. But don’t
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MILLENNIUM KNIGHTS
let yourself be fooled. Agents who’ve been unable entirely put together. If you find yourself short on
to pull out a hat trick have been lost when one ideas for the type of agent you might want to play,
of these safe houses was suddenly destroyed in a here are a few suggestions that would work well in
wildfire or other ‘natural catastrophe’. Sometimes Millennium Knights:
it may be better to handle things privately and not Cat Burglar: Your agent is just plain good at
let the Administration know where they can find stealing. Well, it would be fairer to say he’s good
your agent. at getting into places so he can steal things. Why
he does this is unimportant. The fact that he
Character Archetypes does it is what’s important. It’s because he’s good
There are a number of archetypes you can at getting into places he came to the attention of
choose to play in this setting, and by having a the SPA… after getting caught breaking into the
firm grip on both archetype and background, wrong (or perhaps it was the ‘right’) place. At the
you’ll have your agent’s back story almost time, getting recruited to legally break into places
seemed a lot better than twenty years in prison,
so your agent signed the contract. Now it doesn’t
seem like such a cakewalk, but at least he still gets
to practice his craft.
Computer Genius: Your agent has always
been better with computers than with people. So
while other people were getting better at social
skills, he was learning the ins and outs of software
and hardware – and now he can make computers
dance. He can rip them apart, put them back
together, and rewrite
all their code. It
didn’t take long for
the SPA to see the
advantages of your
agent’s abilities,
and he jumped at
the opportunity
to have access to
more sophisticated
equipment, and even
greater challenges.
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Global Briefing
Conman: Your agent has the gift of the gab, a silver tongue… or maybe
just a trustworthy face. Whatever the case, he’s always been able to fit into
any crowd and any situation – and he learned to use that to his advantage.
The problem is, no con can last forever. When it all came down around
your agent, he was fortunate enough to be noticed by the SPA and they
had a use for his unique talents. Not all covert operations can be
done through computers and remote cameras, so when the Powers
That Be need to mingle at a party or bluster into a private office,
you’re the one they call on. And you’re more than happy to don the
charm and be the center of attention once again.
Former Soldier: Your agent has generally been a military
man. He may or may not have been involved in intelligence, but
he definitely saw some combat – and that’s why the SPA wanted
him. Like it or not, there’s a war going on, and that means
soldiers are needed. Since it’s what your agent knows, and what
he’s good at, he agreed. The rest is history.
Mercenary: Your agent grew up fighting. Maybe it was for
a cause, or maybe it was for personal gain… In the end, it
doesn’t really matter. He learned things the hard way,
and that made him a hard person. Tough warriors
are needed, and there are people like the SPA who
are willing to pay them well. And they do pay your
agent well – well enough to ensure something akin
to loyalty. Besides… Even a jaded and weathered
person like him realizes there are certain things
that shouldn’t be talked about, and certain
things that should be fought.
Occult Expert: Your agent knows
things about things most people assume
aren’t real. He’s been fascinated
by the ‘unexplained’ as long as he
can remember, and worked his way
up from hanging out in metaphysical
bookstores and ghost hunting to actually
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MILLENNIUM KNIGHTS
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Global Briefing
17
MILLENNIUM KNIGHTS
18
Character Options
C haracter
his skill and high-tech arsenal against beings with
paranormal powers and abilities.
19
MILLENNIUM KNIGHTS
needed to suddenly take control of a submarine. Investigation: Investigation is usually used for
Driving: Most people associate Driving with research, whether in a library or online. Because
‘cars’, but remember it can also apply to tanks, of that latter usage, this is also the skill a agent
motorcycles, and even bicycles or skateboards. uses when hacking databases and the like – after
all, that’s just another form of ‘research’.
Fighting: Aside from the obvious use of
Fighting for hitting things, some sports use it as Knowledge: The Knowledge skill can be
well (football and rugby, for example, when rather broad in how it’s used. While some
tackling; soccer when trying to kick a categories, like Knowledge (Battle), have fairly
ball; even baseball, when trying to strike specific applications, most can be pretty
a small ball with a bat). vague. Rather than have your poor
GM decide whether it would be
Gambling: Gambling doesn’t
more appropriate for a agent to
just have to be used when money
use Persuasion or Knowledge
is involved. Any game of skill
(Etiquette), we offer an
or chance can be covered
optional rule for you to
here, whether it be cards
use:
(with or without wagers),
chess or backgammon. If a agent has
an appropriate
Healing: Those
Knowledge
who have Healing can
skill (in your GM’s
not only heal, but they
opinion) to back up an
can harm as well. To that end,
action, he may add +1 to
this skill also covers things like
his skill roll for every Die
poisons for those who want to
he has in the Knowledge
brew their own at home.
skill.
Intimidation:
For example, a
Since Intimidation
agent attempting to
involves using fear
hack a computer with
to accomplish an
his Investigation skill
end, it’s also the
also has Knowledge
skill a agent uses
(computers) d6… He can
to interrogate
someone.
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Character Options
add +2 to his Investigation roll. as in video feeds and phone lines. Also, much as
Of course, your GM can still choose to have a healers can hurt, repairmen have the ability to
agent simply roll his Knowledge skill if it seems break things and destroy. This includes rigging
the most appropriate skill to use. booby traps, as well as placing explosives.
Lockpicking: Lockpicking’s usually associated Riding: Riding obviously deals with horses,
with ‘low-tech’ locks, but it can also apply to but don’t forget it can also be used with camels,
electronic locks, and other high-tech systems. elephants and ostriches as well.
By the same token, not only can it be used for Shooting: In addition to the typical target
disabling tripwires and other traps, but it can also practice, Shooting can be used for some sports
be used to bypass modern security systems. In all and activities that rely on handeye coordination
cases – but especially the high-tech instances to use one object to propel another object at a
– it’s very helpful to actually have tools for target – such as billiards, golf and (certainly)
doing such delicate work, and a penalty polo.
(usually -2) should be applied if a agent Stealth: Most agents get the ‘sneaky’
tries working without them. side of Stealth, but the skill has a
Persuasion: Where Intimidation number of useful applications for an
relies on fear, Persuasion relies on agent beyond hiding and moving
charm. Aside from the typical quietly. Any task that pits your
uses one might expect agent’s ability at subterfuge
(bluffing and fast-talking), against another agent’s perception
don’t overlook the more can functionally use Stealth.
subtle uses, such as This includes picking pockets,
etiquette and seduction. palming objects, concealing
Piloting: While cameras, placing bugs,
Piloting is usually pretty remaining inconspicuous
straightforward, don’t forget while tailing a target, and –
that it applies to any flying of course – disguise.
vehicle – up to and including Streetwise: Although
errant space shuttles. One never Streetwise tends to serve as
knows, after all. a catch-all for information
Repair: Repair has a number gathering, don’t forget that
of often overlooked applications… it also reflects a agent’s
After all, the ability to fix electrical knowledge of his home
wiring translates into an ability ‘turf ’ (be it city or country),
to splice electrical wiring – such including the customs,
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MILLENNIUM KNIGHTS
gossip, and awareness of who’s important and sports (like baseball, basketball and football), and
why. can also be handy for throwing a few rounds of
Survival: Survival doesn’t just have to apply darts at the local pub.
to foraging in the wilderness. Survival can also Tracking: Although agents may have a need
be used by a agent in the city who needs to ‘lay to track things across the wilderness, Tracking
low’ – to remain unseen, and have no contact also makes a good counterpoint to Stealth
with anyone. Another application of the Survival while trailing or shadowing someone in a city
skill in the wilderness is the ability to have a rough – especially if that someone is trying not to be
idea of what might represent national boundaries. followed. Bear in mind, if the agent loses sight of
This can be useful when trekking across hostile his quarry, it’ll quickly get pretty hard to pick up
territory and trying to make it to a friendly nation. the trail again.
Swimming: Since the Swimming skill involves
moving around in and on the water, it also applies
New Hindrances
to diving (whether with snorkel or scuba) and in Competitive (Minor or Major)
a pinch could be used for surfing.
A agent with this Hindrance doesn’t just
Taunt: While Taunt has a pretty straightforward content himself with feeling he’s The Best… he’s
application, we’d suggest one extra use (because got to prove it over and over again. If someone
agents can be prone to making pithy comments): does something, he’s got to do it better. As a
when Taunt is used against an opponent and Minor Hindrance, this only really applies to one
succeeds with a Raise, in addition to any of the area – whatever it is the agent prides himself at
usual effects the agent making the taunt can being The Best at, be it fighting, sneaking or
sway the opinion of one on-looking Wild Card anything else. As a Major Hindrance, the agent’s
or a small group of extras (within a Small Burst competitive nature bleeds over into every aspect
Template) either favorably or unfavorably by one of his life.
degree.
In a situation involving the agent’s chosen
For example, if the mad scientist’s mistress is specialty (in the case of the Minor version), the
watching when an agent taunts him and succeeds agent must try to outdo anyone else rolling a test
with a Raise, her reaction to the agent could be in that ability by beating a Failure with a Success,
lowered from Unfriendly to Hostile (if the player or a Success with a Raise – and must spend at
wanted her to suddenly act rashly) or from least one Karma trying to do so, if necessary.
Unfriendly to Neutral (if the player hoped to woo This doesn’t need to happen more than once per
her to his cause later on). session, and if no appropriate situation arises, it
Throwing: An addition to tossing knives and need not happen at all.
lobbing grenades, Throwing is also used in some However, in the case of the Major version of
22
Character Options
this Hindrance, the agent must do this at least a parental figure – even a superior in the
once per session by trying to be the first to take Administration. Players should choose who it is
down the main bad guy, or find the hidden switch, their agent has fixated on and why he’s done so.
for example. Failure to do so results in the agent Oblivious (Minor)
starting with one less Karma than normal for the
Some agents just seem to miss everything. It’s
next session.
not necessarily that they’re clueless, but they just
Envious (Minor or Major) don’t seem to notice what’s going on around them
Some agents like to have things, and then there for whatever reason. A agent with this Hindrance
are the ones for whom the phrase “keeping up with suffers a -2 to any passive Notice checks. In other
the Jones” was invented. Agents with the Envious words, if he’s actively looking for something (such
Hindrance are the latter. Whenever someone has as trying to find a particular book on a shelf),
something new – be it clothing, a gadget, or even he’s fine… but when it comes to something like
a significant other – a agent with this Hindrance spotting an ambush, noting a booby trap, or even
will go out of his way to try to equal, if not ‘beat’ catching body language that shows someone isn’t
that something with one of his own. quite telling the whole truth, the Oblivious agent
As a Minor Hindrance, that’s about as far as it often seems to miss it.
goes, making the agent somewhat obnoxious, or
maybe even boorish, but at least harmless.
New Edges
As a Major Hindrance, however, no holds are Connections, Improved
barred. In this case, the agent is willing to resort Type: Social
to lying, cheating and even breaking the law to
Requirements: Novice, Connections
have the best ‘toy’, and will fall to sulking and
Normally, a agent’s Connections are various
making ‘sour grapes’ comments if it still proves
acquaintances – contacts made on the street or
impossible for the agent to get what he feels he
through business who are occasionally willing
deserves. This gives him a -2 Charisma penalty
to help if they can. However sometimes a agent
once the behavior starts, and grants a +2 bonus
has a connection that runs a little deeper. Maybe
to Taunts against that agent if his weakness is
they fought side-by-side during the war, or served
known.
together on the force; maybe they saved each
Jealous (Minor)
other’s lives… perhaps countless times. In any
A agent with this Hindrance simply wants case, this contact is always there for your agent –
the attention of a given person… and doesn’t it doesn’t matter how crazy or dangerous the favor
appreciate it when other people get the attention might be.
instead. The person could be a love interest,
When a agent with Improved Connections
23
MILLENNIUM KNIGHTS
pulls out all the stops and will call in any help he
Using Connections can – even sending in extra manpower with better
There are many potential connections equipment, or running his own mission to get a
in Millennium Knights – you should just particular piece of information. After all, they’re
remember it’s not always what you know, but buddies.
who you know that gets the job done. Here’s a Of course, this means the agent’s connection
list (which is by no means exhaustive) of some might call on him for a favor sometime as well.
potential contacts a agent might have: Conviction
Black Market Dealer – who can help your Type: Wild Card
agent get his hands on something that isn’t
Requirements: Wild Card, Novice, Spirit d8+,
exactly legal, or some extra firepower on short
Vigor d8+
notice or without Administration support.
Occasionally, there’s a rare agent who honestly,
Civil Servant – who could be anything
truly believes in something. Unlike the fanatic,
from a government official to a diplomatic
who must tell everyone else about it, the agent
functionary, which can be good for getting
with Conviction simply channels the strength of
your agent certain favors or considerations.
his belief to keep going, no matter what. A agent
Computer Hacker – who can help your with this Edge may ignore up to 2 levels of Fatigue
agent with everything from breaking into penalties.
highly-encrypted files to building a false ID
Conviction, Absolute
and background for him on the fly.
Type: Wild Card
Mercenary – who obviously can provide a
Requirements: Wild Card, Novice, Conviction
little extra muscle should your agent need it,
A agent with Absolute Conviction may ignore
but can also potentially find out who’s hiring a
all Fatigue penalties.
small army of mercs this month.
Dissembler
Occult Broker – who’s usually aware
when rare and unusual artifacts go onto the Type: Social
market, as well as who might be interested in Requirements: Seasoned, Smarts d8+,
such goods. Persuasion d8+, Stealth d8+
Some people have an uncanny knack to seem
makes his Persuasion check to request aid, he like they ‘belong’, regardless of the circumstances.
gains a +2 bonus to the roll. Furthermore, a A agent with this Edge can get through doors
Success or Raise on this roll works like two or and past guards, and generally blend into
more Raises for ordinary Connections, whereas any environment. He gains a +2 bonus on all
two or more Raises on the roll means the contact Persuasion and Stealth checks to fast-talk or move
24
Character Options
25
MILLENNIUM KNIGHTS
Edge gains a +2 bonus on Gambling checks, as influence a group within a Large Burst Template.
well as a +2 when attempting to make or resist Requisition Privileges
Smarts tricks.
Type: Social
Information Sponge
Requirements: Novice, Spirit d6+
Type: Weird
Although everyone in the SPA gets to
Requirements: Novice, Smarts d8+, Notice requisition a certain amount of gear, your agent
d8+ gets a little more than most – either because he
There are a few people who have a knack for knows someone, or it’s just in his contract. This
retaining information, no matter how trivial it Edge may be taken multiple times, and increases
may seem. A agent with this Edge has that knack, your agent’s stipend by an additional $500 each
and is pretty good at recalling that information time it’s taken.
when the need arises, granting him a +1 bonus Total Concentration
to all Common Knowledge tests. If the agent
Type: Weird
also has the Jack-of-All-Trades Edge, the bonus
Requirements: Seasoned, Spirit d8+
increases to +2.
A agent with this Edge has the ability to utterly
Pith and Vinegar
focus himself on a task in order to get it done –
Type: Social
regardless of what might be happening around
Requirements: Seasoned, Persuasion d6+, him. Whether it’s shutting down a security system
Taunt d8+ or holding his breath underwater long enough
We mentioned earlier that some covert to convince the bad guys he’s dead, a agent with
operatives can be rather pithy with their Total Concentration can block out peripheral
commentary – especially when taunting an events and focus, granting him a +2 bonus to any
adversary. Some exceptional wits are able to use single Trait roll.
that ability to even greater effect than normal. However, for the duration of the task (or
When using a Taunt and influencing any Extra during the next Round, if the task is an ‘instant’
bystanders, a agent with this Edge increases the one) he suffers a -2 to his Parry, as well as to any
area of effect to a Medium Burst Template. Notice checks he might have to make.
Pith and Vinegar, Improved If the agent is doing a Dramatic Task (as
Type: Social explained in the Savage Worlds rules), he may
Requirements: Veteran, Persuasion d8+, extend this focus for the duration of the task, but
Taunt d8+, Pith and Vinegar suffers the same penalties as given above, as well
as taking a level of Fatigue for every roll he makes
This even further enhances a agent’s ability to
for the task after the first.
sway groups of Extra bystanders, allowing him to
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Spyware
S pywar e
agents receive a stipend for ‘purchasing’ gear. The
amount is $500 per agent per Rank – in other
words, three Seasoned agents would get $3,000;
Having mad skills and wicked talent is all well
a Seasoned agent and two Veterans would get
and good, but let’s face it: if the quarry your agent
$4,000, and so on.
is chasing has supernatural powers and magical
abilities, your agent’s going to need some sort This doesn’t represent actual cash, but rather
the SPA has science and technology use on that mission. The catch is that all of this
on its side, and has the ability to gear needs to be returned… within reason.
requisition the tools you need. Obviously the SPA doesn’t expect to get things
like bullets and grenades back, but anything
Sure, your agent can pick up any
not perishable (like night vision goggles, for
of the modern conveniences
instance) will be deducted from the stipend
normally available in Savage
for the next mission. It’s sort of the SPA’s ‘You
Worlds, but government
Break It, You Bought It’ rule. On the other
agencies like the CIA have
hand, that does mean if your agent really
invested a lot of money in
likes those night vision goggles, he can
research an development,
keep them.
which translates into
equipment not available to the By the way, things like lodging
Fortunately, the SPA doesn’t expect your agent to have more gear to
its operatives to pay for equipment work with, look at the Requisition
out of their pockets. Of course, Privileges Edge – it’ll get him extra
they can choose to do that too, bucks for mission equipment. You
but normally gear is issued to can never have too many cool toys,
27
MILLENNIUM KNIGHTS
Although the public is still several years away made of black PEG-treated Kevlar. In addition to
from hearing about it, various governments the benefit of armor, the suit enables an operative
(usually for their military) have been researching to move relatively unseen in the dark – Notice
what they refer to as ‘liquid armor’. It’s a technology checks to spot a agent wearing a stealth suit in
that allows what amounts to armored clothing. Dim lighting conditions or worse are made with
a -2 penalty.
Armored clothing comes in two varieties. The
first is usually in the form of heavier garments – Tailored Clothing
sweats, light jackets, beanies and the like – that Sometimes a agent isn’t engaged in a physical
have a putty-like substance called STG (Shear arena, but rather a social one… and then all the
Thickening Gel) sewn between the layers of fabric. armor in the world won’t help. A savvy agent won’t
28
Spyware
just stock up on armor and a tuxedo, but will make one day’ shelf in the average covert ops R&D lab.
sure the tux, at the very least, is tailored. Tailored While it might be impossible to go through all
clothing adds to the wearer’s Charisma by virtue the crazy possibilities, let’s look at one example of
of simply making him look good – in applicable how it might work: the reinforced umbrella.
situations, a agent wearing tailored clothing
By using PEG-treated Kevlar as the
gains a +2 bonus to any Persuasion checks he
material for an umbrella, an otherwise
must make. We say ‘applicable’ because there
innocuous item can become a handy shield
are simply some circumstances when a fitted
in a pinch. Coupled with the concept of a
suit will turn someone into a target
sword cane, an agent can even carry
rather than a Man of the World.
both sword and shield – as long as
While technically any clothing he won’t have to pass through any
can be tailored, the effect tends to metal detectors.
be better with formal wear rather
than normal wear. When normal Weapons And
clothing is fitted and tailored, the Tactical Gear
potential bonus is only +1. Ultimately, SPA agents
In either case, tailoring are likely to have to resort
multiplies the cost of the to force – most paranormal
clothing by five. And yes, menaces don’t tend to go
tailored clothing can be down easily. Ideally, it’s
armored (or vice versa), but best to use weapons that
the costs are cumulative – in can be used from a ‘safe’
other words $5,000 for a fitted and distance, but that’s not always
armored tuxedo. an option – so many weapons
Other Oddities available to the covert operative
and development labs have a little opportunity to move in close for the
too much time on their hands, kill… and avoid being detained at
29
MILLENNIUM KNIGHTS
Some of the best hand weapons are the ones The ‘belt sword’, for example, relies on what
that can be worn as clothing or accessories. Belts, amounts to a small but flexible strip of spring steel
shoes and other accessories that are always with tucked into a thin leather sheath and worn as a
a person and can conceal some sort of holdout belt. The buckle is functionally a concealed hilt.
weapon are ideal for a covert operative who needs There are a couple of notable drawbacks to this
to maintain absolute secrecy while facing down weapon: you have to take off the belt to draw the
foes who are generally armed and dangerous. sword (requiring two standard actions – although
Quick Draw will reduce this to one), and it can
While the permutations are legion (and need
prove embarrassing if your agent was actually
to be so enemies don’t learn where to check for
using the belt to hold up his trousers. On the
hidden weapons), there are some old favorites
30
Spyware
other hand, these blades are surprisingly sturdy needles fitted inside of rings, cufflinks, or all
in combat, and difficult to detect with a manner of jewelry. Hair pins can be tipped
standard search (-2 to the Notice check, with poison (although that can get a little
although a metal detector will negate this messy if handled improperly), but more
penalty). typically have a small hollow inside that
A garrote can also be concealed in allows the poison to be injected when a
a belt, but a more popular choice victim is stabbed. Other types of
is to disguise it as a necklace poison pins need to be coated
or a wristwatch. In the latter or filled in order to work,
case, the thin cord is since the pin prick as
coiled behind the watch barely noticeable.
face on a spring roller Poking someone
and attached to the with a poison pin
crown. (especially in combat)
The garrote is a common can be treated as an Agility Trick.
weapon for silently incapacitating The Savage Worlds core rules also
an opponent. After making a have the basic types of poison and
successful grapple, the victim must their effects, but you can find some
make a Vigor check every Round or typical prices in our equipment
suffers a level of Fatigue until he’s lists.
either Incapacitated or can break Another worn weapon that can
the grapple. Breaking free of a thin be poisoned, but which is usually
cord wrapped around one’s neck just used as a blade, is the shoe
isn’t easy, however, and the victim blade – a retractable blade located in
suffers a -2 penalty to his Agility the toe of a boot or shoe. Shoe blades
or Strength rolls to escape. If the require an action to extend or retract
victim is Incapacitated, the agent them, and they’re a little tricky to
can choose whether to leave him use in combat unless your agent also
unconscious or to kill him. has the Martial Artist Edge. Anyone
Another classic is the ‘poison attempting to fight with shoe blades
pin’. Poisoned pins actually come without Martial Artist is considered
in a couple of varieties: hair pins, both Unarmed and using an
which are long and pointy and Improvised Weapon (-1 to Fighting
can be used much like stiletto rolls). On the bright side, they
knives when wielded; and can be made of ceramic, and
31
MILLENNIUM KNIGHTS
Poison Costs
Type Cost (per dose) Notes
Knockout 50
Lethal poisons are often hard to find and usually
Lethal 1000
considered illegal
Paralysis 100
Venomous 500
thus aren’t prone to detection by things like metal blade sheathed in a walking stick or cane – which
detectors – unless someone specificallychecks an is often favored by older male agents, or those
agent’s shoes, the blades will remain undetected. with aristocratic leanings. Female agents are more
Special Melee Weapons likely to prefer the ‘weighted purse’ – a handbag
with lead lining at the bottom, allowing it to be
Some weapons, while concealed in various
used as an efficient bludgeon to knock victims out.
ways, are still just plain weapons. Generally, in the
A agent using a weighted purse doesn’t suffer the
case of melee weapons, those that are classified as
-1 to Fighting rolls when trying to do non-lethal
‘special’ are things that can be worn or carried,
damage unless it’s being swung by the strap – but
but aren’t necessarily items of clothing.
in that case, the purse can ignore any Parry bonus
A typical example of this would be a penknife.
provided by a shield.
Technically it’s a tool and no one would think
Ranged Weapons
twice about a person having one, but they still have
blades that can be used for cutting or stabbing… Projectile weapons, particularly guns, are an
albeit they aren’t very formidable weapons. For agent’s best friend, primarily because they allow
five times the listed price, a penknife can also be him to keep some distance between himself and
fitted with a small reservoir that holds a single his foe. While there’s a broad range of handguns
dose of some sort of poison. As an Action, a agent and rifles available to a field operative, some
can release the poison onto the blade, making the ranged weapons are… unique. This can be because
penknife just a little more dangerous. they’re specialized in some way, or because they’re
made to remain hidden.
Somewhat less innocuous, but a bit more
lethal, is the classic ‘sword cane’ – a rapier-like Caltrops are a good example of the former.
