TEXT:  
   
  
   
   
  Table of Contents 
   
  Intro.......................................................................................................................................page 1 
  GM introduction (GMs only)................................................................................................page 2 
  GMs Map of Earltown ..........................................................................................................page 4 
  Map of Hilliard Home...........................................................................................................page 5 
  The Adventure ......................................................................................................................page 6 
   
  (with suggested playing times) 
   
  Home Defense (1.5 hours) 
  On the Road (1.5 hours) 
  The Research Institute (1 hr) 
   
  (page 6) 
  Ground Floor 
  Second Floor 
  The First Strike 
  The Distraction 
  The Main Attack, Baby! 
  The Neighbourhood 
   
  (page 9) 
  Old Ridge Road 
  The Industrial Section 
  Downtown 
  Highway 30 
  Landon Road 
  The Culvert 
  Station Road 
  Major Bickerdyke Bridge 
  The Earltown Wharf 
   
   
  (page 14) 
  Getting there 
  The Gatehouse 
  The Lobby 
  The Offices 
  The Labs 
  The Basement 
   
  GMs Stat Cheatsheet...........................................................................................................page 18 
  Player Characters .........................................................................................................pages 19-21 
  Hilliard Family General Knowledge...................................................................................page 22 
  Players Map ........................................................................................................................page 23 
   
   
   
  Credits 
   
  Author:  Conan W. Purves 
  Playtesters:  Guillaume Daigneault, Christopher Hammock, Jason Rivest, Jocelyn Robitaille, 
  Alain Savard, Stéphane Thériault and J.P. Zukauskas 
  Thanks: Jason Ladell, for giving me the corebook (you'll get to play this adventure someday), 
  everybody at the Savage forums, for ideas and technical help and Grubman, for turning me on to 
  Savage Worlds in the first place and unkowingly motivating me to put this scenario into what I 
  hope is an aesthetically pleasing and readable document. 
  Feedback:  I would love to get any comments, criticisms or suggestions.  I can be reached at 
  conanp@gmail.com or found at the Pinnacle forums as walkerp. 
  Message: Please recycle and be kind to animals. 
   
   
  
  1 
  A N I M A L   D A Y 
   
   
  "The Hilliard family leads a happy and fulfilling life in uber-typical suburban North 
  America. On this Spring evening, they can be found relaxing on the main floor. Dr. 
  Hilliard goes over some papers and smokes his pipe, his lovely wife Eleanor is 
  repairing the dishwasher while athletic Cindy does her homework and 10-year old 
  Ralphie reads comic books. Unbeknownst to them, and to the rest of mankind, a 
  time of terrible reckoning has arrived. The animals have united together to rid earth 
  of all humans. They start tonight. 
    
  You will take the role of the members of the Hilliard family as the attack begins. Can 
  you escape? Can the perfect family stay united in an onslaught of violence? Can you 
  find the source of the animals' newfound aggression?  Can you save human 
  civilization? Or is simple, brutal survival the only hope?   Be a part of a fast, furious 
  and fun adventure replete with action, gore and compelling family drama." 
   
  Introduction 
  Animal Day is an adventure written for the Savage Worlds system.  It works best with 4 or 5 
  characters, but you could get away with 3 or 6.  The group dynamics are a big part of the fun.  The 
  game should move quickly, with the pace and urgency of such an extreme situation.  Keep the 
  action (and the attacks) coming.  Animal Day is structured with a story arc and the potential for a 
  climactic "happy" ending.  If you prefer a bleaker, more apocalyptic scenario, feel free to remove 
  any explanations and just whip the characters' asses.   
   
  Animal Day was inspired by all those zombies movies, our natural environment and, originally, 
  the song of the same name by Wall of Voodoo (look up the lyrics).  It's meant to be fast-paced and 
  gory, a combo horror/action film, in cinematic terms.  An obvious example would be the Dawn of 
  the Dead remake (no disrespect to the superior but slower original), particularly the opening scene, 
  where Sarah Polley is trying to escape her suburban neighbourhood.  The goal of Animal Day is to 
  keep that kind of intensity and action up for the whole session! 
   
  Adventure Structure 
  The adventure information for Animal Day is structured by narrative time and geography.  It is 
  organized into three consequetive sections:  Home Defense, in which the players defend and then 
  try to escape their home; On the Road, where the players try to get where they are going and The 
  Research Institute, where they may discover the secret of Animal Day and face a terrible choice.  
  Within each section, the plot is presented as well as the potential behaviours of the animals and 
  other humans.  Locations, NPCs and items are detailed with the appropriate statistics here.  The 
  order of the adventure is suggested and has been arrived at through extensive playtesting, but feel 
  free to change it around if you find something that works better.   
   
   
   
  
  2 
  Gamemaster's Introduction (SPOILERS!) 
   
  This adventure is designed for 3-5 novice player characters.  Pre-statted characters are provided at 
  the end of the adventure. 
   
  This adventure takes place in the fictional small town, Earltown, some time in the undetermined 
  past.  Characters take on the role of the Hilliard Family, Father Dan, Mother Eleanor, Sister Cindy, 
  Son Ralphie, Uncle Steve and Cindy's boyfriend Danny.  The adventure begins with a series of 
  events, including the initial attack by the animals on the Hilliard's home.  From there, the players 
  will drive the exact order of things, but they most likely will try to escape town through the bridge 
  or wharf or go to investigate the Research Institute.  The final option will present the most 
  complete and satisfying adventure in terms of narrative structure.  It also fits nicely into a potential 
  sequel. 
   
  The Backstory 
  The Research Institute is funded by a conglomeration of biotech and pharmaceutical corporations.  
  They support the zoo as well and have been using it as a population source for some of their more 
  clandestine experiments.  The focus of their research in Earltown has been on genetic 
  enhancement through cell replacement.  Their ultimate goal is to be able to provide upgrades to 
  humans through DNA manipulation, but at this stage of their research, they are testing on animals. 
   
  The main subject of research is Yogi, a 55 year-old chimpanzee, who has showed steady and 
  positive results of several surgeries.  Because he was so old, the scientists decided to accelerate the 
  experiment.  They hardwired him into a gene replacer machine, clamping him into a chair and 
  cutting open his skill.  The scientists were not aware, however, that the mice population of the labs  
  had long been uplifted and were waiting for an opportunity to strike (the source of their 
  intelligence is up to the GM; it could be the result of experiments or they could always have been 
  intelligent). 
   
  The Animals' Plan 
  The final experiment is that opportunity.  The mice gradually rewired Yogi's rig until it acted as an 
  amplifier and a broadcaster.  With the power of this psychic amplifier, Yogi has been reaching out 
  to all the animals in range and slowly plotting an attack.  He is a wise animal and has suffered 
  greatly.  He does not hate humans but sees them as a part of the ecosystem that has gone wild and 
  needs to be put back into balance.  He plans to reduce human civilization until it can no longer 
  distort the cycle of life. 
   
