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  Writing and Layout by
  Thorin Tabor
  Edited by
  Tracy Lachowicz
  Saga Machine system by
  Thorin Tabor
  Tab Creations is
  Ben Goreham, Jesse Pingenot, Matthew Pennell, Thorin Tabor
  Exceptional playtesting by
  Kat Davis, Carroll Emerson, Ben Goreham, Micah Hollis-Symynkywicz, Matthew Kamm, 
  Jesse Pingenot, Brian Richburg, Atom Smith, Darin Strouts, Eric Wirtanen
  Art by
  Artem Stokolya, Enmanuel Martinez Lema, Phoebe Herring 
  Tab Creations, Saga Machine, Against the Dark Yogi, Shadows Over Sol and Dime Adventures are trademarks owned by Thorin Tabor and 
  Tab Creations LLC. All rights reserved. All other content is ©2017 Thorin Tabor. The mention of or reference to any company or product in these 
  pages is not a challenge to the trademark or copyright concerned. This document is a work of fiction.
  World 's Fair
  
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  The 1904 World’s Fair, also known as the 
  Louisiana Purchase Exposition or the Saint 
  Louis World’s Fair, was one of the seminal 
  events of the early twentieth century. With 
  almost twenty million visitors, the fair had a 
  lasting impact on fields of history, art, architec-
  ture and anthropology. The fair was the site of 
  the 1904 Summer Olympics. It also attracted 
  prominent visitors from around the world, 
  including Thomas Edison, Helen Keller, 
  Theodore Roosevelt, Geronimo, T. S. Eliot, 
  Max Weber, Jack Daniel and Kate Chopin. It 
  was an occasion to be remembered.
  This supplement is a site-based adventure 
  centered in and around this important venue. 
  It constitutes a mini-setting, and a way for the 
  heroes to meet all sorts of interesting people and 
  encounter plots threads from across the globe. 
  It begins with a simple introductory hook and 
  encounter. It ends with an epic confrontation 
  against a nefarious villain who would use the 
  fair to advance her own aims of world domi-
  nation. Between these two points are a variety 
  of adventure hooks, encounters, short scenarios 
  and plenty of foreshadowing, leading from one 
  event to the other. This is a nonlinear adventure, 
  with plenty of room for player agency.
  Synopsis
  The adventure begins with the heroes 
  riding a train across the Illinois plain, with 
  their destination being the World’s Fair in 
  Saint Louis. The heroes have decided to attend 
  the fair, perhaps for personal aims or perhaps 
  for simple entertainment.
  While traveling across the plain, the train 
  is apparently attacked by a group of Illiniwek 
  bandits on horseback. While the heroes are 
  alerted to this as an attempted train robbery, 
  there is more going on than meets the eye.
  Another passenger on the train is the 
  sinister Mademoiselle Zara Lenoir. Although 
  the heroes won’t know it yet, and will be intro-
  duced to her as a victim of the robbery, she is 
  the real villain of the scenario.
  The Illiniwek are aware that Mademoiselle 
  Lenoir is involved in the spread of a brain slug 
  epidemic in the region. By boarding the train 
  mid-trip, they plan to abduct her while she is 
  not under the protection of her usual body-
  guards. They then plan to force knowledge 
  of the epidemic from her so that they can 
  successfully combat the brain slugs among 
  their own people. For better or worse, the 
  heroes will foil this abduction.
  For her part, Mademoiselle Lenoir is more 
  than a vector for the brain slug infestation, she 
  is their queen! Born naturally psychic, Lenoir 
  bonded with the brain slugs while still in the 
  womb. She is now mentally linked to the 
  brain slug hivemind, and can use those that 
  have been infected as puppets in her nefarious 
  schemes. In fact, she intends to use the popu-
  larity of the World’s Fair to infect people from 
  around the world. Then, when they return 
  home, they will spread the infection in their 
  Introduction
  
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  homeland, thereby extending her control 
  throughout the world! Wha ha ha!
  After the heroes make it to the fair and 
  begin experiencing all of the adventure that it 
  has to offer, they will occasionally stumble on 
  evidence that something is amiss: strange casings 
  from brain slug eggs, people behaving strangely, 
  animals reacting differently to the infected and 
  assaults that are quickly hushed up. Eventually 
  this evidence will lead back to Mademoiselle 
  Lenoir and her brain slug scheme.
  All of this will cumulate in a final battle in 
  the caves beneath Saint Louis, fighting against 
  Mademoiselle Lenoir, her hulking bodyguard 
  and the brain slug-controlled hordes. Victo-
  rious, the heroes will have saved the world and 
  ended the threat of the brain slug infestation!
  Ready-Made Heroes
  The player characters presented in 
  Dime Adventures: Ready-Made Heroes 
  are ideal for use with World’s Fair. Simply 
  print out the character sheets, let players 
  choose which character each prefers and 
  you are good to go!
  Of particular note are: Milandre Two 
  Rivers, whose secret valley is just a few day’s 
  ride from the fair; Dr. William Blake, whose 
  anthropological studies would benefit from 
  the diverse crowds; and Sir Ruprecht von 
  Dusseldorf, whose occult studies might give 
  him insight into the brain slug threat.
  Other Adventures
  World’s Fair can be used alone or in conjunction with other published 
  Dime Adventures scenarios. Below are some notes on how to combine this 
  adventure with others. 
   
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  Circles in the Sky: This adventure both begins and ends in and around the 
  1904 World’s Fair. This makes it very easy to integrate. Simply insert the 
  events of Circles in the Sky somewhere between the introductory encounter 
  and final battle of the scenario.
   
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  Skull-Spider Island: Found in the Dime Adventures: Quick-Start, this 
  scenario is difficult to directly integrate, as it takes place far away. One possi-
  bility, however, is to run the events of Skull-Spider Island, establishing early on 
  that the heroes are on the way to the fair with the Eye of Wadjet, as that’s where 
  they plan to meet their Ninth Depot contact.
   
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  Expedition Beyond Mount Terror: This adventure is also easy to integrate 
  into World’s Fair. Have the heroes come to the fair to raise funds for their 
  Antarctic expedition, then simply run the events of World’s Fair and Expedi-
  tion Beyond Mount Terror in sequence. The fair also provides ample oppor-
  tunity to introduce the supporting characters of Expedition Beyond Mount 
  Terror early, thus establishing them with the players.
  
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  Saint Louis
  Saint Louis is the fourth-largest city in the 
  United States, and a rare enclave of territory 
  held west of the Mississippi River. Despite 
  the sometimes-frequent raids by hostile local 
  tribes, the city is currently booming. Not only 
  is it a strategically-important location for the 
  USA’s hold on the northern Mississippi River, 
  it is also a major trading hub with the CSA 
  downriver. This year the city is the site of the 
  Louisiana Purchase Memorial Exposition—
  the 1904 World’s Fair—and the 1904 Summer 
  Olympics. These events have drawn in visitors 
  and interest from all over the world.
  History
  The earliest structures around Saint Louis 
  date back to the enigmatic Mound Builder civili-
  zation that ruled the area for nearly 5000 years—
  from 3400 BC to 1500—but then abruptly 
  and mysteriously vanished. They left behind all 
  manner of mounds with subterranean rooms and 
  burials. Some even claim that these mounds were 
  built by other civilizations that had migrated 
  across the globe to the area. Theories range from 
  the Vikings, to the Lost Tribes of Israel, to the 
  ancient advanced civilizations of Atlantis or Mu. 
  Most scholars, however, believe that what 
  is now East Saint Louis was once the site of 
  the largest Native American settlement in the 
  world—a city to rival the size of London. This 
  city was the center of power along the Missis-
  sippi River until the 1500s, when it gradually 
  fell apart due to the depletion of local resources 
  and the soil being exhausted, due to a lack of 
  knowledge about crop rotation.
  After the civilization’s mysterious disap-
  pearance, the mounds laid unused, visited only 
  by native nomadic peoples until 1763, when 
  Pierre Laclede, a French investor built a fur 
  trading post on the site of Saint Louis. Little 
  did Laclede know, however, that the secret 
  Treaty of Fontainebleau had given the region 
  to the Spanish in 1762. But due to travel times 
  and the rebellion of 1768, it took until 1770 
  for the Spanish to take power in Saint Louis.
  The Spanish aided the colonials during 
  the American Revolution, supplying arms 
  and ammunition. In retaliation, in 1780, 
  British and allied Native American forces 
  attacked the city, burning most of the farms 
  and killing most of the livestock, but failing 
  to capture the city itself.
  Saint Louis’ ownership was again secretly 
  transferred in 1800, back to the French, 
  although the Spanish governors of the city 
  remained in place for the entirety of French rule. 
  Then again  ownership changed in 1804, when 
  the city was transferred to American rule as part 
  of the largely-unsuccessful Louisiana Purchase.
  In 1805, Saint Louis became the capital of the 
  newly-organized Louisiana Territory, and then 
  the capital of Missouri Territory in 1812. The city 
  continued to grow, and trade on the Mississippi 
  River increased. The city got its first Catholic 
  diocese, first Protestant churches and first Jewish 
  congregation. The followers of Mormonism 
  arrived in 1831, and officially founded the Latter 
  Day Saints Church there some years later.
  Saint Louis was booming, and then the 
  Tribal Surge came. Over the course of the 
  1840s there were rumors of strange activities 
  among the hostile local tribes, and strange 
  technologies beyond modern understanding. 
  Most dismissed these rumors as poppycock, 
  but then the refugees began trickling in, 
  heading back east from settlements in the 
  west. These survivors brought stories of 
  