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Spyware
Ranged Weapons
Type Range Damage ROF Cost Weight Shots Min Str Notes
SBT; treat as
Caltrops 2/4/8 2d4 1 15 2 -- -- difficult terrain;
see text
Cigarette
6/12/24 2d6-1 1 150 2 5 --
Case Gun
Effects vary by
Dart Gun 10/20/40 special 1 250 3 1 --
poison type
Shooting -1; fire
Flare Gun 3/6/12 2d4+2 1 100 3 1 -- rules apply; see
text
Hand
8/16/32 2d6 1 350 4 1 -- See text
Crossbow
Mace
1/2/4 2d8 1 25 1 1 -- See text
Spray
Pepper
1/2/4 2d6 1 10 1 1 -- See text
Spray
Caltrops are pretty easy to obtain – any toy store a hand crossbow is much quieter than a gun.
carries jacks, if nothing else – and are great for Anyone making a Notice check to hear someone
slowing down pursuers. Generically speaking, firing a crossbow does it with a -2 penalty.
caltrops can be thrown or dropped, and cover a A good example of a firearm designed for
Small Burst Template in difficult terrain. Aside concealment is the ‘cigarette case gun’ – a .22
from the effect on movement, anyone attempting caliber holdout pistol disguised as a cigarette case.
to run through the area must make a Success To help with the illusion, one side of the case can
on an Agility roll or suffer Damage: 2d4 from actually hold a few cigarettes.
stepping on pointy things. An area littered with
Specialized ranged weapons tend to be
caltrops also makes a pretty good makeshift early
broader in their scope, largely because – as the
warning system should an intruder step on them.
name suggests – they’re designed for specialized
Go ahead… step unexpectedly on a spiky bit and
purposes.
try not to make any noise. Caltrops can also be
Need to deliver poison from range? Use a ‘dart
poisoned for added effect.
gun’. This isn’t the same as the rifle you’d use to
Another example of a specialized weapon is
deliver tranquillizer rounds to a rampaging animal
the ‘hand crossbow’ (or crossbow pistol as it’s
(although you can use that, too – it’s basically the
sometimes called). Modern materials allow the
M1 rifle from Savage Worlds), but rather a small
hand crossbow to be lighter and more efficient
tube that’s easily concealed and fires a single dart
than the earliest versions. More importantly,
at short range. The darts cost and weigh the same
33
MILLENNIUM KNIGHTS
as crossbow quarrels in Savage Worlds, which bombs and other non-lethal grenades can be used
includes both the percussion round and the in many ways to assist a group of enterprising
poison. operatives. Most explosives can be acquired as
Something that bears mentioning here is ‘mace’ either loose grenades or as ammunition for a
and ‘pepper spray’. These are both essentially 40mm grenade launcher. Loose grenades are
types of tear gas, but pepper spray is the civilian useful, as they can be disguised as bulky items of
version… mace is considered too nasty for public jewelry or other knickknacks.
use. Both, however, are delivered in a similar ‘Flash bang’ grenades are good for slowing
manner – by being sprayed at an opponent. down a group of enemies, since they emit intense
Damage done by either spray is non-lethal and light and sound to confuse and daze opponents:
taken as Fatigue rather than Wounds, but a agent all agents in a Medium Burst Template
who’s Shaken by the attack remains
so for 1d6+4 Rounds.
One last specialized ranged
‘weapon’ to consider is the flare
gun. While not technically a
weapon, and not technically
designed to be used
in combat, there are
some creatures out there
that are best affected by
fire – and almost no one
is happy with getting hit
hard by a hot piece of
burning magnesium.
Explosives
Some agents
simply like to blow
things up, but there are
other types of explosives
beyond simple high
explosives like pineapple
grenades – flash bangs,
EMP grenades, smoke
34
Spyware
must get a Success on a Vigor roll with a -2 penalty of thick smoke designed to make the eyes water
or be Shaken. and sting. For the next 2 Rounds, anyone in the
EMP grenades, on the other hand, are smoke suffers from Dark lighting penalties; for
designed to disrupt electronics in a Small Burst the 2 Rounds following that, anyone in the smoke
Template. Unless an electronic device is shielded, suffers from Dim lighting penalties, after which
it simply stops working and requires a successful the smoke dissipates. There’s a larger version that
Repair roll and 1d6 hours to get it working again. must be shot from a grenade launcher – it costs
These can be used to take down security grids in twice as much, covers a Large Burst Template, and
a pinch – although agents should be careful not to the effects last ten times longer.
knock out any computer systems they may want And, of course, for simply blowing things up,
to get into. there are good old high explosives. These can be
Smoke bombs are great for those times when carried in a variety of hidden containers – even in
an agent needs a quick getaway. They explode in something as small as a belt buckle – and have a
a bright flash followed by a Small Burst Template degree of effect based on the amount of explosive
Explosives
Type Damage Cost Weight Notes
EMP -- 100 2 SBT; disables machinery
Flash-Bang -- 2 25 MBT; Vigor test at -2 or Shaken
HE (small) 2d8 2 100 SBT
HE (medium) 3d6 4 200 MBT
HE (large) 3d8 8 400 LBT
Smoke -- 20/40 2 SBT/LBT; see text
35
MILLENNIUM KNIGHTS
36
Spyware
Surveillance Gear
Type Cost Weight Notes
Advanced Prosthetic 500 5 See text
and Makeup Kit
Bionic Ear 250 -- +2 Notice; see text
Tracking Bug 20 -- See text; GPS versions
are 2x Cost
Tracking Receiver 500 3
Video Glasses 300 1 See text
Video Micro Camera 100 1 See text
37
MILLENNIUM KNIGHTS
he can use a GPS tracker and tap into the military’s Breaking and Entering. A ‘field tech toolkit’ can
GPS system to get a +4 bonus to the Tracking roll. be used to break into an alarm and physically
Speaking of listening devices, another popular disable it, which requires a Repair roll and takes
tool for agents is what they like to call a ‘bionic 5 minutes for most systems. The downside to
on specific conversations and even to hear tech pad’, which allows the agent to break into
through doors and the like. This grants a +2 bonus an alarm’s computer and convince it the agent is
to Notice rolls that rely on hearing. Additionally, a supposed to be there. This requires a Success on
bionic ear is small enough to be easily concealed an Investigation roll. There’s also a more advanced
under long hair or hoods, granting a +2 bonus to wireless version that grants a +2 bonus to the
On the other side of the sensory spectrum Combination locks, the sort you’d find on
are ‘video micro cameras’ – which are exactly many safes, are another obstacle your agent might
what they sound like, except they’re small, easily run into. A ‘safe cracker’ is a handy device to deal
concealed, and can microwave a signal to a central with those: it has highly sensitive monitors that
computer… handy for coordinating team efforts alert the agent (usually with a green light) when
or simply spying on others unobtrusively. The a tumbler falls while he’s turning the lock’s dial.
best ones are concealed in glasses so others can This grants a +2 bonus to the agent’s Lockpicking
38
Spyware
Miscellaneous Gear
Type Cost Weight Notes
Base-Jumping Rig 300 5 See text
Cellphone 300 2 Cellphones in 1999 aren’t terribly reliable
Flare 10 1 Either road flares or for flare guns
Gas Mask 50 2
Medical Kit 200 5 See text
Micro Transceiver 50 --
Pager 100 -- The ‘90s way of getting in touch
Purse, designer 100 1 Can carry up to Weight 3
Purse, normal 10 1 Can carry up to Weight 5
Toolkit, extensive 500 45 Repair +2
Toolkit, pocket 20 1 Count as appropriate tools for Repair rolls
Walkman 20 1 Plays either cassettes or CDs
are various methods for dealing with those, but items that don’t quite fit any specific category. In
the most common tools outside of bulky climbing addition to the gear available from the Savage
gear are ‘grappling guns’ and ‘wall walkers’. Worlds core rules, there are a few other items
A grappling gun fires a sturdy, lightweight available to SPA operatives.
grappling hook connected to 100 yards of Agents will often use shortwave transmitters
ultra-thin carbon fiber rope. A small, powerful and receivers while in the field. Micro receivers
engine then rewinds the rope and can lift up to can be worn innocuously behind the ear, while
400 pounds at a rate of 10 yards per Round. This a micro transmitter sits in front of the mouth,
requires a successful Shooting roll to securely although it can also be placed at the throat
hook the grapple to something or directly inside the mouth. These ‘micro
Wall walkers, by contrast, basically rely on transceivers’ (the combination of receiver and
strong suction cups. The agent plants the cup transmitter) are ideal for covert operations.
against a flat surface and twists the handle 90⁰ Another practical piece of gear for a team
clockwise – this creates enough suction to support to have is a good medical kit. This will include
up to 250 pounds. By turning the handle the bandages, drugs, minor surgical tools and other
opposite direction, the suction cup is released… handy items that allow a agent making a Healing
This gives the agent a +2 on his Climbing roll to roll to ignore up to two points of the patient’s
scale a sheer surface. Wound Penalties. If the agent making the roll
gets a ‘1’ on his Trait Die, enough items have been
Miscellaneous Devices used from the kit that it must be replaced to be
In addition to everything else, there are some used again.
39
MILLENNIUM KNIGHTS
Speaking of staying healthy, gas masks can to keep a ‘base-jumping rig’ handy, a para-wing
also occasionally be useful. While agents could designed to be deployed from a low altitude. In a
certainly get a hold of standard gas masks (the cluttered environment (like a city), it may require
big, bulky things the term usually denotes), there a successful Piloting check to keep from getting
are much smaller versions available that consist hurt – and it does require a Piloting roll to land
of little more than a lightweight plastic face mask safely. Base jumping rigs are also good for low-
that has a canister connected to it. The canister altitude drops from aircraft. Something to bear
holds about an hour of air, and the mask can be in mind, there. You never know when your agent
easily carried and quickly put on before tossing will need that.
a gas grenade or entering an area with hazardous
air. Gas masks aren’t pressurized, however, and Vehicles
won’t help your agent if he’s underwater. Ultimately, no matter where an agent finds
Another useful thing for some operatives is a himself, he’s likely to want some sort of transport.
toolkit. There are a couple ways to go with these… Renting a car is always an option – often a good
An ‘extensive toolkit’ is a complete set of one… although we’d recommend opting for
wrenches, ratchets, screwdrivers and whatever the full insurance package since operatives are
else, and it grants a +2 bonus on Repair rolls. known to be pretty rough on most vehicles. The
The biggest drawback to this type of toolkit is daily rental fee for any vehicle is equal to the
that it’s both heavy and bulky, making it difficult vehicle’s cost in the Savage Worlds rules divided
to transport and impossible to conceal in most by 1,000. So, for example, renting a compact car
next to nothing. It has various general tools like extra ‘edge’ or some other thing a standard rental
pliers, screwdrivers, and the like – all easily carried car (or plane or boat) isn’t likely to provide. When
in a pocket or pack. While not all-encompassing, that happens, he might want to check out some
a pocket toolkit does negate the penalty for not slightly more specialized options....
havingappropriate tools when making a Repair The ‘glide suit’, for instance. A glide suit is an
check. insulated bodysuit with sturdy flaps connected
On another note… we talked a little earlier to the arms and legs that allow your agent to
about breaking into places, but sometimes a glide much like a very large flying squirrel. An
group of agents needs to make a quick escape. air supply for high altitude jumps is supplied as
This can get tricky if they’re stuck on the top of a standard. Used together with a base-jumping
tall building. For this reason, some operatives like rig, a glide suit allows your agent to jump from
an aircraft quite some distance from his target
40
Spyware
Vehicles
Type Acc/TS Toughness Crew Cost Notes
Glide Suit 3/20 Armor +1 1 1.5K Climb 0; requires Piloting to safely land
Powered 4/36 7(1) 1 2K Climb 2; see text
Glider
‘The Car’ -2/+10 Armor +4 -- +5K See text
‘The Bike’ -1/+5 Armor +2 -- +2.5K See text
(such as an enemy stronghold) and drop in with The first one is typically referred to as simply
virtually no chance of being detected – certainly ‘the car’… although a few operatives like to call it
not by standard radar. ‘The Spy Hunter’ and have even been known to
Agents who want stealthy flight that doesn’t pop in an Emerson, Lake and Palmer CD (or, in
amount to controlled falling might prefer a the case of older agents, Henry Mancini) for the
powered hang glider. This handy item breaks Peter Gunn theme music.
down into a container about the size of a steamer ‘The car’ modification package adds armor
trunk, and weighs 20 pounds. When assembled, plating to the chassis and boosts the vehicle’s
the aluminum frame and canvas wings can top speed a bit, and even adds some offensive
support up to 300 pounds of weight, and the and defensive weaponry at the cost of some
electric motor can take the glider almost 150 acceleration (and extra cash, of course). Mounted
miles without wind assistance… with a good in the front is a pop-out 7.62mm machine gun
wind, it can travel as far as 500 miles. The engine (use M60 stats from Savage Worlds) that’s good
has an endurance of around 24 hours. for 25 bursts before needing reloading, and a
The one drawback is it lacks sufficient power pair of TOW missiles that can be used against
to lift off on its own. It needs to either be towed heavier vehicles as well as low-flying aircraft (like
(like a standard glider), or begin its flight from a helicopters).
high point (like a cliff or high-rise building). The rear of the vehicle contains two canisters,
each one of which can hold one of the following:
Modified Vehicles Nitrous Oxide (gives +5 Acc and +20 TS for 2
Sometimes agents want to have something Chase Rounds); Oil (any trailing ground vehicle
that looks like a standard vehicle but is packed must roll for a Major Obstacle regardless of the
with a little something… extra. To that end, Suit of the card it was dealt – there’s enough oil
many agents are fond of acquiring vehicles that for 2 Chase Rounds); or Smoke (opponents suffer
have been fitted with special features. While the a -4 penalty to their Trait check to determine their
possibilities are endless, we’ll show you a couple maneuvering - there’s enough smoke for 3 Chase
of the more popular options. Rounds). ‘The car’ can be fitted on any vehicle
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MILLENNIUM KNIGHTS
with a base Toughness of 7 or better (this is the sports a pop-out 5.56mm machine gun (use SAW
Toughness not counting the Armor). stats from Savage Worlds) and a single canister.
For smaller vehicles, there’s a smaller retrofit Remember that making an attack with a
package that get’s sarcastically called ‘the bike’. weapon while driving a vehicle counts as a second
It’s similar to ‘the car’, only designed for vehicles action!
with a base Toughness of 6 or less. ‘The bike’ only
42
G ame M a ster ’ s
S ection
MILLENNIUM KNIGHTS
44
Game Master Briefing
45
MILLENNIUM KNIGHTS
46
Game Master Briefing
47
MILLENNIUM KNIGHTS
G azet teer
western jungles, and the southern steppes. But
those are very broad divisions, since there are
around fifty to sixty distinct nations in Africa
The SPA’s roots are in the United States but, as
(give or take a few) at the end of the millennium
we mentioned elsewhere, a few other countries
– the number depending on who you ask and
have joined the war. Maybe it wouldn’t matter
where you are.
much, since most the dark masters and monsters
aren’t too worried about niceties like ‘political Since each of those countries has different
boundaries’… but it does mean SPA agents might roots – and often different cultures – it’s tough to
find a few other allies here and there. make precise statements… Other than, perhaps,
stay sharp and watch your back. War, both
What follows is a short (and by no means
civil and foreign, is common in many of those
comprehensive) list of how some of the countries
countries.
of the world fit into the larger picture, and what
sorts of things a team of agents might expect to
Northern Africa
find in those places.
Much of the continental north is covered by
Africa the Sahara Desert, which means monsters that
prefer hot and dry places – such as mummies or
Africa can be roughly boiled down to the djinn – love North Africa. Legends also include
northern desert, the eastern mountains, the things like sphinxes, efreeti, and a plethora
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MILLENNIUM KNIGHTS
in the wake of colonial independence and civil has sprung forth from there yet, the operative
unrest, some of those powers have been dug up, word for the SPA is ‘yet’.
so to speak.
The SPA seldom gets involved in this region
Asia
– for many of the same reasons it stays out of Compared to the other continents of the
Eastern Africa – but when agents are sent into the world, Asia is a vast landmass and represents
area, it’s usually to put down a monster. far more diversity of culture, myth and legend
than anywhere else. Broadly speaking, the Asian
Southern Africa
continent consists of the west (mostly Russia and
Southern Africa includes everything south Turkey), the east (including China, Korea and
of the Congo Basin, Lake Victoria and Mount Siberia), and the Indian Sub-continent (including
Kilimanjaro (including the island of Madagascar). India, Indonesia, Malaysia and Thailand).
Most of the region is grassy steppes and subtropical
There are plenty of other countries in the
dry forests. Countries like Angola, Botswana,
surrounding areas, but you should get the idea.
Mozambique, Tanzania, Zimbabwe and (of
We’ll try to break it down for you so you have a
course) South Africa can be found here, and
fair idea of what’s out there, but the only real rule
while most Americans think of Africa as entirely
for SPA agents in Asia is this: you’re pretty much
third-world, cities like Maputo and Pretoria are
on your own.
actually very modern and industrialized.
The country of South Africa in particular is the Japan
one good foothold the SPA has on the continent The nation of Japan is something of a special
south of Morocco. The only problem is the same instance in Asia, since it’s the one place an SPA
factors that make South Africa easy to operate in agent might expect to find a friendly face and
make it a hot recruiting ground for cults like the maybe even a little help.
Ordo Octostium: open trade routes, abundant
Fortunately for the SPA, the Japanese are all
resources, and plenty of civil discontent in the
too familiar with monsters. Science fiction and
surrounding areas.
Godzilla aside, Japanese history is full of strange
However, the fact that several European creatures – many of which have found ways to
nations maintain either ties with or control over integrate into human society (such as kitsune –
a number of the countries in the south makes it a fox creatures who don’t feed on humans). In fact,
great point of entry for agents wanting to get into Japan is so full of these sorts of legends that the
the deeper parts of Africa unnoticed. Japanese distinguish such demons as either akuma
As a side note, the jungles of Madagascar (entities that manifest in the Spirit World) or oni
remain relatively untamed. While nothing sinister (entities that manifest in the Physical World).
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The one problem SPA agents might have in they’re talking about supernatural creatures or
dealing with the Japanese is their sense of ‘good outspoken agents.
versus evil’ tends to be a little different than
the Western mindset. They have no problem The Western Frontier
reconciling the idea of a ‘good’ demon or an ‘evil’ Much of the western portion of Asia –
angel. particularly Russia and Turkey – has been
This can cause a lot of problems, especially for historically more tied to European fortunes. In
agents operating in rural areas, where the locals fact, as early as 1987, Turkey aligned itself to the
are close-knit and may even view the local monster European Union. However, there’s a vast gulf of
as ‘part of the family’. Agents might even find this cultural and historical differences which make
attitude within particular urban neighborhoods. these places tough to deal with for western agents.
On the other hand, the Supervisor of Japan’s Still, the SPA tries to keep an eye on the region
version of the SPA, Kenichi Yamamoto, has for a number of reasons.
no problem going after monsters. Operating Russia, in particular, has a long history of
under the auspices of Jōhōhonbu (the Defense unique – and extremely nasty – monsters. Strzyga
Intelligence Headquarters), Yamamoto and his and other variations of vampires, rusalka, leshy,
group abide by the Japanese adage of “the nail that and of course the great witches (of which Baba
sticks out will be hammered down”… whether Yaga is the best known) are just the tip of the
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MILLENNIUM KNIGHTS
52
Gazet teer
altogether safe. Don’t get the wrong idea – a lot of Britain runs an operation almost identical to
the people in these areas are friendly, but a lot of the American SPA under the auspices of MI6.
them hold grudges against Western cultures and Like the CIA in the US, MI6 isn’t supposed to
ideals. There’s been a long history of exploitation operate on British soil, but the SPA has come up
throughout the area. with a unique solution - any problems in Britain
India in particular is an easy place for agents are likely to be dealt with by an American team.
to move around. They shouldn’t expect too much The Brits point out, somewhat wryly, that the
help from other agencies, though. Between events Americans don’t reciprocate by asking the British
in Afghanistan, politics in China, and chaos in SPA to investigate the paranormal on US soil, but
other countries to the east, the CIA and MI6 have they tend to accept it’s just the way things are.
their collective hands pretty full. The British SPA is under the supervision of
Lord Edward Ferguson, a ruthless man who has
Western Europe sacrificed a lot to see the paranormal threat kept
in check. His view is best expressed in his personal
Western Europe consists of the countries most
motto: “Whatever it takes to get the job done”.
Americans think of when they hear “Europe”.
Broadly speaking, it’s comprised of Britain, While there aren’t currently a lot of ‘monsters’
France, Germany, Italy and Spain… although in Britain, the country is rife with stories of ghosts
there are plenty of other countries: Austria, and connections to the fey. And while most
Belgium, Portugal and Switzerland, to name a ordinary people take such things in stride, their
few. We’ll focus on the major areas, but don’t take sheer pervasiveness lends a higher probability of
As with most things these days, the United tales of giants and dragons), and you can quickly
States’ best ally is the United Kingdom, made see why the Powers That Be keep a close watch on
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MILLENNIUM KNIGHTS
54
Gazet teer
region, and a few agents have simply disappeared beyond the reach of prying eyes.
in the southern mountains of Bavaria, or the dark So far there’s been nothing of substance –
reaches of Schwarzwald - the Black Forest. nothing to act on; no one to act against – so the
SPA waits and watches, but there are some who
Spain
fear the next big threat may come from this small
Spain and its region (including Portugal country. And if something does arise there, it’ll
and Andorra) has had a colorful history, to say be tough to deal with since the Swiss, in their
the least. This has led to an eclectic mix of faith neutrality, don’t like outside agencies mucking
and myth, western and eastern. The hand of the around in their country.
Church is almost as strong here as in Italy, but lost
in dark archives or ancient architecture are the Northern Europe
secrets of Moorish mystics and Arabian scholars.
When you think ‘Northern Europe’, you
For that matter, some legends say a branch of
might as well think ‘cold’. To the SPA, this region
the Knights Templar survived the Inquisition in
includes Finland, Iceland, Norway, Sweden, and
Portugal.
lots of polar ice. Places like Latvia, Lithuania and
The bottom line? While there are still dark Estonia are part of this area, and Denmark gets
things lurking in the wilder parts of the Pyrenees tossed in as well. Yeah, it could be considered
Mountains, the biggest dangers in Spain tend to part of Western Europe, but hey - Beowulf served
be scholars of the arcane or the reticence of the a Danish king, so the organization throws him
Roman Church. in with the mighty Norse warriors of myth and
legend.
Switzerland
Which brings us to the rub: those Norse myths.
Switzerland presents an interesting case.
Most people aren’t aware of it, but the
Secure in its Alpine location, Switzerland ancient gods still watch their frozen demesne,
has maintained a demeanor of neutrality. This and creatures of ice, wind and cold still dwell in
shouldn’t be confused with isolationism. The the out-of-the-way places. Places like the Sarek
Swiss Guards have a long tradition of being the National Forest, which is filled with wild and
Church’s soldiers in Vatican City, while the banks uninhabited areas.
of Zurich have a long tradition of asking no
Those sorts of locations are not only ideal for
questions of the people who choose to use them.
monstrous creatures, but also for dark cults. In
For that matter, the ability of people to ‘hide’ ancient days, the northern people made human
in Switzerland has some Supervisors in the SPA sacrifices to their gods, and cultists who have
a little concerned. There have been some dark discovered – or may be continuing to honor –
rumors of arcane activity in the Alps… well these dark rituals can practice them without fear
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MILLENNIUM KNIGHTS
On the bright side, most locals are decent Separated from ‘The West’ by schism,
folk and are willing to lend a helping hand to invasion, culture and politics, these places have
newcomers. After all, in a land as harsh as the proven a fertile breeding ground and sanctuary
north, cooperation often means survival. for the paranormal in various guises. And while
the collapse of the Soviet Union opened up
Central And Eastern Europe some places for easier access, the implosion of
Yugoslavia has only complicated things with open
Many Americans forget about this part of
warfare.
Europe. Along with countries like Bulgaria,
Monsters thrive where there is war.