  The attack begins tonight.  All the rats in the region will go to the industrial part of town and chew 
  up as much of the power infrastructure as possible.  Their ultimate goal is to destroy the power 
  plant on the other side of the industrial section.  Cows from farms to the south will escape and 
  blockade the highway south with train cars.  Cows from the north will use themselves to block any 
  traffic trying to leave via the Major Bickerdyke Bridge.  The zoo animals have plotted an escape 
  and will head to the downtown section to take out human strategic centers, such as the fire and 
  police stations and city hall.  The residential areas, including the Hilliard's neighbourhood, have 
  been targetted as well.  Forest and suburban animals are organized into teams, each with specific 
  missions. 
  
  3 
   
  The animals are intelligent and cognizant.  They don't understand human speech, so taunts will not 
  work with all animals (though ultimately this is up to the GM's judgement).  Some of the animals 
  will attack blindly and savagely, not being able to overcome their own instincts while the more 
  strong-willed and intelligent will make strategic decisions.  They are all in agreement that the 
  humans must die and can not be talked out of it (that would make a different kind of game), until, 
  at least the final confrontation with Yogi in the lab. 
   
  How to Run Animal Day 
  Animal Day is designed as a convention or one-shot adventure.  PCs have been provided and 
  should be distributed to players along with the Background Info and the Players Map of Earltown.  
  I recommend reading the Background Info section aloud one time.  In order that the players 
  familiarize themselves with their characters, have them fill out blank character sheets (this is 
  especially helpful to players new to Savage Worlds).  Animal Day is designed for the four 
  principal family members (Dan, Eleanor, Cindy and Ralphie) with the other two (Uncle Stevie and 
  Danny the boyfriend) being available for a fifth or sixth player.  However, feel free to distribute 
  the PCs as you or your players would like. 
   
  The Home Defense segment has been designed to run using miniatures and I have provided a map 
  set to the SW scale.  The GM should copy this onto a hex-based battlemat.  The final 
  confrontation at the lab can also be played tactically as well, if the players decide to engage the 
  animals in a prolonged combat.  The rest of the game can be run with or without miniatures, 
  depending on your group's playstyle. 
   
  Props and equipment are also important factors in the adventure.  When the world is in chaos, 
  everyday household items can serve many functions beyond their original intent.  I have listed 
  several specific pieces of equipment, but the GM should feel free to create his or her own as well 
  as to encourage the players to come up with their own (as long as they are appropriate to the 
  situation).  Some opportunities for creative equipment creation can be found in Dr. Dan's medical 
  bag, the kitchen pantry, the garage, the kids closet, the hardware store and so on. 
   
  Because it is set in a contemporary, suburban home, players should not require much setting 
  explanation.  The game should be kept fast-paced.  Keep the attacks coming, particularily during 
  the Home Defense segment.  Send in the crows and as soon as the players engage them, have the 
  squirrels come in.  Follow them with Bluestripe and the skunk.  Don't give them a chance to rest.  
  If you set this tone during the first phase, the players should run with it the rest of the way. 
   
  It's also important to maintain the atmosphere of apocalypse and chaos.  I have included some 
  images and sounds that add ambiance, but feel free to include your own.  A woman in a bathrobe 
  running down the street with a squirrel on her head; deep explosions coming from down the block; 
  one dad threatening another with a gun over a set of car keys; a crying child on a roof surrounded 
  by crows, a swarm of  rats enveloping a car, are all good examples.  As well as giving a sense of 
  horror and collapse, these descriptive moments help maintain the urgency in the game.  I have 
  found that animal noises, faces and even some subtle personification (Bluestripe cursing out the 
  players, for example) also adds to the fun of the scenario. 
   
  
  Gamemaster's Map of Earltown 
   
   
  1.  Hilliard Home 
  2.  Deer Attack 
  3.  Hardware Store 
  4.  Sporting Goods Store 
  5.  Gas Stations 
  6.  Culvert Entrance 
  7.  Culvert Drainage 
  8.  Gate House 
   
  
  5 
  The Hilliard Home (1254 Cherry Tree Lane) 
   
   
   
  
  6 
  T H E   A D V E N T U R E 
   
   
  I. Home Defense 
   
   
  Ground Floor 
  The modest, two-story Hilliard home is astefully furnished and kept clean.  The family spends 
  most of the time together in the living room.  Often, though Dr. Hilliard is upstairs in his study.  
  There are stairs up and a doorway to the garage.  The pantry contains the washer dryer, with a few 
  smaller often-used tools and cleaning supplies and equipment.  The kitchen is appropriately 
  equipped.  The garage has the car,a Ford Taurus hatchback, a complete set of car repair tools, a 
  decent range of other household and carpentry tools.  There is also a ¾ full jerry can of gas and a 
  gas-powered hedge cutter. 
   
  Second Floor 
  This is everyone's bedrooms.  Cindy's room has windows looking out on to a large oak tree which 
  can be jumped to with a successful agility roll.  The hallway window, at the front end of the house, 
  is only a lawn away from a telephone pole.  It's too far to jump to, but light animals can walk 
  along the cable to the Hilliards roof, or to the windowsill.  The Study has a computer, connected to 
  the internet, medical texts and Dr. Hilliard's medical bag, with all the important drugs and 
  bandages.  The Kids' Closet also has all of Cindy and Ralphie's sporting equipment and gaming 
  gear, including baseball equipment, golf clubs and an old pellet gun Ralphie is no longer allowed 
  to play with (given to him by his Uncle Steve).  Eleanor has a shotgun locked in a box in the closet 
  in the master bedroom. 
   
   
  The First Strike 
  A few hours before the attack, someone will notice the smell of paint coming from the garage.  If 
  anyone goes there to check it out, they will see that a can of blue paint has been knocked over and 
  animal tracks in the paint lead from the spill to the garage door.  If Dan or Ralphie see the tracks, 
  they will know they belong to a squirrel. 
   
  Bluestripe the squirrel, is the leader and has targeted every house on the block, dividing up groups 
  of animals to each one.  The Hilliards have been sent 3 squirrels, 3 crows and a skunk.  Bluestripe 
  snuck into their garage before the attack to get some war paint, which he has put on his face and 
  sides in agressive blue stripes. 
   
  When the bottom of the sun touches the horizon (around 8:00 pm), Knuckles will start growling 
  and scratching at the back door, where he has been let out.  He will get louder and more aggressive 
  until he is let in.  As soon as the door is opened, he will attack the first person he sees.  If the door 
  isn't opened, after about 5 minutes, he'll go around to the side and try to jump through a window.   
   
  Knuckles, the family dog 
  Agility d8, smarts d4, Spirit d6, Strength d6, Vigor d6 
  Fighting d6  
  Pace 8, Parry 5, Toughness 5 
  
  7 
  The Distraction 
  As soon as there is any conflict or distraction with Knuckles, Lily will disappear. 
  Whatever happens with Knuckles, there will be a period of waiting, where Lily will be hiding.  
  She will pounce from some hidden spot at the first good opportunity.  
   