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  tribal attacks against American settlements, 
  systematically driving the settlers back off 
  the western lands. They said the hostile tribes 
  wielded the “mechanical works of Satan,” 
  and the settlers were left with no choice but 
  to flee. These attacks continued throughout 
  the decade, despite futile attempts by the 
  Missouri army to stop them. Then in 1850, 
  the Siege of Saint Louis began.
  Saint Louis weathered the attack, despite 
  significant damage being taken to the city. It 
  also weathered repeated follow-up raids over 
  the next couple decades, but the city held 
  on. There were too many people, too well-
  established in Saint Louis to be driven off for 
  good. And as most American settlers were 
  pushed back to the banks of the Mississippi, 
  Saint Louis remained.
  Since then Saint Louis has continued 
  to hold on, and even to thrive, despite its 
  precarious position.
  The City
  Saint Louis lies at the border of the 
  temperate and subtropical climates, with 
  neither mountains nor large bodies of water 
  to moderate the temperature. Consequently, 
  it is subject to the cold Arctic air, humid 
  tropical air, tornadoes and almost two 
  months of thunderstorms every year.
  The city was built on top of an ancient 
  natural cave system, which early settlers used 
  for storing brewed beer and other valuables. 
  Most of these cave entrances have long since 
  been sealed, but those that know where to 
  look can find a virtual labyrinth of twisting 
  underground tunnels—and some say, the 
  lost riches of the past.
  Louisiana Purchase  
  Exhibition
  The 1904 World’s Fair is known officially 
  as the Louisiana Purchase Memorial Exposi-
  tion, named in memory of the failed promise 
  of the Louisiana Purchase—land purchased by 
  the United States but lost in the face of hostile 
  tribal opposition. The Fair is a massive under-
  taking, running from May to December, with 
  events scheduled almost every day of that time. 
  It covers some 1,200 acres of ground (485 
  hectares), with 1,500 buildings, 75 miles of 
  
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  roads (120 km) and has the participation of 
  62 foreign nations. The expected attendance is 
  some 20 million people. Quite simply, the fair 
  is a testament to the modern world.
  Inventors of all stripes have traveled to 
  the World’s Fair to show off their designs. 
  These include the x-ray, early automobiles, the 
  electric stove and the telautograph, an early 
  fax machine. Food inventions popularized at 
  the fair include waffle cone ice cream, peanut 
  butter, iced tea, Dr Pepper, cotton candy, the 
  hot dog and the hamburger.
  Famous visitors to the Fair include 
  inventor Thomas Edison, President Theodore 
  Roosevelt, physicist Henri Poincare, poet T. 
  S. Eliot, political activist Helen Keller and 
  the Apache war chief Geronimo and feminist 
  author Kate Chopin.
  Olympic Games
  The 1904 Summer Olympics are to take 
  place at the World’s Fair, running from July 
  until November. Officially known as the Games 
  of the III Olympiad, this is the first time that 
  the Olympics have been held in a majority 
  English-speaking nation, and the first time that 
  the Olympics have been held outside of Europe.
  The city of Chicago originally won the bid 
  to host the 1904 Olympics, but the organizers 
  of the World’s Fair were upset that another 
  nearby city was hosting an international event 
  in the same timeframe. They began to plan 
  for their own sporting events, informing the 
  Chicago Olympic Committee that their events 
  would eclipse the Olympics unless the games 
  were moved to Saint Louis. Pierre de Coubertin, 
  founder of the modern Olympics, then gave in 
  and moved the games to the World’s Fair.
  
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  The World’s Fair, the city of Saint Louis 
  and the surrounding region is chock-full of 
  potential adventures. As people continue to 
  pour in from all over the world, the heroes 
  could cross paths with any number of historic 
  figures, sinister villains, fellow adventurers or 
  even rare, strange creatures.
  Destination: 
  World's Fair
  This scenario begins with an exciting 
  encounter that should get the action started! 
  During the encounter, the heroes will foil a 
  train robbery, meet a variety of characters 
  that may point them at adventure opportu-
  nities later in the scenario and be introduced 
  to the villain of the adventure (although they 
  won’t know that yet)!
  The Illinois Plain
  Before the action starts, the heroes are on 
  a Union Pacific train, rolling across the Illinois 
  plain. They are still a few hours out from 
  their destination in Saint Louis. Ask each of 
  the players what her character is doing to pass 
  the time. This is also a good opportunity to 
  introduce NPCs that the heroes will run across 
  later at the fair, foreshadowing future encoun-
  ters. Characters on the train might include:
   
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  Theodore Kent: Theodore is a former 
  plantation owner, who is now running 
  from an ex-slave of his (see pages 20-21).
   
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  Norma Hawkins: A specialist in dealing 
  with exotic arachnids, Norma has been 
  hired by Mighty Mason to be the handler 
  for his new giant spider (see pages 12-13).
   
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  Sherlock 
  Holmes: 
  The 
  legendary 
  consulting detective is headed to the 
  World’s Fair in an effort to track down the 
  serial killer H. H. Holmes (see page 16). 
  Adventure Galore!
  Why Go to the Fair?
  One question intentionally left open in this adventure is why the heroes 
  are headed to the World’s Fair in the first place. Ideally, this should be an easy 
  question to answer, and one tailored to the personalities and objectives of the 
  individual characters. Maybe they are headed to the fair in the pursuit of simple 
  entertainment. Maybe they’re seeking new opportunities. Maybe they’re headed 
  to the fair to raise funds for an upcoming expedition. Whatever the reason, 
  simply being en route to the fair ought to be sufficient to get this scenario started.
  
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  Train Robbery!
  Whatever the heroes are up to, they 
  will soon be interrupted by shouts of “train 
  robbers!” coming from the back of the train. 
  This will begin an action scene that will play 
  itself out in three waves of combat.
  The Initial Charge
  Looking out the window, the heroes can 
  see a number of armed people riding horses 
  parallel to the back of the train. These are 
  Native Americans of the Illiniwek nation. 
  They are armed with guns and in the process of 
  attempting to board the train. 
  Let the heroes respond however they 
  wish. The Illiniwek will fight back if attacked, 
  but otherwise one will board the train each 
  round and they will begin to search the cars, 
  knocking over luggage, looking in crawl spaces 
  and scaring passengers.
   
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  There are a number of Illiniwek equal to 
  the number of heroes. They are minions. 
  Use the Soldier stat block on page 228 of 
  the Dime Adventures core rulebook.
   
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  One of the warriors is armed with a 
  Hitch’nyv shoulder cannon. It has six shots 
  remaining at the beginning of the fight. 
  Give the combatant the following attack.
  Alien Gun: +6♥ vs. Defense (♠14/♥10/♦7/♣3). 
  Range 4, Reload 2, Shots 4.
  ♠♥ Disintegration: On a miss, the target 
  loses the Cover consequence, as any 
  cover it formerly had is destroyed.
  Saving a "Damsel 
  in Distress"
  Earlier, by the time the heroes responded 
  to the shouts of “train robbery,” several 
  Illiniwek had already boarded the train. Once 
  the initial charge has been dealt with, the 
  heroes should be made aware of these other 
  warriors. They are currently in the process 
  of attempting to kidnap Mademoiselle Zara 
  Lenoir, who has her own sleeper cabin.
  Although Mademoiselle Lenoir is the 
  villain of this adventure, during this encounter 
  she will play the part of the damsel in distress, 
  meanwhile sizing the heroes up and observing 
  their capabilities. Later, after the fight is over, 
  she will introduce herself.
   
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  There are a number of Illiniwek equal to 
  half the number of heroes. Use the Soldier 
  stat block on page 228 of the Dime Adven-
  tures core rulebook.
   
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  Mademoiselle Zara Lenoir’s stats can be 
  found on page 31.
  What the Illiniwek Know
  Despite appearances, the Illiniwek’s primary goal here isn’t train robbery. 
  Rather, they are here to capture Mademoiselle Zara Lenoir. Some time ago their 
  tribe was struck by an infection of brain slugs, and they know that she is somehow 
  involved. Furthermore, they also know that Mademoiselle Lenoir is usually well 
  protected by bodyguards, and by striking mid-trip they hope to catch her unpro-
  tected and unaware. Once captured, they plan to bring her back for questioning.
  For better or worse, the heroes will likely foil this abduction, and none of the 
  Illiniwek warriors present speak anything other than Miami-Illinois or Michigamea.
  
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  Fight Atop the Boxcars
  The Illiniwek warriors are tough and 
  resourceful, and they haven’t given up quite 
  yet! While the heroes were saving Mademoi-
  selle Lenoir, the last of them managed to jump 
  aboard the train and they are now running 
  along the top of the boxcars!
   
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  There are a number of Illiniwek equal to 
  half the number of heroes. Use the Soldier 
  stat block on page 228 of the Dime Adven-
  tures core rulebook.
   
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  Fighting on the top of a moving train is also 
  difficult! Any critical failure could leave a 
  character hanging perilously over the edge.
  The Victorious Heroes
  After the fight is over, the other passen-
  gers on the train will congratulate the PCs as 
  heroes! This is another good opportunity to 
  introduce the players to characters involved in 
  the other plots in this adventure, and to fore-
  shadow future events. 
  At the very least, Mademoiselle Lenoir 
  should take this opportunity to introduce 
  herself. After all, it’s important for her to be 
  cemented in the minds of the players. She 
  should thank them for saving her, she may 
  even be flirtatious or ingratiating, but at this 
  point she should also begin to come across as 
  somewhat creepy. Maybe she hugs a hero and 
  in the process takes a moment to examine 
  the character’s skull, or maybe her hands are 
  weirdly sticky, like the body of a snail or worm.
  Arrival in Saint Louis
  A few hours later the train will arrive 
  in Saint Louis, where the majority of the 
  passengers are headed. The heroes should 
  also deboard here and perform the normal 
  tasks involved as travelers arriving in a new 
  city—that is, they’ll likely need to grab a bite 
  to eat, get a hotel room, etc.
  Passengers remembering their heroism 
  earlier, may offer to buy the characters a drink. 
  Others may offer to show them around or 
  introduce them to their associates. These are 
  all ideal ways to get the heroes involved in the 
  other plots included with this adventure. A 
  couple examples are given below:
   
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  One of the passengers could offer to introduce 
  the heroes to J. T. Stinson, a brilliant fruit 
  scientist who is looking for help (see page 17).
   