Bad Times There’s one place in this region that merits a
Remember that it’s 1999 during the events more specific discussion:
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Gazet teer
little homework, you’ll find the region is rife with Romans and then distilled into modern European
legends of vampires and the restless dead. legend, the reality shouldn’t be ignored.
No one knows why this particular area seems Greece is a rugged land, and the surrounding
so prone to blood curses (although a few blame seas only turn much of that hilly terrain into
the gypsies), but agents in the SPA know legends islands. Creatures out of legend still dwell in
are often reality, and teams would be wise to take some of those places… maybe not thriving, but
extra precautions if they find themselves facing certainly surviving. SPA agents should be on the
anything unusual around there. lookout for stories (like strange disappearances)
which might point to paranormal activity.
Southern Europe The good news is many of the beasts from
We’ve talked about Spain, Portugal and you Greek legend can be put down through fairly
could reasonably add France into Southern mundane methods, but don’t make the mistake
Europe if you lived in Nice or Marseilles). Throw of thinking things like harpies or minotaurs will
in Malta, Cyprus and the other Mediterranean be a pushover. Some are supported by the Greek
islands, and lastly you come to Italy and Greece gods (not that any respectable SPA agent believes
ancient gods exist). Agents should do their
Greece homework before tackling a monster so they’ll be
prepared – facing a gorgon without a mirror is a
Greece has a rich history of myth and monsters,
bad idea.
and while it was watered down by the pragmatic
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MILLENNIUM KNIGHTS
The other good news is a lot of these monsters and a host of other small countries. To complicate
are solitary, so if one is encountered and dealt things, Egypt is usually considered part of the
with, that should be the end of it. region, as is Turkey on occasion.
But then, take nothing for granted. The ‘unifying’ factor is usually religion
(excepting Israel, of course) and a common
Italy history of imperial control – the Ottoman Empire
Once upon a time, the area now known as Italy being the most recent example.
was steeped in myth and legend. For nearly the Many of the nations in the Middle East don’t
last two-thousand years, however, the nature of get along with America or her allies (though it’s
the peninsula has been shaped by the presence of fair to say they don’t get along with each other,
Vatican City. either), but at the same time a number of them –
The Roman Church presents something of such as Egypt, Israel, Kuwait, and the United Arab
a quandary for the SPA: on the one hand, the Emirates – have political ties to the US.
Church has always crusaded against the masters The most recent tensions resulted from an
and minions of the supernatural; on the other attempted annexation of Kuwait by Iraq, which
hand, the Church is believed to have access to culminated in the massive military operation
many powerful artifacts and tomes the SPA would of Desert Storm. The situation has more or less
rather have in its own safekeeping. stabilized, but tensions remain.
Additionally, the soldiers of the Vatican would Of more immediate concern to the SPA is the
rather that outsiders “mind their own business”, plethora of powerful monsters known to lurk in
which means the SPA and the Roman Church the Middle East, such as djinn, efreeti or lamia
have found themselves at odds more than once in (all of which have a rich history of using human
the past… even in the face of mutual enemies. servants to carry out their schemes). Add to this
For the time being, the unofficial policy an ancient body of lore surrounding Qabalists and
between the SPA and the Church is “Don’t ask; Persian Magi, and you’ve got a recipe for disaster.
don’t tell”.
Israel
The Middle East The good news for agents is they have an ally
in Israel. The nation is security conscious (nearly
Part Africa, part Asia, and entirely chaotic, the
to the point of paranoia), and quick to deal with
Middle East deserves a special mention.
any perceived threat – natural or supernatural.
Geographically, the region is considered part
The bad news is they don’t always do it cleanly or
of Asia, but historically it’s often been tied to the
quietly. If taking out a dark mystic and his lamia
African continent by politics and culture. The area
master requires blowing up several city blocks
includes the Arabian Peninsula, Iran, Iraq, Israel
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Gazet teer
under the guise of “acting against Palestinian categories as well, due to the broad range of natives
insurgents”, so be it. and immigrants filling the continent. Along with
Unlike the other SPA offices, the SPA equivalent people still clinging to shamanistic traditions, you
in Israel works closely with its parent agency, can find wizards delving into Enochian concepts,
Mossad, to monitor and deal with supernatural magi trying to uncover the Qabalistic mysteries
problems. In fact, the Supervisor, Hadar Zihavi, is of the east, and Voodun bokor secretly preserving
a son-in-law of the Director of Mossad. African traditions.
The bottom line? Expect anything.
North America
United States Of America
Most Americans (being called such) tend to
We’ve covered a fair bit on the US elsewhere,
think of ‘North America’ and ‘The United States’
but it should be added that this would be the nexus
as being the same thing. In reality, the North
of the melting pot of cultures and paranormal
American continent is more than twice the size of
oddities.
the US, and includes portions of the polar ice cap
as well as the country of Greenland. The good news is this is home for most of the
agents – that means they’ll be able to access goods
The sheer vastness of the continent allows
and resources pretty easily. The bad news is the
for a mixed bag of paranormal creatures and
CIA won’t offer much help inside the country. At
practices. Legends range from the blood-sucking
least not ‘officially’. Then again, well-connected
chupacabra of the south to the flesh-eating
agents might be able to get a bit of aid from the
wendigo of the north; the hairy sasquatch of the
FBI now and then.
west and the scaly sea serpent of Lake Champlain
to the east.
Mystical practitioners fall into a broad range of
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MILLENNIUM KNIGHTS
still dwell in the northern tundra, while other tropical nature of the area also provides an
creatures can remain hidden indefinitely in the interesting assortment of paranormal creatures.
thick forests of the Pacific Northwest. Add to that a rather bloodthirsty native history
and evidence of lost cultures whose legends and
Most of these things stay isolated and secluded,
mythos we can only guess at, and agents could
preying on animals or the occasional unwary
quickly find themselves up against something
human.
entirely undocumented and totally unknown.
But don’t kid yourself… the handful of large
metropolitan areas in the country can still attract Mexico
more ‘traditional’ monsters. As recently as 1996
Other than an unusually high number of
there were rumors of vampires infesting the city
reports about chupacabras, there doesn’t appear
of Toronto.
to be a lot of supernatural activity in the area of
On the other hand, the CIA (and by default,
Mexico. Maybe it’s the strong presence of the
the SPA) has access to resources in Canada, and
Roman Church. Who knows?
most of those resources remain untapped. An
All the same, the SPA keeps a close eye on the
assignment in Canada could almost be considered
country whenever possible – the same doctrine
cushy for most agents.
that drives the region’s international politics can
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Gazet teer
the types of recorded monsters tend toward America, these ‘lost civilizations’ provide a
the sea-dwelling variety: mermaids and giant constant source of mystery to present-day
octopuses are perennial favorites. scholars, as well as a wealth of lost lore and
untapped power for people who’d wish to abuse
Of special note, however, is the US military
such things.
base on Cuba on Guantanamo Bay.
Agents should also keep in mind the natural
While most people are aware of the base’s
dangers present on the continent: the Amazon
infamous reputation as a prison, most aren’t
Jungle is dangerous even without jaguar-men or
aware of its function as a research laboratory.
spider people, and rumor holds that a whole slew
Monsters and other ‘oddities’ captured alive (or
of Nazis (and Nazi treasure!) disappeared into the
at least intact) are generally sent to the deepest
cities and farms of Brazil.
vaults of Guantanamo, where “Monsters go in,
but they don’t come out.”
Most SPA agents tend to avoid dwelling on
what type of research might be going on there.
South America
The vast South American continent is
comprised of a number of countries – Argentina,
Brazil, Chile, Peru and Venezuela, to name a
few. Most of the people are descended from the
indigenous cultures of the region, and either
Spanish or Portuguese settlers – but there’s a fair
mix of other ethnic groups as well, both European
and Asian (for example, there’s a large percentage
of Japanese descendents in both Brazil and Peru).
However, what most people think of when they
61
MILLENNIUM KNIGHTS
P lot P oint
proposition for the team: if even one of them
doesn’t want to spend the Karma, none of them
C ampaign can.
62
Plot Point Campaign
may be a little beyond Scotland Yard. It turns out the loss of face in Italy, the SPA learns the Ordo
someone is poking around the crypts looking for is poking around Paris after the works of Roger
something, but the information the team turns up Bacon. The team is sent in to get the goods first,
raises more questions than it answers. but it turns out the Ordo’s goal wasn’t information
Mission 002: London, England Part One – it’s to eliminate the pesky agents who’ve been
– The information found at Melrose implicates interfering with its plans. The hunters quickly find
Mason Albright, a member of the House of Lords, themselves the hunted, and are lucky to escape
who recently acquired something of dubious with their lives.
provenance attributed to John Dee. The SPA wants Mission 006: Hohenschwangau, Germany
it, so the team gets to attend a society function – After the Paris debacle, the SPA opts to move
where they can break into Albright’s sanctum and more cautiously again. But having learned a copy
retrieve it. Success rewards them with even more of the mysterious prophecy that’s been driving
riddles, and the knowledge of a secret society: the Ordo was acquired by Prince Wolfgang of
the Ordo Octostium – or the “Order of the Eight Bavaria, the team is sent to negotiate for it. It turns
Doorways”. out there are several plots going on and the tablet
Mission 003: Salon-de-Provence, France – in question is more popular than anyone might
Since all the information gathered so far points have suspected. The team must stop a thief and
to Nostradamus, the team goes to a bakery that’s an assassin, but the grateful prince is more than
been built in the old Franciscan chapel the seer happy to give them their prize.
was originally buried in. The problem is they Mission 007: Barcelona, Spain – Having had
aren’t the only ones trying to track down this a chance to examine information more closely,
information. It’s not long before they have their Supervisor Gordon-Yancy is concerned over the
first run in with Initiates of the Ordo Octostium. Ordo’s plans for the girl they kidnapped. The
Mission 004: Cefalù, Italy – In an attempt to team is sent to a suspected temple in the hope a
be proactive, the team is sent to intercept a group raid will turn up more information. The mission
of Ordo Initiates, if only to figure out what the is at least partially successful: an Ordo temple is
heck they’re up to. Sicily is full of tourists, but so shut down, and they learn the girl, Esther West,
far the Ordo hasn’t seemed the sightseeing sort. is viewed as important for something called the
Although the team can figure out their quarry is ‘Aquarian Convergence’.
interested in an American family, it’s too late when Mission 008: Arlesheim, Switzerland – The
they realize the target isn’t the wealthy father, but team is sent on another raid against an Ordo
his young daughter. The bulk of the Initiates are temple. According to SPA intelligence, this is
dealt with, but their leader escapes with the girl. the one Esther West is being held at, and the
Mission 005: Paris, France – Still stinging at Administration wants to deny her to the enemy.
It’s a delicate operation, but once the girl is freed
63
MILLENNIUM KNIGHTS
from the Ordo, she’s turned over to the SPA. Mission 012: Walenstadt, Switzerland – This
Unfortunately, a power struggle has been brewing is it. With the Ring of Solomon in hand, the team
at the highest levels over the Administration’s is sent in to eliminate the Grand Master and
direction, and a coup removes Gordon-Yancy hopefully end any immediate threat the Ordo
from power. Octostium might represent. Unfortunately, the
Mission 009: London, England Part Two – Grand Master is expecting them… Heinrich
Under the control of Supervisor Carlyle, the team Himmler wasn’t exactly born yesterday, after all.
is sent after their former supervisor, who’s seen as In the end, it’s up to the agents to resist his offers
a threat given her knowledge of the SPA. Gordon- to join him and his cause and destroy the Ordo’s
Yancy was seen boarding a train in London, and power base once and for all.
the team must track her down. Unfortunately, Epilogue: Succeed or fail, these are the results
Carlyle has very specific plans for Gordon-Yancy, of the team’s actions:
and a sniper kills her after the agents have flushed • If the agents fail, they’re likely either
her out. dead, or in bad shape. Any survivors would be
Mission 010: Vatican City – After another reprimanded by Supervisor Carlyle for their
mission, the agents are approached by Gordon- failure, and likely remanded to some horrible
Yancy, who looks surprisingly well for a dead location as punishment.
woman. She warns them of their own peril • If the agents succeed, they’ll be commended
before fleeing again. If the team was surprised, and given some well-earned vacation time.
Supervisor Carlyle is positively terrified. He sends
• Esther West is recruited into the Phoenix
the team into St. Peter’s Basilica to retrieve the
Project and pretty much disappears from view.
Ring of Solomon – a powerful relic that she hopes
What the agents won’t know is ultimately, in 2020,
will allow the SPA to combat monsters who won’t
it will be Esther West who’s leader of the team
stay dead.
that discovers the true nature of Pulse energy and
Mission 011: London, England Part Three – how to harness it for use in machines (through
Now that the Ordo is deemed a legitimate threat, the creation of celestium). This eventually leads
the team is sent back to Lord Albright’s estate, to the Pulse War many years later, and the near
along with the ring (just in case) to assassinate destruction of the Earth.
him and learn the location of the Ordo Grand
• The agents, now Heroic Rank, can either be
Master. Perhaps it’s just as well, since Albright
whisked off by the gods to someplace a little safer
is an Ordo Master, and they find themselves
and more friendly, or can find themselves faced
fighting not only him, but also the demon he’s
with the ugly reality of their circumstances. You
got at his beck and call. The good news is they do
can take over their story from there, or move
find the location of the Ordo’s main temple near
them on to Noir Knights.
Walenstadt, Switzerland.
64
Plot Point Campaign
Either way, it’s not the end of the story... the The rest of the packet has the remaining
millennium is impending, and there are still details.
things gnawing at the fabric of reality, hoping The Abbey is known for its history (and is even
they can reshape the world to their liking at the rumored to be haunted), but locals have recently
Aquarian Convergence. filed several complaints with the Lothian and
Borders police over eerie lights and noises coming
Mission 001: from the ruins. Even more disturbing are the two
Melrose, Scotland people who turned up dead – a groundskeeper
We’re assuming this is the first mission the and a transient apparently seeking shelter for the
come early on, since it sets the events in motion But what’s apparently got the Powers That Be
for the ‘Star of the West’. This is also a good time in the SPA all worked up is a radio transmission
to let the agents get to know each other… from intercepted by agents in Switzerland:
here on out, they’ll be working together for quite “Look into Michael Scot… The necromancer
a while (hopefully), and their lives will certainly might have had what we need.”
depend on each other. The notes explains that Michael Scot was
You (acting as the SPA supervisor) should pick a renowned thirteenth-century scholar and
out the Team Leader, since he’s the one who’ll be mathematician. Rumors held him to be a wizard
getting all the mission briefings: usually a packet of some power… and he was buried at Melrose
with a recorded message and any pertinent photos Abbey.
and documents.
In this case the message is from Supervisor
Checking Things In
Gordon-Yancy. She states simply that the team’s The team arrives at Edinburgh Airport and
mission – should they choose to accept it – is to can take a cab or rented car from there to Melrose,
travel to Melrose, Scotland, to investigate some where they have rooms booked in their names at
disturbances around the famous Melrose the Bay Waverley Castle Hotel. The hotel is nice,
Abbey. Intelligence suggests there might be a
group operating out of Switzerland and seeking
supernatural information. The team is authorized Optimal Gear Package
to deal with the situation as they deem necessary, Agents receive a 3-day car rental and
although they should report any unusual facts a pair of night vision goggles (passive).
to Lord Ferguson, the British SPA Supervisor. Additionally, each agent receives PEG-treated
Should the team’s activities be discovered, any clothing, a Glock pistol (fully loaded), 2 clips of
knowledge of them will be disavowed. bullets, one holster and audio transceivers.
65
MILLENNIUM KNIGHTS
but obviously old. Several stories of off-white separate cases – although the police are handling
stone show the weight of its years – in spite of them as if they’re related.
what appears to be several obvious attempts to If the team makes a Success on either roll, they
renovate it. find the Museum is temporarily closed to the
Once they’ve settled in, the first order of public, as the two murders have turned the place
business for the agents should be deciding how into a crime scene. On a successful Streetwise roll,
to pursue their mission. Of course the fact of the they also learn many of the locals claim the ghosts
matter is they can go any of several directions, haunting the abbey have become angry, for some
and it’s impossible to predict which one it might reason.
be. So, for now we’ll just give you a bit of info to A Raise on either roll also turns up the
help you roll with their choices. information that the bodies of the groundskeeper
Whenever the agents decide to head to the and the transient were found on the South and
abbey itself, move on to Checking Things Out East sides of the Abbey respectively. The abbey’s
below. In the meantime, they may want to poke cemetery is to the South, hence the popular
around the town in general to see what turns up. rumor about ghosts.
Mostly this should involve wandering around If any of the agents make themselves too
and asking questions… though you can feel free obvious in their actions, they’ll attract some
to toss in some Stealth or Lockpicking rolls if the unwanted attention – have them make Notice rolls
team gets really sneaky. to realize they’re being watched and shadowed.
In any case, they should roll for Investigation Should they stage an ambush, they’ll find
(if they dig through the library or news archives) themselves dealing with suspicious inspectors
or Streetwise (if they hit the streets or pubs). from Lothian and Borders… though the agents
Either roll can be cooperative, although each should be left with the sneaking feeling it wasn’t
agent can only do one or the other. simply the police they noted following them.
Regardless of Success or Failure, the agents
learn that Melrose is a Gothic-style abbey founded Checking Things Out
in 1136 and added to over the years. Many of the Melrose Abbey itself is essentially seething
buildings are now in ruins, but a structure dating chaos under a veneer of calm. Despite it looking
from 1590 is still intact, and is used as a public like people are simply going about their business,
museum. the place is still a crime scene, and there are
Investigation in particular turns up lots of the people from the press trying to get a scoop while
Abbey’s history and trivia (like that Robert the the police are doing their best to keep the area
Bruce’s cremated heart is buried there). Either from being contaminated.
way, the agents also learn the murders are two During The Day: Depending on how much
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of a scene the agents (or their actions) have • The second victim was a vagabond who’d
created, there are one or two officers per agent on been hanging about Melrose for the last couple
duty here, all under the command of the senior of weeks. The police are still trying to positively
inspector, Ian Stewart. There’s also one reporter identify him, but he’d introduced himself as ‘John’
per agent hanging around. to the locals he’d spoken with. He was found two
The easiest way to poke around the grounds days ago on the east side of the abbey, but the
openly is by going through Inspector Stewart – forensics team believes the body was moved there
this is accomplished by using the Social Conflict from somewhere else.
rules from Savage Worlds, and assuming the • Rumors of ghosts notwithstanding,
agents need to beat two Successes. It’s up to the both victims were killed by a single shot from a
agents if they want to use guile or persuasion to medium-caliber weapon – probably a pistol at
accomplish this. close range. There were no reports of gunfire on
Assuming they do go to the Inspector (or at either occasion.
least find some other way to access police records), If the agents examine the abbey grounds
the team can learn the following: during the day (with or without permission), they
• The first victim, Hugh Murray, was the can make a Tracking roll with a -4 penalty (this
groundskeeper for the abbey. He was found five can be cooperative). A Success leads them to a
days ago in the south cemetery. set of muddy bootprints in the main chapel area.
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The prints lead to a flagstone marked with a large left behind to act as guards!
pentacle. Hired Guards (1 per 2 agents)
The stone can be lifted, and leads down to a Attributes: Agility d8, Smarts d4, Spirit d6,
series of crypts. There’s nothing to find during Strength d6, Vigor d6
the day, although a successful Notice roll reveals
Skills: Fighting d6, Intimidation d6, Notice
someone has been down here poking around.
d4, Shooting d6, Stealth d6
There’s also a matchbook from the Bay Waverley
Pace 6 Parry 5 Toughness 7/9(2/4) Pulse 10
Castle Hotel.
Gear: Pistol (Ranges: 12/24/48, Damage:
During The Night: The police presence is
2d6+1, AP1, Semi-Auto), Flak Jacket (+2/+4,
the same as during the day with the exception of
Covers torso)
Inspector Stewart, who’s now left the scene. There
aren’t any reporters either (unless you want to First Final Confrontation
toss in one plucky journalist who’s doing much
One way or another, the team should find the
the same thing the agents are. It just depends on if
bad guys – either in the crypts, or back at the
your group likes that sort of complication).
hotel, depending on how they’ve played things.
Night time is also the preferred time for
In the crypts, the drawback is that the bad
Stealth – all bets are off if the team gets caught
guys are edgy and more prepared for trouble.
prowling around, and the police aren’t going to be
On the other hand, the hotel is a lot more public
easily convinced by any tales.
and likely to attract unwanted attention. Either
Also have the agents make a Notice roll. This
way, once the enemy leader is aware of the team’s
isn’t overly important (but let them burn Karma if
presence, he simply says, “This job has been a
they really want to): the highest roll gets to spot a
pain in the arse from the start. Kill them.”
faint red glow coming from the ruins of the main
Deal the cards for Initiative.
chapel.
David Mitchell
Once spotted, the details can be made out
by anyone with night vision gear: several people Attributes: Agility d8, Smarts d6, Spirit
(about twice the number of agents on the team) d6, Strength d6, Vigor d8
are in the chapel area. They descend into the Skills: Climbing d6, Fighting d6, Notice d8,
ground, apparently climbing down something Persuasion d6, Shooting d8, Stealth d8, Streetwise
and then closing a door – at which point the light d6
disappears. Pace 6 Parry 5 Toughness 6 Pulse 15
Should the team attempt to follow, it’s easy Hindrances: Greedy, Overconfident
enough to find the moveable flagstone and the Edges: Quick Draw, Thief
stairs leading to the hidden crypts… and the men
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Gear: Normal clothing, Glock 9mm (Range: – this is a society function. Should the team’s
12/24/48, Damage: 2d6, AP 1, semi-auto, activities be discovered, any knowledge of them
suppressor), crowbar, key card to a room at the will be disavowed.
Bay Waverley Castle Hotel The packet has a dossier on Lord Albright,
Hired Guards (1 per agent) including a photo. Albright sits in the House
Use the stats for the Hired Guards above. of Lords, and is somewhat influential in
English politics. However, it’s strongly
Should the agents investigate the
suspected he’s the ‘M. Albright’ who signed
connection to the Bay Waverley Castle
the note previously found in Melrose.
Hotel, they won’t find a whole lot – it’s
simply where Mitchell has been The ‘item’ in question is a small
staying. But in his personal effects vellum case, purportedly given
there’s one interesting letter. to Queen Elizabeth I by Doctor
John Dee just after the turn of
Mission 002: the seventeenth century and
London, England just prior to her death. Dee
was a masterful scholar, but
The Team Leader gets
he always straddled the line
another mission packet from
between science and the
Supervisor Gordon-Yancy. The
supernatural.
team’s mission is to attend a charity
The vellum case was
benefit being hosted by Lord Mason
purchased by Lord Albright
Albright. Their objective is to locate
at an auction through
a particular item and ascertain its
Sotheby’s… not normally a red
contents. All of the details are in the
flag, but in this case it was just
packet, but the supervisor stresses that
prior to the recent scandal over the
discretion is of the utmost importance
sale of ‘antiquities of questionable
provenance’.
Mr. Mitchell,
Most people were concerned with
I have need of your services
potential fraud, but others were aghast
again. Look into the crypts under
Melrose Abbey and see if Scot had at the idea that a relic could be acquired
in his possession anything that illegally and then sold. It’s this latter
might confirm Dee’s claims. I will possibility the SPA is concerned about.
pay your usual fee. If the vellum case is genuine, there’s no
M. Albright
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MILLENNIUM KNIGHTS
telling what Dee might have placed in it – or why At this point, the agents can mix and mingle…
Albright apparently wanted it badly enough to and hopefully figure out a way to implement or
pay the equivalent of five-million US dollars for it. adjust their plan. If they need to bring in anyone
left outside, they can still do it – they’ve all got
It’s My Party invitations.
