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The NPC's for the Victorian Garden adventure are listed below:
Roger Elliston Mysterious Hermetic Mage Dr. Lester Thornfiddle Creator of the Victorian Garden Gabriela Orocia Leader of the Despair Project Luke Sandberg Orocia's Lieutenant Plant Technicians Faceless Technocracy Acolytes Samson Burrell Technocracy Agent at Allways Trucking CR-73.1 to CR-73.3 Faceless Technocracy Goons Gellzhen Powerful Spirit of Despair David and Hernan Ramos Local Drug Dealers Local Toughs Faceless Muscle for the Ramos Brothers
Elliston is the Hermetic mage responsible for the Elliston Crystal. He is well-known as both powerful and unreliable. He is currently posing as a city planner in Culverton, watching the developments. He has every intention of preventing the Crystal from being destroyed, but he's badly underestimated the rate at which it is decaying.
Strength 3, Dexterity 2, Stamina 4 Charisma 4, Manipulation 2, Appearance 2 Perception 3, Wits 3, Intelligence 4 Arete 5 Willpower 8 Quintessence 7 Paradox 3 Health Levels OK, -1, -1, -2, -2, -5, Dead
Alertness 3, Awareness 4, Brawl 2, Dodge 3, Intimidation 3
Drive 2, Etiquette 3, Firearms 2, Meditation 3, Research 2, Stealth 2
Cosmology 3, Enigmas 3, Linguistics 3 (Latin, Aramaic, Arabic), Occult 5, Tradition Lore 4
Correspondence 2, Mind 5, Prime 3, Spirit 5
Business Suit, Solomon's Eye Symbol, Scented Candles, Automatic pistol (Target 7, Damage 4, Range 25, Rate 4, Shots 18)
An eccentric inventor and a member of the Sons of Ether, Dr. Thornfiddle used the emanations of the Elliston Crystal to construct the Victorian Garden. Though he enjoyed his creation for a certain time, he has since fallen victim to the influence of the spirit Gellzhen.
Strength 1, Dexterity 3, Stamina 1 Charisma 3, Manipulation 3, Appearance 2 Perception 2, Wits 2, Intelligence 5 Arete 5 Willpower 9 Quintessence 3 Paradox 5 Health Levels OK, -1, -1, -2, -2, -5, Dead
Alertness 2, Dodge 4, Instruction 3, Subterfuge 2
Drive 3, Firearms 2, Research 4, Technology 5
Computer 2, Enigmas 3, Investigation 3, Tradition Lore 2, Science 4
Forces 4, Matter 4, Spirit 5, Prime 5
Long Lab Coat, Revolver (Target 7, Damage 5, Range 25, Rate 1, Shots 6), Etheric Goggles, Wrist Calculometron, Elemental Key
A member of the New World Order, Orocia is the Project Leader for the Despair Project. She is currently working as the Systems Engineering Manager at the Renden Street Water Treatment Plant.
Strength 4, Dexterity 3, Stamina 2 Charisma 2, Manipulation 4, Appearance 2 Perception 2, Wits 3, Intelligence 2 Arete 3 Willpower 6 Quintessence 8 Paradox 2 Health Levels OK, -1, -1, -2, -2, -5, Dead
Alertness 3, Dodge 2, Intimidation 3, Subterfuge 2
Firearms 4, Leadership 2, Melee 3, Research 3, Technology 3
Medicine 3, Science 4
Correspondence 2, Life 3, Mind 3, Prime 2
Armored clothing (made of "marcolite"; 3 extra Soak dice), Caseless Autopistol (Target 6, Damage 5, Range 30, Rate 10, Shots 100; Burst fire), Empathic Scanner, Paralysis Gas Grenade
Another New World Order technocrat, Sandberg claims to be a Systems Engineer. He is also under the thrall of the spirit Gellzhen. Most of the Technocrat acolytes in the plant have been altered by Sandberg's Mind powers, without his supervisor's knowledge.
Strength 2, Dexterity 2, Stamina 3 Charisma 5, Manipulation 2, Appearance 3 Perception 4, Wits 2, Intelligence 2 Arete 4 Willpower 4 Quintessence 4 Paradox 6 Health Levels OK, -1, -1, -2, -2, -5, Dead
Alertness 3, Dodge 2, Intimidation 3, Subterfuge 2
Etiquette 2, Firearms 3, Research 4, Stealth 2, Technology 4
Cosmology 2, Enigmas 2, Medicine 4, Science 2
Entropy 3, Mind 4, Dimensional Science 3
Armored clothing (made of "marcolite"; 3 extra Soak dice), Caseless Autopistol (Target 6, Damage 5, Range 30, Rate 10, Shots 100; Burst fire), Empathic Scanner, Hypnagogic Projector (Target 7, if projector hits roll 3 + successes dice, soaked by Wits. Successes reduce all of target's die pools. Effect dissipates at a rate of one die per turn)
There are about twenty unAwakened servants of the Technocracy working in the Renden Street Water Treatment Plant. Most of them are technicians, and most have fallen victim to Luke Sandberg and Gellzhen.