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  Another of the passengers, as a token of 
  thanks, may offer the characters a coupon 
  for a free fortune reading at Madam Zelda’s 
  Curios (see pages 14-15).
  
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  Mighty Mason's 
  Marvelous 
  Menagerie
  Mighty Mason runs a traveling creature 
  spectacle, based out of Memphis. He buys 
  rare and exotic animals, then displays them in 
  cages for the masses to pay to see. He does a 
  brisk business, despite occasional setbacks, such 
  as when one of his animals escapes. He has 
  traveled upriver to the World’s Fair and set up a 
  tent filled with cages, for which he charges entry.
   
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  Mighty Mason himself is a flamboyant 
  man with a large mustache, prone to show-
  manship and dramatic speeches. Use the 
  Socialite stats found on page 227 of the 
  Dime Adventures core rulebook.
   
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  Entry to the menagerie requires paying 
  Mighty Mason a Cost 2 payment.
   
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  The menagerie contains cages displaying a 
  carnivorous jackalope (see Cryptid Codex, 
  page 6), a giant centipede (see Cryptid 
  Codex, page 6) and a Deinonychus (see 
  the Dime Adventures core rulebook, page 
  237), as well as the three entries listed below.
  Plot Hooks
  It’s just a matter of time until someone 
  sabotages Mighty Mason’s tent, letting the 
  creatures free. Imagine the chaos as a psychic 
  gorilla and a frickin’ dinosaur charge through 
  the crowds at the World’s Fair, terrifying the 
  visitors, only to be confronted by the heroes! 
  This would be both an amazing action scene 
  and an effective distraction for Mademoiselle 
  Lenoir to kick off as she works her sinister 
  plans elsewhere. Perhaps she takes this oppor-
  tunity to make off with artifacts possessed by 
  the heroes, or to infect someone important.
  Albino Gorilla, Psychic
  Biding its time, playing dumb and waiting for a chance to escape.
  Str 10, Dex 6, Spd 6, End 6, Int 6, Per 5, Chr 5, Det 5
  Defense 8/17, Willpower 8/16, DR 0, HP 16
  Skills: Athletics 3, Awareness 2, Melee 2, Naturalist 4
  Slam: +5♥ vs. Defense (♠11/♥9/♦8/♣6).
  ♦♣ Grapple: On a successful hit, the gorilla establishes a grapple on the target. If 
  a grapple has already been established, it instead attempts a choke.
  Psychic Manipulation: +5♥ vs. Willpower. On a success, the gorilla may increase or 
  decrease the target’s Bolstered, Dazed, Desire, Fear or Fixated consequence by a 
  severity, or by two severities with a critical success.
  This is no mere gorilla. Not only is it albino, it is also possessed of a keen intellect 
  and psychic powers! Captured in Africa and then sold to Mighty Mason, the gorilla is 
  currently biding its time, waiting for the right moment to escape. Its psychic powers 
  mean it is one of the few creatures at the fair capable of detecting those infected with 
  brain slugs—to which it reacts violently.
  
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  The other potentially important develop-
  ment with Mighty Mason’s is that the albino 
  gorilla is one of the few ways at the fair to 
  reliably discern which characters are infected 
  by brain slugs. Once the heroes figure out 
  the brain slug threat is taking place, they can 
  bring a character to the gorilla as a sort of test, 
  watching to see how it reacts.
  Giant Spider
  Remains very still until it strikes!
  Str 8, Dex 7, Spd 7, End 6, Int 1, Per 6, Chr 5, Det 5
  Defense 10/20, Willpower 5/11, DR 2, HP 14
  Skills: Athletics 2, Awareness 2, Melee 3, Naturalist 4
  Bite: +6♥ vs. Defense (♠11/♥9/♦7/♣5).
  ♦♣ Venom: The spider injects the target with venom. Increase the Bleeding 
  consequence a severity, or two with a critical hit.
  Webbing: +5♥ vs. Defense. Ranged 2. A character hit with this attack is wrapped 
  in webs, increasing its Disabled consequence a severity, or two with a critical hit.
  Wall-Walker: A giant spider is able to walk up walls and onto ceilings. This gives it a 
  greater range of mobility when taking move actions.
  This is a human-sized spider that was captured deep in the Amazon jungle and 
  brought to the World’s Fair as a curiosity. The spider remains very still unless fed or 
  provoked. Currently it has been some time since it was last fed.
  Strix
  Smells blood, then attacks in swarms.
  Str 1, Dex 6, Spd 7, End 2, Int 1, Per 8, Chr 5, Det 6
  Defense 13/24, Willpower 6/12, DR 0, HP 1
  Skills: Athletics 4, Awareness 4, Melee 3, Naturalist 4
  Bite: +6♥ (♠4/♥2/♦1/♣1).
  ♦♣ Blood Drain: Increase the target’s Fatigue consequence a severity, or two 
  with a critical hit.
  Flight: Strix are swift flyers. When flying in combat, they may move two zones when 
  taking a move action.
  Size -3: Strix are small and nimble. This has been factored into the strix’s Defense and HP.
  Strix are ferocious, bird-like blood-drinking vermin. They fly around, preying on 
  livestock and unwary travelers. While weak individually, swarms of the creatures are 
  capable of draining a person dry in minutes.
  
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  Madam Zelda's 
  Curios
  Madam Zelda is an elderly Flemish woman 
  who runs a tent at the World’s Fair selling 
  trinkets of purportedly occult origin. Most of 
  these objects are no more than cheap baubles, 
  designed to appeal to the masses. They range 
  from rabbit’s feet to crystals, from charm 
  bracelets to “traditional remedies.” She does a 
  brisk business telling fortunes on the side.
  Madam Zelda does, however, possess a 
  few objects with actual mystic properties. 
  These she keeps in a lockbox away from 
  public areas of the tent. She only brings 
  them out for customers who prove to her 
  that they have some knowledge and appre-
  ciation of the paranormal.
   
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  Madam Zelda uses the Mystic stats (see the 
  Dime Adventures core rulebook, page 226).
   
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  Impressing her enough to bring out the 
  real mystic trinkets requires success on a 
  Chr/occult-10 flip.
  Arcane Relics
  The following are among the handful of 
  mystic relics in Madam Zelda’s possession, and 
  for sale to the right people at the fair.
  Bag of Fog
  Cost Rating: 7
  This relic appears to be a simple and 
  weathered leather pouch, tied at the top with a 
  silken cord. The pouch is about the size of a small 
  handbag, about the right size to hold a couple 
  tennis balls or a selection of personal cosmetics.
  When the bag is opened, fog begins to pour 
  out, filling the immediate area. Once opened, 
  at the end of the user’s turn, the Concealment 
  consequence of the user’s current zone increases 
  a severity, to a maximum of critical. Should the 
  user move zones, the former zone’s Conceal-
  ment consequence will decrease a severity at 
  the end of the user’s turn each round, while the 
  new zone’s consequence increases. When the 
  bag is closed, Concealment in all zones with 
  the fog decreases at this same rate.
  Force Ring
  Cost Rating: 8
  This ring is made from tarnished silver 
  and has a single opal embedded in it. The ring 
  absorbs kinetic energy suffered by the wearer 
  and stores this energy in the gem, ready to be 
  released later, at the user’s command.
  Any time the wielder is hit with enough 
  force to deal half her total HP or more 
  in damage, the ring gains a charge (to a 
  maximum of 10). Damage which is not based 
  around a kinetic attack—such as damage 
  caused by fire, poison or drowning—does not 
  cause the ring to gain a charge. 
  As an attack action, the wielder may 
  unleash all the charges in the ring to send 
  out a blast of kinetic force, making an attack 
  against a target. This is a Dex/occult vs. 
  Defense action, dealing the following damage: 
  ♠Charges+5/♥Charges+2/♦Charges/♣Charges-3. 
  The attack has the Range 2 property.
  Life-Drain Pot
  Cost Rating: 8
  This appears to be a terracotta clay pot 
  of truly ancient origin. It is about the size 
  of a breadbox, and lacks any sort of marking 
  or adornments. When the lid is removed, 
  terrifying shrieks—like the screams of the 
  
  15
  15
  damned—can be heard coming from inside, 
  as well as a faint purple glow.
  While the lid is removed, anyone capable 
  of hearing in the same zone or any adjacent 
  zone is dealt 3 damage at the end of each 
  round, as the shrieking worms its way into 
  even the most stalwart of minds. DR does 
  not protect against this damage. Removing or 
  replacing the lid is an interact action.
  Living Puppet
  Cost Rating: 7
  This is a creepy-looking wooden dummy 
  with a moving mouth that can be controlled 
  by inserting one’s hand into the underside. A 
  character who sleeps with the dummy in the same 
  room, facing her, will have dreams of the puppet 
  during which she may bond with it. The puppet 
  will only bond with one character at a time.
  Whomever is currently bonded with the 
  puppet may give it instructions, temporarily 
  animating the puppet to do her bidding. This 
  requires a concentrate action to maintain, 
  every round the puppet is active. It’s capable 
  of carrying out simple tasks for the user, and 
  even speaking in an eerie, hollow voice. It is 
  not, however, fast or coordinated enough to act 
  as any sort of effective combatant.
  Love Potion
  Cost Rating: 6
  Madam Zelda will warn anyone thinking 
  of purchasing this potion that “it’s not what 
  you think, but yes, it will make the recipient 
  love you.” She will then give a wicked smile.
  The potion is a small red vial of liquid with 
  enough in it for one dose of the potion. Anyone 
  ingesting the potion will feel deep feelings of 
  love for the first person they see afterward. The 
  GM should secretly make a random number flip 
  at this time. The feelings will last for that many 
  hours, after which they will wear off, leaving the 
  recipient wondering why she ever felt that way 
  in the first place. Those will the Occult skill may 
  attempt an Int/occult-10 flip to figure it out.
  The love the recipient feels is not romantic 
  love, but rather the love of a parent doting on 
  a child. She may want to make sure that her 
  loved one is safe, well-fed, doesn’t go outside 
  with wet hair, eats her vegetables, etc.
  Shield Bracelet
  Cost Rating: 8
  This is a simple metallic bracelet with a 
  series of charms on it shaped very much like 
  ancient shields. The shields come in a variety 
  of metals and colors, each associated with a 
  particular source of damage, and capable of 
  protecting against damage of that variety.
  As a Concentrate action, the wearer of 
  the bracelet may pick a shield and pinch the 
  charm to activate its protection. This grants 
  DR 5, but only against damage of the asso-
  ciated variety. Only one shield can be active 
  at a time. There are four shield charms on 
  the bracelet, corresponding to blunt trauma, 
  piercing/impaling, cutting and fire.
  