The team has been given accommodation at With a successful Common Knowledge roll
the Grosvenor Hotel and invitations to the event, (at +2, since they’re all members of the SPA),
which is the next evening at Lord Albright’s home they spot Lord Edward Ferguson, the supervisor
in Belgravia. This gives them enough time to set of the British SPA. He’s attending in his capacity
up shop and make a plan of action. as a member of the House of Lords, but will
Unfortunately, there’s no clean way for them avoid direct contact with the team so as to avoid
to gain admittance to Albright’s estate prior to arousing any suspicion.
the party, so they’ll have to be prepared to work Feel free to let the agents indulge in socializing,
‘on the fly’. They’ll also have to decide if they’re all but in reality the entire scene boils down to
going in, or if any will remain outside for support. something of a massive Dramatic Task for anyone
When the team arrives at the event, they’re present. If the agents chose to bypass all the
greeted politely by Lord Albright himself. He has formality and simply go to searching the mansion,
the good fortune to look just how an English Lord skip down to Poking Through The Cupboards
should look, and at this point – unless the agents below, and assume they’ve aroused suspicion.
have done something to raise a red flag – he’s got For the next several hours, the agents must
no idea who they are… simply more ‘charitable pit their knowledge of High Society against the
donors’ as far as he’s concerned. scrutiny of the rich and famous. This is a Common
A tall blond man wearing a black suit stands Knowledge roll, but the following modifiers apply:
just to the side and behind Albright. Any agents • -2 because it’s a Dramatic Task
succeeding on a Notice roll get the impression • -2 for anyone with a ‘street’ background
this guy’s probably in charge of security. He has a
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(criminals and the like) you a long list, you should simply ask the players
• +2 for anyone with a ‘society’ background to tell you who they’re dealing with. Many of the
(rich and the like) answers are likely to be generic, but award a bonus
Karma to any player who actually indulges in a bit
Each agent makes their roll separately, and
of storytelling.
each agent must make a total of five Successes
in order to remain undetected. Any agent
Poking Through The Cupboards
who doesn’t make five Successes arouses Lord
Albright’s suspicion; any agent who gets a Failure Once the agents have ‘established’ themselves
when they drew a Club is immediately tossed out at the party, it’s easier for them to break away and
of the event (probably into the arms of the local search for the vellum case.
Try to play some of this out if you’ve got they initially only need to make successful Stealth
roleplayers in your group. It might be fun to rolls to get past Albright’s security. Otherwise,
describe what sorts of trouble the agents might be they’re making an opposed Stealth roll against
getting into (belching into the face of a duchess, Hauk’s Notice (which is assisted by a group roll
stepping on a dance partner’s toes, hitting on from the rest of the guards).
the beautiful young wife of a lord… that sort of Initial searches of Lord Albright’s private study
thing). reveals a journal in his desk, written in some sort
On the other hand, they also might want to of cypher. The agents must take this with them, so
know how exactly they’ve done well (making a make sure they don’t leave it behind.
shrewd comment about current events or proving Next the agents need to figure out where the
to be exceptionally charming, for example). vellum case might be hidden. There are a number
A quick and dirty method to help you wing of potential places – the process boils down to
it is to look at the Suit of each agent’s card for another Dramatic Task involving Notice rolls.
the round: Spades represent a conflict of some This one may be handled cooperatively, and
sort – either a heated political discussion, or even the team finds the case as soon as they get five
example; Hearts represent some sort of personal – If the group succeeds, they find the study’s
or even romantic – event, like dancing or chatting; hidden safe. At that point, a simple Lockpicking
Diamonds represent some sort of business- roll gets it opened, and they find the vellum case.
related event. Clubs, of course, are always bad and Should they fail to make five successes, they don’t
typically represent outright social hurdles. find the case and their faces are recorded on the
There are also potentially a lot of NPCs the security cameras; the agents receive a Black Mark
agents could interact with, but rather than give as the SPA must spend time and money removing
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MILLENNIUM KNIGHTS
evidence against the agents from the London out to a balcony, leap from the roof to a handy
police databases. If they fail the Notice roll on the ledge and lose himself in the darkness could make
draw of a Club, Hauk and his men get The Drop rolls for Agility, Strength and Stealth.
on the agents. Once they get away, they can settle down to
The problem is that Albright has magical seeing what they’ve found.
wards on his safe – something the agents aren’t Translating the journal requires an
likely to realize… until Hauk (the blond guy at the Investigation roll at -2 to gain any useful
front door) and his security team show up a few information. A Success uncovers the mention of
minutes later. the “Etoile d’Hesperia Quatrain” by Nostradamus
Hauk and how it’s of interest to an organization called
See Ordo Octostium Bestiary page 116. the Ordo Octostium. A translation of the Quatrain
also appears in the journal. Apparently Albright is
NOTE: keep one of Hauk’s Karma in
very interested in the quatrain.
reserve. If he dies, spend it to keep him alive. The
gods have plans for him. The contents of the case turns out to be a
couple of very old letters.
Ordo Soldiers (2 per agent)
The first is written in French:
See Ordo Octostium Bestiary page 116.
Une étoile monte du maison d’Hesperia
Time To Say Goodnight mille fois et encore de la croix
If all has gone well, the agents have their loot la lumière de roulement et signe
in hand and need to get out of Albright’s mansion. avant-coureur des ténèbres
Realistically, this doesn’t even have to happen un nouvel âge est inauguré sur son aile
before they finish fighting Hauk and the rest of
If the agents succeeded in their Investigation
Albright’s security team.
roll, the agents can find the translation in
Regardless of when they choose to cut and Albright’s journal:
run, you should make it dramatic.
“A star ascends from the house of the west
If they break away from the fight, give them
one thousand times and again from the cross
a short chase on foot (use the Chase rules from
bearing light and harbinger of darkness
Savage Worlds). Otherwise, have each agent
describe in three steps what he’s doing to get away a new age is ushered in on her wings”
and then make appropriate Trait rolls. The meaning is obscure, and you should let
For instance, a agent who wants to climb out the agents know they aren’t expected to figure it
the study window, sneak off the grounds and make out at this point. The second letter is written in
it back to the hotel could make rolls for Climbing, English, but still requires a successful Smarts roll
Stealth, and Smarts; a agent who wanted to run to read because of its archaic style.
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Plot Point Campaign
In short, it’s a letter from John Dee to Queen else ever seeing this quatrain before.
Elizabeth describing the French quatrain (which The concern is the group digging in Melrose
he calls “ye Etoile d’Hesperia Quatrain”, along might have been searching for more information
with a warning: “Ye Starre of the Occidente must – which means it could be a potential threat. The
needs be watched for as a heralde of the beginning hope is there might be something in Nostradamus’
of thinges either grande or terryble.[sic]” original crypt to shed a better light (or at least add
The team can turn this all over to Supervisor to) the cryptic information in the quatrain.
Ferguson for evaluation. Assuming they didn’t
make a huge scene at the society benefit, they’re Food For Thought
commended for a job well done. Otherwise, The town of Salon-de-Provence dates back
they’ll be told to look up the definition of ‘discrete’. to the Roman Empire, though it’s now just a
picturesque tourist attraction sitting on the
Mission 003: Mediterranean.
Salon-de-Provence, France
Finding La Brocherie is as simple as making
The Team Leader receives a mission packet a successful Investigation or Streetwise roll. It’s
containing an odd assignment: the team’s mission a rustic restaurant near the beach, popular with
is to break into the basement of a restaurant in both locals and tourists. The place doesn’t open
Salon-de-Provence, France. They are to recover until dinner (around five o’clock), but it stays
any potential information concerning the “Etoile open long into the night with the busiest hours
d’Hesperia” quatrain – details are provided in the being between eight and ten.
packet. While they are authorized to use what This means savvy agents should probably
ever means they deem necessary, should any of try any breaking and entering very early in the
the team’s activities be discovered, any knowledge morning – after the staff has packed up and gone
of them will be disavowed. home and before the chefs show up to start work
The restaurant in question is called La the next day (usually just after lunch).
Brocherie. It was built on what used to be a If any of the agents talking to the locals made
Franciscan chapel, and the chapel was the original a Raise on their Streetwise roll, they actually
burial place of Michel de Nostredame – better manage to speak with one of the restaurant staff.
known as Nostradamus. While talking about the building’s history, he
According to SPA research, John Dee mentions there are several loose bricks in the
mentioned a quatrain he ascribed to the famous cellar wall. He spoke to the owner about fixing
seer, but no one seems to know anything about them, but was told the city wanted them left that
it. In fact, prior to the team bringing the copy in way. How strange…
from the Dee vellum, there’s no record of anyone The team may want to ask a few more
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MILLENNIUM KNIGHTS
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Plot Point Campaign
aware of the Initiates’ presence (though not their bricks has been deliberately cracked. The bricks
identity), and can act accordingly. If the agents themselves can be easily removed by the agents if
choose to ambush the Initiates, they’ll need to they’re still in place.
make another Stealth roll to succeed. Use the stats Behind the bricks is the original stonework
below for any conflict, and assume there is one of the chapel, and a small metal gate. Again, if
Initiate per agent. the team is breaking in after hours, the gate is
On the other hand, simply following them still unlocked. Otherwise, the agents must pick it (or
requires a Stealth roll, but leads the team to where find another way to bypass it).
the Initiates are staying. They can attempt to The crypt itself is surprisingly labyrinthine.
bribe, con or force their way into the hotel room Finding where Nostradamus may have originally
and search it, in which case they’ll find enough rested is a Dramatic Task using Smarts. This
information to confirm these guys are from the should be done as a cooperative roll.
Ordo Octostium and they have similar orders as
A Failure on any of the rolls results in any
the team: dig up any information left behind by
remaining Initiates and the agents stumbling into
Nostradamus.
each other; a failure on the draw of a Clubs gives
the Initiates The Drop on the team as the team
Cleaning Up
runs into a dead end.
Breaking into the restaurant’s cellar requires
In any case, once they succeed at the task,
Stealth and Lockpicking rolls – and possibly a
they find the object of their search – the original
Climbing roll as well, depending on how the team
resting place of Michel de Nostredame… and the
chooses to approach it.
Initiates who are diligently searching it.
Of course, if they’re really gutsy, they can try
If the agents tracked down and eliminated
to Sneak down during business hours, but the
any of the Initiates, reduce their number by that
Stealth roll is made with a -2 penalty. The biggest
amount – otherwise, there are two per agent.
upside to this approach is, if they’re caught, they’ll
Initiates of the First Doorway (1 or 2 per
only be tossed out of the restaurant as opposed
agent)
to being arrested (which is the penalty for being
caught breaking in after hours). See Ordo Octostium Bestiary page 116.
Once downstairs, it’s easy enough to find the These guys are fanatics, determined to prove
loose bricks. In fact, if they’ve gone into the cellar themselves to their superiors. As such, they
after hours, the bricks have all been pulled from attempt to fight to the death. Any Initiate engaged
the wall and placed into a neat stack. in the first Round of combat invokes deflection
as his first action; the remainder invoke summon
Either way, an agent making a successful
ally. Any Initiate who is captured attempts to
Tracking roll can tell the mortar around all of the
escape or kill himself and/or his captors at the
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MILLENNIUM KNIGHTS
The only good news: the Ordo Octostium promptly made travel arrangements to Cefalù,
came up empty-handed as well, and the SPA now Italy, on the island of Sicily.
knows with a certainty that the occult group is The SPA apparently wants to know why.
after something. Cefalù is essentially a seaside town with a
brisk market for tourism. However, of particular
Mission 004: Cefalù, Italy concern to the Supervisor is the presence there
of ‘Thelema Abbey’ – a now-abandoned house
A priority mission packet arrives for the
previously owned by the notorious necromancer,
Team Leader. The team’s mission is to intercept
Alistair Crowley.
a suspected group of Ordo Octostium agents
traveling to Sicily and neutralize them. However, There’s one last warning: just as the
as the nature of the Ordo mission is unknown, Administration is aware of the Ordo, it’s likely the
the team should also attempt to ascertain the reverse is also true. The team members are advised
Ordo’s goal. The team is authorized to accomplish to exercise caution, as the enemy is probably
these tasks as they see fit, but should any of their going to be watching for any further interference
will be disavowed.
Picking Up The Trail
The physical packet gives the agents a little
more explanation: The team can easily travel to Cefalù. Tracking
down Peter Bergson isn’t exactly difficult, but does
Since the last few run ins with the Ordo
require a successful Investigation roll – although
Octostium, the SPA has used their parent
this can be cooperative.
organizations to monitor suspicious activities
surrounding anyone attached to the previous To all outward appearances, he seems to be an
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MILLENNIUM KNIGHTS
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MILLENNIUM KNIGHTS
more (enough to bring the original number up to Bergson as he makes his escape. His superiors
2 per agent) to deliver Esther to Peter Bergson. have already inscribed a portal inside the house,
Then they cover his retreat into the house with and he makes his escape through it with the girl.
the girl. And as if that wasn’t bad enough, his Ideally, the agents should arrive inside just in
first action is to invoke his zombie sigil, causing time to see the portal close in a collapse of arcane
several corpses to burst up from the ground – one energy.
per agent! The agents shouldn’t feel too bad about it,
Don’t go easy on the agents now. The bad guys though. There’s no way they could have anticipated
will use cover to their best opportunity, and do all of the Ordo’s plans and prepared for them.
everything they can to insure Bergson escapes Supervisor Gordon-Yancy tells the Team Leader
with Esther. as much in the debriefing.
Yes, we’re telling you to play dirty. The team All the same, it seems the Ordo got what they
can kill as many Initiates and zombies as they wanted. Now it remains to determine why they
want, but they shouldn’t be able to finish off wanted this particular girl.
Bergson (unless he can shove Esther through the
Gate – but we’ll get to that in a moment). Mission 005: Paris, France
Peter Bergson, The Team Leader gets another priority mission
Adept of the Fifth Doorway packet from Gordon-Yancy. The team’s mission
See Ordo Octostium Bestiary page 116. is to preempt an Ordo Octostium mission in
Paris, France. An Ordo message was intercepted
And Fugit Again suggesting the organization is tracking down
Try as they might, the agents are just behind documents by Roger Bacon. As Bacon was alive at
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Plot Point Campaign
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MILLENNIUM KNIGHTS
the team’s already picked up would cover that. dusty books, and a young woman with dark hair
The problem arises when it becomes apparent the lies bound in a corner, disheveled and gagged
Initiates aren’t actually staying at their supposed with a dirty rag.
accommodation. This can be discovered slowly Initiates of the First Doorway (1 per agent)
by staking out and watching the place, or quickly
See Ordo Octostium Bestiary page 116.
with a successful Streetwise roll.
These guys won’t hang around to fight; they’ll
The Stacks Below try to flee instead, if at all possible. This might lead
to a chase if the agents try to follow. If any Initiates
This leaves the vault, which is really more
are caught or captured, they won’t say much. If
of a repository for old and currently unused
the team interrogates them (using Intimidation
manuscripts. It’s easy enough to get to during the
opposed by the Initiates’ Spirit), they’ll only say
day – as long as one has the proper permission.
they’re looking for a copy of De Mirabili Potestate
The team can break into the vault either Artis et Naturae.
through stealth or guile, depending on their
If pressed, they claim not to know what their
preferences.
superiors want with it. They also claim to work for
Talking their way into the vault requires Peter Bergson.
another successful Streetwise roll (in order to find
The girl isn’t too bad off, although she’s been
out who they should be talking to in the first place)
‘roughed up’ a bit.
followed by a plausible story and a successful
Assuming she’s untied, she introduces herself
Persuasion roll. It’s up to you to decide if the
as Simone. She speaks French, but if none of the
team’s story is actually plausible: don’t let them
agents understand French she switches to thickly-
just say, “We’re going to talk him into letting us
accented English.
in,” but remember the guy isn’t all that suspicious
and won’t be looking for big holes in their story. According to Simone, she was at a bookstore
in the Latin Quarter called La Porte Ouverte. She
Sneaking into the place requires a Success
overheard her captors talking about a work called
at both Stealth and Lockpicking. If the agents
Theatrum Chemicum, and being interested in the
sneak in at night, they won’t find much – the
subject approached them.
Initiates aren’t hanging around after dark. At best,
a successful Tracking roll confirms someone is Apparently she said the wrong thing, because
indeed poking around the old manuscripts on the the next thing she knew she was lying here all tied
shelves and digging through crates. up. She’s not entirely sure how it happened.
Should the team enter the vault during the day, Simone can explain – assuming the agents
however, things are much different. are interested – that the Theatrum was a book
circulated during the sixteen hundreds… the
A small group of Initiates pokes around the
time of John Dee, if the agents have been paying
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Plot Point Campaign
Turning Tables
Simone can easily take the team back to the
Open Door. In fact, that’s what she’s supposed to
do.
The fact of the matter is, while the SPA views
this mission as a chance to strike back at the
Ordo after Sicily, the truth is it’s the other way
around: the Ordo Octostium is now aware of the
team and is luring them into a trap.
Simone and her husband, Nicolas, are a team
of highly-skilled assassins. The Ordo has sent them
to eliminate a potential threat to their plans and
goals, and so the hunters quickly find themselves
the hunted.
The team can learn of all this should they defeat
the assassins. In the store’s office they can find a dossier of
information compiled about themselves along with the orders for
the hit. The one piece of good news is the store is indeed an Ordo
front, and the team’s success here means they can shut it down.
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MILLENNIUM KNIGHTS
Once the team enters the bookstore, Nico Locations), Knife (Damage: Str+d4), Garotte
attempts to shoot one of them, while Simone (Damage: Str+d4 after successful grapple, Stealth
strikes from the rear. Remember the Assassin +4 to conceal), Pistol (Range: 10/20/40, Damage:
Edge – if they can get The Drop on the agents, the 2d6-1, Semi-Auto)
first attack is at a whopping Damage: +6! Remember, these two aren’t fanatics – they’ll
Nicolas ‘Nico’ Savoy try to survive if things go south for them, either
Attributes: Agility d10, Smarts d8, fleeing or surrendering as the case may be. On the
Spirit d8, Strength d6, Vigor d8 other hand, if Simone is killed, all bets are off and
Nico will fight to the death.
Skills: Fighting d10, Intimidation d10, Notice
d8+2, Shooting d12, Stealth d12 On the other hand, if they’re captured they don’t
have a lot of information. They’re independent
Pace 6 Parry 7 Toughness 10(4) Pulse 20
operatives and don’t really know anything about
Hindrances: Bloodthirsty, Loyal (Simone),
the Ordo’s activities. As far as Simone knows,
Vengeful
while the Ordo might have wanted the letter in
Edges: Alertness, Assassin, Improved Dodge,
question, she’s pretty sure it isn’t around… her
Combat Reflexes, Marksman
employers only gave her enough information to
Gear: Stealth Suit (+4, Covers entire body; +2 create a plausible story.
to Stealth in Low Light conditions), Collapsible
As a final note, if the team lets Nico and
Sniper Rifle w/ suppressor (Range: 50/100/200,
Simone go free, they won’t catch too much flak
Damage: 2d10, AP 4, Snapfire, HW), Pistol
from Gordon-Yancy – after all, they weren’t
(Range: 12/24/48, Damage: 2d6+1, AP1, Semi-
Initiates. In fact, she’s plenty happy with shutting
Auto), Knife (Damage: Str+d4)
down the bookstore operation.
Simone Savoy
And the Savoys won’t take any more contracts
Attributes: Agility d10, Smarts d8, on the team. That’s just the way they work. And
Spirit d8, Strength d6, Vigor d6 down the line, who knows? Maybe the team will
Skills: Fighting d12, Notice d8+2, Persuasion need a couple of assassins for hire…
d10, Shooting d8, Stealth d12, Taunt d10
Pace 6 Parry 9 Toughness 9(4) Pulse 20
Mission 006:
Charisma +2
Hohenschwangau, Germany
Hindrances: Bloodthirsty, Code of Honor, The Team Leader gets another mission packet
Greedy from Supervisor Gordon-Yancy. The team’s
Edges: Alertness, Assassin, Attractive, Combat mission is to obtain a stone tablet believed to be
Reflexes, Improved Block inscribed with the “Etoile d’Hesperia” quatrain
Gear: PEG-treated clothing (+4 Armor, All from Prince Wolfgang of Bavaria. The prince has a
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Plot Point Campaign
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MILLENNIUM KNIGHTS
Steinhaussen (a minor member of a subsidiary to Attributes: Agility d8, Smarts d6, Spirit d8,
the Gutenberg family), Herr Stephen Schwartz (a Strength d8, Vigor d6
prominent Munich banker), and Karsten Becker Skills: Fighting d6, Knowledge (Demonology)
(an antiquities collector). d8+2, Knowledge (Occult) d8+2, Notice d6,
All of these people will be met over dinner, if Scribe d8, Shooting d6
not sooner. Pace 6 Parry 5 Toughness 5 Pulse 15 (all
Frau Erika Steinhaussen, committed)
Scion of the Third Doorway Hindrances: Arrogant, Fanatic
Frau Steinhaussen is an agent of the Ordo Edges: Enabled, New Power, Rapid Recharge,
Octostium. After failing to convince the Prince to Scholar
simply sell the tablet to her, she’s sure he’s up to Powers: Deflection, puppet, summon
some kind of a game and playing by the rules isn’t doppelganger (as summon ally, but see below)
going to get her anywhere. She’s prepared a circle
Gear: Formal clothing, pistol (Range:
for summoning a doppelganger to kill Wolfgang
12/24/48, Damage: 2d6, Semi-Auto), talisman
and take his place. Then she can simply take the
of deflection (good for 4 Rounds), talisman of
tablet, and keep tabs on the prince’s interests
puppet (good for 5 Rounds), circle of summon
through her demonic servant.
doppelganger (good for 5 Rounds, but see below).
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Plot Point Campaign
Herr Stephen Schwartz enter the high-stakes poker game. So his backup
Aside from Herr Schwartz’s banking plan is to steal it while the game is going on.
interests, he’s also a prominent figure in the Attributes: Agility d6, Smarts d8, Spirit d6,
black market. He knows there are plenty of people Strength d4, Vigor d6
interested in the tablet and wants to add it to his Skills: Climbing d6, Fighting d4, Investigation
commodities list. Knowing Prince Wolfgang’s d6, Knowledge (Arcana) d6, Notice d6,
plan – and not above a little cheating – he’s paid Spellcasting d8, Stealth d4
off one of the castle servants to slip a drug into
Pace 6 Parry 4 Toughness 5 Pulse 10
the most threatening player (probably one of the
Hindrances: Overconfident, Stubborn
agents). The goal isn’t to kill him, just to keep his
Edges: Gifted, New Power
head out of the game long enough for Schwartz
to win. Powers: Armor, bolt, light/obscure
Attributes: Agility d8, Smarts d8, Spirit d6, Gear: Formal clothing, knife (Damage:
Strength d6, Vigor d6 Str+d4), lockpicks
Skills: Fighting d6, Gambling d8, Notice d6, Prince Wolfgang of Bavaria
Persuasion d8, Shooting d6, Streetwise d8 The prince knows a lot more than he’s
Pace 6 Parry 5 Toughness 5 Pulse 10 letting on. For one thing, he’s well aware of
Charisma +2 the quatrain and its implications, but he’s also a
member of the Keepers of the Solomonic Keys
Hindrances: Greedy, Quirk (just can’t play by
– an esoteric order directly opposed to the Ordo
the rules)
Octostium – and he’s doing his best to flush out a
Edges: Attractive, Connections (Black Market)
suspected Ordo Initiate. He’s cooked up this little
Gear: Formal clothing, knife (Damage:
gathering with the intent of starting a high-stakes
Str+d4), pistol (Range: 12/24/48, Damage: 2d6,
poker game knowing full well he’s going to put the
Semi-Auto)
tablet up for ante. In fact, he’ll announce it over
Karsten Becker dinner.
Karsten has been an independent Of course, there’s a minimum stake, which
student of the occult for most of his life, but some people can’t cover. But members of the
recently discovered a group called the Temple of Ordo (or people with backers, such as the agents)
Hidden Enochian Mysteries. He’s tried throwing are sure to be able to swing it. He’s counting on
his lot in with THEM, but hasn’t been able to the Initiate to ultimately reveal himself… because
rise as quickly as he wants. He managed to find he’s got one other ace in up his sleeve.
out about the quatrain tablet, and wants to get it
He’s a werewolf.