Strength 2, Dexterity 2, Stamina 2 Charisma 2, Manipulation 2, Appearance 2 Perception 2, Wits 2, Intelligence 3 Arete N/A Willpower 5 Quintessence N/A Paradox N/A Health Levels OK, -1, -1, -2, -2, -5, Dead
Alertness 1, Athletics 1, Dodge 2
Firearms 2, Research 1, Technology 3
Science 2
Caseless Autopistol (Target 6, Damage 5, Range 30, Rate 10, Shots 100; Burst fire)
The Syndicate member who coordinates the shipment of concentrated Despair out of Grange City. He is the local Manager for Allways Trucking, and gives orders to the local team of Homo Superior clones. A no-nonsense sort, he senses that Orocia may be losing control of her own operation, and is waiting for the right moment to move in.
Strength 4, Dexterity 4, Stamina 3 Charisma 2, Manipulation 3, Appearance 2 Perception 2, Wits 3, Intelligence 2 Arete 4 Willpower 6 Quintessence 6 Paradox 0 Health Levels OK, -1, -1, -2, -2, -5, Dead
Alertness 2, Athletics 2, Brawl 4, Dodge 4, Streetwise 2
Drive 3, Firearms 2, Leadership 2, Melee 2, Technology 3
Law 3, Linguistics 1 (Spanish)
Correspondence 2, Forces 2, Life 1, Matter 3
Armored clothing (made of "marcolite"; 3 extra Soak dice), Caseless Autopistol (Target 6, Damage 5, Range 30, Rate 10, Shots 100; Burst fire), Life Sensor (Correspondence 2, Life 1; can either determine number and direction of living beings within a radius, or lock on to a specific living being and provide a trace)
This team of three Homo Superior clones has been assigned to Samson Burrell to watch over the Despair Project. They normally operate out of the Allways Trucking offices, making a concerted effort to look like office staff.
Strength 4, Dexterity 4, Stamina 4 Charisma 2, Manipulation 2, Appearance 4 Perception 2, Wits 3, Intelligence 1 Arete N/A Willpower 3 Quintessence N/A Paradox N/A Health Levels OK, OK, -1, -1, -2, -2, -2, -5, Terminated
Alertness 2, Athletics 4, Brawl 4, Dodge 4, Streetwise 2
Drive 2, Firearms 4, Melee 4
Battle Armor (made of "marcolite"; 5 extra Soak dice, -2 Dexterity), Caseless Autopistol (Target 6, Damage 5, Range 30, Rate 10, Shots 100; Burst fire), Hypnagogic Projector (Target 7, if projector hits roll 3 + successes dice, soaked by Wits. Successes reduce all of target's die pools. Effect dissipates at a rate of one die per turn)
The most powerful spirit Elliston entrapped in the Elliston Crystal, Gellzhen is desperately trying to break free. It appears as a sickly pinkish form, with dozens of tormented human faces visible within it's bulk.
Willpower 8 Rage 8 Gnosis 6 Power 40
Airt Sense, Armor, Blast Flame (6 dice), Sea of Misery, Touch of False Hope
While trapped, Gellzhen cannot actually directly sense anything. However, he is able to feel the presence of certain individuals (typically those of weak will or sad people) within the borders of the Downsville neighborhood.
Sea of Misery allows Gellzhen to create a zone of sadness all around himself. At a low level, this costs Gellzhen nothing and creates the effect visible in Downsville. At a more intense level, it costs Gellzhen 5 Power to invoke. The effect covers everything Gellzhen can see. All in the affected region lose 3 dice from all their die pools due to crippling depression, less one die for each success in a Willpower roll (Target 8). The effect can be ignored if a Willpower point is spent, or if the subject is able to resist or ignore a Mind 3 power (each dot in Mind provides an automatic success in the Willpower roll).
Touch of False Hope costs Gellzhen 2 Power to invoke. He must win a contest of his Gnosis (rolling @ Target 6) against the subject's Willpower (rolling @ Target 7). If Gellzhen is successful, the subject suffers from an intense sense of longing that can only be satisfied if a certain goal of Gellzhen's choosing is attained. The effect is open-ended: when the goal is reached, it will be replaced by a new goal. The effect is be eliminated when the subject spends Willpower points equal to the number of net successes Gellzhen obtained in the original contest.
Two of Downsville's most prominent drug dealers. They currently operate out of an abandoned house on Arbor Street with their gang of runners and toughs. Both of them supposedly answer to Orocia. In actuality, they explicitly take Gellzhen's orders.
Strength 3, Dexterity 3, Stamina 3 Charisma 2, Manipulation 3, Appearance 2 Perception 3, Wits 2, Intelligence 3 Arete N/A Willpower 5 Quintessence N/A Paradox N/A Health Levels OK, -1, -1, -2, -2, -5, Dead
Alertness 4, Athletics 2, Brawl 3, Dodge 3, Streetwise 4
Drive 2, Firearms 3, Melee 3
Uzi (Target 6, Damage 4, Range 50, Rate 3*, Shots 30), Club (Target 4, Damage STR+1)
Most of these folks are members of the Ramos brothers' gang. They live in Downsville, and are completely empty of hope. Their eyes are visibly dead, and they are quite willing to follow suicidal orders.
Strength 3, Dexterity 3, Stamina 2 Charisma 2, Manipulation 2, Appearance 2 Perception 2, Wits 2, Intelligence 2 Arete N/A Willpower 5 Quintessence N/A Paradox N/A Health Levels OK, -1, -1, -2, -2, -5, Dead
Alertness 2, Athletics 2, Brawl 2, Dodge 2, Streetwise 2
Drive 2, Firearms 3, Melee 2
Uzi (Target 6, Damage 4, Range 50, Rate 3*, Shots 30), Club (Target 4, Damage STR+1)