   
  Lily, the family cat 
  Agility d10, smarts d6, Spirit d6, Strength d4, vigor d4 
  Fighting d4 
  Pace 7, Parry 4, Toughness 2 
  Climbing d6, Stealth d8, Fighting d6 
  Claws leave irritating wounds, Hard to Kill 
   
  The Main Attack, Baby! 
  While this is going on, anyone upstairs who looks out the front window will notice a squirrel 
  outside with rough blue streaks of paint along his fur, staring menacingly.  
   
  Bluestripe the Squirrel (Earltown Estates Leader, Wild Card) 
  Attributes: Agility d10, Smarts d8, Spirit d8, Strength d4, Vigor, d4 
  Skills: Notice d8, Climbing d12, Stealth d8, Fighting d6 
  Pace 5, Parry 5, Toughness 2 
  Special Abilities: Fervor, Small (-2 to be hit) 
   
  During or after Lily's attack, the crows come flapping out of the night, crashing through the 
  upstairs windows.  The squirrels follow, jumping in through the broken window, with Bluestripe 
  at the rear. The squirrels try to run downstairs to open the front door for the skunk while the crows 
  distract the humans.   
   
  Squirrels (3 extras) 
  Attributes: Agility d8, Smarts d4, Spirit d4, Strength d4, Vigor, d4 
  Skills: Notice d8, Climbing d10, Stealth d8, Fighting d4 
  Pace 5, Parry 4, Toughness 2           Special Abilities: Small (-2 to be hit) 
   
  Crows (3 extras) 
  Attributes: Agility d6, Smarts d6, Spirit d4, Strength d4, Vigor, d4 
  Skills: Fighting d4 
  Pace 6, Parry 4, Toughness 2        Special Abilities: Small (-2 to be hit) 
   
  Skunk (3 extras) 
  Attributes: Agility d4, Smarts d6, Spirit d4, Strength d4, Vigor, d6 
  Pace 4, Parry 4, Toughness 5 
  Special Abilities: Small (-2 to be hit), Scent Attack (vigor roll at -2 or Shaken) 
   
  During the battle, mice are gnawing at the power lines.  The power should go out near the middle 
  of the battle.  The inside of the house will be dim (-1 to hit). A few rounds after that, the house 
  will start burning.  Have the players make notice rolls.  The fire should start near the back porch, 
  and quite quickly threaten to burn down the whole house. 
  
  8 
  During the battle with Bluestripe and his allies, the family will hear sounds of disaster coming 
  from the neighbourhood: sirens, cars skidding out, windows breaking, people screaming and at 
  one point a deep and powerful explosion.  Space these out as they add to the tension and 
  atmosphere.  If anyone looks out the window, they will see a house burning down the block, 
  people running out in the streets, pursued by animals, flocks of birds patrolling the skies and any 
  other scenes of an animal uprising the GM can think of. 
   
  The Neighbourhood 
  The Hilliard's street, Cherry Tree Lane, is patrolled by a pack of eight raccoons and two coyotes.  
  They will attack anyone on foot and may even try to leap into a slow-moving vehicle.  There are 
  also several flocks of birds flying around, getting ready to dive bomb people fleeing on foot. 
   
  Coyote (extra) 
  Attributes Agility d6, Smarts d4, Spirit d4, Strength d4, Vigor d4 
  Pace 6, Parry 4, Toughness 4 (-1 for size) = 3 
  Skills: Fighting d4, bite Str+1, Howl (as Intimidate d6) 
   
   
  Raccoon (extra) 
  Attributes Agility d6, Smarts d6, Spirit d4, Strength d4, Vigor d4 
  Pace 6, Parry 4, Toughness 4 (-2 for size) = 2 
  Skills: Fighting d4, bite and claw Str,  
   
   
  Flock of Birds (modified Swarm) 
  Attributes Agility d8, Smarts d4, Spirit d12, Strength d4, Vigor d10 
  Pace 10, Parry 6, Toughness 7 
  Peck Attack d6 Str, can be dispersed for d6 rounds with loud noise 
   
   
  Getting out of Cherry Tree Lane shouldn't be too difficult.  Though feel free to add any conflict or 
  encounter that may arise out of player actions.  The next real encounter is on the Old Ridge Road 
  heading into town. 
   
   
  
  9 
  II. On the Road 
   
   
  Old Ridge Road 
  Getting down the hill from Earlton Estates is going to be difficult.  Chaos is already reigning. 
  Many of the cars have already had their brake lines chewed off, so there will be many wrecks, 
  especially near the top of the hill at the entrance to Earltown Estates.  The road should remain 
  passable, but at high speeds there is a good chance of an accident. 
   
  Family Car (Ford Taurus) 
  Toughness: 11 
  SUVs available, if the keys can be found, Toughness 14 
   
  Driving Modifiers: 
  Obstacles -2 or more, 45+ km/hr -2, 90+ km/hr -4, 
   
  Right after the point where New Ridge Road meets Old Ridge Road, two or three deers will throw 
  themselves in front of the car.  At the same time, the rest of the deer and their leader, Big Buck, a 
  12-point buck will attack the car from the sides or by jumping on top. 
   
   
  Deer (6 extras) 
  Attributes Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8 
  Pace 6, Parry 4, Toughness 5 
  Skills: Fighting d4 
   
  Big Buck (Wild Card) 
  Attributes Agility d6, Smarts d6, Spirit d8, Strength d10, Vigor d10 
  Pace 8, Parry 6, Toughness 7 (+2 for size) = 9 
  Skills: Fighting d6 
  Charge: +2 to damage roll with a run-up 
  Size +2 
   
  The Industrial Section 
  The industrial commercial sector isn't burning but the power is off and it is totally dark and quiet.  
  It is packed with swarms of rats and cats, working together to destroy the infrastructure of the 
  industrial sector.  They have already found and cut the transformer that feeds this part of town, and 
  they are now mounting an attack on the power station to the south, which provides power to the 
  whole region.  They will attack any one who comes off the road and tries to go in. 
   
   
   
   
  
  10 
  Downtown 
  Chaos!  Downtown should be a crazed mess, one half burning and the other half running and 
  screaming.  The air is filled with random sounds: the pop of a gunshout, humans yelling, animals 
  howling, a sudden crash of glass and metal.   
   
  Eastern downtown (between Broad and the business route) is burning.  The animals have managed 
  to start several fires and by midnight it is a conflagration.  The High Street is impassable.  This 
  section contained both the police and the fire stations.   
   
  Western downtown, which contains the hardware store and the sporting goods store (hunting 
  rifles, sling shots, buck knives, etc.), is passable but very dangerous.  People are fleeing, fighting 
  animals, fighting each other or looting.  Let the players get through here to the sporting goods, 
  hardware or any other useful store Eleanor may know of (after a successful knowledge role). 
   
  The Sporting Goods Store 
  If the players want to get more equipment, put the Hardware Store anywhere reasonable in their 
  path.  The street it is on is relatively quiet.  There are no animals, but there are obvious signs of 
  looting and panic.  A car is crashed into a drycleaner's across the street and there is a shopping cart 
  overturned in the middle of the road.  The front door to the sporting goods store is closed but the 
  glass is smashed out, allowing passage.  Inside, much of the store has already been looted.  The 
  cashier, a teenage boy, is slumped on the floor behind the cash register, which is open and empty. 
   