  16
  16
  A Tale of  
  Two Holmes
  The fair has attracted many visitors 
  from around the world, both the good and 
  the bad. In fact, it has called to two men, 
  one famous and the other infamous, by the 
  name of Holmes. Sherlock Holmes, famed 
  consulting detective, is in attendance, as is 
  the infamous serial killer H. H. Holmes. 
  The former came here to enjoy his recent 
  retirement, the latter came here because he 
  plans to kill again. Indeed, he has committed 
  one murder already, and clues left from this 
  murder has put Sherlock on his trail.
  Sherlock Holmes
  “You know my methods, Watson.”
  Str 5, Dex 6, Spd 5, End 5, Int 9, Per 7, Chr 3, Det 7
  Defense 9/18, Willpower 9/19, DR 0, HP 10, Wealth 7, Lifestyle 5
  Skills: Athletics 1, Awareness 4, Deception 3, Empathy 3, Investigate 5, Lib-Arts 3, 
  Medicine 2, Melee 1, Naturalist 3, Persuade 3, Stealth 2, Streetwise 2, Thievery 2
  Pocket Pistol: +3♥ vs. Defense (♠8/♥6/♦4/♣2). Range 1, Reload 2, Shots 2.
  Master Detective: Sherlock has an uncanny knack for finding clues. Whenever he is 
  investigating a scene, he may automatically find all clues that are present.
  Equipment: Deerstalker Cap, Pipe
  Sherlock Holmes has recently retired from London to a small farm in Sussex Downs. In 
  his newfound free time he has taken the opportunity to visit the World’s Fair. However, 
  now that he is here, the strange murder of a delivery driver has caught his attention.
  H. H. Holmes
  “I was born with the devil in me.”
  Str 6, Dex 6, Spd 6, End 5, Int 7, Per 5, Chr 9, Det 5
  Defense 8/17, Willpower 10/21, DR 0, HP 11, Wealth 5, Lifestyle 4
  Skills: Athletics 2, Awareness 3, Deception 5, Empathy 4, Investigate 2, Mechanics 3, 
  Medicine 4, Melee 3, Persuade 3, Science 3, Socialize 3, Stealth 3, Streetwise 3
  Grapple: +6♥ vs. Defense. If target is already grappled, use Chloroform or Blade trait.
  ♦ Blade: Deals ♠9/♥7/♦5/♣3 damage in addition to the grapple.
  ♣ Chloroform: Increase the target’s Disabled consequence a severity, or two 
  severities with a critical hit.
  Equipment: Bottle of Chloroform, Knife, Rag.
  H. H. Holmes is an infamous serial killer who has been murdering since the late 
  1880s, with the construction of his labyrinthine “murder castle” in Chicago. This 
  building opened as a hotel for the 1893 Chicago World’s Fair, and now Holmes has 
  been drawn to the St. Louis to replicate these evil deeds. Upon arrival in the city, he 
  murdered a delivery driver and assumed his credentials to gain access to many places.
  
  17
  17
  An Apple a Day...
  J. T. Stinson is the first director of the 
  secretive Missouri Fruit Experiment Station, a 
  well-armed agricultural compound located in 
  the Ozark Mountains. Founded at the turn of 
  the century, this station has survived four years 
  of periodic isolation and attacks from hostile 
  natives. It’s also at the center of a strange curse.
  A decade ago, Stinson traveled the world, 
  collecting samples of rare fruit strains. His goal 
  was the cross-breeding of different varieties in an 
  effort to produce plants capable of withstanding 
  common blights. What he found, however, was 
  something more—it was a fruit whose flesh 
  was said to be forbidden by the locals. Even the 
  twisted tree it grew on looked forbidding. Still, 
  Stinson ate the fruit, and with it came a curse: 
  on the night of the full moon Stinson now 
  uncontrollably transforms into a dinosaur! He 
  becomes a ravenous Deinonychus. In this form 
  he loses all control and stalks the countryside.
  Since the curse fell upon him, Stinson has 
  dealt with it as best as he can. He locks himself 
  up at night during the full moon, and often keeps 
  a live sheep or goat handy upon which to sate 
  himself. Meanwhile, he has continued his fruit 
  studies, advancing agriculture and science. So far 
  all this has been enough, except that the curse is 
  about to undergo an evolution of its own…
  At the Fair
  Like most everyone else, J. T. Stinson has 
  traveled to Saint Louis to attend the World’s 
  Fair. The Missouri Fruit Experiment Station 
  even has its own booth, and Stinson plans 
  to deliver a speech on the benefits of apples, 
  declaring that “An apple a day keeps the doctor 
  away!” He has brought with him several barrels 
  of experimental fruit that the station has grown, 
  which the researchers plan to give away at the fair. 
  Unfortunately, whatever mystical energies 
  that power the curse have made their way from 
  Stinson himself into the experimental fruit 
  that he plans to hand out. Anyone who eats 
  the fruit, a few days afterward—during the 
  night of the full moon—will experience a loss 
  of control and change, as they transform into 
  dinosaurs and run amok in the fairgrounds!
  Generally, this transformation will happen 
  only once for those who eat the fruit, but at the 
  GM’s discretion, there may be ongoing effects 
  for a few of those affected.
   
  ■
  Transformed fairgoers use the Deinonychus 
  stats on page 237 of the Dime Adventures 
  core rulebook.
   
  ■
  J. T. Stinson uses the Citizen stats (on 
  page 223 of the Dime Adventures core 
  rulebook) most of the time, but the 
  Deinonychus stats when transformed.
   
  ■
  Determining that the fruit caused the 
  transformation requires success on an 
  Int/science-12 flip.
   
  ■
  Anyone who is infected with a Brain Worm 
  and is then affected by the curse doesn’t 
  complete the transformation. Instead, the 
  afflicted body begins to change around the 
  worm, expelling it from the victim’s head, 
  leaving both the victim and the worm 
  injured and unconscious.
  
  18
  18
  En Garde!
  Sylvester Clusoe is a wandering fencer of 
  mixed Flemish and Luxembourgian origin. 
  He travels the world, fighting duels to advance 
  his personal reputation and to continue his 
  one-man Don Quixote-like crusade against “the 
  forbidden fruit,” a hybrid citrus also known as 
  grapefruit, along with a crusade against various 
  other things. Those he deems worthy he writes 
  in his red book. Those he deems unworthy he 
  writes in his blue book; and then he attacks.
  Plot Hooks
  Sylvester may initially challenge any hero 
  who develops a reputation as a fencer or other 
  melee fighter. This will be a formal duel to first 
  blood (see the Dime Adventures core rulebook, 
  page 114). He may even do this several times 
  over the course of the adventure, becoming a 
  running gag. Later in the adventure he may be 
  infected by a Brain Slug and stop behaving this 
  way, tipping the heroes off that he’s not acting 
  “normal”—by his own standards!
  Sylvester Clusoe
  “I will have to write your name in my blue book.”
  Str 5, Dex 8, Spd 8, End 6, Int 6, Per 6, Chr 5, Det 8
  Defense 11/22, Willpower 9/19, DR 0, HP 11, Wealth 5, Lifestyle 5
  Skills: Athletics 3, Awareness 3, Empathy 4, Lib-Arts 3, Melee 5, Streetwise 3, Tactics 4, 
  Vehicles 2
  Exceptional Rapier: +9♥ vs. Defense (♠12/♥9/♦6/♣4).
  ♥ Dazing Strike: Increase the target’s Dazed consequence a severity, or two with 
  a critical hit.
  ♦ Knockdown: Increase the target’s Prone consequence a severity, or two with a 
  critical hit.
  ♣ Disarm: The target drops her weapon. If she is wielding multiple weapons, the 
  weapon in her primary hand is dropped first.
  Catlike Reflexes: At the end of Sylvester’s turn he gains an additional AP. This AP may 
  not be spent as part of the turn, but may be held for reactions later in the round.
  Fencing: Sylvester may add a +2 bonus to his Defense against attacks originating 
  from the same zone.
  Riposte: When Sylvester is attacked from within the same zone and the attack misses, 
  as a reaction he may immediately spend an AP to make a melee attack against the 
  original attacker.
  Second Wind: The GM may discard a Moxie for Sylvester to pull himself together. 
  When doing this he immediately regains a number of HP equal to his Endurance. 
  He may not do this more than once per combat round.
  Equipment: Blue Book, Exceptional Rapier, Red Book
  
  19
  19
  Mirror Man
  They say sometimes a dusty figure will walk 
  in from the road, appearing usually at dusk or 
  sometimes at dawn. He wears an unseasonably 
  heavy trench coat and sometimes a round bowler 
  hat. He doesn’t speak much, but when he does 
  it’s to make an offer. Whatever the offer is, he will 
  then pull back his coat, and inside is not a man, 
  but a smooth dark mirror. Taking him up on the 
  offer means crawling into the mirror, and many 
  who fall through are never seen again.
  The Mirror Man is less a person than he is a 
  spirit, otherworldly being or psychopomp. What 
  entity he serves, if any, is unknown, but he does 
  appear to have some overarching purpose. He 
  often speaks to those “fated” to do something, 
  nudging them along “towards their destiny.” He 
  is a living gate to other worlds and locations, 
  serving both as a messenger and means of 
  transport to those he’s tasked with directing.
  Plot Hooks
  The Mirror Man serves as a mechanism 
  for heroes to experience adventures in other 
  times and places, while in the end returning 
  to the World’s Fair to continue the scenario. 
  Some possibilities include:
   
  ■
  He might serve as a means for the heroes to 
  visit Cahokia during the height of its civili-
  zation (see pages 26-27). 
   