– figuring it’ll increase his prestige with THEM –
There’s a lot of mystery surrounding the death
but he doesn’t have the kind of money it’ll take to
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MILLENNIUM KNIGHTS
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Plot Point Campaign
lasts one hour, and can be maintained for 2 Round 3: If any of the agents succeeded with
Pulse per hour. a Raise in the previous round (and especially if it
was the same agent as last time), Schwartz briefly
Time To Play excuses himself before the round starts. He takes
There are several things going on, so we’ll try a quick break to pay a little more to the servant
to give you an idea of how the timing might work. and have another round of mickeys served to
After dinner, Prince Wolfgang, Herr Schwartz, the ‘offender’. The same Vigor test applies as
and any other agents involved in the poker game before, although a agent runs the risk of being
retire to a parlor for the game. Each agent rolls Incapacitated if he’s taken enough Fatigue.
their Gambling skill each round and compares Schwartz returns and the game can be
results, but keep in mind each agent is operating resumed, but by this time Becker has found the
separately in this case – these aren’t cooperative tablet display and set off a silent alarm. A man
rolls. Alternatively you can play a few hands of enters the room apologetically, goes to the prince
poker for real. To factor in the Gambling skill, and whispers in his ear. Prince Wolfgang nods,
allow those with it to make a roll, for every stands and excuses himself for a moment to ‘take
Success or Raise they can draw an additional card care of something’.
and discard one of their choice from their hand. After the prince leaves, Frau Steinhaussen also
Round 1: Sometime in the middle of the excuses herself. Go ahead and have the agents
round, Karsten Becker excuses himself from the make one more Gambling roll for the Dramatic
proceedings with the goal of making his way Task, and keep track of any successes. If they
to the room with the tablet from the outside. manage to gain all five tokens, Wolfgang will
Agents attempting to follow must make Stealth ultimately honor his pledge to turn over the tablet
rolls opposed by Becker’s Notice skill. Otherwise, to the winner.
anyone watching from the outside can make However, for now, Steinhaussen trails the
a Notice roll (with penalties for distance and prince to where Becker is being held. While
lighting applied… at least a -2). Wolfgang is interrogating the would-be thief,
Round 2: Herr Schwartz targets the winner Erika summons up the doppelganger which
from Round one for his poison. In addition to bursts into the room and attacks the prince.
his Gambling roll, the agent targeted must make She attempts to keep any unwanted intruders at
a Vigor roll at -4. If he succeeds, he takes a level bay, and Becker takes the opportunity to attempt
of Fatigue; if he fails, he takes 2 Fatigue. During an escape. Meanwhile, Schwartz’s is likely to see
the round, Becker makes it back into the secure this as a chance to pluck away the tablet himself.
portion of the castle and makes his way to the In other words, it’s likely to degenerate into a
tablet display. free-for-all.
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MILLENNIUM KNIGHTS
Doppelganger Denouement
This demonic creature is humanoid in Even if they don’t manage to win the tablet
shape and size, but has slick gray skin and in the poker game, Prince Wolfgang is grateful
blank white orbs for eyes in its ‘natural’ form. enough to give it to the agents if they saved him
Attributes: Agility d8, Smarts d6, Spirit d6, from assassination. At the end of the day, they can
Strength d10, Vigor d10 find either a powerful ally or a potent enemy in
Skills: Fighting d8, Notice d6 the prince.
poison and disease, have +2 to recover the Team Leader with very specific orders. The
from being Shaken, suffer only half damage team’s mission is to raid an Ordo temple in
from non-magical attacks, except for iron Barcelona, Spain, neutralize any Ordo forces
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Plot Point Campaign
the property is now surrounded by a struggling rolls should get the team there with a minimum of
neighborhood of Barcelona. The local poverty has fuss. The tricky part is finding any hidden temple.
led to fewer visitors to the site, and less funds to During the day, while the place isn’t exactly
support it. ‘crawling with tourists’, there’s enough activity in
On the other hand, that would make it a the local neighborhood to raise suspicions if the
perfect Ordo temple. agents just start poking around and checking for
Alejandro Rivera, A rich businessman with holes (or worse yet, making holes).
suspected ties to the Ordo Octostium became a This means a night time operation is probably
large donor and benefactor to the church a few in order.
years ago. Since then, visitors say the site seems to Poking through the church at night presents
have a ‘charged’ air about it. a couple of potential problems unless the team
The administration is growing more concerned is outfitted for it. For one thing, it’s dark. Notice
with the Ordo’s activities, and their apparent rolls will suffer the penalties for dark lighting
obsession with the “Etoile d’Hesperia” quatrain. conditions. On the other hand, using flashlights
The implication of the quatrain, and the recent or the like will draw attention, so any Stealth rolls
abduction of the West girl (whose family has yet suffer equivalent penalties (in other words, the
to receive any ransom note) are… troubling, to darker it is, the easier it’s going to be for someone
say the least. to notice odd lights).
If the Ordo temple is as important as suspected, Finding the temple’s hidden entrance can
there’s likely to be some information there about be done with a Tracking roll (remember those
the quatrain and the Ordo’s plans. potential lighting modifiers), but it might be
easier to simply hide, stake the place out, and wait
Digging Deeper for an Initiate or two to wander into the church.
Finding the Church of Sant Pau del Camp is This requires those previously-mentioned Stealth
easy enough: simple Investigation or Streetwise and Notice rolls.
However the team does it, once they find the
Optimal Gear Package hidden entrance, they find stone stairs descending
Each team member receives PEG-treated into darkness.
clothing, a Collapsible M-16 with suppressor Well, semi-darkness, anyway.
(fully loaded) or two CZ-75 (Range: 12/24/48, Assuming the agents followed the Initiates,
Damage: 2d6+1, AP1, Semi-Auto), 2 clips a pair of oil lamps flicker eerily down below,
of iron-tipped bullets of appropriate size, one providing dim light, and agents making successful
holster, night vision goggles (passive) and Notice rolls (with no penalties for lighting)
audio transceivers can hear faint sounds like mumbling or quiet
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MILLENNIUM KNIGHTS
conversation. Okay, yes… it could be chanting. her, she’s willing to trade information for her life.
The lower chambers themselves aren’t very She knows the following:
complex, consisting of a central passage flanked • Her name (obviously), and the name of the
by a pair of openings and leading to a large Scion who leads this group – Alejandro
chamber at the end. It’s up to the agents how they Rivera. She also knows Alejandro and the
want to proceed. remaining Initiates are in the middle of a
The Left Opening: Set back from the passage ceremony. It’s a routine one for meditation
is an old, metal gate. Normally it’s locked, but if and contemplation, not for summoning.
the team followed the Initiates, it’s unlocked. • She’s not entirely sure of the importance
The chamber beyond is currently being used of the “Etoile d’Hesperia” quatrain. Her
for storage. Some of it is ritual paraphernalia – understanding is it has something to
robes, incense, jars containing animal pieces and do with an event called ‘The Aquarian
parts, that sort of thing. The rest of it amounts to Convergence’, but she hasn’t been initiated
provisions: clean bedding, dried and canned food, deeply enough to know what that might be.
and even bottles of wine. All in all, the room’s • She’s heard of Esther West, but doesn’t
contents might be interesting, but not inherently know where the girl might be. She’s also
dangerous or useful. not sure of the girl’s importance – although
The Right Opening: This is similar to the one she’s overheard Scion Alejandro refer to the
on the left, except the metal gate’s been replaced West girl as ‘the conduit’.
with a wooden door. A Notice roll shows it to If the team lets Sophia go, she’ll simply flee.
be a fairly recent and largely cosmetic change. As long as their superiors don’t learn about her,
Again, this door is usually locked, unless the team there won’t be any repercussions. Of course if
followed the Initiates into the temple. their superiors do find out, the agents will have
Unlike the opposite chamber, this one has earned a Black Mark on their dossiers. But should
obviously been set aside for more personal use. the team encounter Sophia in the future, she’ll be
There are several cots, some shelves lined with well disposed toward them, and even willing to
books, and a small desk, currently being used by help should they need an ally.
an Initiate. If the agents promise to let Sophia live, get
Sophia Trujillo, her information, and then kill her, any agent who
didn’t try to prevent it from happening is treated
Initiate of the First Doorway
as having the Doomed Hindrance until you spend
See Ordo Octostium Bestiary page 116,
your bonus Karma on him.
except Sophia is a Wild Card.
One way or another, once Sophia has been
If she can, she attempts to sound the alarm. On
dealt with, the team could search this room – but
the other hand, if the agents choose to overpower
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Plot Point Campaign
These glow slightly where fresh blood has been Hindrances: Arrogant, Fanatic, Loyal
used to fill them. Edges: Charismatic, Enabled, Investigator,
The blood probably came from a pair of dead New Power, Rich
goats lying discarded to one side, but is now being Powers: Deflection, puppet, summon
painted into the glyphs by a robed man, while hellspawn (as summon ally, but see below)
several other hooded figures stand around the Gear: Normal clothing, velvet robe, pistol
circle, chanting. (Range: 12/24/48, Damage: 2d6), Blessed Ritual
The moment the agents make themselves Dagger (Damage: Str+d4+2, Fighting +2),
known, the man inside the circle orders the others amulet inscribed with deflection (good for 4
to kill them. Or, if the team managed to sneak in Rounds), talisman inscribed with puppet (good
and take out the leader with a single shot, the rest for 5 Rounds), talisman inscribed with summon
simply fall on the agents with a vengeance. hellspawn (good for 5 Rounds).
Initiates of the First Doorway (3 per every 2 Hellspawn
agents) ‘Hellspawn’ is technically a generic term
See Ordo Octostium Bestiary page 116. for any unclassified creature pulled from
93
MILLENNIUM KNIGHTS
another realm. This particular one has a fleshy, • Demonic: Hellspawn are immune to poison
purple hide covered with wicked-looking barbs. and disease, have +2 to recover from being
It has six legs, and greenish eyes that resemble a Shaken, and suffer only half damage from
spider’s. non-magical attacks (except for iron or
Attributes: Agility d8, Smarts d8(A), Spirit d8, steel).
Strength d8, Vigor d8 • Long Gait: This particular hellspawn has
Skills: Fighting d8, Notice d8 many long legs that give it +2 Pace.
Mission 008:
Arlesheim, Switzerland
The Team Leader gets another very specific
mission from Supervisor Gordon-Yancy.
The team’s mission is to conduct a snatch-
and-grab to extract Esther West from
where the Ordo Octostium is holding
her: Birseck Castle, near Arlesheim,
Switzerland. Intelligence suggests
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Plot Point Campaign
Birseck is being used by the Ordo as another In any case, the Administration wants to
Temple, so extreme caution is advised. The team deny her as an asset to the Ordo, and the orders
is authorized to take what ever steps are deemed emphasize she’s to be protected at all costs.
necessary to recover Miss West alive, but as The girl is to be taken to a CIA safe house that’s
always, should the their activities be discovered, been secured in the French town of Mulhouse,
any knowledge of them will be disavowed. about ten miles north of Arlesheim. The agents
The physical portion of the packet goes on to will likely need to exercise a fair amount of
explain much of what the Administration was caution when crossing the border at Basel, since
able to decipher from the information recovered the disposition of Ordo assets in the region hasn’t
from Barcelona. been determined.
According to the researchers, Birseck was
Special Delivery
referred to as an Aedis Octostium, which implies
it could be a major temple for the Ordo. The Birseck Castle is quaint and overgrown,
aedis itself is apparently located somewhere with the forest coming right up to the walls. In
near a structure referred to as the ‘Ermitage’. The fact, trees have even taken root inside the main
whole place is technically open to the public, but courtyard. The area is rugged as well, although
so difficult to access that it’s virtually unused in the village of Arlesheim sits less than a mile to the
spite of its standing as a Swiss place of ‘historical west of the castle.
relevance’. That’s why the team is being brought in from
As the team might have suspected, the Ordo the east.
has also reached the conclusion that Esther West The SPA has arranged for the team to be
is the Etoile d’Hesperia mentioned in the quatrain. brought in at a low altitude by helicopter and
‘Etoile’ is French for ‘star’, which is the meaning dropped off in the forest so they can approach the
of the Hebrew name ‘Esther’. ‘Hesperia’ is a word castle without being seen – either from the castle,
Nostradamus occasionally used when making or the village. It’s up to them whether they want to
oblique references to the ‘West’ as a location – in
this case, the Ordo thinks he was referring to her Optimal Gear Package
proper name.
Each team member receives a Stealth Suit,
Of perhaps greater significance, the Ordo’s
a Collapsible M-16 with suppressor (fully
documents state in no uncertain terms that Miss
loaded) or two CZ-75 (Range: 12/24/48,
West is mystical in and of herself, being somehow
Damage: 2d6+1, AP1, Semi-Auto), 3 clips
directly tied to the element of light. If this is true,
of bullets, one holster, a steel knife, a pocket
she could prove dangerous – though no one seems
toolkit, audio transceivers, night vision goggles
certain of just how.
(passive) and one medical kit.
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MILLENNIUM KNIGHTS
not a lot in the way of external security, since the labyrinths of the castle requires succeeding at a
Ordo doesn’t need every tourist and wild animal Dramatic Task using Smarts. The rolls are made
in the area setting off an infrared trigger. The at an additional -2 if the team alerted the Ordo
tricky part will be finding the proper spot, since to their presence earlier. Any failure during the
the ruins of the castle itself cover a good four acres task results in the agents stumbling across several
– and that’s not counting the outlying grounds. Ordo soldiers – 1 per agent, unless the card draw
was a Club, in which case it’s 2 per agent.
Tracking is the quickest way to figure out
where to go, but it might be easier for some agents Ordo Soldiers (1 or 2 per agent)
to simply wait and watch. This requires successful See Ordo Octostium Bestiary page 116.
Stealth and Notice. Now daytime or night time Assuming they succeed at the Dramatic Task,
might make a difference. the team finds their prize – and maybe a chance
There’s a -2 penalty to Notice rolls at night for some payback.
(which can be offset by night vision gear), or a Esther West is being held down in a dungeon
-2 penalty to Stealth rolls during the day (which cellar, and guarding her are several more
might be offset by careful planning – such as Initiates… along with Peter Bergson (the agents
creating an effective disguise or distraction). should remember Pete from Sicily). Bergson isn’t
Once the team has found the right entrance, about to let his prize walk out of here with the
they face two more hurdles: the lock and a security agents, and this time he’ll fight to the death.
camera. Peter Bergson,
The camera’s easy enough to spot with a Notice Adept of the Fifth Doorway
roll… but only if any of the agents actually think See Ordo Octostium Bestiary page 116.
to look for one. The lock can be picked with
Initiates of the First Doorway (1 or 2 per
Lockpicking, or broken with some sort of attack
agent)
(guns work best, but are pretty noisy; Strength
See Ordo Octostium Bestiary page 116.
can be used, but may take some time and wear
out one or more agents). Esther shouldn’t become involved in the fight
– she’s been kept heavily sedated so she can be
If the team doesn’t spot the camera and do
easily kept track of. This might make it easier for
nothing to avoid detection, or makes a lot of noise
the team to carry her out of Birseck without any
to break open the lock (or door!), any Stealth rolls
complications from the girl. Mostly it’s a matter
inside the castle will be opposed by the enemy’s
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Plot Point Campaign
of their personal style. But just in case you need just outside the main grounds.
some stats for her: The other issue the team must overcome is
Esther West the border. It’s a national boundary, which means
Attributes: Agility d6, Smarts d6, Spirit there are a few soldiers keeping tabs on travelers’
d8, Strength d8, Vigor d6 comings and goings.
Skills: Persuasion d6, Streetwise d6, If the team managed to get to Esther without
Knowledge (Biology) d6, Knowledge (Chemistry) raising any alarms, they can drive across the
d6 border without mishap – no one will be on the
lookout for them until they’re well into France.
Pace 6 Parry 2 Toughness 4 Pulse 10
Charisma +2 On the other hand, if they made a lot of noise
and raised the alarm, someone had the presence
Hindrances: Small
of mind to call the authorities as a precaution.
Edges: Attractive, Aurora
The soldiers at the border will be on the lookout
Gear: Normal clothing
for a group of people who’ve kidnapped a young
Special Abilities girl – cars will be stopped; cars will be searched.
• Channel Light: Esther can use the Light/ The agents might come up with a good plan
Obscure power, centered on herself. for getting through (if they aren’t being chased,
She can see normally through her own for example, they could always take the long way
Obscurement. around on foot). If they do, let them. Your goal
• Enhanced Vision: Esther halves penalties isn’t so much to stop them at this point as make
for Dim and Dark lighting. them sweat.
• Shadow Walking: Esther may pay 1 Pulse Once clear of Switzerland, they’ve got a short
to walk into a dark shadow and teleport to and easy drive to Mulhouse.
another shadowy area within line of sight.
Once the team has (hopefully) secured
Power Struggles
Esther, the hard part begins: getting her out of The safe house is easy enough to locate: a
Switzerland. little cottage on the outskirts of town. The team’s
If they’ve played their cards right, there been given a key card to get in, and they’ll find a
shouldn’t be any immediate pursuit (although, welcoming committee in the form of Supervisor
if there is, treat it as a chase, with the pursuers Gordon-Yancy herself, and her Deputy
being a mix of Initiates and soldiers – 1 of each Supervisor, Larry Carlyle. The two of them are
per agent). It’s possible the agents haven’t thought there to personally escort Miss West back to the
least one nearby. Several, in fact, in a parking area The team is given congratulations by the
97
MILLENNIUM KNIGHTS
supervisor, but they might people when they grow up, and as long as the SPA
notice some tension between is under my authority, that’s the way we’ll play.”
Gordon-Yancy and her The mission is over for the agents, but a
assistant if they make a few weeks later, they’ll get a file update from
successful Notice roll. In this Supervisor Carlyle.
case, they just ‘feel’ the tension,
Yep, they heard right. Roberta Gordon-Yancy
but more canny agents might
has been removed from her position for
pick up on it when Carlyle
inadequate performance, and apparently fled
mentions something
into hiding – a dangerous thing, given her
about “playing with
intimate knowledge of the SPA. Supervisor
fire” to the supervisor,
Carlyle has declared the former supervisor
who responds, “Now
‘disavowed’ as well as ‘burned’: the agents
isn’t the time or
are warned not to provide any assistance
place.”
to her should she attempt to make contact.
The agents
are dismissed, Mission 009:
but any who London, England
choose to
The Team Leader gets a high-priority
loiter long
mission packet from Supervisor Carlyle. Former
enough to listen
Supervisor Gordon-Yancy was spotted in London
can make one more
boarding a west-bound train. The team’s mission
Notice roll. With a
is to go to London, pick up Gordon-Yancy’s trail,
Success, the agent
and apprehend her if at all possible for immediate
overhears Carlyle
transfer to Guantanamo. Because of the potential
insisting they “…
threat Gordon-Yancy presents to the SPA, the
should, at the very
team has clearance to remove her if she refuses to
least, remand that
cooperate. If any of their activities are uncovered,
thing to the R&D
all knowledge of the team and its mission will be
people at Guantanamo.”
disavowed.
G o r d o n - Ya n c y
While Carlyle’s attitude may appear somewhat
replies, “The girl hasn’t
arrogant to the team, the physical packet attempts
done anything wrong, Mr.
to clarify and mitigate things a bit. The short
Carlyle. We don’t kill
explanation is pretty simple: the team is currently
puppies just because
the most experienced in the field.
some dogs attack
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Plot Point Campaign
According to information uncovered by the way to get the information they need is by
Administration since Gordon-Yancy’s departure, using the Investigation skill to hack into transit
her father showed a great deal of supernatural records. They can either attempt this remotely at
aptitude. It’s speculated that’s why she’s apparently a -4 penalty, or use Stealth and Repair (to pick
so sympathetic to potentially dangerous forces. the electronic locks) to break into the London
The team has enough experience they may be offices of Network Rail and directly access their
able to track her down and flush her out – and it’s computers.
warned she may be a dangerous opponent if the Of course, it might be easier for them either
story of her birthright is accurate. way if they know what alias Gordon-Yancy might
Gordon-Yancy was put on an international have been traveling under.
watch list, and was subsequently spotted by MI5 Finding that information is a Dramatic Task
agents in London. She was boarding the West of using either Investigation or Streetwise. It doesn’t
England main line train. While there are likely to matter which skill a agent uses, but since time is
be local authorities on the watch for the former of the essence, each agent must make a separate
supervisor, the team has been alerted as quickly as roll (or use his roll to help another agent). If you
possible so they can move in before anyone else. have fewer than five agents on the team, reduce
Time is of the essence. Every day Gordon- the number of Successes they need to match – a
Yancy runs free increases the threat of sensitive three-agent team only needs three Successes.
information being disseminated to enemy forces. Each agent also gets a separate card draw. If
any of them fails on the draw of a Club, they’ve
A Westbound Train been noticed by the local authorities (the police if
The agents can easily get to London, and easily it was a Streetwise roll; MI5 if it was Investigation).
find where Gordon-Yancy was seen boarding This could get ugly if the agent can’t come up with
a train (Waterloo Station). It’s the minutia they a good cover story (Persuasion).
might have a tougher time coming up with. If the team can track Gordon-Yancy’s
If the agents come up with some other brilliant movements, they find she’s using the alias of
scheme, let them have a go at it, but the simplest Zanua Clancy.
According to Network Rail’s records, Ms.
Clancy did indeed take a westbound train from
Optimal Gear Package
London Waterloo to the station at Salisbury,
Each team member receives PEG-treated where she debarked. The proximity of Salisbury
clothing, a Glock pistol (fully loaded), 2 clips to places like Stonehenge shouldn’t do much to
of bullets, one holster, night vision goggles comfort any agents with knowledge of the arcane
(passive) and audio transceivers. or the occult.
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MILLENNIUM KNIGHTS
Salisbury Stakes On the other hand, it’s not like she’s unwilling
to talk to her former charges. So let the team make
Before we go much further, we want to let you
whatever preparations they want before entering
know the team is being followed by another SPA
the cathedral – in the end, they can simply walk
operative. We’re just mentioning it now so if it
in. Gordon-Yancy will step out, arms away from
comes up later, you’ve got your ducks lined up.
her sides, and ask what they want.
The other agent is assumed to be succeeding at
his Stealth rolls while he shadows the team, so Let the team talk. Let them attempt Persuasion
unless they’re paranoid enough to start looking rolls if they really want to, but the bottom line
over their shoulders for no reason at all, they’ll is she’s going to refuse to cooperate. She tells
dice and let them know they don’t see anything. their mission, either by force or by killing her, or
They’ll be positive there’s something there to see let her walk. If they try to make a grab for her,
(which is true), but it won’t screw up your story she runs. If they try to attack her, she runs. And if
Back to the adventure… What happens next depends on how the team
has opted to deal with the situation.
Salisbury isn’t huge as far as cities go, but it’s
big enough – the largest in the county, as a matter If Gordon-Yancy has to fight, she attempts to
of fact. This means Gordon-Yancy (a.k.a. Clancy) use non-lethal force and break away at the first
won’t have had too many problems losing herself opportunity. The moment she can break away,
get a lead and can move in on where their former a sniper takes out Ms. Gordon-Yancy with a
boss might be hiding. single shot. Remember that agent we told you
was following the team? This is why. Supervisor
The rumor is that someone is hiding out in
Carlyle wanted to hedge his bets. He views
Salisbury Cathedral. Yeah, it’s Gordon-Yancy, and
Gordon-Yancy as dangerous, and wasn’t sure
she pretty much wants to stay hidden – at least
the team would be willing to betray their former
from people like Carlyle.
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Plot Point Campaign
supervisor.
If Gordon-Yancy leaves the cathedral
A Note On Age
unescorted, the team hears the killing shot Players doing the math may wonder how
moments after she steps outside. If the team Gordon-Yancy could be the daughter of two
brings Gordon-Yancy out in restraints, they hear agents who operated in the 1930s. We haven’t
the shot just before the bullet hits her in the head, really gone into it, but another thing that happens
killing her instantly. In fact, the sniper shoots her with those who get a Telesma is they slowly
even if the team manages to Incapacitate Gordon- become closer to immortal. Heroic Rank agents
Yancy and carry her out. (and entities) can live longer than normal people.
This is when you spend her Karma. Just don’t Demigod Rank agents live longer still.
Roberta is the daughter of Loraine +1, covers torso, arms and legs), Glock (Range:
Gordon and Jason Yancy – both of whom 12/24/48, Damage: 2d6, AP 1, Semi-Auto),
appeared in Noir Knights. Being that her parents Telesma (golden ring inset with a large blue
she’s reached the Heroic Rank, she’s more ‘clued Telesma Abilities: Protective, Karma Bank,
in’ than most about supernatural beings. Allure
Pace 6 Parry 6 Toughness 7(1) Pulse 25 of potentially embarrassing questions. If the team
Charisma +3 goes after the sniper, she won’t flee, but instead
gives the appropriate passwords to show she’s one
Hindrances: Heroic, Vow (SPA)
of them. If they demand a name, she says she’s
Edges: Charismatic, Combat Reflexes,
Agent Hunter (ironically).