  At the back of the store is the plexiglass covered case, where the guns, ammo, knives and other 
  dangerous or expensive goods are kept locked.  It has been ripped open and all the weapons and 
  ammo taken, except for a wrist rocket, several hunting knives and a paintball gun.  There are also 
  aisles of sporting goods where creative players can fashion hand weapons (baseball bats, golf 
  clubs) and armor (hockey and football pads, helmets, catcher's masks).  1d4 shotgun shells can be 
  found on the floor with each success and raise on a Notice roll. 
   
  However, standing between the family and all this is Gary, a half-finished fifth of rye in one hand 
  and a large hunting knife in the other.  He will be taunting and agressive to anyone, but will be 
  especially interested in either Mrs. Hilliard or Cindy, whom he will either bargain (alllowing 
  passage to the equipment) or kill for.   
   
  Gary the Rapist 
  Attributes Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6 
  Pace 6, Parry 5, Toughness 5 
  Skills: Fighting d6, Intimidation d6 
     
  [If the players choose to go to the hardware store instead of the sporting goods store, this scenario 
  can be transplanted there.  If they go to the hardware store as well, let them loot whatever their 
  creativity comes up with.  In previous games, players have found metal pipes, nuts for Ralphie's 
  slingshots, hardhats, axes and sledgehammers.] 
   
  Highway 30 
  Highway 30 south is completely blocked off by trains pushed there by escaped cattle from farms 
  to the south. 
   
  
  11 
  If the party is on foot, the traintracks are the safest bet, being dusty and open.  It would be possible 
  to drive along them, though at -2 for any maneuver and a d4 of damage to the car.   
   
  About halfway to the docks, a flock of seagulls will attack (not with bad synth music and haircuts) 
  shitting on the PCs and divebombing them.  Their guano will burn slightly and can blind on a raise 
  to the eyes.   
   
  Seagulls (9 extras) 
  Attributes Agility d6, Smarts d6, Spirit d6, Strength d4, Vigor d4 
  Pace 6, Parry 4, Toughness 5 (-3 for size) = 2 
  Skills: Fighting d4, Guano dropping d6, Attack Str -2,  
  Guano: damage none, unless it hits Head or Vitals (-4), then does d4 then blinding Poison as per 
  page 128, Vigor if shaken or wounded or blinded until first aid can be applied)Size -2 
   
  If more than a third of the flock is incapacitated, they will fly away. 
   
  Landon Road 
  Landon Road runs roughly east west between the beginning of the Old Ridge Road and the road to 
  the zoo.  It is the southernmost boundary line of the ravine.  At the north side, in the middle, about 
  20' down, the Boudoin Creek flows into the culvert that carries the water out into the Great Lake.  
  The road itself is relatively clear, but it was the initial launching point of the animals attack into 
  the town and they still keep it under tight surveillance from the edges of ravine farther north. 
   
  On vehicle, it can be crossed if the car is kept above 30 km/h.  On foot, or if the car is driving too 
  slowly and looks vulnerable (broken windows, for example), a gang of coyotes and racoons may 
  attack it (use appropriate numbers to keep the action going but not damage the party too much). 
   
   
  Coyote (extra) 
  Attributes Agility d6, Smarts d4, Spirit d4, Strength d4, Vigor d4 
  Parry 4, Pace 6, Toughness 4 (-1 for size) = 3 
  Skills: Fighting d4, bite Str+1, Howl (as Intimidate d6) 
   
  Raccoon (extra) 
  Attributes Agility d6, Smarts d6, Spirit d4, Strength d4, Vigor d4 
  Parry 4, Pace 6, Toughness 4 (-2 for size) = 2 
  Skills: Fighting d4, bite and claw Str,  
   
   
  The real problem is at the intersection of Landon Road and the Zoo Road, where the newly freed 
  zoo animals are coming down into town to help the forest animals.  This is a bad scene for 
  humans.  A train of animals is walking diagonally across the intersection.  An elephant, some 
  llamas, a tapyr and two polar bears, etc.  If the party stays hidden, they won't be noticed.  They can 
  attempt to run past them, but they may get caught or at least swiped at.  If they try to approach the 
  animals, they will be attacked. 
   
   
  
  12 
  Most of the zoo animals are heading into town, in order to do the most infrastructure damage.  
  When they have sufficiently destroyed the town hall, the police and fire station and killed a 
  significant number of humans, they will move on to the industrial section and attempt to finish the 
  job the rodents started of destroying the power plant. 
   
  The Culvert 
  The culvert gathers up Boudoin Creek as it flows through the bottom of the ravine.  It is 3 heavy 
  duty corrugated steel tubes with a diameter of 10'.  In the spring the water is only thigh deep at the 
  entrance to the tubes.  In the winter they can be overflowed.  They are grilled off, but the bottom 
  half of the grill on the middle tube has rusted away (the municipality was planning to replace it 
  within the next couple of weeks) and it is possible for a person to get into it.  Inside, the three 
  tubes join together into one.  It is dark, of course, though in several places in town it is diverted 
  where a gentle stream floats openly and then returns to the culvert.  The culvert finally exits 
  through a big pipe sticking out into the water of the Great Lake just west of the town wharf.  The 
  pipe is about 6' above the water, rusty and jagged.  Everyone who tries to climb or jump out has to 
  make an agility check or suffer a d4 wound. 
   
  Inside the Culvert, the party will encounter no rats.  They have all been recruited to work in the 
  dismantling of the power station and surrounding industrial sector.  There is, of course, a large 
  crocodile.  A mistaken pet choice by an overzealous parent was thrown into the creek a decade 
  ago and has haunted the culvert ever since.  It is responsible for numerous missing pets and one 
  little girl. 
   
  Sewer Croc 
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d10 
  Skills: Fighting d8, Guts d6, Notice d6, Swim d8 
  Pace 3, Parry 6, Toughness 9 
  Armor +2, Pace 5 in water, Bite Str+2, Rollover (extra 2d4 damage with raise) 
   
  Station Road 
  Station Road  gives a full view of the devastation being wrought upon Earltown.  The far side of 
  the town is burning.  Beyond that is the darkness of the blacked out industrial section.  Characters 
  have a chance of encountering any random zoo animals. 
   
  Major Bickerdyke Bridge 
  The Bickerdyke Bridge is a 6 lane highway through span arch bridge.  It is 120 feet long and 
  reaches a peak of 40' above the Assisi River below.   
  A herd of 100 cattle, coming from the west,  have blocked off the bridge, filling it from side to 
  side.  There is a jam of cars and trucks on the east side, with people freaking out.  Some have tried 
  to climb around and make it on foot to the other side, most have left their vehicles and ran back to 
  the town, while some remain paralyzed in their cars.  The cows will attempt to ram anybody who 
  comes across, though it is possible to run along their backs. If the PC slips and falls, the cows will 
  attempt to stamp them.  The whole place reeks like cow dung. 
   