  ■
  Heroes might use his portal to raid the 
  Hitch’nyv mother ship for more doses of 
  the Brain Slug cure (see page 29). 
   
  ■
  He also might help nudge the heroes 
  towards realizing the existence and scope 
  of the Brain Slug infection, as well as its 
  mastermind, nudging them towards the 
  final battle (see pages 30-31).
   
  ■
  If word of his abilities get out, perhaps he 
  is captured by a villain who seeks to use the 
  mirror toward nefarious ends. Imagine the 
  evils H. H. Holmes could do (see page 16).
  The Mirror Man
  “Crawl into the mirror and you can go anywhere.”
  Str 5, Dex 5, Spd 6, End 4, Int 5, Per 5, Chr 6, Det 4
  Defense 8/16, Willpower 7/15, DR 1, HP 9, Wealth 6, Lifestyle 2
  Skills: Athletics 2, Lib-Arts 3, Melee 2, Occult 4
  Engulf: +4♥ vs. Defense. The Mirror Man opens his trench coat and tries to engulf 
  the target in it, pushing it through the mirror. On a success, the target is tele-
  ported wherever the mirror leads...
  Punch: +4♥ vs. Defense (♠6/♥4/♦3/♣1).
  ♣ Grab: The Mirror Man initiates a grapple with the target.
  Many Lives: They say the Mirror Man has as many lives as a cat. Should the Mirror 
  Man be killed, his body just dissolves into mist. He will reform again elsewhere 
  within the day. He is not truly dead until he has been killed nine times.
  Trench Coat Portal: Anyone crawling into the Mirror Man’s trench coat is tele-
  ported... elsewhere. Similarly, should the Mirror Man wish, things may crawl out.
  Equipment: Bowler Hat, Strange Trench Coat
  
  20
  20
  Reanimation 
  & Vengeance 
  Douglas Hannibal is an African-American 
  ex-slave, among other things. He was born 
  and raised on a farm in Florida. He and his 
  sister, Clara, were brought up by their mother 
  on what little they had. As a child he was 
  naturally drawn toward spiritualism both from 
  the Christian services he was made to attend 
  on the farm and the more traditional Vodoun-
  inspired aspects of his parent’s culture. 
  When the Civil War was showing signs 
  of coming to an end, his master, Theodore 
  Kent, attempted to shift as many of his slaves 
  as he could for as much profit as they could 
  earn him. Hannibal was known for being 
  rebellious and uncooperative, so he wasn’t 
  going anywhere. His sister, Clara, however, 
  disappeared in a flash. 
  Theodore then took what money he had 
  and ran.
  It was at this time that Hannibal’s mother 
  had grown sick and it became clear to all that 
  she did not have much longer to live. On her 
  deathbed she begged Hannibal to swear to 
  her he would find Clara and make sure that 
  she was somewhere safe and happy. With his 
  master gone, Hannibal took Theodore’s pocket 
  book so he could use his contacts to track his 
  old master down for revenge.
  On the road, Hannibal took odd jobs to 
  stay fed and to keep a roof over his head. It 
  was one of these jobs during which Hannibal 
  found his first taste of real magic. One of the 
  jobs he took was to help a small town which 
  was being terrorized by a powerful shaman. 
  Though he succeeded in defeating the shaman, 
  the following night as he slept out in the desert, 
  he was attacked by what was left of the shaman’s 
  warriors and Hannibal had his chest split open 
  by a tomahawk, leaving him with a wound that 
  soon caused him to bleed out and die.
  Hannibal’s next memories were of him tied 
  to a tree and surrounded in flames. A figure 
  approached him in this burning world—a 
  figure he recognized as his sister. The vision 
  of Clara taunted him. It told him again and 
  again how he failed, screamed in his ear about 
  how weak he was. It seemed like an eon before 
  anything changed, but then a whisper came 
  through the flames and the screaming. It was 
  another voice that promised to release him.
  The being that had whispered to him was 
  revealed to be the Loa Kalfu, a being of cross-
  roads and dark magic. He told Hannibal he 
  could have five years back in the mortal world 
  to conclude his business, but then he would 
  need to return to Kalfu and become his loyal 
  servant. Hannibal accepted.
  Hannibal then found himself covered in mud 
  and dirt, choking on air. In his hand he found 
  the tomahawk that had delivered his death blow 
  and above he found the night sky. He wasn’t quite 
  alive, but he was something close...
  Physically, Hannibal was once tall, broad 
  shouldered and likely considered handsome. 
  But after his death, his appearance took a turn 
  for the worse. The muscle that he had built up 
  on the farm became stringy and loose, his eyes 
  grew gaunt and his hair long grew straw-like. 
  He stands at around six feet, but his stooped 
  posture means that many accidentally mistake 
  him as someone shorter. He dresses in cheap 
  clothes, often stealing them from dead men 
  rather than washing. 
  Hannibal wears a dog tooth on a leather 
  cord around his neck. This is a magic trinket 
  that points to any dead things nearby it. It was 
  
  21
  21
  an item he picked up while alive and could 
  never quite part with. Normally it is sticks to 
  his chest as though magnetized, but he occa-
  sionally uses it to find others of his kind.
  After his death, Hannibal’s bodily functions 
  are for the most part shut down. He continues 
  to breathe more out of habit than any need, 
  and his blood stopped flowing the moment his 
  heart stopped beating. Hannibal doesn’t sleep, 
  but he does need to let the magic energies 
  that keep him on his feet have uninterrupted 
  moments to channel energy into his body.
  In moments of extreme desperation 
  Hannibal will call of Kalfu’s assistance. The 
  danger of this is that that while Hannibal retains 
  the mind of a fairly well-natured man, when he 
  calls for Kalfu’s aid, the Loa will take over. Kalfu 
  is a being of chaos and fear. He doesn’t like to 
  kill, but that is simply because dead men tell no 
  tales and he enjoys bringing terror. While Kalfu 
  operates Hannibal’s body, he will cause pain 
  and suffering to allies, enemies and any neutral 
  parties indiscriminately.
  Douglas Hannibal is at the fair, tracking 
  down his ex-master, Theodore Kent.
   
  ■
  Theodore Kent uses the Socialite stat block 
  on page 227 of the Dime Adventures core 
  rulebook. He was on the train with the 
  heroes at the beginning of the adventure 
  (see page 9).
  Douglas Hannibal
  “I will find Theodore Kent. I will have my revenge.”
  Str 9, Dex 7, Spd 5, End 6, Int 5, Per 5, Chr 4, Det 6
  Defense 8/17, Willpower 7/15, DR 2, HP 15, Wealth 3, Lifestyle 2
  Skills: Athletics 3, Awareness 2, Investigate 2, Melee 4, Occult 3, Stealth 2
  Tomahawk: +7♥ vs. Defense (♠16/♥13/♦10/♣7).
  ♣ Knockdown: Increase the target’s Prone consequence a severity, or two with a 
  critical hit.
  Loa Pact: In moments of desperation Douglas can call upon the Loa Kalfu for power, 
  allowing the entity to possess his body. While Kalfu is in control, he gains a +4 
  bonus to all actions, he gains 30 HP (both max and current) and receives an 
  additional AP every round. This possession lasts until Kalfu decides to relinquish 
  control or until the next sunrise.
  Undead: As one of the undead, Douglas is immune to most metabolic hazards, is 
  susceptible to effects targeting supernatural evil and does not need to sleep.
  Unnatural Durability: Douglas heals at twice the normal rate each night. Addition-
  ally, he is only permanently killed if either his brain is completely destroyed or the 
  Loa animating him is exorcised from his body. Otherwise, he appears dead but 
  comes back to unlife the following dusk.
  Equipment: Mystic Dog Tooth (always points to the nearest dead thing), Tomahawk
  