Command, Pulse Armor, Strong Willed
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MILLENNIUM KNIGHTS
Hopefully, they don’t kill her outright, since that’ll just get them into
trouble with the Administration, as well as the local authorities.
In any case, Agent Hunter can explain her mission. The agents may
be a little annoyed with Carlyle’s heavy-handed tactics… or maybe
not. It mostly depends on their natures and ideals. But Supervisor
Carlyle runs the SPA now, and this is how he does things.
Welcome to the new face of the SPA.
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Plot Point Campaign
drawings, the standard theory is that it’s a signet rumors are scanty. All that’s certain is the ring is
ring embossed with the Star of David. ascribed to King Solomon, and it’s considered to
be a powerful artifact.
The Gate Of Saint Peter Hence why the thing is probably kept in the
Getting to Rome, Vatican City, and even St. Vatican, if it exists at all.
Peter’s Basilica isn’t the hard part – they’re all Should the team want to know what they
open to the public, and plenty of pilgrims, tourists might be up against inside the Basilica, it’ll take
and worshipers go to the Basilica to attend mass. another Investigation or a Streetwise roll. Success
On the other hand, the grotto beneath the Basilica in this case suggests to the agents they might be
isn’t so open to the public… and that’s doubtless up against the Vatican’s Swiss Guard.
where the team’s going to have to go. However, a Raise gives them a slightly
All things considered, the agents might want different take. Since the Swiss Guard is the Pope’s
to put a little research in on their own, even if it’s personal bodyguard, they might be watching
just to have an idea of what they might be dealing the grotto access, but it’s more likely the Corpo
with. della Gendarmeria – the Vatican Police – will
If they want to know more about the Ring be keeping an eye out for intruders. There’s also
of Solomon, all they really need is a successful rumors that the vaults are guarded by a very
sometimes considered to be the original almadel The team can also stake out the Basilica to
– a seal impressed into wax in order to bind get a visual idea of what to expect. This requires
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MILLENNIUM KNIGHTS
However, picking the lock (which is a Edges: Block, Combat Reflexes, Empowered,
combination of modern electronics and good New Power (x2), Quick Draw, Rapid Recharge
old-fashioned Swiss engineering) is a Dramatic Prayers: Banish, blind, confusion, damage
Task requiring Lockpicking and Repair in any field
combination. But only one agent can roll at a time Gear: PEG treated clothing (+4, Covers torso,
– the roll can’t be assisted. The consequences for arms, legs), short sword (Damage: Str+d6)
failure right here could be pretty ugly – ranging
The good news for the team: if they can
from deportation to incarceration, depending on
dispatch the Templars, these guys have access to a
the circumstances.
lot of information – much of which is now stored
On the other hand, if they get in, they should on a computer. If any of the agents can make a
congratulate themselves. Give them a Karma. successful Investigation roll, they find the Ring of
Solomon is indeed in the crypts.
From here, it’s a Dramatic Task using Notice
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Plot Point Campaign
rolls for the team to find its way through the maze left) Charisma +2
of vaults to where the Ring of Solomon is stored. Special Abilities
In this case, though, the rolls can be cooperative.
• Chain Armor: The angel wears chainmail
If any roll results in a Failure, the team is just (Armor +2, all locations)
wandering around lost for a while, and runs the
• Fear: Agents seeing the Angel of Vengeance
risk of bumping into more Templars (if the card
must make a Spirit roll. Failure results in
drawn was a Face Card). If the card was a Club,
the agent having to roll on the Fright Table
not only have they tripped an alarm, but they’ve
in the Savage Worlds core rulebook.
run into a whole squad of Templars – 3 per agent!
• Fiery Sword of Vengeance: Damage: Str+d8,
Should they succeed in the Dramatic Task, the
AP 2, Objects hit must roll to see if they
team finds the right vault, nestled in a chamber
catch on fire.
lined with mosaics and frescoes. Several statues
• Flight: Flying Pace 8.
of Roman legionnaires line the walls. Opening the
• Heroic Entity: The Angel of Vengeance
vault just requires a successful Lockpicking roll.
counts as Heroic rank, and receives all the
Unfortunately, this place is ancient, and the
benefits that come with it, including +1
treasures aren’t unguarded.
to Soak rolls and to recover from being
The moment an agent touches the vault, two
Shaken, an extra Karma for its own use, and
things happen: a figure appears which can only
increased Healing and Pulse recovery.
be described as an Angel of Vengeance, and
• Spirit: The Angel of Vengeance can manifest
the legionnaire statues animate to attack the
in the Physical World for 1 hour at the cost
intruders. Unless the team was expecting the
of 5 Pulse (or 1 Pulse if manifesting on a
worst (meaning they’ve been pestering you to
holy site). Each additional hour costs it
know if they see or hear anything unusual), the
another 1 Pulse.
guardians have surprise.
Legionnaire Statues (2 per agent)
Angel of Vengeance
Attributes: Agility d6, Smarts d6(A), Spirit d6,
This being is an androgynous winged
Strength d10, Vigor d12
figure seemingly composed of cohesive light.
Skills: Fighting d10
It is intelligent, and can communicate – provided
the agent knows how to speak Aramaic. Pace 5 Parry 7 Toughness 8 Pulse 10
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MILLENNIUM KNIGHTS
Mission 011: London, England had little reason to move against such a powerful
and public figure. Current circumstances have
The Team Leader receives a priority mission changed that.
packet with another very specific objective – this The Ordo is obviously trying to prepare for
one perhaps more direct and dangerous than any something – this ‘Aquarian Convergence’ perhaps.
other. The team’s mission is to take the Ring of Agents have been covertly monitoring Albright’s
Solomon, raid Lord Albright’s London estate, activities since Mission 002, and he’s now making
eliminate Albright and find the location of the preparations for some sort of ceremony or ritual
Grand Master of the Ordo Octostium. Needless on the next full moon.
to say, getting caught is not an option, and should
Given that Albright appears to be both an
the team’s activities be uncovered, all knowledge
Ordo Initiate and a sorcerer of some sort, and
of them or their mission will be disavowed.
since the Administration is now in possession of
This time, at least, the physical packet has the Ring of Solomon, now seems like a good time
more information on the hows and whys. to strike. And given Albright’s wealth and power,
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Plot Point Campaign
it’s probable he has more direct contact with the • Albright’s study is probably as good a place
head of the Ordo than previous targets. to start looking for information as any,
although it’s probably more secure than it
The Ring of Solomon should only be used to
was the first time they broke in.
disable any direct supernatural threat – including
Albright – and insure once it’s killed it stays dead. Technically speaking, the team can make the
strike on their terms – either a quiet or a busy
The ring is in the packet. The Team Leader is
night. Or day. You may have to roll with the
advised to keep it secret, keep it safe.
punches a bit to accommodate any plans the team
Tactical Strike makes, but you can assume a couple of things:
This mission differs from many others the At night it’s harder to see and be seen, but any
team may have been on in several respects. security is likely to be on a higher state of alert
than during the day. And busy days are less likely
First, they’ve been to Albright’s estate once
to draw immediate attention to any unusual
before, so they’ve got a pretty good idea of the
activity but, again, the grounds are more likely to
interior layout. Second, the mission objective
be on a higher state of alert.
is pretty straightforward – eliminate the threat.
Third, they’ve been given a specific tool to use for In our minds, the best time would be a night
accomplishing their goal. time raid when nothing special is going on. The
team will have an easier time of being stealthy,
Some agents may wonder at Carlyle’s sudden
and the security situation will have balanced itself
use of mystical devices given the Administration’s
out.
hard-nosed stance against anything supernatural.
Carlyle isn’t there to defend his decision, so they’ll The team can hit the estate from at least a
have to decide whether to break orders or simply half-dozen locations, so the easiest way for you
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MILLENNIUM KNIGHTS
cooperative rolls. In any case, the team should mansion itself. Once again, there’s any number of
choose which Trait to use, but they can choose ways the agents can accomplish this: Climbing,
only one. Lockpicking, Repair and even Strength are all
Cross the Outer Perimeter: The agents first valid Traits to use.
goal is to get past the outside fence and guards. Just like with the outer perimeter, a Failure
This can be done through Fighting, Stealth or any here alerts Hauk to a problem. But the penalty for
other means the team thinks will work. Using the next roll (sneaking through the mansion) is -2
combat should incur an additional -2 penalty, since they’re closer to the heart of things.
since they stand more of a chance to alert the Gain Access to the Interior: Unless the agents
estate to their presence. Also, any combat should come up with something really wild, odds are the
require the agents to make a Vigor roll as well best way to approach this is simply Stealth. They
(also at -2) to avoid taking a Wound. could try Fighting or Shooting, but that’s almost
Regardless, a Failure on this roll means Hauk guaranteed to raise the alarm, and should suffer a
is aware something is wrong, and the next roll -4 penalty in addition to anything else.
(for the estate’s security) gains an additional -1 Failure here is bad. Real bad.
penalty.
It means Hauk knows something’s up, and he’ll
Disable or Bypass the Security: The next step use everything at his disposal to converge on the
is for the agents to get past the estate’s electronic agents’ position with a team of security. Not only
security. This is best handled with a Repair roll, does this lower the odds of a successful mission
although Lockpicking or Stealth could be used (because police eventually respond to a protracted
with an additional -2 penalty. It’s easier on the firefight), but it means Albright will have a chance
team to manipulate the security systems than to to prepare himself for them.
simply try to avoid them.
Hauk
If the team fails the roll here, a security team
See Ordo Octostium Bestiary page 117.
is dispatched to check the situation. This means
Ordo Soldiers (3 per agent)
the agents have to fight (or otherwise deal with)
See Ordo Octostium Bestiary page 117.
several of Albright’s hired guards and, unless
they come up with a brilliant scheme, suffer an Penetrate the Inner Sanctum: Once they’ve
additional -1 to their next task (breaking the reached Albright’s study, the agents have a little
inner perimeter). work cut out for them since Albright moved
anything ‘vital’ to the Ordo after their previous
Ordo Soldiers (1 per agent)
little snatch and grab. However, they can still
See Ordo Octostium Bestiary page 116.
use either Investigation or Notice to track down
Break Through the Inner Perimeter: This is
enough clues to lead them to a ritual chamber
the part where the team actually gets inside the
underneath the mansion.
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Plot Point Campaign
but he’ll be surrounded by a bunch of Initiates – 3 12/24/48, Damage: 2d6, inscribed with smite
for every 2 agents, to be exact. In this case, assume with a Raise - good for 6 Rounds), ring inscribed
the ritual is to induct a new Initiate, who’s lying on with deflection (good for 6 Rounds), talisman
a pentagram with sigils being painted on him by inscribed with puppet (good for 6 Rounds),
been ‘having fun’ with a woman who’s been • Fanatical Followers: Albright has a number
under the influence of the puppet Power granted of lesser Initiates who are willing to die for
by a Demon of Desire. The demon’s dismissed as the cause. If they’re present and Albright
soon as the team enters (leaving a very panicked is hit in combat, he can spend a Karma to
woman behind). cause one of his followers to ‘take the hit’
either to prepare for the team’s entrance or to • Heroic Entity: Lord Albright is Heroic
react to it – is trigger the temple’s summoning Rank and has all the perks enjoyed by
sigil to bring forth a Demon of Devouring. Heroic Rank agents, including +1 to rolls
to Soak rolls or recover from being Shaken,
+1 Karma for his own use, and enhanced
recovery rates.
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MILLENNIUM KNIGHTS
Demon of Devouring
Attributes: Agility d10, Smarts d8, Spirit d10, Strength
d8, Vigor d10
Skills: Fighting d10, Intimidation d10, Notice d8,
Persuasion d6, Throwing d8
Pace 6 Parry 7 Toughness 8 Pulse 25
Edges: Improved Frenzy, Penetrating Strike
Special Abilities
• Claws: (Damage: Str+d6, AP 1 from Penetrating
Strike).
• Demon: The Demon of Devouring is +2 to
recover from being Shaken and is immune to
poison and disease. It only takes half damage
from any normal weapon that isn’t iron or
steel (for the record, bullets aren’t iron or
steel); iron or steel weapons do normal
damage.
• Fear: Agents seeing a Demon of
Devouring must make Spirit rolls.
Failure results in the agent having to
roll on the Fright Table in the Savage
Worlds core rulebook.
• Heroic Entity: The Demon of Devouring
is Heroic Rank and has all the perks enjoyed by
Heroic Rank agents, including +1 to rolls to Soak
rolls or recover from being Shaken, +1 Karma for
its own use, and enhanced recovery rates.
• Size +1: The Demon of Devouring stands head
and shoulders over an average man.
• Spirit: The Demon of Devouring is technically a part
of the Spirit World, but it has been summoned for
13 rounds... Some poor soul was sacrificed to imbue
the sigil with 10 Pulse.
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111
MILLENNIUM KNIGHTS
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Plot Point Campaign
A better plan would be for the team to continue The problem is the arcane security. By the
staking out the base. time the agents reach the Inner Sanctum, the
Grand Master is well aware of their presence and
No matter who (or what) is there, the agents
is waiting for them.
would be right to assume they’d have to get
supplies of some sort from somewhere.
The Final Showdown
If the team takes this approach, start drawing
The Grand Master and his Inner Circle are all
cards. For every card drawn, they need a successful
present when the team bursts in through the final
Stealth roll to remain undetected, otherwise
door in the crypts beneath the chapel. He won’t go
“eerie lights and noises” will come from the base
down without a fight, but he’s not a stupid man –
to scare off the intruders. If the team leaves at that
he’s well aware of the existence of the agents, and
point and gives it a little time, that’ll be the end
he knows they’re talented and resourceful.
of it. Otherwise they’re aiming for that ‘total war’
More importantly, he knows Heroes of the
scenario we just described.
suzerain continuum, so before he gets to trying to
What they’re waiting for is a Face Card, Ace
destroy them, he’ll try to recruit them. He knows
or Joker. As soon as one comes up, a small truck
what fate awaits the agents if they stay with the
leaves the base and makes its way toward town.
SPA – Gordon-Yancy was proof enough of that –
It’s up to the team how they want to deal with
and that’s the tack he’ll take. He can offer them
it. They can either tail the truck (which requires
power, life, and any number of things the SPA
a successful Stealth roll) or ambush it to capture
would deny them.
and interrogate the drivers (there are only two of
The Grand Master is indeed Heinrich
them, both soldiers, and you can treat the truck as
Himmler, although he doesn’t look anything close
a semi, but the trailer is attached, and it’s only got
the ninety-nine-year-old man he is. In fact, he
four wheels).
only looks a bit older than his military photos
Either way, assuming they’re successful, the
from World War II. Remember that thing about
agents find the truck is sent into town to pick
age we mentioned before? Well, Himmler has that
up supplies, then it stops at the Chapel of Saint
going for him
George to offload some of the supplies before
While he might have some pretty words, the
heading back to the base. The Grand Master
little voices in the backs of the agents’ heads are
resides beneath the Chapel of Saint George.
going to be warning them that the Grand Master
Now the team just has to figure out how they
serves those who would see the world entirely and
want to attack it. Since they’ve probably done this
utterly destroyed.
sort of thing several times by now, it’s sufficient
The agents might even get a glimpse of this
to say they’ll need to exercise a certain amount
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MILLENNIUM KNIGHTS
if they spend much time talking to the Grand ring inscribed with puppet (good for 5 Rounds),
Master. He’s explains the Aquarian Convergence ring inscribed with summon ally: Sentinel
is a point when the universal paradigm can be (good for 5 Rounds), rod inscribed with zombie
shifted from the hands of ‘mere human mortals’ (animates 3 zombies; good for 1 day)
to more deserving hands. Hands that hold True Telesma Abilities: Attribute Synergy (Smarts),
Power. Then the world can be remade in a more Protective, Pulse Battery
pure fashion.
Special Abilities
He stops short of cackling maniacally.
• Fanatical Followers: The Grand Master is
Hopefully, the team won’t buy into the attended by a number of lesser Initiates who
propaganda. If they do, the story is essentially are willing to die for the cause. If he’s hit in
over, since they’re now walking down a very combat, The Master can spend a Karma to
different path. But if they don’t, it’ll come down to cause one of his followers to ‘take the hit’
the fight. And the Grand Master will fight to the for him.
death. After all, he can always come back, right?
• Heroic Entity: This ability grants the Grand
The Master of the Eighth Doorway Master all the perks enjoyed by Heroic
Attributes: Agility d8, Smarts d12, Rank agents, including +1 to Soak rolls
Spirit d12, Strength d6, Vigor d10 and checks to recover from being Shaken,
Skills: Fighting d8, Intimidation d8, +1 Karma for his own use, and enhanced
Knowledge (Demonology) d12+2, Knowledge recovery rates.
(Occult) d12+2, Notice d8, Scribe d12, Shooting Scions of the Third Doorway (3 per agent)
d8 Attributes: Agility d8, Smarts d6, Spirit d8,
Pace 6 Parry 6 Toughness 7 Pulse 25 (all Strength d8, Vigor d6
committed) Charisma +2 Skills: Fighting d6, Knowledge (Demonology)
Hindrances: Arrogant, Fanatic d8+2, Knowledge (Occult) d8+2, Notice d6,
Edges: Charismatic, Enabled, New Power Scribe d8, Shooting d6
(x4), Pulse Armor, Rapid Recharge, Scholar Pace 6 Parry 5 Toughness 5 Pulse 15 (all
Powers: Barrier, deflection, puppet, smite, committed)
summon ally, zombie Hindrances: Fanatic
Gear: Normal clothing, ritual sword with a Edges: Enabled, New Power, Rapid Recharge,
ruby in the pommel (Damage: Str+d6, inscribed Scholar
with smite with a Raise - good for 5 Rounds), Powers: Deflection, puppet, summon lesser
Runes on the floor Inscribed with barrier, amulet hellspawn (as summon ally, but see stats below)
inscribed with deflection (good for 5 Rounds),
Gear: Formal clothing, pistol (Range:
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Plot Point Campaign
and sharp, wicked-looking teeth. they’re essentially ready to ‘awaken’, and not only
will their Telesmae formally introduce themselves,
Attributes: Agility d8, Smarts d8(A), Spirit d8,
but they might get a couple of visits from patron
Strength d8, Vigor d8
gods (or wannabe patron gods).
Skills: Fighting d8, Notice d8
The more helpful of them suggest the agents
Pace 6 Parry 6 Toughness 7(2) Pulse 10
may want to go AWOL from the SPA and get out
Special Abilities of Dodge.
• Armor +2: Chitinous hide provides these Or, they could go back to Dodge.
lesser hellspawn with armor.
You see, in order to save their present and their
• Demonic: Lesser hellspawn are immune to future, agents are needed to save their past. This is
poison and disease, have +2 to recover from a good entry point for Noir Knights, and gives the
being Shaken, and suffer only half damage agents a chance to continue not only with their
from non-magical attacks (except for iron adventures, but with the SPA as well.
or steel).
The gods can pull some strings; get the agents
• Bite: (Damage: Str+d6, AP 2). hired on in their current capacity and status. And
• Size -1: These lesser hellspawn are about the the place they need to start is Dodge City, Kansas,
size of dogs. back in the summer of 1934....
• Weakness (Iron): Lesser hellspawn have
a susceptibility to iron, and take normal Ordo Octostium Bestiary
damage from any weapon of that material.
Several Ordo Octostium foes get presented
Additionally, holding iron causes them one
in several adventures over the course of the
level of Fatigue.
campaign. For your ease of reference, those stats
are provided here.
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MILLENNIUM KNIGHTS
Gear: Normal clothing, pistol (Range: Gear: Normal clothing, pistol (Range:
12/24/48, Damage: 2d6), scroll inscribed with 12/24/48, Damage: 2d6)
deflection (good for 6 Rounds), scroll inscribed Telesma Abilities: Protective, Attribute
with summon ally: Bodyguard (good for 5 Synergy: Vigor
Rounds). Special Abilities
• Fanatical Followers: Bergson is attended by
Hauk a number of lesser Initiates who are willing
Attributes: Agility d8, Smarts d8, Spirit to die for the cause. If he’s hit in combat,
d6, Strength d6, Vigor d8 Bergson can spend a Karma to cause one of
his followers to ‘take the hit’ for him
Skills: Fighting d8, Intimidation d6, Notice
d8, Shooting d8, Stealth d6
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Savage Tales
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MILLENNIUM KNIGHTS
those rolls. First, the agent making the roll must having a heart attack), but no indication of
make either a Persuasion or Stealth roll, with a a real struggle.
Raise granting him a +1 bonus to the Investigation • The second murder was Detective Lionel
or Streetwise roll. A Critical Failure results in a Rouse. Oddly enough, he was killed at
complication which, at best, wastes the hour and the crime scene after apparently locking
results in no information being gained. himself into the deceased professor’s office
A Success on the Investigation or Streetwise and poking around at the desk and filing
roll results in one piece of information being cabinets. Again, there was no sign of a forced
gained. A Raise gives the team one additional entry, and Detective Rouse apparently also
piece of information. staggered around a bit before losing his
• The police and FBI agree there is a killer (or brains.
killers) at large, but they can’t agree on the • Doctor Barberry’s office is at the Chicago
number or nature of the killer (or killers), Field Museum of Natural History, and
nor can they come up with a plausible investigators are concerned because of a
motive other than an odd psychosis. conference planned to begin at 6PM the
• The first murder was Doctor Joseph following day (around twenty-four hours
Barberry. The problem investigators are after the team begins its investigation).
having stems from the circumstances of the Head curator, Doctor Gene Kirkland won’t
murder: his brains apparently being sucked be persuaded to call it off, however – plans
out is one thing, but it seems the professor have gone too far to cancel, and Doctor
was found in his locked office, with no Kirkland has ties to both the Mayor and the
sign of forced entry. There were signs the Governor of Illinois.
professor stumbled around a bit (as if • Doctor Barberry’s office is currently a crime
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Savage Tales
scene, which makes searching it a delicate ritual, and (if the players don’t figure it out) a
(but perhaps necessary) operation. agent reading the notes can make a Smarts roll to
determine the professor was planning to duplicate
Rite Of Passage the ritual.
Let’s face it: it’s going to be necessary to check That ‘rippling’ is a gate into another place.
out Doctor Barberry’s office. Unfortunately (or perhaps fortunately), the
Again, Persuasion or Stealth are likely to gate doesn’t seem to be letting things through to
be the operative skills in this case – as well the other side, so an agent isn’t in any immediate
as Lockpicking, unless one of the agents can danger of stepping through it and into the
convince someone there’s a reason to unlock the unknown. It quickly becomes apparent that the
door for the team. reverse isn’t true, however, when a large dragon-
Searching around the professor’s office takes like creature emerges from the portal. It’s hungry;
another hour. The place is a miniature museum it attacks!
of anthropology, cluttered with mementos from Dragon-like Creature
dozens of research expeditions to study various The brain eaters aren’t exactly at the top
tribes of the Amazon. But along with shrunken of their local food chain – this thing is. Usually,
heads, odd wooden fetish carvings and copious it feeds on brain eaters, or other local fauna
notes, there’s something else. (which the brain eaters typically scavenge after
A agent who succeeds at a Spirit roll feels this big guy makes the kill), but a snack of fresh
something wrong; something out of place. If he mammal would make a rare treat for the monster.
makes a Raise on the Spirit roll, he also ‘sees’ a Attributes: Agility d8, Smarts d6(A), Spirit d6,
sort of rippling, like heat waves, in a dark corner Strength d12+1, Vigor d10
of the room.
Skills: Climbing d10, Fighting d8, Notice d8,
A agent who succeeds at a Notice roll senses a Stealth d6
‘cold’ spot in the same place. With a Raise, he also
Pace 6 Parry 6 Toughness 10(1) Pulse 10
notes something the police probably missed: the
Special Abilities
ventilation duct over that spot is hanging loose.