  Running across the cows' backs (roll against Agility) 
  Hoof attack: d4, damage d4 
   
  
  13 
  It is possible to climb along the outside of the bridge, but birds who have their nest on the 
  underside will attack the PCs hands and face, trying to knock them off into the river below. 
  Swallow attack d6, each successful attack is a -1 to the PCs Agility roll to hold on. 
   
  The Earltown Wharf 
  This is a small wharf with three docks and a restaurant and plaza on the land side.  The Hilliards 
  have a boat here, but there is a huge crowd of people and a huge panic, everyone struggling to try 
  to get to their boats.  If they try and get to their boat, they may have to kill people or accepted 
  unwanted guests on board.   
   
  [Note to GMs:  If you feel the adventure hasn't gotten fun enough, feel free to make the Bridge 
  and Wharf impassible, to "guide" the characters to the Research Institute, with the more climactic 
  ending.  Or you can make the Bridge and the Wharf crazier and more fun and just make the party 
  escaping in the boat being the ending.] 
   
   
   
   
   
   
   
   
   
  
  14 
  III. The Research Institute 
   
   
  Getting there 
  Telegraph Hill Road is in excellent condition.  It used to be a dirt road until the research institute 
  was built.  Now it is smooth and well maintained with a low guardrail on the steep side.  The road 
  will be clear of other cars. 
   
  However, just before the first bend, near the top of the hill, the Hilliards will encounter a road 
  block of recently ripped out pine trees, four of them, laying across the road.  Going to the right 
  will send them down the cliff.  The left is passable but difficult (-1 on driving, -2 above 20km/h).  
  If they try to go around, the king of the jungle will be waiting for them in the forest.  He will 
  attack through closed windows if necessary. 
   
  Lion (Wild Card) 
  Attributes: Agility d8, Smarts d6, Spirit d10, Strength d12, Vigor d8 
  Skills: Fighting d8, Guts d10, Notice d8 
  Pace 8, Parry 6, Toughness 8 
  Bite or Claw Str+2, Improved Frenzy (2 attacks), Pounce (+4 to attack and damage, -2 to parry) 
   
  Once the lion has engaged the party, the elephant will attempt to block the car and maybe smash 
  it.  He won't attack the humans however and if the lion is killed or wounded, he will retreat, letting 
  out a soul-wrenching cry of sorrow for his friend. 
   
  Elephant 
  Attributes: Agility d8, Smarts d10, Spirit d10, Strength d12, Vigor d12 
  Pace 4, Parry 4, Toughness 12 
  [If the party is on foot, ignore the fight with the lion and the elephant.] 
   
  The Gatehouse 
  The driveway to the entrance to the Institute is blocked by a gatehouse.  The guard is slumped half 
  in and half out of the booth window.  He has been yanked through the sliding plexiglass window 
  with such violent force that the window buckled and one of his arms was torn off.  His other arm 
  lies on the concrete some ways in.  He has a Glock with 8 rounds in his holster and a radio on his 
  belt. 
   
  The Lobby 
  One of the sliding glass doors has been torn off its hinges.  The reception desk is a mess with the 
  computer smashed against the wall and the phone dangling off the front by its cord.  The 
  receptionist herself is propped up against the wall at an awkward angle, her hand out in front of 
  her. It is difficult to distinguish her clothes from her flesh as it is all so slashed and gored.  Deep 
  claws and teeth have torn out her torso, thighs and face. Her mouth moves up and down slowly, 
  but she might as well be dead. 
   
  If the PCs search the desk, they will find a can of mace that has spilled to the floor.  They will also 
  find a bank of monitors still working that look into the upstairs and downstairs hallways (but not 
  the main lab). 
   
  
  15 
  From the Lobby, there are stairs going up to the offices, down to the basement and a corridor 
  leading to the research labs on the main floor. 
   
  The Offices 
  This is a long straight hallway, going off in both directions, with offices on either side.  Dr. 
  Hilliard's office is located at the far end of the right side.  It is pleasantly decorated, with a firm 
  beige carpet and plants parked at tasteful intervals.  The left side is untouched, but the right is a 
  mess.  The plants are shredded, pictures from the walls smashed, doors open with papers flying 
  out.  There are clods of dirt or feces stuck on the wall, ceilings and floor.  A high-pitched 
  shrieking is coming from down the hall. 
   
  Two Orangutans will hear the party immediately, come out into the hallway and immediately 
  attack them.  One of them has a tie around his head. 
   
  Orangutans (extras, but tough!) 
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12, Vigor d10 
  Skills: Fighting d8, Guts d10, Climbing d10 
  Pace 6, Parry 6, Toughness 7 
  Bite Str, Grapple (holds opponent on raise, beat opposed Str to escape or no parry) 
   
   
  The Labs 
  This is a long linoleum hallway.  White mice are scurrying all along the floor here, going under 
  doors.  Everything else looks in order except that the two security doors through which Dr. 
  Hilliard was never allowed, are wide open.  There is a fire ax stuck into one of the doors.  Past the 
  security doors is a small corridor and then after that a large lab room.  In the middle of which is a 
  round, raised console supporting a plexiglass cage.  Inside of this is an old, grey-haired 
  chimpanzee, strapped into a thick, padded chair.  He is hunched and shrunken, his bones visible 
  and much of his hair worn away in bald patches.  Wires and cables protrude from his head and 
  continue up into the ceiling.  His legs and waist are strapped in for support, but his arms are free 
  and he can rotate the chair in a full circle.This is Yogi, a captive chimp that has been used as a 
  research subject in these labs for most of his long life.   
   
  There are white mice running around, skittering across the control panels, running up and down 
  the cables.  If the PCs observe them, they will notice that they actually seem to be engaged in 
  some kind of organized activity.  They stop at switches and adjust them.  They observe monitors 
  and appear to be communicating with each other. 
   
  Guarding Yogi is a silverback and 3 recently freed Rhesus Monkeys.  However, they won't attack 
  right away.  When the party approaches, they will hear a voice in their heads.  "YOUR WILL TO 
  LIVE IS AS GREAT AS OURS."  They will be able to engage in dialogue with Yogi, who will 
  explain to them that he bears them no individual malice but that the human species was becoming 
  too great of a threat for the rest of the life on the planet and it was time to reduce its population 
  and reverse its development to a point where they can no longer cause damage.  Yogi is deep 
  down a good soul, but his life of torture and his awareness of the human impact on the world 
  compelled him to start the war. 
   
   
  
  16 
  Possible Resolutions 
  1. Peace 
  If the party is willing to make peace with the animals, Yogi will allow them to go on their way, 
  explaining that there is an underground train to the desert lab.  However, they must release the 
  animals in the desert lab when they get there or there will never be peace for them. They must also 
  understand that the animals are not a unified political body and that there are many who want to 
  exterminate the human race entirely and others still who will just attack on instinct.  Nevertheless, 
  Yogi can provide them with some measure of safety, The Mark of the Animal, which means he 
  will bite each one on the forearm, leaving a scar that will tell all the other animals that this human 
  has encountered a chimp leader and walked away.  After they all receive the mark, Yogi will tell 
  them that there is a secret door in the floor of the lab that leads to the underground escape tunnel.  
  From there, they will find a still working mini train that leads to the secret military research base 
  in the desert. 
   