  22
  22
  Wallachian Count
  Count Dracula is far from his homeland. 
  The ancient vampire brings with him several 
  servants, a coffin filled with soil and a curiosity 
  for the unknown. He is, in fact, here for a reason 
  not so dissimilar to anyone else: He wants to see 
  the fair and what wonders the modern world 
  has devised. Now that he is here, he is particu-
  larly interested to meet the Unstoppable Seven 
  (see page 24). He is also one of the few charac-
  ters completely immune to the Brain Slugs.
  Count Dracula
  “No man knows till he has suffered the night how sweet the morning can be.”
  Str 12, Dex 8, Spd 11, End 8, Int 8, Per 8, Chr 11, Det 8
  Defense 13/27, Willpower 13/27, DR 0, HP 20, Wealth 8, Lifestyle 9
  Skills: Animals 2, Athletics 3, Awareness 4, Deception 3, Guns 2, Lib-Arts 2, Melee 4, 
  Occult 5, Persuade 4, Science 3, Socialize 3, Tactics 3
  Claws: +8♥ vs. Defense (♠10/♥8/♦6/♣4).
  ♥♣ Bite & Grab: Dracula initiates a grapple with the target, then bites her. 
  Dracula heals a number of HP equal to the damage dealt. Those who die from 
  his bite rise from the grave the next night as a vampire themselves.
  Mesmerize: +11♦ vs. Willpower. Increase the target’s Disabled consequence a 
  severity, or two severities with a critical success.
  ♠ Desire: Dracula’s mental suggestion creates a longing in the target. Increase the 
  target’s Desire (allow Dracula to drink blood) consequence a severity, or two 
  with a critical success.
  ♣ Fixation: The target becomes fixated by Dracula. Increase the target’s Fixated 
  (Dracula) consequence a severity, or two with a critical success.
  Burned by Sunlight: Dracula is hurt by the sun. Every round he remains in direct 
  sunlight, increase his Bleeding consequence a severity.
  Difficult to Kill: Dracula is not truly killed unless he “dies” in one of three ways: burned 
  to death by sunlight, decapitated or a stake is driven into his heart after he is downed.
  Shapeshift: Dracula may assume the shape of a wolf, a large bat or a cloud of mist. 
  Changing shape is a Concentrate action requiring 3 AP. While in the other 
  shape use the stats for a Wolf (see Dime Adventures, page 234), Hawk (minus 
  the Talons, see Dime Adventures, page 232) or an invulnerability to physical 
  damage, respectively. Regardless of form, Dracula’s Intelligence remains the same.
  Undead: As one of the undead, Dracula is immune to most metabolic hazards, is 
  susceptible to effects targeting supernatural evil and doesn’t naturally heal, except 
  on nights during which he drank the blood of the living.
  Villain: Dracula has double the HP (already figured), gets 4 AP per round and can 
  take two actions requiring a flip each round.
  
  23
  23
  The Mad Genius
  Nikola Tesla is the famed Serbian-Amer-
  ican inventor, electrical engineer and eccentric, 
  best known for designing the alternating 
  current (AC) electrical supply system, and for 
  his research into wireless power. Many of his 
  other avenues of invention, however, are much 
  stranger. They include an earthquake machine, 
  the “teleautomaton” radio remote control and, 
  of course, the infamous Ray of Death.
  Tesla is notoriously terrible with money, 
  and in recent years has had difficulty securing 
  investments for many of his new inventions. 
  On the surface, Tesla is here at the World’s 
  Fair to raise money for further construction on 
  Wardenclyffe Tower, a massive wireless radio 
  transmission station and source of broadcast 
  power in New York. More privately, however, 
  Tesla is also at the World’s Fair to test some of 
  his newest technological wonders.
  Plot Hooks
  The heroes could become involved with 
  Tesla in any number of ways. A couple possi-
  bilities are detailed below.
   
  ■
  Tesla is looking for volunteers to test his 
  new electromagnetic resonant infusion 
  machine and approaches one of the heroes. 
  Unfortunately, this machine still has a few 
  bugs, and the hero who tests it is “set to 
  resonate at a different corporal frequency,” 
  which makes the character ethereal, much 
  like a ghost. Now the heroes have to find a 
  way to switch the affected character back.
   
  ■
  Tesla could ask them to travel to a site he 
  has leased across the river and set up a radio 
  communication tower of his design that he 
  wishes to use during a demonstration at the 
  fair. This site turns out to be right on top 
  the ruins of Cahokia (see page 26).
  Nikola Tesla
  “One must be sane to think clearly, but one can think deeply and be quite insane.”
  Str 4, Dex 5, Spd 5, End 4, Int 10, Per 5, Chr 5, Det 8
  Defense 7/15, Willpower 11/23, DR 0, HP 8, Wealth 5, Lifestyle 7
  Skills: Crafts 2, Guns 2, Lib-Arts 2, Mechanics 5, Medicine 2, Occult 3, Persuade 2, 
  Science 5, Tactics 2, Vehicles 2
  Ray of Death: +4♥ vs. Defense (♠14/♥10/♦7/♣3). Range 4, Reload 6, Shots 12.
  ♦ Arc: The energy of the ray arcs from the target to another random target in the 
  same zone. Determine this randomly and then deal damage to that target as well.
  ♣ Charged: The energy from the attack ignores DR.
  Repulsor Coil: Tesla make take an action to turn on a special Repulsor Coil that he 
  carries on his person. Once activated, sparks of electricity will flare from the coil, 
  and metal is repelled. This grants him DR 5 against any metal-based attack while 
  the coil is active. This effect lasts for one minute once activated.
  Equipment: Notebook, Ray of Death, Repulser Coil, Spare Wire
  
  24
  24
  Unstoppable Seven
  The Unstoppable Seven are the most 
  wanted criminals on the frontier. Led by Dean 
  Bronson, also known as “the Wretched Unkill-
  able Outlaw,” they’re guilty of robbery, cattle 
  rustling and the murder of several lawmen. 
  Unknown to most, they’re also vampires.
  Several years ago, after a successful bank 
  robbery, the outlaw gang was captured by a 
  band of strange backward-looking settlers. The 
  captors did some sort of ritual, during which 
  the gang blacked out. When they awoke, they 
  found the settlers dead—left torn and drained 
  of blood. At first the gang was afraid, but then 
  they began to realize that they now had strange 
  new powers, and a hunger for the blood of the 
  living. As time passed, they grew to appreciate 
  this new “gift.” This was especially true of Dean, 
  who decided that the gang’s new purpose was 
  to spread this gift to the entire world!
  Dean and his Unstoppable Seven have 
  come to the World’s Fair because they want to 
  prove just how unstoppable they are, putting 
  the fear into mortals and other vampires alike. 
  They’ve heard that Dracula will be here (see 
  page 22). They also want to “share the gift.”
   
  ■
  Dean Bronson’s stat block is below. The 
  other members of the Unstoppable Seven 
  use the Vampire stat block found on page 
  242 of the Dime Adventures core rulebook.
  Dean Bronson
  “Vampirism isn’t a curse, it’s a gift! And I must share it with the world!”
  Str 12, Dex 9, Spd 11, End 5, Int 7, Per 11, Chr 3, Det 11
  Defense 15/31, Willpower 10/21, DR 1, HP 34, Wealth 5, Lifestyle 3
  Skills: Athletics 2, Awareness 3, Deception 3, Guns 4, Melee 3, Occult 2, Persuade 2, 
  Stealth 5, Tactics 3
  Claws: +7♥ vs. Defense (♠15/♥13/♦11/♣9).
  ♥ Life Drain: This attack contains a bite. After the attack, Dean heals a number 
  of HP equal to the damage dealt.
  ♣ Grab: Dean initiates a grapple with the target. If the target is already grappled, 
  Dean performs Life Drain instead (see above).
  Pistol: +8♥ vs. Defense (♠10/♥7/♦5/♣2). Range 2, Reload 2, Shots 8.
  ♣ Fancy Shooting: Dean may retroactively make this attack a Called Shot on the 
  target’s arms or legs. By spending 1 AP he may also retroactively make this a 
  Called Shot on the target’s head.
  Leadership: By taking an Interact action, Dean may increase the Bolstered conse-
  quence a severity for anyone under his command.
  Quick Draw: Reduce the number of AP it costs to draw or to reload a weapon by 
  one. This may reduce the necessary AP to zero.
  Undead: As one of the undead, Dean is immune to most metabolic hazards, is 
  susceptible to effects targeting supernatural evil and doesn’t naturally heal, except 
  on nights during which the vampire drank the blood of the living.
  Villain: Double Dean’s maximum HP (already figured).
  Equipment: Duster, Pistol (Conceal)
  
  25
  25
  Saint Louis Caves
  Saint Louis is built on top of a massive 
  complex of natural caverns. These caves twist 
  and turn, running for miles beneath the city. 
  In centuries past, some of these caves were 
  used as a refuge by Native Americans, while 
  others were thought to be cursed. In more 
  recent history, the caves have been utilized by 
  both the Underground Railroad and by local 
  brewers, using the caves as a form of natural 
  refrigeration when storing their beer. 
  Because of this, there are both secret and 
  not-so-secret entrances to the cavern complex 
  connecting breweries, speakeasies and the 
  houses of those who were involved in the 
  Underground Railroad. With an appropriate 
  knowledge of the cavern complex, one can 
  transverse much of the city without emerging 
  aboveground. However, many miles of the 
  caves remain unexplored.
  Ghosts in the Dark
  There is a legend associated with the caves, 
  dating back to the Native Americans of the 
  region. The story goes that a young woman fell 
  in love with one of the men in her village. Her 
  feelings were reciprocated and the two secretly 
  became a couple. They were unable to marry, 
  however, as the girl had already been promised 
  to the tribe’s war chief, a violent man with a 
  nasty temper. One day the war chief discovered 
  that the girl had been seeing her lover, and he 
  became enraged. Before he could violently lash 
  out, however, the young couple fled the village 
  and took refuge in the caverns, planning to wait 
  for the danger to pass. Unfortunately, somehow 
  the war chief tracked them to the cave. He 
  and his warriors stationed themselves outside, 
  waiting for the two to emerge so that he could 
  kill the man and take back his bride. Rather than 
  surrender to the war chief, the two remained in 
  the caverns until they starved to death.
  These two young lovers are said to still 
  linger in the caverns as ghosts. They say that at 
  night, if you listen closely enough, you can still 
  hear them weeping. What’s more, if anyone 
  tries to enter the cave where they reside, they 
  lash out at the intruder, believing the inter-
  loper to be the chief or one of his warriors.
   