It’s far too small for a human to fit through, but • Armor +1: The dragon-like creature has a
something about the size of a large rat or small thick, scaly hide to protect it.
house cat could easily do it. • Bony Ridge: The dragon-like creature’s head
Regardless of other rolls, the agents can easily is protected by large bony ridges that give it
sift through the late professor’s notes. There’s +4 Armor against called shots to the head.
enough there to let them know the about the • Claws And Teeth: The dragon-like creature
professor’s interest in the Ulupu ‘dream seeker’ does Damage: Str+d6, AP 1 when it strikes.
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• Frenzy: The dragon-like creature can make your discretion), Lockpicking, Notice, Stealth,
two attacks at a -2 penalty. Survival and Tracking. If they fail any given roll,
• Glide: The dragon-like creature has stunted they lose an extra hour to unavoidable delays and
wings. It can’t actually fly, but it can glide, complications.
dropping 1˝ for every 3˝ moved. Should they suffer a failure on the draw of a
• Size +2: The dragon-like creature is pretty Club, they’re also drawn to the sound of screams
big. The good news is its size works against as a lone security guard is attacked by brain eaters.
it in the close confines of the professor’s When the team arrives, it’s too late for the poor
office, giving it a -1 to resist Agility Tricks. bastard, and they have to fight a small swarm of
the creatures (1 per agent, see below for stats).
The Exterminators The search leads them to the steam tunnels and
The big lizard obviously didn’t kill Doctor catacombs beneath the museum. The lair is an old
Barberry or the detective, and since the gate only tool room at the dead end of a 2˝ wide corridor.
works one way, whatever did do the killing is still Give the agents an opportunity to use stealth and
around, somewhere. If for some reason this isn’t tactics to their advantage, but they have every
obvious to the players, give their agents a Smarts right to be afraid.
roll to figure it out. Brain Eaters (2 per agent)
The other problem is the gate itself, since the Brain eaters resemble scorpions about the size
agents need to figure out how to close it – and of a cat, with bodies closely resembling a human
they aren’t likely to have the magical powers to do brain. They have stingers ending in a needle point,
it on their own. and generally try to get The Drop on their prey,
The good news for them (although they won’t preferring a quick kill to a protracted combat. If
know this unless they spend another two hours more than half of their number are killed, the rest
scouring the professor’s notes) is the gate isn’t attempt to flee – making their way back to Doctor
permanent. If they can keep it under wraps for Barberry’s office.
another couple of days, it should collapse on its Attributes: Agility d8, Smarts d8(A), Spirit d8,
own. However that won’t stop anything from Strength d4, Vigor d6
coming through in the meantime. Or they can Skills: Fighting d8, Notice d8, Stealth d10
reverse the ritual. We’ll come back to that in a bit.
Pace 8 Parry 6 Toughness 4(1) Pulse 15
In the meantime, there’s the killer....
Special Abilities
Finding their quarry is a dramatic task (see
• Armor +1: A brain eater’s body is actually
the core Savage Worlds rules). Each attempt takes
chitinous, and helps protect it.
an hour, and the agents can use the following
• Brain Sucker: Brain eaters feed on brains,
skills one time each: Knowledge (any applicable,
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and will go for openings in the cranium. If Only one person can attempt the closing ritual
a brain eater hits with a Raise, in addition to at a time. The rest should keep an eye on the gate
the normal damage the victim must make in case more brain eaters or another dragon-like
a successful Spirit roll or permanently lose creature comes through (at your discretion).
one Die of Smarts. Additionally, anyone The ritual is another dramatic task, with each
seeing (or experiencing this) must make a attempt requiring fifteen minutes and two rolls –
successful Spirit check or roll on the Fear Smarts to correctly chant the proper phrases, and
Table (see the Savage Worlds core rules). Spirit to maintain the proper state of meditation.
• Fast: Brain eaters have a Pace of 8 and roll a The agent earns a token only if both rolls are
d10 when running. successful, and only earns two if both achieve a
• Size -2: Brain eaters are little suckers, about Raise.
the size of a cat, and human-sized attackers The only penalty for Failure is not closing the
take a -2 penalty to hit them. However, gate (although failing on the draw of a Club would
their toughness is reduced by 2 as well. be a good time for another monster attack). The
• Stinger: Brain eaters strike with their tail team can try again from the top… but time may
stingers, Damage: Str+d4, AP 1, Reach 1. be of the essence.
• Wall Walker: A brain eater can use the wall Another couple of notes: if the team fails
walker Power as an automatic action. It to track and eliminate all the brain eaters, the
must pay the Pulse costs as normal. remaining creatures attack during the gala dinner
at the conference’s opening; or, if the team doesn’t
The Rite Stuff close the gate, another dragon-like creature
If the team feels up to it, there’s enough comes through at some time during the dinner,
information in Doctor Barberry’s notes to reverse wreaking havoc as it pursues its prey.
the ritual and close the gate. In fact, it’s probably Either of these events by itself represents a PR
safer for them to do this, since the longer it stays nightmare for the SPA, largely covered up as an
open, the less likely it is they can keep it from act of domestic terrorism. This earns the team a
being discovered (or prevent other things from reprimand and a black mark on their records.
getting through). But there’s a greater danger. The first victim of
Once they’ve read through the notes (a two- the attendees is a brilliant young Chinese scientist
hour task, as mentioned above), the agents realize by the name of Doctor Wu Xue. In another thirty
they’ve got the tools they need to shut down the years – should he survive – he’ll be the only hope
gate: a particular type of bark incense (sitting for mankind to survive a vampiric plague (see
in the professor’s office), and time enough to Shanghai Vampocalypse).
meditate.
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Fist Of Vengeance
Optimal Gear Package
The agents’ mission is to travel to Rome posing Each team member receives a flak jacket
as special agents working for Interpol. There they (Armor +2/+4), a holster with a Glock pistol
contact Chief Inspector Antonio Campano of (fully loaded, plus 1 extra clip of iron-tipped
the Italian State Police, where they take over the bullets, a combat knife, 1small block of C4
investigation of several acts of vandalism and explosive (Damage: 2d8, SBT) and an audio
murder reportedly cased by ‘living statues’. The transceiver.
agents are authorized to deal with any threat as
deemed necessary. As always, the team will be seem to be the Mafia.
They’ve been told the police incident is the But the situation changed dramatically when
latest in a string of unusual localized natural a bar was attacked in the middle of the day by
disasters. The damage includes the destruction of something witnesses described as ‘ogres made
several homes belonging to wealthy businessmen, of asphalt’. In addition to the apparent target
a couple of landmarks and, most recently, three (another Mafia member), several bystanders were
police cars. killed, and three police vehicles were smashed
It’s pretty easy to believe the ‘natural disaster’ before the monsters simply crumbled into their
story, given the current weather in Rome. The rain constituent parts.
pounds around the agents, but it’s easy enough for Campano knows it sounds crazy, but that’s the
the team to hook up with their contact – they just story he’s been told.
need to inquire at the Polizia di Stato. Inspector
Campano promptly takes them to a small cafe. A Tale Of Black Magic
They seem to be the only customers, and the As the agents may have already guessed,
waitress is always in the room when needed, but traditional criminal investigation methods
never when the conversation gets serious. haven’t yielded any clues. The number of people
Espressos are served, and Campano gets with possible motives are in the thousands, if not
straight to business, candidly informing the team more. What makes the murders exceptional is
the common link between all of the cases would how they’ve been done.
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While the police can acknowledge the fury and Wound penalty applies to all future rolls in the
the power involved, the method used for invoking investigation.
it remains beyond them. Success earns the team more information.
The investigation is loosely handled as a Legends tell of a mythical tome, the Malos
Dramatic Task, although the nature of the task Animos, said to hold spells of incredible power
changes over time as the agents get closer to the used for summoning and binding devils.
truth. Round Three: Investigation, Notice or
Each agent needs to get five successes over the Persuasion. Failure means the agent missed an
course of five Rounds. Each Round, tell the players important clue and suffers a -2 to his roll for the
which skills are useful, and let them describe how next Round.
their agent uses one of the skills… or at least tries to Success earns the team more information.
use one. You can encourage creativity by offering Translated documents relate the confession of
a +2 bonus for fun or interesting descriptions. a fourteenth-century puppeteer convicted of
Really entertaining descriptions might even be summoning devils and binding them into his
worth Karma. Don’t rush this process. Have lots creations.
of fun with it.
Round Four: Investigation, Lockpicking or
We’re assuming the agents are in Stealth. Failure means the agent suffered some
communication, so only one agent needs to nasty repercussions when he pushed a little too
succeed for the team to progress. Raises count hard a little too quick. He takes a Wound from
toward personal success. some guard dogs (or even guards) or some other
Round One: Investigation, Knowledge nasty accident.
(Occult) or Streetwise. Failure means the agent Success earns the team more information.
lost some credibility with the local community Another text traces a tome of ‘evil magic’ through
and suffers a -2 to his roll for the next Round. its owners over the course of three centuries,
Success earns the team a bit of information. ending in the 1940s. All of the owners were
The kind of magic being used appears to be a apparently puppeteers or ventriloquists.
specialized form of summoning – one in which Round Five: Investigation or Streetwise. At
the summoned spirit is bound into an object, this point, things start getting creepy. The agents
giving it a semblance of life. may feel like a picture is watching them or that a
Round Two: Intimidation, Persuasion or statue has moved around the room. Any failure
Stealth. Failure means whatever sticky situation here means the puppet master strikes again – this
the agent got himself into went awry and he time destroying the police station. The attack is
takes a single Wound from being thrown out, over before the team can arrive, but it still looks
hauled away, or otherwise getting beaten up. The bad on their record. They receive a Black Mark
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cases, there is the murder of the Grimes sisters in attempt to break into the auction house and steal
the Chicago area in 1957. The previous purchaser the mirror before it’s sold. This can be handled
of the mirror was only briefly held, but was an as a dramatic task, using Stealth, and would
associate of Walter Kranz, who led police to the potentially give them the object – but leave a lot
bodies and was briefly a suspect. of mysteries unsolved.
The man who purchased the mirror in 1910 Of course, you could always have Edward
apparently moved to Chicago. A grainy photo Black send some of his minions after the agents.
shows him and a group of police speaking to a After all, he’s spiritually tied to the mirror.
hermit-pedlar named Joseph Konesti. Konesti Buying The Mirror. The agents could infiltrate
was a suspect in the murder of Elsie Paroubek, but the auction and try to buy the mirror legitimately,
he ‘threw himself under a train’ and was killed five but this creates its own set of problems.
days before he was acquitted of any charges.
First, while the auction isn’t exactly ‘invitation
In 1841, it was a Philadelphia merchant only’, unless they come up with some sort of
named John Anderson who bought the mirror. proper credentials, they’ll have problems getting
While never ‘officially’ cited in the notorious a seat for the bidding. And that just raises the
murder of Mary Rogers, he was her employer. He question of money.
also appears in a very early photograph, with the
A seventeenth-century antique mirror might
mirror hanging in the background.
normally fetch a healthy price, but examples
Of more immediate concern to the agents (or of Dutch craftsmanship of the period that isn’t
at least the SPA) is the recent disappearance of a influenced by other European trends have become
young lady named Ashley Harker. While these increasingly rare, and the bidding promises to
things happen all too frequently, the timing and be… vigorous.
the proximity of the case make it potentially
Add to that the fact Edward Black must have
pertinent.
his mirror.
Reflecting On The Leads If the team goes this route, you can handle it
as a social conflict (from the core Savage Worlds
It’s easy enough to track down the mirror. It’s
rules), and simply let things fall where they may.
currently being stored by Christie’s at their auction
Should the team succeed in acquiring the mirror,
house, awaiting sale. When the team arrives on
Black still comes after them with his minions.
scene in New York, there’s about six hours until
Lying In Wait. Another option – and perhaps
the bidding starts.
the easiest – is to simply attend the auction as a
There are several ways the team could approach
viewer. Then the team only needs to see who buys
the situation. Some examples:
it and follow him. If it’s their ‘villain’, he’ll lead
Stealing The Mirror. The agents could them back to his lair. If not, no doubt the true
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Knowledge (Occult) d8, Notice d6, Spellcasting to ‘youthful vigor’ by sacrificing the Pulse of a
d12, Persuasion d10, Shooting d8, Stealth younger person (it involves physical contact
d8 and death – we’ll leave the details to your
Pace 6 Parry 6 Toughness 5 Pulse imagination).
30 Charisma: +2 In order to alleviate suspicion, ‘Black’
Hindrances: Arrogant, Greedy, would periodically sell the mirror, assume
Vengeful a new identity, and then repurchase the
artifact as the ‘new’ owner. Then he’d
Edges: Charismatic, Gifted,
round up a victim and regain his
New Power (x2), Patron God:
youth.
Death (gaze of death), Pulse Armor
The journal confirms he’s
Powers: Deflection, puppet,
done this at least eight times
summon ally, zombie
previously, and it’s apparent
Gear: Formal Clothing, pistol
the man lost his humanity
(Range: 12/24/48, Damage: 2d6+1,
centuries ago – he obviously takes a
AP 1, Semi-Auto)
certain perverse delight in luring in
Special Abilities
his victims.
• Heroic Entity: Edward Black
If the team takes the time to do a
counts as a Heroic Rank agent,
thorough search, they can also find
and receives all the benefits that
Ashley Harker. She’s in the basement,
come with it, including +1 to Soak
naked, bound and in bad shape. She
rolls and to recover from being
can be saved, but the agents have a
Shaken, an extra Karma for his own
decision to make: She’s seen too much
use, and increased Healing and Pulse
to remain innocent. They can return
recovery.
her home, which elates her family, but
she’ll never be entirely ‘whole’ again.
Denouement
On the other hand, she’s exactly the
Assuming the team succeeds in
sort of person the SPA looks for in a new
bringing Black down, they can recover
recruit. With a little time and effort, she
several things, including the mirror.
could take on the role of a companion for one
Also of interest might be his journal. of the agents, or even serve as a replacement
It takes a bit of time to wade through, if any of the team has fallen.
but explains how he created the artifact
himself to use its power and prolong his
life. His body ages, but can be restored
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MILLENNIUM KNIGHTS
involved. The team is to investigate and recover to blush slightly and clear his throat.
the Kusanagi Sword if possible. They’re authorized Then he’ll move on to discussing the Imperial
to act on their own discretion but, as always, the Regalia of Japan. The story is long and convoluted,
team will be disavowed should their activities be but it boils down to this: The Imperial Regalia were
discovered. purportedly three items given to the first emperor
by his grandmother, the goddess Amaterasu. They
A Bit Of History were a jewel, a mirror and a sword.
The team is met at Narita International Airport All three have been reported lost and found
in Tokyo by Kenichi Yamamoto, the SPA’s Japanese any number of times throughout Japan’s history,
Supervisor and liaison to the DIH. He politely but tradition holds that the mirror is buried at the
introduces himself and explains he’s there to brief Grand Shrine of Ise and the jewel is in the Imperial
them as well as drive them to their destination. Palace. The sword, Kusanagi, is supposed to be at
He also apologetically explains the trip will take the Atsuta Shrine in Nagoya. In fact, the jewel
about five-and-a-half hours, but points out that and the sword were ‘seen’ at the enthronement of
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MILLENNIUM KNIGHTS
(Range: 12/24/48, Damage: 2d6), flashlight spot it), the first person to enter steps onto a
The museum itself offers little for the team pitfall just in front of the doorway. He must make
except a great deal of Kameyama’s history, but.... an Agility roll at -4 or fall about twenty feet onto
a lot of sharp spikes (Damage: 3d6+2). It takes
Assuming the team spends a little time poking
a successful Climb roll to get out of the pit, or a
around the park and the foundations as well, they
rope and a cooperative Strength roll.
can make a Notice check (remember the lighting
penalties if they’re exploring after dark). If any of Immediately inside the room, next to the
them succeed, they find an odd-looking recess in opening, is a stone marked with the Japanese kanji
the foundations at ground level – it’s about three (symbol) for ‘stone’. Pressing this deactivates the
feet wide, five feet high, and six inches deep. trap… or reactivates it, if it’s already been pressed.
Yes, it looks like a secret door. In fact, any The chamber itself is obviously old, and the
agents who can make a successful Tracking roll walls are covered in faded and dusty murals. An
find evidence of someone using it. Recently, even. appropriate Knowledge check identifies them as
With a Raise, they’d say it was someone of small depicting the five Japanese elements: air, earth,
build - a woman, a very small man, or maybe a fire, spirit and water.
large child. In the center of the room is a four-foot high
Now the agents need to decide on a course of stone pedestal on top of which sits a carved jade
action. Figuring out how to open the door only bowl. The bowl is filled with water.
requires a successful Repair roll, but depending A successful Notice check reveals kanji on the
on the time of day, they’ll need to deal with the other three walls – one for ‘air’, one for ‘fire’, and
surrounding environment, although how they one for ‘spirit’. One lip of the bowl is also etched
choose to do it is up to them. with a kanji character… ‘water’, of course. The
Some ideas that might work: during the day, bowl won’t move, but the pedestal can be rotated.
they could pose as a survey or repair crew – this There’s also a haiku carved into the pedestal:
would require successful Persuasion; at night they “before that which moves/and that which remains
could simply try to avoid detection – this would unseen/destruction is quenched”.
require successful Stealth. If the agents can figure it out on their own, give
In any case, if they enter the stone foundation, them a Karma. Otherwise, let them make Smarts
they’re confronted with an old and dusty corridor. rolls to figure out the kanji on the bowl needs to
Inside is Dim lighting during the day and Dark be aligned with the kanji for fire. At that point, a
lighting at night. counterweight causes the wall with the air kanji to
slide down, and a door to open up in the wall with
Ahead, the corridor empties into a larger
the spirit kanji.
chamber, but unless an agent is specifically
looking (in which case he gets a Notice roll to The moment the door opens, however,
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sentinels materialize, one at a time, and attack! paraphernalia. There’s even a koi pond, complete
Sentinel (2) with koi. Sitting in a place of honor on a small,
silk-covered dais is a sword – although it more
These are exactly the same sentinels summoned
closely resembles an old Roman gladius than a
up by the summon ally Power with one major
katana. The sword is, however, Kusanagi.
exception: they’re illusions. Use the stats from the
core Savage Worlds rules but add the following: In her natural form, the being in the room
looks like a beautiful and petite Japanese woman
• Illusion: The sentinels are real only
with golden hair… and long, tufted ears… and
inasmuch agents believe they’re real. Any
nine fox tails. She’s dressed as a noblewoman of
agent who tries to disbelieve an illusion may
the Heian period, resplendent in gold, white and
make a Smarts roll against the Spellcasting
red.
roll used to summon it. If successful, the
Sentinel simply vanishes – for that person. Of course, if she thinks it will better suit her
Any agent who has successfully disbelieved purposes (and she has the Pulse left), she may
may add a +1 bonus to another agents take on an entirely different form. While she
Smarts roll, up to a maximum of +4. Agents enjoys having the sword to play with, she’s in no
may be killed by a Sentinel, but will have no hurry to die, and will do anything she can to avoid
visible wounds when paramedics arrive. lethal combat. If she must fight, she’ll try to flee at
the first opportunity.
If the sentinels are overcome, the team may
continue into the new corridor, but within the Kiniroko the Kitsune
first fifteen feet, a wall of flame leaps up in front Attributes: Agility d12, Smarts d12,
of them. Spirit d10, Strength d8, Vigor d8
This is the barrier Power with the fire/ Skills: Fighting d8, Gambling d8, Notice d8,
heat trapping. It’s also an illusion which can Persuasion d8, Spellcasting d10, Stealth d8
be ‘disbelieved’ just like the sentinels above. Pace 6 Parry 7 Toughness 5 Pulse 25 (has
The flames will remain for one minute or until used at least 13) Charisma +2
everyone has passed through (or otherwise
Hindrances: Greedy, Quirk (prankster), Small
overcome the illusion).
Edges: Acrobat, Attractive, Extraction, Gifted,
Ultimately, the agents enter another room and
Improved Frenzy, New Power, Patron God:
come face to face with their ‘host’, Kiniroko.
Trickster (prestioculation)
ceremony set, and other traditional Japanese • Heroic Entity: Kiniroko counts as a Heroic
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MILLENNIUM KNIGHTS
Siren’s Song
The agents’ mission is to meet with a man named
Alejandro Domingue near the city of Hamilton
on the island of Bermuda. Mr. Domingue says
he has information about a group called la Iglesia
de la Unión Profana (“the Church of the Unholy
Union”). While this group is currently unknown
to the SPA, intelligence suggests it may be trying
to promote paranormal growth. The team is
authorized to deal with the situation as deemed
necessary. As always, the team will be disavowed
should their activities be discovered.
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Making A Hit
Optimal Gear Package
The meeting place is a small cantina on the
The team receives a collapsible Sharps .50 rifle,
docks called ‘Wharf Speed’, and as the team
a scope and a waterproof case to carry it in, 60’ of
approaches, it’s easy enough to spot Alejandro
rope, a pair of binoculars, and a yacht rental good
Domingue sitting at a table on the patio. He notes
for 2 days. Each team members also gets a diver’s
the agents and nods slightly in greeting.
knife (treat as a waterproof dagger), 2 concussion
Just then, there’s the screech of tires on the
grenades, a wetsuit, earplugs, an audio transceiver
road above the cafe and a sedan rounds the corner.
and two glow sticks (light in SBT).
Before the agents can act, several men lean out
and open fire on Alejandro with automatic rifles; These guys attempt to escape or fight to the
he goes down, while chaos and screaming erupts death. If any are captured, they’ll only spit, “La
on the patio. The car, meanwhile, starts to speed Unión Profana para siempre!” before biting down
away. on a cyanide capsule. Anyone who speaks Spanish
The agents only have a moment to react, and can translate: “The Unholy Union forever!” In any
there aren’t too many choices: they can follow case, the car’s license plate can be taken down for
the car or see to Alejandro. There’s no reason later investigation.
some can’t do one while the rest do the other, but If anyone bothers to check on Alejandro, they
anyone who wants to follow the car will need to find he’s not quite dead. He grabs any agent who
‘acquire’ a vehicle of his own. comes near, pulls him close and chokes out, “La
The chase can be run using the Savage Worlds Bruja del Mar… La Roca del Diablo… Trienta
chase rules. y tres… Sesenta y cuatro…” Then Alejandro
Bad Guys (1 driver +4 gunmen) collapses, dead. Anyone who speaks Spanish
can translate his last words: “the sea witch”, “The
Attributes: Agility d6, Smarts d8, Spirit d8,
Devil’s Rock” and the numbers ‘33’ and ‘64’.
Strength d6, Vigor d8
Searching the dead man turns up a wallet with
Skills: Boating d6, Driving d6, Fighting d8,
an ID of a young blond man named Alistair Darby
Notice d8, Shooting d8
– definitely not one of Domingue’s fake IDs.
Pace 6 Parry 6 Toughness 6 Pulse 10
In any case, the sound of approaching sirens
Hindrances: Fanatic
should warn the team to clear the area right away.
Edges: Combat Reflexes, Rock n’ Roll!, Steady
Hands Put ting Together The Pieces
Gear: Assault rifle (Range: 24/48/96, Damage:
There are several avenues of investigation open
2d8), one mid-sized vehicle.
to the team, although it’ll help them a bit if they
figure out a few things first. Bear in mind that in
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MILLENNIUM KNIGHTS
the late 1990s the Internet wasn’t quite what it is sea witch”. The best that can be turned up with
today, so information isn’t so easy to retrieve. a Success on an Investigation roll is there are a
The Church Of The Unholy Union: No one number of places around the world with that
on the island has any information they’re willing epithet.
to share on this. A Success on a Streetwise roll The License Plate: Running a check on the
followed by a Success on a Notice roll alerts the plates from the car carrying Alejandro’s assassins
agents that some people associate the name with requires a Success on an Investigation roll, but
something that scares them too much to discuss this at least turns up something interesting: the
it. No amount of persuasion or intimidation will car is registered to a British national by the name
alter that fact. of Alistair Darby.
The Sea Witch: The agents may make several Alistair Darby: A Success on an Investigation
assumptions here, but this is something of a dead roll (or a Raise on a Streetwise roll) also nets some
end as well. There are no ships by that name information about Alistair Darby. Darby is the
registered in these waters, and a Success on an son of a wealthy British industrialist and recently
Investigation roll only turns up references to Hans went missing while vacationing in the Bahamas.