  2. Cut the Cables 
  Astute players will take particular notice of the wires going from Yogi's helmet to the ceiling.  The 
  collection is almost a foot wide, and thus a reasonable target.  Characters can try to destroy the 
  cable, separate it from Yogi's head or climb to the ceiling and uncouple it from up there.  If any of 
  these attempts are succesful, Yogi will lose his link to the animals, they will return to their wild 
  state and the organized attack will effectively be defeated.  Yogi will no longer be able to cast 
  spells as well.  Chakacha may continue to attack if he has gone berserk or is still threatened.  All 
  the rest of the monkeys will flee.  The mice will cast one last menacing, red-eyed glare at the 
  humans before disappearing into cracks in the walls and floors. 
   
  Cable Shielding 
  Treat as vehicle with Toughness 8 (cutting only); a critical hit (i.e. raise on the damage roll) will 
  cause the amplifier to malfunction, eliminating or misdirecting Yogi's power attacks (this counts 
  for cutting and piercing attacks; so a bullet can mess up Yogi's power). 
   
  The amplifier itself is on the roof and is heavily protected, but can also be destroyed.  It has 
  Toughness of 6.  Doing so will stop the overall attack, but Yogi's power will still affect anyone in 
  the lab. 
   
  3. Stop the Power 
  An enterprising player may look to cut the power to the lab.  This can be done from the 
  security/maintenance room in the basement, putting the entire lab into pitch black for 1 round and 
  then dim when the emergency generators kick in.  This will also shut off Yogi's power for 2 
  rounds.  However, it will come back again (it draws more power and so will take another 6 
  seconds to reach its strength).  The emergency generators, stored underneath the basement, can 
  only be stopped by destroying them, however there is a console in the lab itself that will cut power 
  to the emergency generators. It is of, of course, on the far side of the room.  Dr. Hilliard will figure 
  this out with a succesful Knowledge roll.  Once the lab is cut from the generators, the power will 
  be out for good and the effect will be the same as if the cables were cut. 
   
   
   
   
   
  
  17 
  4. Battle Finale 
  If the party wants to fight, let's get it on! 
   
  Chakacha will defend Yogi first and go after the most powerful or heavily armed of the party.  
  However, he is not the most strategic of fighters and sometimes will just throw enemies to the side 
  instead of clubbing them or finishing them off.  The rhesus monkeys will act as distraction, 
  ganging up on players or blocking them from ganging up on Chakacha.  There are tables, benches 
  and standing storage units that can be used as obstacles.  There is also all the scientific equipment 
  one would expect to find in a lab, test tubes, bunsen burners, jars of chemicals, etc. 
   
   
  Yogi the Chimpanzee (Wild Card) 
  Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d4 
  Skills: Guts d10, Knowledge (animal kingdom) d10, Intimidate d10 
  Pace 4, Parry 2, Toughness 4(+3) 
  Arcane Background (Weird Science) d6, Powers: Fear (2), Puppet (3), Stun (2) 
  Power Points: 10 
  9 
  8  
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  Yogi is connected to a powerful psychic amplifier that has been amped up by the white mice to a 
  much higher power level than the scientists had intended.  His mental control is targeted at the 
  animal mind, but it still has some influence over humans as well.  He can unstrap himself and get 
  out, but will only do so as a last resort.  He is protected by a plexiglass cage that gives him a +3 to 
  Toughness.  It is closed by a lock which can be picked or shot off (toughness 8). 
   
  Chakacha the Silverback (Wild Card) 
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+2, Vigor d10 
  Skills: Fighting d10, Guts d10, Intimidate d10 
  Pace 6, Parry 7, Toughness 9 
  Berserk (failed Smarts roll after shaken, Parry-2, Fighting+2), Combat Reflexes, Smash Str+1 
  Chakacha is Yogi's protector.  He was called to the institute as soon as the war began. He will 
  fight to the death to protect his leader. 
   
  Rhesus Monkeys (3 extras) 
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6 
  Skills: Fighting d6, Guts d6 
  Pace 6, Parry 5, Toughness 5 Attack bite Str 
   
   
  The Basement 
  The basement is a neat and ordered control center.  The security console can be found here where 
  locks and power can be controlled.  There are two doors from the basement, one leading to the 
  sub-basement where the boiler room and backup generators are located.  The second, which is 
  normally locked and hidden is an emergency escape route that leads to an underground tunnel. 
  There is a small, battery-powered car here that will take the party to the desert base.  The trip takes 
  about half a day. 
   
   
  
  18 
   
  Cheat Sheet 
   
  PCs 
  Name 
  A 
  Sm 
  Sp 
  St 
  V 
  Pace 
  Parry 
  T 
  Dmg 
  Shaken 
  Wounds 
  Fatigue 
  Bennies 
  Dan 
  d4 
  d10 
  d4 
  d6 
  d6 
  6 
  5 
  4 
   
   
  -1 -2 -3 inc 
  -1 -2 inc 
  5 4 3 2 1 
  Eleanor 
  d6 
  d6 
  d8 
  d6 
  d4 
  6 
  5 
  4 
   
   
  -1 -2 -3 inc 
  -1 -2 inc 
  5 4 3 2 1 
  Cindy 
  d8 
  d4 
  d8 
  d4 
  d6 
  6 
  6 
  5 
   
   
  -1 -2 -3 inc 
  -1 -2 inc 
  5 4 3 2 1 
  Ralphie 
  d8 
  d4 
  d6 
  d4 
  d4 
  8 
  2 
  4 
   
   
  -1 -2 -3 inc 
  -1 -2 inc 
  5 4 3 2 1 
  Steve 
  d6 
  d4 
  d6 
  d8 
  d6 
  6 
  6 
  5 
   
   
  -1 -2 -3 inc 
  -1 -2 inc 
  5 4 3 2 1 
   
  NPCs 
  Name 
  A 
  Sm 
  Sp 
  St 
  V 
  Pace 
  Parry 
  T 
  Dmg 
  Shaken 
  Wounds 
  Bennies 
  Notes 
  Knuckles 
  d8 
  d4 
  d6 
  d6 
  d6 
  8 
  5 
  5 
   
   
  -1  
   
   
  Lily 
  d10 
  d6 
  d6 
  d4 
  d4 
  7 
  4 
  4 
   
   
  -1  
   
   
  Bluestripe 
  d10 
  d8 
  d8 
  d4 
  d4 
  5 
  5 
  2 
   
   
  -1 -2 -3 inc 
  5 4 3 2 1 
  -2 to hit 
  Squirrels 
  d8 
  d4 
  d4 
  d4 
  d4 
  5 
  4 
  2 
   