  ■
  Ghost stats can be found on page 12 of the 
  Cryptid Codex supplement.
  Plot Hooks
  It’s just a matter of time before the heroes 
  stumble upon the Saint Louis Caves. Maybe 
  someone they are investigating or chasing 
  takes refuge in the caves, and then the heroes 
  have to hunt her down underground. Maybe 
  some object the heroes are seeking is hidden 
  in the caves. Maybe some sort of nasty critter 
  escapes a booth at the fair and makes its nest 
  in the cavern complex. Maybe the heroes 
  discover the caves and then use them as their 
  own secret way to get around the city.
  The GM should endeavor to introduce 
  the Saint Louis Caves sometime early on in 
  the adventure. This both gives the heroes 
  an interesting place to explore and helps 
  to foreshadow the adventure’s final battle, 
  which also takes place in the caves.
  
  26
  26
  Cahokia
  Cahokia, the City of the Sun, was once 
  the largest human settlement north of Meso-
  america. It stood just across the Mississippi 
  River from Saint Louis. At its height, it was 
  home to over 40,000 people, and the center 
  of Mississippian culture. However, sometime 
  around 1400 AD, that civilization collapsed 
  and the city was left abandoned. 
  Today Cahokia seems nothing more than a 
  few scattered ruins, raised mounds and legends 
  told by the native peoples. However, just beneath 
  the surface, a network of ancient tunnels, burial 
  mounds and lost treasure has been left behind.
  Plot Hooks
  Do bold pulp heroes really need a reason 
  to explore the ruined tunnels of a lost civili-
  zation? Maybe they do! 
   
  ■
  Professor Georgina Rich is an archeologist 
  attending the fair, and she’s looking to hire 
  people willing to help explore the ruins.
   
  ■
  There’s also a rumor floating around that 
  the ruins of Cahokia are said to contain a 
  lost treasure, belonging to the last of the 
  Mississippian chiefs to rule the city. Any 
  attempt to gather rumors or socialize at the 
  fair could turn up this information!
  Finding an Entrance
  Before the heroes can explore the ruined 
  tunnels of Cahokia, they must first cross to 
  the east side of the Mississippi River, locate an 
  entrance and gain ingress. Thankfully, there are 
  several ways to do this:
   
  ■
  Heading to East Saint Louis and asking 
  around may turn up a local who knows 
  the location of one of the entrances. This 
  requires success on a Chr/socialize-10 flip.
   
  ■
  Heading to the mounds and doing a 
  thorough search of the area may turn up 
  an entrance by following the tracks of the 
  creatures that live inside. This requires a 
  successful Per/naturalist-10 flip.
  Exploring the Ruins
  The aboveground ruins consist of a large 
  number of mounds; below the surface, 
  however, is a confusing network of tunnels—
  some collapsed, but many still open. Heroes 
  exploring these tunnels will need to take care 
  not to become lost.
  As the heroes explore the ruins, feel free to 
  have then make any of the below discoveries.
  Prairie Dog Tunnel
  The tunnels near one entrance have been 
  taken over by a family of giant prairie dogs. 
  These bloodthirsty critters have also expanded 
  the tunnel complex, digging out new dens. 
  Because they leave large footprints, their 
  entrance is the easiest one to find.
   
  ■
  There are a number of prairie dogs equal to 
  the number of heroes. 
   
  ■
  Use the Giant Killer Prairie Dog stats found 
  on page 238 of the Dime Adventures core 
  rulebook.
  The Lone Illiniwek
  The heroes aren’t the only ones to have 
  entered the ruins of Cahokia recently. Inside 
  one of the tunnels they may chance upon a 
  lone, wounded Illiniwek named Antoneehw. 
  He was attempting to explore the site recently, 
  when he was attacked by one of the giant prairie 
  dogs. He survived the attack, albeit barely. He’s 
  now camped deep in the tunnels, too wounded 
  to make his way past the killer rodents.
  Antoneehw would appreciate any aid the 
  heroes can give. If they are friendly with him, 
  
  27
  27
  he can point them at the Illiniwek camp, bring 
  them there or even provide a friendly introduc-
  tion (see page 28). Antoneehw, however, speaks 
  only a smattering of English. He is particularly 
  eloquent in either the Miami-Illinois or Mich-
  igamea languages.
   
  ■
  Use the Soldier stat block on page 228 of 
  the Dime Adventures core rulebook. He 
  is currently at 2 HP.
  Batboys!
  A more difficult to find entrance to the 
  Cahokia ruins is inhabited by a colony of batboys. 
  These strange creatures lair in the tunnels, hanging 
  upside down to sleep and emerging at night to 
  prey mostly on small game. They become violent 
  if the heroes violate their tunnel.
   
  ■
  There are a number of batboys equal to the 
  number of heroes. Use the Batboy stat block 
  on page 236 of the Dime Adventures core 
  rulebook.
  To the Saint Louis Caves
  Somewhere deep in the tunnel complex, 
  the Cahokia ruins connect to the Saint Louis 
  Caves (see page 25). This is mostly evidenced 
  where the artificial construction of the tunnels 
  gives way to the appearance of natural caverns.
  The Lost Treasure
  In the deepest tunnels of Cahokia there is a 
  great treasure left behind by the last chief. It is a 
  worked copper spear (see below). Sold to an inter-
  ested collector, it is worth an Income 9 payment.
   
  ■
  This treasure is guarded by a Temple 
  Guardian. Use the stats found on page 240 
  of the Dime Adventures core rulebook.
   
  ■
  When held aloft, the wielder of the spear 
  can call upon its power to strike fear into her 
  enemies. This is a Det vs. Willpower concen-
  trate action. It targets all enemies who can 
  see the wielder. On a success, the enemy 
  increases her Fear consequence a severity, or 
  two severities with a critical success.
  Cahokia Redux
  After the heroes explore and clear out the 
  dangers from Cahokia once, the ruins could 
  become important again after a new threat moves 
  in and claims the newly vacant tunnels as its own.
   
  ■
  The Unstoppable Seven could decide that the 
  ruins are a useful hideout (see page 24).
   
  ■
  Dracula could decide that the ruins are a 
  home away from home (see page 22).
   
  ■
  Several were-raptors who were unfortunate 
  enough to eat apples from the experimental 
  batch could end up here (see page 17).
  
  28
  28
  Illiniwek Camp
  About 25 miles (40 km) northwest of Saint 
  Louis is a camp that the Illiniwek natives are using 
  to operate in the area. The camp is located on a 
  defensible hill between the Missouri and Missis-
  sippi Rivers. As a consequence, the camp is well-
  placed to resist an attack, but is also quite visible 
  to the surrounding plain. These Illiniwek are the 
  same band who launched the raid on the heroes’ 
  train earlier in the adventure (see page 10).
   
  ■
  There are 20 warriors present. Use the 
  Soldier stats on page 228 of the Dime 
  Adventures core rulebook.
   
  ■
  Also present is the band’s spiritual advisor, 
  Wahya. Use the Mystic stats on page 226 
  of the Dime Adventures core rulebook. 
  She is the only member of the band who is 
  both present and speaks English.
   
  ■
  A successful Int/lib-arts-10 flip will allow a 
  hero to determine that these are the same 
  band who raided the train earlier.
  Approaching the Camp
  The Illiniwek are not here looking for a 
  fight. Unless the heroes go in guns blazing, the 
  natives will likely meet with them peacefully. 
  The challenge here is one of diplomacy and 
  communication, rather than one of intent.
   
  ■
  Treat this as a social challenge with three 
  intervals (see page 132 of the Dime Adven-
  tures core rulebook). The first should be 
  Int/lib-arts-10 to overcome the cultural 
  barrier, then Chr/socialize-10 to build trust, 
  then Chr/persuade-10 to convince the 
  natives to provide aid or information.
   
  ■
  Being familiar with Illiniwek culture or 
  speaking one of their languages each grants 
  the hero a +4 bonus on these flips.
  What the Illiniwek Know
  The Illiniwek know that Mademoiselle 
  Lenoir came to their people about a month 
  ago, after which a number of warriors in their 
  tribe began acting strangely. When several of 
  these infected warriors died suddenly in an 
  attack from an enemy tribe, they found a fist-
  sized slug curled up in each of their heads. 
  Wahya was then able to ascertain that each of 
  the inflicted warriors seemed to be puppeted 
  by these slugs, and that Mademoiselle Lenoir 
  must somehow be involved. That knowledge in 
  hand, the band attempted to kidnap her from 
  the train, but the effort failed. 
  Since the raid, the band has been in contact 
  with their Hitch’nyv allies (see page 214 of 
  the Dime Adventures core rulebook). They 
  believe that the Hitch’nyv have a cure for this 
  infliction, but the alien ship they made contact 
  with crashed during a recent storm. They know 
  that it crash-landed somewhere in the hills 
  south of Saint Louis, but so far have been too 
  busy keeping their people safe to go look for it. 
  They can point the heroes in the right direction 
  (see Hitch’nyv Crash Site on page 29).
  Path to the Cure
  There are several ways that the heroes 
  can obtain the Brain Slug cure. One posible 
  path is described below.
   
  ■
  Heroes discover the Saint Louis caves.
   
  ■
  Heroes follow the caves to Cahokia 
  and save the lone Illiniwek there.
   
  ■
  Heroes make friendly contact at the 
  Illiniwek camp and get directions to 
  the Hitch’nyv crash site
   
  ■
  Heroes go to the crash site and find the 
  Brain Slug cure in the wreckage.
  