Christian Andersen and The Little Mermaid. The senior Mr. Darby has offered a substantial
The Devil’s Rock: This is even worse than “the reward for any information concerning his son. If
the agents made a Raise on the Investigation roll,
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they’ll also find a tantalizing bit of information In case the team hasn’t guessed, this is the
that suggests the younger Mr. Darby was intrigued Devil’s Rock.
by the occult, however there is no other useful It’s up to them how they want to approach –
information to be found. they can swim, take an inflatable dingy, or even
33 And 64: A Success on a Smarts roll suggests pilot the yacht in close enough for the agents to
that the numbers are latitude and longitude. jump (although this requires a Boating roll with
Award any player who immediately suggests a -4 penalty, otherwise the boat tears out its keel
this with a bonus Karma. Simply looking at any on the rocks).
map of the region shows the coordinates 33° N, Searching the Devil’s Rock reveals two things:
64° W to be only about seventy miles northeast a large pentagram inscribed on the rock shelf and
of Hamilton – out in the ocean. A Success on an a small cleft near the rocky finger. The cleft drops
Investigation roll uncovers that the location is just down a few feet into water and darkness.
inside the area known as the Bermuda Triangle…
Anyone trying to descend into the cleft should
also called “The Devil’s Triangle”.
make a Notice roll (with penalties for Dark
lighting unless they’re using dive lights or glow
Out To Sea
sticks). On a Success, they find metal brackets
Hopefully the team will eventually make use that have been driven into the rock as handholds.
of a boat and head out to the coordinates they’ve Without the handholds, a agent needs a Success
been given. If they’re a little slow to move along, on a Swimming roll with a -2 penalty, or he
feel free to throw a few more gun-toting thugs at comes back to the outside surface, sputtering,
them (with the same stats as above). frightened and suffering a level of Fatigue. Using
In any case, those same thugs follow them the handholds simply requires a Success on an
in another boat while trying to stay out of sight, Agility roll to come up into the air pocket on the
although the team should get a Notice roll to other side.
see they’re being followed. If they succeed, they It’s Pitch Black (-4), unless a agent has some
can choose how to handle the situation – either sort of light.
confronting the thugs directly, or trying to outrun
Assuming the agents can see, they see a
them (in which case treat it as another chase).
beautiful woman, reclining in the damp cave.
There are 2 thugs for each agent present.
Then they all get Spirit rolls. Anyone who
Given several hours, the agents should be makes a Success realizes the woman is simply an
able to get out to 33° N, 64° W, where they find a illusion covering the truth: a large, foul creature
small island that consists of a large, flat rock shelf with pendulous breasts, bulbous eyes, a gaping
dominated by a huge, finger-like slab of rock that toothless maw, and tentacles tipped with wicked
juts into the air above the shelf. barbs. In any case, the sea witch attacks…
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and can also be used to grapple. A agent can want to follow that up, the whole of the Bermuda
target one of its tentacles by making a called Triangle can be your playground!
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over the lower ones. The eaves drip with verdant Skills: Notice d10
moss. The entire thing is limned in bright gold, Pace 10 Parry 4 Toughness 9(2) Pulse --
but beyond the glass panes all the agents can see
Special Abilities
is a murky twilight. The only way in or out of the
• Armor +2: The swarm is composed of lots
building is through a huge set of double doors
of inanimate objects - wooden, metal and
inscribed with gold runes which are unfamiliar to
stone. This makes individual objects a little
any of the agents.
tougher to destroy.
There’s one other potentially disturbing
• Construct: The swarm is a bunch of
discovery for the team: any radio equipment
enchanted furniture. It adds +2 to recover
they might have won’t pick up anything beyond
from being Shaken, doesn’t suffer additional
the immediate area, but instead is filled with a
damage from called shots, and doesn’t suffer
constant chittering, chattering and high-pitched
from Wound Modifiers, disease or poison.
laughter.
• Pointy Edges: Doors and drawers slam
Inside the mansion, things don’t get much
and pinch, letter openers cut and stab,
better – in fact, the agents have stepped outside
candlesticks burn or bludgeon, hitting
of their own reality and into a corner of the Fey
automatically and causing Damage: 2d6
Realm of Dreams.
to everyone in the template. Damage is
The ground floor is mostly composed of a
applied to the least armored location.
vast central chamber filled with tables and chairs.
• Split: The swarm is clever enough to split
Wardrobes and chests of drawers line the outside
into two smaller swarms (Small Burst
walls, while a colossal fireplace dominates each of
Templates) should their foes split up. The
the walls to the left and right, casting long, dancing
Toughness of these smaller swarms is
shadows with its firelight. A grand staircase leads
lowered by -2 (to 7(2) each).
upward at the far end of the room. It’s all pretty
• Swarm: Parry +2, but weapons work
peaceful… until the agents enter the room.
normally against it, unlike ‘ordinary’
The doors behind them vanish with no
swarms (because of the size of some of the
warning, and every object in the room begins
objects).
to hum and vibrate. Seconds later, chairs hurtle
The fey furniture attacks until either the swarm
through the air, tables rear up like angry lions,
is dispersed or the agents reach the stairwell. If any
and a ton of furniture thunders toward the team
of them are Incapacitated and left behind, they’ll
from all around.
join the other captives (see below) – otherwise,
Furniture Swarm
the furniture retreats en masse to its original
Attributes: Agility d10, Smarts d4(A),
position.
Spirit d12, Strength d8, Vigor d10
Upstairs, the team finds a scene that’s entirely
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MILLENNIUM KNIGHTS
different from the one downstairs. First of all, this floor is impossibly bigger
than the ground floor – even accounting for the overhang seen from outside.
A delicate, gold-specked mist hangs in the air, twinkling above
an expanse of soft green carpet that’s very reminiscent of grass.
Comforting, fragrant warmth surrounds the agents, and a diffuse
light from an unseen source forces them to shade their eyes. Far
in the distance, another stairwell leads up above the mist.
Crossing to the next flight of stairs is a Dramatic Task
for each agent. A series of Vigor rolls must be made at a -2
penalty, with a Failure earning the agent a level of Fatigue.
Should any agent become Incapacitated, fail a roll on the
draw of a Club, or not complete the task in five attempts,
he immediately falls asleep. Technically he could be
carried out by fellow team members, but don’t forget to
assess penalties for encumbrance.
Any agent left behind will be imprisoned (see below),
but any agent reaching the stairway immediately recovers
all Fatigue incurred on this floor and may ascend to the next.
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to any agents left behind in the mansion earlier. team) incurred the knight’s wrath by
As the team takes this all in, a company of inappropriately ‘playing’ with the fountain
shadowy beings emerge from the vine growth to – it’s a tool for hunters, not a toy for
surround them. They’re small, armed with dark controlling the weather. They’re being
spears, and watch the agents with rage-filled eyes. punished by serving penance for the final
Another being also appears, although this one’s hundred years of Esclados’s obligation, after
taller and girded with a sword; light seems to which they’ll be released.
radiate from him. • The second group of humans (the CIA
The agents of course have the option to talk, team) incurred the knight’s wrath by
since the fey host won’t attack unless they’re invading Esclados’s demesne and attacking
attacked or someone moves toward the fountain. his warriors. They’re being punished in a
On the other hand, since the SPA mandate similar manner (as are any members of the
encourages the destruction of creatures such as agents’ team who fell during their ascent).
these, the agents may simply choose to attack. • Esclados doesn’t much trust humans. The
If the team attempts to communicate, the last one he dealt with took advantage of his
sword-bearing one steps forward to parley. hospitality, seduced his daughter, ran off
with a rare and prized animal, and then had
He introduces himself as Esclados, Knight of
the audacity to come back again asking for
the Rose, and demands to know why the humans
Laudine (the daughter) to run away with
have violated the fountain. If the agents ask for
him. Worse yet, she did.
clarification, one of them must make a Persuasion
roll (not Intimidation… if the agents insist on • The mansion is simply an extension of
attempting to intimidate Esclados, the faeries the Fey Realm into the mortal realms –
all immediately attack), although this can be a Esclados’ did this to increase the protection
cooperative roll, opposed by Esclados’s Spirit. around the fountain.
Regardless of the Persuasion roll’s outcome, If the agents make a Success on their Persuasion
the agents learn the following: roll, they can convince Esclados to release the CIA
agents (along with any of their own petrified team
• Esclados and his company have been
members), as they were simply trying to rescue
granted dominion over the Forest
their own. However, the agents must take a blood
Brocéliande in return for guarding the
oath never to return and never to speak of what
fountain for a thousand years. He still has
they found within the forest. The other humans,
a hundred years of service left. He won’t
however, must fulfill their penance.
name his liege other than to state she’s The
Queen. If the agents can make a Raise on the
Persuasion roll, they can convince Esclados to
• The first group of humans (the research
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MILLENNIUM KNIGHTS
release all of the humans – but only if they all take • Glamour: Esclados can use a glamour to
the same blood oath. Realistically, this shouldn’t appear how he wants. This is often as an
be too hard, though, as all of them are desperate attractive human, granting Charisma +4.
to escape. This ability can be used at will freely, but
Of course, if negotiations break down at is only an illusion, granting no special
any point, the agents will have to fight (and it’s abilities (like fly, should he take on a form
possible they might try to betray Esclados once with wings).
he’s released the prisoners). • Heroic Entity: This ability grants Esclados
Esclados, The Sidhe Knight all the perks enjoyed by Heroic rank agents,
including +1 to Soak rolls and checks to
Attributes: Agility d8, Smarts d8, Spirit
recover from being Shaken, +1 Karma for
d10, Strength d8, Vigor d8
his own use, and enhanced recovery rates.
Skills: Fighting d10, Notice d8, Persuasion d6,
• Weakness (Iron): In common with many
Shooting d6, Stealth d6, Survival d4, Taunt d8
residents of the Fey Realm of Dreams,
Pace 8 Parry 7 Toughness 9(3) Pulse 25
Esclados has a susceptibility to iron, and
Charisma +6
takes double damage from any weapon
Hindrances: Arrogant, Vow (must always
(or bullet) of that material. Additionally,
keep his word if given in blood)
holding anything of iron causes him one
Edges: Alertness, Charismatic, Command, level of Fatigue.
Fleet-Footed, Improved Dodge, No Mercy
Sprite Warriors (2 per agent)
Gear: Fine Clothing, Plate Armor (Armor
Attributes: Agility d8, Smarts d4, Spirit d6,
+3), Longsword (Damage: Str+d8)
Strength d6, Vigor d8
Special Abilities
Skills: Fighting d8, Notice d8, Stealth d8
• Command Fey: Esclados can order any of
Pace 6 Parry 7 Toughness 5(1) Pulse 10
the fey creatures under his command to do
Gear: Leather armor (Armor +1, Covers all
his bidding, up to and including to fight to
locations), spear (Damage: Str+d6, Reach 1, 2
the death against overwhelming numbers
hands, +1 Parry)
or betraying things they care about.
Special Abilities
Commands must be made verbally and
last until the next sunrise, after which the • Fey Shot: By spending 2 Pulse and
creature is free of that instruction unless succeeding at an opposed Spirit roll against
Esclados commands it again. a target within 6 inches, any of Esclados’
sprites can cause paralysis. The target
• Create Portal: Esclados can spend 5 Pulse to
immediately falls prone and can take no
open a gate to the Fey Realm of Dreams.
action (or even speak) for 1d6 Rounds.
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• Invisibility: One of the sprites can spend 2 they’ll have a Black Mark on their record, which
Pulse per Round to turn invisible. could also come back to haunt them later. After all,
• Size -2: Esclados’ sprites only stand about the SPA in 1999 has a zero tolerance policy about
two feet tall. the paranormal, and anyone who talks with the
enemy is automatically suspicious.
• Weakness (Iron): In common with many
residents of the Fey Realm of Dreams, For the time being, assume they’ll
Esclados’ sprites have a susceptibility have a -1 Charisma penalty on any rolls
to iron, and take double damage with fanatical SPA operatives. On the
from any weapon (or bullet) of that other hand, they’ll have made a couple
material. Additionally, holding of friends out of the CIA agents, so they
anything of iron causes them can give themselves a CIA contact.
one level of Fatigue. And if they also rescued the
researchers, give them a bonus
Denouement Karma for the next mission,
Destroying all of the fey an academic contact, and the
returns the agents and the fountain goodwill of at least a couple of
to their own realm, but won’t free scientists. Wrap it up in a warm
the scientists or the CIA agents. fuzzy feeling and break out
For that matter, the agents will all the pizza - good job, team!
be marked as ‘enemies of the fey’
(sure… give them each a Minor
Vipers’ Nest
Enemy Hindrance), which could
The agents’ mission is to
come back to haunt them later.
learn the fate of an Interpol team
Should the agents take Esclados’s that disappeared while gathering
blood oath, they must keep their evidence on the Ktapódi Syndicate
word until death or find themselves in Monaco. The organization
instantly transported to the Fey deals in human slavery, and is run
Realm of Dreams to answer for by a mysterious woman who goes
their transgression. There’s no by the name of Madame Ktapódi.
return (at least not in the scope The team is authorized to deal with
of this adventure). any paranormal activity as deemed
If the agents negotiated necessary. As always, the team will
with the fey rather than be disavowed should their activities
simply destroying them, be discovered.
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Stealth) to get into the hotel room, which is now casino floor, they can start making Trait rolls.
If a Raise was made on the Streetwise check, the the casino is alive with energy tonight – an excited
agents also learn the Interpol team was apparently buzz fills the place, particularly around the high
monitoring the Grand Casino, and they didn’t go stakes room. A Raise on the Notice roll allows
quietly – there were signs of a swift and violent the team to pinpoint the focus of the excitement:
struggle in the room. The hotel security cameras a blonde bombshell who’s making a killing at the
Ultimately, all signs point to the Grand Casino. Even without the Notice rolls, a successful
Streetwise check informs agents of the presence
High Stakes of one Artemis Appollonia (the woman playing
baccarat). Common Knowledge about the
Ultimately, there’s really nothing for the team
beautiful Miss Appollonia is she’s the heiress to
to do but head into the Monte Carlo Grand Casino
an arms fortune, although the Streetwise gossip
and start poking around. The agents should bear
suggests she’s also a call girl of some sort. In fact
in mind this place is strictly ‘jet set’, so they’ll have
a Raise on the Streetwise roll garners the rumor
to dress to impress – in fact, in the evenings a
that Artemis may actually be the head of her
jacket is definitely required.
own syndicate, somehow related to organized
Security in the Grand Casino is high tech,
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prostitution.
Bear in mind any obvious displays that the
Snake Charms
agents are agents will cause Artemis to leave Sure, most of you have probably heard of
before they get to her, having been tipped off by a Medusa – a snake-haired woman whose gaze
corrupt guard. It’s all about networking. turned people to stone. The myths are correct
The easiest way to get to meet her is to earn in that a hero named Perseus slew Medusa, but
the opportunity at the gambling tables – although most people don’t remember she had a couple
clever agents will doubtless come up with other of sisters: Euryale and Stheno. Most people also
plans. Gambling can be expensive, with stakes don’t remember that gorgons are immortal
running into the tens (or even hundreds) of unless their own magic is turned against
thousands. This may be a little steep for the agents, them. After the Age of Heroes, paranormal
but the good news is that five Successes (including creatures had to become more canny in their
any Raises) causes Artemis to withdraw to more dealings with mortals. Euryale (now Artemis)
private quarters. and Stheno (now Diana) had no shortage of
gold, and that’s always a path to power in the
Agents who want to tip the odds a little more
mortal world. Eventually they came under
in their favor can always resort to cheating or
the protection of a monastery of blind monks,
even Tests of Will.
which grew into the Blackwater Brotherhood.
An agent engaged with Artemis, as well as
Now, the gorgon sisters lead a worldwide
any companions in the room with him, may
human slavery syndicate through fear, wealth,
attempt another Notice roll. A Success on the
and an army of well-paid minions.
roll alerts the agent to two things: the feeling
he’s being watched (and not just by the crowd, to eliminate it. With extreme prejudice. If Diana
surveillance cameras, or Artemis’s black-clad (or Artemis) become suspicious of the agents for
sunglasses-wearing bodyguards), and the feeling any reason, the pair will withdraw, luring your
there’s something ‘odd’ in the shimmer of air SPA team after them. The plan would be to take
around Miss Appollonia… something beyond them out in private, using their well-trained
her apparent charisma and stunning beauty. bodyguards and their own abilities, just as they
A Raise reveals more: Artemis seems to be did with the Interpol team.
‘veiled’ in some kind of magic, and there is an
observer lurking in the shadows of the gallery Cut To The Chase
overlooking the room – a dark-haired twin to Sooner or later the agents are bound to come
Artemis. into conflict with Artemis, Diana and their
That would be Artemis’s sister, alias Diana minions, whether it’s because the sisters become
Diamond. If there’s any kind of trouble, she’s there suspicious of the team and lay an ambush, or the
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MILLENNIUM KNIGHTS
team becomes suspicious enough of the sisters to Str+d6, Venom (see below)), Amulet of Beauty
attack first. (hides true appearance and gives wearer the Very
The latter can come about in a myriad of ways. Attractive Edge)
Diligent Investigation attempts may uncover Special Abilities
shipments of gray basalt being shipped back to • Healing Blood: Drinking the blood of a
Greece to be used for construction materials, or gorgon acts as the healing Power.
emails that identify both Artemis and Diana as
• Heroic Entity: These gorgon sisters count
‘Madame Ktapódi’.
as Heroic Rank, and receive all the benefits
Diligent Stealth attempts may allow an agent that come with it, including +1 to Soak rolls
to catch a glimpse of one of the sisters in her true and to recover from being Shaken, an extra
form. In that case, we’ll leave it to the players as Karma for their own use, and increased
to how they want to approach the assault – the Healing and Pulse recovery.
agents can easily find where the sisters live (the
• Invulnerability: Gorgons can be Shaken, but
Hotel de Paris, as a matter of fact, which makes
aren’t wounded by any type of attack except
breaking, entering and attacking a little more
their weakness.
difficult).
• Petrify: It’s dangerous to meet the gaze of
Otherwise, feel free to lure the agents into
a gorgon. In combat, a agent may avert
some dark place where the gorgons will strike
his eyes – he may take a –1, –2, –4, or
them with deadly force. They have little regard for
–6 penalty to his attack roll (his choice).
‘innocents’; after all, they can afford a big cleanup
Whether or not the attack is successful, he
crew.
must then make a Spirit check with a bonus
Whatever the case, the agents face two equal to the penalty he took to his attack.
powerful foes and a small horde of extras. Charge! On a Failure, he locks eyes with the gorgon
Artemis Appollonia (Euryale) and is turned to stone. A agent Surprised by
Attributes: Agility d8, Smarts d8, Spirit a gorgon may make an Agility roll at –4 to
d8, Strength d8, Vigor d8 quickly avert his gaze.
Skills: Driving d8, Fighting d8, Gambling d8, • Venom: A gorgon’s saliva is poisonous –
Persuasion d8, Notice d8, Stealth d8 treat it as Venomous Poison as described in
the Savage Worlds core rules.
Pace 6 Parry 6 Toughness 6 Pulse 25
Charisma +4(-2) • Weakness: Gorgons are susceptible to their
own gaze. A agent with a mirror (or other
Hindrances: Ugly
highly-reflective object) may attempt an
Edges: Improved Frenzy, Very Rich
Agility or Smarts Trick against the gorgon,
Gear: Formal clothing, short sword (Damage:
with the added effect that a Success causes
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the gorgon to become Shaken and each can find enough information in the sisters’
Raise causes a Wound. quarters to show they’re the brains behind both
Diana Diamond (Stheno) Madame Ktapódi’s syndicate and the Blackwater
Brotherhood.
Diana’s stats are identical to her sister’s
with the following exceptions: If either or both of the sisters is forced to flee
and escape, the agents will have made a powerful
Skills: Fighting d4, Intimidation d10, Piloting
enemy. Even if the pair was killed, the team should
d8, Notice d8, Shooting d8, Stealth d8
be on the alert for reprisals from the Blackwater
Pace 6 Parry 4 Toughness 6 Pulse 25
Brotherhood. Besides, there’s no guarantee the
Charisma +4(-2)
sisters were the only gorgons around. After all,
Edges: Marksman, Very Rich
they might have had daughters....
Gear: Formal clothing, repeating crossbow
Note that sparing either of the sisters could
(Range: 15/30/60, Damage: 2d6, ROF 1, 6 shots,
have far-reaching repercussions. Should the
AP 2, Venom (as above), 2 Rounds to reload),
agents’ Supervisor catch wind of it, they’ll have
Amulet of Beauty (hides true appearance and
acquired a Black Mark. On the other hand, there’s
gives the wearer the Very Attractive Edge)
no telling when they might need friends in some
Blackwater Brotherhood Initiates / very low places.
Bodyguards (3 per agent)
Attributes: Agility d8, Smarts d6, Spirit d8, Wings Of War
Strength d6, Vigor d6
The agents’ mission, should they choose to
Skills: Climbing d6, Fighting d8-3, Notice d8, accept it, is to perform some ‘clean up’ in the
Swimming d6, Stealth d8 village of Tharali, India. It seems a truck struck
Pace 6 Parry 7 Toughness 7(2) Pulse 15 and killed a wyvern in the foothills outside of
Hindrances: Blind town, and the panicked driver has riled up police
Edges: Assassin, Block, Combat Reflexes, and press with the story. The team is to extract
Dodge, Echolocation, Martial Artist the carcass and attempt to allay suspicion. They’re
authorized to act on their own discretion but, as
Special Abilities
always, the team will be disavowed should their
• Fists: (Damage: Str+d4)
activities be discovered.
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driver, has become a minor celebrity in town and rented Mahindra truck. They’ll kill anyone who
a few daring locals have even visited the scene gets in their way.
themselves. Rumors in town suggest the thing is The other four cultists watch events in town,
a dinosaur or dragon. To keep locals from further singling out anyone who looks troublesome. In
disturbing the scene, the territorial police have the meantime, eager journalists are looking for
blocked the road between Tharali and Gwaldam any opportunity to bypass the police and get to
(the next town up the road). the scene.
The good news for the team is they’re taken to police roadblock is set up about a mile outside of
The bad news for the team is the arrival of The bottom line is the agents need a proper
a dozen Rakta kē Sansa cultists about an hour strategy to get the dead wyvern back to the airport
later. The agents aren’t likely to know about them in New Delhi for transport to Guantanamo.
unless they’ve specifically said they’re keeping They’ll need a truck, for one thing. If the agents
an eye out for new arrivals. On the other hand, didn’t bring one, they’ll have to buy or steal one
since they take up positions in town and near the in Tharali. And of course the prying eyes of the
accident, alert agents get a bad ‘vibe’ if they make populace, press, police, and the Sons of Blood
a successful Notice roll. On a Raise, they also spot closely follow the team’s every action.
a pistol on one of the newcomers. Day or night, by road or over land, the team
Eight cultists slip out of town on foot, hiding has four challenges in front of them:
among the trees and boulders with plans to kill First, there’s the police roadblock, consisting of
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Gear: Pistol (Range: 12/24/48, Damage: 2d6), where the rural road joins the motorway. This
dagger (Damage: Str+d4) includes spike traps, far greater numbers, and the
While the first three challenges can be dealt willingness to employ a violent response.
with by Stealth, Persuasion, Intimidation, or even
Up, Up And Away
plain old bribery, the cultists can’t be dealt with
so easily. They fight to the death to protect the Assuming the team makes it back to the airport
wyvern corpse. without doing anything to garner more police
attention (such as driving a burning vehicle,
On The Road Again riddled with bullet holes and dangling bodies),
If the team can get past those challenges, they the ripe carcass of the wyvern is quickly loaded in
can collect the dead wyvern. a cargo transport headed to Guantanamo.
However, it won’t take long for the remaining The degree of the mission’s success can be
Sons to discover their brothers’ failure and give judged in the following hours and days, as events
chase. Right through the narrow, dusty (and at Tharali hit the national and international
crumbling) foothill roads. Use the Chase rules presses.
from Savage Worlds. If the agents largely avoided detection and
The driver attempts to run the agents off the dealt with the challenges appropriately, the stories
road, two cultists fire on the vehicle with their lack any real evidence and are presented more
pistols, and the remaining Sons attempt to leap as curiosities; otherwise their actions bring some
onto the team’s truck with the goal of killing the unwanted attention and tie them to an unsolved
agents and commandeering the vehicle. mystery.
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