   
  -1 
   
  -2 to hit 
  Squirrels 
  d8 
  d4 
  d4 
  d4 
  d4 
  5 
  4 
  2 
   
   
  -1 
   
  -2 to hit 
  Squirrels 
  d8 
  d4 
  d4 
  d4 
  d4 
  5 
  4 
  2 
   
   
  -1 
   
  -2 to hit 
  Crows 
  d6 
  d6 
  d4 
  d4 
  d4 
  6 
  4 
  2 
   
   
  -1 
   
   
  Crows 
  d6 
  d6 
  d4 
  d4 
  d4 
  6 
  4 
  2 
   
   
  -1 
   
   
  Crows 
  d6 
  d6 
  d4 
  d4 
  d4 
  6 
  4 
  2 
   
   
  -1 
   
   
  Skunk 
  d4 
  d6 
  d4 
  d4 
  d6 
  4 
  4 
  5 
   
   
   
   
  Poison 
  Coyote 
  d6 
  d4 
  d4 
  d4 
  d4 
  6 
  4 
  3 
   
   
   
   
  Howl d6 
  Raccoon 
  d6 
  d6 
  d4 
  d4 
  d4 
  6 
  4 
  2 
   
   
   
   
   
  Blackbirds 
  d8 
  d4 
  d12 
  d4 
  d10 
  10 
  6 
  7 
   
   
   
   
  Swarm 
  Deer 
  d6 
  d4 
  d6 
  d8 
  d8 
  8 
  4 
  5 
   
   
   
   
   
  Deer 
  d6 
  d4 
  d6 
  d8 
  d8 
  8 
  4 
  5 
   
   
   
   
   
  Deer 
  d6 
  d4 
  d6 
  d8 
  d8 
  8 
  4 
  5 
   
   
   
   
   
  Deer 
  d6 
  d4 
  d6 
  d8 
  d8 
  8 
  4 
  5 
   
   
   
   
   
  Deer 
  d6 
  d4 
  d6 
  d8 
  d8 
  8 
  4 
  5 
   
   
   
   
   
  Deer 
  d6 
  d4 
  d6 
  d8 
  d8 
  8 
  4 
  5 
   
   
   
   
   
  Big Buck 
  d6 
  d6 
  d8 
  d10 
  d10 
  8 
  5 
  9 
   
   
  -1 -2 -3 inc 
  5 4 3 2 1 
  charge 
  Seagulls 
  d6 
  d6 
  d6 
  d4 
  d4 
  6 
  4 
  2 
   
   
   
   
  guano 
  Coyote 
  d6 
  d4 
  d4 
  d4 
  d4 
  6 
  4 
  3 
   
   
   
   
  Howl d6 
  Raccoon 
  d6 
  d6 
  d4 
  d4 
  d4 
  6 
  4 
  2 
   
   
   
   
   
  Crocodile 
  d6 
  d4 
  d6 
  d10 
  d10 
  3 
  6 
  9(2) 
  str+2 
   
   
   
  rollover 
  Lion 
  d8 
  d6 
  d10 
  d12 
  d8 
  8 
  6 
  8 
  Str+2 
   
   
   
  pounce 
  Orangutan 
  d8 
  d6 
  d8 
  d12 
  d10 
  6 
  6 
  7 
  Str 
   
   
   
  grapple 
  Orangutan 
  d8 
  d6 
  d8 
  d12 
  d10 
  6 
  6 
  7 
  Str 
   
   
   
  grapple 
  Rhesus 
  d8 
  d6 
  d6 
  d8 
  d6 
  6 
  5 
  5 
   
   
   
   
   
  Chakacha 
  d8 
  d6 
  d8 
  d12 
  d10 
  6 
  7 
  9 
  Str+1 
   
   
   
  c.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Melee 
  Ranged 
  Baseball Bat Str+2 
  Golf Club Str+1 
  Tennis Racket Str (+2 against swarms) 
  Hockey Stick Str, +1 parry 
  Hedge Cutter Str+3 
  Kitchen Knife Str+1 
  Bow 12/24/48 2d6 
  Shotgun 12/24/48 1d6, 2d6 or 3d6 +2 to hit 
  Hunting Rifle 24/48/96 2d8 AP 2 
  Pistol 12/24/48 2d6 AP 1 
  M60 30/60/120 2d8+1 AP2 
  Sling Shot 4/8/16 str+1 
   
  Armor adds +1 to +3 to Toughness 
   
  
   
  19 
  Dr. Dan Hilliard (the father) 
   
  Attributes (5) 
  Agility: d4 (0) 
  Smarts: d10 (3) 
  Spirit: d4 (0) 
  Strength: d6 (1) 
  Vigor: d6 (1) 
   
  Skills (15/15) 
  Knowledge (Science): d10 (4) 
  Driving: d4 (1) 
  Fighting: d6 (3) 
  Healing: d10 (4) 
  Investigation: d8 (2) 
  Throwing: d4 (1) 
  Hindrances 
  Clueless (-2 to Common Knowledge rolls) 
   
  Edges 
  Common Bond (can give Bennie to family member) 
   
  Derived Stats 
  Pace: 6 
  Parry: 5 
  Toughness: 4 
  Charisma: +0 
   
   
  Background and Personality:  Dan Hilliard is a family man and a locally-respected doctor.  He started his practice in 
  Earltown and met and married Eleanor a few years later.  He is highly intelligent, particularly in the area of brain 
  processes but quite absent-minded and takes a lot of the good things in his life for granted. 
   
  Knowledge:  He works part-time at the Research Institute on the hill, contributing his expertise on neurology.  The 
  Iinstitute does a lot of experimental work, but he is only fully current on the theoretical research being done in his 
  department.  His office is on the second floor.  He does know that they have a larger underground lab in the desert (a 
  few days by car) where the more advanced research is going on.  There are also rumours that a secret tunnel exists, 
  connecting the research center to the desert lab.  At home, keeps his medicine bag in the study on the second floor. 
   
  Eleanor Hilliard (the mother) 
   
  Attributes (5) 
  Agility: d6 (1) 
  Smarts: d6 (1) 
  Spirit: d8 (2) 
  Strength: d6 (1) 
  Vigor: d4 
   
  Skills (15/15) 
  Boating: d6 (2) 
  Repair: d8 (4) 
  Driving: d8 (4) 
  Fighting: d6 (2) 
  Shooting: d6 (1) 
  Knowledge (Earltown): d8 (2) 
  Hindrances 
  Loyal (never betray or dissapoint family or friends) 
   
  Edges 
  Common Bond (can give Bennie to family member) 
   
  Derived Stats 
  Pace: 6 
  Parry: 5 
  Toughness: 4 
  Charisma: +0 
   
  Background and Personality:  Eleanor Hilliard is competent and practical.  Her father taught her how to fix things.  
  And though she had other ambitions, she met and married Dan and started their family.  She still takes care of most of 
  the practical and technical details around the house, including most of the repairs.  She sometimes finds herself bored 
  with her marriage. 
   
  Knowledge:  Knows where all the stores are and how they are organized.  Has a small bird shotgun hidden on the floor 
  of the bedroom closet. 
   