  29
  29
  Hitch'nyv 
  Crash Site
  Recently an alien Hitch’nyv ship crash-
  landed in the hills, about a day’s ride 
  southwest of Saint Louis. The ship was a 
  cheaply made atmospheric shuttle—one 
  of the first of a new generation constructed 
  by the Hitch’nyv after their arrival at Earth 
  (see the Dime Adventures core rulebook, 
  page 214). Unfortunately for the alien crew, 
  the ship encountered an unexpectedly fierce 
  storm, was struck by lightning and all four 
  crew members died in the resulting crash. The 
  ship now lies unclaimed, guarded only by a 
  handful of automated defense automatons.
  Before the crash, these aliens had been 
  in contact with their Illiniwek allies. The 
  natives had requested medical aid for those 
  of their people afflicted with Brain Slugs, 
  and the Hitch’nyv were in the process of 
  returning with a few doses of a cure. These 
  doses survived the crash and now lie inside 
  the ship and its debris field.
  Finding the Crash Site
  The heroes may be pointed in the direction 
  of the crash site in a number of ways. The 
  most obvious way is by visiting the Illiniwek 
  camp and hearing about their contact with 
  the Hitch’nyv (see page 28). If the heroes 
  don’t do this, however, or don’t interact 
  with the Illiniwek in a friendly manner, they 
  could also be pointed in the direction of the 
  crash site by travelers at the fair, who saw “a 
  comet—except it was like a boat and full of 
  fire” land in the Missouri hills.
  Of course, the hills are forested and rugged. 
  Finding the crash site won’t be as simple as 
  heading in the right direction and keeping 
  alert. The heroes are going to have do some 
  camping and searching around for it.
   
  ■
  Success on a Per/naturalist-10 flip locates 
  the crash site. Failure means the heroes 
  instead run into something nasty up in the 
  hills, but may afterward try again.
   
  ■
  GMs wanting to include an exciting 
  encounter along the way can have the 
  heroes run into Momo, a lone and ill-
  tempered bigfoot with a powerfully terrible 
  scent. Momo will attack when the heroes 
  are resting, and attempt to steal supplies. 
  Use the Bigfoot stats on page 236 of the 
  Dime Adventures core rulebook.
  Exploring the 
  Debris Field
  The debris field from the crash site is 
  guarded by a number of alien automatons, 
  who are keeping watch over the remains 
  until other Hitch’nyv can come and retrieve 
  them. Any heroes attempting to search the 
  debris will need to either fight or remain 
  hidden from these robots.
  There are a dozen samples of the Brian Slug 
  cure located in a small crate just inside the crashed 
  ship. This crate is guarded by a single damaged 
  automaton. It poses no real threat to the heroes, 
  but will emit speech which heroes may recognize 
  as alternating between the Miami-Illinois and 
  Michigamea languages. It’s trying to tell friendly 
  natives that this is the Brain Slug cure.
   
  ■
  Use the Automaton stats on page 235 of 
  the Dime Adventures core rulebook. 
  There are a number of automatons equal to 
  the number of heroes.
   
  ■
  Heroes may also find 5 extra shots for a 
  Hitch’Nyv shoulder cannon (see page 10).
  
  30
  30
  Final Battle
  So your heroes have made it to the World’s 
  Fair. They’ve gotten involved in all sorts of 
  adventures, met all sorts of interesting people 
  and probably punched a few villains and ne’er-
  do-wells along the way. Excellent! Hopefully 
  they remember Mademoiselle Lenoir from 
  the train raid. Hopefully they also have picked 
  up on some of the hints you’ve been dropping 
  along the way that there’s more going on than 
  meets the eye. Ideally, they’ve interacted with 
  a Brain Slug-controlled person or two, and 
  even seen a Brain Slug inside someone’s head 
  by this point. If not, it might be best to run 
  another encounter or two where the heroes can 
  experience this (you know, foreshadowing and 
  all that). Assuming all this is true, however, it’s 
  now time to crank things up a notch and drive 
  this adventure to its conclusion!
  The Creeping Spread 
  of Brain Slugs
  By now the Brain Slug infection has spread 
  to a point where Mademoiselle Lenoir has 
  grown overconfident, and she’s willing to send 
  her infected agents out on more obvert tasks. 
  Pick a handful of “friendlies” that the 
  heroes have interacted with at the fair before 
  this point. Congratulations! They’ve been 
  infected with Brain Slugs. Send a couple of 
  them to interact with the heroes, but have 
  them interact in a way where the players will 
  obviously notice that something’s not quite 
  right. Maybe straighten your arms and speak 
  robotically when interacting as them. They will 
  try to convince the heroes to come with them 
  to a dark and isolated alley behind a row of 
  storage sheds. Regardless of whether the heroes 
  agree or not, other Brain Slug-controlled 
  citizens will immediately attack!
  The fight will begin as many Brain Slug-
  controlled people rush in, attempt to grapple 
  the heroes and then attempt to place Brain Slugs 
  on their heads. If not stopped, these slugs will 
  crawl into their victim’s ear or nose, then assume 
  control from inside the skull. Make sure that 
  this takes a few rounds of uninterrupted action 
  to accomplish. We don’t really want to lose any 
  heroes to Brain Slugs right now.
   
  ■
  There are a number of Brain Slug-controlled 
  citizens equal to twice the number of heroes. 
  Use the Citizen stats on page 223 of the 
  Dime Adventures core rulebook.
  To the Caves!
  After the attack, any attempt at investigation 
  will automatically lead the heroes to notice that 
  the Brain Slug-controlled people are coming and 
  going from the Saint Louis Caves. They must be 
  using them as their base of operations! If the heroes 
  don’t think to investigate, someone they know will 
  witness others being kidnapped and dragged inside 
  the caves, then will run to tell the heroes, explaining 
  how the kidnappers were “acting funny.”
  The caves are now crawling with infected 
  people. Make sure that the heroes notice a few 
  faces that they recognize. Maybe the Brain 
  Slugs now control Sherlock Holmes, Sylvester 
  Clusoe or Mighty Mason.
  At the center of all this activity they will 
  witness Mademoiselle Lenoir and her hulking 
  bodyguard, Stu, giving orders to the infected 
  individuals. Lenoir might even be in the middle 
  of giving a speech before her gathered minions, 
  bragging about her impending world domination! 
  (She’s psychically linked, so she doesn’t need to do 
  this, but damn, she loves to hear her own voice!)
   
  ■
  There are a number of slug-controlled 
  minions equal to twice the number of 
  heroes. Use the Citizen stats on page 223 
  of the Dime Adventures core rulebook.
   
  ■
  Lenoir and Stu’s stats are on the next page.
  
  31
  31
  Mademoiselle Zara Lenoir
  “With the aid of my faithful slugs, I will spread my control around the world!”
  Str 6, Dex 9, Spd 7, End 5, Int 9, Per 6, Chr 7, Det 8
  Defense 11/22, Willpower 12/24, DR 0, HP 22, Wealth 7, Lifestyle 6
  Skills: Animals 5, Athletics 3, Awareness 3, Deception 5, Empathy 3, Guns 3, Medicine 3, 
  Melee 3, Naturalist 4, Occult 4, Persuade 3, Socialize 3, Stealth 3, Tactics 4
  Throw Slug: +7♥ vs. Defense. Zara throws a juvenile Brain Slug at a target. If it hits, the 
  slug sticks the target’s skin. It has 1 HP and Defense 9/15. If the slug is not destroyed 
  by the beginning of Zara’s next turn, it will have made its way to the target’s head and 
  will use its control ability to assume control of the target. Flip 8♠ vs. the target’s Det. 
  On a success, Lenoir now controls the target until the slug is removed.
  Brain Blast: +9♠ vs. Willpower (♠11/♥8/♦6/♣3). Range 2, Ignores DR.
  ♥♦ Suggest: Increase the target’s Desire (place a Brain Slug on head) conse-
  quence a severity, or two with a critical success.
  Villain: As a villain, Zara’s HP is doubled (already figured). She also gets 4 AP every 
  round and may use her Throw Slug trait in addition to another action requiring a flip.
  Equipment: A large supply of juvenile Brain Slugs.
  Mademoiselle Zara Lenoir was born to upper class parents in Nouvelle-France. 
  Naturally psychic, her mother was infected with a Brain Slug while she was still in 
  the womb. The combination of this prenatal exposure and her natural psychic talents 
  allowed her to bond with the Brain Slug hivemind. She is now their queen!
  Stu, the Hulking Bodyguard
  “I must protect the Mademoiselle!”
  Str 10, Dex 6, Spd 6, End 9, Int 3, Per 6, Chr 5, Det 8
  Defense 9/18, Willpower 8/16, DR 2, HP 19, Wealth 3, Lifestyle 5
  Skills: Athletics 5, Awareness 3, Guns 3, Investigate 3, Melee 5, Occult 3, Stealth 3
  Martial Arts: +8♥ vs. Defense (♠15/♥12/♦10/♣7).
  ♣ Crush Weapon: Stu disarms his target and snaps her weapon in half. At the 
  GM’s discretion, particularly durable weapons may only be bent.
  Throw Rock: +8♥ vs. Defense (♠15/♥12/♦10/♣7). Range 2.
  Bodyguard: For any attack that targets Zara, Stu may redirect that attack to himself 
  instead, assuming that he is in the same zone as Zara.
  Equipment: His bare hands, An unstoppable sense of loyalty and rage.
  Stu is a hulking brute of a man who Mademoiselle Lenoir attempted to infect with 
  a Brain Slug when she was first rising to power as a sinister villainess. For whatever 
  reason, though, he proved to be immune to Brain Slug control. A bit too dim to realize 
  what happened, Stu has nevertheless served Mademoiselle Lenoir loyally. He lives only 
  to see her smile and to occasionally listen to his second love, Tchaikovsky’s Swan Lake.
  
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SOURCE: textdata/thevault/Dime Adventures/Worlds Fair.pdf