  
   
  Cindy Hilliard (the daughter) 
   
  Attributes (5) 
  Agility: d8 (2) 
  Smarts: d4 (0) 
  Spirit: d8 (2) 
  Strength: d4 (0) 
  Vigor: d6 (1) 
   
  Skills (15/15) 
  Fighting: d8 (3) 
  Guts: d6 (2) 
  Intimidation: d6 (2) 
  Persuasion: d8 (3) 
  Throwing: d8 (3) 
  Swimming: d6 (2) 
  Hindrances (2) 
  Overconfident (major) 
   
  Edges (2) 
  Combat Reflexes (+2 to Spirit roll when 
  recovering from being shaken) 
  Common Bond (can give Bennie to family 
  member)  
   
  Derived Stats 
  Pace: 6 
  Parry: 6 
  Toughness: 5 
  Charisma: +0 
   
  Background and Personality:  Cindy, 15, is the jock of the family. She is strong-willed ("bossy" according to 
  Ralphie) and confident.  She knows how to get her way.  She is okay at school but really only likes it for the sports and 
  social life.  She is on every team and is usually the star.  She loves her family but sometimes conflicts with her mother.  
  Both are quite capable and headstrong.   
   
  Knowledge: She keeps all her sports equipment in the closet at the end of the upstairs hallway, outside her bedroom 
  door. 
   
   
  Ralphie Hilliard (the son) 
   
  Attributes (3) 
  Agility: d8 (2) 
  Smarts: d4 (0) 
  Spirit: d6 (1) 
  Strength: d4 (0) 
  Vigor: d4 (0) 
   
  Skills (15/15) 
  Notice: d8 (6) 
  Throwing: d8 (3) 
  Knowledge (animals): d6 (2) 
  Climbing d4 (1) 
  Stealth: d8 (3) 
   
  Hindrances (4) 
  Young (major)(3 points for attributes) 
  Stubborn (-1) 
  Curious (-1) 
   
  Edges (4) 
  Quick (discard a 5 or lower during initiative) 
  Fleet-footed (roll d10 when running) 
   
  Derived Stats 
  Pace: 8 
  Parry: 2 
  Toughness: 4 
  Charisma: +0 
   
  Background and Personality:  Ralphie, 9, is the kid of the family.  He is a curious, knee-scraping little boy. He likes 
  exploring the woods behind the neighborhood, starting fires and crawling around in the basement.  He is quick and 
  observant and likes to get his way.  He feels that everybody in the family bosses him around, especially his sister.  
    
  Knowledge:  Knows his way around the forest and can find good hiding spots.  Also understands the behaviour of 
  animals (gets a clue on a successful knowledge roll). He has a slingshot hidden under his mattress, though his dad 
  confiscated the ball bearings he got from another kid at school. 
  
   
  21 
  Steve Hilliard (the uncle) 
   
  Attributes (5) 
  Agility: d6 (1) 
  Smarts: d4 (1) 
  Spirit: d6 (1) 
  Strength: d8 (1) 
  Vigor: d6 (1) 
   
  Skills (15/15) 
  Boating: d6 (2) 
  Driving: d6 (2) 
  Fighting: d8 (4) 
  Gambling: d6 (2) 
  Taunt: d6 (3) 
  Shooting: d6 (2) 
  Hindrances (1) 
  Heroic (always help those in need) 
   
  Edges (1) 
  Luck (extra benny) 
   
  Derived Stats 
  Pace: 6 
  Parry: 5 
  Toughness: 5 
  Charisma: +0 
   
   
  Background and Personality: Steve Hilliard is Dan's happy-go-lucky younger brother.  He has not made a whole lot 
  of himself other than making the right friends and improving his skills at hunting, fishing and gambling.  He is an avid 
  sportsman and gameplayer and enjoys a challenge.  Though Dan finds him wearying, the children love having him 
  around because he is a lot of fun, unlike their more serious father.  Though not an ignoble person, Dan is weak of flesh 
  and has been noticing vibes coming from Eleanor more and more lately. 
   
  Knowledge:  Stevie knows his way around the coastline. 
   
  Danny (the boyfriend) 
   
  Attributes (5) 
  Agility: d6 (1) 
  Smarts: d6 (1) 
  Spirit: d4 (0) 
  Strength: d6 (1) 
  Vigor: d8 (2) 
   
  Skills (15/15) 
  Driving: d6 (2) 
  Fighting: d6 (2) 
  Shooting d6 (2) 
  Streetwise: d6 (2) 
  Taunt: d8 (3) 
  Hindrances (4) 
  Yellow (major)(-2 from Guts checks) 
   
   
  Edges (4) 
  Nerves of Steel (ignore 1 pt. of wound 
  penalties) 
   
  Derived Stats 
  Pace: 6 
  Parry: 5 
  Toughness:5 
  Charisma: +0 
   
  Background and Personality:  Danny comes from the "wrong side of the tracks".  His father is a trucker, out of town 
  a lot and his mother an alcoholic.  His dad has taught him how to hunt, to handle dogs (they have two large doberman 
  pinschers, usually chained up and neglected in the backyard) and how to take a beating.  Danny portrays himself as 
  tough and knows his way around town at night, but he is actually quite sensitive and easily frightened.  However, once 
  the fighting stars, he has learned how to not freak out.  He wears his hair long and doesn't go anywhere without his 
  leather biker jacket, which makes him look not quite so scrawny.   
   
  Knowledge:  Danny knows the back alleys and railroad tracks well, including places to hide. 
   
   
   
  
   
  Background Info 
   
   
  The Hilliard Family 
  The Hilliards live in a modest home, though they are financially quite comfortable.  They have a black lab 
  named Knuckles and a grey cat named Lily.  They have a new Ford Taurus station wagon (to Eleanor's regret 
  as she liked to tinker with the older Camry they had) and bicycles for each family member.  They also have a 
  small yacht docked at the Earltown Wharf on Great Lake.  They have a wide one-car garage next to their 
  house in Earltown Estates, the new residential development on the hill overlooking the town and the ravine.  
  Dr. Hilliard is a family doctor with a successful private practice in town.  He also spends 1 or 2 days a week 
  at the Research Institute on Telegraph Hill, where he is paid a decent stipend for assisting in obscure 
  neurological research. 
   
  The Town of Earltown 
  Earltown is a small town of about 10,000 people, including the small rural communities and farmers in the 
  surrounding areas.  It started out as a port town, acting as the transit point for lumber coming out of the 
  interior.  Today it survives on tourism, basically the zoo, and the Research Institute.  The nearest large city is 
  about an hour to the north.  The Earltown can be roughly divided into three sections, the residential section, 
  which is Earltown Estates and the houses below the slope from it, the industrial section, which is the large 
  area east of the business route and downtown, which has a police station, a fire station, a bank, a hardware 
  store, a sporting goods store and 3 restaurants.  There is also an older residential section within the streets of 
  downtown.   
   
  Geographically, Earltown is at the end of two ridges, a river and a creek.  The Assisi river flows on the west 
  side of the ridge that is Telegraph Hill and Boudoin Creek on the other.  The newer residential developments, 
  where the Hilliards live, rest on the second, more gentle ridge.  They have a temperate seasonal climate, 
  where all 4 seasons are present but none of them too severe.   
   
   
  
   
  23 
  Players' Map of Earltown 
   
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Horror/Savage Worlds - Horror - Animal Day.pdf